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4149648 No.4149648 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4144914

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/idgames/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent (dead)

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.4149649

=== CURRENT EVENTS ===

QUMP
-Two maps still in progress
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

OP
-2016 torrent of idgames archive is gone; needs replacement?
-Looking for more unique images to start each thread with

=== NEWS ===

[7-26] Project Xenome: Interloper, a map set for Unreal
http://www.unrealsp.org/viewtopic.php?f=4&t=4195

[7-21] Anon map release: LEISURE.WAD
https://mega.nz/#!UyhnEYxA!BvZc-FDnp2Z6DqiyB3xD1_AJ04NWw9sPDFKE3NVUkXY

[7-21] 12.5 Quadrillion Shades Of Doom (monster randomizer)
https://forum.zdoom.org/viewtopic.php?t=57310

[7-21] Anon map release: "an arena where you can practise fighting two archviles"
https://my.mixtape.moe/xlahtx.wad

[7-21] High Noon Drifter released
https://forum.zdoom.org/viewtopic.php?t=57098

[7-20] New Insanity's Requiem release
https://forum.zdoom.org/viewtopic.php?t=37130&start=480#p1010044

[7-20] BloodGDX 0.771 released, fixes ROR
http://m210.duke4.net/

[7-19] Colorful Hell got updated to 0.90; adds gibs and White Archvile
https://forum.zdoom.org/viewtopic.php?t=47980

[7-16] Spaceman333's proper release of his slow motion addon, adds actual slow-mo
http://www.moddb.com/games/doom-ii/addons/slomobullettime-ultimate-r3

[7-14] Anon shares a Masters of Doom audiobook
>>https://warosu.org/vr/thread/4117396#p4117883

[7-3] Anon makes a joke map while waiting for QUMP
https://mega.nz/#!lQQSSIjC!TtptcHyxmxi0STHHkYm067tbfCm8yBI77CiIsUIC18k

[7-3] ROOTPAIN V2; the sequel nobody wanted
https://www.doomworld.com/forum/topic/94860-rootpain-v2/

[7-2] scalliano's SUPER Shuffle released
https://forum.zdoom.org/viewtopic.php?t=56220

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.4149662
File: 339 KB, 1280x800, Screenshot_Doom_20170727_080058.png [View same] [iqdb] [saucenao] [google] [report]
4149662

Fuck GZDoom.

>> No.4149671

>>4149662
but gzdoom is cool and has a lot of nice features
dpjudas put a lot of work into those man
dont be so rude

>> No.4149672

>>4149662
pls no dramarino

>> No.4149685

>>4149672
it dramalama time

>> No.4149698

>tfw you want to sleep but you also want to map

>> No.4149704

>>4149698
Map a bed.

>> No.4149706

>>4149698
>tfw you want to mod but graf won't let you

>> No.4149715
File: 1.05 MB, 1280x1024, Screenshot_Doom_20170727_034645.png [View same] [iqdb] [saucenao] [google] [report]
4149715

SPOOK and HELL as fuck

>> No.4149719

>>4149715
not with those textures it ain't

>> No.4149725 [DELETED] 

>>4149719
But it's fine when Mouldy uses those textures.

>> No.4149729
File: 1.44 MB, 1280x1024, Screenshot_Doom_20170727_035217.png [View same] [iqdb] [saucenao] [google] [report]
4149729

>>4149719
What would you of used instead, bonerboy?

>> No.4149757

>>4149725
yes, mouldy actually knows how to use those textures

>> No.4149770

what's your keyboard configuration for keyboard-only walkthrough?

>> No.4149772

>>4149729
>420 cells
nice

>> No.4149784

>>4149715
at least shift that skin texture so the teeth don't look identical

>> No.4149785 [DELETED] 

>>4149784
They ARE

>> No.4149791

Is nicolas monti an example of a mapper who got worse over time? I swear his more recent mapsets are an eyesore compared to his Eviltech megawad.

>> No.4149792

>>4149770
i haven't used this since the first few weeks i had the games 20 years ago, but it was something like:

Q,W turn left/right
P,L forwards/back
SPACE attack
[ use
ALT strafeon

i don't think i used the separate strafe keys much.

>> No.4149798

>>4149772
didn't even notice that.

>> No.4149804

>>4149698
>go to sleep
>wake up
>urge to map is gone

either that or

>need to go to work
>want to map
>finish work
>get home and don't map, just lounge about

fuck this shit

>> No.4149814

>>4149662
WHAT IS THIS

>> No.4149815

>>4149814
gzdoom

>> No.4149834 [DELETED] 

>>4149814
lithium, i guess.

>>4149649
let's have it in the news post please.

[7-27] Lithium.pk3, the latest hot mod (enjoying this annoys Graf Zahl, so get to it!)
https://forum.zdoom.org/viewtopic.php?t=57364

>> No.4149837

>>4149834
Lilith, Lithium is the tech-based mod with a batshit menu and shop system.

>> No.4149842 [DELETED] 

>>4149837
oh wow i've been misreading this all the time. sorry!

>> No.4149843

>>4149834
>>4149837
>>4149842
let's just start again.

>>4149649
let's have lilith in the news post please.

[7-27] Lilith.pk3, the latest hot mod (enjoying this annoys Graf Zahl, so get to it!)
https://forum.zdoom.org/viewtopic.php?t=57364

>> No.4149893

Speaking of terrible filters people use to resize their sprites and textures, what would a full-screen SuperEagle filter look like and would it work in runtime with playable fps?

>> No.4149937 [DELETED] 

http://i.4cdn.org/vr/1501123878496.png
>grisly-grotto.png

>> No.4149939

>>4149937
Is Kama Sutra 2 moving to Quake?

>> No.4149941 [DELETED] 

>>4149939
i fffffing hope not

>> No.4149943

>>4149939
i think if that happens memfis will cry

https://www.doomworld.com/forum/topic/94527-annual-kama-sutra-2-begging-thread/

>> No.4149973

>>4149943
I wouldn't blame him. Gusta was honestly my favorite doom mapper of the 00's.

>> No.4150061

Does Doom Delta feature the white lost soul, BFG fire and the treasures like MetaDoom does?

>> No.4150065

Why are people that still play Doom and Quake online such elitist assholes?

>> No.4150086

>>4150065
I don't know if this is related but some ancient Quake pro player just recently stated that the game is "solved". In other words, there is no more tech to discover, tactics to formulate or skill to accumulate. The multiplayer has been continuously perfected for 21 years and there is literally nothing new to do anymore.

About the elitism, Quake is a game that was the first functional prototype of a complete 3d FPS. So it has features that other games have done better since, and working around those limitations is part of the skill that it takes to play it. Bunnyhopping is a skill of rhythm and careful manipulation of controls. In modern games it's usually coded out so you can't do it at all. Jumping over gaps is a precise science, where your entire player collision box has to clear an obstacle. Modern games have mantling systems that let you get up a wall even if you didn't entirely clear the gap with a jump. Classic FPS players take pride in their ability to work around the difficulties of partially obsolete design. You are not allowed to complain about something being shit. You have to git gud and accept the percieved artificial difficulty.

If you want to have fun in Quake multiplayer, make sure that you face off with players with an equal skill level to yours. Fighting veterans is fun for neither side because of the insurmountable odds of one side and the cakewalk on the other. Also I'm certain that veterans fighting veterans is pretty tedious as well, since everyone knows everything about everything, and victory comes down to chance.

Have your own private amateur matches and fuck the elitists.

>> No.4150126

>>4150065
we are?

>> No.4150128

>>4150086
I guess that makes sense. These vets who have dedicated their lives to pretty much mastering the mechanics of these old FPS games do not like to play with amateurs. Fuck, last time I played Doom on a map that I was completely unfamiliar with, someone threatened to doxx me basically because I wasn't gud. I did have one cool teammate though who wasn't a complete dick.

>> No.4150130

>>4150086
So it's kind of like with SSB Melee, right?

>> No.4150136

>>4150126
Maybe not all but I am >>4150128 and that was my last experience with an online Doom match.

>> No.4150143

>>4150128
apparently many doom players have a case of the 'tism

>> No.4150150

>>4150130
I think that's worse because those games are made with no thought or pretense of game balance at all, which is why the users make up so many fucking retarded rules to try to desperately balance the game, when it's inherently unbalanced and this is a fool's errand. They miss the point of the game and really they should be playing something else.

In Quake, everyone has the same stats and numbers, all the weapons and items work the same for all players, it actually comes down to how good you are at the game.

>> No.4150217
File: 347 KB, 1600x900, Screenshot_Doom_20170727_093041.png [View same] [iqdb] [saucenao] [google] [report]
4150217

>>4150061

yes

>> No.4150225

>>4150065
didnt get enough replies the first time?

>> No.4150227

>>4150217
Neat.
Should try this soon.

>> No.4150253

>>4150217
I wish there were more maps like Slough Of Despair, tredging through stony sandy canyons somewhere in hell, a gray wasteland populated with demons.

>> No.4150256

>>4150128
>>4150136
i find this hard to believe. name and shame your opponent please.

>> No.4150258

>>4150253
there's a nice one in switcheroom, e2m2 in the style of e3m2

>> No.4150270

>>4150253
>>4150258
plus, i mean, dtwid, or incineration
https://www.doomworld.com/idgames/levels/doom/p-r/pe3_inci

>> No.4150286
File: 539 KB, 2560x1600, Screenshot_Doom_20170727_130935.png [View same] [iqdb] [saucenao] [google] [report]
4150286

wew

>> No.4150287

>>4150286
ew that aspect ratio.

>> No.4150324

>>4150287
4:3 forced on a 3:2 tablet

>> No.4150359

>>4150217
Does it also have the poker cards in the table or how E2M7 was originally the first level?

>> No.4150368

>>4150286
> welcome to plutonia, go fuck yourself

>> No.4150438

>>4150368
man map 19 NME was utter shitte

I think the modders just game up by now. Literally every enemy I fought was a surround ambush AND you half the map's monsters in the first room alone

>> No.4150463

The hate on Plutonia is undeserved, it is better than most modern day megawads by a mile

>> No.4150474

>>4150463
I don't think I ever played a megaWAD that exclusively uses vanilla assets

>> No.4150493
File: 1.02 MB, 1280x1024, Screenshot_Doom_20170727_141958.png [View same] [iqdb] [saucenao] [google] [report]
4150493

The outdoor area is rather improvisational and haphazard at the moment.

>> No.4150504
File: 964 KB, 1280x1024, Screenshot_Doom_20170727_142143.png [View same] [iqdb] [saucenao] [google] [report]
4150504

>> No.4150551

>>4150463
I don't think it's bad, but there are plenty which are better.

>> No.4150635

What are good designed and/or fun wads like resurgence, (resurge.wad)? or good wads with a dark / gothic / hellish main theme?

>> No.4150640
File: 6 KB, 215x53, 1492881710591.png [View same] [iqdb] [saucenao] [google] [report]
4150640

>>4150463

>> No.4150643

>>4150635
well if you like resurgence you probably would like speed of doom

>> No.4150645

>>4150635
Check out Bloodstain

>> No.4150657
File: 233 KB, 1280x960, on the internet, no one knows you're a skeleton.png [View same] [iqdb] [saucenao] [google] [report]
4150657

>>4150640

>> No.4150659

>>4150635
Seconding Bloodstain, has some quite nice Gothic aesthetics going on.

Most combat is largely predicated on running to cover, or running from cover to cover, so be wary of that if that's an issue to you.

>> No.4150664

>>4150635
scythe 2 mebbe

>> No.4150693

what are your go to mapsets for gameplay mods? I'm sick of BTSX and the maps that I love like Going down and ancient aliens, I don't really like adding gameplay mods

>> No.4150713

>>4150693
A bit whatever, really, I like trying out a brand new mapset often with a favorite mod, just to keep things fresh.

>> No.4150745

>>4150657
what map is this from?

>> No.4150752

>>4150745
i can't remember the name of the wad but i'm pretty sure it's by the guy who made Colourful Hell.

>> No.4150753

>>4150745
>>4150752
oh wait never mind, i found it by searching /idgames for author=cactus

https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/spikysm

>> No.4150764

>>4150753
Thanks!

>> No.4150773
File: 244 KB, 800x600, Screenshot_Doom_20170727_184144.png [View same] [iqdb] [saucenao] [google] [report]
4150773

Sector vehicles and sector furniture always appeal to me, it shows a willingness to go the extra mile for detail and level design.

>> No.4150869
File: 567 KB, 2560x1600, Screenshot_Doom_20170727_181659.png [View same] [iqdb] [saucenao] [google] [report]
4150869

are you serious

>> No.4150872

>>4150869
How new are you to doom? That's literally nothing, maximum 2 rockets shots and those guys are dead.

I would hate to see you play going down

>> No.4150879

>>4150872
killing them is not the problem

you teleport right behind them and get mowed down in 5 seconds. no way to survive it first time

A map where you have to die to figure out how to beat an enemy is not fun

>> No.4150885

>>4150879
What difficulty are you playing on?

>> No.4150893

>>4150879
i don't think you should expect to always be able to get through every map blind first time. if you could get through every map on first attempt without dying the game would be too easy. that's why it has a save function that works anywhere. i use savegames to learn a level, then try to beat it without them.

>> No.4150898

>>4150879
you actually dont have to die to figure things out if you all memes aside git gud.

Eventually after playing enough doom and learning the tropes, you learn what weapon to be carrying, for the types of enemies that are typical in the mapset you're playing. For instance you're carrying around a shotgun, you should have been carrying a chaingun to stun the hitscans.

Little rule of thumb:

>lots of hitscan enemies sprawled out
carry around a chaingun
>lots of high health enemies surrounding you so you cant move
Carry a plasma gun and carve a path into a safe opening
>big huge clumps of low level hitscanners
ssg. Or if youre really confident, rocket launcher.

>> No.4150904

>>4150898
>>4150879
forgot to add, use enemies to block other enemies. Revenants are AMAZING for blocking hitscanners.

position the angry skeleton directly in front of you so that the hit scanners are shooting the agitated monster and not you. Stay very close to the skeleton so that he swings fisticuffs and back up on each swing

>> No.4150907

>>4150885
uv

>>4150898
yeah I know, on that matter, plutonia doesn't seem to have a monster preference on any level beyond some extra archviles here and there, so you ultimately have to guess what's gonna ambish you. Because almost all enemies in plutonia ambush you, jesus fucking christ.

I tend to default to the ssg because i'm a scaredy fag who cover shoots instead of moving

>> No.4150913
File: 1.07 MB, 232x180, 1499260593681.gif [View same] [iqdb] [saucenao] [google] [report]
4150913

>>4150907
>Plutonia
>UV
>"Gee guys, this is really hard!"
Put on Fast Monsters too.

>> No.4150925

>>4150907
stop defaulting ssg. Ssg is extremely situational yet everyone defaults it and i have no idea why.

If you're going to default ANYTHING default chain gun, and when you can plasma gun. You'll find yourself dying alot less.

Plutonia has preferences, the most dangerous being chain gunner closets. If you have a chain gun, and position yourself correctly (preferably them in a line) you'll come out on top every time. If you can't get them in a line, at least chain gunning stuns one meaning less DPS on you. And plutonia gives you enough health and armor.

Lets say you default chain gun and its a chain gunner closet, perfect you had the correct weapon for the job.

lets say you default chain gun and its skeletons
No harm no foul, you can switch to your ssg while dodging rockets.

Lets say you default ssg and its a chaingunner closet. You're losing a lot of health killing 2-3 of them, then reloading freaking out looking for cover, maybe even wiffing

lets say you default ssg and its skeletons. Well you have the correct gun for this situation, but it was a gamble.


Always default chaingun

>> No.4150929

>>4150925
>>4150907
and ONE last thing. I just noticed you killed the revenants first. They are NOT priority, the hitscans are.

>> No.4150984
File: 9 KB, 354x79, heh.gif [View same] [iqdb] [saucenao] [google] [report]
4150984

I hope to make a good mod.

>> No.4150992

>>4150913
well it's the last DOOM official .WAD I have to play left.

>>4150925
>Plutonia has preferences, the most dangerous being chain gunner closets.

That would be TNT, which had use of pretty frequent one-chaingunner closets.

I'll consider using the chaingun

>>4150929
>I just noticed you killed the revenants first. They are NOT priority, the hitscans are.
I think you misundertood the situation

You get ported back to that place after you clear up the room and move to a side room and get a key.

When you port you always face the same direction. All the (just spawed) chaingunners are behind you and have a direct tline of sight of you. They are also one of the fastest reacting enemies in the game - You will be shoot before they finish their spotted grunts

Even if you appear with a BFG shot loading you'll still lose health

>> No.4151008

>>4150925
>lets say you default chain gun and its skeletons. No harm no foul, you can switch to your ssg while dodging rockets.
I don't understand why people give this advice, the chaingun is super effective against revenants if you tapfire

>> No.4151028

>>4150992
>Even if you appear with a BFG shot loading you'll still lose health
is losing health a problem? unless you are attempting Reality conduct, losing _some_ health isn't the end of the world. the trick is not to lose all of it.

>> No.4151031

>>4151028
I'm just giving context to how unfair that kind of ambush is

>> No.4151034

>>4150992
having said that plutonia is full of moments like this, places where you will die unless you are expecting them. this appeals to some people (notably the early competn crowd, i've definitely seen people like Adam Hegyi gushing over it in text files and such) as there is much satisfaction in beating a map from pistol start that has killed you lots of times before.

>> No.4151035

>>4150984

Good ruck.

>> No.4151036
File: 30 KB, 380x308, 1497333553045.jpg [View same] [iqdb] [saucenao] [google] [report]
4151036

>The only way I can find the blue key is by hearing a door raising sound revealing a hidden switch for one second off in the distance after walking into a random corner.
Thanks Zaero, first wad I ever deleted out of anger.

>> No.4151043

>>4151036
this is how i found the secret exit on e4m2 first time. thats when i knew i was a master secret finder.

>> No.4151058

I found an article from 1994 on editing your very own Doom levels!

https://books.google.co.za/books?id=r-5Zq-uW-N8C&pg=PA315

>> No.4151076

>>4151008
regardless, my point stands. Chaingun is the gun you want to default.

>> No.4151079

>>4150286
Use your BFG you dummy

>> No.4151093
File: 352 KB, 1280x960, Screenshot_Doom_20170727_182308.png [View same] [iqdb] [saucenao] [google] [report]
4151093

Looks like it's time to clean out my closet

>> No.4151103

>>4149649
https://www.youtube.com/watch?v=13IDbeckDUM
INTERMISSION!

>> No.4151121

>>4151103
That's one condescending boner

>> No.4151153

>>4151103
having a hard time telling the difference between pillowblaster and cage
at the risk of sounding vaguely racist, both of their polish accents sound the same to me

at least with the others i can tell the difference between kinsie's australian accent and shiver's german one

>> No.4151157

>>4151153
Polish isn't a race.

>> No.4151164

>>4151153
>and shiver's german one
???????????????????????

>> No.4151186 [SPOILER] 
File: 630 KB, 1116x1600, 1501201564436.jpg [View same] [iqdb] [saucenao] [google] [report]
4151186

>> No.4151197

Aaaand it's finished. Plutonia is done. Compared to TNT and DOOM II, this icon of sin was the most satisfying one.

Now I gotta play Strife and check some out some WADs

>>4151186
wut

>> No.4151198

>avoided brutal doom like the plague for it's entire existence untill now
>finally play hell on earth starterpack
>actually really like it.

God damnit, Sgt autismo is such a jackass, but this is the atmosphere i've always wanted in a doom game

>> No.4151203

>>4151197
play scythe I and II, play going down and play ancient aliens.

Tell us how you feel afterwords.

>> No.4151224

>>4151203
I was thinking of loading up vanilla slaughterfest maps with stuff like GMOTA some of the weirder gameplay wads like zarkov goes to the store

130ish vanilla DOOM levels are more than enough for me before lack of variety starts to frustrate me.

Wonder if there's more stuff like Pirate DOOM. That was great.

>> No.4151230

>>4151224
i suggest playing scythe I, going down and ancient aliens vanilla.

They have all kinds of fun gimmicks designed for vanilla

>> No.4151235

>>4151230
>>4151224
I also don't count them as slaughter maps, yes they get slaughtery but there's always a gimmick/puzzle.

the hordes of demons aren't there to BFG circle strafing, they're their to give you anxiety while you figure out the puzzle.

>> No.4151240
File: 994 KB, 1280x1024, Screenshot_Doom_20170727_210210.png [View same] [iqdb] [saucenao] [google] [report]
4151240

Speaking of semi-slaughters

>> No.4151262

>>4151240
When did they release Doom on the Virtual Boy?

>> No.4151264
File: 132 KB, 1133x665, work in wipgreses.png [View same] [iqdb] [saucenao] [google] [report]
4151264

>>4151262
You're funny

>> No.4151306

Is there a list of causes for HOM effects somewhere? I can't seem to get rid of one.

>> No.4151312

>>4151306
Maybe you can use the HOM to your advantage? Not every fuckup is immediate garbage. After all, resourcefulness and innovation are keen.

This said, typically it's an untextured wall.

>>4151264
>>4151240
https://www.dropbox.com/s/xd674qgl62qelpa/2017-07-27%2021-20-53.flv?dl=0

>> No.4151323
File: 330 KB, 468x370, chronoTrigger.gif [View same] [iqdb] [saucenao] [google] [report]
4151323

>>4151312
>This said, typically it's an untextured wall.
It's not. And it's not usable. I'm just looking for a list of obscure causes that I might be unaware of.

>> No.4151327

>>4151312
>Maybe you can use the HOM to your advantage?
please do not suggest this

>> No.4151332

>>4151312
>can't even beat his own map without cheats

>> No.4151350
File: 30 KB, 320x320, tated.gif [View same] [iqdb] [saucenao] [google] [report]
4151350

>>4151332
>what is a wip showcase

You stop that, Agitator!

>> No.4151428

>>4151186
>RPG-7 Revenants

Is there a mod that replaces everything with a modern equivalent?

>> No.4151493

what is going on with gzdoom
who is graf
what i missed

>> No.4151494

>>4151103
so they basically dont talk about doom at all. ok

>> No.4151501

>>4151493
>what is going on with gzdoom
>who is graf
Graf is the main developer of GZDoom.

>what i missed
He doesn't like modders recommending older versions of (G)ZDoom. Lilith.pk3, a corruption-style mod relying on regular ZDoom's software rendering effects, caused a bit of a stir lately.

>> No.4151520

>>4151494
are you the same guy who gets upset when people aren't talking about doom in the retro fps thread

>> No.4151537

>>4151520
because theres sooooooo many player made maps for duke nukem and hexen.

soooo many people making maps for blood

>> No.4151539

Anybody else noticed that just recently, trying to play zdoom or zandronum results in it becoming unplayably slow? No framerate, taking as much as two seconds to register a keystroke, and unresponsive to the point of crashing my computer.

Did windows or nvidia or someone go and shit the bed on some driver update recently?

>> No.4151540

>>4151537
>because theres sooooooo many player made maps for duke nukem
there is

>> No.4151541

>>4151537
There is.

>> No.4151542

>>4151537
You...you haven't seen them?

>> No.4151543

>>4151537
>because theres sooooooo many player made maps for duke nukem

You have no clue what you're talking about.
Opinion disregarded.

>> No.4151546
File: 214 KB, 562x523, 1367042018127.jpg [View same] [iqdb] [saucenao] [google] [report]
4151546

>>4151537
>he isn't playing the custom maps for duke and hexen

>> No.4151550

he's not even fucking trying

>> No.4151551

star wars gameplay mod when

>> No.4151552

>>4151542
>>4151541
>>4151540
just checked em out, pretty neat actually. They don't look as creative and liberal as doom tho. They look like pretty standard/vanilla assets

>> No.4151553

>>4151552
If you're looking for new assets and creativity, the AMC TC is chock full of crazy shit, including things I'd love to see in Doom mods.

>> No.4151558

>>4151553

One thing I really want to replicate from AMC TC is how you could select the holomap from base and it took you to a separate screen where you could pick the level to go to.
That was fucking rad. I loved it to death.

>> No.4151573

>>4151553
just checked it, I gotta give it a whirl. Who knew there was more than doom.

>> No.4151575

>>4151537
god I fucking hate it when they elongate 'so'. reads like a bitchy teenager.

>> No.4151584
File: 319 KB, 928x625, 1406760364212.jpg [View same] [iqdb] [saucenao] [google] [report]
4151584

>>4151553
if you're looking for something REALLY chock full of crazy shit, and not always in the best way, there's also naferia's reign

what other mod are you able to play as duke nukem, sailor venus, and bubsy the bobcat?

>> No.4151586

>>4151584

are you serious

>> No.4151589

>>4151584
>duke nukem, sailor venus, and bubsy the bobcat?
Wait what?

>> No.4151591
File: 60 KB, 500x420, 1369790204079.jpg [View same] [iqdb] [saucenao] [google] [report]
4151591

>>4151584
>Duke Nukem
Well, yeah, I mean, it's Du
>Sailor Venus
...I mean, I'll buy it, it's not like
>Bubsy the Bobcat
What

>> No.4151592

>>4151584
I
hold up
Bubsy?

>> No.4151595

>>4151584
It's fucking weird and I can hardly believe it is a thing but it is a thing. I might have had a better shot of understanding it if I had actually played all of DN3D

>> No.4151596

>>4151589
he should of stuck to duke-themed characters

>> No.4151597

>>4151501
Is it in the lilith thread on the zdoom forums?

>> No.4151601
File: 64 KB, 600x338, sam i am.jpg [View same] [iqdb] [saucenao] [google] [report]
4151601

>>4151586
as a matter of fact, I am

>> No.4151606
File: 169 KB, 1024x768, duke0069.jpg [View same] [iqdb] [saucenao] [google] [report]
4151606

what do you know I dug up a screenshot. I think this is where I kinda fucked up and didn't realize I took a shitload of damage all of a sudden.

>> No.4151627

gotta say, I like the feel of strife. The first level song is utter shite tho'

question: vanilla strife let's me jump or i'll end up sequence breaking?

>> No.4151632
File: 1014 KB, 2560x1600, Screenshot_Strife_20170728_011036.png [View same] [iqdb] [saucenao] [google] [report]
4151632

>>4151627

>> No.4151636

>>4151627
strife has jumping

>> No.4151637

>>4151627
Strife has jumping, yeah.

>> No.4151664

>>4151546
>he isn't playing custom maps for Strife

>> No.4151674
File: 62 KB, 962x960, original.jpg [View same] [iqdb] [saucenao] [google] [report]
4151674

>there will never be a 32 level megawad with midi versions of ween music

what is actually the point of going on any further.

>> No.4151675

>>4151664
No one said anything about Strife player made maps

>> No.4151679

>>4151664
There's like what, two?

>> No.4151697

>>4151186
What manga?

>> No.4151732

>>4149648
Can anyone in here recommend some megawads or maps designed around a Tyson playthrough?

>> No.4151754

>>4151674
You want a wad with music like this?
https://www.youtube.com/watch?v=95Mfic4gL90

>> No.4151760

>>4151754
like this

https://www.youtube.com/watch?v=t57LCFooG3I

>> No.4151784
File: 70 KB, 600x600, smug anna.jpg [View same] [iqdb] [saucenao] [google] [report]
4151784

>>4151674
>Not making a MIDI pack for use with any megawad

>> No.4151847
File: 520 KB, 649x927, Darkest Forces.png [View same] [iqdb] [saucenao] [google] [report]
4151847

>>4151551
ahem
https://forum.zdoom.org/viewtopic.php?f=19&t=57138

https://www.youtube.com/watch?v=s5DtoYwiOQw

Looking forward to this one being finished...

>> No.4151884

>>4151847
Looks neat. Can't wait for Graf to break it.

>> No.4151885

Shut your eyes, Marian! Don't look at it, no matter what happens!

https://my.mixtape.moe/mmihge.webm

>> No.4151895

>>4151885
Neat. How does JPFguy lug that entire thing around?

>> No.4151896

>>4151885
What happened with the mugshot, you're not using a placeholder anymore?

>> No.4151901

>>4151895
Very carefully.

>>4151896
Robots came and took all our jobs. Even the Doom Mod Protagonist jobs.
Your player sounds and mugshot change depending on what you set your gender to in Player Options

>> No.4151905
File: 27 KB, 466x492, mad world.png [View same] [iqdb] [saucenao] [google] [report]
4151905

>>4151901
>Your player sounds and mugshot change depending on what you set your gender to in Player Options

That's a neat touch.

>> No.4151920

>>4151905
isn't that a standard zdoom feature since beforadawnatime?

>> No.4151921

>>4151920
Yes, but I don't think many modders bother with the feature.

>> No.4151923

>>4151901

I'm very sad that you didn't make the Other mugshot a skull and sound effects different kinds of rattling.

>> No.4151924

>>4151885
function wise: it's just a reskinned wraithverge
idea wise: neat and original

>> No.4151925

>>4151920
Player sounds, yes. Nobody uses it, though.

Mugshots, I don't believe so. Skins could define custom mugshots, might be thinking of that.

>>4151924
Yeop. The base idea was also taken from one of Cory Whittle's mods (like half the rest of the stuff in this mod) so it's like Double Theftody. Which I think means I can't be convicted of anything?

>> No.4151972
File: 31 KB, 960x720, agitated genesis.png [View same] [iqdb] [saucenao] [google] [report]
4151972

Say, whatever happened to Highway to Hell

>> No.4151974

>>4151972

guess it ran outta gas

>> No.4151978

>>4151972
last i heard, it went private

>> No.4151982

>>4151972

Not much to say about it. Still working on it. Mapping is still pretty new to me, takes a while to fill in holes.

>> No.4151989

>>4151982
Does the project still use the submitted maps?

>> No.4151996
File: 1.34 MB, 720x360, LAYSER GUHN.webm [View same] [iqdb] [saucenao] [google] [report]
4151996

Working on a new subweapon for the Blazter, a focused laser beam that kinda sucks for smaller faster targets but works better on thicker, heavier targets. Not sure if I'm happy with this so far.

>> No.4152003

>>4151996
Looks more like a burst of ~5 bullets.

>> No.4152009

>>4152003
that's zdoom lasers for you. easiest way to make a directional beam is to have a large number of points/spheres in a row, because you can't do a directed rod easily with sprites. you will of course have noticed how cyberdemons fire rockets that appear to be horizontal despite flying up or down towards you.

>> No.4152013

>>4151989

Yep, though several of them are still quite unfinished so I'll need to finish them myself.

>> No.4152027
File: 804 KB, 720x360, Different laser effect.webm [View same] [iqdb] [saucenao] [google] [report]
4152027

>>4152003

>> No.4152034

>>4152027
that looks good.

>> No.4152056

>>4151103
>pillow made a compat patch for blade of agony to play it with guncaster

pillow u fuck
gimme gimme

>> No.4152067

>>4151537
what is Elf Gets Pissed

>> No.4152079

>>4152027
Nice! It still looks a bit odd with flickering bits but I'm guessing that's the framerate of the webm.

>> No.4152125

>>4152067
a mapset for heretic
not douk or hexen

>> No.4152128
File: 60 KB, 574x484, example.png [View same] [iqdb] [saucenao] [google] [report]
4152128

What's the best way to design a level? Is it creating a really basic layout of the level (like pic related) or working on making each room detailed first?

(ignore my autistic color coding)

>> No.4152130

>>4152128
its about not making boxes seperated by doors

>> No.4152136

>>4152128
same as with any creative process: there's no definite method, some prefer to draw an entire layout on paper, some like to build around set pieces or monster encounters, some rather finalise each room before continuing.

All I can say from your image is that it's very square and repetitive (even if it is a rough draft), try to have lots of interconnectivity between the rooms to make things exciting

>> No.4152140

>>4152128
i think it helps if you have a plan of the whole shape and how the various bits connect together. if you do room-at-a-time you end up with a maze of rooms and halls with little connection/integration between them, and the feeling that each area might as well be a separate level.

and yeah try to avoid a grid of square boxes! it's hard to make a grid of square boxes interesting.

>> No.4152141

>>4152130
>>4152136
>>4152140
so I guess the answer is "working on making each room detailed first"

time to scrap that file lmao

>> No.4152146

>>4152141
That's not what they said at all

>> No.4152148

>>4152141
>working on making each room detailed first
that's the opposite of what i said

your layout you already have could work, but it needs opening up. add windows between the rooms for example. make the rooms have different floor heights and have staircases where the doors are. put an air gap with a slime river and windows either side, between the rooms.

>> No.4152149

>>4152141

I wouldnt say it's really about making each room detailed, it's mostly about the general structure of the level. Your exemple sort of looks like a dungeon crawling board game setup, square tile after square tile. Doom's engine allows you to make much more organinc setups. Go nuts, maybe do not think so much in terms of "rooms". Thinking outside the box litterally.

>> No.4152154

>>4149662
fuck u

>> No.4152189

>>4151584
Pure autism at its finest.
https://www.youtube.com/watch?v=YOrTeyGHzQs

>> No.4152195
File: 789 KB, 922x1098, bytch.png [View same] [iqdb] [saucenao] [google] [report]
4152195

>>4152189
>that framerate

>> No.4152215
File: 125 KB, 1000x500, export_180717.jpg [View same] [iqdb] [saucenao] [google] [report]
4152215

>>4152128

Styles vary like mentioned, but if you haven't tried it I recommend giving pen and paper a chance. It's much less daunting to start mapping once you have the general idea of how the map will flow, as it becomes more about just executing the idea you have instead of staring at an empty grid.

>> No.4152221
File: 931 KB, 1920x1080, Screenshot_Doom_20170728_150804.png [View same] [iqdb] [saucenao] [google] [report]
4152221

I think I will restart the A ES T H E T I C S mod again from scratch.

>> No.4152226

>>4152221
what you've got already looks good though, seems a shame to throw it all out

>> No.4152227

>>4152189
What is even happening

>> No.4152228

>>4152226
Maybe I can salavge some parts, or at least edit this part.

>> No.4152229

>>4152215
this map was good but it still had the problem of disjointness i mentioned earlier, the start area ("hub") has several paths leading off, which you explore one at a time. each sub-area was good, but they're all pretty much completely separate from each other, as if they were different levels but occupying the same map slot.

>> No.4152239
File: 249 KB, 500x357, 13892093_574937166019904_969391179705947003_n.png [View same] [iqdb] [saucenao] [google] [report]
4152239

can you dudes seed the doom quickstart torrent please?

>> No.4152253
File: 1.01 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google] [report]
4152253

>>4152221

Looks really neat. Maybe do the HUD too?

>> No.4152280

>>4151847
I'm talking about something with saber combat akin to demonsteele

I want to blas people away with the force

>> No.4152286
File: 1.50 MB, 1920x1080, Screenshot_Doom_20170728_112011.png [View same] [iqdb] [saucenao] [google] [report]
4152286

I'm not supposed to jump on here right?

>> No.4152290
File: 1.32 MB, 1920x1080, Screenshot_Doom_20170728_112341.png [View same] [iqdb] [saucenao] [google] [report]
4152290

>>4152286
nvm, found the correct way

>> No.4152324

>>4152286
yup you're not supposed to jump in TNT at all

>> No.4152332

>>4152253
>Nagel inspired portrait

That's a great idea! I was thinking of making the bust from Macintosh Plus' Floral Shoppe the face, but that seemed odd. The hud is not high priority right now, but this is awesome.

For ideas, I think I will need to listen to more albums and find old software from back then. Like this: https://archive.org/details/artrageous

>> No.4152356

I realized Strife has voiceacting, but I can't get it to work. Is voiceacting not on the WAD?

>> No.4152363

>>4152356
Its in a separate file that's loaded automatically, VOICES.WAD

>> No.4152541

>>4152363
I put voices.wad and strife1.wad on the same folder and no dice. Do I have to star a new game to get it to work?

>> No.4152640

>>4152141
>so I guess the answer is "working on making each room detailed first"
This is the worst possible way to map.

>> No.4152654

>>4152332
>bust from Macintosh Plus' Floral Shoppe

That was actually the first thing I thought of as well, but it just felt a bit too on the nose.

Glad the Nagel inspiration was recognizable. Hope you'll find the time to complete this project anon, Doom would be the perfect fit for it.

>> No.4152663

>>4152640
This, I know from experience.
I would basically just endlessly carve out detail and never make any good or clever layouts.

Don't get caught in that trap, save detailing for when you've worked out the gameplay and flow.

>> No.4152690

>>4150752
speaking about courful hell, what gameplay mod makes stand a chance against white monsters? they're fucking ridiculous

>> No.4152719

>>4152056
shit, that might actually make it bearable

>> No.4152739

I know this isn't retro but I finally played through DOOM 3 and that is a bad video game

what the FUCK

I'M SO ANGRY

>> No.4152745

>>4152739
I don't really think it's that bad.
Flawed, in quite a few ways, but also competent and even good in some aspects.

You want to play a game you'll REALLY hate, check out Duke Nukem Forever, with the 2 weapon limit.

>> No.4152752

>>4152745
DNF is not *that* bad, but fails in the same way Doom 3 did - embracing modern FPS gameplay which is in direct opposition to the gameplay in original games

>> No.4152762

>>4152752
DNF was Daikatana-levels of bad.

>> No.4152763

>>4152690
seriously, I've been playing with Led's generic weapon mod (which is great, by the way), and while the black ones are manageable depending on where they spawn, the white ones are just pure bullshit, and the rng spawns them almost every map.

>> No.4152765

>>4152739
You are looking at it from retro rose tinted glasses or from modern anacronist expectations

DOOM 3 was an excellent game for it's time. While gameplay was markedly average, the athmosphere and setting was extremely well polished and it's crowning jewel was a state of the art engine with physics, light and graphics support that wasn't matched unil Crysis 1 was released. Arguably, F.E.A.R. had a much superior handle of light and physics but it's graphical power let much to be desired

>> No.4152778

>>4152765
DOOM 3 relied far too much on wowing players with graphics and technology. It's painfully obvious if you play it nowdays, the then cutting edge visuals have already aged badly and can't mask the bad gameplay anymore.

>> No.4152786
File: 135 KB, 1040x288, comic2.jpg [View same] [iqdb] [saucenao] [google] [report]
4152786

Man, the years pass by.

>> No.4152789
File: 882 KB, 500x500, DUKE NUKEM 3D.gif [View same] [iqdb] [saucenao] [google] [report]
4152789

>>4152752
I really disagree, DNF took the weapons of DN3D, basically as they were, but put them in a modern military style shooter of the 2010s, and those weapons really don't play off each other well with a 2 weapon limit.
The combat flows HORRIBLY in DNF, trying to shoehorn in modern mechanics and sensibilities (like a halfbaked regen health) into a setup that really doesn't fit it.
It feels like they *tried* to make it more advanced than DN3D, yet dumbed it down and made it dull and frustrating.
DNF is built on the foundations of lots of previous revisions and philosophy changes and then is brutally forced to fit into the constraints of a modern kind of shooter it just has no business being. It is the Alacatraz of first FPS, you tear it apart and you see foundational work and ideas from eras before and it's all just haphazardly stacked. Some of it even lies in the open, next to the new stuff that's forced in.

Doom 3; everything works conventionally, you carry all your guns, you carry all the ammo you find, you pick up or charge health and armor as you discover it, etc. The game doesn't really force you to use X or Y weapon by circumstances, you can pretty much use whatever weapon you feel like that you have with you.
You can even realistically and effectively face like 75% of all the combat encounters in the game with the chainsaw if you feel like it (IMO, this is the most fun way to play). The level design is a bit dark, the reliance on jumpscares and closets gets trite soon, desensitizing you to them, and the monsters aren't *impossible* to tell apart, but some of them are quite boring and most of them have a similar palette and aesthetic.
It feels like it sort of tries to be a Half-Life game, though missing a few important marks, it's got dull parts, and flaws, but it feels like there was a clear and concise goal in what it was supposed to be, they didn't delay it endlessly and overhaul it time after time to make it something it wasn't or shouldn't be.

>> No.4152794

>>4149791
He didn't put as much work into the texturing in his later maps, but I think they're much better to play. It's not like Eviltech's looks were particularly notable.

>> No.4152798

>>4152762
I honestly think it's worse than Dai-Katana, there was way more delay, way more shifts of focus, way more changes of technology, and then it ended up in Sleazebag Randy's hands which doomed it completely.

I think retooling Dai-Katana into a decent shooter would probably be doable without having to tear out everything from the ground up.
Duke Nukem Forever has so many fundamental flaws that it can't really be saved, scrap *everything* and redo it from scratch.

>> No.4152801

>>4152778
again, DOOM 3 was one of the early forays into "games as interactive audiovisual experiences" doctrine aka cinematics over gameplay.

For what it aimed to do, it did excellently. Compare it to DOOM 4 that aimed to recapture Quake's twitch shooter gameplay but had noticeably lackluster eng game levels

>> No.4152818

>>4152763
so the white ones are distinctly harder than the black ones? i haven't played the mod but its thread doesn't really make that clear

>> No.4152823

IWADs

What am I missing

>> No.4152824
File: 106 KB, 836x976, asd.jpg [View same] [iqdb] [saucenao] [google] [report]
4152824

>>4152823
dammit

>> No.4152829

>>4152824
i can't immediately think of any others.
is "DOOM Demo" the shareware version?

>> No.4152834

>>4152824
>Urbal

Adventures of Square and Strife: Veteran Edition according to the ZDoom wiki.

>> No.4152839

>>4152786
Well, Unreal 2 had arguably the prettier landscapes.

Too bad it was so short.

>> No.4152843
File: 43 KB, 264x263, smug stalker.png [View same] [iqdb] [saucenao] [google] [report]
4152843

>killing two revenants with three SSG shots

>> No.4152859
File: 21 KB, 306x306, 10561024_1440967719515305_1117002302_a.jpg [View same] [iqdb] [saucenao] [google] [report]
4152859

For a new mapper, what are some tips for not getting burnt out on a map in progress?

>> No.4152862

>>4152829
yeah

>> No.4152868

>>4152859
don't do the map from start to finish,

pause for a while, focus on other things, take a break of one or two days.

Taking a break allows you to rethink how you did the map and see if you had any mistakes

Map design is much like studying. You need a couple days to assimilate what you did

>> No.4152871

>>4152765
I don't believe in "for its time". A game's quality is independent of when it was released. A game can be both innovative and great, I don't know why people say "good for its time" to defend bad games.

The atmosphere and aesthetic and some of its storytelling was indeed good. But it is a slow, 100% linear drag of a shooter with poor shooting. And as survival horror it just lacks any tension. Bad game.

>> No.4152883

>>4152834
I downloaded squares and sve.wad doesn't seem to exist standalone. I'll probably have to download Strife form GOG and extrac tthe file myself.

>>4152871
Deus Ex was groundbreaking for it's time for but looks like a junky poligonal mess.

Wizardry was groundbeaking for it's time and it's a considered a grindfest nowadays.

Command & Conquer was groundbreaking for it's time and it's slow and barely exciting compared to the later titles of the franchise. it's clones and contemporaries were a mess too, despite all being great RTSs.

People's expectations of video games change over time. People's concept of what a video game is and even what a genre is changes over time. You can't judge everything over a universal standard, that implies all games much be made with concepts such as how they age as technology develops in mind.

More often than not, games that pioneer a genre or a technology don't age well, because they weren't made with polish and age in mind.

>> No.4152891
File: 639 KB, 869x621, BAH GOD.jpg [View same] [iqdb] [saucenao] [google] [report]
4152891

THAT KILLED HIM! AS GOD AS MY WITNESS, HE IS BROKEN IN HALF!

>> No.4152902

>>4152871
It's easy to be blinded by flashy new graphics or features.

I was just enchanted by the graphics and physics of Half-Life 2 when I first played it, but playing it in more recent years, I feel the level design isn't actually as solid and interesting as in the first game. It's still good, but not as amazing as I remember. It's still looks alright but it's not spellbinding.

On the other hand, looking at Duke Nukem 3D, the graphics were behind the curve for the times, people were now exploring real 3D, but the game is so well done and polished and richly detailed that I think it holds up well still (even if swinging doors are a bit janky from an engine perspective)

>> No.4152907

>>4152891
https://www.youtube.com/watch?v=LPFWv1cNhOQ

>> No.4152908

>>4152883
>implying Deus Ex's graphics haven't aged well

>> No.4152912

Does anyone know what exactly I need to play the PSX Doom TC? I really want to play it but there are so many files, addons and fixes going around.

Am I correct that this is basically it's own source port based on an older version of GZDoom?

>> No.4152914

>>4152891
Speaking of which, I saw someone suggest that Chris and Rachael weren't at all acting like the fucking autistic dipshits they were in the Lilith thread, which baffles me because I've never seen such fucking anti-constructive discourse and criticism of something that's plain obviously non-standard and exceptional.

I cannot for the life of me imagine the thought process of someone who thinks their conduct wasn't entirely irrational.

>> No.4152916 [DELETED] 

>>4152891
which one of her orbiters are you?

>> No.4152918 [DELETED] 

>>4152916
Graf?

>> No.4152919 [DELETED] 

don't

>> No.4152923

>>4152919
... PET?

>> No.4152926 [DELETED] 

>>4152916
>her

>> No.4152927

>>4152919
>>4152923
anon got too close to a cacodemon

>> No.4152928

>>4152919
CALL

>> No.4152931
File: 6 KB, 80x80, caco-lel.gif [View same] [iqdb] [saucenao] [google] [report]
4152931

>>4152927

>> No.4152935 [DELETED] 

>>4152926
Yes, Sarah "Esselfortium" Mancuso is a female Doomer, texture artist, level designer, and musician.

>> No.4152941 [DELETED] 

>>4152935
Wasn't there a Mike Mancuso somewhere?

>> No.4152946 [DELETED] 

>>4152935
>female

>> No.4153020
File: 118 KB, 640x606, 1500163451992.jpg [View same] [iqdb] [saucenao] [google] [report]
4153020

https://www.youtube.com/watch?v=AkX1C18vQRk

>> No.4153041

>>4153020
hmm doesn't seem to say what the map is.

>> No.4153047

>>4152914
Agreed, author guy got dogpiled which is a shame because his mapset is pretty neato and relly didn't deserve it. I really enjoyed playing it, it was genuinely unlike most other things I've ever played.

>> No.4153049

>>4153047
at least he got his thread restored and cleansed, so it all worked out in the end.

>> No.4153052

>>4153049
And Graf is eternally shitter shattered over the whole thing. I really do hope the guy gets a Cacoward or something, and I'd certainly like to see more glitch-style maps in the future.

>> No.4153076

>>4153020
It's like the mapmaker had a stroke halfway through production

>> No.4153086

>>4153020
I think the visual effect of the walls infinitely stretching would be useful, but not the ENTIRE MAP IMPLODING

>> No.4153089
File: 1.11 MB, 480x320, Video_ (09).webm [View same] [iqdb] [saucenao] [google] [report]
4153089

PK beam γ

>> No.4153091

>>4153052
Glitch maps please more. A new generation of jokewad.

>> No.4153093

>>4153052
Mockaward winner!

>> No.4153106
File: 2.47 MB, 320x240, lavapit.webm [View same] [iqdb] [saucenao] [google] [report]
4153106

>>4153076
no it's nothing more interesting than a corrupted conversion. just a bug in some ancient software.

i've been researching this since >>4153041. there is enough information in that video to determine the name of the original map. you can see it's map09, and then he goes into map10, which is recognisable as TRAINING.WAD (aka wadpak4 E3M1).

i crossreferenced this with funduke's Maximum Doom reference
https://www.doomworld.com/idgames/docs/misc/maxdoom
and found the name of the wad he was playing is likely DTH2PCOM and the map is called LAVAPIT.WAD
https://www.doomworld.com/idgames/levels/doom/j-l/lavapit
which is an unremarkable deathmatch map with 7 monsters.

there's no weird hall of mirrors and infinite tunnels zone, no forgotten mad genius author creating insane wads deliberately, just an ancient bug in a wad processing program lost to history, nothing to get so excited over and start going "HOOOOLYYY SHIT" and loudly clapping on stream.

>> No.4153107

>>4153089
Yooooooo that looks rad as hell.

>> No.4153113
File: 34 KB, 640x400, other samples.png [View same] [iqdb] [saucenao] [google] [report]
4153113

Did a new pistol guy because jesus christ the old one looked bad. Not saying this one is masterful but he's more visible and interesting to look at, and somewhat more consistent. Downside is that now he won't really fit with the delightful modified PSX zombie noises and would be best set up with the radio noises the subgunner and shotgun guy has. Maybe I'll have to invent another mook who wears no helmet so you can hear that groaning.

Likewise, I put together a really nice and monstrous sounding set of sounds for the rifleman, and decided, he should look less natural, like he's possessed by something different to the other guys, thus his eyes are bright green. I even colored them for when you gib him, so you can see his bright green eyeballs fly.

Arc-Vile is still barely halfway done but there's one frame to look at. Not 100% on the turret but I think it looks sort of better than the original one still. Mind it'll be scaled down ingame.
The bluish zombie I haven't found a fundamental role for yet, but he's cool (in more ways than one), so I want to put him somewhere.

>>4153093
Good idea, then he can wave that golden cock in Graf's stupid face!

>> No.4153114

>>4153089
Holy smokes!

>> No.4153116

>>4153113
Oh yeah, also new grenade sprites for the launcher.

>> No.4153119

>>4153113
Looking good, I'm digging the vile sprites. Well done.

>> No.4153121

>>4153089
bit similar to the red nuclear laser thingie in russian overkill, but that's no bad thing i guess

>> No.4153124

>>4153119
You wouldn't dig them if you looked through the frames individually, there might be some pretty bad consistency issues on him, though I'll try to work on that.

Goddamn he has so many frames.

>> No.4153139

>>4153089
that white nondescript monster there reminds me of the giant light dudes from risk of rain

now i'm imagining what a risk of rain doom mod would look like

>> No.4153143

>>4153106
is there a way to replicate tose effects?

because it's be pretty awesome to rape the renderer and create optical illusions.

much like Lilith now that I think of it.

>> No.4153193

>>4153143
not sure what's exactly gone wrong with the conversion, likely a dodgy BSP build has written out the wrong number of vertexes. so i suggest getting a map and deleting a random vertex from the middle of the lump. it might just crash the game, though.

>> No.4153229

>>4153193
this seems to be wrong, please ignore it. further examination seems to show no deleted vertexes, but the vertex references in the lines have been renumbered, apparently from vertex 140 onwards they have all (maybe all, i didn't check them completely) been reduced by two (so line 194 ends at vertex 138 not 140, and so on)

>> No.4153304

>>4153113
The one thing that bugs me about pistol zombiemen sprites is that their other hand is still trying to carry an invisible rifle. I suppose one could try to interpret it as a clenched fist, but it still looks odd.

>> No.4153315
File: 238 KB, 400x350, 1474376270357.png [View same] [iqdb] [saucenao] [google] [report]
4153315

>>4153052
>>4153093
>>4153113
>wins Mockaward
>Graf reaches rear devastation levels not meant for this mortal realm

>> No.4153325

>>4153315
Please, make it happen.

>> No.4153331

>>4153304
I know, it bothers me too, but this marine is slightly better than the previous one, because he's less brutally and sloppily cobbled together than the other one. I still had to do some fixes for him anyway.
I think it might come from Strife, where the rebels would just walk with their hand in the air like that.

I think something that'd really fit would be not a marine, but just a dude in like a jumpsuit and carrying a pistol, like low-level security or a technician who headed towards an armory once he was possessed.
The higher level security and the infantry combat units would typically already be carrying heavier weapons and be geared up in armor.

But there's even more to be picky about, the chainsaw in that other zombie's hand is horribly inconsistent and sloppy, mostly the blade. I could probably repaint the blade with enough effort but right now I just don't care for it. The rifleman carries 'some kind of rifle' which gets to stand is as close enough for a CAR15, even if the proportions are completely screwy. The subgun guy is also not proper, holding his off hand and with a gun that's not fitting. At least he grips it with both hands when firing.

>> No.4153365

>>4153089
That framerate drop though, ouch

>> No.4153372

>>4153113
Oh man I'm really liking the colour choices here. Making a custom PLAYPAL too?

>> No.4153421
File: 18 KB, 140x360, ded muhreens sample.png [View same] [iqdb] [saucenao] [google] [report]
4153421

>>4153372
All .png famalam.
Here's some dead muhreen bodies.

>> No.4153425
File: 12 KB, 168x68, subgun sample.png [View same] [iqdb] [saucenao] [google] [report]
4153425

>>4153372
And a guy with a subgun.

>> No.4153467

Doomst

>> No.4153468

>>4153467
Doom'hve

>> No.4153469

What one of your favorite side effects/thingies in a doom mod.

I like how in Hideous Destructor, the frag energy can revive marine bodies placed as props on the stage.
I like it even more that it can revive bodies of players in coop mode.

Imagine playing halo in co-op and you have to deal with chief infection forms because you keep dying.

>> No.4153512 [DELETED] 

>>4149649
>-2016 torrent of idgames archive is gone; needs replacement?

I sure hope there's another one coming in a month or two. I still enjoy quick "drop a random .wad level file" sessions.

>> No.4153526
File: 107 KB, 640x480, Screenshot_Doom_20170728_221554.png [View same] [iqdb] [saucenao] [google] [report]
4153526

>literally a series of 64 wide hallways filled with monsters

So we all agree the only reason this map is remembered is because the author died?

>> No.4153528

>>4153526
Which map and mapset?

>> No.4153530

>>4153528
alien vendetta map20

>> No.4153557

>>4152801
for what it aimed to do, it's on par with nudoom. difference is people think of one thing when they hear 'doom' instead of the other.

>> No.4153560

>>4153557
I think Doom 4 did a somewhat better job, with more colorful aesthetics and more fast paced action, even if it's ultimately rather unlike the original games.

I do like Doom 3 though.

>> No.4153564

>>4153469
DRLA has a similar mechanic in when a Spider Overmind kills a player with its psychic attack, he becomes a corrupted marine, depended on the player's class

Man I with gzdoom had the online capabilities of zandronum. Or if zandronum had the development of gzdoom.

>> No.4153571
File: 158 KB, 810x654, poopoodoodoo.png [View same] [iqdb] [saucenao] [google] [report]
4153571

>>4153526
Every time that map comes up I get fucking lost.

>> No.4153578
File: 166 KB, 452x505, 1462924730942.png [View same] [iqdb] [saucenao] [google] [report]
4153578

>wad is hard, therefore it's bad

>> No.4153585

>>4153560
they could have greatly benefited from more non linear map design and less dependance on arena combat.

they had to make do with console limitations, so I don't blame it on them. they got the damn thing to run at solid 60, which is a feat in and of itself this day and age. I'll grant them props for that.

>> No.4153602

>>4153585
>they could have greatly benefited from more non linear map design and less dependance on arena combat.
Oh yeah, the combat could get pretty samey, but I think ultimately it's pretty good.

I kinda wish the game would be easier to mod so people could make level sets for PC, like completely custom ones.

>> No.4153603

>>4153585
DOOM 3 had little to no arena combat

>> No.4153605

Just beat Doom 1 and 2 for the first time. What are some good wads? I know the pic linked in OP has a few, but I was wondering what some personal favorites are around here.

>> No.4153607

>>4153603
He's talking about 4

>> No.4153612

>>4153605
You should probably play the Final Doom wads before you play any user made wads. After that probably Scythe 1 and 2.

>> No.4153615

>>4153605
>Alien Vendetta
>Revolution!
>Scythe 1 and 2
>Requiem
>Plutonia 2
>Community Chest 4
>Kama Sutra
>Vanguard

>> No.4153619

>>4153605
Check out the Cacowards stuff. A couple of pictures and a short description beats reading just a name.

>> No.4153620

>>4153585
nudoom has so much potential for modding. I haven't seen so much of it in fucking forever and am truly bewildered at how any other rpg this day gets shit like crab armor and the such, while a game with such solid game mechanics gets nearly absolutely nothing in the way of user content. it's almost disheartening.

hope that changes over the course of the years and id rethinks their stance on making id tech 6 modifiable on user ends.

hope QC is moddable somehow.

>> No.4153621

>>4151093

What wad is this?

>> No.4153623

>>4153620
It won't happen. Publishers look at modding and they see lost sales from potential content.

>> No.4153626

>>4153578
I wonder if there's a faggot who dismisses Ancient Aliens just because MAP28 and MAP29 go all Hell Revealed on your ass.

>> No.4153634

>>4153605
depends on what you like and what you wanna do

>>4153620
It's much easier to mod Skyrim because 60% of their mods are visual in nature or basic scripts

For DOOM you have to actually invent skeletons, graphics, polygons, etc, etc for any enemy and weapons are probably an order of magnitude more complex than skyrim weapons as you have to build every detail from scratch

I'd go as far as to say that Skyrim (and crynegine or whatevs it's called) has more in common with classic doom modding.

>> No.4153636
File: 117 KB, 1282x987, Hehehe! I bet he can't see me, I'm gonna get him good!.png [View same] [iqdb] [saucenao] [google] [report]
4153636

>>4153605
Some personal favorites of mine:

>Double Impact
>Bloodstain
>Jenesis
>TNT Evilution (released commercially as Final Doom)
>TNT Revilution (has very little in common with the previous one)
>Bloodstain
>Mutiny
>Back To Saturn X
>Alpha Accident
>Nihility
>Interception
>Doom The Way Id Did It

>> No.4153642

"Hell Revealed style gameplay"
Translation: CTRL-C + CTRL-V

"Alien Vendetta style gameplay"
Translation: arch-viles

"Episode 1 style gameplay"
Translation: Zombiemen and Imps, shotgunners only on UV, final boss is a pair of Barons

"Episode 4 style gameplay"
Translation: I hate the player

>> No.4153649

>>4153612
>>4153615
>>4153619
>>4153636
ty for all the suggestions guys.

>>4153634
I originally came over to Doom from Marathon so I would be up for anything similar to that, but I'll play anything so long as it's fun.

>> No.4153657
File: 17 KB, 421x399, 1439406499715.jpg [View same] [iqdb] [saucenao] [google] [report]
4153657

>>4153578
>wad is bad, therefore it's hard

>> No.4153665

I finished Opposing Force again yesterday, and I gotta say one of the negative things that come to mind is that there are scripted scenes that do not make sense for a silent player character. Two scenes come to mind, both at the beginning and the end of the game:

1. In the med bay, you have to pick up your armor before a security guard lets you continue. On your way to him, you can witness a scripted scene where a zombie soldier wakes up and throws a scientist though a window. The zombie than wanders about and tries to attack you, but you do not have any weapons. You can't inform any other NPC about this.

2. After disarming the bomb at the end to have another guard let you into the storage, you can straight up witness the Gman rearming it through a window. You can't tell the guard that someone is messing with it so he lets you outside.

>> No.4153669

>>4153578
>wad is hard, therefore its tedious

Which incidentally most hard wads are.

>> No.4153672

>>4153626
Ancient aliens in general is fucking brutally hard

>> No.4153673

>>4153665
>On your way to him, you can witness a scripted scene where a zombie soldier wakes up and throws a scientist though a window. The zombie than wanders about and tries to attack you, but you do not have any weapons
First time I played it I thought I had fucked up a sequence or something and I should restart unless I wanted to go through the game without the starter weapon. Silly now that I think about it.

>> No.4153681

>>4153649
No idea what's that. But it really depends on what you wanna do tho' The modding archive massive and covers completely diffferent tastes

If you want more vanilla maps, Scythe, TNT: Evilution, Alien Vendetta and a couple more are great

If you want Vanilla with a quirk, there's hundreds of weapon only WADs that go from good fun to meme insanity, GMOTA, Demonsteele, Hideous Destructor, hell I remember a rickroll gun

If you want to see new things and enemies, play pirate doom, and any of those half-total conversions with different weapons like Zen Dynamics

Speaking of Zen Dynamics, there's a lot of mods that like to play with zdoom and gzdoom effects and look very pretty or just fun to play in and see map how they are done. There's also the "super detailed map" subcategory where Gothic is king

Then you have Total Convertions and near total gameplay changes like Action Doom, Ghostbusters TC, that old Star Wars neat TC and lot's of short experimental WADs

There's also the slaughterfest, the "single level WADs that are so massive it takes two hours to complete" category which mix perfectly with weapon WADs

The best place to start and to get a good handle of most of these categories and a bit of modding history are the Cacowards and Top 100 WADs of all time lists

>>4153665
Opposing Force weren't wasn't made by Valve. It's like the extra episodes for F.E.A.R. or Raven Software's partnership with ID back in the days. Junior companies making stuff for the main series

>> No.4153684

>>4153626
I feel like Valiant:VE is the best skillsaw wad, AA kinda took it a bit far in places. In terms of visuals though AA is easily top dog.

>> No.4153686

>>4153681
>Opposing Force weren't wasn't made by Valve.

I know.

>> No.4153689

How can I easily edit pk3 files? Slade and 7zip aren't cutting it

>> No.4153712

>>4153615
>Revolution!
Why does everyone recommend TVR, I found it rather boring overall

>> No.4153726

>>4152739
I played Doom 3 recently and I thought holy shit this is way too easy. I remember it being hard for me when I was younger.

And then I reinstalled F.E.A.R and holy fuck, even though they are only a year apart, only one is any good. If you play those two back to back you really see how bad Doom 3 is.

F.E.A.R did cinematic better and it also was able to reconcile it better with being a twitch shooter. Is this Alma or is this another replica squad? It was able to be both more frightening and empowering than Doom 3.

I used to buy the "good for its time" but seriously, play both games back to back.

>> No.4153776
File: 233 KB, 1211x779, shootan.png [View same] [iqdb] [saucenao] [google] [report]
4153776

>>4153325
Sing thy name of the forbidden one, and it shall be so.

>> No.4153834

Doom 3 was fine when it came out. not amazing, but fine.

It had the bad luck to come out just a few months before Half-Life 2, though, which cranked the whole "cinematic experience" thing to a new level, and made Doom 3 look instantly dated by comparison.

>> No.4153840

>>4153834
and yes I know many people believe HL2 has aged poorly, but in 2004, it was insane and on a whole different level from anything people had seen in a FPS before. HL2 put the FPS genre on a decade-long path in pursuit of bigger and more spectacle-driven tubes of cutscenes punctuated by scripted gunfights before it would wear itself out and people started other ideas taking seriously again.

>> No.4153847

>>4153840
So HL2 ruined the genre.

>> No.4153854

>>4153834
I thought doom 3 was great when it came out. I don't think I played half life 2.
The dark atmosphere and system shock 2-like audio logs were a great immersive experience. It did lots of things that half life 2 didn't do. Did HL2 have audio logs or PDAs?

>> No.4153857

>>4153854
no

but it did have a shotgun that didn't suck shit

>> No.4153863

>doom shotgun has pretty excellent range
>every shotgun in every game after, even doom games, sucks ass with range
why

>> No.4153864

>>4153863
Because game developers still fall for the myth that shotguns can't hit the broad side of a barn at more than five feet away.

>> No.4153869

>>4153854
>Did HL2 have audio logs or PDAs?
jesus, of course not. and thank god.

>> No.4153870

>>4153863
>every shotgun in every game after
Quake 1 - 3? Turok 1 - 2?

>> No.4153872

>>4153869
Instead it has loads of unskippable cutscenes, hooray.

>> No.4153874

Has anybody noticed that in Final Doomer, if you use the Plutonia pistol without mouselook your aim slowly drifts down? Tried to look at the code to fix this for myself but I don't speak Decorate, sadly.

>> No.4153882

>>4153863
Killing Floor 2 shotguns with Support's Tight Choke skill are ridiculously accurate. Also BFBC2's shotguns were accurate killing machines with an amusingly low amount of ammo (both capacity and max) to offset them.

>> No.4153884

>>4153872
>Instead it has loads of unskippable cutscenes, hooray.
right. nowadays the pseudo-cutscenes in HL2 are tedious and drag on with no way to bypass them, but in 2004 they were amazing and groundbreaking. no one had seen story progression integrated into a FPS so seamlessly and with such high fidelity character animation. eventually of course, every single FPS was copying it, so it got extremely old.

>> No.4153895

>>4153874
Didn't know Final Doomer merged code with Comfy Doom

>> No.4153912
File: 107 KB, 1158x606, Image27.jpg [View same] [iqdb] [saucenao] [google] [report]
4153912

>>4153049
>>4153052
I'm still going to take away that it exposed the huge lie of a header at the top of the project subforum.

Mods for any other engine are only acceptable when they feel like it, even if the engine matches the name of the forum they're squatting over.

>> No.4153920
File: 1.09 MB, 2560x1920, IMG_20170729_142354.jpg [View same] [iqdb] [saucenao] [google] [report]
4153920

I drew this. Give me (You)s.
Also I'm taking doodle requests.

>> No.4153923

>>4153920
Is that the lamp post from that one anon's map?

>> No.4153926

>>4153923
I'm not sure but I remember I based it off a texture of some sort. It's actually a slipgate in disguise in the drawing

>> No.4153938

>>4153920
Draw a revenant and a headless kamikaze having a polite conversation of AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.4153941
File: 1.92 MB, 1920x1080, quakespasm-sdl2 2017-07-29 02-38-50-39.png [View same] [iqdb] [saucenao] [google] [report]
4153941

Shit, this is pretty neat, if a bit dark. I always played with gamma 0.85 or so, but recently switched to gamma 1 because apparently that's the proper, default value and what you should use when mapping, and BOY is everything fucking dark all of a sudden. I think my monitor might be tuned wrong making it even worse, too.

If this place was filled with slime instead of lava it'd give me serious callbacks to the Undercity levels from Dredd vs. Death.

>> No.4153952

>>4153941
Looks cool as fuck.

>> No.4153958
File: 18 KB, 1000x1000, 1501310959.png [View same] [iqdb] [saucenao] [google] [report]
4153958

>>4153920

>> No.4153967

>>4153689

What trouble are you having editing them with Slade?

>> No.4153969

>>4153920
Here's your (You), you wonderful bastard.

>> No.4153974

>>4152891
https://www.youtube.com/watch?v=mVgXGw_XhRQ

>> No.4153976
File: 1.61 MB, 1920x1080, quakespasm-sdl2 2017-07-29 03-08-08-29.png [View same] [iqdb] [saucenao] [google] [report]
4153976

>it's another "pushing a button opens the door and spawns four Shamblers and four Vores" level
Man, what's even the point of setting up a final fight if the player's only way to win (>implying you're going to bait four shamblers at once into melee swipes while dodging four Vore homing balls) is to just run past them all anyway?

>> No.4154005

>>4152009
how does final doomer's maser work?

>> No.4154006
File: 1.10 MB, 1920x1080, quakespasm-sdl2 2017-07-29 03-28-13-16.png [View same] [iqdb] [saucenao] [google] [report]
4154006

I'm going through a bunch of city or urban-styled maps after a post someone made in the last thread. Burning trash cans are the universal sign of a crappy city. This isn't the first one I've seen in a map, but I've yet to find a single brush toilet!

>>4153920
Crash is cute! And BJ is cute! And the Shambler is cute! And so is the Fiend and Death Knight!

Crash has delicious girl abs, though, so she's the cutest.

>> No.4154028

>>4153976
do those shamblers have fucking googly eyes

>> No.4154029
File: 137 KB, 680x678, 1465824371672.png [View same] [iqdb] [saucenao] [google] [report]
4154029

>>4154006
That map had a broken exit, apparently, as it helpfully told me "this exit is closed" and gave no other means of exit; not totally surprising as the readme includes:
>Known Bugs : In the second level you'll see a lot of them.

The third and final map which I went to manually and set my inventory to that of the previous map apparently wanted me to take on a Shambler with an axe due to the severe ammo deprivation (which is possible, but stupid) and had no toilet either (which was disappointing).

>>4153923
>mfw someone remembers my crappy lamp

>> No.4154031
File: 1.50 MB, 1920x1080, quakespasm-sdl2 2017-07-29 03-59-43-46.png [View same] [iqdb] [saucenao] [google] [report]
4154031

>>4154028
maybe

>> No.4154038

Why is Doom the most popular when Quake was clearly the superior game?

>> No.4154041

>>4154038
Ease of modding.

>> No.4154042

>>4154038
Way easier to mod and imbued with dark Carmack energies.

>> No.4154045

>>4154038
>play quake
>shoot trash mob 4 times
>doesn't die

>> No.4154049

>>4154045
literally aim better, grunts and rotties both die from two single shotgun rounds or one SSG blast

>> No.4154051

>>4154038
Doom didn't have Spazzo, the Exploding Blue Blob.

>> No.4154070

>>4154045
Use the nailguns and explosive launchers more.

>> No.4154080

>>4154038
id software milked the fuck out of Doom between 93-97, and released the source code shortly afterwards. This all helped prevent its community from ever dying down.

Also, while I do like Quake, there are some aspects that feel like a downgrade to me. Less enemies than Doom 2 (doesn't help that certain enemies only appear in certain levels, too). The bosses are basically just puzzles. Only 2 key colors instead of 3. Levels were generally smaller, and slightly less open-ended.

>> No.4154081

>>4154005
a_railattack with custom actors instead of particles
problem: tanks framerate if fired across long distances

>> No.4154084

>>4154045
>play doom
>shoot baron 99 times
>doesn't die

>> No.4154085
File: 225 KB, 500x738, 200% mad.png [View same] [iqdb] [saucenao] [google] [report]
4154085

>>4154084
>shooting
>not fisting

>> No.4154096

>>4154070
I don't know why people are often so hesitant to use the explosive weapons. Ammo is often abundant, especially if the level has a bunch of Ogres (two rockets from each Ogre's backpack adds up quick), they do good damage and can either instagib or do severe damage to most everything weaker than a Death Knight, and Quake's instant weapon switching encourages the player to mess around with combos and swap to their big guns whenever possible while staying on the move since there's so little cooldown for going back to your shotgun or nailgun.

>>4154080
>Less enemies than Doom 2 (doesn't help that certain enemies only appear in certain levels, too)
Less enemies, but better designed. I don't think having three types of very similar grunt-mooks (zombieman, shotgunner, HWguy) is worth having over two distinct humanoid idbase enemies (hitscan grunts and projectile enforcers), and while vanilla Quake doesn't have any enemies that pull tricks like the Revenant's enemy revival, its beefiest enemies are still weaker than a Cyberdemon and its mid-level enemies are a lot more intricate than Doom's which tend to be variations on 'wander around and shoot a slow projectile at the player occasionally' or 'move at a moderate speed until close enough to melee the player.'

Different storks for different forks, really. Some people like the more run-and-gun-and-mow-down-everything gameplay Doom's bestiary gives you, some people prefer the smaller number of tougher, more intricate enemies Quake tends to throw.

>The bosses are basically just puzzles.
Yeah, they're shit. Pretty much everyone will admit that outright.

>Only 2 key colors instead of 3.
This is a good thing, IMO. Keyhunting is one of the worst, most boring ways to artificially extend a level, especially when a mapmaker insists they MUST use all three keys and send the player through three mazes to find 'em. Nothing wrong with just having the damn door open after a big fight or once a button or two is pressed.

>> No.4154097

>>4154096
>Revenant
*Archvile, obviously. Fuck me, it's 5 AM here.

>> No.4154098

>>4153870
Quake 1 has incredibly awful shotguns
Quake 2 has only the Super Shotgun and its effective range is worse than in modern FPS
Quake 3 is okay but not very good

Turok 1's shotguns are only good with explosive because of how bosses and tough enemies basically ignore pellets
Turok 2 is okay but the range is bad unless you're using the Shredder

>> No.4154101

>>4154080
>Less enemies
This was partially a hardware thing. Polygons put a limit of how many a computer can handle at a time. The encounters are designed to be smaller numbers of harder to deal with enemies, often forcing you to temporarily retreat even without the massive out-numbering of doom.
I quite like the fact that the bosses are puzzles - considering they are either immune to your puny weapons or beings from another dimension. Bosses aren't really the focus of quake and compared to icon of sin the quake bosses are excellent.

The levels are usually highly interconnected and more vertical than doom - so they may seem smaller and less open ended, but they are roughly around the same size. Some of the
doom levels are tiny compared to some of the larger quake levels. Compare the first map of E4 in quake to any of the other first maps of doom.

Less key colors seems like a strange gripe. You can make excellent gameplay and levels without keys at all. More complex puzzles and changeable geometry are capable in quake so I guess they felt like they didn't need an extra key when they can have barrier being lowered, wind tunnels being unblocked, bridges being raised, moving platforms being set into motion, and the multitude of other ways of preventing players from entering a certain part of a level.

Quake levels are generally incredibly well designed so you intuitively know where to go - it feels like they are straight forward, but you're constantly in action and rarely back-tracking.

>> No.4154109

>>4154101
>The encounters are designed to be smaller numbers of harder to deal with enemies
They're not harder, they're just spongier.
>Bosses aren't really the focus of quake and compared to icon of sin the quake bosses are excellent.
Push buttan, receive dead boss.

>> No.4154128
File: 9 KB, 183x183, 1451215106877.jpg [View same] [iqdb] [saucenao] [google] [report]
4154128

>"non linear" map
>it always is either a boring keyhunt or a three way division into smaller linear segments which end in a key and you need all three keys to open a sequence of doors

>> No.4154132
File: 72 KB, 240x180, 240px-Quake_II_Shotgun.png [View same] [iqdb] [saucenao] [google] [report]
4154132

>>4154098
>Quake 2 has only the Super Shotgun
What

>> No.4154134

>>4154096
>Keyhunting is one of the worst, most boring ways to artificially extend a level, especially when a mapmaker insists they MUST use all three keys and send the player through three mazes to find 'em.
I guess we'll have to agree to disagree. I like exploring maze-like level design. Also, not every level that uses 3 keys is segmented to three completely separate areas.

>> No.4154136

>>4154132
the regular shotgun is so shit that there is nearly no reason to use it, since it is also inaccurate at longer ranges

to be honest, most of quake 2's arsenal sucks, the only good addition is the railgun

>> No.4154140

>>4154101
What quake map would you say is comparable to the size of E2M2, or MAP15.

>> No.4154141
File: 2.40 MB, 1280x1024, Shot00000.png [View same] [iqdb] [saucenao] [google] [report]
4154141

is this halo 6?

>> No.4154142

>>4154134
please don't post this horrible "opinion" ever again

>> No.4154143

>>4154132
Pretty much what >>4154136 said

It's really ineffective and I don't feel it's worth mentioning outside of the design, which is alright.

>> No.4154147

>>4154142
How about you fuck off right to /v/ if you're going to be an asshat.

>> No.4154152

>>4154147
play eternal doom after the first 10~ levels and see how enjoyable maps that rely on keyhunts are

>> No.4154154

>>4154152
I like Eternal Doom quite a lot, actually.

>> No.4154158

>>4154154
That isn't surprising, given that both it and your tastes are on par.

>> No.4154160

>>4154158
I'm sorry that I like a certain style of level design that you don't like.

>> No.4154162

>>4154160
You're always welcome to enjoy long, monotonous wall humping and backtracking, friend.

>> No.4154171

>>4154162
>wallhumping

I tend not to get that lost, sorry.

>> No.4154172

>>4154162
>>4154158
>>4154152
>>4154142
lmao

>> No.4154178

>>4153840
>>4153847
The same thing happened with HL1

Even though HL1 still had fast paced gameplay and platforming in the later levels, basically none of that was present in Anomalous Materials and Unforeseen Consequences, which was all super fancy scripted sequences. So basically ever fag who wanted to make an FPS after Half-Life emulated the first two chapters instead of the later portions of the game.

>> No.4154187

>>4149649
>>4149648
http://oblige.sourceforge.net/

7.666 of Oblige, likely to be the final version.
Press F to pay respects.

>> No.4154206

>>4154187
Somebody else is bound to take over, there's been more than a few "unofficial" versions of it that handled quite differently.

>> No.4154216

Easiest way to get Douke Nukem on Android?
I already have Doom 1 & 2 and Quake 1 & 2
I'm only missing DOUK to get the FPS trifecta on my phone

>> No.4154238

Scythe > Scythe 2

>> No.4154248

https://www.youtube.com/watch?v=-XCr8FvmF3k

get ready get hype

>> No.4154249

>>4154038
>Quake was clearly the superior game

chaotic development caused by designer's ego and grumpy lead programmer frustrated by employees fucking around all the time led to unfocused finished product; a shooter that was never meant to be a shooter

unsatisfyingly weak weapons, only one (rocket launcher) is really powerful. doom in contrast has at least three superfun weapons, then doom2 added the ssg a.k.a the most satisfying FPS weapon ever

awful graphics, low-polygon models nowhere near quality level of sprites, technology just wasn't ready for it yet

O
P
I
N
I
O
N
S

>> No.4154252
File: 260 KB, 1147x893, shoot the snoot.png [View same] [iqdb] [saucenao] [google] [report]
4154252

Is this a powerful enough sound for the laser?
https://my.mixtape.moe/oelwld.webm

>> No.4154289
File: 476 KB, 1031x707, asdfadfadssaf.jpg [View same] [iqdb] [saucenao] [google] [report]
4154289

Has anyone here ever played Deus Vult? It's the greatest Doom WAD I know of.

>> No.4154293

>>4153920
Neat

>> No.4154303

>>4154252
>https://my.mixtape.moe/oelwld.webm
that works

>> No.4154310

>>4154006
Ahh.... something about those original Quake aesthetics gets me every time. Those lonely halls... that sound design... the Lovecraftian themes... the medieval stuff...

>> No.4154312

>>4154289
yeah, loads of times. it is very impressive. saveless UV max is a bit beyond me though.

>> No.4154315

>>4154038
Quake has awesome aesthetics, but Doom has superior single player mechanics - better weapons in the original game, more monsters, a faster and smoother feel, etc. Quake is awesome as a beautiful horror game, a spooky exploration of desolate inhuman lands. But Doom is a better single player action shooter.

>> No.4154320
File: 62 KB, 540x540, physics_are_tied_to_framerate.jpg [View same] [iqdb] [saucenao] [google] [report]
4154320

If I put a gamestartup mp3 in my Half Life folder and play online will I get VAC banned from it or other Goldsrc games

I am this paranoid

>> No.4154323

>>4154315
>a faster and smoother feel

You gotta be shitting me

>> No.4154328

>>4154323
I'm talking about the overall single player experience, not just the game physics. Quake DM is fast and smooth, but there's something a bit clunky about the single player mechanics. Doom is big fluid tactical experiences interspersed with exploration. In Quake, the exploration is awesome because the aesthetics are amazing, but the combat tends to be fairly dull and linear.

>> No.4154351

Who are the worst mappers of all time? By which I mean not by personality, but solely based on their mapping work,

>> No.4154359

>>4154351
Paul Thrussel

>> No.4154367

>>4154351
me

>> No.4154373

>>4154351
Me because I haven't even downloaded any mapping tools

>> No.4154410

>>4154328
Quake is a product of id when they were coming apart at the seams and it really fucking shows in the single player.

>> No.4154414

>>4154351
john romero

>> No.4154419

>>4154328
>something a bit clunky about the single player mechanics
What exactly is clunky about it?

>> No.4154440

>>4154187

>likely to be the final version

it is not my intention to sound like an asshole, but this is legitimately the same thing he said a year ago or something like that

i guess it's time to see what happens next.

>> No.4154450
File: 838 KB, 2048x908, 1501178970847.png [View same] [iqdb] [saucenao] [google] [report]
4154450

What are some essential romero/carmack games pre-Wolfenstein 3D that isn't Keen

>> No.4154451

https://www.youtube.com/watch?v=E1tEqZ8gSuk
>Today I'd like to talk about an important feature currently in development, by dpJudas on his experimental branch. GZDoom could be getting per pixel model lighting, finally after 12 years of waiting!
I-It's like it's an actual 3D game engine and not just pretending to be one

>> No.4154458

>>4154187

Aw shit and no heretic compatibility.

>> No.4154465

>>4154450
There is a grand total of 0 games worth playing from either prior to doom

>> No.4154469

>>4154450

Hovertank 3D, just to hear the death sound

>> No.4154492

>>4154469
what does it sound like? is it this?
https://github.com/fragglet/DoomEd/blob/master/D_EPain.snd

>> No.4154525

>>4154451
Call me when it gets brush based mapping.

>> No.4154573

>>4154080
You description basically says "I wanted Quake to be DOOM but 3D"

>> No.4154589

>>4154315
> Quake is awesome as a beautiful horror game

No so much. It was spooky but it wasn't really spooky. It had some great designs like the shambler but most monsters edged on the cartoonish. And the gaeplay being super facst paced didn't help.

>> No.4154602

>>4153840
>scripted gunfights

Can't remember any in HL that you could participate in, all scripted gunfights where off your reach really

>>4153869
>>4153872
I think you just dislike story in FPSs.

>> No.4154606

>My original idea was to do something like Virtua Fighter in a 3D world, with full-contact fighting, but you’d also be able to run through a world, and do the same stuff you do in Quake, only when you got into these melees, the camera would pull out into a third-person perspective
can't say I'm surprised the man behind these words went on to make the most infamous fps of the time

>> No.4154607

>>4154589
>super facst paced

I want a Super Facist Paced™ game.

>> No.4154672

How come quake isn't as easy to start up as doom

>> No.4154682

When it comes to RTCW mods, has anyone tried to bring the console exclusive mission to pc or something?
http://wolfenstein.wikia.com/wiki/Cursed_Sands
>Wikia
I know, i know... sorry

>> No.4154687

>>4154682
Didn't even know RTCW had console version.

>> No.4154717

>Orange Is The New STARTAN

Searching for it at most reveals that it seems to be a project in development hell. But I cannot find any more info about it. What was the hook/gimmick/core design idea?

>> No.4154734

>>4154717
orange theme. orange textures everywhere. iirc there were some pictures in doomworld's post-your-picture thread.

>> No.4154735

>>4149662
link to shader plox.

>> No.4154741

>>4154735
A Lilith shader would be pretty funny actually.

>> No.4154742 [DELETED] 

Daily reminder that YOU are responsible for the future of Doom mapping/modding. SArais is only shit because you made him so.

>> No.4154745

are there any WADs that feature a lot of infighting or even different factions killing each other independent of the player?

that was always my favourite thing in games, just watching others fight

>> No.4154748
File: 145 KB, 780x582, SGTgb2C.jpg [View same] [iqdb] [saucenao] [google] [report]
4154748

>>4154734
This does look like a lot like Sunlust.

Maybe he got discouraged because it would have looked too similar?

I would have like to make my own WAD with an orange theme too since it's my favorite color.

>> No.4154750

>>4154748
/vr/ plug: there was a guy here who made an orange and blue themed map named "fanta base"

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/fanta

>> No.4154751

>>4154748
It looks kind of nice.

If it's not slaughter like Sunlust I would actually be interested in playing it.

>> No.4154752

>>4154748
And then I remember that Fanta Base was pretty much that.

Also, I found Mickle has made this:

http://www.jmickle.com/genrerator/maptheme.html

>The Indigo Computer

Hm.

>> No.4154753

>>4154750
I am the guy who made Fanta Base. Hence the interest in an orange mapset.

>> No.4154760

>>4154753
You should make more.

Like maybe a 7-8 map episode with that kind of theme. It's long enough to be thoroughly enjoyable but also short enough that it's not a slog to make.

>> No.4154761

>>4154751
play it on -skill 2, it's not that bad then.

>> No.4154762
File: 226 KB, 800x600, 1498745722271.png [View same] [iqdb] [saucenao] [google] [report]
4154762

What's the gun from?

>> No.4154765

>>4154753
asljkdfhklsjadfhaskldjfh.
i should have guessed

>> No.4154773

>>4154762
It's an old CAR15 variant (early predecessor to the M4A1), made by JoeyTD from graphics out of a game called Terminator Rampage.

That screenshot in particular was me playing TNTR with a version of Immoral Conduct that I'm slowly building.

>> No.4154774

>>4154762
Wad?

>> No.4154779

>>4154760
>Doomguy has run out of Fanta
>Factory taken over by demons who want to keep Fanta for themselves

I should brainstorm this.

>> No.4154798

>don't feel much towards doom gameplay mods, ok I guess
>however, don't like mods for other sprite based FPS, feel like it ruins the "purity"
why

>> No.4154803

>>4154774
TNT Revilution.

Intended as a sequel for the original TNT, but feels preciously little like it 9 times out of 10. That said, it's quite well made so I recommend it fully on it's own merits.

>> No.4154809

>>4154798
need context. from who/where are you quoting?

>> No.4154815 [DELETED] 

>>4154809
From the prescription of your pills issued to remedy your terminal autism.

>> No.4154829

>>4154351
me

>> No.4154834

>>4154829
>>4154367
>>4154373

C'mon, it can't be worse than some submission in the first Community Chest.

>> No.4154835 [DELETED] 

>>4154742
>SArais is only shit because you made him so.
i wasn't aware i had the power to afflict people with profound autism. my god, the power!!

>> No.4154856

>>4154834
it was in the second community chest in fact. and on release, it was called the most annoying map ever made. so yeah!

>> No.4154863

>>4154856
I meant to say, some submissions, sorry.

Cause CC1 had plenty that felt either half assed or dragged on too long. And some of them were made by a mapper who is dead now.

Which map in CC2 are you referring to?

>> No.4154867 [DELETED] 

>>4154835
>>4154835
>>4154835

>hey i need some help with map
>HOW DARE I BABYSIT YOU REEEE
>wow fuck you too buddy
>REEEEEEE THE MAP IS SHIT
>gee i wonder why, couldn't be because you didn't prevent it from being shit and chose instead to be a lazy shitposting bastard which would of taken more time and effort than actually making the new guy better.

That's what happens when you only copy-paste off a script used for any mapper instead of actually playing the map and providing proper criticisms.

>> No.4154872 [DELETED] 

don't respond or enable.

>> No.4154874
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]
4154874

===============================
IT'S **** SCREENSHOT SATURDAY ****
===============================
WHAT HAVE YOU BEEN MAKING THIS WEEK?

MAPS?
MODS?
CODE?
SPRITES?
TEXTURES?

POST 'EM!

BASK IN THE GLORY OF YOUR OWN MAGNIFICENCE!

>> No.4154880
File: 553 KB, 1600x900, Screenshot_Doom_20170727_164309.png [View same] [iqdb] [saucenao] [google] [report]
4154880

>>4154874

testing out model lighting

>> No.4154882

>>4154874
Lots of sound stuff. Still chipping away at the arc-vile.

>> No.4154884 [DELETED] 

>>4154815
what a shit fucking banter joke and you just wasted it here.

>> No.4154889
File: 823 KB, 1920x1080, Screenshot_Doom_20170729_204149.png [View same] [iqdb] [saucenao] [google] [report]
4154889

>>4154874

Continuing my slow ass progress on map03 of Zombies TC Remake.
Here's a bit of the library I'm working on.

>> No.4154892

>>4154889
I hope that shelf is a model and not 3D Floors because boy howdy must that be tedious to make.

>> No.4154894

>>4154892

3D floors actually, was a bit of a pain, but I'm not making multiples of it. It's the "featured books" section. Rest of the library is just textures.

>> No.4154895

>>4154889
nice but looks more like a convenience store than a library, you need lots more bookshelves i think. i mean you got a magazine rack, a bunch of vending machines behind a serving counter, it looks more like a shop than a library.

>> No.4154906
File: 1003 KB, 8057x9865, thehell.png [View same] [iqdb] [saucenao] [google] [report]
4154906

>>4154874
i wondered "what would happen if you drew every linedef in doom.wad onto the same coordinate grid" and this happened.

>> No.4154908
File: 1.09 MB, 1920x1080, Screenshot_Doom_20170729_204831.png [View same] [iqdb] [saucenao] [google] [report]
4154908

>>4154895

That's the entrance/checkout. Rest of the library looks more conventional.

>> No.4154912

Is it normal to be pretty low on ammo in Marathon 2? I'm a couple levels in and still am stuck with just the pistol. I've found myself having to punch my way through quite a bit.

>> No.4154913

>>4154906
what the fuck am i looking at

>> No.4154914 [DELETED] 

>>4154867
I see you're back at the "blaming other people" stage.

>> No.4154916

>>4154880
fucking crazy

>> No.4154917

>>4154894
>>4154908
That's some nice shelf textures. Did you make them yourself?

>>4154906
>Clusterfuck Doom

>> No.4154919

>>4154908
ah yeah that looks more like a library. or at least a book store. or a coffee house for pretentious intellectuals...

>> No.4154926 [DELETED] 

>>4154249
>the ssg a.k.a the most satisfying FPS weapon ever
doombab opinion
d
i
s
c
a
r
d
e
d

>> No.4154927

>>4154917

It's probably just shit I got through google image and tweaked a bit with photoshop. I'm packing the mod with new textures. I just think it's fun to constantly see new things.

>> No.4154928 [DELETED] 

>>4154914
And I see you're still unironically responding to an admitted shitter.

>> No.4154937

>>4154913
imagemagick output. the input was a list of line draw primitives.

>> No.4154941

>>4154926
BOOM click clank clonk

>> No.4154946

>>4154863
5

>> No.4154947

what's with the difficulty spike in epic2 map06? i know it's a dead simple tribute but i don't remember 1000 skeletons being a thing in that

>> No.4154949

>>4154942
boy

placing a doom image alongside your post sure makes it on topic

>> No.4154951 [DELETED] 

>>4154949
>Showing map development of a DOOM MAP which is a RETRO game is offtopic
TRUE EPIC

>> No.4154952

so what does the experimental polyrenderer do?

>> No.4154954

>>4154951
forgot your image, pal

>> No.4154958

>>4154947
ITYM map07, and i wasn't aware it was a spike, i seem to recall map05 being quite hard though.

>> No.4154962 [DELETED] 

>>4154954
Somebody's got a bias.

>> No.4154965

>>4154958
yeah map05 was kinda bullshit and i died a few times but the challenge was more manageable. map07 just throws in a ring with very little cover with revenants, archviles, pinkies and chaingunners all on your ass at once. am i even supposed to fight them all or is there a way to escape?

>> No.4154969 [DELETED] 

>everybody else is allowed to do it
pottery

>> No.4154970
File: 708 KB, 1920x1080, Screenshot_Doom_20170729_210209.png [View same] [iqdb] [saucenao] [google] [report]
4154970

>>4154908

For shits & giggles here's what it looked like in the classic TC. 1995 man. I'm still amazed you could do anything with the fucking tools people had back then. Took dedication and hard work I bet.

>> No.4154973 [DELETED] 
File: 923 KB, 1280x1024, Screenshot_Doom_20170729_150649.png [View same] [iqdb] [saucenao] [google] [report]
4154973

Doesn't matter if it's ontopic or not anyway man, even though this post is. Muh censorship.

>> No.4154976 [DELETED] 

Literal proof you never wanted me to map, right here. How childish.

>> No.4154983
File: 349 KB, 1226x1500, ofm28eOJkJ1tibuboo1.jpg [View same] [iqdb] [saucenao] [google] [report]
4154983

>>4154874
https://my.mixtape.moe/kesdnu.webm

Folks told me to stay with this, so here it is.
Pretty much ready to implement and go, just need to figure out a pickup, what it replaces, and a cost for using it.
I'm thinking some kind of enchanted holster for the pickup, and for "what it replaces" an alternate BFG is really the only answer, but the cost is a bit of a different beast.

>> No.4154993

>>4154946
Just played it. On easier difficulties it's reasonable, but on UV it sure likes to spam you with enemies in rather limited combat areas.

>> No.4154996

>>4154889
Those shelves looks like something out of a Half-Life 1 map.

>> No.4154998
File: 17 KB, 278x221, scared caco (2).jpg [View same] [iqdb] [saucenao] [google] [report]
4154998

>>4149648
> "thats one doomed computer"

Have they solved the software renderer lockup issues yet?
?

> as soon as any level starts it slows down to a drag, then might even crash the game

Or am I to assume that 2.4 was the last actual stable release?

>> No.4155013

Has Graf ever directly threatened to stop developing/maintaining GZDoom if he doesn't get his way?

>> No.4155015

>>4155013
Mutliple times. Rachel said on the ZDoom discord that she's got another dev lined up if he ever follows through though.

>> No.4155016

>>4155013
yes
on two occasions he actually has

then came back a week later

>> No.4155017

>>4155015
I trust SoulPriestess about as far as I can throw him, though.

>> No.4155018

>>4155013
he actually *did* stop once, and deleted everything off the hosting. "that's it - no more gzdoom!"

>> No.4155019

>>4155017
I wish both of them would just fuck off somewhere forever.

>> No.4155021

>>4155017
>him
Wait is Rachel a tranny too?
Also I suspect it's dpJudas who seems alright, so it's not like GZDoom will die if Graf leaves.

>> No.4155023

>>4155015
If that happens will GZDoom be renamed?

>> No.4155031

>>4155021
I don't know nor care, I default to "he" for everyone online unless said otherwise.

>> No.4155035

Here you go, page 2
https://www.doomworld.com/vb/wads-mods/50624-fastest-opengl-source-port-engine-for-wads/

>>4155016
when was the other time?

>> No.4155038

>>4155035
>openGL

Why cant we have a Direct X port?
Direct X works beautifully on my system.

>> No.4155047

>>4155035
I take it Graf is also against cooperation with another developer that is familiar with ATI chipsets? Or is the whole thing more complicated than I imagine?

>> No.4155048

>>4154993
oh well i didn't expect you to play it! thank you for playing my map, i hope it didn't annoy you too much. in retrospect i find myself agreeing with the negative opinion, if not the superlative - it is annoying, if not the most annoying map ever made. but i do feel i learned a lot about how _not_ to go about making a map.

>> No.4155049

>>4155038
Because directx is not open

>> No.4155053

>>4154889
Fucking love it. Don't stop this needs to be done. For George

>> No.4155057

>>4155048
You did have a lot of solid ideas and execution! The biggest issue are enemy numbers and some unusual ledge walking and very tight corridors.

There is also some texture issue with the windows looking into the factory issues blocking shots, but that might just be the engine.

>> No.4155063

>>4155049
so what?

>> No.4155068

>>4154983
COOL

>> No.4155070

>>4155063
Graf does not like that, good luck trying to convince him

>> No.4155071

>>4155053

I'm working on it, gotta say, I'm getting a little tired of this map. Just have to power through. Cant wait to get to the mall segment, even though that's going to be a fuckton of work.

>> No.4155081

>>4154983
Berserk pickup

>> No.4155096

>>4154983
>call of HUAREEZ
was a pretty cool game

>> No.4155107
File: 7 KB, 235x248, ranger is high on combat drugs.png [View same] [iqdb] [saucenao] [google] [report]
4155107

>>4155070
I guess my question is, alot of what ive seen in gzdoom could've been done on like 2003 and previous architecture. However it requires up to date shit to run hardware.

However alot of it can be done without openGL entirely.

Whenever did 3.0 become necessary to do the same shit that was done on quake3...

>> No.4155124
File: 207 KB, 1920x1080, Screenshot_Doom_20170729_161952.png [View same] [iqdb] [saucenao] [google] [report]
4155124

BRAVO FREEDOOM
R
A
V
O

>> No.4155127
File: 282 KB, 1920x1080, Screenshot_Doom_20170729_162215.png [View same] [iqdb] [saucenao] [google] [report]
4155127

>>4155124
>find a way out right after posting

>> No.4155130

>>4155124
Freedoom is pretty shite in my experience.

>> No.4155157
File: 71 KB, 640x533, dp-12-double-barrels-shotgun-640x533.jpg [View same] [iqdb] [saucenao] [google] [report]
4155157

>>4154132
>>4154143

Quake 2 would be much better off without the regular shotgun or the chaingun.

I would have been okay with nerfing the firepower of the SSG a little bit (say, just like two blasts from the normal shotgun rather than amped damage).

And then you just get the SSG, maybe not until the 2nd area and give the player a few grenades in the first map.

And players would have liked it more that way anyhow. Just like playing doom, you dont care about the shotgun at all, you just want the SSG.

The Machinegun/Chaingun definitely needs to be condensed into one weapon. Definitely. Definitely.

The trick is the Chaingun eats ammo fast and its kinda OP for facing bosses (here, get fazed and take 1600 points of damage, now I hide), but you can certainly get along just fine with the machinegun. Ive got no problems with killing parasites, enforcers, and tanks with a machinegun.

In my experience I often just used the Chaingun to do a tap-burst of 9, I rarely used the full fire rate for it (if I was gonna do that, id rather just use grenades for indirect fire). Which is pretty much just like shooting the Machinegun.

So using a Machinegun without the muzzle rise I think would be perfectly fine. Slight increase in fire rate just like a modern assault rifle. Make the player wait another map/level to get it thats all.

And to retain a gatling gun in the franchise they could have made the Hyperblaster use a more obvious multi-barreled design. Kinda like a gatling laser, it would still feel just as powerful and dangerous even if it fires at the same rate.

>> No.4155170

>>4155157
I would make the hyperblaster a fully automatic MG and do away with that retarded fucking spinup time in-between single shots, and increase the size of those stupidly small projectiles. change the sound while I was at it too. also that awful gun design.

hell, I'd rebuild it from the ground up.

>> No.4155183

>>4155157
What is even the point of discussing the weapons from Q2 if literally all of them are deeply flawed or outright inferior to Q1, apart from the railgun admittedly.

>> No.4155203

>>4155081

An alternate Berserk would be interesting, given how it's supposed to supplement your default starting weapon.
I like that, thanks.

>> No.4155204

>>4155130
It's like a lot of free software projects, inconsistent as fuck and overall pretty crap because the flaws are huge gaping vaginas the size of a hallway that overshadow the few good bits.

>> No.4155219

>>4155183
The BFG was better than the lightning gun, mostly, but apart from sound design it was still a crap BFG.

>> No.4155221

>>4155204
I don't know why you felt the need to go to the length of doing a comparison to a wide gaping pussy but you went and did it

>> No.4155227

>>4154983
Feel like the shooting should be slowed down juuuuuuust a hare. But it's cool either way.

>> No.4155228

>>4155219
The LG is a satisfying, very high damage pseudo-hitscan weapon with very precise ammo utilization. The BFG in Q2 is everything bad about doom's bfg and nothing good about it.

>> No.4155238
File: 20 KB, 235x81, Laserminigun.png [View same] [iqdb] [saucenao] [google] [report]
4155238

>>4155157
>>4155170
>>4155183


I would've had it set up like this. Some of the damage values would've been different for MP play:

Blaster - Keep as it is, but the model used on the hand of the lowest grunts would be a better inspiration for it (dark grey with neon blue lights).

SSG - 4x24 dmg (96), same spread as the standard super shotgun. If I could tweak it, would fire two slugs with shot to back it up (20x2 in a narrow spread, plus 4x14 wide spread)

Machinegun - 8 dmg at 13 per second. There's a random chance of bumping the aim up after every few shots. Rebuilt like an actual machinegun rather than a pdw.

Grenaderocket Launcher - all grenades do 125 dmg with 160 spread. This item gives you two "weapons" on the same slot... the other one just switches one of the weapon lights on it (this is the altfire mode). This is your rocket launcher, it can fire bouncing grenades but it also allows you to shoot your grenades as rockets, whereas your hand grenades can only be thrown.
> and either the hand grenades would use the same beer-can model that was carried over from Q1, or the gun would launch primed hand grenades instead

* You dont need a grenade launcher when its given, since you already have hand grenades and it makes the game a little harder to have to use them. So just give the player the equivalent of an RL when its time for an RL.

Hyperblaster - Like I mentioned, it would look more like a techy gatling gun with lights on it. Same fire rate and dmg but it would fire a couple shots slow as it was spinning up (you can get a 3 shot burst with it that way).

Railgun - Ironically this weapon is just about alright. But I would only have it do 100 damage in SP and only 90 in MP.
> muh armor shard protection - whatever

Notice that id be robbing the player of all of their rockets so they have to make due with a chunk of their ammo being gone. But I guess you'd find more of them and some of the rocket item drops would be eliminated.

>> No.4155245
File: 148 KB, 1024x768, Screenshot_Doom_20170729_135525.png [View same] [iqdb] [saucenao] [google] [report]
4155245

>>4154874
>MAPS?
Yeah.

>> No.4155246

>>4154983
That tagging shit is fucking noice.

Also I'd have said more a chance of zerker patch or chaingun replacement, with maybe like a thirty second cooldown on it's use, that way you're not just spamming it endlessly and have access a bit earlier.

>> No.4155253

>>4155245
is this another portionof NEVVR?

>> No.4155256

>>4155245
Naisu

>> No.4155258

>>4155245
looks great. nice longboat. i assume it's a transparent middle texture that's silhouetted and far enough away to have its flatness concealed.

>> No.4155262
File: 2.77 MB, 800x450, butt.webm [View same] [iqdb] [saucenao] [google] [report]
4155262

>>4155253
>NEVVR
Ow.
Mapping takes time man. 27 levels is a lot to fill.
>>4155258
Yeah, but here's an (old) webm of a different effect.

>> No.4155264

>>4155238
people bitch about the 80 DMG deal with QC's railgun, I don't think 90 is enough to get them to shut up.

>> No.4155269

nice boat lol.

note to moderators: sorry couldn't resist.

>> No.4155272

>>4155262
clever stuff and those shades of blue are a delight

>> No.4155274

>>4155157
>>4155170
>>4155238

Also it would've been Alot better to display the blaster projectiles as a clump of particles. Just like the trail except more dense. And maybe put one of those pure-white ball models at the front of it (the one used for a bullet impact). Very low overhead on processing and it would have looked a little more menacing.

I kinda had a soft spot for the hyperblaster model, but id rather have it as a full size gatling gun akin to the FO1 gatling laser.

> Nerfed Enemy Damage

Yknow I would've set that based on Difficulty rather than change enemy counts. Maybe move enemies around to random locations for difficulty settings.

However we're all aware that in Q1 and Q2 enemies did significantly less damage with the same weapons you use. Unfortunately using the same ammunition they also did less damage to each other too.

I would have given the player a Damage Reduction multiplier against all enemy weapons based on difficulty, and in the meantime they all do the same damage as the players' or something higher than it usually is in Q2.

So for grenades you'd take ~40ish just like you normally would, but maybe on Normal difficulty thats going to be ~60ish damage, and on Hard thats going to be ~90ish. And of course on multiplayer you'll take 125.

> though, I would measure the distance from impact to the center of the model/object for radius damage, that way larger critters take less damage from explosives since its farther from their exterior to their native coordinate on the map. This way damage from explosions also seems sorta random even if you get hit in the face with it.


As for previous post, Multiplayer Damage values:

Blaster - 18 dmg
SSG - unchanged
Machinegun - 6 dmg
Grenades/Rockets - unchanged
Hyperblaster - unchanged
Railgun - 90 dmg
BFG - you dont get a BFG, you get a lightning gun, full Q1 specs except it eats 3 cells per shot

> and a cheat for SP gameplay would replace the BFG with a lightning gun too

>> No.4155283

>>4155264
I havent played quake champions so I wouldnt know.

The lightning gun in UT2k4 did 70 though and it was pretty balanced. And in some ways more fun to use than the railgun just because of the effects involved and it was prettier. But it also did 140 on a headshot so it was a tiny bit more effective even if it couldn't shoot through things.

>> No.4155292

>>4155283
>quake champions
Don't bother, it is an abominable product zenimax raping what little is left of id's cold corpse.

>> No.4155297

>>4155283
quake champs is crap brah

>> No.4155304

>>4155292
>>4155297
it's got some questionable design choices in it but overall it's very enjoyable. I think the most dislikes aspect stems from the abilities which come into play heavily on duels and the such, but I don't think it's an unsalvageable wreck as you make it out to be.

to;dr memes are bad for you.

>> No.4155307

>>4155274
Yes I would have put the Q1 lightning gun in Q2, with a higher res or better drawn model but it probably would have been the same style gun to be honest.

Why 3 cells per shot even though damage economy says it should do 45 per hit that way instead of 28?

Because its instant damage whereas blaster projectiles take time to hit.

And with a quad damage powerup thats like a fully automatic railgun for whatever the range distance it reaches out to. So as a BFG replacement it'd definitely have to run out of ammo quicker.

>>4155292
>>4155297
I dont have a modern computer so I cant play it anyway. In the words of someone recently performance is a thing of the past, nobody is going to bother giving you the option of "turning off everything that wont run on my computer, so I can still just play it with crap graphical appearance"

This isnt a board to discuss finances really, but suffice to say the only way im going to get a computer that can even play Doom 3 at 30fps is if it falls off the back of a truck

>> No.4155313 [DELETED] 

>>4155304
>to;dr memes are bad for you.
almost as bad as being a mindless conformist with a positive outlook for everything

>> No.4155318

>>4155313
>mindless conformist
He likes something that everyone else seems to dislike. What a faggot, amirite?

>> No.4155319 [DELETED] 

>>4155316
Is /v/ your trigger, alike /pol/ to select crowd on the rest of 4chan? I've been seeing these knee jerk reactions without end here.

>> No.4155320 [DELETED] 
File: 1.90 MB, 312x250, literally the most awkward gif of all time.gif [View same] [iqdb] [saucenao] [google] [report]
4155320

>>4155313

>> No.4155330 [DELETED] 

>>4155313
you seem to be projecting and imbuing a lot of personal issues onto my opinion, and I didn't even intend to start a flamewar.

but alas, I guess some people will just react negatively to just about anything they see or hear. shine on, you crazy diamond.

>> No.4155331 [DELETED] 
File: 29 KB, 122x128, OMEGALUL.png [View same] [iqdb] [saucenao] [google] [report]
4155331

>>4155319
>not all /v/irgins!

It never fails.

>> No.4155336 [DELETED] 

>>4155319
>Is /v/ your trigger, alike /pol/ to select crowd on the rest of 4chan?
what.

>> No.4155337

>>4155274

That idea for explosion damage is a pretty good idea actually I think. Measure radius from the point of impact to the very center of the enemy model.

Only issue is some jackass making a mod is going to make a huge boss enemy who is wider than the splash radius so its immune to explosions. Oh well, but even with a minimum amount they'd mod that out anyway if they was being a jackass.

> in truth the way they do explosion damage in Halo is the best way to go about it... you take 100% damage out to 50% of the radius, then it falls off from there to the edge

> makes explosives feel like it hits everything near it with a big flyswatter, but if you're a little bit farther away it only smacks you.

>> No.4155340 [DELETED] 

>>4155330
>people who shit on thing using buzzwords based on poorly informed opinions and notions are assholes
didn't see that comin

>> No.4155353 [DELETED] 

>>4155313
yes, the mindless conformist liking something that you and a giant crowd seem to hate with no arguments aside from "WOW BEING POSITIVE IS BAD"

>> No.4155358

>>4155238
Making the Q2 Grenade Launcher shoot rockets would have been a genius move too. Because that looks like you're using a big sawed off shotgun to blast a rocket out. Woulda been a pretty cool grunge effect to consider.

> they really needed a grittier explosion effect though, the smooth animating mushroom cloud type just doesn't have the oomph necessary... it looks like napalm exploding or such rather than a POP

>> No.4155435

what is the point of the pistol start option in high noon drifter

literally who still does pistol start runs in 2017

>> No.4155449

>>4155435
this post is obviously in bad faith but i will cheerfully say i almost always pistol start maps.

>> No.4155484

>>4154889
>those 1 unit long 3d floors

heaven almighty

>> No.4155496
File: 385 KB, 1280x960, tumblr_otrjurkQUo1sb5cf7o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]
4155496

>> No.4155503

>be me
>be a doomgod, can beat things like HR and AV no problem
>get a pissfour
>do nothing but play console FPSes for a week straight
>return to PC
>can't aim for shit, struggle even on UV vanilla

WHAT THE FUCK

>> No.4155515
File: 28 KB, 500x375, fragchuck.jpg [View same] [iqdb] [saucenao] [google] [report]
4155515

>>4155503
Guess you're no god after all.

But to be honest, I had played some console FPS for a time, then went back to PC for some Doom, and noticed I wasn't at all comfortable with WASD. Mouse was just fine, but I missed the nuances and freedom of a good analog stick (didn't help that my laptop has a shitty keyboard).

So I got one of these, and never looked back.

>> No.4155524

>>4155124
I though it used the DOOM maps

What's the point of calling it a free version of DOOM if it's 100% different?

>> No.4155526

>>4154136
Explain me how it sucks.

>> No.4155532

>>4154098
>Quake 1 has incredibly awful shotguns
As far as starting weapons go, the Quake 1 shotty is pretty great, certainly quite more useful than the Doom pistol.

>> No.4155538

>>4155524
The Doom maps are still copyrighted by id Software/Zenimax

It's also meant to be a free software project (with a license allowing commercial use of it's resources) so it couldn't use the id maps if they wanted.

>> No.4155543

>>4154983
Something about that spinning is fucking annoying and I don't know why.

>> No.4155559

>>4154983
>https://my.mixtape.moe/kesdnu.webm

IT'S HIIIIGH NOON

>> No.4155592

>>4155543
is there any control over how long it goes on for?

>> No.4155613

>>4154946
Sweet Jesus, it's that one map where I had to use slow-mo in FDA just to exit the map because I ran out of ammo before Cyberdemon ran out of health and the path to exit is incredibly shitty when trying to reach it in a hurry. Pretty unforgettable experience. Punching cybergoat to death after that (in slow-mo with rerecording) and rewatching the resulted demo was pretty satisfying though. Can't share demo because it's on PC which is now absolutely unreachable for me.

>> No.4155626

What's with FreeDoom's replacement for the nazis?
Are the french sailors ever used?

>> No.4155632

>>4155592

The revolver spinning? Yes, it only lasts as long as you hold the Zoom button.
You don't even have to do it at all, I just did it because I think it's cool.

>> No.4155636

>>4155626
there's a few on map23 (in 0.11.2)

>> No.4155641

>>4155632
oh okay fair enough. thought it might be some balance mechanism, like the more monsters you shoot at once, the longer it is before you can fire again, or something.

>> No.4155647

>>4155503
I played stock Map10 on someone else's computer on UV and died horribly, with so much hitscan you kind of need to be able to land those shots and control well and I just couldn't do it with the cheapy peripherals.

>> No.4155648

>>4155641
Yeah, it's just a taunt.

>> No.4155670

So how does Doomguy actually absorbs a sphere. He swallows it or something?

>> No.4155671
File: 3.24 MB, 1920x1080, Screenshot_Doom_20170730_024710.png [View same] [iqdb] [saucenao] [google] [report]
4155671

>>4150253

I now start to make map. Just for you anon. Special price.

>> No.4155675

>>4155670
I thought he breaks it and some could-like shit goes inside him.
Kinda like with the argent energy balls in Doom 16, expect with bigger balls, so he just steps on it.

>> No.4155687

>>4155670
I'd imagine it would be like that energy transfer module Samus gets in Prime 2 or something

>> No.4155703
File: 346 KB, 500x360, 8o7NsCM.gif [View same] [iqdb] [saucenao] [google] [report]
4155703

>>4155670
He eats them like jawbreakers from edd ed n eddy

>> No.4155704
File: 7 KB, 250x160, new_classic_doom_weap_cg.gif [View same] [iqdb] [saucenao] [google] [report]
4155704

How does the Doom chaingun compare to other retro FPS automatic hitscan weapons?

>> No.4155706

>>4155704
Pros
+ 100 percent accuracy

Cons
- Will give you carpal tunnel

>> No.4155707

>>4155703
Drawanons, pls make this real.

>> No.4155712

>>4155671
>brown Doom 2 sky
pls change to literally anything else

>> No.4155713

>>4155670
In the old novels it's described as the sphere 'popping' and coating doomguy in some sort of liquid that he absorbs.

But I always just figured it was magic made manifest as a solid object and that by holding it your body takes it in.

>> No.4155728

>>4155703
>>4155707
seconded

>> No.4155752
File: 146 KB, 500x357, thankstearing.jpg [View same] [iqdb] [saucenao] [google] [report]
4155752

Are Turok 1 & 2 worth giving a try? The only reviews I've seen on them are from EmptyHero

>> No.4155753

>>4155713
>'popping' and coating doomguy in some sort of liquid
lewd

>> No.4155798

>>4155752
Turok 1 was pretty fun when I played through it, give it a shot. Haven't gotten around to playing through 2 yet.

Make sure you play the remasters unless if you really wanna do it the oldschool way.

>> No.4155801

A few years ago, back in high school, one of my friends and I used to be really into Doom. And I mean really into Doom. So one day we decided that we would imitate Doom in real life. What did we do? We stuck our hands out in front of us (like the fist) and kept running into walls going "Ugh! Ugh! Ugh."

Nobody got the reference.

>> No.4155804

>>4155107
Because 3.0 makes it easier. Also those things that run better were built from the ground up to be better. GZDoom is trying to implement a modern thing on another entirely different thing. The API means shit in this case, except with OpenGL you can actually keep the code easy to fork and distribute.

It's fucking hilarious how all the bashing for graf is made by people who have no fucking idea about coding, and are certainly not helping or caring to help improve things.
Doom maps are by definition an obscene mess of vertices and lines put in there with no regards to optimization or speed. Sure, the original software renderer was able to render that 80 sidedef toilet in that gigantic map, but it was an extremely hacky method. Quite clever, yes, but there's a limit on how much it can scale before it becomes even slower than gzdoom. So you gotta convert that mess into something that can be fed to a modern system.

And what can you do? Add fog in the distance to reduce the load? You *could* but imagine the immediate whining that will occur if you dare. You could do grouping, but that would break the more open maps where you can see the other side at max distance. You could do a lot of things, but all of these things will break something in one way or another. This would also happen with D3D by the way. Graf might be a prick, but he's a prick that actually does something, and pretty much everything he does or changes is met with hate. Improve a thing? that breaks mod X. Fix a bug? Oh that breaks mod Y. Try to see if you act like a prick or not in those conditions.

There's a lot of people with *opinions* who want to sound smart and impress other nerds, but very, very few people with technical knowledge to actually do work.

>> No.4155831

>>4155801
I remember when Quake came out, I thought it would be cool to imitate the main character. I would constantly be wildly grimacing at anyone who looked at me, and every time in gym class I would go HUH very loudly every time I jumped. One day I walked into school carrying a replica double shotgun, and then my parents starting trying to give me medicine.

Fucking normalfags.

>> No.4155845

>>4155831
I remember when Turok came out, my parents decided to enter a competition. One year later, I was born and named Turok. They've been set for life since and I've had a shitty name while they've been living the high life.

>> No.4155869

>>4155845
Back when omegle was a big thing, I was dicking around on it like everyone else, and then suddenly I saw a familiar face
>Hey... You're Paul Steed!
>WHAT?
>You're Paul Steed, you worked on quake 2!
>WHAT?
>is there something wrong?
>YEAH, YOU KEEP INTERRUPTING ME.
>sorry, bu-
>HUH? HUH? WHAT? I THINK MY MICROPHONE HAS ELECTRICAL INFETTERANCE, I GOTTA GO KID.

>he died a month later

>> No.4155879

>>4154912
Kinda late but nope. Marathon autist here, you should have plenty of AR and Fusion Pistol ammo about 7 or so levels in. The only Marathon game that skimps out on ammo is Marathon 1

>> No.4155883

>>4155879
What is the best way to play Marathon? With Aleph One it feels so floatly, like when I run off a platform or walking up stairs it feels like I'm jumping on the moon.

>> No.4155896
File: 56 KB, 503x527, 1497039198949.jpg [View same] [iqdb] [saucenao] [google] [report]
4155896

>>4155883
Marathon is just floaty in nature, it's like that on the original Macintosh systems as well, you should get used to it rather fast. I would recommend turning off camera bob though, although it doesn't actually affect gameplay it will help the game 'feel' less floaty

>> No.4155897
File: 747 KB, 1920x1080, Screenshot_Doom_20170729_223351.png [View same] [iqdb] [saucenao] [google] [report]
4155897

>>4154874
!!!

>> No.4155905
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4155905

>>4155897

>> No.4155914
File: 218 KB, 532x767, delete this.png [View same] [iqdb] [saucenao] [google] [report]
4155914

>> No.4155915

>>4154748
That's a cool looking pistol, what is this?

>> No.4155940

>>4155897
WHAT THE-- NAKED BONE

>> No.4155958

>>4155897
>armorless skulltan
>revenant with +fast but way less health

>> No.4155962

>>4154573
Explain how?

>> No.4155964

>>4155915
No idea. You'd have to ask jmickle that.

>> No.4155997

New thread.

>>4155986
>>4155986
>>4155986

>>4155897
Thanks for the reminder.

>> No.4156004

>>4155038
Personally, I hate DirectX, and wish it would die in a fire. Especially since Microshit decided to lock DX12 to windows 10.

I'd be more interested in a Vulkan source port, honestly.

>> No.4156054

>>4154419
Most Quake combat is just... walk down a hallway... 2-3 enemies attack... you back up while shooting at them and strafing around a bit... they die... you keep walking down the hallway. Doom combat, on the other hand, often has big open spaces where whole armies of enemies are fighting you and each other on multiple vertical levels - it feels more tactical and warlike. You run around not just to avoid enemy fire, but also to find better positions and get the enemies to fight each other. Doomguy's insane running speed also helps to create a smooth, fun "man vs army of demons" feel. Quake combat just tends to be simpler and more plodding. But I know that probably 90% of this is because Quake had difficulties with too many monsters back on 1996 tech. Maybe there are levels I haven't played that people have made since that have better combat.

>> No.4156379

>>4155057
thanks, yeah i was mapping to some design principles regarding realism/believability, that were frankly wrong, and hurt the gameplay. the ammo shortage comes from the idea that it's a secret military research base so there shouldn't be ammo just lying around. i was mapping as if the location was more than just a game level, which is plainly idiotic. gameplay trumps every other concern.

the windows are meant to be transparent but blocking fire and monster sight, they use an old BSP-specific trick (HOM-free transparent doors) to achieve this that i guess doesn't work well outside the original software renderer. there are better ways to achieve the same effect that are more widely supported, but i didn't know them back then.

>>4155613
yeah the exit was a bit strange. it never occurred to me that it wasn't obvious because i've always played in an engine that draws exit lines in a different colour on the automap. one beta tester said it would have worked better as an exit to a secret level - another actually thought you exited by dying on the demon face that appears under the cyberdemon. but having to run round the ledge was a deliberate choice so you could just charge past and ignore the boss.

would love to see the demo, if you ever get the chance to unearth it again.

>> No.4157498

>>4155021
I'm pretty sure there are no cis girls in the Doom scene.

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