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/vr/ - Retro Games

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4225895 No.4225895 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4221815

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg



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










>> No.4225902


300 MINUTES OF /vr/
-Speedmapping project managed by 300manager !Os4LYDp5eQ
-Extended until 30 or 32 maps are made
-Original rules can be found here

-May be released within the next two weeks

-Project is underway
-All rules found here

-Looking to update the OP, suggestions are welcome

=== NEWS ===

[8-29] Juvenile Power Fantasy v1 release

[8-25] Lithium v1.5 released after 9000 years

[8-24] Quake Champions: Doom Edition (QCDE) Teaser (DBThanatos)

[8-23] Doomskater v1 released; removes friction

[8-22] Intermission E2M8, featuring Alfonzo and MTrop

[8-22] Anon shares a level

[8-22] Doomguy to get Classic, Q3, and D3 armors in Quake Champions

[8-22] D4D put on hiatus

[8-21] Realm of Suffering updated

[8-20] SM179 for Quake released; Wizard-themed speedmaps

[8-20] Anon release; gun sounds with him saying 'shoot'

[8-19] New Doom II world record (18:48) made possible with recently discovered trick

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4225917

I do wonder why there aren't any throwable grenades in SS2's Campaign? Why no Gas grenade, Fragmentation grenade, nor EMP Grenade like in SS1?

>> No.4225920

SS2 wasn't even a System Shock game for most of its development.

>> No.4225930

It looks good! I consider fix3 to be complete version of Perfect Faggot. Thanks for taking the time to do that.

>> No.4225935

i love that picture

>> No.4225941
File: 31 KB, 300x300, 199b2c2734a32890ec0765658e21a3c51a6bcb81.png [View same] [iqdb] [saucenao] [google] [report]

Oh really?

>> No.4225943

Sooo hows 300 minutes of vr doing ? Haven't seen many submissions in a while

>> No.4225946

thanks, just got to make sure 300manager sees it now.


>> No.4225949

not 300manager but this is what i have. 28 maps. still unordered, i still have a load to test.

01 - 300minsconceptign.wad - - SARAIS
02 - crashsite.wad - CRASH SITE - HEXENMAPPER
03 - 300vr_anon.wad - -
04 - Bay54.wad - BAY 54 - RED
05 - GravelandFix2.wad - GRAVELAND - AXEBEARD
06 - bre_300vr_a.wad - SUPREME WEBBED COURT - BREEZEEP
07 - MtHeck.wad - MT. HECK - SKELLY
09 - BlueSanctuary.wad - BLUE SANCTUARY - HEBRIDEAN ISLE
10 - PerfectFaggotFix3.wad - PERFECT FAGGOT - FAGGOT
11 - syndicate.wad - SYNDICATE - ROLO
12 - toomb.wad - TOOMB - HEXENMAPPER
13 - 300min-amok.wad - COLLIDER - AMOK
14 - faggotbeneath.wad - FAGGOT BENEATH - FAGGOT
16 - donutcurse300vr.wad - CURSE OF THE DONUTS - TURRET49
17 - MoonlitHarbor.wad - MOONLIT HARBOR - A2ROB
18 - SubterraneanHideout.wad - SUBTERRANEAN HIDEOUT - 300 MANAGER
19 - Labradoodle.wad - TOP SECRET LABRADOODLE - REVAE
21 - ThePunchDimension.wad - THE PUNCH DIMENSION - DOGMAN
22 - 300minutev13.wad - PURGATORI - CHARCOLA
23 - the_park.wad - WELCOME TO THE PARK - RJY
24 - WarehouseCleaning.wad - WAREHOUSE CLEANING -
25 - IconOfShame.wad - ICON OF SHAME - 300 MANAGER
26 - bre_300vr2.wad - THE ROOM OUT OF SHAPE - BREEZEEP
28 - 300min-amok-goslowly.wad - GO SLOWLY - AMOK

>> No.4225951

that took all of five seconds

>> No.4225957

lol btfo

>> No.4225967

You should note which map takes spot 09 and 30.
I could guess IconOfShame for 30, but I've got no clue if a map already uses special tags from map09.

>> No.4225989

indeed, i am aware of the following

>25 - IconOfShame.wad - ICON OF SHAME - 300 MANAGER
this is map 30

>26 - bre_300vr2.wad - THE ROOM OUT OF SHAPE - BREEZEEP
these both have secret exits so need to be maps 15 and 31

>07 - MtHeck.wad - MT. HECK - SKELLY
this one the author wants a hellish sky. i'm not sure if 300manager has decided on sky textures yet.

as for map07 (i think you mean, not map09!) nobody's used the sector specials yet. maybe it would be nice to keep it that way for once, and avoid "oh another dead simple clone" syndrome..?

>> No.4225993

Is it acceptable in HUMP to have all switches be shooting CHAINMAN texture in the dick?

Can I have dick waterfalls?

Can I put dicks in the map?

>> No.4226026 [DELETED] 

Just to spite you :^) but also for convenient refrence

>> No.4226035

Warehouse Cleaning anon here. I'll probably pull another map together tomorrow if it helps to get the ball rolling again on finishing this thing.

Maybe I'll actually release it under my usual alias, but I dunno if I want to put my name on a set along with a dude named Faggot,
ya know?

>> No.4226039

>ya know?
I don't, no. Why would it matter?

>> No.4226040

i think there's a reasonable difference between submitting a project under the name niggerhitler420 and somehow happening to be in the same room as the guy

>> No.4226048 [DELETED] 
File: 200 KB, 1280x1024, Screenshot_Doom_20170830_144615.png [View same] [iqdb] [saucenao] [google] [report]

But okay.

Still keeping them for convenient reference though.


>> No.4226051

Cause I think it's dumb to have a slur as your name, is all. >>4226040 is probably right though, it's not really a big deal if I post my usual name one way or another for this.

>> No.4226053
File: 597 KB, 1366x768, Screenshot_Doom_20170830_104447.png [View same] [iqdb] [saucenao] [google] [report]

which monster did this come from?

>> No.4226054

Seems like you might just be a faggot too, only afraid to admit it.

>> No.4226057

But it's not? It's a meatball.

>> No.4226064


I agree that it's dumb to choose an intentionally-provoking name and then act surprised when people say it might not be good, but I don't think it should affect how you carry your own contributions.

>> No.4226071

I doubt that it would be a problem if your alias isn't connected to your real identity.
People seeing it will just think of this general and that it's just a chan thingy.

>> No.4226072

argh i've played that but i can't name it. combat shock?

>> No.4226079

keep in mind that dump 2 and 3 had maps by The Gay Agenda, which is quite a politically-charged phrase
they were good maps and were received well by the community

>> No.4226083

most computer users would have copied them into a text file and saved it to desktop by now. not you though. you're not like the other mundanes. you're different. you're special.

>> No.4226085

>then act surprised when people say it might not be good
I don't act surprised, I just insist that I still be called it.

It's just what my mom called me. I didn't pick the name.

>> No.4226094

pull the other one mate, it's got bells on

>> No.4226097
File: 421 KB, 1920x1040, gzdoom_2017-08-30_15-00-15.png [View same] [iqdb] [saucenao] [google] [report]

Who /dumb/ here?

>> No.4226112

i don't get it, what's so dumb? that you took 9 minutes to finish the map? big deal

>> No.4226114

I see the par time and it makes me feel stupid

>> No.4226115 [DELETED] 
File: 1.14 MB, 1280x1024, Screenshot_Doom_20170830_151125.png [View same] [iqdb] [saucenao] [google] [report]

You can stop, on-topic posts are not off-topic.


how about that Demons of Problematique?

>> No.4226118


Romero's par times are insane.

>> No.4226119 [DELETED] 

oh i see. well the par times were made by good player who knows the maps, running through them to the exit (not getting 100% kills) on HMP skill, then rounding up to the next 30 seconds.

>> No.4226125

what do you think my mom called me?

>> No.4226126

oh i see. well the par times were made by good player who knows the maps, running through them to the exit (not getting 100% kills) on HMP skill, then rounding up to the next 30 seconds.

they're more to give you something to strive for, than a result you should be getting on your first or second try.


>> No.4226127

What is the point of par times anyway? Most people into speedruns are more interested in getting 100% kills as fast as possible, The par times here don't allow for it, and consider a lower difficulty too.

>> No.4226130

Your birth certificate does in no way say "FAGGOT"

>> No.4226132

>Most people into speedruns are more interested in getting 100% kills as fast as possible
in Doom, speedruns are to exit the map as fast as possible, and maxruns exit the map with 100%kills/secrets as fast as possible.

>> No.4226136
File: 314 KB, 1280x480, hump.jpg [View same] [iqdb] [saucenao] [google] [report]

>There are some qualities—some incorporate things,
>That have a double life, which thus is made
>A type of that twin entity which springs
>From matter and light, evinced in solid and shade.

>> No.4226137

PAR Times are for speedrunning, and really only that, aiming for meeting or beating the PAR time you will skip exploring and looking for secrets, you skip your other score, it's not how most people would play the game most of the time.
I personally prefer to take my time exploring and fighting methodically, and searching for secrets and gathering supplies.

Romero (I think he did all of them) would set the PAR times for the maps by taking the absolutely quickest route he could from start to finish, then they'd take that time and round it up to five seconds or so. Romero was involved with the maps as they were being designed, and made a fair few of them, so being the dev, he'd already be fully familiar with most of the maps and know exactly what path to take.

>> No.4226139 [DELETED] 
File: 1.18 MB, 1280x1024, Screenshot_Doom_20170830_152032.png [View same] [iqdb] [saucenao] [google] [report]

The context literally doesn't matter and it will be deleted regardless.

Echelon is a lovely mapset. Aside from this and Ancient Aliens, which mapsets have the best artstyle? Mechadon's upcoming project seems to be interesting.

Echelon's skyboxes seem to tell a story in of itself, but what it is, I can't seem to figure out.

>> No.4226140

I didn't say my birth certificate said FAGGOT, just that it's what my mom called me.

>> No.4226145

That map looks pretty. Could need some hills, rocks and trees to decorate that flat lawn though.

>> No.4226152
File: 97 KB, 590x260, wow.png [View same] [iqdb] [saucenao] [google] [report]

now this is mapping

>> No.4226153

Peeing after nutting vs. with morning wood

>> No.4226154

a m a z i n g

>> No.4226157

lol and Graf Zahl says the Heretic textures are too limited to do any good.

>> No.4226160

Do most people here do pistol starts?
I don't, but I hear some people cound that as cheating somehow.

>> No.4226161
File: 23 KB, 600x484, c4a.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4226169

>Do most people here do pistol starts?
i do. i don't think everyone does. if i had to guess i'd say it's about equal parts do and don't. but i really have no idea.
>I don't, but I hear some people cound that as cheating somehow.
it's not cheating but it can be unbalancing. many maps are designed to be pistol-started and bringing weapons/resources from previous maps results in the map being too easy. this is a common problem in community projects where each map was made by an individual working independently from the rest.

>> No.4226171

I normally do pistol starts UV cause of autism

Continuous if im replaying something or want a more relaxed experienced but honestly if a WAD is too hard I'd rather bump down difficulty than stop doing pistol start cause its fun.

>> No.4226192

oh, ok thanks

>> No.4226197

no i meant the map. i've no idea where the monster is from, sorry.

>> No.4226202


Colourful Hell updated to 0.91


>> No.4226218
File: 1.03 MB, 1280x480, seamonkey_2017-08-30_15-32-51.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226219
File: 751 KB, 2000x2000, e2maps.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4226220

Cacoward detected.

>> No.4226225

fucking lol mate

>> No.4226235
File: 485 KB, 1366x768, Screenshot_Doom_20170829_112839.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226245

that is an excellent image

>> No.4226259

>Juvenile Power Fantasy
>start getting reamed as soon as I come across an enemy

I feel like I'm missing something.

>> No.4226265

is there a reverse version of that where he's smiling at the top and then bloody or pissed off at the bottom?

>> No.4226268

it's not your power fantasy

>> No.4226270
File: 2.91 MB, 320x240, Labra1.webm [View same] [iqdb] [saucenao] [google] [report]

top secret labradoodle (300min)

super nice! varied environment of industrial areas, caves, and slimy tunnels, blended together into a nonlinear yet unconfusing layout. if this is the kind of thing to expect from REKKR then we are really in for a treat.

i can't see much that needs fixing here. a few minor texture misalignments only visible if you're looking for them. it might be worth splitting lines 73 and 74 (the back of the lift north of the start) just to have thin strips of DOORTRAK at the edges instead of a block tile all the way across, but I'm being nitpicky.

you can bump the backpack and get it early without having to go the presumably intended route through the window by the red key, but you still have to go through the window to touch sector 12 and get credit. also maybe the the left-side chaingunner platform (sector 122) shouldn't be a secret, even though you can lower it there's nothing up there besides a dropped chaingun. plus, it's just a lift, the other two secrets are far more "elegant".


>> No.4226272
File: 424 KB, 434x725, 1504114776141.png [View same] [iqdb] [saucenao] [google] [report]

here you go

>> No.4226275
File: 2.94 MB, 320x240, Labra2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4226282

>Real Guns Advanced 2
>guns are not actually real or advanced

I feel like I'm missing something.

>> No.4226283
File: 121 KB, 725x434, here we go again.png [View same] [iqdb] [saucenao] [google] [report]

No, you fucking moron, you've got to turn it FLOPFLIP

>> No.4226284

I always took it as a dig at Brutal Doom.

>> No.4226285

>Go Medieval On Their Ass
>at no point does protagonist ever do anal

I feel like I'm missing something.

>> No.4226291

>Doom roguelike arsenal
>It's a roguelike arsenal
I feel like I-
Oh. Uh, Um.

>> No.4226296

I really don't get that mod, it's like if BURL TUMD had a retard baby with RGA and it was made by Kinsie and only included the worst bits of both.

>> No.4226297

Rolo here, I have a second map mostly finished, just needs some monster placements and tweaks.I had to disappear for a few days

>> No.4226301

>Smooth Doom
>Doesn't feature the ability to seduce Demons
Yep, really missing something on this one.

>> No.4226303

It's a map set started via 4chan. Pretty sure huge cocks are expected.

>> No.4226305

I just started playing Thief.
Can anyone tell me what a "Taffer" is?

>> No.4226308

>post in community mapping project just to shit on it
Seriously, why even bother to comment like that?

>> No.4226313


>> No.4226315

For Grud's sake, try guessing from context you smeghead.

>> No.4226317

It's never officially defined and only exists as a real word through various iterations of slang, but commonly-accepted definition is "trickster".

>> No.4226321

you fucking retarded faggot

>> No.4226325


>> No.4226327

made up slang for a lowlife/criminal

>> No.4226336
File: 424 KB, 434x725, 1504114776141.png [View same] [iqdb] [saucenao] [google] [report]

did you mean you wanted it inverted?

>> No.4226339


>> No.4226345

cool mate look forward to it. re: spoiler, don't worry, 300manager hasn't posted since Sunday, either >>4219128

>> No.4226348

We have a thread for Thief here, you taffing taffer. >>4162227

>> No.4226349
File: 136 KB, 725x434, king oldfag.png [View same] [iqdb] [saucenao] [google] [report]

Maybe he wants it sepia?

>> No.4226350

My sides.

>> No.4226357
File: 524 KB, 1600x900, Screenshot_Doom_20170830_163929.png [View same] [iqdb] [saucenao] [google] [report]

Quarity moddo

>> No.4226358
File: 424 KB, 434x725, 1504114776141.png [View same] [iqdb] [saucenao] [google] [report]

you're not giving me much to work with here

no he made it clear he wants one on top of the other, sideways is definitely not what he asked for

>> No.4226382
File: 250 KB, 434x725, rainbow.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4226385

>Dreamscape starts playing

>> No.4226392


>> No.4226401
File: 42 KB, 434x725, you what.png [View same] [iqdb] [saucenao] [google] [report]

I beg your pardon?

>> No.4226404

What the hell have you done!?

>> No.4226405

Are we working towards a "Call on Me" webm? Need moar edits.

>> No.4226408
File: 215 KB, 434x725, ia ia the mother of a thousand young lices anew.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226412

looks like -edge 10 -posterize 2 or thereabouts

>> No.4226414
File: 74 KB, 350x447, 1382479336444.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey Kins, if you're here I decided to give JPF a shot in order to try it out, and I'm gonna be completely honest:

Not really a fan.

The idea is for speed above all else, right? You move fast, the guns are fast, stuff dies quickly, and I'm really not feeling the whole "stuff dies quickly" part.
One of the big appeals of things like Hotline Miami and Arma and things like that is that enemies only take a couple hits, which puts you on a relatively even playing field. Encounters are all dangerous, but you're just as dangerous to them. Hotline Miami has the additional benefit of being able to see things ahead of time so you can plan your strategy out, but Doom mapping based around that is bad. Here, their health values seem to be relatively unchanged and the player's gun's bullets seem to do the standard 10-ish damage per tracer. Even the RPG has the bog-standard 20-damage-on-hit with 128/128 damage.
The player is vulnerable, but enemies really aren't. There's more ways to dispatch them, yeah, but they're not really going down much faster.

I'm not expecting the player to be able to suddenly become a massive death machine like in Pillowblaster mods, able to mow down hordes with just the power of his (or her) cock alone, but I think it'd be good to experiment with weapon damage values or enemy health. I've been having much more fun with enemy health values at 0.75 or 0.5.
Also melee feels sticky as hell.
Also also you really should have someone do a once-over of the sprites and make them less modelrip.

>> No.4226415

>permaban everyone that hasn't posted to the ZDoom Forums within a month
What did the moderation mean by this?

>> No.4226416
File: 37 KB, 434x725, yikes!.png [View same] [iqdb] [saucenao] [google] [report]

love that lovecraftian filename

>> No.4226417

[citation really fucking needed]

>> No.4226419
File: 312 KB, 434x725, how did that get there.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4226424

Oh fuck my sides

>> No.4226425
File: 341 KB, 434x725, this is an improvement.png [View same] [iqdb] [saucenao] [google] [report]

i decided to try the techniques bloax-senpai taught me long ago and emulate his Style

>> No.4226426

I can't tell a difference, it's like he's really here with us!

>> No.4226427


>> No.4226430

With the existence of HND's whip and boomerang, does that mean it should be less hard to replicate a Gravity Gun in Doom?

>> No.4226432
File: 117 KB, 434x725, whoa dude i shouldnt of eaten that demon pizza.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226434


With the existence of GMOTA's sword and Scythe 2's maps, a Gravity Gun's been doable in Doom for a while. It's mostly a matter of getting an actor to refer to the player as a pointer somehow (there's lots of different methods) and then constantly call an A_Warp on the actor so that it's constantly hovering in front of them.

>> No.4226439

why does the heretic sky cutoff with a blue bar below a certain point?

>> No.4226442


It's been doable for a while.
ZScript should make it much easier, mind, since you can manipulate pointers remotely, but it's been doable even all the way back in 2005 when Linguica made a Gravity Gun mod with dehacked.

>> No.4226443
File: 6 KB, 642x427, portadoom_cacowards2015.png [View same] [iqdb] [saucenao] [google] [report]

I've been building a self-contained, portable DOOM WAD collection (presented as a '90s diskzine) to make the whole mess of engines / WADs / configuration more accessible. I've put together a complete Cacowards 2015 package, if you'd like to give it a whirl, here: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/ [310 MB]

>> No.4226448

fuck off Bloax-oh.

>> No.4226449
File: 114 KB, 434x725, unfhuuh.png [View same] [iqdb] [saucenao] [google] [report]

shit edit

>> No.4226463

Why do we hate Bloax again? The guy never posts here anyways.

>> No.4226468 [DELETED] 
File: 116 KB, 765x583, what.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4226469
File: 94 KB, 434x725, HAAAAGH.png [View same] [iqdb] [saucenao] [google] [report]

ok im done

>> No.4226470
File: 2.89 MB, 434x725, life.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4226474


i just hate his sprite style

>> No.4226481

I do too, largely.

The color ranges are odd and the shading is...
I don't know how to describe it, I've seen him draw a Doomguy arm and it looks glossy, lumpy and pinkish.

>> No.4226487

I don't know anything about him personally. I've heard people say he's swell, I've also heard people say he's an utter cock.
I do hate how his shading looks like he smeared lubricant all over everything and then put it under purple lighting.

>> No.4226492
File: 438 KB, 1366x768, Screenshot_UrbanBrawl_20170830_144416.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4226495
File: 63 KB, 497x373, allaroundmearefamiliarfaces.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226498
File: 383 KB, 1366x768, Screenshot_UrbanBrawl_20170830_144437.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4226502

that's me, every fucking day.

>> No.4226504
File: 1.17 MB, 1366x768, Screenshot_UrbanBrawl_20170830_144517.png [View same] [iqdb] [saucenao] [google] [report]

women's bathroom

>> No.4226505

You and I both.

>> No.4226507
File: 145 KB, 756x661, allaroundme.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226516

Agreed w/ all these points
I'd play the shit out of JPF if these things were changed

>> No.4226529

>High Noon Drifter
>No car drifting while on drugs at 12:00 PM
I feel like I'm missing something.

>> No.4226530

>Accessories To Murder
>it has accessories that can be used to conduct murder
I was satisfied.

>> No.4226532

Which old FPS or mod lets me play as a girl

>> No.4226536

Kinsie really does just need to play BURL TUMD, because JPF tried to do a lot of what that mod did but fails to do it better.

>> No.4226539

a lot
you have to be MUCH more specific because, seriously, there's a lot

>> No.4226541


>> No.4226543

All I have to say about JPF is..
Well, it's juvenile all right.

>> No.4226545


>> No.4226546
File: 378 KB, 1366x768, Screenshot (12).png [View same] [iqdb] [saucenao] [google] [report]

I really want to play SS1 with sound(Its the floppy disk version FYI). I tried dragging the sshock file to the DOSBOX icon on my desktop interface; no sound. ThenI tried my hand at configuring the sound FX along with the music with SB Pro 16 and Adlib, respectively. Also selected the "create a boot disk" option and while the error message popped up after I press a key after the insert a blank disk message, it ended up giving me a boot disk detected message anyway. No matter how I input the install from path, it won't save when I select Exit and Save setup. Instead it keeps saying that it can't save the configuration because the game hasn't been installed yet. Help please?

>> No.4226550

>Does not involve casting guns with molten metal
Smh desu senpai

>> No.4226553
File: 140 KB, 640x480, whydoom.jpg [View same] [iqdb] [saucenao] [google] [report]

Why does my prboom load pic related when I try to play ultimate doom? Happens on 2.5.0 and prboom+

It tries to play plutonia by default for some reason

>> No.4226582
File: 190 KB, 1024x801, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Anyone can tell me why this is happening? Works in prboom+

I raised the sector to make it more obvious.

>> No.4226586

google tutti frutti, I think its cause of something not being a multiple of 64

>> No.4226591

no one lives forever

>> No.4226597

>It brings other Doom games into Doom, but not the actual 1993 into itself

>> No.4226607

try unsetting the lower unpegging flag and realigning. i think that's what i've done in the past when faced with stair steps with tutti fruitti on the lower textures.

alternatively if the lower unpegging flag is not set, then set it, and realign. :)

right, it's because vanilla doesn't tile textures properly unless they are height 128.

>> No.4226613


Thanks. I read up on that on the doomwiki but none of the conditions seem to be why mine is happening. It fixed itself when I changed the upper texture on the other side though.

>> No.4226625

>It fixed itself when I changed the upper texture on the other side though.
hmm weird, i can't explain that

>> No.4226638
File: 2.95 MB, 320x240, BloodFeud1.webm [View same] [iqdb] [saucenao] [google] [report]

blood feud (300min)

fun map with clear plutonia influence (esp map18, neurosphere). not too hard outside of some nasty traps. fortunately for cowards, i think the end bosses are skippable. :)

i like the little indent into the wall above the foot of the southeast stairs. it doesn't do anything, just a nice bit of scenery that makes the place seem more solid.

the secrets are cool. the lava switch maze i can see annoying people but it's not overly long or miserly with health. (also you can bypass it completely by pressing the switch from below, which i didn't realise while recording.)

the rocket launcher on display at the start was a nice touch too. it is unfortunate that its platform lowers the whole way down to the level of the surrounding blood, but does not submerge (i.e. change flat). i know there is no S1 lower and change in vanilla - you need Boom for that - but perhaps there is a way to have it lower, but stop before it reaches the liquid surface. again having Boom's S1 lower to next lowest is desirable. however it is a minor point.

as for recording, my first attempt ended in death very near the end so you get the pleasure of a 21-minute long demo (and very sped up webm) where on second go i blow through most of the map because i know what's coming, then go into super paranoid mode to finish.

demo (one death, final 8:17, total 21:12)

>> No.4226640
File: 2.95 MB, 320x240, BloodFeud2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4226642
File: 1.87 MB, 320x240, BloodFeud3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4226648
File: 13 KB, 298x181, Screenshot 2017-08-31 01.10.53.png [View same] [iqdb] [saucenao] [google] [report]

OK, I take that back, it's not the change in texture, it's making the lower front unpegged.

Here is a stripped version of my level; linedef is the one highlighted in pic.


It's not currently pegged, so you shouldn't see the TF. Try pegging it and see if you get it.

>> No.4226651

At least the monster sounds are funny

>> No.4226658


I just realised that I was reading your post the wrong way. Thought you meant not unpegged causes it. It's 1AM, think i need to go sleep

>> No.4226660
File: 2.83 MB, 960x540, Speedy Soul.webm [View same] [iqdb] [saucenao] [google] [report]

Well that wasn't intentional

>> No.4226670

sorry my post was confusing. i said basically "toggle the lower unpegging flag and see if that fixes it", but in a stupidly roundabout way. anyway, you got it fixed eventually which is the main thing.

>> No.4226686


>> No.4226690
File: 330 KB, 615x848, dm3.png [View same] [iqdb] [saucenao] [google] [report]

Revisionist Tim Willits BTFO. http://rome.ro/news/2017/8/30/multiplayer-only-maps

>> No.4226696

But did Tim Willits personally claim that or is it just PC Gamer's shitty journalism?

>> No.4226697

Whens 300

>> No.4226702

laffo. put that in the news post please >>4225902

>> No.4226707

it's marketing managing to fool lazy journalists, i expect. it will appeal to the market to paint nu-id lead designer Willits as the inventor of multiplayer maps. you can imagine the 13 year olds arguing in school over which is better, overwatch or quakechampions, and the latter side can use that little "factoid" as ammunition. even though it's fake, they'll believe it.

>> No.4226710

after 299

>> No.4226712

>As a final note, I remain incredibly proud of our work at id Software and on Quake. It was a challenging project with challenging technology and this resulted in design changes, not uncommon in bleeding-edge game development. At no time was there “no design direction.” In discussing this article last night with Adrian, American, Shawn and others, and reviewing my own complete archive and design notes, Quake didn’t happen by accident. It happened by design.
Yes and no, Quake was originally going to be a fantasy RPG and this was scrapped from Romero's newfound allergy to doing his job (he pushed for this concept but did little to follow through with it).

Now, if there was direction after Quake was retooled into a shooter, then that's another thing.
Quake has this kind of unique quality of a vision being heavily compromised, and being in one way delayed for much of it's development but then also sort of rushed. I think this is what makes the game the wonderful pastiche that it is.

>> No.4226713

He's a pac-man ghost

>> No.4226714

Given how much of a sleazebag Willits it, I'm pretty sure that's exactly what he said.

>> No.4226715

is that the lost soul's soul

>> No.4226716
File: 8 KB, 423x175, sbar.png [View same] [iqdb] [saucenao] [google] [report]

What's the dealio with this, I wonder.

>> No.4226717

Probably related to something fucking insipid that he said.

>> No.4226723

Kinda? There used to be a thing in babel where rarely a lost soul would leave behind a burning ghost that would wander towards the player and do a weak DoT effect to them, but I decided that was actually kind of cheap since there was almost no way of avoiding damage when they chase you down a thin hallway or corner you. So instead I'm making that soul slowly grow back into a lost soul and respawn them. Current version is working pretty much as intended, it wanders around slowly gaining more form then respawns as soon as it's not being blocked by anything.

>> No.4226727

also that map snippet looks proper nice. i love what you've done with those ceiling lights.

>> No.4226756
File: 761 KB, 1680x1050, Screenshot_Doom_20170830_232634.png [View same] [iqdb] [saucenao] [google] [report]

thanks. it's my first map and ive been on and off it for months really. just been throwing stuff at a wall and seeing what sticks. i decided i would do pure vanilla ultimate doom to get the basics down but i fell into a trap of detailing quite a bit and now most my work isnt really easy to see at 320x200.

>> No.4226762


>> No.4226764

>ketchup mod
>contains zero mention of the condiment

>> No.4226768

>You don't play as Serious Sam

>> No.4226774
File: 118 KB, 1024x1379, 3372047-7808466842-no_mo.jpg [View same] [iqdb] [saucenao] [google] [report]

No More Demons mod when?

>> No.4226778

>You don't even find any or do any chemistry.

>> No.4226780

Chocolate Doom
Contains 0% cocoa

>> No.4226781
File: 332 KB, 521x421, 1498367404988.png [View same] [iqdb] [saucenao] [google] [report]

>You don't play as Sam or Sara
>It doesn't deal with Buddhist philosophy

>> No.4226782

>Alien Vendetta
>Doesn't contain Italian aliens looking for revenge anywhere

Fuck this gay earth.

>> No.4226783

Shihong out of Demonsteele has a beam sword.

>> No.4226815


>> No.4226820
File: 2.52 MB, 307x421, Jesus Christ How Agitating.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4226824


>> No.4226827
File: 2.44 MB, 5120x3840, doom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226834

*thunderous bass noises*

>> No.4226837

You are huge! That means you have huge pixels!
Screencap and post! Screencap and post your pixels!

>> No.4226840

>it's not a tribute to map21

>> No.4226856
File: 1.85 MB, 5120x3840, Duke of Doom.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4226870

What Doom/Doom 2 textures would work for a college themed map?
Asking for a friend.

>> No.4226871
File: 15 KB, 248x149, Manly_weapons.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4226874

Making maps of school buildings always seems like one of those "things you shouldn't do" ideas, like making a map of the White House or something.

>> No.4226876

I do because I find it fun to hunt for bigger weapons nearby, but there's nothing wrong with continuous

>> No.4226879
File: 1.36 MB, 5120x3840, Duke of Doom 2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4226887

I remember people used to map workplaces, schools, their homes and public places for fun.

There's even stuff like some train station that has been mapped out over on idgames somewhere.

>> No.4226889
File: 22 KB, 358x149, spread legs.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226890
File: 2.17 MB, 360x199, such_is_life_in_the_zone.gif [View same] [iqdb] [saucenao] [google] [report]

Oh nice. Glad you liked it, because I was a little iffy on it - such is life in the doom zone. REKKR's maps are pretty non-linear, aside from a scant few. Hopefully not confusing.

I'll probably leave the nitpicks (valid though they may be). It's a speedmap and all.

>> No.4226892
File: 2.85 MB, 480x270, Regenerating Lost Soul.webm [View same] [iqdb] [saucenao] [google] [report]

Alrighty, now it works. Wanders around waiting to regenerate and if you or something else cockblocks it it just waits until the space is free. I just realized I forgot to set the frames to be bright, but aside from that shit's good.

>> No.4226894

Make that the jumping kick attack, for the love of god, DO IT!

>> No.4226901


>Dinddu understood teh shitstorm

could someone please Enlighten me about this latest bullshit

>> No.4226903 [SPOILER] 
File: 27 KB, 358x149, 1504141005377.png [View same] [iqdb] [saucenao] [google] [report]

Well, actually...

>> No.4226914


lol thats funny they should make him do harlim shake next

>> No.4226915
File: 54 KB, 600x432, good morning son.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4226921

>not a gender neutral bathroom
cliff bazinga is gonna tweet about you, nigga

>> No.4226941
File: 122 KB, 771x525, JPCP_1st.wad_MAP08.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else found this map really spooky and intimidating with it's creepy and partially uncanny soundtrack, and unconventional 'storytelling'?

Like it does a lot of things right in a lot of places to unsettle me and make me feel chills, I love it, the bathroom walls 'melting' away to reveal the hellish corruption is an excellent touch.

>> No.4226946
File: 37 KB, 620x288, Harlem_Shake_Tweet.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226947

>That sector comic book art
wew. might have to play that just to see what the hell is going on there... I do like spooky maps too

>> No.4226948
File: 943 KB, 1366x768, Screenshot_UrbanBrawl_20170830_144545.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226950

Not him but what's the joke there? What's Cliff "354 24-hour peak" Bleszinski got to do with bathrooms?

>> No.4226951
File: 685 KB, 1366x768, Screenshot_UrbanBrawl_20170830_144604.png [View same] [iqdb] [saucenao] [google] [report]

shadow puff weird

>> No.4226958

He called out overwatch or blunderborne about their games not including a gender neutral bathroom, even though they are in the future as well. Too lazy to find the pic right now.

>> No.4226959

Spooky is the last thing I'd say about any of the JPCP maps.

>> No.4226960
File: 690 KB, 1366x768, Screenshot_UrbanBrawl_20170830_144637.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4226964
File: 1.12 MB, 1366x768, Screenshot_UrbanBrawl_20170830_144642.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4226968
File: 667 KB, 1366x768, Screenshot_UrbanBrawl_20170830_144727.png [View same] [iqdb] [saucenao] [google] [report]

so damn blurry

>> No.4226973

Well I mean it's not like it's a horror themed mapset, but the map just manages to nail a very slightly unsettling atmosphere, much with the help of it's sort of unusual music.

It has a very good and strong beat and melody, but it also has these strange, high pitched whistle noises making up the occasional part of it, and they sound a bit unsettling.
Also the engrish in the comic is charming. Shame it's only on one map, it'd be nifty to see this done for a short episode, just because of how unconventional it is.

>> No.4226974
File: 175 KB, 1366x768, Screenshot_UrbanBrawl_20170830_144927.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4226975

He made a big thing of having gender neutral bathrooms in Lawbreakers because it's the future, other developers took the piss.

>> No.4226976

>in a shitty public bathroom
>lost your glasses
>about to be gangbanged by some disenfranchised ethnic youths
We've all been there

>> No.4226978
File: 871 KB, 1366x768, Screenshot_UrbanBrawl_20170830_144711.png [View same] [iqdb] [saucenao] [google] [report]

i got the power of HeXen fists

>> No.4226979

I've never been to Charlottesville.

>> No.4226984

I like how it looks like you smashed one of them through the wall where the urinal used to be.

I'm imagining Baratus dropping his glasses and looking for them in this shitty bathroom, then getting accosted and having a throwdown.

>> No.4226986

Holy shit Mega Man is involved too

>> No.4226991

God damnit Crapcom had better leave Cancelled Man alone.

>> No.4227008

As far as shameless youth pandering goes, this is pretty tame.

You should have seen the US election.

>> No.4227012

I don't even mind DOF that much but why does ReShade have to fuck with the HUD, too?

>> No.4227042

Also, on top of being weak, the guns are also inaccurate as fuck. Which means that you'll probably end up missing a lot of shots that aren't going to do that much damage even if they hit anyways. Hell, I've actually ran out of ammo a lot more frequently than usual, particular when pistol starting maps with lots of zombies and imps at the beginning.

>> No.4227049

Also the SSG's bullets evaporating a foot in front of you severely hampers its potential.

>> No.4227057
File: 430 KB, 1366x768, Screenshot_UrbanBrawl_20170830_145143.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227062
File: 526 KB, 1366x768, Screenshot_UrbanBrawl_20170830_145202.png [View same] [iqdb] [saucenao] [google] [report]

Doomman GLOWS

>> No.4227064

Yeah Kinsie seems to forget that when bullets move at a snail's pace and enemies shoot around like lightning bolts, even well placed shots will miss quite a bit. Whole mod reeks of little to no gameplay testing.

>> No.4227080

Needs moar bloom.

>> No.4227096
File: 709 KB, 1366x768, Screenshot_Doom_20170830_195125.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4227098
File: 897 KB, 1366x768, gzdoom 2017-08-30 19-52-07.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227102
File: 647 KB, 1366x768, Screenshot_Doom_20170830_195229.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227104

I would almost say that looks good if it was possible to make that effect fade in and fade out of the screen for like a split second when hit with a fireball.

>> No.4227106

explain because when i get hit and the screen turns red it shows the SSAO outlines for a split second

>> No.4227108

Mapping for HUMP; whats a good way to make a player know SHOOT THIS where THIS is a wall? It's for regular progression, not a secret area.

>> No.4227114

Fuck if I know, I haven't tried it out in person, I'm just saying it could be neat if that blurring could be applied as a temporary screen effect for things.

>> No.4227118
File: 20 KB, 373x322, ONE. WHOLE. ROUND.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm going to have to agree, enemies don't actually go down much quickly at all. They're all fast and shit which is fine, but the weapons are just horseshit - contrary to what the mod description suggests. It feels like I'm barely above vanilla Doom weapons but with a reload mechanic by default. Yeah it's hard and it's a cool ZScript tech demo, but it's just not that fun to play as-is.


Actually, this is a very good comparison since it's essentially sped-up Doom with some outlying changes. Goddamn it Eric, all these slot changes still take me by surprise.

>> No.4227126
File: 1.58 MB, 1366x768, gzdoom 2017-08-30 20-08-42.png [View same] [iqdb] [saucenao] [google] [report]

i can't even see the damn console.

>> No.4227129

I edited BURL TUMD myself when I played it to re-slot everything to make more sense. You should too.

>> No.4227130

Are there any good Doom streamers?

>> No.4227131
File: 730 KB, 1280x720, Screenshot_Heretic_20170831_110824.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227136
File: 956 KB, 1366x768, gzdoom 2017-08-30 20-17-01.png [View same] [iqdb] [saucenao] [google] [report]

with cool ass doom

>> No.4227152

so real!

>> No.4227156


>> No.4227168
File: 997 KB, 1366x768, Screenshot_Doom_20170830_201758.png [View same] [iqdb] [saucenao] [google] [report]

Which wad is he playing?

>> No.4227178

wait nevermind it's brutal doom by the looks of it but i've never seen the hud look like that before, who made that hud? It reminds me of when people tried to "HD"ize DoomMan's face along with other textures.

>> No.4227180

Why does upside-down smiling Doomguy look like Tony Hawk?

>> No.4227187
File: 326 KB, 1366x768, Screenshot_Doom_20170831_002648.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227191

looks more like he's looking down while taking a shit

>> No.4227192


>> No.4227205
File: 577 KB, 1920x1040, gzdoom_2017-08-30_23-49-46.png [View same] [iqdb] [saucenao] [google] [report]

wtf is this difficulty

>> No.4227208
File: 445 KB, 1366x768, Screenshot_Doom_20170831_004801.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227209

git gud

>> No.4227213

i did

>> No.4227257

E4: romero makes you his bitch: daikatana was a distraction

>> No.4227259

Isn't this known as the 2nd hardest stage, despite it's insane lack of monsters?

>> No.4227264

E4 wasn't made until after Doom 2, and it was made to kick you in the dick. Go play 2 first and then come back.

>> No.4227265
File: 1.15 MB, 1920x1040, gzdoom_2017-08-31_00-18-56.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227275

Brace yourself.

>> No.4227276

In Quake is nightmare difficulty more like in Doom (ie. not really intended for normal playthroughs) or more like Quake 2 (ie. its just marginally more difficult)?

Not sure if I should be playing on hard or nightmare for my first playthrough. It's the only Quake/Doom I haven't beat.

>> No.4227278

I wonder if there's a Daikatana TC for Doom, making Romero his own bitch.

>> No.4227279
File: 32 KB, 178x159, chrome_2017-08-31_00-23-23.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227280

don't worry, it gets easier after that map
then it gets hard again at e4m6
then easy again

>> No.4227282

It's a secret difficulty for a reason. Hard is the highest spawn filter.

>> No.4227285

I mean hard+/nightmare in Quake 2 is a hidden difficulty too, and it's not actually that hard. Either way, guess I'll just play on hard.

>> No.4227286

Nightmare actually makes the game easier, as it breaks a lot of the games' AI.

>> No.4227289

Nightmare in Quake is hidden because it's half broken. It uses all the same enemy/entity/etc. spawns as Hard, but makes enemies attack as often as possible. This leads to things like Ogres turning into stationary grenade launchers (so you never have to worry about getting chainsawed, they'll never jump off ledges either), Shamblers who either won't stop or won't start hurling lightning, etc.

Hard is the recommended difficulty.

>> No.4227292

Ok cool, thanks guys.

>> No.4227293

Not exactly true about Ogres. They still move around and can definitely jump off ledges since these are brush triggers and they work for all monsters. Shamblers will use their lightning attack as soon as they see you unless you are flush with them, and that attack is much faster. Vore balls also travel much faster, are far more accurate and are overall absolutely deadly. Grunts aim better, Enforcer shots travel faster, Scrag spit travels a lot faster, Hell Knights will use their fireballs a lot more, etc.

I do find Nightmare harder than Hard and it's a blast to play.

>> No.4227309
File: 2.94 MB, 1000x563, Desktop 08.31.2017 - [View same] [iqdb] [saucenao] [google] [report]

>Not exactly true about Ogres. They still move around
You sure about that? Unless you mean move around when they aren't attacking the player, which they obviously do. I was referring to how in normal fights an Ogre will take a shot at the player, move around a bit, take another shot, etc. which helps randomize the grenades as otherwise they're subject to the engine's very basic physics and tend to all hit the same spot.

> and can definitely jump off ledges since these are brush triggers and they work for all monsters.
They have to reach the entity first, which they won't do if they aren't moving.

>Vore balls also travel much faster, are far more accurate and are overall absolutely deadly
I was going to cite this as bullshit but then checked the .qc and sure as shit, there's a few lines about skill == 3 setting their velocity higher. Don't see anything for the Scrag but I might just be missing it. Grunts do seem more accurate but I'm not sure if that's intentional or just something screwing with the 'always aim x amount behind the player's position' bit.

So nightmare does have more changes than I knew of, but IMO the negatives still make it a minus compared to Hard.

>> No.4227313

So what's a good Doom wad/mod for the average /k/ommando?

>> No.4227315

hideous destructor

>> No.4227318

Yeah I meant to say they do move around when they lose sight of you. They will also use their chainsaw if you're close enough.
The Scrag spit is definitely faster on Nightmare. Leaving a bunch of Scrags unattended during a fight is a bad idea.

But then again everyone has preferences. I just love how relentless and fun Nightmare is so I only play with that mode.

Nice webm btw. Fucking Ogres.

>> No.4227320
File: 107 KB, 1027x589, medicine.jpg [View same] [iqdb] [saucenao] [google] [report]

>the end of that webm
>Very Fast Ogre grenading at Incredible Hihg Speed

>> No.4227321

Doom movie:
Soulless corporate cashgrab that was made solely to sucker fans of Doom for easy money
Cheesy-yet-enjoyable-in-a-weird-way movie that has some actually good scenes and is worth a watch?

>> No.4227326
File: 1.11 MB, 640x480, Mercbug.webm [View same] [iqdb] [saucenao] [google] [report]

Reminds me how Mercenaries in Unreal are less dangerous at high difficulties due to their "spray bullets while moving" animation being so short that the bullet spray itself doesn't complete and hit the player. (mercenary in webm is edited to have low movespeed and not fire rockets)

>> No.4227327

Are HUMP maps supposed to stay within vanilla limits?

>> No.4227334


>> No.4227336
File: 2.19 MB, 320x240, doom skills.webm [View same] [iqdb] [saucenao] [google] [report]

how are my doom skills

>> No.4227345
File: 21 KB, 306x306, 10561024_1440967719515305_1117002302_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Have any of the mappers here happen to hold on to your very first completed project as a keepsake to look back on?

>> No.4227347


Modder, but yes. I have a copy of several of my very first gameplay mods.
Boy it's nice to look back on.

>> No.4227348
File: 1.78 MB, 320x240, action doom 2.webm [View same] [iqdb] [saucenao] [google] [report]

This is how most people play Action Doom 2.

>> No.4227350

I dont have a copy but other people do
it's terribad

>> No.4227351

Do people actually enjoy this objectively bad mod?

>> No.4227356
File: 411 KB, 288x224, 3b392f917afc57572e242c68ad8f63b9e1a9a689c0ddf5efa99deddeb9688065.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4227360
File: 1.43 MB, 320x240, action doom 2 the right way.webm [View same] [iqdb] [saucenao] [google] [report]

This is how you play Action Doom 2 the right way.

>> No.4227362
File: 2.17 MB, 320x240, action doom 2 the right way 2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4227367

go urban on their asses

>> No.4227368
File: 1.01 MB, 320x240, end of spider mastermind.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4227374

I used to play it a lot. It taught me to git gud at using melee weapons without getting hit so much.

>> No.4227379
File: 844 KB, 1366x768, Screenshot_Doom_20170830_201846.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227387
File: 92 KB, 814x487, mad nico.png [View same] [iqdb] [saucenao] [google] [report]

If nobody is making a Love Life wad then it's up to me to make one since everybody is TOO DAMN busy making something better. I'm going to make a damn Love Live wad and I'm not sure how I'll do it but I might make it either a custom skin or monster wad since it seems like people have a bit of hate for idols.

>> No.4227394 [DELETED] 

le nico nico nee xdddddddddddd

>> No.4227395


>> No.4227397

A skin might be good.
What've you got in mind for the sprites?

>> No.4227398

I understood some of these words.

>> No.4227403


>> No.4227407

i hope romero didn't set the par times for all of them because it's technically cheating since he would be setting times for levels he made

>> No.4227424

it has a novelty to it if you enjoyed games like final fight or streets of rage.

plus i always get a kick out of the max payne style cutscenes it has

>> No.4227426

Why? Trackmania (a racing game all about essentially speedrunning) works the same way- the medal times are dictated by the best time set by the map creator, so you better be really good at your level to set a good enough time that people don't easily get the gold/creator time medals.

>> No.4227427

i don't mind it but i usually prefer an assault rifle as the "workhorse" gun in most shooters

>> No.4227428

I remember an interview Romero did where he talked about the par times and mentioned that the times were rounded up, so he's given you more time than was expected to finish the maps in.

>> No.4227442

because he would know the map more than average player and know the quickest routes,spawns,shortcuts,etc.

also games that are entirely UGC are a bad example because of those reasons + what's stopping the creator from putting a go to the end shortcut so they can ace it?

>> No.4227451

>because he would know the map more than average player and know the quickest routes,spawns,shortcuts,etc.
There is nothing wrong with that. Have you never played a game where you get goodies for beating the developer times? Doom is far, far from the only game to have it.

>what's stopping the creator from putting a go to the end shortcut so they can ace it?
The creator's own honesty, the player's ability to find the shortcut if it exists (case in point, there are many Trackmania courses with out-of-left-field shortcuts that aren't obvious at all and take extreme user skill to pull off, but anyone can do it and it's always there), and the player's ability to take apart the map themselves and see exactly how something was done.

>> No.4227456

problem is it's getting called the par time, not the dev time

a better par time would be the time someone moderately skilled gets on his third or so run through the map, not "I made the map and now I'm gonna speedrun it and call that the time you should be getting"

>> No.4227463
File: 6 KB, 252x189, Aku.jpg [View same] [iqdb] [saucenao] [google] [report]

>Be evil game dev
>Make the gold medal par times my fastest time rounded up to the nearest ten second mark so players have to be almost as good as the game's creator to get a gold
>Make the platinum medal par times my fastest time rounded down to the nest five second mark so players have to be better than even the game's creator to get a platinum
>Put in a secret medal tier that's only achievable through TASing just to fuck with people

>> No.4227469

>and call that the time you should be getting
but it's not
it's the par time
as in the absolute best time
as in the pinnacle speedrun time
as in the "only experts can reach this" time

this is the dumbest thing to complain about

>> No.4227471

suck it down

>> No.4227472

>problem is it's getting called the par time, not the dev time
Right. Because it isn't the dev time, in this case it's the dev time plus five seconds. Should be plenty of time for a speedy two-shoes like you, right?

>> No.4227479

I am stealing that for a future project.

>> No.4227482

It should be seen as an extra challenge for players that have finished the game already, a means that makes you learn the maps more in-depth and master the game's mechanics and enemies as well as the levels themselves. Beating par times isn't something for new players, it's meant to give experienced players more of a challenge and a way to learn the game even more than they already do.
If you play E2M7 for the first time and take 28 minutes on it and then see the par time is 2:45, you shouldn't be thinking "I took way longer than the average player did", you should be thinking "this is for speed running and clearly this map is too large and complex to finish quickly on a first play-through". Playing some maps from TNT or Plutonia for the first time can take me well over half an hour or even nearly a full hour to complete, but their par times will be under just a few minutes because those times are acquired through memorizing entire maps and the fastest routes to complete them without killing all (or even any) of the enemies or hunting down any secrets. It's just an extra challenge for skill mastery.

>> No.4227507
File: 18 KB, 587x417, par.png [View same] [iqdb] [saucenao] [google] [report]

>thinking "par" means "absolute best"

words mean things y'know

>> No.4227550
File: 41 KB, 640x480, 1504165023.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227556

>it seems like people have a bit of hate for idols.
i really enjoyed love live. i don't care much about idols and that kind of music, i outright skipped through the songs. the drama, which often seemed rather forced, wasn't interesting. but the funny parts and character antics were top-notch.

>> No.4227557

Good job, you are very fast at the game.

>> No.4227562
File: 43 KB, 169x156, sdfsadf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4227568

i went a lot faster than necessary. the bastard made me think the par time was 2:45!

>> No.4227628


>> No.4227636

>Are HUMP maps supposed to stay within vanilla limits?
No, you can go nuts with sectors as long as (G)ZDoom doesn't explode.

>> No.4227662

I believe this only happens in vanilla ports like crispy and chocolate heretic. Doesn't seem to happen in zdoom

I'd love to make this the HUMP tie-in. If many maps had this guy somewhere (secret or not), it would be hilarious. What do you think anon? can I suggest this to the mappers?

vanilla format, but limit removing. So you can go nuts with linedefs and segs, but its not UDMF, just vanilla linedef actions (regular doom format)

>> No.4227683
File: 79 KB, 640x480, doom70.png [View same] [iqdb] [saucenao] [google] [report]

Come on, you can do it faster.

>> No.4227712
File: 356 KB, 320x240, 27.webm [View same] [iqdb] [saucenao] [google] [report]

no, i've never been able to do the thing glide, or whatever the name of the trick is. the monster against which you need to build up momentum never seems to behave itself for me.

>> No.4227716

> doomguy builds speed for 12 hours

>> No.4227729
File: 1.73 MB, 1280x720, Revenant Builds Up Speed for Twelve Hours.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4227730
File: 190 KB, 1280x932, 852232e834b09cdb15178ee9e25fe1ab.jpg [View same] [iqdb] [saucenao] [google] [report]

Ultra-violence, I assume? Git gud. That and the previous maps are the only time they've gotten the difficulty right in the franchise.

>> No.4227739
File: 15 KB, 300x300, 2dd.jpg [View same] [iqdb] [saucenao] [google] [report]

>Mfw first running into that map

>> No.4227740

fuck off

>> No.4227745


>> No.4227746


>> No.4227749

You sound like a teenager that brags about only playing on Nightmare in order to look cool to his friends when you say that. "Plutonia was too easy" would also sound like something befitting for that.
Also why does this baron have tits, god dammit.

>> No.4227751

The maps are hard, but they aren't unfair or tedious. They can still be completed by conventional means, unlike Nightmare difficulty or certain community-made slaughtermaps which turns the gamplay into nauseating trial-and-error. They are short, sweet and interesting. Probably the two best maps in Doom.

I can't get past the third level in Doom 2 on Nightmare. I don't think that difficulty is fun for me.

>> No.4227757

>hideous destructor
I wonder how you can actually have fun with that mod.

>> No.4227769

>I'll trick them into thinking we're stuck to 500 years ago
what's the mod btw?

>> No.4227773

thank you for your reply and explanation. FWIW i mostly agree with you, although i found e4m2 distinctly "trial and error" the first time i did it (with savegames / keyboard only, in 1998). my rude response was more aimed at "git gud" which is the sort of thing shitposting /v/ children say -- coupled with your assertion that E4M{1,2} are the only maps in doom.wad that are of "proper difficulty" marks you as a certain highly virulent troll of nearly 5 years constant threadshitting on /vr/, whose name i won't mention (since last time i did i got banned for 24 hours).

>> No.4227781
File: 1.34 MB, 2000x2000, dungeon-075bw.jpg [View same] [iqdb] [saucenao] [google] [report]

Which was would you recommend based on this picture?

>> No.4227782

This reminded me of that Super Mario 64 TAS video
With building up speed and "travelling to parallel universes"

>> No.4227783

that is the intended reference, yes

>> No.4227787
File: 324 KB, 1024x646, KKicMR0.jpg [View same] [iqdb] [saucenao] [google] [report]

Pester Byeblothingal to send you his maps.

>> No.4227791

>Par: 1:30

>> No.4227793

this looks like auto-generated garbage

>> No.4227794

Wad recs that actually feel like a Hell on Earth scenario instead of vanilla D2's bizarro nonsense earth levels?

I've played Hellbound (good but not enough city levels) and Hadephobia (gets shit halfway thorugh)

>> No.4227795

mm map28
epic2 map28

>> No.4227805

I remember reading something about a text-based level editor on Doomworld. Has anyone actually created maps in it?

>> No.4227806

That looks thoroughly un-fun.

>> No.4227812

ITYM id's inhouse level editor?


no idea if anyone's actually used it since id employees in 1995. even Romero switched to doombuilder.

>> No.4227814

To me this looks really fun

>> No.4227816
File: 31 KB, 800x600, wadc_screenshot.gif [View same] [iqdb] [saucenao] [google] [report]

Screw me and my memory, I found it again after checking an archived version of Doomworld's utilities section. Apparently you make levels by writing code and the editor shows your input.

>> No.4227817


>> No.4227818

After the Holocaust is nice, but it's a single map

>> No.4227820

good lord, and I thought quake mapping was bad

>> No.4227838
File: 1.50 MB, 1847x941, speed mapping 22AUG wip 2.png [View same] [iqdb] [saucenao] [google] [report]


Trench, by Rolo

An early level with mostly low level monsters and low-tier weapons, although arachnotrons do make an appearance. Took the full 300 minutes to make. Secrets and difficulty levels included.
Tested with Chocolate Doom.


>> No.4227852

oh WadC, yeah that's still being developed.

>> No.4227862

This map looks like what I would play if I wanted to David Carradine myself with a video game.

Whenever I hear anyone say shit like that, I tick them off in my head as a "lying fucking retard" and proceed to disregard everything they say afterward.

>> No.4227863

>dat baron
Do....do you have moar?

>> No.4227890


>> No.4227893
File: 43 KB, 844x720, yesss.png [View same] [iqdb] [saucenao] [google] [report]

>single cacodemon in open space
>fire 3 rockets
>all hit

>> No.4227896

if the second rocket doesn't kill it, tradition is to run up to it and punch the sad sack of shit to death for daring to survive

>> No.4227901

>I'd love to make this the HUMP tie-in. If many maps had this guy somewhere (secret or not), it would be hilarious. What do you think anon? can I suggest this to the mappers?
Sure, go ahead. Do you need the file they're in?

>> No.4227908

should be all good. I'll just post this image in the discord and let people add in something like this if they want to.
kind of like a HUMP in-joke

>> No.4227914
File: 237 KB, 1366x768, Screenshot_Doom_20170831_154549.png [View same] [iqdb] [saucenao] [google] [report]

Didn't think I'd see a DOOR3 minifridge.

>> No.4227917
File: 50 KB, 256x256, 4cool8you.png [View same] [iqdb] [saucenao] [google] [report]

I already added this in an optional path in my map. Graf's personal review when?

>> No.4227920
File: 194 KB, 557x605, When You Clear The Slaughter Map Just Right.png [View same] [iqdb] [saucenao] [google] [report]

>Blasting a mid/high tier demon with a stream of plasma cells
>Stop firing at just the right time so they die without having wasted a single extra shot

>> No.4227929
File: 96 KB, 245x245, 1424974045125.png [View same] [iqdb] [saucenao] [google] [report]

>using revenant fireballs to redirect an archvile's attack right before it goes off

>> No.4227932
File: 79 KB, 640x656, more lost soul things.png [View same] [iqdb] [saucenao] [google] [report]

>shoot second rocket
>lost soul floats in from the left side of the screen
>his face when

>> No.4227939

> shoot imp with shotgun, killuing it before it could block a baron fireball that hits you in the face for max damage

>> No.4227960

One thing that makes me mad about heretic is how gargoyles aren't instagibbed by close ranged crossbow.
Also how do you activate faster enemies and such? I feel like the last difficulty is a bit bullshitty just like nightmare but the penultimate one is okay but would be even better with faster enemies.

>> No.4227963

Is it really a minifridge if it almost reaches the ceiling?

>> No.4227968

Pretty sure in Heretic last difficulty is ony FAST and maybe double the ammo, not sure

>> No.4227974

just add:


on to the end of the target of your shortcut.

>> No.4227976
File: 62 KB, 250x241, sYbaU1w.png [View same] [iqdb] [saucenao] [google] [report]

>it's a hitscan enemies in a wide open space episode

>> No.4227991

Hello? I'd like help/advice with
>>4226546 please.

>> No.4228004


>> No.4228009
File: 2.19 MB, 800x600, 2017-08-31 16-43-57.webm [View same] [iqdb] [saucenao] [google] [report]

I should actually focus on the layout. Voodoo dolls are fun.

>> No.4228024

So is playing on the hardest difficulty the same as inputting fast besides ammunitions?

>> No.4228035

> Black plague possesses thee: Similar to skill 4, but ammo powerups give 50% more than normal; monsters attack and move 300% faster; enemy missiles fly 300% faster; cheating is disabled.


>> No.4228036

My first map is long-lost but most of my old maps are still on the Internet. They suck.

>> No.4228040

I don't have my very first "fucking around in a map editor" map, but I still have my first "actual attempt at making a legit map" map. It's pretty okay and has some nice but simple details. Maybe I'll post it some time.

>> No.4228042

What WAD?

>> No.4228047

So -fast is nightmare equivalent fast

>> No.4228056

Joy of mapping 4

>> No.4228074 [DELETED] 
File: 91 KB, 392x273, Rua2ssf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4228110

Nice, I was looking forward to playing this when you posted that screenshot a few threads back. Now we're up to 29 maps, only 2 more regular maps and one map for the super secret slot.

>> No.4228197

oh hey, you're not dead.

>> No.4228234

Sorry for not posting, I've been pretty busy this week and there's only been one submission since the weekend. I also have the updates that the demo anon has been posting.

>> No.4228246

I know this has probably been asked a million times but why does everyone in these threads hate brutal doom? Vanilla is better but I enjoyed playing through with it a couple of times.

>> No.4228253

at this point it's mostly fatigue of having brutal doom be a hot topic for these threads (and the doom community in general) for the past four goddamn years

it's better if everyone here just acts like it doesn't exist

>> No.4228259

because a ton of normies have tried brutal doom and then talk about brutal doom as if it is all that doom is and there is no reason to play anything but brutal doom. it's not that the mod is bad per se but that the idiots it attracts are bad

>> No.4228264
File: 41 KB, 1208x315, brutal doom hate.png [View same] [iqdb] [saucenao] [google] [report]

Pic related, plus some shit about its author and fanbase.

>> No.4228282
File: 2.92 MB, 320x240, TROOF1.webm [View same] [iqdb] [saucenao] [google] [report]

thanks. that answered what would have been my next question..


the room out of shape (300min)

a second map from the author of supreme webbed court. similar to previous, it felt a lot like i was in D2TWID The Lost Episodes. very nicely made with non-orthogonal lines that were nevertheless the right sizes for texture tiling, and an open, well-connected layout.

gameplay is quite irritating though i'm sorry to say. extremely top-heavy / front-loaded. you frantically try to survive until about 2/3 of the map is dead, then wander around to pick off the rest, going up and down lifts constantly that make you wait just long enough to be annoying. i also wish it were more obvious that the floor around the pillars in front of the exit is lava - the sector is so dark i could not see the floor until i had fallen in it - and there was a more obvious way out of it. the two secrets aren't hard to find, the way to map31 is visible on the automap.

>> No.4228283

It's what made me aware of the modern doom community back in ~2012 so I have to give it some credit, but looking back, it's quite unbalanced in some aspects: I recall being able to deal with revenants and cacos in a single SSG shot, the BFG causes AOE damage misleading people into how the BFG works, monsters have their step-height raised leading to some monsters teleporting in early and the headshot mechanic just makes the game too easy

I do like some things though such as the minigun replacing the chaingun and a few of the monsters extra attacks but yeah not much to show for ~5 years work

>> No.4228284

What a cute worm.

>> No.4228285
File: 2.92 MB, 320x240, TROOF2.webm [View same] [iqdb] [saucenao] [google] [report]

first attempt demo, two deaths, the first from just running out of health in a fire storm, the second from not finding the way out of a pit, whose floor turned out to be light-absorbing lava, in time.

>> No.4228286


>> No.4228287

I also feel like Brutal Doom as a concept doesn't seem too impressive: It's just Doom + COD + more blood and violence.
If Mark never made the mod, then someone else would and whether it would be better or worse, it would still look and feel the same.

>> No.4228290


>> No.4228320

Hey, thanks for the insightful feedback. I kinda rushed the gameplay and the secrets because I was running out of time to finish the map. And I wasn't expecting the secret exit to be marked on the automap. The dark room with the lava pit was inspired by map19 of D2TWID, but since I watched your playtrough of it, I kinda feel that the lava at the bottom of the dark pit is a bit overkill. Either way, I don't really see anything else that needs changing. Thanks again.

>> No.4228323

boy, doom's a lot faster than I remember

>> No.4228375
File: 16 KB, 1600x1200, 1504199656.png [View same] [iqdb] [saucenao] [google] [report]

secret exit is more subtle and harder to notice in chocolate doom. boom automap shows locked doors in obvious colours.
btw not sure if you saw it but i played SWC here >>4209606 >>4209609 if you are interested (demo link expired, sorry).

yeah, blame the file size / video length limits.

>> No.4228380
File: 638 KB, 1360x1152, ThePastShame.jpg [View same] [iqdb] [saucenao] [google] [report]

Always, tho not completed but dropped, so anyway it's something it never gets touched anymore.

>> No.4228405

so I don't know who cares, but after playing the E1M5 remake in the ROTT reject levels, I decided to remake E1M1 in Rise of the Triad. if you want this file, you probably know what to do with it


>> No.4228412

E1M1 of Doom?

>> No.4228472

Needs more accretion disks.

>> No.4228483

Indeed but i need my gravity lens yet XD

>> No.4228505

fuck off

>> No.4228519

Too soon bro, i don't posted any image for triggered reactions yet.

>> No.4228525
File: 99 KB, 1024x839, 1499753262018.jpg [View same] [iqdb] [saucenao] [google] [report]


> it's an open space full of bullet sponges

> suddenly three arch-viles

>> No.4228528


Reverse Matrix dodge.

>> No.4228529

yeah, it's E1M1 of Doom, remade in ROTT, as best as I could get it bearing in mind the engine is just glorified Wolfenstein 3D

>> No.4228532

High Noon Drifter.

>> No.4228535


AD2 really is the pinnacle of Doom modding. Such a fucking great game.

>> No.4228539
File: 801 KB, 900x720, 1502046079167.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, I'm halfway through episode 1 now and having a blast. Some of these maps are a little blocky and basic at parts, but it's been fun so far.

>> No.4228556

Looks a lot like GTA 2 or 3 in style.

>> No.4228557

WHY is the spider mastermind so much weaker than the cyberdemon????? even back in the day I was let the fuck down by that final fight

>> No.4228563

It was a lot more impressive before chaingunners casualized its gimmick.

>> No.4228574
File: 190 KB, 1024x805, spider_mastermind_by_emortal982-d65fxlz.jpg [View same] [iqdb] [saucenao] [google] [report]

How would you fix the Spider Mastermind?

>> No.4228580

Give it the same powers as arch-viles.
Plus have it spawn chain-gunners at random.

>> No.4228582

>Plus have it spawn chain-gunners at random.
Wouldn't Arachnotrons make more sense?

>> No.4228584

something that it won't infight with makes the most sense. sadly that is nothing.

>> No.4228585

This, but they have less health, because they haven't fully grown yet

>> No.4228587

Then you fix that by decreasing its pain chance. Seriously, for a boss, the SM is ridiculously easy to stun.

>> No.4228591

that won't stop it switching targets

>> No.4228594

>Give it the same powers as arch-viles.
it did have a magic attack, the sprite was released in romero's housecleaning a couple of years ago. obviously didn't make the final version.

>> No.4228596

But it should at least give it a bit of an advantage when mobbed.

Okay, that sounds interesting. Always wondered why a giant brain wouldn't have a psychic attack of some sort. Got any link?

>> No.4228606
File: 259 KB, 1360x768, Screenshot_Doom_20170831_215600.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4228608

The fuck is this?


>> No.4228617


scroll down, it's almost at the bottom.

>> No.4228618
File: 9 KB, 320x200, Doom-magic2_1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4228626
File: 23 KB, 316x206, 1504206258.png [View same] [iqdb] [saucenao] [google] [report]

this was one of my favourite thread captions.

>> No.4228627
File: 213 KB, 442x341, 1453752576208.png [View same] [iqdb] [saucenao] [google] [report]

Honest question, what was so bad about Urban Brawl?

>> No.4228637

someone compiled dosbox to run via emscripten (i.e. javascript) and then used a UE4 feature to display dosbox running on javascript inside a webpage in real time and applied it to a phone model

>> No.4228646

More health, less pain chance, more precise and farther reaching attack, maybe give it a magic attack like was planned in the Beta.

There are flags for this.
Also you could give it's minions a special damagetype that the mastermind is immune to.

>> No.4228656
File: 423 KB, 1280x720, tim.png [View same] [iqdb] [saucenao] [google] [report]

Don't try to tell me you can look into this man's eyes without desperately wanting him to invent deathmatch in your asshole.

>> No.4228661
File: 35 KB, 636x382, c9f314c58cfb0a00f1704bf2f677dec6--kim-hunter-hairless-animals.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4228665

i believe E2 and E3 were originally the other way round. they were swapped late in production due to inhouse testing concluding that the spiderdemon was a more difficult boss to defeat.* this was a misconception because all the inhouse testing was done from pistol starts, which also explains why the game is so easy if you use saves and carry things forward.

* this came out in an interview with i think sandy petersen a few years ago. i am afraid to say i cannot find a source, sadly.

>> No.4228667
File: 67 KB, 900x444, WhatsApp-Image-2016-10-24-at-10.30.30-900x444.jpg [View same] [iqdb] [saucenao] [google] [report]


This is now a Tim Willits thread.

>> No.4228674

I think I've also heard something about the developers thinking that players would feel overwhelmed by the full-auto hitscan attack.

>> No.4228682

>/vr/ is a hivemind
why do people consistently fall for this

>> No.4228684
File: 145 KB, 880x655, pain 2.png [View same] [iqdb] [saucenao] [google] [report]

sassy pain

>> No.4228687

They think we're /v/

>> No.4228689

I think he should shut up and go back behind the scenes to do what he's actually proficient at, while leaving the PR and vanity interviews to people who have interesting (and genuine) things to say.

I don't hate Willits, by the way, I just think he doesn't have the best of judgment at all times.

>> No.4228691


>> No.4228696
File: 60 KB, 1920x1080, 1446981793706.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Deus Ex allowed or no

>> No.4228703

Technically it came out just after the cutoff date I think, but it's very much like a 90's game in every sense of the word, and many forget that it actually isn't, so it's either let through or many people forget to be irrationally upset about it.

>> No.4228706

I think he actually meant the boss battle itself in that case, I'm quite certain that once the ideas of the three episodes had been finalized as Phobos-Deimos-Hell, they had always been intended in that order.

I do very much seem to recall him saying something like that somewhere.

>> No.4228714

It's one of those hazy middle grounds.

The rules say 1999 platforms, post-2000 games can be discussed here when they're on older platforms.
For PC, it's hazy because 1999-era hardware is difficult to pinpoint. So there's a lot of gray lines that people love to take advantage and shitpost about.
Deus Ex threads have consistently slipped past the mods, though, so I think they're fine.

>> No.4228716
File: 2.00 MB, 380x287, tumblr_o2u24knetT1s3uawvo1_400.gif [View same] [iqdb] [saucenao] [google] [report]

Has there ever been a more underrated multiplayer FPS than the N64 version of Quake II?

>> No.4228725

because Deus Ex is a Windows 98 game

>> No.4228732

Now if only Max Payne could fit in, but I admit that that was a landmark game that effectively divides the old / new graphics era.

>> No.4228738

It's something Quake 2 related, so all you will get here will be whining.

>> No.4228743

Quake 2 64 was my fucking life, me and all my friends played it every day for years. I would give anything to play that map from that gif again, my favorite multi map of all time

>> No.4228758

I played the Playstation version to death. It was the only playstation game I ever used a multitap with for four player split screen.

>> No.4228818
File: 152 KB, 300x351, 1502259145666.png [View same] [iqdb] [saucenao] [google] [report]

We must have some old, old FPS fans in this thread. Is anyone 35+?

>> No.4228837

I'm 25, my brother is 33, though he plays somewhat less FPS these days and don't tend to come here.

>> No.4228842

33, so caught up on the earlier 90s stuff at the end of the decade when I had a sweet rig (PIII 1GHz, Voodoo5)

>> No.4228846


>> No.4228851

In /vr/, we're all brothers :)

>> No.4228861

31, rarely played PC games at the time, and when I did it was dicking around at a friends house.
I still remember getting excited over how cool Quake and Duke Nukem 3D were.

>> No.4228867

I will reach the dreaded four-oh soon. Having some kind of mental illness / learning difficulty I am mentally about 15, and quite unable to take care of myself. When mom dies, I am truly fucked. Sorry for blogpost.

>> No.4228874

15 year olds can take care of themselves. Just get a low-key job through some temp agency or some such and rent cheap in a poor state.

>> No.4228886

ayo by the way what program does that hdoom man uses to make the sprites of the hdoom wad, graphicsgale?

>> No.4228898
File: 373 KB, 1280x712, 903299663612268544.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4228902

>I will never be forever alone as long as I ahve my hand

>> No.4228907
File: 24 KB, 165x135, 1464039669990.gif [View same] [iqdb] [saucenao] [google] [report]

I need me some Taiko Doom.

>> No.4228909


Nobody ever recreated it ?

>> No.4228914

I'm autistic and wasn't diagnosed until I was 30. You can totally do it. It'll be tough and it's a choice between preparing yourself slowly now or being thrown in the deep end later but it'll work out in the long run.

>> No.4228930

Doom needs more rhytm-based wads/mods in general
The only one I remembar was in Vinesauce Doom Mapping Contest
It was basically Crypt of the Necrodancer in Doom

>> No.4228931

>Crypt of the Necrodancer in Doom
I'd like that.

>> No.4228934

Well, maybe you could get some sort of menial job? A place like McDonalds or somewhere shouldn't be too bad, and not too difficult.
Also if you pay a bit for rent and help do chores, I'm sure that you could possibly find a place to stay.

It sounds like you're in a predicament, but I've seen people dig themselves out of worse messes, I think you could probably do it, even if it'll be hard and there'll be setbacks.

>> No.4228969
File: 141 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google] [report]

Metadoom left me wanting more, what are some wads where I can use an axe? Or at least some sort of big weighty melee weapon. Maybe something like the melee from Hexen but with more oomph.

>> No.4228973
File: 133 KB, 640x343, ksutra_v2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4229049 [DELETED] 
File: 73 KB, 576x790, blastmyassinski.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4229070

who cares

>> No.4229071

Is... Is that Ecco: Tides of time music in the background?


>> No.4229075


>> No.4229087

lol was expecting the duck tales music but that was funnier

>> No.4229089

Shrink that ridiculously huge collision box

>> No.4229096
File: 88 KB, 203x1024, 1226241577540.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4229098

How do you even get anywhere with such tiny player models and n64 controls?

>> No.4229101


>> No.4229103

Not that I know of, though I thought I heard something about a group recreating Q2 64 as a mod or something recently, I hope its true

>> No.4229104

please use >>4228898 with title "MY PLANET NEEDS ME"

>> No.4229107

i like cake. but cake fans can go fuck themselves. capishe?

>> No.4229115

I've never liked cake. I like cookies.

>> No.4229146

I like both cookies and cake.
And pie too, as well as tarts.

>> No.4229149
File: 7 KB, 500x500, 1440556273134.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4229164
File: 78 KB, 896x960, scrap845_a.jpg [View same] [iqdb] [saucenao] [google] [report]

oh shit there's some dobash cake in the fridge, I better eat some thanks for the reminder.

>> No.4229172


I hate pie. I've never liked pie, or many variations of it.
Only the pies that aren't really pies, like pizza pie or shepherd's pie.

>> No.4229173

Gimme a good Doom wad set in Mexico.

>> No.4229182

I think Boothill.wad had a level set in Mexico.

It's not much though.

>> No.4229184

i can't think of any maps that are nothing but corpse-strewn deserts

>> No.4229189
File: 51 KB, 445x445, upset-cat.jpg [View same] [iqdb] [saucenao] [google] [report]

>get advertisement from GOG
>"Doom 3 BFG Edition, Quake 4, 75% off all Bethesda Shooters"

>> No.4229190


Are there any good mods for BFG Edition or Quake 4?

>> No.4229192

How in the seven circles of fuck did Bethesda get so big anyway? Fuckers couldn't pump out a good game to save their lives

>> No.4229193

Casuals can't get enough of nuFallout and Skyrim.

>> No.4229194

that's simple, their parent company has enough capital to buy the necessary influence on the market. more interesting is to wonder where zenimax got their funds from.

>> No.4229196

That's Term's son, who teaches him Doom modding.

>> No.4229204

He's 8 years old, so he's name is Terminus8

>> No.4229205

Term is 16?

>> No.4229208
File: 563 KB, 1360x768, Screenshot_Doom_20170901_033751.png [View same] [iqdb] [saucenao] [google] [report]

>inspired by E.Y.E Divine Cybermancy and Doom BFG Edition

>> No.4229210

Give it a chance to keep shooting through pain.

As you hit it, it's spread goes haywire during pain frames, then returns to peppering you.

>> No.4229212

Morrowind was really good (largely for the story and world building), and I think it spiraled from there.

Oblivion was extremely flawed, but it had the novelty of a sandbox world, which had a wide appeal, and modding helped fix a lot of it's problems and make it more appealing still.
Then there's Skyrim, which isn't *as* flawed as Oblivion, but has a lot of the same appeal, just done way better.
There was also Fallout 3, which was a big hit, it was also very flawed, but again, modding helped fix a lot of it. I'll say that Fallout New Vegas spawning from it was *much* better I think (though not without it's own flaws).

I think that they hit that craving for exploring sandbox worlds at the right time, and made enough of an impression to the general audience at the right time, from there they have built on it with brand recognition.

>> No.4229214

Is the Brutal Doom Hell on Earth Starter Pack WAD playable with Project Brutality v3?

>> No.4229216

Marketing and their playerbase will excuse any amount of unfinished/broken/missing shit because it's Bethesda and modders will fix it.

Also their playerbase are generally too stupid to realize how shallow their writing is in their games.

They're on their second wave of paid mods now and the fuckers are making excuses for Bethesda.

>> No.4229219

Sure, I don't see why it wouldn't be?

>> No.4229224

Still doesn't beat Flan Term.

>> No.4229240
File: 816 KB, 1780x1050, Sgt Mark IV.png [View same] [iqdb] [saucenao] [google] [report]

I like to think of Brutal Doom as the "gateway drug" of Doom mods; it introduces a lot of new people to the modding scene and they either A) stick to that one "gateway" mod and never try anything else [stereotypical BD fan], B) try new mods and acquire different tastes and preferences [may or may not move on from BD entirely], or C) play it once or twice and never come back for more. It's an okay mod on its own but way over-hyped by game journalists and BD fanboys, but at the very least it's given more exposure to Doom/Doom modding and has introduced new people to the scene (for better or for worse). I (re)played through D2 with it once, enjoyed it, and then moved on to different mods, now I just stick to Smooth Doom.

>> No.4229248


>> No.4229252

at page 7

you impatient dumb

>> No.4229281
File: 17 KB, 880x655, the pain 3.png [View same] [iqdb] [saucenao] [google] [report]

DOOM redrawn by me

>> No.4229294
File: 70 KB, 852x750, SHHHHH OOOOOHHH SHHHHHH OOOOOOOOHHHHHHH.png [View same] [iqdb] [saucenao] [google] [report]

nah but for real preddy gud

>> No.4229308

>those big arms
can you draw a PE walking on it's hands like Orbb?

>> No.4229317

why do you repost this in every thread?

>> No.4229325
File: 14 KB, 880x655, mad hod.png [View same] [iqdb] [saucenao] [google] [report]

because I draw good don't you draw good also

>> No.4229327

I... shit, I can't argue with that. you draw good.

draw more good.

>> No.4229343
File: 84 KB, 800x600, Screenshot_Doom_20170901_034551.png [View same] [iqdb] [saucenao] [google] [report]


I pissed off that Cyberdemon and I have nowhere to run, I'm trapped in this little cubby.
I hear him stomping out there and shouting about how he's going to rape me (or whatever that roaring means).

>> No.4229357
File: 138 KB, 800x600, Screenshot_Doom_20170901_034758.png [View same] [iqdb] [saucenao] [google] [report]

>throw out a grenade and about to toss out another one
>suddenly he rounds the corner and is in my face
>he fires a rocket that hits the wall next to me, this hurts
>the grenades go off, this hurts a lot more
>suddenly he explodes with a loud boom and erupts in a magnificent shower of blood and gore

I'm not sure how I did enough damage to him for that to happen so fast, but I cheered like Sheriff Brody at the end of Jaws, the gore is even comparable.
It really gives me the urge to put in an M1 Garand later, I think with the right work it can fit in the infantry rifle's slot.

>> No.4229369

I guess but I don't understand why you would want to play any variation of brutal doom

>> No.4229374


>> No.4229387


>> No.4229397

>inspired by E.Y.E Divine Cybermancy

Why isn't the pickup log spamming "You gain brouzouf"?

>> No.4229420
File: 133 KB, 1360x768, 20170901034930_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Because doomguy is a communist and has no use for usual currency, demonic invasion or not.

>> No.4229432

Then make it spam "Your leg is broken" and when you pick up a Medikit it says "My Legs are OK".

>> No.4229436

>You gain Brozouf

>> No.4229450

Jian = best

>> No.4229457
File: 206 KB, 640x361, FUCk.webm [View same] [iqdb] [saucenao] [google] [report]

That is not true at all.
t. Unfortunately Jian

>> No.4229468

and why isn't he losing his sanity and tripping balls?

>> No.4229486

Bauhaus is literally mapping kino.

>> No.4229548
File: 270 KB, 1920x1040, gzdoom_2017-09-01_00-35-03.png [View same] [iqdb] [saucenao] [google] [report]

Just went through Doom for the first time, what did I think of it?

>> No.4229549

I dunno, what did you think of it?

>> No.4229552

Played smoothdoom and ketchup on UV, overall an 8/10.
Map were nice and varied, although Thy Flesh Consumed torn my asshole apart multiple times.
Since I'm a raised-on-modern-fps shitter I got turned around or lost a fair amount of times on the larger maps, but not so much as to subtract from the experience.
Starting Doom 2 now with the same set up

>> No.4229564

Finally finished TNT:Evilution, was not expecting that last level. Played a few maps into Plutonia, what a difference right off the bat. I just hope it's more consistant than TNT.

>> No.4229571

Good stuff. Welcome to Doom, hope you enjoy the massive mod and map community.

>> No.4229580

First 5 maps of Plutonia are above average for the difficulty, they calm down a bit after that, then ramp up nicely.

>> No.4229589

Alright, finally kinda finished the wad site thing. Let's see how fast you guys break it.

>> No.4229593

>what is a doom
>a doom

>> No.4229604

>That pic in the directory

So was that a test or did someone else just upload it

>> No.4229607

someone else. forgot to reenable the extension check

>> No.4229609

Do I wanna know what it was?

>> No.4229612

/mlp/ shit. Already deleted.

>> No.4229615

Someone uploaded an MLP image there. It's gone now.

>> No.4229619

Tried uploading AV but seems like it didn't take.

>> No.4229620

hold on, uploading is kinda broken right due to some weird shit. Is it a wad file?

>> No.4229623

Yup. av.wad

>> No.4229625

So what's the point of this, or the goal of having this? Just as an alternative to DW's /idgames or moddb for archiving, sharing, and finding mods?

>> No.4229630

for a central location for mods to be shared on /vr/'s doom threads. Having a bunch of good shit scattered around in archives in dropbox and mega links is kinda weird to me. And yes, as an alternative to idgames.

>> No.4229632

Uploading should be fixed. Dumb mistake on my part fixed by an even more retarded hack.

>> No.4229636

Ah yes but what about Project Brutality

>> No.4229637

do you have their IP?

>> No.4229641

no, no official way of ip logging and banning yet

>> No.4229667
File: 57 KB, 640x400, 13.gif [View same] [iqdb] [saucenao] [google] [report]

What went wrong?

>> No.4229668

You forgot to post the picture to begin with.

>> No.4229670

probably you forgetting to post the picture

>> No.4229672

N-no bully pls

>> No.4229673
File: 462 KB, 500x279, 1494030596308.gif [View same] [iqdb] [saucenao] [google] [report]

Smartasses unite

I'm only havin a giggle.

>> No.4229683


Still having trouble uploading av.wad.
It's 22.7mb, is anything close to the limit getting nuked, too?

>> No.4229686

Is it giving an error?

>> No.4229687


Nope, it's leading to a blank page with a "Back to home" link.

>> No.4229696

Can you give me a screenshot of the page?

>> No.4229704
File: 34 KB, 1936x1056, ss+(2017-09-01+at+02.28.25).png [View same] [iqdb] [saucenao] [google] [report]


>> No.4229710
File: 538 KB, 320x240, Browsing doom threads.gif [View same] [iqdb] [saucenao] [google] [report]

>all them tabs
>that search tab
Good work.

>> No.4229712

The Cyberdemon is multiplayer only.

>> No.4229740

>Let's see how fast you guys break it.

first of all: thanks!

can you make it accessible via https? it just sits there spinning.

suggest hosting sywtpsfd.jpg yourself, instead of hotlinking it from desuarchive. maybe it's an old school internet attitude to have, but bandwidth leeching still seems rude to me.

>> No.4229746

or at least dump it on imgur and let them deal with it.

>> No.4229748
File: 2.85 MB, 320x240, map13-756.webm [View same] [iqdb] [saucenao] [google] [report]

nothing. well, one thing, the slow lift to the yellow key. but the rest is high grade entertainment.

>> No.4229751

>Realize that if I put the webm at 0.5x play speed, it actually becomes watchable
Why didn't I realize this sooner.

>> No.4229754

I'll see what I can do, about to go to bed

I did it because wget wasn't working on the production server for some reason and just wanted the image there. I'll host it myself eventually.

No problem dude

Tried a fix but didn't work on my end. I'll see what I can do tomorrow. Probably something really simple I'm missing on, honestly.

>> No.4229756

>Tim Willits claims he invented multiplayer-only maps with Quake
>gets his shit handed to him by John Carmack, John Romero and American Mcgee.
Keks were had.

>> No.4229762


here's the .lmp -- you can watch it at whatever speed you want.


>> No.4229764

newsworthy >>4225902

>> No.4229771
File: 1.40 MB, 640x1431, captures.png [View same] [iqdb] [saucenao] [google] [report]

I got into an autistic argument on /v/, and since this place is for all things Doom I thought it'd be best to ask here instead. Does the Doom community *really* consider Doom a colorful game? Because according to /v/ it definitely is and I'm just colorblind.

>> No.4229775

In a way it is, though it's in the same sort of vein as Diablo 2 where you don't really notice the stuff that is brightly coloured.

>> No.4229786

depends how colourful you mean by colourful. it's not rainbows like splatoon, but it's not entirely a brown gradient either.

>> No.4229789

It's all about how the mapper uses the textures and the environments they make. UAC levels have a variety of silvers, browns, greens, blues, and mechanical textures to work with, outdoor settings have a handful of "natural" colors, and hellish levels have reds, greys, pinks, fleshy, and metallic colors to work with. Cherry picking is also an easy way to "prove" this argument one way or another. Doom can be very colorful at times, and other times not so much. Just depends on the level.

>> No.4229792
File: 41 KB, 680x683, 1d9.jpg [View same] [iqdb] [saucenao] [google] [report]

>I got into an autistic argument on /v/

That thread wasn't even worth responding

>> No.4229793


>> No.4229807

Use certain textures and fill a level with pinkies and cacodemons and you've got a fucking lot of colour.

Doesn't mean it's Rainbow Island or anything, it's just the overall palette isn't along the lines of Quake.

>> No.4229813


>> No.4229831

Maps and all the things that litter them come in all kinds of colors, but Doom isn't exactly a desaturated-looking game.

>> No.4229851
File: 51 KB, 800x511, Doom-guy.jpg [View same] [iqdb] [saucenao] [google] [report]

What is F-90 stands for?

>> No.4229861

Futa 90

>> No.4229868

I think Fuck 90s.

>> No.4229869
File: 1.97 MB, 1920x1080, 1485266480608.png [View same] [iqdb] [saucenao] [google] [report]

doomguy has a patrician taste in gundam

>> No.4229871

Sure works for the multiplayer in that game.

>> No.4229879


>> No.4229885
File: 31 KB, 661x716, 1504153462403.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4229886
File: 1.10 MB, 1366x768, spasm0045.png [View same] [iqdb] [saucenao] [google] [report]

Here's your reply.

>> No.4229904
File: 339 KB, 760x1097, musou threads.png [View same] [iqdb] [saucenao] [google] [report]

I fucking love these images

>> No.4229907
File: 56 KB, 498x490, quads.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4229924

are you seriously trying to defend it

>> No.4229939
File: 1.34 MB, 1024x768, Screenshot_Doom_20170901_114534.png [View same] [iqdb] [saucenao] [google] [report]

How do you make a convincing arching ceiling?
Do you just make a huge room and fill it with sectors? It turns out ugly when I try with a small one but I'm pretty sure with patience and a very large room it could work, any tips?

>> No.4229945

well for a start it'd be more convincing if it weren't all one light level.

but yeah unless you're using slopes or something you'll need to have lots of thin sectors to approximate the curve as steps.

>> No.4229946

It's very hard to see there but it looks like each circle is regular; basically make each circle irregular (think of an inverted putting green) and it'll look better.

>> No.4229971

>Joined the ZDaemon survival server to play this
The archviles are too real now.

>> No.4229992

How come I can't for the life of me change brightness only to the ceiling without the floor while using the dummy sector trick?
What I do is make a sector, change brightness and go into a linedef and click special transfer lightning to ceiling, I tag it 1 then tag the sector I want to change brightness on 1 but it doesn't work.

>> No.4230006

NVM it works, it just doesn't in Visual mode.

>> No.4230010

either use sloped ceilings or lots of very thin sectors, or just give up and map for quake instead

>> No.4230186

Neat. Might be worth going through the /vr/ archives and reuploading everything found.
Might also be good to link to news post.>>4225902

>> No.4230189

Yeah I haven't forgotten, just waiting until around Page 8

>> No.4230204


>> No.4230332

Someone please link to new thread if its already been made.

>> No.4230342
File: 10 KB, 477x269, Knee Deep in Fun!.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4230350

Working on it.

>> No.4230353

>when a maulotaur oneshots you after 15 minutes without saving

>> No.4230360

New thread.


>> No.4231441
File: 42 KB, 499x636, XQYdvJL.jpg [View same] [iqdb] [saucenao] [google] [report]

Your picture is F91

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