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/vr/ - Retro Games


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4177969 No.4177969 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4172380

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.4177970

=== CURRENT EVENTS ===

300 MINUTES OF /vr/
-Speedmapping session open until next Sunday (the 13th)
-Rules can be found here
->>https://warosu.org/vr/thread/4172380#p4173453

QUMP
-We're still waiting
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

OP
-2016 torrent of idgames archive is gone
-Looking into replacing or removing outdated resources in the OP, need feedback
-Looking for more unique images to start each thread with

=== NEWS ===

[8-6] Juvenile Power Fantasy's v0 early release is available
https://forum.zdoom.org/viewtopic.php?f=43&t=57092

[8-4] Source port for Chasm: The Rift
https://github.com/Panzerschrek/Chasm-Reverse/releases

[8-1] Map Jam 9 released (Quake)
http://www.celephais.net/board/view_thread.php?id=61494
-Anon notes a particular crash issue
->>https://warosu.org/vr/thread/4162441#p4162683

[8-1] /newstuff Chronicles #532
https://www.doomworld.com/news/the-newstuff-chronicles-532-r5277/

[7-29] Press F as OBLIGE's 7.666 release will likely be the final version
http://oblige.sourceforge.net/

[7-28] Intermission E2M7, featuring Cage, Wartorn, and Pillowblaster
https://www.youtube.com/watch?v=13IDbeckDUM

[7-27] Lilith.pk3, the latest hot mod
https://forum.zdoom.org/viewtopic.php?t=57364

[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

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

Would you like to submit any news, personal releases, or other contributions? Just reply/backlink to this post with a link.

>> No.4177978
File: 255 KB, 1728x972, sweet little dead bunny.png [View same] [iqdb] [saucenao] [google] [report]
4177978

OC WALLPAPER DUMP

>> No.4177980
File: 257 KB, 1728x972, they shouldn't have killed his bunny.png [View same] [iqdb] [saucenao] [google] [report]
4177980

>> No.4177982
File: 703 KB, 3200x1800, bunny drawing.png [View same] [iqdb] [saucenao] [google] [report]
4177982

>> No.4177983

>>4177982
Why did Daisy close her mouth

>> No.4177984
File: 1.37 MB, 1920x1080, Perfect Dark Japanese poster.png [View same] [iqdb] [saucenao] [google] [report]
4177984

>> No.4177985
File: 566 KB, 1920x1080, Blood.png [View same] [iqdb] [saucenao] [google] [report]
4177985

>> No.4177986

HDoom needs Daisy as a bunny monstergirl.

>> No.4178005

reposting:

I'm playing the Harmony TC. Can't say I like it. I had nice level design and music, but the gameplay itself is really haphazard. No long range hitscaning forces you to depend on missiles, ammo on medium is barely enough to completle the level, enemies are damage sponges. Some level enemy positions are ridiculous ie: cyberdemon stand in with half the HP that drops 1 hit kill mines that fuck with your aim and cyberdemon tier missiles

play it if you want to look at pretty maps

>> No.4178012
File: 9 KB, 486x349, 300minsofvr.png [View same] [iqdb] [saucenao] [google] [report]
4178012

>>4177970
>300 MINUTES OF /vr/
Does planning the layout count as part of those minutes, or is it just build time?

>> No.4178046
File: 1008 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]
4178046

BRAND NEW FRESH OC

it probably looks like shit, but it was the best that I could do

>> No.4178067

>>4178012
Eh, it's not like anyone can tell or care.

>> No.4178070

>>4178012
I'm not gonna be too strict with people planning a little bit, but the general purpose of speedmapping is to see what you can make within the set time limit, including the layout. You've clearly thought this thing out, so I would say scrap your current layout and come up with a new one as you're mapping.

>> No.4178073
File: 231 KB, 1263x802, fasle wall.png [View same] [iqdb] [saucenao] [google] [report]
4178073

>>4177970
>300 MINUTES OF /vr/
I'm keen!
Should be fun, haven't done any doom mapping in while

>> No.4178074

>>4177970
>300 minutes of /vr/
fucking finally

>> No.4178079
File: 171 KB, 500x374, HUH.png [View same] [iqdb] [saucenao] [google] [report]
4178079

HUH

>> No.4178080

>>4178070
>You've clearly thought this thing out, so I would say scrap your current layout and come up with a new one
What, why? I only made it in 30 minutes yesterday.

>> No.4178101
File: 133 KB, 1012x668, hunter.jpg [View same] [iqdb] [saucenao] [google] [report]
4178101

>>4178079
>6'5"
>Hunter is STILL taller than Ranger

>> No.4178103

>>4178080
60 minutes remaining....

>> No.4178120

>>4178103
>The moment you have a single thought about what the map you make could be like is when the timer starts

>> No.4178125
File: 91 KB, 1024x640, Screenshot_Doom_20170808_231844.png [View same] [iqdb] [saucenao] [google] [report]
4178125

I'm half-assing a vaporwave-style palette for shits and giggles after the last thread. It's not gonna look much better by the time I'm done, I'm sure. Only six more lines of colors to go.

>> No.4178142 [DELETED] 

>>4178080
Well, I didn't explicitly state that you couldn't pre-plan your map in the rules post, so it's not like it matters too much anyway. You can go ahead and use the layout if you really want to, it was just a suggestion.

>> No.4178147
File: 2.86 MB, 640x480, 1501895564990.webm [View same] [iqdb] [saucenao] [google] [report]
4178147

>> No.4178149

>>4178120
Not him (or anyone) but of you're planning on paper, I'd say that's different than just thinking about it.

>> No.4178154
File: 40 KB, 1074x588, qyack.jpg [View same] [iqdb] [saucenao] [google] [report]
4178154

>> No.4178164
File: 8 KB, 184x184, haHAA.jpg [View same] [iqdb] [saucenao] [google] [report]
4178164

>>4178154

>> No.4178176

>>4177969
>>4177970
>>4178162

Comments, suggestions, revisions, whatever, just link back to this post and/or mention my name.

>> No.4178214

>>4178154
sorlag's favorite dessert is hunter

>> No.4178228

I have a hard time deciding to make weapon sprites centered Doom-style or diagonal Duke-styled. I feel like I get less of a sense of what the weapon looks like when it's centered, but it also reminds me of why I loved Doom so much. Choices...

>> No.4178234
File: 72 KB, 469x359, 1489791213670.png [View same] [iqdb] [saucenao] [google] [report]
4178234

I'm noticing that recent gameplay mods involve a store of some sort or a way to acquire upgrades and stuff through an interface.

Is there a problem if I would like to incorporate such concept in my TC?

>> No.4178239

>>4178234
not really

in-game stores aren't a concept unique to gameplay mods

>> No.4178240

>>4178234
>Is there a problem if I would like to incorporate such concept in my TC?
I wouldn't like it, personally. Stores, imo, should generally be for consumable goods. Very few games pull off a permanent upgrade store well.

But that's just a personal thing for me. Otherwise, go nuts. Maybe everyone else would love it.

>> No.4178251

>>4178234
From what I've played of Psychic, Guncaster, etc it seems to interfere with monster mods when it comes to dropping currency, and so a patch would be required. If you're using your own monsters balanced for your mod, it shouldn't be a big deal.

>> No.4178270

>>4178239
I was not aware of that. Alrighty.

>>4178240
What are your standards for a good upgrade store? I'll sell them, but the store is mainly used to buy materials and tools for crafting.

>>4178251
Not to worry, the currency is dispensed using a special puff used in all weapons. If it hits a monster, coins are released. Meaning, you can buy more stuff in slaughter wads than regular megawads. I'm also working on a special script to detect the target's health and release a bonus accordingly on its death so Colorful Hell is very well compatible.

>> No.4178289

>>4178270
>What are your standards for a good upgrade store?
System Shock and Deus Ex are the only series that have done it well.

Work it into the story, It can't be tedious or take time, and don't make it an always-accessible thing. Force the player to live with their decisions for a while at least. Work them into the environment.

>> No.4178290

>>4178289
>It can't be tedious or take time
I should expand on this. Just don't make it so choosing an upgrade requires grinding, or somesuch.

>> No.4178302
File: 92 KB, 1024x640, Screenshot_Doom_20170809_001901.png [View same] [iqdb] [saucenao] [google] [report]
4178302

>>4178125
http://imgur.com/a/0iop1
This was a terrible idea and I'm glad I did it. Some of the enemies, rooms, and textures actually look kinda good. E2M2's crate room is pretty a e s t h e t i c looking. For a half-assed job with no prior experience with this, this was fun to fuck around with.

>> No.4178306

>>4178270
>Not to worry, the currency is dispensed using a special puff used in all weapons. If it hits a monster, coins are released. Meaning, you can buy more stuff in slaughter wads than regular megawads. I'm also working on a special script to detect the target's health and release a bonus accordingly on its death so Colorful Hell is very well compatible.

This seems like a neat approach to handling currency.

>> No.4178307

>>4178214
hunter's favourite dessert is sorlag

FIGHT

>> No.4178310
File: 1 KB, 128x128, 001.png [View same] [iqdb] [saucenao] [google] [report]
4178310

>>4178302
And here's the wad + palette if anyone actually wants to fuck around with this.

https://mega.nz/#!RQtABLrL!nePMhEfbiWSn2Fhga6twiAmCm7FTCQpQPEtSWaqkjkQ

>> No.4178353

>Want to use wildweasel's circlehud
>It doesn't show keys you're holding
Any help here?

>> No.4178358

>>4178353
Nvm, I was fucking stupid and found the answer after opening some hud's SBAR file

>> No.4178389

Whats the most underrated map in the iwads?

I've always really liked E3M7 and map17

>> No.4178407

>>4178389
Deepest Reaches from TNT. That map is just really fucking cool from start to finish.

>> No.4178424
File: 7 KB, 320x200, 200 Minutes Of VR.png [View same] [iqdb] [saucenao] [google] [report]
4178424

We should have some kind of titlescreen and intermission screen for 300 Minutes of /vr/, I think.

Pic related was the last one, it featured in monochrome gray as the interpic, and was also replicated for the EndDoom screen.
Do we just use this one but draw 300 over the 200, or do we scrounge up something new?

>>4178407
It also has a crunk soundtrack.

>> No.4178425

>>4178424
clearly need to make an outdated 300 reference

>> No.4178426

>>4178425
Oh god, please no

>> No.4178431
File: 190 KB, 1280x1024, Screenshot_Doom_20170809_035840.png [View same] [iqdb] [saucenao] [google] [report]
4178431

>>4178176

>> No.4178432 [SPOILER] 
File: 144 KB, 100x100, 1502265596576.gif [View same] [iqdb] [saucenao] [google] [report]
4178432

>>4178424
>It also has a crunk soundtrack.
That too, Blood Jungle is one of my favorites. Honestly, TNT has a lot of great songs and really good maps in it, even if there are some mediocre ones, and replaying it has been really fun.

>> No.4178446
File: 317 KB, 1920x1080, Screenshot_Doom_20170809_110104.png [View same] [iqdb] [saucenao] [google] [report]
4178446

> Wolfenstein
> E2L8
> 179 secrets
> A giant monochrome boring labirynth
> a lot of dead ends
> two E1 bosses
What the fuck?

>> No.4178449
File: 992 KB, 1920x1080, Screenshot_Doom_20170809_110205.png [View same] [iqdb] [saucenao] [google] [report]
4178449

>>4178446
Also this

>> No.4178458

>>4178449
>>4178446
Was going to be a super special secret, the winner got free Apogee games for life. But they dropped it when it would have been too easy for someone to just sift through the game's files and find it that way.

>> No.4178468

>>4178446
Scrapped contest back in the day. Also man, looking at that image and other map images on Google reminded me of how difficult it is going back to playing Wolf3D just because of the level design. Getting through all six episodes must be a real chore with how much of a labyrinth simulator that game is, plus the lacking enemy and weapon variety doesn't help.

>> No.4178469

>>4178468
First three episodes are pretty alright, they're about as long as they need to be and are generally not too obtuse or drawn out if you keep playing it bite-sized, like one or two levels a day or so, but the second three episodes are quite a chore I feel.

I haven't played Spear Of Destiny in forever, but it's not as bad as the Nocturnal Missions (Ep 4 to 6). The Formgen expansions to Spear Of Destiny are pretty bad though.

>> No.4178476
File: 235 KB, 1920x1080, Screenshot_Doom_20170809_112314.png [View same] [iqdb] [saucenao] [google] [report]
4178476

>>4178446
>>4178449
And completed
Also I feel like it isn't completable
I had to use idclip to get some secrets because like 3-4 moving blocks also block paths for some reason
Although maybe it's just bugged in this version, I dunno

>>4178468
It is a bit of a chore, but...
The "port" (it's actually GZDoom) makes it more playable, with full controls, a map and running.
I also use "ketchup" mod, so atleast I have tons of blood flying around when shooting enemies. Actually can be quite satisfying sometimes.
I also play on hardest difficulty. With saving really often. So I'm not completely overpowered. I still mow enemies quickly, but if I approach a room wrongly I also die really fast. So the gameplay is not as monotone

>> No.4178479

>>4178476
You could always run in Wolf3D, which made some of the stupidly long hallways in some levels more bearable.

>> No.4178482

What's a game you have yet to see remade in Doom but would want to see for how silly/difficult it would be?

>> No.4178484

>>4178482
Probably Quarantine, because it's really cool but it's full with lots of flaws which would probably be easier to fix if converted to an adaptable engine like GZDoom.

>> No.4178490

>>4178482
Descent

>> No.4178491
File: 40 KB, 1563x515, explorer_2017-08-09_12-29-51.png [View same] [iqdb] [saucenao] [google] [report]
4178491

>>4178479
I think I'm actually using that
And I don't mind long hallways

>> No.4178496
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]
4178496

Are there any good episodic Quake mapsets?

>> No.4178506
File: 816 KB, 1920x1080, quakespasm-sdl2 2017-08-09 05-45-41-75.png [View same] [iqdb] [saucenao] [google] [report]
4178506

At some point I forgot where I was going with this and realized it really doesn't fit Quake very well at all.

Into the folder of prefabs it goes.

>> No.4178509

>>4178506
>you will never pump gas in Romero Quake
Why live

>> No.4178515

>>4178506
>it really doesn't fit Quake very well at all.
Add a diner across the road that sells beef strogg-anoff.

>> No.4178518

>>4178515
Mmm... strogg-anoff.

>> No.4178519

>>4177986
best idea i've heard all day

>> No.4178521 [SPOILER] 
File: 880 KB, 800x800, 1502272997466.png [View same] [iqdb] [saucenao] [google] [report]
4178521

>>4177986
>Monstergirl

Either way, how many mods even bother with bringing up Daisy?

>> No.4178524

>>4178521
Golden Souls 2 does, she's a major plot device in that one...
There's also Action Doom, but beyond those two, I can't think of any

>> No.4178530
File: 421 KB, 467x491, why.png [View same] [iqdb] [saucenao] [google] [report]
4178530

>>4177970
>300 MINUTES OF /vr/

heh... I somehow thought it was 90 minutes and did a speed map in one sitting:

http://www.mediafire.com/file/pj1lmabvrdzq17c/vr_90min_hexenmapper.wad

So should I spend another 3 and a half hours on it? or just leave it as is?
The level is complete, has exit, in boom format (tested in crispy doom). uses doom2 wad only.

Name: Crash Site
Mapper: HexenMapper

>> No.4178532

>>4178530
>I somehow thought it was 90 minutes and did a speed map in one sitting:
THIS EXACT THING HAPPENED THE LAST TIME!

>So should I spend another 3 and a half hours on it? or
Cant hurt if you do, just polish and pretty the thing up if you feel the map is done.

>> No.4178535

>>4178482
original castle wolfenstein. With stealth, searching corpses, destroyable walls and grenades.

Also body armor and enemies that can only be killed by grenade.

>> No.4178560

>>4178482
Metal gear with the proper stealth system

Sid Meier's Covert Action

>> No.4178570

>>4178482
Megaman Zero/ZX, namely either getting to use Zero's various weapons (Z-saber, buster, shield boomerang, triple/chain/recoil rods, the grabby hand) or the biometal forms from ZX. Zero's weapons would probably be easier, though.
>Buster is your pistol
>Z-saber is your shotgun (maybe the SSG could be an upgraded Z-saber with Omega's attacks)
>Shield boomerang; chaingun
>Triple/chain/recoil rod; rocket launcher (alt firing modes for each weapon?)
>Plasma canon; grabby hand (however that would work since it steals weapons from other enemies in MMZ)
>BFG; upgraded buster with Omega's attack, or just Omega's Z-saber
>Dedicated key for dashing around
>Maybe wall jumping
>Weapons have upgrade levels for new attacks
>Maybe even the different forms and the special boss attacks too
Could be pretty cool if done well, I imagine it'd be very fast paced.

>> No.4178575

>>4178570
ZX's biometal could work in a sort of Shihong out of Demonsteele way.

>> No.4178585

>>4178575
I just figured the various modes of mobility would be difficult to implement or utilize. Models X/Z/ZX/F would be pretty simple, but H has the hovering and multi-directional air dashing, P has the ceiling hooking, and L is all about easy underwater swimming (which isn't common in Doom maps). In terms of weaponry though, I'm sure it'd all be pretty simple, it'd just take a lot of sprite work.

>> No.4178586

>>4177969
i think there's been too many quake-themed doom threads recently. i guess op is a quakefag?

>> No.4178608

>>4178586
It doesn't really matter.

>> No.4178613

>>4178586
it's retro FPS, not just doom

>> No.4178614

>>4178586
I don't really come here for the OP image so it doesn't really make any difference for me.

>> No.4178615

>>4178586
quakeposting is okay in my book
embrace the HUUH

>> No.4178616

>>4178586
Its a good change from the endless doom themed threads. i guess you're a doomfag?

>> No.4178620
File: 13 KB, 320x240, HUHSH.jpg [View same] [iqdb] [saucenao] [google] [report]
4178620

>>4178615
HUH quietly anon, people are still asleep.

>> No.4178630
File: 721 KB, 903x960, coffeeslayer.jpg [View same] [iqdb] [saucenao] [google] [report]
4178630

>>4178586
Make more OC then you dolt

>> No.4178631
File: 137 KB, 680x678, 1465824371672.png [View same] [iqdb] [saucenao] [google] [report]
4178631

>>4178620
huuh

>> No.4178634
File: 4 KB, 300x310, There was an attempt.png [View same] [iqdb] [saucenao] [google] [report]
4178634

>>4178630

>> No.4178648

What's the status of the GZDoom multiplayer rework?

>> No.4178656

>>4178648
Currently unbroken by Graf.

>> No.4178662
File: 22 KB, 320x200, exploited.png [View same] [iqdb] [saucenao] [google] [report]
4178662

>>4178630
This too

>> No.4178664
File: 5 KB, 110x156, Assault_Captain.png [View same] [iqdb] [saucenao] [google] [report]
4178664

*teleports behind u*

>> No.4178686

I was curious what BZPlasma was up to, seems he's doing another "days remaining" countdown until he quits again?

>> No.4178690
File: 766 KB, 1024x768, doom_2_by_dragon_kiss.jpg [View same] [iqdb] [saucenao] [google] [report]
4178690

>> No.4178706
File: 171 KB, 253x458, Heavy duty kolbasa.png [View same] [iqdb] [saucenao] [google] [report]
4178706

>>4178515
>Add a diner across the road that sells beef strogg-anoff.
I need this in my life.

>> No.4178714 [SPOILER] 
File: 157 KB, 850x567, 1502284611270.jpg [View same] [iqdb] [saucenao] [google] [report]
4178714

>>4178706
>>4178515
Strogganoff is best made with sausage. Don't use cheap hotdogs though, Jesus Christ that shit is terrible.

>> No.4178716

anyone got the beat the niggur meme with the quake ranger? i just cant find it anymore for some reason

>> No.4178724
File: 47 KB, 219x241, huuhrah.jpg [View same] [iqdb] [saucenao] [google] [report]
4178724

>>4178716

>> No.4178732

>>4178724
thanks

>> No.4178734

>>4178664
>Dies immediately after teleporting

>> No.4178757
File: 10 KB, 369x300, fb2.png [View same] [iqdb] [saucenao] [google] [report]
4178757

who /HUUH/ here

>> No.4178764

>>4178757
The fuck is huuh? sorry

>> No.4178770

>>4178764
it's the sound Ranger makes when jumping in Q1
http://quake.wikia.com/wiki/File:Plyrjmp8.ogg

>> No.4178780
File: 17 KB, 247x179, HUUUH.png [View same] [iqdb] [saucenao] [google] [report]
4178780

>>4178764
>>4178757

>> No.4178787

>>4178770
>>4178780
That sounds more like a mix between "KHЫ" and "KHU"

>> No.4178797
File: 9 KB, 115x115, qthink.png [View same] [iqdb] [saucenao] [google] [report]
4178797

>>4178757
How many HUUHs does it take to change a lightbulb?

>> No.4178808
File: 83 KB, 672x423, outdated reference.png [View same] [iqdb] [saucenao] [google] [report]
4178808

>>4178425
>>4178426
Funny that you guys mention that, I made this a few days ago. If anyone can make a better titlepic please do I'm not much of an artist.

>> No.4178813

>>4178690
I know there's a lot going on in this picture, but what the fuck happened to that 8?

>> No.4178829

>>4178808
>THIS IS STARTAN

>> No.4178842

>>4178530
Alright second submission. Pretty damn sweet for something that was made in a mere 90 minutes. If you want to spend more time working on it, by all means go on ahead.

>> No.4178868

>>4178302
>aesthetics
>no roman busts or columns

I T ' S
A L L
I N
Y O U R
H E A D

>> No.4178876

>>4178842
How are you going to decide on level order based on difficulty?

Also: the MAP30 replacement needs an Icon boss battle, right?

Last question: how are custom music tracks handled in BOOM/Vanilla WADs like this? To my knowledge you'd have to replace the standard tracks but keep the filenames, but doesn't that mean that some maps would be forced to use a track that might not fit it at all?

>> No.4178882

How do I get into making custom maps for Quake? is it at all similar to making maps for Half Life? What about mapping for DooM or HeXen?

>> No.4178884
File: 181 KB, 1600x1000, 1501784119211.png [View same] [iqdb] [saucenao] [google] [report]
4178884

>> No.4178885

>>4178829
goddammit you made me laugh

>> No.4178890

>>4178882
>is it at all similar to making maps for Half Life?

Very similar. There are differences of course, since you essentially "carve" the world geometry out of blocks. This is different from Doom where you define sectors and then edit the individual sector floor and ceiling height to create a playable space.

As for starting points:

https://quakewiki.org/wiki/Getting_Started_Mapping

Checking out Trenchbroom's manual is also not a bad idea.

>> No.4178901
File: 71 KB, 606x709, DGqG2YnVoAAsj7h.jpg [View same] [iqdb] [saucenao] [google] [report]
4178901

Apparently Episode 1 of DUSK is complete, and there's a new trailer.
https://www.youtube.com/watch?v=tsu9uDMlIMM

>> No.4178908

>>4178901
Is TB known to play at relatively high FOV?

>> No.4178910

>>4178876
>How are you going to decide on level order based on difficulty?

I was going to order them based mostly on theme (techbase, hell, etc.). Difficulty will also be considered, since I don't want the first few maps to be too hard.

>Also: the MAP30 replacement needs an Icon boss battle, right?

It doesn't HAVE to be since I know a lot of people hate those. If someone does make one, then yeah, it'll be the last map.

>Last question: how are custom music tracks handled in BOOM/Vanilla WADs like this? To my knowledge you'd have to replace the standard tracks but keep the filenames, but doesn't that mean that some maps would be forced to use a track that might not fit it at all?

You're right about keeping standard filenames. I'll keep everything organized and make sure every map has the right track to go along with it.

>> No.4178916

>>4178910
Good to hear.

>You're right about keeping standard filenames. I'll keep everything organized and make sure every map has the right track to go along with it.

Okay, but how will that work? I mostly wanted an Erasure MIDI for my entry as a fun aside, but not if that means someone else has to endure it. There is no way in Vanilla/Boom to have 32 maps each with an individual track, or is there?

>> No.4178920

>>4178882
Quake is pretty easy: get trenchbroom, follow the getting started mapping link in >>4178890. make sure you follow it very carefully when it comes to compiling. Dont have spaces in your map filenames either. Make sure to do some test compiles as you go to make sure your map is working.
I would get quakespasm as your quake engine if you don't already have it.

For Doom and Hexen, get GZDoombuilder, get the Doom2 and HEXEN wads. load them into GZDoombuilder and you're good to go.

>> No.4178926

>>4178908
No, he just bitches about FPS.

>> No.4178929

>>4178916
Each level in doom 2 has a specific track name to go along with it. MAP01 and MAP15 might have the same song, but they have different filenames (D_RUNNIN and D_RUNNI2). So if I was to replace map 15's music with some random midi, it wouldn't effect map 01's track.

>> No.4178930

>>4178842
Ah yep I'll do some more work on it, would be nice to have the different colored key doors have some colored key markings and I noticed the sky is fucked in one of the outdoor areas and the secret doesn't secret.

>> No.4178937

>>4178929
Ah, gotcha. That's really convenient for this.

>> No.4178954

>>4178926
No, he is known for bitching about games lacking FOV sliders.

>> No.4178961

>>4178714
Speaking of delicious, I had the idea that dead marines you find could have the small chance of dropping a ration box (acting essentially as just a health bonus, from 1 to maybe 8 points, depending on type and if it was unopened or half of it was gone). The difference being that you don't pick them up automatically like a health bonus and they don't count towards item percentage. The only reason I want to put them in is basically just for flavor and immersion.

This is what I came up for a graphic for it, I'm not sure I'm satisfied with it, but if you look at the rations of modern western militaries, they're really pretty much just a box in a plastic bag and the box has stuff in it. I wanted the plastic to look crinkled on the opened one but it looks more like cracked stone or something, not sure what I'd do better.
The graphic would be scaled down some ingame, because they're supposed to be small supplemental rations and I don't want them cluttering things visually too much.

>> No.4178963
File: 9 KB, 188x154, ration sample.png [View same] [iqdb] [saucenao] [google] [report]
4178963

>>4178961
Goddamit.

Anyway, the bright green is supposed to be a reflective foil strip that shows that the ration hasn't been opened, like a seal.

>> No.4178981
File: 29 KB, 480x360, 1432950073804.jpg [View same] [iqdb] [saucenao] [google] [report]
4178981

>>4178829

>> No.4178998
File: 110 KB, 1024x891, 1497243498738m.jpg [View same] [iqdb] [saucenao] [google] [report]
4178998

I never contribute with anything, but at least I want to gave all of you my congratulations. Doom community is one of the best things I have ever seen in video game community, and I can't count the hours of fun that I had playing with mods and wads.

Continue with the creativity, and thanks for make me happy.

>> No.4179007

>>4178998
I second this. I always end up coming back to Doom after burning out on other games, and playing my growing collection of gameplay mods and mapsets never gets old.

>> No.4179021

Anytime I go back to Doom I get horrible motion sickness, anyone else experience this?

>> No.4179023

>>4178690
>DoomwithHDtexturepack.jpg

>> No.4179024

>>4179021
Increase FOV and use native resolution or devise a manner in which you can obtain a non dysfunctional brain.

>> No.4179029

>>4179021
Maybe disable head bobbing?

>> No.4179031

>think of a cool mod idea
>google it to see if anyone has already done it
>they have
EVERY TIME

>> No.4179035

>>4179031
examples?

>> No.4179037

>>4179035
literally everything I think of

>> No.4179039
File: 168 KB, 600x600, Angry_Devil_Emoji_grande.png?v=1480481032.png [View same] [iqdb] [saucenao] [google] [report]
4179039

>>4179037
that's not an example

>> No.4179061
File: 2.83 MB, 320x240, sarE2M8-1.webm [View same] [iqdb] [saucenao] [google] [report]
4179061

>>4178162
another decent effort, has the feel of a fling-down-linedefs-come-what-may map of the mid nineties while also being smothered in detail only a limit removing source port could handle. this time the chaotic architecture didn't get in the way so much while i was trying to fight monsters, so that is a definite improvement. also nice to see some light level variation within the same room.

suggest trying to plan layout a little in advance to avoid disjoint room-at-a-time feel. also you could have gone straight from the two-key door to the boss fight, the climbing-of-the-tower part was not particularly interesting.

the second secret (which i miss in the demo, but looked up afterwards) seems broken, i see how to lower the platform but this reveals a green torch inside a small plinth that appears to be a teleporter, but as the torch is solid i am unable to walk onto it. i suspect this works "properly" only in zdoom or other ports with over/under.

demo:
https://a.uguu.se/SmXvzlHSX5ju_sarE2M8.lmp

>> No.4179062
File: 2.83 MB, 320x240, sarE2M8-2.webm [View same] [iqdb] [saucenao] [google] [report]
4179062

>>4179061

>> No.4179063
File: 2.61 MB, 320x240, sarE2M8-3.webm [View same] [iqdb] [saucenao] [google] [report]
4179063

>>4179062

>> No.4179083

I recently started playing Doom 2 again after a very long time. Last time I played I get stuck on a certain level, can't remember the m#, but there's a drawbridge and lava all underneath and no way to get across, I spent 2 hours fucking around looking for the switch to get it down and couldn't find it, could someone screenshot where it is so I don't get stuck again?

>> No.4179108
File: 300 KB, 1371x802, roundabout.jpg [View same] [iqdb] [saucenao] [google] [report]
4179108

I guess I can't help it, this is gonna be bit larger map than usual. Which is fine I suppose since it is a standalone.

Also gotta pick midi now.

>> No.4179126
File: 76 KB, 1280x720, image.jpg [View same] [iqdb] [saucenao] [google] [report]
4179126

>>4179083
circle of death? although it's nukage instead of lava

>> No.4179127

https://eumerch.bethesda.net/en/art/wallscrolls/428-doom-wallscroll-retro

Well would you look at that

>> No.4179162

>>4179083
The Living End?

>>4179127
Hm, might consider that.

>> No.4179163

>>4179127
>obvious as fuck copyright shit at the bottom
It was look pretty good well till then.

>> No.4179167
File: 686 KB, 600x919, infinite pleasure.png [View same] [iqdb] [saucenao] [google] [report]
4179167

>>4177969
> that tower computer
> mfw someone needs to make a rig like this, have the other parts of it quake themed

>> No.4179170

>>4179167
I want to see someone build a tower rig out of rusty and riveted plating.

Also maybe he gets tetanus.

>> No.4179180

>>4178664
>>4178734
> volte face button
> shotgunblast
> it dies

>> No.4179181

>>4179170
It's been done before, it looked really fucking stupid and apparently had vibration issues.

If there's a thing you can build a case out of, somebody will have already done it even if it's really, really stupid.

>> No.4179183

>>4178125
>>4178310

This reminds me of that super duper palette I posted yesterday.

Well turns out there's one almost exactly like it already in the slade palette archives. Its called Doom PalPlus. Dont know where it came from but it does an exceedingly good job of replicating that hd/contrasted look.

>> No.4179184

>>4179037
So if I start talking about coprophagia and make you think about it, then there will be a shit-eating mod?

>> No.4179190
File: 2.93 MB, 1920x1080, reddit3.webm [View same] [iqdb] [saucenao] [google] [report]
4179190

I fucking hate Reddit.

>> No.4179194

>>4178901
I think that this pseudo-retro low-poly look is starting to grow on me. To the point that I now think that it looks good.

>> No.4179197

>>4178686
lmao will he actually stick with it this time

>> No.4179201

>>4178901
cool but not retro

>> No.4179203
File: 1 KB, 128x128, doom pal plus.png [View same] [iqdb] [saucenao] [google] [report]
4179203

>>4179183

another thing I forgot is usually you have to build colormaps for it too, which is another option from the palette menu

> neat thing is these colormaps, you can tweak them to get various effects, including changing the way invulnerability looks

>> No.4179204

>>4179021
Open up the console and type "movebob 0".

>> No.4179205

>>4179031
make it anyway

>> No.4179212

>>4178963

let's get that out onto a tray

nice.

>> No.4179216 [DELETED] 

>>4179190
owned

>> No.4179229

>>4179190
Learning to mod?

>> No.4179234

>>4179108
> floatrand
> egypt theme
dis gon b gud

>> No.4179293

Any mod ideas?

>> No.4179297
File: 3 KB, 206x92, now thats what i call a plasma gun.png [View same] [iqdb] [saucenao] [google] [report]
4179297

>>4179293
had to drop this somewhere

>> No.4179298

>>4179293

A lot.
How 'bout you?

>> No.4179301

>>4179298
None, unfortunately.

>> No.4179310

>>4179293
Ape Escape in Doom when?

>> No.4179312

>>4179293
How about a mod where you get a bunch of tiny marines that follow you, and you can throw them at demons for damage pikmin style. They can carry corpses to the start of the map and that's how you get more tiny marines.

>> No.4179325

>>4179312
Wouldn't getting extra marines be better from something that replaces some pick ups?
I don't know if it's a good idea to mess around with props or sprites like that.

>> No.4179330

>>4179325
Sure that would work too. I was thinking about how pikmin carry corpses to their ships to multiply.

>> No.4179337

>>4179330
Ok.
What would the name even be?
PikDoom?
Pikdemin?

>> No.4179338

>>4179194
It looks good sometimes. Dusk, however, doesn't. No concrete art style, assets are a complete mish-mash, and from what we've seen it manages to be even more brown than Quake while looking half as interesting.

The fact that the player's jump noise is literally a guy saying "huh" makes me think they're intentionally taking the piss out of the whole thing and no one is realizing it.

>> No.4179351

>>4179338
Wolfenstein Nazi death cries are actually pretty annoying.
I know they're saying "Mein Lieben" which translates as "My life!" when they die, but I can't stop hearing it as "I'M LEAVING!"
It's like how I can't stop hearing Mancubi attack growls as "COME TOMORROW."

>> No.4179352

>>4179351
>>4179338
I'm also not sure why I quoted that post. Sorry.

>> No.4179359

>>4179351
I once thought Mancubus said "Onchu Babba" or something.
AW CHIHUAHUA

>> No.4179368

>>4179310
I would play the fuck out of this.

>> No.4179373

>>4179023
I want to live in a timeline where Adrian himself makes all new clay models out of memory and makes a HD pack that doesnt suck. Also makes a claymation short. That would require a lot of money and effort tho

>> No.4179391

>>4179373
>>4179373
>>4179373
We should convince Adrian Carmack to make a kickstarter for a proper HD pack. People even found source pictures for many textures https://www.doomworld.com/forum/topic/85756-found-doom-sky-source-files/

>> No.4179409

>>4179352
It's okay. I forgive you.

>> No.4179415
File: 683 KB, 1920x1080, Screenshot_Doom_20170809_223349.png [View same] [iqdb] [saucenao] [google] [report]
4179415

>>4178690

>> No.4179418

How i make a custom doom sprite ?

>> No.4179423

>>4179418
step 1: draw on a computer
step 2: congratulations, you have sprite

>> No.4179424

>>4179312
that's adorable

>> No.4179427

>>4179391
How can we make this happen?

>> No.4179440

>>4179415
nice

>> No.4179586
File: 93 KB, 275x275, terrorbeak.gif [View same] [iqdb] [saucenao] [google] [report]
4179586

>>4179293
Interdimensional creatures and a sanity meter.
Sanity could be affected by picking up items, fighting monsters or sector lighting.
If your sanity isn't full enough, you start seeing transparent creatures, but you can't fight them and they can't attack you.
If your sanity is low enough, they attack you and you can fight back. Killing them restores some sanity.

>> No.4179601

>>4177970

https://www.youtube.com/watch?v=olBzy1kXmHg

new evolution of the wad

>> No.4179604

>>4179586
amnesia: the doom descent: a machine for pinkies

>> No.4179606

>>4178586
I don't know if you've seen this, but apparently theres fans of other classic FPSs on /vr/ who believe the doom threads hate other classic FPSs.

Personally, I think its a great idea to make these threads appear more welcoming of other classic FPSs.

>> No.4179609

>>4179601
more like evilution of the wad.

>> No.4179610

>>4179293
I got one I wrote down awhile ago that I want to either make, help with, or see other people make:

https://pastebin.com/Ri8ti8Mg

TL;DR: "Co-op" mod where at the end of every stage, whoever gets the most points gets a crown that players can then take from eachother, just like in Super Mario 3D world, weapons would be cartoony and mario inspired.

>> No.4179613

>>4179201
I felt it was okay to mention because it was retro FPS related

>> No.4179617

>>4179297
Looks like a fish.

>> No.4179629
File: 236 KB, 1000x912, Shub-Niggurath.png [View same] [iqdb] [saucenao] [google] [report]
4179629

What's your favorite FPS reaction image?

>> No.4179630

>>4179351
I remember getting a kick out of interpreting one of the cultist phrases from Blood as the guys screaming "SCREW GANADOS' THURSDAYS!" Like they knew some parasite dipshits over in NotSpain were more popular than them and they're bitter about it.

>> No.4179634
File: 476 KB, 800x800, b835de490a27f1e13c85c016163b5be1b56916cb.jpg [View same] [iqdb] [saucenao] [google] [report]
4179634

>>4179629

>> No.4179636
File: 31 KB, 252x235, 1411941059708.png [View same] [iqdb] [saucenao] [google] [report]
4179636

>>4179629
I can't pick just one.

>> No.4179645

>>4179293
Weapon mod with weight limit ala Killing Floor.

>> No.4179660
File: 73 KB, 640x470, 1468444924205.jpg [View same] [iqdb] [saucenao] [google] [report]
4179660

>>4179629

>> No.4179685

>>4179293
put quake monsters in doom for the zillionth time

> oddly the shambler fits, if you can fit it in the spot a baron spawns at.
> make it take half damage from rockets, that means you have to set the damage type for the rocket again in its death state just before it causes the explosion damage.
> remember the damage scale for quake vs. doom is one half, so the shambler has 1200hp and causes double the quake damage of its attacks

>> No.4179691
File: 225 KB, 1280x1024, Screenshot_Doom_20170808_202052.png [View same] [iqdb] [saucenao] [google] [report]
4179691

>>4177969
>>4177970
>>4178829
This needs to be the sub-title.

>>4179061
>>4179062
>>4179063
ah, wonderful. The last time I tried a layout was with the "gore processing facility" map. I should consider doing such again on a map that doesn't get canned due to the second party bailing.

I was sort of wondering about that. I'll probably replace the torch with a candle or something.

Climbing the tower was probably to give more of an actual "tower" to the map. I'll see what I can come up with to make it more intresting and/or rework it.

If you can pop open the map, and highlight some key areas with any potential legend (ae: highlight in color of severity), that too would be very essential.

I'll update the WAD and download link. Quite a few visual changes and tweaks, consider giving it another quick run and giving a comparison notes.

https://www.dropbox.com/s/90nnghn2ik34ho2/E2M8.wad?dl=0

>> No.4179697

>>4179604
>>4179586
Atmospheric horror is the beast.

Jumpscares? Pfff.

Sounds like it would be useful for a HAUNTED-themed mod.

>> No.4179701

>>4179685
>the damage scale for quake vs. doom is one half
Where are you getting that from? The two aren't directly related, plus just doubling values would be nuts- the Shambler's lightning zap does 30 damage in Quake which would become 60, and its melee swipes can do upwards of 100 in Quake (enough to one-shot an unarmoed player or even a player with less than max health but a fair amount of green/yellow armor)- doubling that means getting hit by a Shambler's two-arm swipe has a chance of doing 200+ damage, and Doom's megaarmor only absorbs 50% of incoming damage.

>> No.4179702
File: 176 KB, 520x678, worriedlaughter.jpg [View same] [iqdb] [saucenao] [google] [report]
4179702

>>4179629

>> No.4179707
File: 100 KB, 300x300, bueno.png [View same] [iqdb] [saucenao] [google] [report]
4179707

>>4179629

>> No.4179708
File: 76 KB, 884x928, cacowesome.jpg [View same] [iqdb] [saucenao] [google] [report]
4179708

>>4179629
I miss these smilies. Now it's all emojis and shit.

>> No.4179709

>>4179685
this is not how gameplay balance works

>> No.4179712

>>4179685
>the shambler fits, if you can fit it
Well, yes.

>1200 HP, half damage from rockets
Nnnoooope

>> No.4179717

>>4179613
it's not, but that's okay, i forgive you.
but just like strafe and painkiller, supposedly being retro in style does not make it an actual retro fps.

>> No.4179719
File: 157 KB, 480x273, Fellow Demons.png [View same] [iqdb] [saucenao] [google] [report]
4179719

>>4179629
Absolute favorite.

>> No.4179720
File: 83 KB, 1080x540, thermonuclear.jpg [View same] [iqdb] [saucenao] [google] [report]
4179720

>>4179701
From the great equalizer between most FPS games... the rocket launcher (specifically, a direct hit).

Because of the nature of explosives, a little dab will do you, and it takes a whole lot of difference to change the effective size of the blast area (physics here, it takes 8 Times the explosive power just to double the radius). Pic related is the reason I know this.

> Generally speaking rockets between all FPS games are about equal.

The quake rocket does 120 damage.
The quake 2 rocket does 110(avg) damage.
The doom rocket does 218(avg) damage.
The UT2k4 rocket does 90 damage.

This absolutely sets the scale between these games.

And in doom's case compound this with the fact that quake2's bullets are intermediate rifle rounds that wont fit in a pistol. And those nail flechettes from quake1 are nasty.

> and as far as ut2k4, the assault rifle also does 7 damage per hit, which matches up with the 8 damage that bullets do in quake2, with a rocket that also does a tiny bit more damage.

The damage scale isnt exactly 2x between doom and quake1 but its close to it.

Compound this also with the shotguns from quake1 only causing 24 damage per shell, even doubled they're still not reaching the 70 that doom's shells cause (however we can assume because of the high fire rate, lower recoil, and lower number of pellets, the quake1 shells must be 20 gauge or smaller)

This all adds up to the final result that the hit point scale for everything in quake1 is roughly 1/2 that of doom, and people have been getting it wrong for years.

>> No.4179721

>>4179685
This, but sprite over the model so it looks more better and fitting. They did this to the Vore (but it doesn't vore?) in ZDCMP2T2

>> No.4179724
File: 13 KB, 585x635, 1473648295388.png [View same] [iqdb] [saucenao] [google] [report]
4179724

>>4179629

>> No.4179726

>>4179721
>>4179685

Furthermore, change the role to be between Baron and Cyber. Give it capability of randomly teleporting around like its Quake kin.

>> No.4179727

>>4179720
>The UT2k4 rocket does 90 damage.
You also have to factor in that it's usually two or three at once, and if you go back to UT99 it's up to five.

>> No.4179730

>>4179727
You mean 6.

>> No.4179732

>>4179730
>>4179727
It's not six, it's Eight.

There's a reason they call it the "Eightball"

>> No.4179740
File: 51 KB, 310x166, 310[1].png [View same] [iqdb] [saucenao] [google] [report]
4179740

>>4179732
Nope. Six barrels, six rockets/grenades. Same up until UT2003 where it was dropped to three rockets with the Tri-barrel launcher. THe Unreal gun is called the Eightball launcher because the ammo is called Eightball Rockets, named after the pool ball- no relevance to gameplay, just one of the lore tidbits Unreal puts in their guns like the ASMD Linkgun, GES Bio-Rifle or how the Flak Cannon's nickname changes with every generation.

>> No.4179741

>>4179726
No enemy in Quake teleports around, though?

>> No.4179743

Anyone here have an old 386 or 486?

>> No.4179745

>>4179741
I was damned sure the last time I played, the Shamblers teleported around at random like assholes.

>>4179740
Shit. I could of sworn there was a UT rocket launcher that fired eight at a time.

>> No.4179748

>>4179720
>the shotguns from quake1 only causing 24 damage per shell, even doubled they're still not reaching the 70 that doom's shells cause
It fires twice a second, leading to double the DPS of Doom's pistol. if you double that with your scaling it's even stronger than Doom's shotgun. Quake's double barreled shotgun has a DPS of 70, just a slight bit more than Doom's shotgun. if you double that it's way over the Super Shotgun, which has a DPS of 122.8.

Hell, the basic Nailgun does 90 damage a second! Doom's Chaingun is just 87.5.

>> No.4179749
File: 20 KB, 198x314, scared caco.png [View same] [iqdb] [saucenao] [google] [report]
4179749

>>4179720

overall damage values for those other things in doom should average out to roughly:

14 damage - bullets from q2 and ut2004
12 damage - nails from quake1
50 damage - per cell of lightning from quake1
6x7 damage (42) - quake1 shotgun (20 gauge, low brass), this would fit for having to still double tap most enemies to kill them. Quake1's zombies were tougher than doom's though.
98 damage - quake1 double barrel (I forget how many pellets it spits out but I remember the damage was 54).
12x7 damage (84) - quake2 shotgun (12 gauge magnum), the SSG is q2==doom.
28 damage (6 dice) - quake2 hyperblaster in doom.
>>4179727
thats not a factor, its literally a 3 shot rocket launcher, just because it has 3 barrels doesnt mean its 1/3 as strong (as a self propelled munition this doesnt necessarily add much recoil). You're only able to carry 36 rockets too, but I chalk that up to inventory space rather than weight.

>>4179732
I wasnt going back to UT99 though, I never figured out how much those do, but they also seemed much more advanced too, so they may have had a more advanced explosive in them to pack it into a smaller rocket. The blast radius was about the same though.


>>4179741
its technically a teleport trap much like doom's... I guess it could be replicated by an invisible critter that tries to missile you, then loses flying as a result, and as soon as it hits the ground it spawns a shambler and goes away.

>>4179745
> a clear signal he cant handle intense UT combat, believing there are more rockets or grenades bouncing around at him than there actually are

>> No.4179750

in case anyone cares, an update for quake champs just came out and it swaps out the lameass announcer voice actor for the one from quake 3, changes some of the sounds, and puts actual music in most maps

>> No.4179751

>>4179730
Oh yeah, I always forget the one already in it.

>> No.4179752 [DELETED] 

>>4179750
>quake stillborns

>> No.4179762

>>4179750
I've noticed.

it wasn't so hard to make the game not feel and look dead now was it, Id?

>> No.4179764

>>4179749
>its literally a 3 shot rocket launcher, just because it has 3 barrels doesnt mean its 1/3 as strong
It still handles somewhat differently, either firing three in a spread or a spiral, you're able to put more into one target or area in one go compared to just rapid firing them.

>> No.4179765

>>4179762
>Id
>I
aptly accurate for what is left of id

>> No.4179767

Do people still play Quake online or should i got for Unreal tournament 99?

>> No.4179771

>>4179762
Id basically is dead, they've got Todd Howard's hand up their ass with him jiggling them around and trying to project his lies onto them.

>> No.4179772
File: 7 KB, 400x120, a shambler is waiting for you.jpg [View same] [iqdb] [saucenao] [google] [report]
4179772

>>4179749

however bigger rockets, like the anti-tank kind in Halo or an RPG7 from a cod game are another issue... not designed to be lightweight and fired one after the other like grenades, they sacrifice ammo count for effectiveness.

> if master chief even gets close to the explosion he's screwed, and it affects a sizeable area. Even in the later games they never did nerf the firepower of rockets.

> the fuel rod cannon from halo is abit more like the kind of rockets we have in other games, except they droop at a distance

I would gauge a full blooded anti-tank rocket somewhere up around 400 damage in doom. Maybe more if its something huge like a Tow missile.

But these also lose fragmentation in exchange for a shaped charge so their direct hit damage might be like 600 (I can see this taking out an HK or arachnotron in one shot). While the splash damage might be something like 256.

A Tow missile has about 4 pounds of explosive in it. Snd since in these fps games you can usually carry quite a few rockets my assertion is they're probably in about the same size range as a hand grenade each (1/2 pound of explosive. Bigger than a gun-grenade like 40mm, but smaller than a bazooka round).

>> No.4179773

>>4179745
>the Shamblers teleported around at random like assholes.
Nope. They run pretty damn fast, a tad slower than a Death Knight IIRC, but they don't teleport around. Only enemies I can think of offhand that teleport are the Hexen wizards included in Arcane Dimensions.

>>4179749
Quake 1 shotgun does 24 damage if all pellets hit, 6 pellets times 4 damage each. The double barrel does 56 damage, the same 4 damage per pellet as the single barrel times 14 pellets. So the double barrel does slightly more damage than two single barrel shots, but nowhere near the egregious damage increase of Doom's SSG compared to its normal shotgun.

Your nail math is also off, Q1 has 9-damage nails and 18-damage Super nails, with no damage falloff or deviance (both of these can be easily tested in Arcane Dimensions' firing range). Where are you getting these numbers from?

>its technically a teleport trap much like doom's... I guess it could be replicated by an invisible critter that tries to missile you, then loses flying as a result, and as soon as it hits the ground it spawns a shambler and goes away.
I have no idea what you're trying to say here.

>> No.4179776

>>4179765
>>4179771
>>4179762

I hate to say it but if you think about it this way... iD Software is an early 90s and late 80s company but its generally been run by the same people ever since hasn't it... generally the same number of employees while some have come and go.

I would almost say it fits into the category of a Mom&Pop shop where 2-3 decades down the road after setting it up they don't care about it much anymore and they just close up shop.

Because they've made their money and they can retire if they want to. Its literally just a hobby to keep it going (one which makes them money, and they do still have the tech edge... sorta).

>> No.4179779

>>4179776
Almost everybody who made id what they are, are gone.

>> No.4179780

>>4179776
>tech edge
id hasn't produced a competitive engine since quake 3

>> No.4179783

>>4179310
Giving this a (You) cause it could be fun.

Also, Doom Snap. Take pictures of demons as a rail-shooter

>> No.4179789

>>4179780
idtech 6 is pretty fuckin optimized

>> No.4179794

>>4179773
Indeed my math is off regarding quake's nails, I was thinking they did 7 (its the normal nailgun vs. the shambler that does this, which is why you want to use the SNG on him).

The ratio between quake-doom is basically 1.8 if we're considering their rockets are equal to each other. So they should be doing 16 in doom.

And yes the super-combination damage from the quake1 double barrel isnt the same juicy bonus (2.25) that the doom one (2.85) has. Still the quake 2 ssg (2.5) was pretty meaty all by itself.

But then again many people have said the doom SSG is actually OP so basically kinda sorta iD made a mistake when they made it spit out 20 pellets, and only should have made it spew 14 (and even then maybe only do 180 total... add +2 damage after each 5*1d3 calculation is finished)

And for some reason quake's rockets don't cause a dose of extra damage on a direct hit like doom's.

> but if we're going to go down the road that doom's rockets have a shaped charge onboard, that means they're actually even stronger than their blast radius implies, and the damage equvialent is even higher than ive stated

>> No.4179798

>>4179780
>>4179789
> competitive
what does that word mean exactly, I dont think we're talking about business here.

Crysis about blew everything out of the water just like bikini atoll. But it also came a year after Doom3.

The problem I have with idtech games is the Waxy/Glassy look that the models have, it was obvious as hell with doom3. But I think this is just an error in terms of modeling and art direction, the shaders people pick.

>> No.4179802

>>4179794
Shaped charge, huh? Sounds like the dumbasses at UAC alright.

>> No.4179812

>>4179802
yeahhh, I dont think they would've had a shaped charge on their rockets

they have plasma weapons and bfg if they had any problems whatsoever with heavy armor, plasma guns might not do much damage but the intensity and electrical secondary effect would destroy most armored vehicles with sustained fire - and with operations taking place on mars its unlikely they'd have to deal with any kind of organized military problem out there

> not that they were (((necessarily))) expecting demons, but even if they weren't, Fragmentary explosives would be preferred

> they sure as hell arent incendiary rockets because they do not set a persistent fire after the explosion is over

maybe quake2's rockets were though, they sure looked incendiary

>> No.4179817

>>4179812
>ON
ON and IN are two diffrent things, anon. The UAC are usually seen as idiots, whereas sister company Nanotrasen is known for being full of "bewilderingly retarded brain-damaged wonderkind"

UAC also has a ridiculous stockpile of It-Just-Worksium so while they may be dumbasses, whatever they make is inevitably useful.

>> No.4179821
File: 17 KB, 278x221, scared caco (2).jpg [View same] [iqdb] [saucenao] [google] [report]
4179821

>>4179812
>>4179773

I think the implication that nobody here wants to really face is...

That all along we've assumed, but been wrong...

And...

Ranger is actually much tougher than Doomguy

>> No.4179823

>>4179783
Doom Snap would be pretty cool, especially if it had a way to set up the rails for maps that could be wacked in alongside them.

That way you could wack the vanilla D1/D2/Heretic/Hexen/Strife/Chex ones in as a sort of default but be able to either add them to custom maps or have maps for the mod that include them.

>> No.4179824

>>4179794
>The ratio between quake-doom is basically 1.8 if we're considering their rockets are equal to each other.
Well they definitely aren't. The RL in Doom is the highest DPS weapon in the game next to the BFG. Quake's explosives are more a middle ground between Doom's SSG and Plasma gun.

>> No.4179829
File: 2.25 MB, 2448x3264, IMG_20170809_171613436.jpg [View same] [iqdb] [saucenao] [google] [report]
4179829

did this today at work

d-do you like it

>> No.4179834

>>4179829
You should've been working.

Looks nice though.

>> No.4179835

>>4179824

You're not seeing what ive been saying here.

Yes (IN) quake the rocket does 120. But im saying the rockets are == to each other. And in both games you can carry 100 of each.

If its doing that much in quake, and it does alot more in doom, then there is a scaling factor going on if you're going to bring things from one game into another.

Anything from Doom that you transferred to quake would be much weaker *when presented in that setting*

Pistol and chaingun rounds would do like 6 points each.
Doom rockets would cause 120 in quake, just like quake's rockets.
The plasma gun would only cause 12 per hit (but id make it shoot two shots per cell used).
Doom's shotgun would do 42 damage in quake (while the ssg would do a whopping 120). But it shoots alot slower than quake's.

>> No.4179840

>>4179835
>But im saying the rockets are == to each other.
Why?

>> No.4179854

>>4179835
You're not understanding how weapon balance works. doom's pistol brought into quake would do similar damage to quake's shotgun as they are starting weapons and the amount of damage they do to enemies feels similar. Doom's shotgun would do about the damage of the Quake double barrel as it's the next one up, and has the same "amount of times I need to shoot something" feel, etc.

>> No.4179858

>>4179794
>(its the normal nailgun vs. the shambler that does this
No it doesn't, seriously, where are you getting this? Only explosions deal reduced damage to the Shambler. Check the weapons.qc file yourself, the only time it's referenced is under the T_MissileTouch category:
>if (other.health)
> {
> if (other.classname == "monster_shambler")
> damg = damg * 0.5; // mostly immune
> T_Damage (other, self, self.owner, damg );
> }

Nothing at all in the headers for nails (spikes).

>> No.4179869
File: 2.03 MB, 2448x3264, IMG_20170809_195327087.jpg [View same] [iqdb] [saucenao] [google] [report]
4179869

>>4179834
trust me I would have liked to, but the system went down for the entire evening so our supervisor called it off

here's another one

>> No.4179871

>>4179840
blast radius of effect is virtually identical, if you read up a few posts I explained why (the thermonuclear explosion).

explosions scale in size by cube root expansion, it takes a hell of alot, or huge drop in explosive filler, to achieve any reasonable difference in the perceived size of an explosion

in both games they will start hurting you within about ~15 feet of the blast (if 8 map units = 1 foot as ive been told)

also you can carry roughly the same number of rockets, and like I said there's a few other equivalencies that lend further proof that there is inherently a damage scaling difference between doom - and everything else

(doom shotguns cause so much damage comparitivel - the bullet ammunition can be chambered in a pistol which means its inherently weaker than the bullets used in other games)

>>4179854
on the contrary im a master of game design and game balance

fact is the beretta doomguy uses is pretty much junk, but his chaingun would be sorta okay (52dps in quake wouldnt be bad if each bullet was doing 6). It could be a nailgun replacement with more ammo pickup and capacity...

You have to consider that doomguy would probably start with a shotgun in quake too. In fact the weapon slots would probably be different, and remember he gets both a plasma gun and a bfg too, so he has 2 weapons using cells.

> mfw the equivalent to a super nailgun for him would be the quake 2 chaingun, which would be named a minigun instead, and chambered in the same ammo as his chaingun
> now you see how this could work...

>> No.4179872

>>4179835
>im saying the rockets are == to each other.
They aren't, though. Quake's rockets are meant to be used fast and used often, hence why one of the most common enemies (Ogres) drop rocket ammo on death.

The flaw in your logic here is you're rebalancing everything based on weapon damage similarity instead of looking at the game as a whole. Quake's RL could just as easily be a plasma ball launcher or something and it wouldn't make a spit of difference, it's still a projectile weapon that fires in a straight line and does 100 + (1 to 20) damage on a direct hit, and it would throw your entire calculation off because that would leave no rocket launcher in Quake to compare things to. Ignore all the models and sound effects, and concentrate on how to make shit balanced. THEN figure out what weapon takes what appearance.

>> No.4179874

>>4179829
>>4179869
I love this type of 'half point between old and new' in doom art in general.

nice work.

>> No.4179876
File: 49 KB, 500x1000, P_crash.jpg [View same] [iqdb] [saucenao] [google] [report]
4179876

>>4179869
>>4179829
these are good, m8

you should draw best UAC instructor next

>> No.4179878
File: 959 KB, 1024x1447, Doomgal1.png [View same] [iqdb] [saucenao] [google] [report]
4179878

>>4179876
Doomgal mod when?

>> No.4179879
File: 8 KB, 128x128, romero lisa.png [View same] [iqdb] [saucenao] [google] [report]
4179879

>>4179871
>on the contrary im a master of game design and game balance

>> No.4179881
File: 86 KB, 384x512, 1491519413958.jpg [View same] [iqdb] [saucenao] [google] [report]
4179881

>>4179878
>that one Doomguy x Crash comic
>within five fucking pages she's taken her helmet off and she looks just like the typical scarred and anime-faced Doomgals

>> No.4179885

>>4179872
yeah but if we put it in command & conquer none of those things would really matter and it would all be meta'd anyway

we can also consider the effectiveness of weapons against creatures, like our fluffy shambler for example

also shotguns are such a... common thing with understood capabilities that you very well can take into account that they are shotguns (sorry but you're not going to think outside the box on this one) because part of why they're effective is they cause multiple bleeding holes... and part of why they are ineffective against big monsters is because of a lack of meat penetration

now, damage can vary between shotguns based on caliber, that much is understood, but even if the buckshot is smaller there still isn't a whole world of difference between them (even a .410 can chuck 3-5 pellets of 00 buckshot out).

>> No.4179886

>>4179876
>>4179878
>>4179881
I'm gonna make a mod about a helmeted space marine girl with no voice and no face.

>> No.4179887

>>4179885
>yeah but if we put it in command & conquer none of those things would really matter
?????????
When did Command & Conquer become a part of this?

>> No.4179889

>>4179887
>ooh here comes a quote
thinking outside the box is a double edged sword matey

>> No.4179892

>>4179887
I think I recognize this fella's posting style. It's the same dude who was blathering about how all games should be made from pre-made game maker programs and how he's not trying to mod anything until technology advances to such a point.

Read: a nutter.

>> No.4179894

>>4179871
>on the contrary im a master of game design and game balance
This conversation started with Shamblers being brought into Doom and being balanced around Quake and Doom's RLs being equivalent to each other.
But they aren't. Doom's RL is a powerhouse with rare ammo, Quake's RL is a mid-tier weapon thats ammo is dropped everywhere. Doom's RL is second only to the BFG itself, while Quake's RL is beaten by the SNG and Thunderbolt. Quake's BFG equivalent is the Quad Damage.
So when you make the Shambler in Doom balanced around the RLs being equal, it ends up being stupidly beefy against everything that's not the BFG.

>> No.4179895

>>4179886
come to think, it's kind of interesting- crash has a voice but no face, doomguy has a face but no voice, and BJ and Ranger both have a face and a voice

>> No.4179898

>>4179874
It's a pretty good idea. I like it. They should try an alt style that mixes with D64 instead, or do one that includes D64.

then again D4 is basically D64 2 anyway.

>> No.4179901

>>4179895
UAC is an equal opportunity employer. Their fleet of soldiers also includes a guy with a voice, a face, and no arms, and someone with two faces but a psychoreactive field that makes everyone around them have no voice.

>> No.4179903

>>4179886
>no face
Sounds painful.

>> No.4179906
File: 14 KB, 312x318, 1429231455129.png [View same] [iqdb] [saucenao] [google] [report]
4179906

>>4179629

>> No.4179914

>>4179903
hey, don't discriminate

>> No.4179915

>>4179829
>>4179869
I love it man, really clean lines

>> No.4179919
File: 147 KB, 931x446, blue screen of doom.jpg [View same] [iqdb] [saucenao] [google] [report]
4179919

>> No.4179920

>>4179427
WE GOTTA BELIEVE

>> No.4179926

>>4179876
quick doodle

>> No.4179927

>>4179869
>but the system went down for the entire evening
Man. That's one thing I miss about office jobs. I do machining now and unless everything REALLY goes tits up it's pretty much constant work.

>> No.4179929
File: 134 KB, 512x256, Just say No.png [View same] [iqdb] [saucenao] [google] [report]
4179929

>>4179920
Any rich doomers here? We need to PAY Adrian Carmack to make better sprites these current HD mods are trash

>> No.4179930

>>4179919
MEGA TEXTURES

>> No.4179931
File: 1.74 MB, 2448x3264, IMG_20170809_202431528.jpg [View same] [iqdb] [saucenao] [google] [report]
4179931

>>4179926
and of course I forget to post the goddamn thing

>> No.4179932

>>4179931
dat ass

>> No.4179936

>>4179931
>rail joke
top HUH

>> No.4179937
File: 5 KB, 264x237, unf.png [View same] [iqdb] [saucenao] [google] [report]
4179937

>>4179931
>mfw

>> No.4179938

>>4179929
What if HD sprites just built off something like say the status bar mugshot? HD efforts in general just seem too focused on making a ridiculously upscaled 1:1 version, another aesthetic should be tried

>> No.4179939
File: 54 KB, 567x488, tres haute vitesse.jpg [View same] [iqdb] [saucenao] [google] [report]
4179939

>>4179894
> believing that things from one game universe are fine balanced where they are, but taking them into another game universe inherently means they must change to accomodate the balance

No, you keep everything performing just the way it does against the things from the setting its from.

Some things are INHERENTLY pieces of junk that make do in one place, but just wont cut it somewhere else.

When I said I was good at game design/balance im meaning that you can keep things performing just the same way... but instead of this breaking balance, what you do is you bring the better shit from one game into another. You bring more of it too, in order to make up for the difference.

Doomguy's beretta wont cut it in quake, so he wouldnt bring that. Shotgun shells are more plentiful, so he starts with a shotgun.

Doomguy's equivalent to the nailgun is the chaingun. It uses bullets, so the nail pickups are replaced by bullet pickups. And make him carry 300 to make up for his bullets only causing 6 points (his max carried damage is now equal with the nailguns).

His SNG equivalent will have to be an upgraded chaingun... maybe the one from Q2. If it fires about 3 times faster then the dps is also equalling the SNG too.

He doesn't get a grenade launcher, it goes right up to rocket launcher. But his rockets will do 120 and he will find more of them so nothing much changes about this in terms of balance.

> notice that im messing around with ammo frequency and pickup availability, and now im going to mess with ammo consumption - im focusing on issues having nothing to do with the weapons themselves really, except adding the Q2 chaingun, im messing with the SETTING.

Doomguy gets a plasma gun (instead of thunderbolt) and if he already has one then a BFG will spawn in its place for the next energy weapon pickup.

The plasma fun fires 10 per second (as fast as quake engine will allow due to tics), causes 14 per hit, and fires obligatory 2 shot bursts for 1 cell consumption.

>> No.4179940

>>4179931
>can instantly tell it's campgrounds
damn

>> No.4179941

>>4179931
>having to rocket jump
>not being able to bridge 2 rail
All that ass and the bitch can't circle jump. Shameful.

not as shameful as my erection, though

>> No.4179946

>>4179939
tl;dr
some of those bullets look like nipples, that's pretty funny

>> No.4179947

>>4179938
Thats why they should be made from clay by the same guy who made the originals. All the current ones are illustrated and use too much or too little detail and fuck up the colors or something

>> No.4179951

>>4179939
At this point I don't really understand a single thing you're saying but would encourage you to make a mod about this because this seems like something you're very passionate about.

>> No.4179952
File: 39 KB, 600x367, BRAIN POWER.jpg [View same] [iqdb] [saucenao] [google] [report]
4179952

>>4179939

>> No.4179954

>>4179939
>He doesn't get a grenade launcher, it goes right up to rocket launcher. But his rockets will do 120 and he will find more of them so nothing much changes about this in terms of balance.
That would absolutely change things in terms of balance, namely making the game easier. There's a reason 90% of custom Quake maps give the player the grenade launcher and NOT the rocket launcher- people realized long ago that once you've got the RL, as long as you have enough distance between yourself and the enemy there isn't much reason to use anything else. Plus Quake already throws rocket ammo at you left and right, giving the player even MORE rockets is further narrowing their weapon choice.

>> No.4179956

>>4179939
The SNG is more a plasma gun equivalent in how it works and what its role is.

>> No.4179964

>>4179946
these things are serious business, I can see a one reason for people not making them much, they're light so they have a much higher muzzle velocity, and the way the tip is pointed turns them into supercavitators (it shovels flesh out of the way just like the snow plow on the front of a train, literally blowing a hole through somebody - the wound channel is like a bullet twice the size). It also pierces woven body armor too because of the sharper point, which is why they're also armor piercing rounds.

> that cause a bunch of tissue damage and are more effective than hollowpoints at the same time

Only problem ive heard with these is that, while they're very stable in flight, not only are they lightweight (which is bad for a bullet) they encounter a heck of alot more air resistance and drag and have a limited range because of it.

That may be possibly the only reason that they arent used by the military. And the police wont use them because they dont want to get shot by their own gun. However in realistic terms they're technically superior to armor piercing rounds because of the terminal effect.

> with the 5.56mm EPR rounds id beg to differ that those are more effective now though, because they separate into 2 pieces internally. Technology does catch up.

>>4179952
>>4179954
>>4179956

Then make the ammo more rare. Ogres drop it but that doesn't mean all those boxes of rockets necessarily have to be out there.

Also consider that doomguy's SSG can destroy zombies natively just like the triple barrel from arcane dimensions. He literally doesn't need access to as many rockets.

> Ogres dont have to drop rockets every time they die, it can be a percent drop chance with a counter checking how many failed drops and forcing a drop when it reaches a certain number.

> Ogres can fire rockets too you know, though somehow this makes them actually less effective since their grenades are harder to dodge.

>>4179956
so? switch the roles, make sure it still "werks"

>> No.4179968

>>4179964
nipples sure as fuck are serious business

>> No.4179979

>>4179964
>Ogres dont have to drop rockets every time they die, it can be a percent drop chance with a counter checking how many failed drops and forcing a drop when it reaches a certain number.
do not fucking do this
don't leave shit like that to RNG in a game like doom or quake, when a player kills an enemy that drops ammo, it should always, always drop the same ammo and in the same amount, letting the player plan around an encounter by ammo used/ammo gained

>> No.4179981

>>4179954
Actually when i play quake I find the grenade launcher to be more effective than the RL because I can make indirect fire trick shots. An RL sure does give me alot of reach, if there are a bunch of dudes running back and forth on a platform. But im going to have to waste alot of rockets in order to catch them with enough.

The only reason honestly I start using the RL when I get it is because of damage economy - 120 vs 100 stretches the ammo out farther. Ill also use it for quad just because it blows up immediately.

In quake 2 (GL is practically identical) one of my fave tactics is destroying people when they chase me down a hall. Because they run into a bunch of bouncing grenades, some of which I fire right at a wall im facing (at corner junction) and they bounce backwards down the hall towards the guy.

In both games the RL is actually pretty lackluster to me, the rockets dont go nearly fast enough in Q2, and in the tighter spaces of Q1 I dont usually want an explosion going off unless ive got a corner to duck behind. Which makes the GL alot more effective for my purposes.

And yeah I know its much easier to RJ with a rocket than a grenade, but thats for getting to secret crap.

> in Q2 multi I will RJ right next to somebody, and then shoot them again when im coming down - because I only take 50 and they take almost 100, and now im way up in the air

>> No.4179982

>>4179931
Draw her from the front next, showing off those tits+abs?

>> No.4179983

>>4179964
>Doomguy->Quackgai

Pistol -> Shotgun
Shotgun/SuperShotgun -> SuperShotgun
ChaingunG -> NailGun
RocketLauncher -> GrenadeLauncher/RocketLauncher (I'd go with GL)
PlasmaGun -> SuperNailGun
BFG9000 -> LightningGun

>> No.4179991
File: 115 KB, 786x1017, 1486561557029.jpg [View same] [iqdb] [saucenao] [google] [report]
4179991

>>4179293
Final Quaker. Starring ADger, DoPanger, SoAnger, DoEnger and probably others.

A man can dream. And brainstorm, I guess.

>> No.4179998

>>4179952
>>4179979
Life doesnt work that way, and games shouldnt either.

And in my personal doom mod I do have things like that left up to chance, sometimes that makes situations harder, its called toughing it out. If you're planning an encounter out then you should also be planning Contingencies just in case it doesnt go the way you want it to go.

> mfw chaingun has a somewhat small chance of spawning a chainguy instead, you have to kill him to get the chaingun
> mfw shotgun guys dont always drop shotguns, they may not drop anything at all, or they may drop a box of 10 shells... you start with a slow-ish pump action just to be able to use the ammo though
> if you dont get an SSG drop you will have to "make do" with other things, thats just the way it is

makes the game a heck of alot more enjoyable, adds cringe moments where you have a real problem to solve with access to some area - have to adapt your tactics or resort to chipping away some guys because you're real low on ammo/health and cant find more... and its pretty darn enjoyable to be forced to do things like this unexpectedly. Breaks monotany.

>>4179983
Doomguy in quake:
Pistol -> he threw this piece of junk away

Shotgun -> Shotgun
Double Barrel -> SSG
> these two shoot a little faster than they did in doom, but the dps is still lower than ranger's shotguns, however SSG destroys undead zombies.

Nailgun -> Chaingun (54dps)
SNG -> Two Chainguns (108dps)
> the dps of the 4/5 slot is nerfed and this can be a problem for doomguy, but the total damage carried is still there

GL/RL -> Doom RL that fires as fast as quake's
> he has an advantage with this, but its offset by the lower tier weapons being nerfed on dps

Thunderbolt -> Plasma Gun
2 thunderbolts -> get a BFG too (bfg is unaffected by quad, and eats 12 cells)
> the plasma gun has 1/2 the dps of the thunderbolt but that makes it more useful since its easier to control, doesn't chew through ammo so fast - only 5 cells per second

>> No.4180006

>>4179998
>Life doesnt work that way, and games shouldnt either.
What?

>> No.4180008

>>4179998
>mfw
>mfw
What face?

>> No.4180019

>>4179998
>>4180006
Why wouldn't an enemy type, all of which who use the same weapon and ammo, only drop ammo by chance?

Life doesn't work that way, and games especially shouldn't work that way. Leaving essential mechanics like that to RNG in a game like Doom or Quake is absolutely 100% bad design and completely fucks the strategic, encounter-based gameplay that makes both games work so well.

>> No.4180021
File: 1.13 MB, 2448x3264, hunt crash to win this arena.jpg [View same] [iqdb] [saucenao] [google] [report]
4180021

>>4179982
why the fug not

also goddamn my pen gave out halfway through. sorry

>> No.4180023

>>4180019
Why would* - fuck.

>> No.4180024

>>4180021
sweet fucking lord

>> No.4180037

>>4180021
yo gooooood
do Hunter or HDooms. or more Crash

>> No.4180040
File: 31 KB, 411x310, E2M6.jpg [View same] [iqdb] [saucenao] [google] [report]
4180040

>>4180021
Holy grud on a greenie, man. That's fuckin' ace.

>> No.4180041
File: 15 KB, 402x422, tumblr_nygmoxe5oQ1sf8og8o2_500.jpg [View same] [iqdb] [saucenao] [google] [report]
4180041

>>4180021
Naisu

>> No.4180042
File: 77 KB, 200x231, sides blown off.png [View same] [iqdb] [saucenao] [google] [report]
4180042

>>4180006
because it encourages unrealistic expectations, not that games necessarily train you for anything, but life isn't predictable and sometimes you don't get what you want to solve a problem and have to come up with a creative solution - sometimes the situation is on the low end of favorability but as long as you can "piss on a sparkplug" as they say, and get through it then it gets the job done

>>4180008
this is common phraising in 4chan for implying that you're posting a face indicating your laughter or amazement at how much of a trainwreck something is, but without necessarily wanting to post that as your image

for example this is
> mfw people in this thread replying about my weapon balancing ideas cant seem to understand that im not just thinking outside the box, im also thinking outside the weapon slot too

> and that changing the overall balance of all of the weapon slots will make some situations easier and some situations harder depending on the environment and the monsters involved - but the total damage output should still be about the same so the player can still make it through if they play their cards right, or use strategic resources like quad damage with the weapons they have available that it would be best for

> its funny to note how only one person I think has been able to see the logic in this while everyone else just keeps sticking to pleb ideas about game theories.

Also I take that back about the BFG not being affected by quad. It would instead reduce the ammo consumption by 75%... as the weapon's capacitors are "fueled" by the quad energy thus draining the cells at 1/4 the rate.
> doesnt amp damage, lets you use it more freely

>>4180019
why cant you pick up the ogre's grenade launcher? I dunno.

Why cant you take all the bullets a chaingun guy has in his backpack? I dunno.

This is the one realism breaker that a game, at least, has to perform in order to be a game.

>> No.4180045

>>4180021
G O O D
S H I T

>> No.4180048

>>4179835
>>4179854
>>4179871
>>4179872
>>4179894
>>4179939
You should also take into account that Quake has instantaneous weapon swapping. Which can make the axe, for example, a lot more useful than a non-Berserk fist, since you can use it to quickly finish off weakened enemies without losing momentum.

>> No.4180049

>>4180042
Random ammo drop based on chance is bad design in this kinda game though. It's needless complexity which adds nothing to the experience other than frustration. With the other things you listed, there is still a rhyme and reason - the fact that you can't pick up certain things is consistent, not chance-based.

>> No.4180050

>>4180021
>when one bored drawbro with a dead pen and lined paper makes the best Quake porn anyone's seen in years
I can't even tell where the pen died out. Was it just gonna have more shading?

>> No.4180051
File: 19 KB, 500x590, 1483889496739.png [View same] [iqdb] [saucenao] [google] [report]
4180051

>ITT

>> No.4180052
File: 21 KB, 620x348, Satan.jpg [View same] [iqdb] [saucenao] [google] [report]
4180052

>>4180042
>im not just thinking outside the box, im also thinking outside the weapon slot too

Are you French, by any chance?

>> No.4180054

>>4180052
I makea the bad game. Hon hon hon.

>> No.4180058

>>4180042
You're making this needlessly convoluted.

>> No.4180065

>>4180058
Seriously. Having INCREDIBLY INTRICATE CHANCE-BASED MECHANICS and UNPREDICTABLE ELEMENTS often piles up into making a clunky game with bad flow. Such uncontrolled elements heavily complicate balancing, testing, reproducing and fixing bugs, etc. etc.

It generally just piles up and makes everything a huge mess. Keep things simple, tight, and concise.

>> No.4180075

>>4179894
>Quake's BFG equivalent is the Quad Damage
But you can't access Quad damage at anytime you want.

>> No.4180091

>tfw i prefer quakeworld physics but i like the quake singleplayer
fuck

>> No.4180097

>>4180091
What exactly is the difference other than easier bunnyhopping?

>> No.4180098

>>4180097
the entire game just feels faster overall

>> No.4180103
File: 49 KB, 469x485, Lewd Imp.jpg [View same] [iqdb] [saucenao] [google] [report]
4180103

>>4180021
Imp-tan when?

>> No.4180112 [DELETED] 

>4180051
dumb r9k faggot

>> No.4180115

>>4180054
>makea
Italian confirmed

>> No.4180121

>>4180103
To hell with that, Hunter when?

>> No.4180127

>>4180121
THIS.

>> No.4180130 [DELETED] 

>>4180121
To hell with that, Sorlag when?

>> No.4180135

>>4180130
nah, hunter

>> No.4180137

>>4180130

Let's not and say we did.

>> No.4180138 [DELETED] 

>>4180130
THIS.

>> No.4180139 [DELETED] 

>>4180135
nah, sorlag

>> No.4180145

>>4180130
>>4180103
when I get home maybe

>>4180050
haha thanks. i don't tend to put lots of detail in anything when I work on this kind of paper but I had to make do with what I had handy at the moment. I have tons more at home though. thanks for the kind words but it's not that good tbqh

>> No.4180163

>>4180021
Hot damn, man.

>> No.4180171 [DELETED] 

>>4180137
no, gotta happen

>> No.4180179

>>4180145
Get a tablet and make mad dosh drawing porn for lusty nerds, man.

>> No.4180182

>>4180145
>sorlag and imptan
g o o d

>> No.4180203

>>4180182
more like borelag

>> No.4180205 [DELETED] 

more like pornlag

>> No.4180207

more like too much fucking

>> No.4180209 [DELETED] 

more like sore ass

>> No.4180210

>>4180207
lag

>> No.4180212 [DELETED] 

lizard whore

>> No.4180216

>>4180021
as much as I would love for this to be the OP next thread I know it will never happen.

>> No.4180220 [DELETED] 
File: 10 KB, 200x120, concerned science lizard.png [View same] [iqdb] [saucenao] [google] [report]
4180220

>>4180212
u wot m8?

>> No.4180223

hey guys what is happening in this thre

oh

>> No.4180228

>>4180223
It's Quake, baby!

>> No.4180231 [DELETED] 
File: 194 KB, 397x396, croppedImage_1500926217459.png [View same] [iqdb] [saucenao] [google] [report]
4180231

>>4180220
w h o r e

>> No.4180234

>>4180231
that's not how you spell 'nerd'

>> No.4180245
File: 2 KB, 100x97, HAAAUUUH.jpg [View same] [iqdb] [saucenao] [google] [report]
4180245

>>4180130
>>4180182
>>4180212

THE ELDER GODS DEMAND TRIBUTE
PAY IN PREGFAT SORLAG

>> No.4180246
File: 100 KB, 805x540, [confused HUUH].gif [View same] [iqdb] [saucenao] [google] [report]
4180246

I think we went through the wrong slipgate at some point here.

>> No.4180249

please keep your degeneracy in the >>>/trash/

>> No.4180252

>>4180246
knew we should've turned left at wizard's manse

>> No.4180254

>>4180249
https://www.youtube.com/watch?v=GKJmlrhSr5U

>> No.4180256

>>4180246
Nah, this is just an average day in Quakeland. This is the shit you would hear "if only you could talk to the monsters".

>> No.4180259 [DELETED] 

Reminder: It's okay when weebs do it.

>> No.4180260

>>4180254
>1 hour

This is beyond irony. We've gone beyond Terrydome.

>> No.4180261

>>4180259
wow
i can't believe a weeaboo website where furry is against the rules would allow that

>> No.4180264
File: 51 KB, 454x267, Doomgar1.png [View same] [iqdb] [saucenao] [google] [report]
4180264

>When you're hugging a wall with your back because you're shooting at enemies and unknowingly walk through a fake-wall into a secret

>> No.4180265 [DELETED] 

>>4180261
>implying it's not as degenerate
>>4180260
>implying anything is wrong with terry
>>4180259
yes

>> No.4180267
File: 336 KB, 1300x866, 2619645-Close-up-of-a-pile-of-nails-Stock-Photo[1].jpg [View same] [iqdb] [saucenao] [google] [report]
4180267

>making ridiculous complex logic gate shit out of spike shooters without looking up tutorials
>mfw

>> No.4180276

>>4180267
For what purpose?

>> No.4180278

Forgot a few.

>>4180267
Why?

>> No.4180281

>>4180276
>>4180278
Because I fucking hate myself, but I hate QuakeC more.

>> No.4180284
File: 81 KB, 1049x698, mapamp.png [View same] [iqdb] [saucenao] [google] [report]
4180284

s'areus here again, for general map requestans.

can't do the preplanning of shit, tried. done something in the editor itself, should i try another layout or do this

>> No.4180285

>>4180267
I've been doing this recently too. Seems to work.

One thing I noticed is that if a spike shooter hits a button, and the button triggers a relay with a message - the player will never get the message.

Its because quake will only send the message to the thing that triggers the button/relay. If the thing triggering it is a spikeshooter - I guess the world gets the message, not the player.

So now I just link the messages directly to the buttons the player will press

>> No.4180302
File: 2.91 MB, 720x404, 20170810.webm [View same] [iqdb] [saucenao] [google] [report]
4180302

Have a terribly compressed weebum in a weird resolution.

>> No.4180303

>>4180264
I have legitimately done this, I wish I could remember what map though, I doubt I would have found the secret otherwise, wonder if it was done that way on purpose.

>> No.4180305
File: 250 KB, 1919x673, brain on drugs.png [View same] [iqdb] [saucenao] [google] [report]
4180305

>>4180285
You're correct- the spike shooter is activating the button, so the button sees the shooter as its 'enemy' and sends the message to the trap which obviously can't do anything with it. There's a way around that; instead of having the spikeshooter hit a button, replace the button with a brush entity (i.e. just change the classname) with a classname of "InitTrigger." Then delete all the other fields and add the following so it looks something like this:

"classname" "InitTrigger" //the capital letters are important!
"touch" "multi_trigger" //again, case-sensitive; this bit makes the entity act like a trigger_multiple when any non-worldspawn entity makes contact with it. spike shooters will trigger it once; if a player touches it it'll keep refiring as long as they're touching it and func_walls or doors will also trigger it so be careful
"wait" "x" //how long before the trigger can be activated again; useful if the player can activate the spike shooter repeatedly
"message" "y" //this is where your message goes, obviously
"enemy" "1" //here's where the magic happens: in singleplayer, the player is always edict 1. by setting the player as the entity's enemy ahead of time, the message gets sent to the player instead of the trapshooter!

I used a bunch of spike shooters and InitTriggers in webm related: https://webmshare.com/play/aoGZv and after a bit of tweaking it worked out fine. Very entity-intensive, though, I've got fucking 30 separate entities just for the message bits, but it'll be way less assuming you're just making a single logic gate with a message and not three separate triggers for one of five pseudo-random messages.

>> No.4180315

>>4180302
what mod?

>> No.4180317

>>4180305
>Is that corn
I laughed. very nice.

Cheers I'll save this stuff for future usage.

I did some messages for a corpse recently and used a bunch of relay counters and relay messages. It just cycles through like 10 messages though and then does nothing.

How did you do the pseudo randomness? or does it just shoot a bunch of spikes at a bunch of IntTriggers and only 1 message gets printed?

>> No.4180320

>>4180315
Babel, I'm the guy making it, not done yet but I've been polishing up the visuals, touching up the audio, and adding lots of options. I also did a full playthrough of Plutonia and TNT with it to ensure it wasn't totally fucked balance wise.

Plutonia was hard.

>> No.4180321

>>4180320
add a better melee next. And some cool melee weapons.

>> No.4180324

>>4180321
There have already been tweaks done to the melee, mainly a berserk pack buff which makes melee actually worth engaging in despite the increased risk. More than that is pretty far outside the scope of the mod.

>> No.4180326

>>4180324
Could at least do something interesting with the standard fists and chainsaw. Both are a good way of getting your ass clobbered in Babel, and the chainsaw is useless at the one thing it used to be good for: fighting pinkies and spectres

>> No.4180328
File: 1.00 MB, 1920x1080, quakespasm-sdl2 2017-08-10 00-52-54-85.png [View same] [iqdb] [saucenao] [google] [report]
4180328

>>4180317
>How did you do the pseudo randomness? or does it just shoot a bunch of spikes at a bunch of IntTriggers and only 1 message gets printed?
That's exactly what I did. Each row has five spikeshooters that are shot at once. There's a func_train that constantly slides back and forth in front of the stacks of triggers with a vertical slot missing so exactly one spike shooter can shoot through it and hit a trigger at once. This screenshot doesn't show it very well at all as both the shooters and triggers are invisible in-game; you can see the layout in >>4180305.

Like I said, very entity count heavy, but it was just a proof of concept anyway.

>> No.4180335

>>4180328
>this engine lacks the functions to choose a message randomly and print it to the player
>okay I will just build a machine from what I have that will handle this

The wonderful world of programming!

>> No.4180337

>>4180326
It's not useless, it just requires you to do something besides hold leftmouse now. Instead you want to pull back while sawing to decrease the likelihood you'll be in range of an attack. For spectres you'll want to use the fist instead, since they port away when hurt usually. With the berserk pack the fists leech small amounts of health and do randompick(120, 120, 160, 160, 200, 300) damage, and the chainsaw also gets a buff with the berserk pack, though no life leech. Default fist damage is now 4 * random(1, 10), up from 2 * random(1, 10), making it at least useful even without berserk.

However, if you're using melee without berserk you are either conserving ammo, out of ammo, or doing it very wrong.

>> No.4180345

>>4180337
backpedaling and chainsawing just feels weird though, seeing as the weapon naturally pulls the player inwards.

>> No.4180346

>>4180335
It's easy peasy if you use mods- Quoth has a built-in randomizer function, IIRC- but that means the player has to download something more than just the .bsp file (and .lit if you use colored lighting), and that's no fun. There's hordes of knowledge on the Tome of Preach site and on func_msgboard for this type of thing, just gotta search for it (primarily the 'Teaching old Progs.DAT new tricks' thread) or ask if there's a way to do X thing because you already tried Y and Z and got no results.

Hell, I'm pretty sure there's an easier, simpler way to make a multiple-choice random trigger selector, but when all else fails spike shooter relays are simple to make and simple to understand.

>> No.4180348

>>4180345
The inward pull lets you stay attached while you pull away to maintain distance, it's basically a timing game. Though once you get berserk and are sawing for 4x damage you don't really have to do it as much. I'd really advise just not meleeing pinkies if you can avoid it, using the regular shotgun to weaken two then killing them both in one shot will usually cause any large group to partially disperse so you can reposition easier.

>> No.4180351
File: 610 KB, 1000x729, En-titties.png [View same] [iqdb] [saucenao] [google] [report]
4180351

>>4180328
Nice, that seems like a good way to do it.

I'll definitely use the IntTriggers to actually have messages from logic gates. That means for my corpse message, although logic isn't needed (I do use it elsewhere in this map though), I can go to a spikeshooter for the last message, which should repeat indefinitely ("Nothing more to see here...").

Doing things with vanilla quake is fun!

>>4180335
Its quite interesting the limitations of vanilla quake. No ACS scripting so you gotta get creative provided you dont want to tinker with the source code...

>> No.4180353

>>4180351
>Its quite interesting the limitations of vanilla quake. No ACS scripting so you gotta get creative provided you dont want to tinker with the source code...
It seems off the wall until you realize how much hackiness was used by Romero, McGee, Petersen and Willits in making the vanilla maps. i.e. by the time Quake rolled around, id still didn't have a way to directly teleport monsters into the map or to create them mid-playthrough, so all monsters that teleport in are stored in a box outside the map, Doom-style, and just have trigger_teleports covering them activated when they need to be thrown into the map itself.

>> No.4180362 [DELETED] 

>>4179939
>>4179964
>>4179981
>>4179998
>>4180042
you are gay
stop with the spaces gayboy

>> No.4180367
File: 2.90 MB, 480x270, How 2 Saw.webm [View same] [iqdb] [saucenao] [google] [report]
4180367

>>4180337
>>4180345
>>4180348
Related, I'm tired as hell but I still managed to bag a couple pinkies by doing that. Gotta get to bed though, got work in the morning. With berserk it kills them before they can attack sometimes, quite powerful.

>> No.4180369
File: 529 KB, 2173x1775, doomchild (you).jpg [View same] [iqdb] [saucenao] [google] [report]
4180369

>>4180112

>> No.4180379
File: 14 KB, 304x266, 1388824930058.png [View same] [iqdb] [saucenao] [google] [report]
4180379

>have five separate triggers
>figuring out how many total ways i can combine them, order-independent
>eventually give up and write it all down on paper
>numbers follow some sort of pattern so it looks good but I'm sure I screwed up someplace
>mfw trying to do fucking combinations and permutations and shit when I haven't done this shit since high school where I nearly failed calculus and did fail trigonometry
WHY DIDN'T I PAY MORE ATTENTION TO MATH

>> No.4180402

>>4180379
> am i ever going to actually need this?
do you play video games?
> yes
do you want to make one?
> yes
yes
> fuck

>> No.4180410

>>4180402
lmao i literally can't math so whatever.

>> No.4180413
File: 111 KB, 1024x640, Screenshot_Doom_20170810_002026.png [View same] [iqdb] [saucenao] [google] [report]
4180413

Central Processing made me understand why people rag on TNT's use of chaingunners so much.
>Took nearly an hour to finish the map with 100% k/s after multiple deaths
>Chaingunners sniping me from across the canyon where I can barely see them
>Getting teleported into the middle of enemies
>Blow self up while shooting rockets at revenants in the canyon, stray bullet takes me down to 2% HP
>Backtrack to load up on stimpacks so I don't die
>Archvile and a few chaingunners teleport into the canyon and take me from ~180/80 to 30/0 in a matter of seconds
>Spider mastermind teleports in last, hide behind wall and pull out BFG, manage to kill it in one shot (thank god)
>Still two enemies, a secret, and a piece of armor I need to get left on the map so I spend a few minutes running around this huge fucking map
>Finally finish it with a time of 40 minutes flat
I've really been enjoying TNT's maps but good lord this map just went on an on, and there's so many different areas to keep track of in your head. You know you're in for a hell of a time when you start a map with 300+ enemies.
>Captcha: Damm close

>> No.4180417
File: 266 KB, 1024x640, Screenshot_Doom_20170809_230049.png [View same] [iqdb] [saucenao] [google] [report]
4180417

>>4180413
On a side note, cacodemons and their guts look great with that anon's palette. Tweaking my brightness up a tad and my gamma down a few notches seems to look good with it, though dark areas are much harder to see in now.

>> No.4180425

>>4180413
Central Processing is where TNT starts getting worse in my opinion.

>> No.4180440
File: 16 KB, 112x113, Preview2.png [View same] [iqdb] [saucenao] [google] [report]
4180440

>>4180284
>>4177969
>>4177970

Parsing for map requests again

>> No.4180442

>>4180425
I know Mt Pain is supposed to be pretty shitty. Guess the game is 2/3rds good and 2/3rds mediocre.

>> No.4180458

>>4179765
>>4179771
>>4179776
>>4179779
>>4179780
>>4179798
It's a very different company today and it'll never be the same tight-knit magic of the 80's and 90's, but I'd appreciate if y'all niggers wouldn't fucking brush Doom 4 under the rug, there's clearly lots of people in the company that actually care about what they do from a professional and emotional standpoint.

>> No.4180467

>>4179685
>oddly the shambler fits, if you can fit it in the spot a baron spawns at.
No, no he fucking doesn't, please stop.

The Baron is a relatively slow HP wall that can hit hard if you let him, the Shambler is a monster truck that walks like a man (actually, he runs) and can zap you with lightning that can't just be avoided by side-stepping.

He's more like a halfway between a Baron and an Arch-Vile in terms of gameplay and some encounters (in both iwad and pwad levels) would be absolutely unreasonable if you put Shamblers in place of Barons.
You'd be in for a really rough and unlubed double penetration in E1M8 if what you faced was a pair of Shamblers in that star shaped chamber, short of having a Super Nailgun and Quad Damage with you.
Nevermind if the Pinkies/Spectres were replaced with the Quake equivalent in the same encounter.

>> No.4180468

>>4179930
Probably the one point of Doom 4 that isn't optimized like a well oiled machine.

Can't make fucking MegaTextures compact, mang.

>> No.4180491

>>4180413
TNT is definitely more enjoyable with freelook and no auto-aim.

>> No.4180532

>>4178757
which is definitive HUUH
Ranger HUUH or Bitterman HUUH

>> No.4180536

>>4179061
is that a custom hud or something in engine?
not enough fullscreen HUD's remember the doomguy mug

>> No.4180537
File: 211 KB, 1078x996, 1456738297352.png [View same] [iqdb] [saucenao] [google] [report]
4180537

>>4179629

>> No.4180557

>>4179991
i get all of those but DoP?

>> No.4180558

>>4180557
Dimension of (the) past?
probably

>> No.4180563

>>4178482
>would want to see for how silly/difficult it would be?

Monster Hunter, the amount of spritework to be done would be huge and it would probably play like ass

>> No.4180575

>>4178482
Magicka

>> No.4180581
File: 43 KB, 394x550, mrechilimac.jpg [View same] [iqdb] [saucenao] [google] [report]
4180581

>>4179212
Indeed.

I have little flavortexts for them and everything.

>> No.4180601 [SPOILER] 
File: 40 KB, 640x400, 1502357357139.png [View same] [iqdb] [saucenao] [google] [report]
4180601

>>4177970
Juvenile Power Fantasy has been updated to v0.5 with balance tweaks, big performance improvements, a melee combo system and some really stupid titlemap intros

https://forum.zdoom.org/viewtopic.php?p=1013617#p1013617

>> No.4180603
File: 404 KB, 1440x900, 1497641118886.jpg [View same] [iqdb] [saucenao] [google] [report]
4180603

>>4180601
Not something I expected to be excited for, I guess I am quite juvenile after all

>> No.4180606

>>4180468
You can, they just end up looking shit like Rage.

>> No.4180640
File: 76 KB, 640x640, 1491823726773.png [View same] [iqdb] [saucenao] [google] [report]
4180640

>>4180021
HUUH

>> No.4180661

Any good servers for q2? I only have tastyspleen saved on my favorites.

>> No.4180687

>>4178482
A Civilization-esque gameplay mod.
Yeah, good luck figuring that one out.

>> No.4180690 [DELETED] 

>>4180369
>post actually got deleted

Get fucked, feels are here to stay because we're doing nothing wrong and the mods are on our side. Who's the dumb faggot now?

>> No.4180697

>>4179895
>crash has a voice but no face, doomguy has a face but no voice
Maybe they are the same person, huh?

>> No.4180724
File: 2.84 MB, 320x240, sar2M8v2-1.webm [View same] [iqdb] [saucenao] [google] [report]
4180724

>>4179691
>I'll probably replace the torch with a candle or something.

i see you have done this - thanks, the secret is now accessible. may i suggest though, making lines around the teleporter impassible to monsters, so you don't have to chase them down if you want 100%? it might also be nice to not have to run up the whole tower again after teleporting down. although it turns out the inner walls angle happens to favour wallrunning.

>Climbing the tower was probably to give more of an actual "tower" to the map. I'll see what I can come up with to make it more intresting and/or rework it.

it looks a lot more interesting now with the extra detailing, and there are things to shoot on the way. a shame that two of them are barons, whose high health means the ascent cannot be as pacy as one might like. i guess this is where doom1's (lack of) monster variety is detrimental.

>If you can pop open the map, and highlight some key areas with any potential legend (ae: highlight in color of severity), that too would be very essential.

not sure what you mean. i just do playtest recordings :)

>I'll update the WAD and download link. Quite a few visual changes and tweaks, consider giving it another quick run and giving a comparison notes.

at the tower top, actual live barons attacking from behind dead baron decoration textures was an inventive if rather counterintuitive idea, and quite dangerous. on the other hand i think having both a bfg and an invulnerability makes the single cyberdemon an easy kill.

earlier in the map, it seems monsters around the red key are just kind of there. they wake up and wander out of the room, leaving the player to go in later, get the key (which looks like setup for an ambush) and wonder why nothing happened, anticlimatically. although perhaps you didn't want both sides to be an ambush.

i don't see why so many lines around the blue key need the lower floor action. it causes an excessive amount of loud clunking.

>> No.4180726
File: 2.84 MB, 320x240, sar2M8v2-2.webm [View same] [iqdb] [saucenao] [google] [report]
4180726

>>4180724
demo:
https://a.uguu.se/uzCAZ1vndxAW_sar2M8v2.lmp

>> No.4180730
File: 2.81 MB, 320x240, sar2M8v2-3.webm [View same] [iqdb] [saucenao] [google] [report]
4180730

>>4180726

>>4180536
both really, a custom hud and something programmed directly into the engine. i'm afraid it's not a mod you can download and run with gzdoom (which is what i suspect you were really asking)

>> No.4180775

Share some dumb gameplay mod ideas that could actually end up being fun despite how stupid they sound.

>A mod where you control demons to fight for you and all of your fighting has to be done through in-fighting

>> No.4180781

>>4180775
>A mod where all attacks are performed by certain movement patterns
Think DDRogue, but realtime.

>> No.4180813
File: 610 KB, 683x1024, let it all burn.png [View same] [iqdb] [saucenao] [google] [report]
4180813

>>4180458

My computer pretty much wont run anything made since 2005 so my opinion of doom4 is never going to be good, point of fact. You don't have any backwards compatibility and that pisses me the hell off.

People say its optimized, but from my perspective it sure as hell isn't.

> make it scalable all the way back to say, UT2004 standards. All this would change is visuals and models. Gameplay wouldn't have to change one bit, since thats all computational.

> say "this will impair presentation, this is not how we intended for the product to look but this is your decision"
> now everybody can play it no matter what shit they're using, everybody
> make an Android frontend too just so that you can run the thing on a Droid4 with those reduced settings

And before anyone bothers to make recommendations it pisses me off in general so much I could take an SSG to you in real life, so don't bother arguing.

I have no respect for game companies over issues like this and I have no problem pirating your software because of it.

> okay all the shaders and vertex lighting are turned off, so now we just fall back on this oldschool model that takes 5 hours to drag+drop that uses basic dynamic lights, and uses these low poly model versions of all the shit that we just have the graphic designers churn out copies of in a few minutes from their high res shit.
> game automatically processes 25% or 12.5% scale textures for everything.

>> No.4180817

>>4180813
>i don't know how anything actually works the post
ok

>> No.4180821
File: 44 KB, 559x343, you rn.jpg [View same] [iqdb] [saucenao] [google] [report]
4180821

>>4180813
>gosh i wish companies would optimize these new cutting edge games for my horrendously old hardware

>> No.4180823

>>4180813
time to upgrade the amiga gramps

>> No.4180824

>>4180813
I know how you feel, I'll never forgive Nintendo for not porting Super Mario Bros. 3 to the Atari 2600.

>> No.4180838

>>4180813
Are you the guy who thought a 60GB hard drive was somehow big?

>> No.4180841

>>4180838
It's the same guy, yeah. Posting style and images give it away.

>> No.4180842

>>4180813
You don't know shit about how video games work and that overly verbose deluge of stupidity goes to show it.

>> No.4180843
File: 3.04 MB, 444x250, 1502073579837.gif [View same] [iqdb] [saucenao] [google] [report]
4180843

>>4180581
>>4179212

>> No.4180847

>>4180813
Guys I think I found the first old person of our generation

>> No.4180848

>>4179685
someone made a pb submod with exactly this. it kills you in 2 attacks, 3 if you have full armor

>> No.4180849

>>4180813
>My computer pretty much wont run anything made since 2005
So your opinion on the subject literally isn't relevant, thank you.

>> No.4180851

>>4180813
>it's THEIR fault for not making every game able to work on anything! and it's YOUR fault for disagreeing with me!!!!!!!

>> No.4180854

>>4180813
You know the reason that Classic Doom can be made to run on fucking calculators, fridges and ATM machines is because it's a less than 30mb game from 1993 that was designed to run on a fucking 386/486, right?

Doom 4 is in a complete difference ballpark and expecting it to be ported to anything and everything is nonsense.
Devs do not owe you being able to run their software on antiquated hardware.

>> No.4180861

>>4180813
>make it scalable all the way back to say, UT2004 standards
Do you know how fucking bothersome it would be to make a brand new game designed to take full advantage of current hardware, to be adjustable down to that fucking level? Can you imagine all the fucking bloat, putting all that extra effort into making sure this doesn't turn into a dumpsterfire, just to satisfy some cheap faggot luddite fuck who wants the world to hold back for his sake.

Doom 4 would NOT be an optimized and smooth running game if their goal was the same as yours, it would be a total mess that would completely break down at every turn, making a patch would be like playing Jenga.

You are an insane person.

>> No.4180865

>>4180813
i was right, he IS a gayass
stop with the spaces faggot

>> No.4180871
File: 70 KB, 447x447, 1477322327729.jpg [View same] [iqdb] [saucenao] [google] [report]
4180871

>they fell for the toaster bait
I have a 2gb ram toaster & it can run s.t.a.l.k.e.r in 30 fps, i don't know what the fuck you're complaining for.

>> No.4180892

Stop bitching about meme game 2016 and help me with my problem:

Is 0.92.2 the latest available version of quakespam?

>> No.4180901

>>4178868
kek someone should really make a e s t h e t i c enemy sprites to doom. Shit would be so yuppie cash.

>> No.4180904

>>4180854
>>4180861
>>4180871
yeah, I mean again nothing is going to change my mind about it because I see this all the time and all it makes me do is growl and grit my teeth

>>4180849
actually its quite relevant because im a game enthusiast, my opinion would not change one bit even if someone gave me a gaming rig that ran this shit at 90fps

it wouldn't change my opinion at all
> I guess I have an unusual way of perceiving things, all the graphical spleandor and features they put in games to soup them up... I kinda dont notice that stuff...

> I focus on the environment and layout of things as they are happening, im much more action and strategy focused rather than concerning myself with scenery

> from all the shit ive seen on Doom 4 teasers and trailers I wouldn't have noticed if it was all done at Resident Evil 4 quality. All the monsters, weapons, and scenery could be drawn to look pretty much like that with less dynamic realtime appearance.

> there are alot of people who fiddle with smartphones and tablets who have no fucking problem whatsoever playing games that have these so-called "substandard" levels of quality

Just imagine if you could downscale shit. Then you'd have a much larger market to cater to than just the select crowd of gamers.

>>4180838
nah ive got a 140 in my comp and ive got a 320 external, 60 isnt big.

> why is my hardware so old and still runs perfectly you ask...
> it sat on a shelf at my dad's house for 6 years and he spotted it to me when I needed a new comp, same with the one before that
> but honestly any other computer I could've afforded would be about the same thing but with less ram even, since he stuck 2gb in it rather than the 1 it comes with. Its not upgradeable beyond that.
> or it would be a 200 buck thing from walmart, bloated down with Windows 10 and still have the same performance despite having 4gb and a better processor. And would have intel graphics anyway, even if it was a more modern version.

>> No.4180910

>>4180892
>Is 0.92.2 the latest available version of quakespam?
i can't find anything later than 0.92.1 (2016-08-23).
https://sourceforge.net/p/quakespasm/news/

>> No.4180913

>>4180892
>>4180910
I believe there's a custom build or svn build or something floating around to support that one post-release AD map, but I haven't downloaded that yet so I don't know the details.

>> No.4180915

>>4180892
>meme game 2016
?

>> No.4180916

>>4180904
>all the graphical spleandor and features they put in games to soup them up... I kinda dont notice that stuff
i'm the same, i prefer minimalism over graphical glitz. unfortunately we are in a minority though, and have to put up with it. at least my shiny core i5 and 32gb ram runs linux, and a window manager straight out of the mid nineties.

>> No.4180917

>>4173453
>>4177970
Alright, here's my submission for the 300 minutes of /vr/ compilation.
https://www.dropbox.com/s/as38wpgiejilodk/300vr_anon.wad?dl=0

>> No.4180920

>>4180904
I guess thats one reason I dont have much problem playing retro games, and if we had some kinda advanced tech vr stuff to make everything look exactly like real life... it would have almost no effect

im real practical, I focus on "whats going on" in a game rather than necessarily the way it looks, though some ultra retro games do get painful to look at sometimes (doom and xcom/ufo level graphics are kinda a minimum for me). I have a good suspension of disbelief.

> and the way it looks is abit more to do with the style its drawn in, rather than what effects are used

for example the translucency and dynamic lights applied to vanilla doom sprites in zdoom are unwelcome - as they stand those sprites were drawn for the way they were originally presented. Having the options available for modding is a great thing but...

Applying other effects to them without altering them in other ways to compensate for it can really screw with them.

> mancubus fireballs should not be drawn with any kind of translucency... baron fireballs, plasma and bfg are okay for additive as long as alpha is 1.0

Wait a minute why cant we drive the alpha above 1.0?

Why cant I apply an "overlay" to a fireball sprite so that I stack up its alpha layering to make it look uber bright in the center but let the outer areas fade as usual... Kinda like the BFG projectile from quake 3...

Anyways... to give another example of my critique the Revenant from doom2 looks fantastic in the context of a sprite game. But the Revenant from doom3 looked like shit because it didnt actually look all gritty and dirty like an undead skeleton.

The revenant in doom4 would look okay if it wasn't for that awful combat harness its wearing. It makes it look like a product of military engineering rather than something that demons jury-rigged and fastened onto the creature.

Also the D4 Revenant looks better than D3 one... but the D3 one could have been made to look just like it even back in 2004.

>> No.4180923

>>4180904
>I mean again nothing is going to change my mind about it
Because you are a completely irrational human being.

>actually its quite relevant because im a game enthusiast
No it isn't, because you complain that brand new software isn't compatible with your absolutely obsolete hardware. This is not reasonable to expect.

You wouldn't expect Doom to run on a 1985 PC.

>ive got a 140 in my comp and ive got a 320 external
Which isn't shit, and hasn't been shit for like a decade.
My old piece of shit laptop came with 8gb memory and a 500gb hard drive.

>> No.4180925

>>4180920
>The revenant in doom4 would look okay if it wasn't for that awful combat harness its wearing. It makes it look like a product of military engineering rather than something that demons jury-rigged and fastened onto the creature.
because it is?
>Also the D4 Revenant looks better than D3 one... but the D3 one could have been made to look just like it even back in 2004.
poly count says otherwise.

>> No.4180929

>>4180920
>It makes it look like a product of military engineering rather than something that demons jury-rigged and fastened onto the creature
It literally is that, the Doom 4 revenant is a human being subjected to hell energies to mutate horribly and is then rigged with combat gear produced on earth.

>> No.4180942

>>4180910
>>4180913
http://www.celephais.net/board/view_thread.php?id=60452&start=2757&end=2781
There's this build, and in the console it says 0.92.2
It's the version with r_scale cvar, the one that gives neat pixelated look to everything except UI.

>> No.4180945

>>4180916
>>4180920

Actually I don't think we're quite so much of a minority as generally led to believe. However all the others just think they are so they don't say anything.

A big sign of this is that for years there has been an outcry over Gameplay quality in games not just the fact "omg it has great graphics". That there are people out there who will actually say "this game play like shit" or the gameplay is forgettable.

Gameplay is a chief concern of players like myself, coming from the practical standpoint thats a tell that I dont think im quite so alone in my assessment.

At the same time what I mentioned about having Backscaling available, just like they used to have with turning off features or lowering quality - thats damn important because then you can do the same shit that we do with quake/spasm where we've got the option to jack up the amount of shit going on in the game far beyond the

> also whatever happened to modding...
> oh thats right, games went to console and you cant mod console games
> this is the reason my dad refused to let me have a console from 1993-2000
> he wanted me to be able to mod the games creatively that I was playing


>>4180925
I could give a FUCK less about polycount (except when it comes to curves on gun barrels and bullet casings)

All I care about is texturing. You could make that model at a lower polycount, apply the same texture at a lower resolution, and from a shooting distance it looks the fucking same.

>>4180929
Yeah and I hate that style of shit, especially when the Revenant has been grandfathered in as a different kinda beastie (a skeleton 8 feet tall...).

Also can you collect the rockets its got stored? Does the UAC stock those types of mini-missiles? Are they the same caliber as the ones your own rocket launcher fires?

At least the quake2 stroggs often dropped ammo and cells, because they were shooting your own ammunition back at you from captured soldiers.

This breaks continuity.

>> No.4180946

>>4180915
DOOM. The one that came out in 2016.

>> No.4180947

>>4180920
Please stop writing like this, I beg you
It uses so much space and is a pain to read

>> No.4180948

>>4180904
if you're sooo autistic, why don't you buy a 256gb thumbdrive on ebay for a maximum of $30, pirate said
non-toaster compatible game & wait until you can afford to upgrade your piece of shit? there's no excuse.

>> No.4180954
File: 158 KB, 1920x1080, plop.jpg [View same] [iqdb] [saucenao] [google] [report]
4180954

>>4180945
>You could make that model at a lower polycount, apply the same texture at a lower resolution, and from a shooting distance it looks the fucking same.
It actually doesn't, what about reflective maps, what about bump maps, etc.

Consider also that one of the primary gameplay features of Doom 4 involves you getting really close to monsters to brutally murder them with your bare hands, the low polycount will ABSOLUTELY be noticeable here, they give you VERY close looks of the monsters.

Also there's no reason a 2016 game can't have 2016 graphics.

>> No.4180961

>>4179829
he looks a bit beaten up, plus is under imminent attack. perhaps he should use that energy sphere by his feet.

>> No.4180973

>>4180948
>256gb thumbdrive on ebay for a maximum of $30
not him but it's probably counterfeit and flakes out as soon as you copy more than 2gb onto it

>> No.4180975

In Doom Builder, is there some way I can lower a linedef's number? I want to do tricky stuff with the donut linedef effect, and it reads the lowest numbered linedefs of the sectors it affects.

>> No.4180978

>>4180945
And to add to that, the reason you couldn't collect the rockets the revenants dropped in doom2 was because they weren't anything like the rockets you had, they were some kind of explosive cannonball thing that was guided by hellish energies and was on fire.

>>4180948
I live without money. I don't even have a bank account. Thus I cant buy anything on ebay, or pay for anything online. I tend to get everything I need by other means, getting/given the things themselves without having to purchase them personally.
> why dont you
> you asked a question, it was answered
> think before asking if you dont wanna hear it

Also I wouldnt pay $30 for this game at all, so why would I pay 30 for a thumbdrive to stick it on.

From the previews ive seen of D4 they didnt take the game in the direction I wanted it to, just like they didnt for D3... and I am not impressed with either one. Like 2/5 stars level disappointment. And that part at least has nothing to do with spec requirements either.

Half Life 2 stands higher than D3 or D4 in my opinion, and even it has problems I didnt like.

>>4180954
reflective maps, bump maps...
bake them onto the texture...

assess what kind of conditions the model would normally be encountered on and bake a sample of its shader shit onto its texture

I think they did this sorta thing back in the PS2 days and made some pretty outstanding looking stuff back then, to the point that the only problem you'd notice is the lower screen resolution or using sprite-standins for trees and stuff outside the level boundaries.

>also why is this mofo reflective, I see no Mirror-quality surfaces on his metallic bits. This guy has no polished chrome shit like the terminator, so he doesnt deserve having reflectivity.

> Specularity is another issue, im okay with specularity

Just because you can do a thing in 2016 doesnt mean that you necessarily should.

Why the fug are you seeing your reflection on anything from this nasty, dirty unpolished skeleton thing?

>> No.4180982

>>4180978
>I live without money. I don't even have a bank account. Thus I cant buy anything on ebay, or pay for anything online. I tend to get everything I need by other means, getting/given the things themselves without having to purchase them personally.

So you're actually just a poorfag rationalizing? Got it.

>bake them onto the texture
I think that's the most retarded thing I've ever heard in my entire life.

>> No.4180984

>>4180978
>Just because you can do a thing in 2016 doesnt mean that you necessarily should.
And just because it doesn't run on your computer doesn't mean it shouldn't be done.

>> No.4180989

>>4180978
>reflective maps, bump maps...
>bake them onto the texture...
that's not how it fucking works u little shit

>> No.4180990

>>4180917
Submission #3! Very nice, I especially liked how the ceiling began to cave in forcing you to choose a path.

>> No.4180993

>>4179821
>Ranger is actually much tougher than Doomguy
obviously the way you wrote this was intended to provoke, but looking past that (indeed i have no idea how he compares to ranger), but there is a grain of truth in the claim that doomguy isn't as tough as the game backstory would have you believe.

doomguy can't take many hits before he's forced to scurry away for health; 5-6 imp fireballs or as few as 1-2 revenant missiles can leave him dangerously close to death. in fact his main strengths are not toughness, but high speed and agility; dancing around slow lumbering monsters, dodging their attacks, and tricking them into killing each other.

as the player, you are much faster, and can attack more strongly than nearly all of your opponents, whose strength is mostly in numbers or creatively evil placement by the map designer. the player is better off avoiding damage entirely than tanking it, while obviously causing as much damage as possible to his opponents.

in short, doomguy is definitely more of a glass cannon than a tank. (i have no idea how this compares to ranger in this regard.)

>> No.4180996

>>4180982
>>4180984
its easy enough to flip a switch and turn a thing off
"nope, dont apply that effect"


>>4180989
> bake them onto the texture
you know nothing of problem solving skills do you? its called making do with less, making it werk.

next you'll be saying that baking specularity and light sourcing onto sprites was the most retarded thing you ever heard of... and that somehow we should have had bump maps that act like overbrights for applying light sourcing on sprites so that a Spider Mastermind's legs will have a better shine and shadows to them.

>> No.4180998

>>4180978
>bake them onto the texture
Are you out of your fucking mind?

>> No.4181000

>>4179878
doom lady? that's pretty much a badass version of samus

>> No.4181001

I'm looking for more doom maps with the atmosphere and feeling of "Shadows of The Nightmare Realm" and "unloved"... any recommendations?

>> No.4181002

>>4180996
Sprites and 3D models aren't the same thing you fucking dipshit.

>> No.4181005
File: 152 KB, 227x227, doome.png [View same] [iqdb] [saucenao] [google] [report]
4181005

>>4179629

>> No.4181009

>>4181001
hellcore2.0 has some nice horror style maps in it

>> No.4181018

>>4180978
>Like 2/5 stars level disappointment.
What the fuck is it with you and 2/5 stars? You gave Arcane Dimensions 2/5 stars because you thought the maps were too big.

>> No.4181021

>>4180993
ranger doesn't run as fast as doomguy but can jump and bunnyhopping can lead to massive speed increases
also quake's armor is a lot more effective than doom's (with the rare red armor having 90% (!!) damage reduction) and ranger doesn't get any fancy plasma guns and BFGs like doomguy, he gets the leftovers from a Sears clearance sale and a bug zapper

>> No.4181024

>>4180998
I know these old tricks.
> jees do I have to hold your hand for you?
> i swear you're all babbys

Thankfully this can be automated now, the graphic artists don't even have to do this manually.

Make a test scene for the model to appear in under the given conditions that it would likely show up under.
1) Take a snapshot of the texture for the model with all of these effects applied, save this as a temporary file.
2) If the user has dictated they want to use even lower quality settings, resize the temporary texture file.
3) The model only uses this texture, and turns off or is unaffected by all the effects except light sourcing.
- While it doesn't respond or update quite so actively to the surrounding environment, the fact is all those effects being present enhances the texturing it was given by the artists in the same way that baking light sourcing on textures back in the 3d days before realtime light sourcing was used.
4) You could even do this in a limited update fashion so that its not even doing it with just a test scene, it could be actively updating to the environment like once every 30 frames or some shit like that, so when you drag the skeleton from one room down the corridor out into some open area the appearance does change to suit it.

Point of fact this is how you could make a 3d game look like a 2d tile based game - rather than using 3d models actively rendered you would have the game process all of the 3d assets used, make somewhat high resolution sprite frames from all of them - and then apply whatever filters that would make them have the appropriate look... save all of that in a heap temp file and then just have the game display those sprites.

Its Nothing for the game to render a single frame of each of something and save it. There will be no performance hits at all, its just like loading a level before play.
Though the context im talking about is basically something like "I wanna make a reboot of Fallout 2, but make it look like FO2 did"

>> No.4181030

>>4181024
This will not look even remotely good.

>> No.4181032
File: 59 KB, 540x405, 1482492985323.jpg [View same] [iqdb] [saucenao] [google] [report]
4181032

>>4181024
the fuck are you on about

>> No.4181034

>>4181024
my eyes are literally glazing over at your posts
i read seven pages of fucking trigonometry last night that made about as much sense but was still easier to read without wanting to stab myself, i've never had this happen before

>> No.4181041

>>4181018
>What the fuck is it with you and 2/5 stars? You gave Arcane Dimensions 2/5 stars because you thought the maps were too big.
Probably because his shitbox shat itself and he couldn't play them. He is a literal certified retard.

>> No.4181047

>>4181024
Are you aware of your clinical retardation and blatant bias of perspective?

>> No.4181052

>>4181024
Suddenly, Sarais really doesn't seem that bad.

>> No.4181059

>>4181024
>Its Nothing for the game to render a single frame of each of something and save it. There will be no performance hits at all, its just like loading a level before play.
There absolutely is, it's called microstuttering out the ass or a much longer load time.

>> No.4181061

>>4181024
get a trip so I can filter your autistic ass

>> No.4181062

>>4181024
>babbys
oh, it's him. disappointing.

>> No.4181063

>>4181024
>>4180996
>>4180978
>>4180920
>>4180904
I can't even begin to describe how fucking braindead you are. you are beyond buzzwords, I'd have to make up an entire know your meme article page just for you to justify your entire existence.

this may be the best doom thread of 2017, I swear to god.

>> No.4181067

>>4181062
No, he wouldn't have the intellect or imagination to put on an act like this, he's very one note.

I think this is a new specimen.

>> No.4181068
File: 51 KB, 640x538, You deserve a seizure for your posts.gif [View same] [iqdb] [saucenao] [google] [report]
4181068

>>4181024
This is getting so stupid that I don't know what can I say what other anons didn't say previously. Gif related is what you deserve.

>> No.4181069

>>4181063
It's not his first time at the rodeo. Last time it was a 30 post rant about how all games should be made from modular flow-chart drag-and-drop programs.

>> No.4181071

>>4181067
>he
Who?

>> No.4181074

>>4181063
>this may be the best doom thread of 2017, I swear to god.
it's hardly a doom thread any more with 200+ posts about quake (plus this guy's derails about nonretro games on old hardware)

>> No.4181079
File: 545 KB, 4160x2340, STOP.jpg [View same] [iqdb] [saucenao] [google] [report]
4181079

>this is the same sperglord who ranted about the bullet calibers and quake's balance and claimed he 'knew game balance better than anyone else'
fucking jesus man

>> No.4181080

why do we always get all the nutcases

what so weird about doom it makes people autistic flock to it

is there some secret furry level i'm not aware of or something

>> No.4181083

>>4181079
that entire tirade of comparing weapon damage and enemy damage was nothing but retardation

>> No.4181086
File: 22 KB, 446x313, vomiting anime slipgate explorer.gif [View same] [iqdb] [saucenao] [google] [report]
4181086

>>4181074
>it's hardly a doom thread any more with 200+ posts about quake
Listen, I don't wanna call you a Doom youngster in case it trips some sort of auto-ban/delete, but you've really gotta look at the part of the OP that very clearly says "/ RETRO FPS THREAD."

>> No.4181090
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4181090

>>4181079
I guess when you take refugees and escapees from other communities, you'll also get their refuse and pariah too.

>> No.4181093

>>4181063
>this may be the best doom thread of 2017, I swear to god.
I came, I laughed, I came, I laughed. in that specific order.

>> No.4181096

>>4181080
I think it's just because it was enormously popular back in the day, and because it's fundamentally a fun and appealing game, it's really easy to draw in basically all kinds of people.

It's like living in a city, there's gonna be more people there than in a suburb or rural area, the risk for crime is higher simple because there's more opportunities to meet people.

>> No.4181098

>>4181093
I hope Weirdo McToaster didn't scare away the drawfag.

>> No.4181101

>>4181098
I hope he falls into the bathtub.

>> No.4181106 [DELETED] 

>>4181086
so what are you saying exactly. that i should just put up with the fact that nearly half the posts here are about another game i don't care about? if quakers can make 200+ posts every two days about their game they can easily sustain their own thread. that "retro fps thread" thing was put into the OP years ago when there would be maybe 25-50 posts about other old FPSs per thread, which was tolerable and even interesting. but now you are drowning out the thread.

>> No.4181107

>>4181071
>Who?
Exactly.

>> No.4181109

>>4181106
no one cares about you, stupid faggot

>> No.4181112 [DELETED] 

>>4181109
so what you're saying is, i am in a minority, and the majority of posters here are quake players? why not rename the thread to QUAKE THREAD / RETRO FPS THREAD and be done with it? at least then i know where i stand.

>> No.4181113
File: 343 KB, 843x516, tumblr_oufqgpbM6C1vlxspxo1_1280.png [View same] [iqdb] [saucenao] [google] [report]
4181113

>>4181106
We can talk about Wolfenstein too, if you like.

>> No.4181119

>>4181112
what i'm saying is nobody is going to separate the thread for you just because you find it inconvenient

>> No.4181127

>>4181080
You get a lot of people who are unable to let go of anything.

>> No.4181130

>>4181119
it seems somebody already did separate the thread.
>>4167290

>> No.4181140

>>4180973
i got a SanDisk for $15 & it's working well

>>4180978
>I live without money. I don't even have a bank account.
so, you're homeless. iktf

>>4181024
this is the tl;drs of tl;dr. not even that zdf thread of 4 dimensional carmack class mind fuckery is this avoidable

>> No.4181146

>>4181106
Yes

>> No.4181150

>>4181130
Interesting.

Maybe the next OP of this thread should be renamed to "id general thread."

>> No.4181156

>>4177969
see >>4181150:
>Maybe the next OP of this thread should be renamed to "id general thread."

>> No.4181157
File: 39 KB, 800x600, endtrail.jpg [View same] [iqdb] [saucenao] [google] [report]
4181157

>>4181106
>>4181130
>tfw people just take this as the Doom thread and not a place for all retro FPS

>> No.4181161
File: 1.46 MB, 1049x1200, 08_02_2017_quakeguy_by_makkon-dbioilq.png [View same] [iqdb] [saucenao] [google] [report]
4181161

>>4181157
In no small part due to people like >>4181074 who have less than great reading skills.

WHEN'S QUMP

>> No.4181163
File: 998 KB, 250x251, we just don't know.gif [View same] [iqdb] [saucenao] [google] [report]
4181163

>>4181161

>> No.4181168

>>4181063
>you are beyond buzzwords,

kek

>>4181130
man that's a shame. not that we don't talk about a lot of other games. raven software's stuff and marathon are mentioned a lot

>> No.4181173 [DELETED] 

>>4181161
no. regardless of front-cover text -- the first line of which was, as i recall, standardized in late 2014 -- doom threads began as doom threads, and have always been primarily concerned with doom. i'm sorry if you don't remember that far back. (emphasis on primarily, since you seem to be into language lawyering.)

>> No.4181178

>>4180813

Your opinion is the most baffling thing I have read in a while.

I mean, would you expect doom 1 to run on a 1983 home computer ?

>> No.4181179
File: 14 KB, 645x368, mainly.png [View same] [iqdb] [saucenao] [google] [report]
4181179

>>4181173
>language lawyering

>primarily
>"for the most part; mainly."
Everything seems to be in order, then! This thread is the most discussion a /doom/ thread has had about Quake in quite some time, and that was primarily one cool cat drawing some porn and a couple people helping each other with map making. There was even a bit of Unreal discussion thrown in there.

I'm sure next thread will be back to the usual "Here's some monster recolors I made in MS Paint and a map set the computer made for me with Oblige," don't worry.

>> No.4181183

>>4181168
Blood too, and occasionally Strife, if only to talk about the quality of the voice acting and how crap most of the guns are.

>> No.4181185
File: 292 KB, 1013x665, fucking doors.png [View same] [iqdb] [saucenao] [google] [report]
4181185

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

These fucking doors are pain to make. Self-referencing sectors and all.

>> No.4181202
File: 36 KB, 320x401, I have no sides and I must kek.jpg [View same] [iqdb] [saucenao] [google] [report]
4181202

>>4181093
>>4181063

>> No.4181207

at least we still have the porn

>> No.4181210
File: 56 KB, 640x480, 1502387791.png [View same] [iqdb] [saucenao] [google] [report]
4181210

>>4181185
i guess that's the same kind of door as in MM2 map01. unless you're restricting yourself to vanilla, there's probably a better way to do them than self-referencing sectors.

if you're using Boom linedefs i think 242 (transfer heights) can be made to do what you want with suitable control sectors. i'll try to think of a wad where the effect is achieved (one doesn't immediately occur off the top of my head)

>> No.4181218

>>4181210
The transfer height sounds bit too fiddly - while the self-referencing sectors are fickle, I am much more familiar with them.
Debugging them is just a pain sometimes.

>> No.4181234

>>4181183
and RoTT and rarely System Shock 1.

>> No.4181250

>>4180993
>doomguy can't take many hits before he's forced to scurry away for health; 5-6 imp fireballs or as few as 1-2 revenant missiles can leave him dangerously close to death

I would say this is pretty tough.
How many missiles to the face can you take and still live?

>> No.4181264

>>4181106
man, i can't believe people are posting about retro fpses in the retro fps thread

what a shame

>> No.4181274

>>4181168
>>4181183
>>4181234
yes, yes, this is all well and good but most of us are here for doom. and when you come back to the thread after a few hours and find two or three hundred new posts and you're thinking "great there's bound to be something fun here" but then you find it's nothing, i mean not even someone shitposting on a subject you're interested in, but absolutely nothing you're interested in, and reading it was a complete waste of time, you think "maybe i'm in the wrong thread? maybe the thread should be changed to reflect its new subject" or whatever. just a thought.

>> No.4181281

>>4181264
it's the doom thread, plus, as a courtest, other retro fpses that don't get enough posts by themselves to sustain their own thread. at least that's how it was historically.

>> No.4181282

>>4181274
>i can't believe the discussion isn't always about something i'm personally interested in!

>> No.4181283

>>4181281
man, i can't believe people are posting about retro fpses in the retro fps thread

what a shame

>> No.4181286

If I give a monster the +DROPOFF flag, will he be able to drop down ledges assuming nothing is in his way?

>> No.4181291

>>4181274

You're not the only person in this thread.
I'm sorry you're not invested in every topic that happens in this thread.
You can get over it.

>> No.4181301
File: 1.77 MB, 1920x1080, Screenshot_Doom_20170810_211827.png [View same] [iqdb] [saucenao] [google] [report]
4181301

>>4178476
Completed E2 on IADI
Deathcam was unexpected
Also ketchup
Lots of ketchup

>> No.4181302

>>4181286

If I remember correctly, yes.

>> No.4181305

>>4180601
>https://forum.zdoom.org/viewtopic.php?p=1013617#p1013617
>Juvenile Power Fantasy is not winning any awards anytime soon.

WE'LL
SEE
ABOUT
THAT.

also
>not spriting over the image rips
goddamnit i had enough of this with AEOD. cut it out. reeeeeeeee

>>4180730
>>4180726
>>4180724

oh boy more feedbacks. okay.

>may i suggest though, making lines around the teleporter impassible to monsters, so you don't have to chase them down if you want 100%? it might also be nice to not have to run up the whole tower again after teleporting down. although it turns out the inner walls angle happens to favour wallrunning.

Will apply the blocking lines to the candle secret. Will also stick a teleporter in the courtyard so you don't need to climb again.

>it looks a lot more interesting now with the extra detailing, and there are things to shoot on the way. a shame that two of them are barons, whose high health means the ascent cannot be as pacy as one might like. i guess this is where doom1's (lack of) monster variety is detrimental.

Hm, yes. I'll end up removing them. They were originally specters, but those were too thicc to get through, though the barons seem to be a bit clunkier and -sometimes- get through.

>not sure what you mean. i just do playtest recordings :)
Ah, I mean in most cases of concept art, the artist will show off his works to higher-ups, and they'll mark things down with little notes, scrawlings, and other things (ae: "these spikes look nice but should be spread out more and all over the body", "this looks too visually noisy for what you're trying to accomplish, here's something similar at greater effect for about half the effort", "i really like this idea but i dont think it's fitting for X" , as usually concept artists have a hard time picking up on just simplistic words. Something akin to that.

this is a long comment, (1/2).

>> No.4181310

>>4181250
>How many missiles to the face can you take and still live?
you are the funny joke man. ha ha. to answer, obviously very few, but i am just a regular human, not a video game protagonist.

my point was that i believe that on the scale of video game protagonists doomguy is relatively fragile and there are other video game protagonists who are more durable.

one of them might well be ranger, i don't know. i guess the people who would best be able to judge this are those who balanced Samsara.

(of course then there are many who are less durable, those games where a single hit is fatal. but those usually have lives and you can get extra ones.)

>> No.4181312

>>4181301
oh no a polar bear fell on BJ

>> No.4181317
File: 35 KB, 400x300, 1502319271236.jpg [View same] [iqdb] [saucenao] [google] [report]
4181317

>> No.4181324

>>4181113
that's cute and the sort of thing that should be used for thread images. >>4177969

>> No.4181331
File: 818 KB, 1920x1080, Screenshot_Doom_20170810_212029.png [View same] [iqdb] [saucenao] [google] [report]
4181331

>>4181312
He had a lot of ketchup

>> No.4181338
File: 1.92 MB, 1280x1024, Screenshot_Doom_20170810_144630.png [View same] [iqdb] [saucenao] [google] [report]
4181338

>>4181305
>at the tower top, actual live barons attacking from behind dead baron decoration textures was an inventive if rather counterintuitive idea, and quite dangerous. on the other hand i think having both a bfg and an invulnerability makes the single cyberdemon an easy kill.

I'll probably pull the invuln and put the sousfere in it's place or something, though prior playtests found it "okay" for the cramped space in comparison to E2M8Classic.

The barons-in-walls is a bit of a pull-and-ploy/play from Purgatory, another DOOM wad, pictured.

>earlier in the map, it seems monsters around the red key are just kind of there. they wake up and wander out of the room, leaving the player to go in later, get the key (which looks like setup for an ambush) and wonder why nothing happened, anticlimatically. although perhaps you didn't want both sides to be an ambush.

Yeeah, they really shouldn't do such. More monster block lines and a second sound blocker I guess. Not sure of what to fill room with, in ambush terms. At the same time though, having the sides come to you is part of the play.

>i don't see why so many lines around the blue key need the lower floor action. it causes an excessive amount of loud clunking.

Unfortunately, I had no other ideas on how to make the entirety of the raised key pedestal properly receed, what with being the overly large floor button that it is.

>> No.4181340

>>4181312
super noahs ark 3d crossover?

>> No.4181346
File: 673 KB, 1920x1080, Screenshot_Doom_20170810_212028.png [View same] [iqdb] [saucenao] [google] [report]
4181346

>>4181340
No
Just some german crazy scientist creating zombie mutants

>> No.4181352

>>4181106
mate fuck off

This is not the doom general
this is not doomworld/zdoom expat complaint central
Hell Quake has been a close second to doom in discussion since day 1.

there's a reason "retro fps" was added to the title. The majority of the general agreed they are interested in discussing more than just doom. If people disagreed they would have changed it back years ago. Discussion off other games may rise and wanes from time to time, but it's always there. last week we had a massive multi game discussion about rocketjumping and engines

>> No.4181360

>>4181032
He's right.

>> No.4181363

>>4181352
>last week we had a massive multi game discussion about rocketjumping and engines
Which was interesting and constructive, best bit was people figuring out which games which forms of rocket/grenade jumping came first and how they did shit differently.

>> No.4181365

>>4181360
no, you're not

>> No.4181371

>>4181363
>interesting and constructive
perhaps if half the conversation wasn't founded on imagination and speculative conclusions of the same toasterposter that is harassed in this thread

>> No.4181386
File: 52 KB, 800x425, itssoeasy.jpg [View same] [iqdb] [saucenao] [google] [report]
4181386

>>4181024
>>4180996
>>4180978
>>4180920
>>4180904

It's so easy, you guys!

>> No.4181423

>>4180440
>>4180284
>>4177969
>>4177970
>>4181338

Parsing for map requests again.

>>4180775
>>4179293
Literally this https://www.youtube.com/watch?v=kMN7V-xcCIY but DOOM.

>> No.4181428

>>4181423
see also:
>>4179325
>>4179337
>>4179330
>>4179312

>> No.4181435

>>4181428
>>4181423
TLDR: Overlord (what is basically described as Pikmin but Evil) would be a better fit than just straight up Pikmin.

>> No.4181453
File: 195 KB, 800x600, Screenshot_Doom_20170810_212833.png [View same] [iqdb] [saucenao] [google] [report]
4181453

New sounds and eyes for Mr. Beret, he'll sound real mean and aggressive.

Mr. Sawyer can now drop down from ledges to pursue you, partially this was because he spawns in the chaingunner slot, meaning there's plenty of times where he spawns somewhere which is completely fucking useless for him, and he's just target practice for you. It's not flawless, because sometimes they're spawned in blocked off cages or windows, but it'll make him a LITTLE bit less crippled.
The other reason is that I wanted him to be more dangerous, he'll pursue you more aggressively this way.

Of course, this can mean that he can potentially fall down from some height, either down in a pit where he's possibly useless again (unless there's a reason to go down there), or he falls from a cliff far up above where you had no idea he was there, and he lands on your head with his chainsaw out of nowhere, but, eh, that's situational enough that I don't think it'd be a huge issue, and also, the latter is metal, so I think I'll let it fly.

>> No.4181458

>>4181453
Oh yeah, SSG fatso no longer spawns, because fuck him.

Pistol zombies and subgun zombies have a random chance to let loose a longer string of rapid fire of random length.

>> No.4181460
File: 1.81 MB, 1600x900, Screenshot_Doom_20170810_121022.png [View same] [iqdb] [saucenao] [google] [report]
4181460

is this the definitive way to play doom?

>> No.4181461

>>4181460
At least it isn't that horrible unreal build where any and all metal surface has a mirror sheen mapping to it regardless of whether or not it makes sense or not.

>> No.4181465

>>4181460
>no brutal doom
nah

>> No.4181469

>>4180865
Literally no better

>>>/a/

>> No.4181472

>>4181461
i almost forgot about that shit. fuck you for making me remember it

>>4181465
this horrible hd monster sprite doesn't work with brutal doom, otherwise i would've used that

>> No.4181491
File: 2.39 MB, 2448x3264, sorg.jpg [View same] [iqdb] [saucenao] [google] [report]
4181491

lunch break. don't know for how long will the system be gone for but it's been two days now. I'm already used to not doing shit

>> No.4181501

>>4181491
D'awww

>> No.4181506
File: 12 KB, 191x117, PLSFA0.png [View same] [iqdb] [saucenao] [google] [report]
4181506

>> No.4181513

>>4181469
stop defending yourself.

>>4181491
cute as fuck.

>> No.4181517

>>4181506
Cool.

>> No.4181520

>>4181506
I love the plasma gun, and this is a nice angled variant.

>> No.4181545

>>4181460
Not even slightly. Use Smooth Doom, not Brutal, go into GZDoom display options and find the best filters for you. Also use Restored sound FX and anons palette mod

>> No.4181548
File: 9 KB, 162x91, plsgA0.png [View same] [iqdb] [saucenao] [google] [report]
4181548

>>4181520
someone posted a really rough edit last year in the spriting carnival, so I picked it up and started polishing it and took some artistic license with the back end of it

it does still have some minor angle problems but its good enough for my use right now (it also has a minor hand problem)

>> No.4181553
File: 2.82 MB, 640x360, tassiepinky.webm [View same] [iqdb] [saucenao] [google] [report]
4181553

>>4181460
No, but this is.

>> No.4181558

>>4181553
>shotgun
>it's just a rifle that fires seven shots really quickly
incredible

>> No.4181567

>>4181545
>Also use Restored sound FX
Is that Sound Caulking or another mod?

>> No.4181568

>>4181553
>that pinky demon
https://www.youtube.com/watch?v=3kpbjkyfxFs

>> No.4181573

>>4181506
>>4181548
Okay, now that IS pretty.

>> No.4181576

>>4181545
thank you for reminding me of this, I havent picked up smooth doom yet for some reason, I think im going to grab it and use it as a base (to expand off of) for my personal mod, to make sure all the extra stuff like gibs and blood splatters doesnt have to be added in separately

>> No.4181582

>>4181576
Smooth Doom is great for mod bases.

>> No.4181584

>>4181472
> hd sprites

something just dawned on me - we keep thinking of hd sprites as being like really high resolution and then complain about them not looking pixelated like we want (ie, horrible)

but think about this... the sprites in games like Duke3d and Rise Of The Triad were a higher native res than the doom ones because comps had a little more power by the time those games came around

usually only about 25-50% larger but still it looked quite abit more detailed somehow

what if they were just 50-75% larger, and not all smoothed out and crap but had noise or grit added on to make them not look like mud...

>> No.4181585

>>4181553
>get
>DOWN

>> No.4181586

>>4181585
yeah that's what i thought of too.

>> No.4181596
File: 63 KB, 500x385, 1472146992924.jpg [View same] [iqdb] [saucenao] [google] [report]
4181596

>tfw was actually looking forward to discuss how to convert the weapon roles and values from Doom to Quake and vice versa, but now that topic is tainted and people will just think I'm that autistic anon or even worse he might enter into the discussion himself
M-Maybe next thread.

>> No.4181604

>>4181596

For what it's worth, I was having fun until he popped in.

>> No.4181607
File: 17 KB, 354x149, 1480206849149.png [View same] [iqdb] [saucenao] [google] [report]
4181607

>>4181585
Fuck, it works perfectly.

>> No.4181612
File: 134 KB, 1080x810, f6iXbSp1rulr5no1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]
4181612

>Need a big imposing set of sprites for a magic based enemy
>choices boil down to D'Sparil or the Heresiarch
Fuck.

>> No.4181620

Did Kaiser ever give any update on his Blood source port? Or PowerSlave? Or if they're gonna make Turok 3 and 4 with Night Dive?

>> No.4181621

>>4181620
iirc he was asked about the later turoks on intermission, and his answer boiled down to "only the good ones"

>> No.4181624

>>4181612

Such is the woe of custom sprites.

>> No.4181626

Apparently, the handle of the axe from Doom RPG is yellow, while in MetaDoom it's brown.
Just something i noticed.

>> No.4181629

>>4181624
Fuck it. I'm rolling with D'Sparil

>> No.4181636
File: 123 KB, 828x991, femheresiarch.png [View same] [iqdb] [saucenao] [google] [report]
4181636

>>4181612
>>4181624
female heresiarch

> a big evil witch
> with great seductive tits to distract you

>> No.4181639

>>4181621
Only the good ones which is what?
Cause frankly only 1 and 2 are good.

>> No.4181640

>>4181636
>that pic on the bottom right
Jesus christ how horrifying

>> No.4181646

>>4181626
>Doom RPG
I still await the day someone actually bothers to make a source port of it, Doom 2 RPG and Wolfenstein RPG, the iOS versions, not the awful JAVA one.

>> No.4181652
File: 4 KB, 64x64, Bitterman.gif [View same] [iqdb] [saucenao] [google] [report]
4181652

>>4179821
>>4180993
>>4181021
>mfw I snipe both Doomguy and Ranger from a mile away with muh railgun

>> No.4181657
File: 1.55 MB, 1018x1952, 1432204232213.png [View same] [iqdb] [saucenao] [google] [report]
4181657

>>4181636

I'm fine with sexy sorceress Heresiarch, but not like that.
That's just the same sprite with a thinner waist and big boobs, doesn't really have feminine proportions. And the face edit is awful.

>> No.4181660

>>4181652
shame you get canonically subdued and captured by strogg lmao

>> No.4181663

>>4181636
mazmon lol

>> No.4181665

>>4181636
Isn't mazmon that guy with those weird stick figure OCs

>> No.4181674
File: 97 KB, 1280x720, hunter.jpg [View same] [iqdb] [saucenao] [google] [report]
4181674

>>4181657
Please post more.

>> No.4181680

>>4181553
Shit makes me lol everytim

>> No.4181681
File: 60 KB, 675x954, 1408386762067.png [View same] [iqdb] [saucenao] [google] [report]
4181681

>>4181674

I don't have much. Heretic/Hexen art isn't really that common.

>> No.4181683

>>4181657
Someone photoshop a cock onto it.

>> No.4181686

>>4181665
maybe. i know him as the guy who tried to get Eric Harris status bar face into Freedoom. also i think he has some kind of inflation fetish?

>> No.4181689

>>4181681
Not strictly Heretic/Hexen stuff but good female versions art.

>> No.4181691

>>4181686
Yeah yeah that's the guy. Seems like he nuked his deviantart account.

>> No.4181709 [SPOILER] 
File: 218 KB, 1018x1952, 1502399586524.jpg [View same] [iqdb] [saucenao] [google] [report]
4181709

>>4181683
Fine, whatever helps you freaks get off.

>> No.4181710
File: 24 KB, 537x773, 1410463877603.png [View same] [iqdb] [saucenao] [google] [report]
4181710

>>4181689

I-I just want more Heretic/Hexen love, dude.
I like them...

>> No.4181714

>>4181636
>>4181640
This is some Chriddof level shit.

>> No.4181728

>>4181646
Someone was "supposedly" working on it

>> No.4181729

In Doom Builder 2 how can you make it so a tall wall can be split into two sectors with a horizontal line?

>> No.4181730

>>4181729
What?

Just slap some more nodes on that bitch and move them around.

>> No.4181737

>>4181730
you have no clue what you're talking about

>>4181729
raise the floor and lower the ceiling so they both connect, forming a 0-height sector.
voila, you have a tall wall with a top half and a bottom half separated

>> No.4181740 [DELETED] 

>>4181737
What? You don't have any clue what you're talking about. That's not a wall, that's literally fucking nothing.

>> No.4181743

>>4181737
Alright this seems to have worked, thanks!

>> No.4181748

>>4181740
>>4181745
s'arais please stop trying to give mapping advice, thanks

>> No.4181750
File: 423 KB, 1600x900, Screenshot_Doom_20170810_173426.png [View same] [iqdb] [saucenao] [google] [report]
4181750

>>4181745
>>4181740

Stop.

>> No.4181760

>>4181743
welcome
it's a neat little trick that can be used in a lot of ways

>> No.4181768 [DELETED] 

>>4181750 >>4181748
Except this isn't what he asked, and this is still one sector.

>> No.4181771

>>4181768
the fact that he responded with >>4181743 seems to indicate otherwise

you can stop now

>> No.4181778
File: 13 KB, 658x276, split.png [View same] [iqdb] [saucenao] [google] [report]
4181778

>>4181771
It's still not what he asked, THIS is.

Had he said "how would i split a single wall into two-three textures" then it would be correct.
That is clearly NOT two sectors.

>> No.4181780

>>4181778
>that process
Jesus christ.

>> No.4181781

>>4181778

Okay, see this?
Do not ever fucking do this.

>> No.4181782

>>4181778
that seems like a fantastic way to fuck up your nodes

>> No.4181784

>>4181778

P L E A S E
D O
N O T
D E S T R O Y
Y O U R
N O D E S

>> No.4181787
File: 25 KB, 500x375, 1445780020456.jpg [View same] [iqdb] [saucenao] [google] [report]
4181787

>>4181778
he didn't get the terminology exactly right, but the guy who helped him interpreted it correctly and provided the right answer to his problem

stop posting

>> No.4181790

>>4181778
with that process that is nearly guaranteed to fuck up the nodebuilder down the line, i must assume you are simply trolling

>> No.4181791

>>4181784
>>4181780
>>4181781
>>4181782
>>4181784

This doesn't even do anything. Stop blowing things out of proportion.

>> No.4181796

>>4181778

Holy shit, dude. You're wrong. You didn't understand the question and gave the wrong answer.
It's okay. It happens. Misunderstandings happen. People are sometimes wrong on the internet. Sometimes you say stupid stuff.
His problem is solved. Stop trying to insist he actually meant something else.

Is this really the hill you want to die on?

>> No.4181797 [DELETED] 

>>4181787
Fuck off Mr. Lahey, you're drunk again.

>> No.4181801 [DELETED] 

>>4181796
>I'M wrong when he said TWO SECTORS
whatever man. we're all in hell already anyway.

>> No.4181809

>>4181801
>>4181778
>>4181745
>>4181740

S'arais, please stop trying to give advice on mapping. Thanks in advance!

>> No.4181815 [DELETED] 

Report and ignore.

>> No.4181823

>>4181819
>>>/sthg/

>> No.4181829

>when you're such a faggot that you get banned from the other doom communities and now spend your days trying to fit into the /vr/ community even though they all hate you and nobody wants you around
HUH

>> No.4181864 [DELETED] 

>>4181829
You've been at this for five years. Stop.

>> No.4181869 [DELETED] 

>>4181864
I just want toasterposter and Sarais to go away huh :(

>> No.4181872 [DELETED] 

>>4181869
No, you're the Doombabby poster.

>> No.4181876 [DELETED] 
File: 27 KB, 720x480, 1497211325147.jpg [View same] [iqdb] [saucenao] [google] [report]
4181876

Reminder to only post friendly opinions and constructive advice, disregard bullies under pain of death.

>> No.4181879
File: 13 KB, 353x459, 1479435964432.jpg [View same] [iqdb] [saucenao] [google] [report]
4181879

What key bindings would you recommend me to take best advantage of the instantaneous weapon swapping in Quake?

>> No.4181881 [DELETED] 

>>4181876
>This desperate to deflect being revealed that you rely on this copy-pasta

>> No.4181882 [DELETED] 

>>4181876
>stepping on snek
DELET.

>> No.4181883 [DELETED] 

>>4181872
Fuck no I ain't, fucking doombabby guy can get the fuck out too

>> No.4181884 [DELETED] 

>>4181864
>>4181872
nah the writing style is wrong

>> No.4181885

>>4181879
rebind pipe, rockets and lighting to something you can easily change on the whim
just use whatever feels comfortable

>> No.4181886 [DELETED] 

>>4181876
God, just fucking kill yourself.

>> No.4181896

>>4181893
... good, they're doing good.

>> No.4181897
File: 8 KB, 197x255, 1470999950376.jpg [View same] [iqdb] [saucenao] [google] [report]
4181897

>>4181869
What if they both teamed up to make their own megawad? It will be so intricate and masterfully complex only true connoisseurs will be able to get it, while plebs like us will get their poor brains fried!

>> No.4181903

>>4181893
>Stop this meme. This doesn't exist. At all.
oh identifying a person via their writing style is absolutely a thing. it's how they worked out who was the Unabomber. quite fascinating, really.

>> No.4181906
File: 145 KB, 962x382, 1481874847191.png [View same] [iqdb] [saucenao] [google] [report]
4181906

>>4181893
>What's up with the lightning gun and laser gun, anyway? How do they do.
The Laser Cannon will most likely be a an outright replacement for either the Super Nailgun or the Thunderbolt when you play as SoAnger, obviously,

>> No.4181924
File: 6 KB, 256x34, COLORMAP.png [View same] [iqdb] [saucenao] [google] [report]
4181924

>>4180417
>>4181548
>>4181545

churned out another palette edit based on "Doom PalPlus" this time since it already had the dark colors handled better (they get sorta desaturated)

however I also hit the Colmap too... and as an added plus (if you consider it as such) I modified the invulnerability palette to make you "see red" constantly (similar to heretic's amber invulnerability).

Some colors still stick out with distinction, stuff related to explosions or plasma shots should still be distinguishable as orange bits.

unless there's any serious issues with this one, Im thinking this will settle as my contribution to the community along with that plasma gun

ill follow up this post with a test run on those figurine samples like before

https://mega.nz/#!75RmSBzK!XtfrDf7wZRjoF0UAyQ_r66mExTry9ad1k7nh4rgdrXs

>> No.4181925

>>4181916
How does damage translate between Duke Nukem and Quake 2?

>> No.4181927

>>4181925
I think we need the resident professional d44m deconstructionist on this case.

>> No.4181928

>>4181925
>Quake 2
All the guns are shite except for railgun

>> No.4181929
File: 72 KB, 1024x600, super doom palette copy 3.png [View same] [iqdb] [saucenao] [google] [report]
4181929

>>4181924
the only anomaly is the blue for the plasma gun still seems to wash out abit like it does in btsx, but I dont think folks usually have a problem with this.

(the colmap intentionally takes some bright colors and extends them down into the darker ranges so that you will still see those colors in the dark even if they're not +Bright or fullbright states)

(this being sorta like reflective paint, and as far as I know there arent many textures that involve bright colors that arent also on fire or something like that)

>> No.4181932

>>4181928
You are shite.

>> No.4181936

>>4181931
Please tell me this is S'arais. You're one colossal faggot but I'd still prefer to have you than the other guy.

>> No.4181937

>>4181932
Keep thinking there isn't a reason as to why it isn't the only classical 1-3 quake game that hasn't stood the test of time.

>> No.4181941 [DELETED] 

>>4181936
It's me dude. I'm the one having fucking meltdowns trying to provide for you motherfuckers BECAUSE I LIKE YOU ALOT.

He likes to stirr shit with me for no goddamn reason because he knows I'm an easy target.

>> No.4181943

>>4181936
i would really rather not
he really contributes absolutely nothing except random tanties and self-righteous indignation

>> No.4181946

>>4181937
but that's not true at all

also lol English

>> No.4181949

>>4181937
Because of salty faggots like you. Game is not as good as the first Quake, sure, but it's still pretty good on it's own. Particularly the multiplayer.

>> No.4181954

>>4181949
>Particularly the multiplayer
The multiplayer which was split evenly between quakeworld despite q2 being the newer game? It was also rendered completely obsolete with q3.

>> No.4181961

>>4181941
By other guy I meant the quake to doom damage/toaster poster. All the bullying you get is 100% valid.

>> No.4181976
File: 78 KB, 399x240, 1497971806218.png [View same] [iqdb] [saucenao] [google] [report]
4181976

>>4181961
fucking universal slipgates

>> No.4181983

>>4181980
just be yourself and open the .exe

>> No.4181986

>>4181983
Already solved just turned the compatibility with win xp on

>> No.4182017

>>4181491
a non-lewd cute sorlag?
YES ANON YES

>> No.4182032
File: 19 KB, 75x75, 1491721566051.gif [View same] [iqdb] [saucenao] [google] [report]
4182032

PET
CACO

>> No.4182037
File: 632 KB, 1739x1275, G0QQ7ak.jpg [View same] [iqdb] [saucenao] [google] [report]
4182037

Has anyone ever extracted his face model?

>> No.4182042

>>4182037
d44mguy =/= doomguy

>> No.4182045

>>4182042
okay?

>> No.4182051

>>4182032
i can't it's spinning too fast i'll cut my fingers

>> No.4182054

>>4182037

A couple times.
He has no hair, apparently.

>> No.4182058

>>4182037
yes
he has some resemblence to doom1 mugshot

>> No.4182060

>>4182054
> modelling hair under a helmet that is never removed

>> No.4182063
File: 471 KB, 622x479, 1502059833083.png [View same] [iqdb] [saucenao] [google] [report]
4182063

>>4182037

>> No.4182067

>>4182063
he's only missing the hairdo.

>> No.4182069

>>4182063
HE'S GETTING OLD

>> No.4182071

>>4182060
Okay?

>> No.4182075

>>4182037
I always wondered what the little vent-like doodads on his helmet were for

does he get sweaty inside

>> No.4182078

>>4181709
Terrible.
That's clearly a fucking hen.

>> No.4182079

>>4181961
cyber bullying
> this deserves a cyberdemon image

>> No.4182080

>>4182063
pretty sure the original non-zenimax doomguy is grey eyed

>> No.4182081

Which custom wad has the best skyboxes

>> No.4182082

>>4182075
>What do VENTS for VENTILATION do?
gee i wonder.
they also have aliens in them.

>> No.4182083

>>4182081
goldsrc for quake

>> No.4182084

>>4182082
I thought they were amps
imagine the sound engineering on that thing

>> No.4182085
File: 342 KB, 1280x1024, Screenshot_Doom_20170810_195440.png [View same] [iqdb] [saucenao] [google] [report]
4182085

>>4182080
Blue, actually.

>> No.4182089

>>4182084
For what purpose would they serve, though?

All I see on this helmet is a bunch of useless doodads that are only there because they look cool
>weird ear-vent-flap things on the original art
????

>> No.4182093

>>4182085
maybe the demons corrupted his essence to become brown eyed

>> No.4182097

>>4182093
Demon mentality is on-par with Space pirates and tubes.

>> No.4182102

why are the demons in this game so adorable?

>> No.4182104

>>4181879
Bind the far off weapons to closer keys. Q1 is easy because there's few enough weapons you don't have to mangle shit up- you can leave axe, shotgun, double barrel and nailgun on 1234 and put SNG, grenade launcher, rocket launcher, and lightning on QERF (assuming you use WASD). Hell, you can even set up aliases so one key always picks the best nailgun you have, or switches to the RL if you have it but the GL if you don't, or etc.

>> No.4182106
File: 139 KB, 473x634, 1497123147384.png [View same] [iqdb] [saucenao] [google] [report]
4182106

>>4182102
Same reason Aku is: perfect balance of funny and truly sinister/intimidating.

>> No.4182123

>>4182102
Because they are cartoons, perhaps?

>> No.4182127

>>4182104
my current set up is pretty basic. I only have SNG bound to mouse2 and g/r set for nade and rocket launchers respectively, the rest I can pretty much reach without the least issue

>>4182123
but the demons in doom 4 are cute too.

>> No.4182134

>>4182127
>but the demons in doom 4 are cute too.
d44m demons are a mixture of laughable and pathetic

>> No.4182138

>>4182134
nah

>> No.4182165
File: 334 KB, 397x559, 1502412196632.png [View same] [iqdb] [saucenao] [google] [report]
4182165

>>4182134
say tht to my face faggot not online and see what happens

>> No.4182189

>>4181324
I was thinking of using something to promote 300 Minutes of /vr/, but I guess I can use this.

>> No.4182194

>>4182189
I'd appreciate it if you used >>4178808 in the news post to draw people's attention.

>> No.4182205

>>4182194
Alright, then.

New thread.

>>4182198
>>4182198
>>4182198

>> No.4182238
File: 106 KB, 578x582, 1481166202432.png [View same] [iqdb] [saucenao] [google] [report]
4182238

>>4181928
>being so desperate for retro fps street cred that you reply with Quake 2 whining to a completely inconsequential post

>> No.4183326

>666 posts at time of my posting
i fucking ruined it

>>
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