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4230357 No.4230357 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4225895

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.4230359


300 MINUTES OF /vr/
-Speedmapping project managed by 300manager !Os4LYDp5eQ
-29 maps currently made
-Extended until 30 or 32 maps are made
-Original rules can be found here

-May be released soon?

-Project is underway
-All rules found here

-Looking to update the OP, suggestions are welcome

=== NEWS ===

[9-1] Anon made a website for uploading and sharing WAD and PK3 files

[9-1] Anon remakes E1M1 in ROTT

[8-31] Tim Willits BTFO

[8-31] Colorful Hell 0.91

[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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4230370
File: 6 KB, 642x427, portadoom_cacowards2015.png [View same] [iqdb] [saucenao] [google]

Getting in early here since my post went completely unnoticed last thread:

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/

>> No.4230373
File: 177 KB, 499x396, 1409135348906.jpg [View same] [iqdb] [saucenao] [google]

>> No.4230382
File: 52 KB, 197x190, Comfy.png [View same] [iqdb] [saucenao] [google]

The last not-Doom game you've played must now be recreated as a Doom mod or have a mod made that's heavily inspired by it in one way or another. Describe what that hypothetical mod is like; weapons, monsters, gameplay overhauls, whether or not it would even be possible to recreate said game within Doom at all. Go wild.

>> No.4230385

Someone is already making Quack Champs in Doom. Why, I don't know, other than probably "to see if it can be done."

>> No.4230389

i remember this. sorry you were overlooked. not something i'd be interested in personally but i wish you well.

>> No.4230392
File: 106 KB, 578x582, cute cannibalism.png [View same] [iqdb] [saucenao] [google]

This is really neat, anon.

>> No.4230393

>Sonic Mania
Hell, I'd love to see a mod that takes inspirations from the special stages. Doomguy running super fast around a track to collect health bonuses as he slowly loses health, getting some kind of power-up orbs to go faster and faster while hunting down a speedy cacodemon to punch with his fists while drifting around tight corners. In later stages there could be imps or mancubi on the outskirts to try and attack you to lower your health, or lost souls in the track to stop you as an obstacle. Maybe even picking up some keys could unlock shortcut paths and bonuses?

>> No.4230405
File: 2.63 MB, 798x478, khez.webm [View same] [iqdb] [saucenao] [google]

I'm not sure if it would work.

>> No.4230408
File: 15 KB, 288x306, Protip.jpg [View same] [iqdb] [saucenao] [google]

Do some sprite swaps, add a few animations, and add a few new sound effects and it's basically just Doomguy punching a Cyberdemon to death. It'd have to be much more of an "inspired by" mod than a total recreation, I'd think.

>> No.4230417
File: 486 KB, 1280x720, jason_brody_far_cry_3-wallpaper-1280x720.jpg [View same] [iqdb] [saucenao] [google]

Might be a lot of work to make it worthwhile.

>> No.4230418

Player unknown battlegrounds...hmmm....

>> No.4230419
File: 349 KB, 1366x768, Screenshot_Hexen_20170524_122752.png [View same] [iqdb] [saucenao] [google]

We already got Doom & II ported to the GBA but will it be possible to port HeXen to the GBA? What are the possibilities?

>> No.4230429
File: 37 KB, 652x490, nowwerecooking.jpg [View same] [iqdb] [saucenao] [google]


>> No.4230436
File: 386 KB, 592x570, 1481906175498.gif [View same] [iqdb] [saucenao] [google]

>killing floor 2
>perk levels that stay between playtroughs
>special bonuses every 5 levels, that you can switch around when entering new map
>every weapons has 1 or 2 sidegrades that you can buy, some with overlap between two perks

>> No.4230456

People are still playing that shit? How?

>> No.4230458

I only first played it last year.
That said, I don't play it regularly. I just needed to feel.

>> No.4230469

1&2 barely fit as it was; no monster lighting, no back sprites, no depth-fade, no sound-propagation. It's just 16 MHz and 256K RAM!

>> No.4230518
File: 375 KB, 900x900, DIE_IN_FLAMES.jpg [View same] [iqdb] [saucenao] [google]

Hellcore 2.0 with DoomRLA is an interesting, frankly terrifying experience.

HL2.0 is already a creepy and frankly terrifying mapset but combined with that RNG aspect and the survival horror esq nature of many of the maps it's starting to feel like a Hideous Destructor esq. descent into the bowels of hell itself.
I'm not sure certain sections of this mapset are even possible without my expanded arsenal. I'm on Map10 and I'm pretty sure I wouldn't have made it nearly this far without my nuclear BFG9000 and nuclear armor.
Hobbs End Horror is a nice In the Mouth of Madness reference, but jesus christ would that map be nearly impossibly without my Nano Double shotgun with a sniper mod.

>> No.4230521
File: 417 KB, 377x493, emergencyy.png [View same] [iqdb] [saucenao] [google]

Oh and I'm pretty sure the PSX sounds help with that feel a lot too, jesus fucking christ do they.

>> No.4230534

Wonder how it'd play with SUAB? Seems like it could be good horror (though with maybe not the best gameplay).

>> No.4230539
File: 140 KB, 1920x1080, Screenshot_Doom_20170901_134836.png [View same] [iqdb] [saucenao] [google]

I've heard about Shut Up and Bleed for a while now but I've never tried it yet. I might try it later. Small spoiler but some of the latter levels of Hellcore 2.0 verge on slaughter WAD levels (Hobbs end especially). Anything that adds respawning enemies to something like that is going to verge on impossible (which sections of RLA already do)

Also, if anyone is familiar with the mapset could you tell me what I need to do here? IT seems to require an orange key, I have an orange key, and I can't seem to open the passage.

>> No.4230545

I did play it a long time ago, the slaughter wasn't so much my taste.

I don't really remember what they wanted me to do with that orange key though, it's all a fuzz.

>> No.4230551
File: 58 KB, 1920x1080, Screenshot_Doom_20170901_135916.png [View same] [iqdb] [saucenao] [google]

It's a path to a later level but it's weird honestly. I can't seem to open it from the other side either.

>> No.4230565
File: 1.97 MB, 380x255, unmaker.gif [View same] [iqdb] [saucenao] [google]

What would you rather have back?

The Unmaker...

>> No.4230568
File: 1.08 MB, 640x320, soul cube.gif [View same] [iqdb] [saucenao] [google]

... or The Soul Cube?

>> No.4230575
File: 155 KB, 500x375, dosh.png [View same] [iqdb] [saucenao] [google]

>KF2-based mod

Would it be so fast that the closed-in maps fuck you over by incredibly aggressive monster spawning?

>> No.4230582

Nah, remove random spawns. Go chillax if you want to powerlevel.

>> No.4230584
File: 72 KB, 700x462, Bez-nazwy-3.gif [View same] [iqdb] [saucenao] [google]

Ok guys, I get rock hard for tc wads, what's some good ones? I already played:
>Pirate doom
>Action doom 1/2
>Nido force
What other stuff should I check out?

>> No.4230587

Batman Doom

>> No.4230590

I've literally have been getting angry much more often for some reason, its fucking with my doom skills cause I get mad when I fuck up and everything else
how do i make this stop

>> No.4230593

Wolfenstein: Blade of Agony
Project Einherjar
and my favorite, Doom: The Golden Souls

>> No.4230594

I know that System Shock Portable can't be obtained officially anymore due to Night Dive deciding to file a DMCA C&D involving it. Let's hope that they start to get at slightly softer on their stance after the remake is released.
Anyway, any torrents sites that might still have SS1 Portable?

>> No.4230605

sonic mania recreated in doom... a sonic game in doom engine... hmmm... hmmmmmm..... impossible

>> No.4230614

Well the netcode can't be worse.

>> No.4230616


Unmaker because I prefer challenging bosses over homing instakill full heal weapons.

>> No.4230620


I bet there's already a mod like that. Hopping mechanics in the doom engine could be neat though.

>> No.4230626

That's where you're wrong, kiddo
Check that shit out: https://www.srb2.org/

>> No.4230629
File: 233 KB, 464x464, LG1KN-Q4.png [View same] [iqdb] [saucenao] [google]


>> No.4230647

how the FUCK do i pass a string from a weapon decorate actor definition to a ACS script that it calls?

>> No.4230654

Good fuckin luck m8, you'd probably be better off just hardcoding all the names as using a switch.

>> No.4230659

i just want to set a fucking cvar

why is the string handling in this game so fucking shit

>> No.4230661

It can, if someone makes it in Frostbite 3

>> No.4230664

what if they made it in zdoom

>> No.4230679
File: 1.58 MB, 1920x1200, pYZPaOJ.png [View same] [iqdb] [saucenao] [google]


Guys, holy shit.

>> No.4230686
File: 176 KB, 322x321, 1491552485693.png [View same] [iqdb] [saucenao] [google]


>> No.4230687
File: 372 KB, 1920x1200, yjrcMma[1].png [View same] [iqdb] [saucenao] [google]

You forgot the thread link.

What in the actual goddamn HUH am I looking at?

>> No.4230693

whats the technical reason behind why weapons can't store user variables?

>> No.4230696
File: 792 KB, 1920x1080, shib2[1].jpg [View same] [iqdb] [saucenao] [google]

what in the hell
>want to comment on the thread
>locked myself out of my func_msgboard account somehow
>the saved password isn't taking and I have no idea what the hell else it would be
GOD DAMN IT, it only had two posts but still, that means that username is unavailable now!

>> No.4230698

Called from the actor owning the weapon, not the weapon.
Just put a uservar in the player actor and then modify and call user var from acs.
You can even specify which user var from acs args by packing and then unpacking hex, 4 characters per arg I think, it's not that difficult. If you want only letters and want 6 chars you can go base 36.

Have fun, the conversation goes through the thread and isn't really massed in one post.

>> No.4230701

>PSX TC (with Lost Levels)

>> No.4230706

Strange Aeons

>> No.4230707

Uac ultra.

>> No.4230712

Whew, made a typo someplace and managed to figure it out.

Maps look crazy though, I'm guessing the one in that screenshot has some gravity-fuckery going on. I know one (or more) of the func_ mapjam packs has a similar concept, albeit used only in a small section; does this mapset have custom code or is it vanilla id1 other than the assets? I haven't downloaded it yet.

>> No.4230713

Hey, any advice involving post

>> No.4230719

This map made me thinking: is it possible to make a Quake mod inspired by Gravity Rush?

>> No.4230723
File: 63 KB, 497x373, 1504129651460.png [View same] [iqdb] [saucenao] [google]

This, but how about TCs for Quake?

>> No.4230724

Hunter's Moon if you can withstand the lag

UAC Ultra is a regular wad, the guy wants Total Conversions.

>> No.4230728

It would be more of a map pack than a mod. That game actually has levels that would make excellent Doom maps.

>Kero Sewers
>Forest Maze
>Booster Tower
>Sunken Ship
>Belome Temple
>Barrel Volcano
>Bower's Keep
>Smithy Factory

Maybe being able to equip Geno's gun-based weapons would be the mod weapons and Mario's mallet could be the melee weapon.

>> No.4230729

If you use the hex, from here:
for readability:

const int LET_O = 0x4F;
const int LET_P = 0x50;
const int LET_S = 0x53;

"(LET_P << 24) + (LET_O << 16) + (LET_S << 8) + (LET_S)"

For readability on the base 36 since you can't just bitshift, you could use

const int 36_d2 = 36; // 36^1
const int 36_d3 = 1296; // 36^2
const int 36_d4 = 46656; // 36^3
const int 36_d5 = 1679616; // 36^4
const int 36_d6 = 8398080; // 36^5

const int LET_O = 25;
const int LET_P = 26;
const int LET_S = 27;

"(LET_P * 36_d4) + (LET_O * 36_d3) + (LET_S * 36_d2) + (LET_S)"

then you'd need to unpack either in acs, but do one function and you're set
of course, if you have only a couple of things and not a whole bunch you need to be passing, then it's gonna be much easier with just switches or arrays and passing the corresponding numbers. You can even use "const int" to increase readability on both ends.

>> No.4230730
File: 150 KB, 1024x468, 43_WRA_M1_Garand_2886-1.jpg [View same] [iqdb] [saucenao] [google]

If I want to give a rifle a bayonet, but the sprite graphic of the weapon in question wouldn't have a conventional bayonet visible from the perspective of the graphic, how would I best convey it?

Should I just try to work out an angled sprite for the reloading and stuff where you can see the bayonet mounted out on the end there? Or should I just put it on the pickup sprite and call it a day?

>> No.4230731

Anybody try out thevidya.site yet? How's the upload speed?

>> No.4230736

>Or should I just put it on the pickup sprite and call it a day?
I'd go with this. Show the bayonet on the pickup sprite and then just make an animation that looks like you are stabbing them with your barrel. It would be good enough.

t. lazy fuck

>> No.4230739

Been at work all day. Will attempt to upload something later.
Does it allow for dl descriptions, or do you have to just include a readme?

>> No.4230745

No way to describe the file right now, but uploading a text file for it should be soon. I'm at work also so give me a few hours. Should be a pretty quick feature to implement though.

>> No.4230818

Well I mean I figured the stabbing with barrel part, but if I should try to just put something together to make it more obvious when you're using it, so that you sometimes see it when you're handling it, like reloading or throwing a grenade.

>> No.4230840

How do you make stats that influence the power of weapons?

>> No.4230841

Why are they cyan?
Is this Kegan

>> No.4230847 [SPOILER] 
File: 378 KB, 1366x768, 1504300939934.png [View same] [iqdb] [saucenao] [google]

Any advice on either getting a HIMEM.SYS and some virtual boot disk drive to work on DOSBOX?
Oh, and are there any working torrent sites you folks that might still have System Shock Portable?

>> No.4230850


>> No.4230859

I have it at home. I can toss it at you later.

>> No.4230865

this is rad, couldn't respond last time you posted because of my VPN

>> No.4230874

I don't know about torrent sites, but I still got SSP on my hard drive. Downloaded it before the SSE was released on Steam.

>> No.4230886

Here you go http://dropmefiles.com/0mn7J

>> No.4230890
File: 2.68 MB, 320x240, FgBnth1.webm [View same] [iqdb] [saucenao] [google]

faggot beneath (300min)

the switch opposite the start position reveals a wide open blood lake, with little cover, and 23 sergeants and 6 revenant turrets. this would be manageable if you actually had some defence, but all there is, is the basic shotgun, 107% green armour, and one(!!) stimpack.

if you survive this and find all the buttons to get the red key you find - joy! - a second stimpack, then down a tunnel, the blue key and finally a second weapon, a chaingun. the key triggers a teleporter trap that spews even more sergeants, spectres, revenants, and the inevitable archvile, which is released out into the blood lake. better hope you found that secret rocket launcher, along with the third precious stimpack (except the lava is likely to negate its benefit).

the end of the map was not new to me, with an equivalent of the NIN secret that i'd helped to fix. with only a few hellknights/barons to fight, it was trivial in comparison to earlier areas. thus, the fourth stimpack was unnecessary.

i get that it is an E4M1 tribute/parody but i think it's just a little over the top. at least with Perfect Faggot, after a couple of deaths, i found a strategy and felt i had a chance. in comparison this map, with high enemy density, low weapon power, and almost total lack of defensive options/resources, feels unfair.

demo (first exit, about the 20th attempt, at a guess)

>> No.4230892
File: 2.30 MB, 320x240, FgBnth2.webm [View same] [iqdb] [saucenao] [google]


>> No.4230906

I actually used this as a test map for Babel since it was so hard on vanilla. I agree with what you said there, it feels like certain bits can almost get too intense, where you're relying more on luck and running like a madman than skill.

>> No.4230943
File: 7 KB, 158x150, sEwwbWo.png [View same] [iqdb] [saucenao] [google]

The Holy Water Pistol. One of the best doom weapons ever.

>> No.4230990
File: 4 KB, 87x102, colors.png [View same] [iqdb] [saucenao] [google]

G.M.O.T.A or Bullet Eye?

>> No.4231003
File: 43 KB, 264x263, smug stalker.png [View same] [iqdb] [saucenao] [google]

the one that's actually had an update in the past two years

>> No.4231004

>Apples or Oranges?
GMOTA though.

>> No.4231059

This is CRAZY the amount of details put in this map, you have troubles to realize it actually runs on the IDTech 1.

>> No.4231064
File: 311 KB, 678x601, 1377775640328.png [View same] [iqdb] [saucenao] [google]

Holy fucking shit, someone saved it.

Yes it was.

>> No.4231065
File: 483 KB, 356x233, 1394064975744.gif [View same] [iqdb] [saucenao] [google]

>tfw finishing up with a map you've been working on for a while
good feel, also started using custom textures today and it helped tremendously prettying up the areas that I wasn't too happy with the look of when using only vanilla textures.

>> No.4231073

Are there any really good vertical levels in doom? Maybe ones that make really good use of 3d floors?

>> No.4231086
File: 174 KB, 1024x768, doom 3.jpg [View same] [iqdb] [saucenao] [google]

>wanna play Doom 3 again but don't wanna bother with all the bullshit to get it running without glitches up the ass
>buy BFG edition
>runs super well
>however, notice that there's way more ammo and health than usual
>only time I managed to die was when I started toying with grenades
>removed the creepy ambiance from the admin office early in the game
>plasma gun sounds weaker
Just fucking why? Would've it been that hard to leave the difficulty level intact Veteran?

>> No.4231090

Bullet eye. For now at least, GMOTA's current playable verson just isn't that good.

>> No.4231109 [DELETED] 

Have you guys seen Away?
Skip to 0:41

I know not Retro at all, I'm just curious, are there any ridiculously HD wads for Doom? Curious how it'd look, especially since caco is cute

>> No.4231116

Depends, can I refill it in the toilet?

>> No.4231118 [DELETED] 
File: 39 KB, 500x333, 1422657964704.gif [View same] [iqdb] [saucenao] [google]

>watch intro
>convinced it's going to be a boring turnbased JRPG
>skeleton bro team mate
>real time actiony combat

>> No.4231121

Well seeing as you can dip the holy water pistol into dangerous slime and have it be purified into safe, drinkable holy water, I'd say yes.

>> No.4231128

I may tone down the shotgunners. Any other gameplay recommendations?

You can survive the initial onslaught a lot easier if you run to one corner of the blood pool and use one of the blocks as cover. I meant that to be the analogue for the alcove in e4m1, but it might not work.

>> No.4231138

>download Impossible: A New Reality to try it out
>read the text file
Worth it for the batshit probably-written-while-drinking backstory alone.

>> No.4231160

>batshit probably-written-while-drinking backstory
These are the best, especially when there's still a underlying thought and theme going on.

It's why I liked Morrowind's story and lore so much, Kirkbride wrote it up on whiskey and at least one carton of smokes, while already in a strange state of mind. He might also have fucked one of his bosses' daughter too (rumor says it was Todd Howard's daughter but I think that would be too good to be true.

>> No.4231162

i know that /vr/ has a hateboner towards hdmods but

theres a good weapon replacement mod for quake 2? the only good one that i could find was the SSG on Quakeone forums and the old one ripped from Generations arena is lost to the ages

>> No.4231203

Some updates on thevidya.site
>fixed files not uploading when larger than 8 MB (specifically Alien Vendetta)
>added an option for text files\
>copied sywtpsfd.png from desuarchive to the main site.

>> No.4231229
File: 1.43 MB, 268x185, dsadsadasdas.gif [View same] [iqdb] [saucenao] [google]

>Fallout 4

pls no hate

Fatman might be cool to see though

>> No.4231237

Fallout 4 Survival Mode is some of the most fun I've ever had with a shooter or open world game.

>> No.4231238

I heard he locked himself in his apartment with a shit ton of booze to write the 34 Vivec Sermons. I also love Morrowind, I wish Bethesda didn't collapse into what they are now.

>> No.4231242

what do you guys think about the HXRTC mod?

Also, why is KDiZD so hated here?

>> No.4231254

>what do you guys think about the HXRTC mod?
Can be a lot of fun but you often end up feeling like you're a walking wall of meat by a few levels in.
>Also, why is KDiZD so hated here?
Because it's shit?

Like most attempts to reinvent the original maps, it fails to get what really worked with them and instead drags each and every map out a stupid amount with long arse backtracking and vague as fuck map design.

>> No.4231307

>Golden Souls
Dark side of the moon is best level.

>> No.4231315

A+ opinion

But technically, they're all the best levels

>> No.4231364

Fun to use in Metadoom, pure garbage in DUMP 3.

>> No.4231367

Space Hunter.

>> No.4231425

Well seeing as you can't seem to get original Doom 3 running without fucking it up, if sounds like you needed those extras in Doom 3: Bumper Rails Edition,

>> No.4231430

>think I've lost the drive to do work again
>get a wild idea with some sprites

>> No.4231485

Like from Army of Two?

>> No.4231494
File: 2.19 MB, 1920x1080, quakespasm-spike-admod 2017-09-01 23-44-54-05.png [View same] [iqdb] [saucenao] [google]


Put this shit in the news post 'cause it's mad whack, yo.

>> No.4231495

On a technical level this is the best Quake release ever. The fact that all of that shit was made using id1 progs is just mind boggling.

>> No.4231502
File: 263 KB, 900x601, tumblr_n1xlkwgCtW1t9gay8o1_1280.jpg [View same] [iqdb] [saucenao] [google]

What? No.

The classic kind, that you'd use for shooting at Nazis and Commies with. It'll hit hard, it'll have a pointy bayonet for stabbing (and grilling sausages), and if you shoot it empty you'll get a slightly faster reload than if you reloaded with rounds left in the magazine.

>> No.4231506

Doesn't look that amazing to me? Are Quake players just hungry for a change of scenery or something?

>> No.4231512

Aww. I liked that gun.
Do we seriously not have a fucking Garand for Doom?

>> No.4231517

I haven't seen one that I think is very good.

>> No.4231523
File: 1.48 MB, 1920x1080, quakespasm-spike-admod 2017-09-01 23-52-14-21.png [View same] [iqdb] [saucenao] [google]

Yeah, I was amazed to find no progs.dat or anything in the zip, just a bunch of maps. Only been playing for a couple minutes but it's already impressive as hell- I'll admit I noclipped to the bridge just to see how big it was. Answer: really fucking big.

So far it's turning out to be the worst vacation ever.

I've only played the starting beach map so far but if you don't think that oriental palace looks like the hottest shit get out of my face.

Part of it is a chance of scenery, part of it is just being surprised by how fucking big these maps are and not crap. Most people don't care too much about maps looking fantastic in Quake, just acceptable- stuff like Arcane Dimensions has kind of spoiled people with its attention to detail, but really, anything on the level of id's original levels is good enough (and even those included texture misalignment and odd brush angles at times).

>> No.4231534

"How My Summer Vacation In San Francisco Was Ruined By Chainsaw-wielding Hillbillies From Another Dimension!" by Ranger

>> No.4231536

This gives me Duke Caribbean vibes.

>> No.4231547

Apparently the other maps are all over the place, just haven't gotten to 'em yet. When the author said it was nonlinear he wasn't kidding, I keep finding things that I thought are secrets but were apparently intentional (i.e. rooftop hopping using slope jumps).

Haven't found any bathrooms yet, though. Hoping to find a brush toilet.

Still better than DUSK!

>> No.4231552

Map 4 has some of the funniest hacks possible in id1. All of the maps are very impressive.

>> No.4231590
File: 3.26 MB, 1920x1080, quakespasm-spike-admod 2017-09-02 00-30-30-16.png [View same] [iqdb] [saucenao] [google]

Just made it to map2, the spinning drills in the wall was great at the start. The oar at the end of map1 reminded me of my own experimenting with non-key 'pickups,' if he'd used the netname hack he could have had the 'You got the oar' message pop up in the top left like a normal item pickup. Eagerly waiting to see what hacks the other maps use.

>tfw bad at finding secrets
Thought they were maybe on the other islands only to find you can't actually swim to 'em and the bridge is just decor. Phooey.

>> No.4231593

I love how it looks like a Counter-Strike 1.6 map.

>> No.4231612

The far west map is hilarious. Usually you'd roll your eyes but the theme actually works obscenely well. It's just lacking Ogres with cowboy hats.

>> No.4231616
File: 31 KB, 351x395, 04d.png [View same] [iqdb] [saucenao] [google]

You're alright

>> No.4231626

Where would Doomguy take a much-needed vacation?

>> No.4231638

>saw the gravity shift ahead of time in the preview vids
>was expecting it to use teleports with sideways triggers, like one of the func_ jam maps
>it's just other copies of the room flipped around

>> No.4231641

Also for reasons beyond me I keep having some bug where I randomly start shooting and nothing will stop it other than restarting the game, not even opening the console and using -attack. Haven't changed my config files any from standard Quakespasm and I never had it there so no idea if it's a bug in the spike-admod version or what.

>> No.4231648

Probably somewhere demons wouldn't bother with. Maybe Detroit.

>> No.4231652
File: 86 KB, 182x200, corruphuh.png [View same] [iqdb] [saucenao] [google]

>check config file
>notice there's gamepad bindings in QS now by default
>>bind "RTRIGGER" "+attack"
>look across desk
>left my gamepad plugged in and it's sitting on its side, occasionally depressing the trigger enough to shoot

>> No.4231661

What mod(s) go well with colorful doom?

>> No.4231676
File: 1.94 MB, 1920x1080, quakespasm-spike-admod 2017-09-02 01-31-28-20.png [View same] [iqdb] [saucenao] [google]

You can't see it in the screenshot but the whole outer part of this room is spinning and it's fucking eye-irritating and also awesome.

>> No.4231679

There should be no need for HIMEM.SYS device driver file, all that and more are built in DosBox itself.

>> No.4231683

what map

>> No.4231686

>next map, the oriental one
>most of the big-ness is from the makeshift skybox down below that's an instakill pit anyway
>first map (including all of Arcane Dimensions) to make me actually start dropping frames
>has fucking 2d Buddha and tree sprites like someone thought this was goddamn Doom
50fps on an i5 4670K and a GTX770, I feel sorry for anyone playing this on a more period-correct computer.

>> No.4231687

Third map in the Quake mapset linked earlier in the thread.

>> No.4231693

Er, second map, sorry.

>> No.4231708
File: 3.84 MB, 1920x1080, quakespasm-admod 2017-09-02 01-51-25-27.png [View same] [iqdb] [saucenao] [google]

On that note third map can be exited way early if you're good with air strafing and you can also get yourself stuck between the rooms and the walls of the first building, requiring you to either restart or noclip. Oops.

>> No.4231748

I'm trying to enjoy Hellcore but the maps are seriously so big that they actively take away from my enjoyment

>> No.4231775
File: 330 KB, 1024x768, deathwish.jpg [View same] [iqdb] [saucenao] [google]

Anyone know how to install Deathwish for Blood on the current GOG version?

I'm dying to play this mod but I can't figure it out, and there are no current guides that work either.

I would be eternally grateful.

>> No.4231780
File: 2.24 MB, 375x300, 1489275969781.gif [View same] [iqdb] [saucenao] [google]

>tfw keep going back to vanilla gameplay
Nothing else really compares.
Literally HOW did Carmack and Romero make such a timeless game?

>> No.4231824

>Any other gameplay recommendations?
give the player weapons equal to the task. Hell Beneath worked despite having only a shotgun because there was plenty of cover and only doom1 monsters to defeat.

lurking in the corner is all very well if there were only sergeants as the main threat - in the absence of cover distance is the best defense against sergeants, although still requires luck, but not so much of it as say chaingunners, who roll the dice far more often - but when there are also homing missile spamming towers, you can't stay lurking in the corner. so your strategy is flawed and the map again comes down to luck.

>> No.4231827



>> No.4231832

Oh I meant behind the pillar things what block the rev balls. But I see your point.

>> No.4231840

You mean the "bodies don't flicker randomly and the gravity gun's distortion field doesn't flip the image vertically"-edition?

>> No.4231842

Simple but effective arcade action that can't really be affected by time

>> No.4231847

they didn't. they made a game that was mind-blowing on first impression. this gave a huge initial surge of fans, but like all things the novelty wore off and the majority of them moved on.

what made it timeless is that they released the game in a form that allowed the community to perfect it. first by enabling easy replacement of maps, and then at the end of its shelf-life, by releasing the entire game source for the remaining community (who were by that point highly invested in the game, having spent 3+ years on it) the freedom to modify and extend it as they saw fit.

what i'm saying is, i don't think it would be so timeless if all you had were the 36 maps of ultimate doom and the 32 of doom2. it would now only be being played by nostalgia-hunters.

>> No.4231851

Orthogonal unit differentiation.

This guy goes into it in detail:

Essentially each enemy gives a distinct and recognizable threat and when you combine different types and give the player the ability to choose position, target and weapon, suddenly you get a very organic combat that can be handled a variety of ways at any time and has huge gameplay potential.

You let the player make split second decisions constantly and it has an outcome on how well they do. This is pure gameplay at its finest

>> No.4231872

That Donkey Kong Country one is amazing too, but yeah they're all great

>> No.4231896

>tfw want to play through golden souls but can't stand those weapons

>> No.4231917

I used a personal edit to change them back to the normal ones.

>> No.4231935

>playing quake
>finish the level
>disturbing ambience switches to upbeat synth-metal tune.
>stay on the screen for a bit enjoying the music
>it dies down and you can hear the distant screams of tormented souls that were in the background all along

>> No.4231937

The Shores of Hell?

>> No.4231938

It plays still better than any other shooter. They got the core loop right. And I guess it was pure luck since Quake was nowhere near as good.

>> No.4231941

Whilst Strange Aeons isn't a total conversion, combine it with High Noon Drifter and you've got something really amazing.

>> No.4231943

>And I guess it was pure luck since Quake was nowhere near as good.
I'm not awake enough to argue with you.

>> No.4231945
File: 1.32 MB, 1024x768, Screenshot_Doom_20170902_114123.png [View same] [iqdb] [saucenao] [google]

I tried experimenting a bit with slopes and such.
Still doesn't look that great but eh, what can you do.

>> No.4231948

How about like a Resort Beach for old retired demons
But them being old doesn't mean that they're weak and frail
Just that they're really old and tired
So they have a Resort where they rest and have fun
And so Doomguy came there to kill oldest demons in hell
Resort itself is in hell, obviously, with beautiful orange/red sky, orange/gray sandy beaches and red water.

>> No.4231950

Quake is great in its own, different way. Both are excelent shooters that play very differently.

>> No.4231956

>empire earth


>> No.4231963

and then there's this asshole

>> No.4231978
File: 1.33 MB, 1024x768, Screenshot_Doom_20170902_122027.png [View same] [iqdb] [saucenao] [google]

ok this looks a bit more natural

>> No.4232010

How do I learn all the intricacies of decorate?
I want to make an RPGish WAD, is zdoom wiki good enough to go well beyond the usual and possibly make a whole "new" game in doom builder?

>> No.4232019

Id love an open world saints row mod for doom

>> No.4232021


>> No.4232029

hours of practice and experimentation, same way you learn anything else

>> No.4232034
File: 632 KB, 576x432, [HUUHs metallically].webm [View same] [iqdb] [saucenao] [google]

>> No.4232036

completely forgot about that

>> No.4232081
File: 12 KB, 164x228, [AGGRESSIVE HONKING].png [View same] [iqdb] [saucenao] [google]

Frankenspriting is a bitch.

>> No.4232084

Playing through Plutonia for the first time, it's cheeky as fuck. A Mastermind not even 6 maps in? The absolute madmen goddamn. First impression of the first 5 maps is that Plootie has much better design than TNT, but we'll see if that holds up.

>> No.4232092


>> No.4232104
File: 2.78 MB, 1920x1080, 1489102667435.png [View same] [iqdb] [saucenao] [google]

Wish metadoom had a pistolstart option, right now if you try and pistol start the points reset each map and you don't get to see any evolution in enemies and new weapons

>> No.4232106

first try demo contest #17 will begin in a little over half an hour. the wad (in encrypted zip) has already been uploaded. the password will be released at 14:00 UTC.


just in case anyone here feels like giving it a go. you will need to record in prboom-plus with -complevel 4 -iwad plutonia and intercept overflows turned off.

Passworded ZIP file containing WAD file:

Bat files:

Replace NICKNAME in bat files to your nick before start.
longtics-bat are for those who prefer playing with longtics.

Password will be revealed at 14:00 UTC (prepare your archiver for unpacking, 7-Zip and WinRAR are recommended)

Don't forget to turn off Intercepts Overflow emulation (Options-General-5 pages right)

Upload your demos to http://fdc.iddqd.ru (Adobe Flash Player required) or via PM
Remember, you have only 4 minutes extra for uploading (so prepare a browser tab before contest starts)

>> No.4232112

Isn't there an option to turn off "more enemies/weapons"?
I think there is

>> No.4232113

I think what he wants is to have his weapons stripped, but still have the new monsters and weapons spawn.

>> No.4232115

Maybe tell Kinsie about that, if he goes back to MetaDoom for a bit

>> No.4232124

It's over-designed.

It looks awesome and it seems cool and immersive at first but really it's just bloated. Levels have very little flow and if you get distracted for a second, you'll probably lose your way and end up wandering around an empty maze for 10 minutes trying to work out where the hell to go next.

>> No.4232128

It feels like it misses the pint of Doom's level deisgn and starts to have the "open world problem".

>> No.4232138
File: 90 KB, 640x400, pussenbootzenstein.gif [View same] [iqdb] [saucenao] [google]

Alternate weapon spawns are triggered by what weapons the player(s) already have when the map starts, so there's not really much of a point on that level.

Monsters, I can see the point, but I'm kind of loathe to build my own pistol start solution again after the headaches that went into adding it to Samsara for like, one guy. That was a pretty eccentric codebase, though, so I don't want to completely rule it out...

MetaDoom will (probably, briefly) spring back to life once the Codex stuff is finished, but the guy doing that is working on a shitload of other things that are way cooler/more interesting on one level or another, so I wouldn't hold your breath.

>> No.4232148

You mean DrPySpy?
I wonder how Doom Delta is going

>> No.4232152

last post on the thread was 3 days ago by him
so probably not dead

>> No.4232158

Iirc i read slmehwere that a new update is soon to be released

>> No.4232171

How about the Stargate resort?

>> No.4232178
File: 101 KB, 780x585, ape-escape-3-02.big.jpg [View same] [iqdb] [saucenao] [google]

Are there any wads, with maps made to look like colorful cities?
Think of something like Sonic Adventure, Ape Escape, Jet Set Radio, Splatoon and a lot of other japanese games, with comfy and neat looking cities.
Something that looks like it could also work as a Street Fighter stage.

>> No.4232184

I didn't laugh.

>> No.4232196
File: 2.68 MB, 720x360, 2017-09-02 18-00-01.webm [View same] [iqdb] [saucenao] [google]


>> No.4232198


>> No.4232208
File: 40 KB, 305x331, W 165.jpg [View same] [iqdb] [saucenao] [google]

>When you communicate your position with other players in Q1 co-op using only jump sounds

>> No.4232247
File: 1.41 MB, 320x240, tumblr_inline_o183hi4sn91qknoe3_500.gif [View same] [iqdb] [saucenao] [google]

>wanna map for HUMP
>wanted to use first week for planning
>work didn't let me really
>whenever I try to com up with ideas it leads to massive mapping block

This is hell.

>> No.4232261

>a deathmatch mode where you only telefrag people via high speed projected teleport location
This is what I now want.

>> No.4232269
File: 38 KB, 351x500, 51X5D8F936L[1].jpg [View same] [iqdb] [saucenao] [google]

Why is Thy Flesh Consumed such a clusterfuck of an episode? The maps range from ingenious, to complete clunkers, and there's no sense of progression or consistency, other than the yellow sky-box and dull colors.

To satiate my autism, here are the maps ranked.

>1st: M6: Against Thee Wickedly
Absolutely brilliant map, with the most well-placed Cyberdemon in all of classic DOOM. Brilliant architecture. Complex and open-ended, yet great sense of direction. Could use some more rad suits in the beginning though.

>Tied 2nd: M2: Perfect Hatred
Brutally unforgiving for the uninitiated, but very clever. Copious ways to approach the different encounters, making for high replayability.

>Tied 2nd: M7: And Hell Followed
Very easy, but very satisfying. A nicely laid out maze, with a diverse range of encounters. Great sense of direction and progression.

>4th: M8: Unto The Cruel
A bit unorganized, but the layout is interesting. The encounters are enjoyable, and the direction is solid.

>Tied 5th: M1: Hell Beneath
Notoriously difficult. The strict limitation of resources necessitates strategy and execution, but the teleporting sergeants feel cheap. Why is this the first map?

>Tied 5th: M3: Sever The Wicked
Enjoyable enough, but a clusterfuck of design. Unappealing aesthetics and bizarre secrets. Enemy placement feels random.

>7th: M4: Unruly Evil
It's over already? OK, I guess.

>8th: M9: Fear
Most of the map can be completely skipped, and the symmetrical architecture makes it all painfully predicable. No real sense of progression, and uninspired encounters.

>9th: M5: They Will Repent
This map just drags on and on. Samey rooms with uninspired encounters. Nothing really stands out. Snore!

>> No.4232279


Somewhat related, but what other mods let me teleport around the map with the press of a button?

>> No.4232283

just do it anon I believe in you
think of a scene in a movie or other media
base it off an existing map, but from memory not looking at the map
even a non heretic movie
think of a real place, or a map from another game
the idea is once you start with this you can go from there

>> No.4232289
File: 43 KB, 800x437, way meant to be prayed.jpg [View same] [iqdb] [saucenao] [google]


Anyone hyped for DOOM X Diablo crossover?

>> No.4232296
File: 227 KB, 557x605, When You Shoot The BFG Just Right.png [View same] [iqdb] [saucenao] [google]

>Both of Romero's maps are at the top
How did the madman do it?

>> No.4232304

Is it Diablo in Doom, or Doom in Diablo?

>> No.4232310

Looks like Doom in Diablo 2.

>> No.4232318
File: 8 KB, 179x281, Quake 1 Player Character.jpg [View same] [iqdb] [saucenao] [google]

What resort would Quake 1 Ranger like to book and stay at for a while soon after breaking out of his dimension-hop trap that he's been in for 20 Earth years?

>> No.4232326

holy shit the wizard at the end of the third episode of heretic is tough as fuck

>> No.4232371
File: 15 KB, 1280x768, 1504372124.png [View same] [iqdb] [saucenao] [google]


>> No.4232407
File: 331 KB, 1366x768, Halo 3™ Finish The Fight®.png [View same] [iqdb] [saucenao] [google]

>> No.4232419

Thanks mate. I do have an idea: a Sidhe Bathhouse.

Maybe I can get a layout working tomorrow.

>> No.4232426


as is typical of dealing with lovecraftian horrors, fighting the forces of quake has left its mark on him. wherever he goes, he feels like an interloper, constantly on edge, always expecting something to grab at him from around the corner and tear him to shreds. he hears whispers that aren't there, he feels the world shifting and warping as he tries to sleep, and he only feels comfortable with other veterans of the slipgate wars; everyone else feels hopelessly distant, and trying to relate to them feels like trying to reclaim a childhood innocence that has long since been smothered to death in its sleep.

eventually he gives up and retires to the countryside, and no one hears from him again, aside from the odd gunshot or explosion heard echoing from his home.

>> No.4232446

if they add DOOMRL features, I will not stop cumming

>> No.4232448

>Why is Thy Flesh Consumed such a clusterfuck of an episode?
because id software never really gave a shit about it. their publisher demanded a repackaged version of Doom 1 to sell in stores and so they threw together a grab bag of a new episode as a sop to make it seem like a "new" product

>> No.4232449

That's a good map. Despite possibly getting qualified as slaughterfest map, there's a lot of health items and ammo to keep player alive and kicking ass, so if player is just a little bit careful the victory is pretty much guaranteed.

>> No.4232465

actually, someone tell him to check DOOMRL out. dude may get some inspiration of what to do next

>> No.4232473

I mean. Last game I played is Duke Nukem Manhattan Project.
So a 2.5D sidescrolling run'n'gun? That could work well.
Anyway, there were 2.5D platformer mods before like Pogostick or Donkey Kong Country, so it definitely can be done.

Camera would be a preset chasecam at a 90 degree angle, to give a 2.5D sidescroller look - if I could position Duke at around 1/3 of the screen, and make camera move right and left as charater faces there, that'd be great.

Controls would be changed to disable turning or walking forward, Strafe Left and Strafe Right would be changed to make you turn either left or right and go forward. There would also be duck and jump (using GZDoom's features), a kick button (using a special button just for this mod), and kicking when running would perform a slidekick - just like in Manhattan Project.

Because entire game is Duke themed, I think the easiest way would be to simply rip sprites and textures from Duke Nukem 3D. When shown from the side, I think they'd work perfectly with a sidescroller.

Enemies I think would be simply Duke 3D enemies, with AI changed to work on a 2D plane of a sidescroller.

Because it's a platformer, just like MP, you'd have to collect 7 "Nuke" collectibles in each stage (represented by green-tinted Atomic Health icons) and babes you can rescue (represented by the slimed babes).

Because it'd be a TC, it'd need a new levels, and I think it'd be neat to loosely adapt Duke3D levels into sidescroller levels. Placement of powerups and secrets would be a similar, it's just everything would be flattened into one, sidescrolling plane, and with added more platforming challenges like moving platforms, death pits, death spikes, flame vents turning on and off - and so on.

>> No.4232493

Here is toned down version:

>> No.4232497

Also for 300m manager, since that one dude didn't want to release under his name with me being FAGGOT just credit me as scroton instead, solve all the problems.

>> No.4232507

Or maybe that dude can just not be such a faggot.

>> No.4232531
File: 129 KB, 992x744, HT-borat2-ml-161103_4x3_992.jpg [View same] [iqdb] [saucenao] [google]

How many of you run Doom at 120hz+120fps or greater? Is it niiiiice?

How many of you are at 75hz monitors or less?

>> No.4232534

fucking hell dude it's been a while
welcome back, fag

>> No.4232558

You're still alive! Welcome back, bundle of sticks!

>> No.4232569

i don't believe this for a moment. scroton isn't so much of a noob that he'd need someone else to debug a floor transfer linedef.

>> No.4232594

Yeah been busy, the 'busy for next 4 months' turned into over a year
I am that noob. It was some weird thing that I've never encountered before:
>okay so basically that's a floor transfer linedef using the so called "numeric model" to select the source sector which the properties are copied from. and due to however you've got it set up, it's using a bad sector reference as the source, and copying rubbish into the target sector.
>it depends on which is the lowest linedef number surrounding the sector, and in your case most likely the lowest numbered sector doesn't have a back sidedef, so it's reading random rubbish out of memory.
>okay i fixed the transfer by exchanging lines 879 and 903, so the lowest numbered linedef surrounding the symbol sector 168 is now also part of the height and texture control sector 172.
Thank god for the vanilla Doom wizard that has been posting demos of everything in 300m!

>> No.4232602 [DELETED] 
File: 8 KB, 375x374, 4cc2feae3b579bd4feeedf34507287acf8253fc6ea323f2bb8e262f93d26e123.jpg [View same] [iqdb] [saucenao] [google]

>> No.4232607

could be a cacodemon without the second eye

>> No.4232639

one of the occupational hazards (or perhaps pleasures) of anonymous posting is the occasional instance of having your own posts quoted back in reply to you. thanks for the compliment. being called a wizard by the guy who does lightning weapons that strike multiple targets by following bezier curves in ACS is praise indeed.

>> No.4232654

What happened to Doom world? Why can't I download wads from there anymore? Only place now is "wad archive" but it needs you to log in is this some sort of "bot net" you crazy kids call it

>> No.4232658
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]


>> No.4232663
File: 60 KB, 764x1073, 1504381609.png [View same] [iqdb] [saucenao] [google]


works for me.

>> No.4232665
File: 290 KB, 813x1011, ss+(2017-09-02+at+03.48.34).png [View same] [iqdb] [saucenao] [google]

The bottom area is obviously a WIP, but I'm finally making more progress.

Should be done in 5 years at this rate.

>> No.4232670
File: 2.93 MB, 480x270, Ambush [Babel + Maps of Chaos E2M3].webm [View same] [iqdb] [saucenao] [google]

Still doing lots of minor tweaks and touchups. Added an option to disable all bullet tracers entirely, which makes human projectiles invisible, just in case somebody wants that. Gotta restart the TITLEMAP again, or maybe just rework the current one, so it doesn't have missing textures in Ultimate Doom. I'll get around to it eventually. Very close to being finished, I'm just super autistic about playtesting to make sure there are no bugs or issues.

>> No.4232674
File: 162 KB, 1366x768, Screenshot_Doom_20170902_130103.png [View same] [iqdb] [saucenao] [google]

>> No.4232679
File: 97 KB, 1366x768, Screenshot_Doom_20170902_130111.png [View same] [iqdb] [saucenao] [google]

>> No.4232681

I once thought of a weapon with two fire modes, that were just a rail gun and a grenade launcher from Shadow Warrior.
It's a bad idea and i'm not even a modder.

>> No.4232685
File: 369 KB, 1366x768, Screenshot_Doom_20170902_130117.png [View same] [iqdb] [saucenao] [google]

They don't care about my one-way mirror
Well, they're not frightened by my cold exterior

>> No.4232686
File: 415 KB, 1366x768, Screenshot_Doom_20170902_225643.png [View same] [iqdb] [saucenao] [google]

I made chainsaw contain some ammo and gave it +ALWAYSPICKUP. Also added memes.
There was supposed to be actual gameplay changes, but I'm too lazy for this.

>> No.4232690

huh i was going to say >>4232674 looked like Corridor In Generic Anime High School Except Its Blue For Some Reason but here we are.

>> No.4232692
File: 1.45 MB, 1366x768, Screenshot_Doom_20170902_130155.png [View same] [iqdb] [saucenao] [google]


>> No.4232694

One of the worst framed screenshots I've ever seen.

>> No.4232698


>> No.4232702
File: 1.16 MB, 1366x768, Screenshot_Doom_20170902_130206.png [View same] [iqdb] [saucenao] [google]

>> No.4232703
File: 415 KB, 1308x613, E1M1_HUMPv14 (edit area) at 2017.09.02 23-02-56.110 [R2989].jpg [View same] [iqdb] [saucenao] [google]

HUMP map never ever.

>> No.4232704
File: 1.31 MB, 1366x768, Screenshot_Doom_20170902_130217.png [View same] [iqdb] [saucenao] [google]


>> No.4232705
File: 266 KB, 770x881, 01.png [View same] [iqdb] [saucenao] [google]

finally getting towards finishing up with my first map dot wad

might start working on a few more after its done and make it into a small 4 map pack or something, first need to finish this one and get feedback on whats shit though.

>> No.4232707
File: 344 KB, 1366x768, Screenshot_Doom_20170902_130233.png [View same] [iqdb] [saucenao] [google]


>> No.4232714

Nambona please go

>> No.4232715


>> No.4232716

I was hoping you would

>> No.4232718

I-is that one of the characters from Azumanga Daoih?

>> No.4232720
File: 1.08 MB, 1920x1080, gzdoom 2017-09-02 16-11-21-79.png [View same] [iqdb] [saucenao] [google]

pic from that center circle

>> No.4232728

>He forgot about Osaka

Shamefur dispray.

>> No.4232734

Oh shit! Well thanks for all the demos and the feedback and help then!

>> No.4232737
File: 1.35 MB, 320x240, Osaka.webm [View same] [iqdb] [saucenao] [google]

Osaka is my greatest Ally.

>> No.4232746

rule of thirds
filter applied to the background fucks with the focus in the fore

>> No.4232759
File: 932 KB, 1920x1040, gzdoom_2017-09-02_16-34-38.png [View same] [iqdb] [saucenao] [google]

Was I supposed to find a shotgun or something, or is all of Hellcore going to be this insanely hard encounters?

>> No.4232770
File: 2.84 MB, 516x436, anime head scratch.webm [View same] [iqdb] [saucenao] [google]

what refresh rate is your monitor /vr/oom? please respond

>> No.4232772

>man up and try Plutonia
>fucking Archvile in the first map
>I'm only playing on HMP
I don't feel bad for using saves here. Not in the slightest.

>> No.4232779

You should have a shotgun by that point, yes.

>> No.4232781

108op 60hz pleb here. Want to find an old CRT or upgrade to 1440p 144hz.

>> No.4232782

guess i'm dumb then

>> No.4232785

I dunno, it says 1920x1200-60Hz, but it's not a CRT so i think apples/oranges applies doesn't it?

>> No.4232795
File: 214 KB, 1280x960, Screenshot_Doom_20170903_000834.png [View same] [iqdb] [saucenao] [google]

space needed

>> No.4232801

wow nice. bit gloomy but love that stargate feel

>> No.4232802


>> No.4232804

60hz 1920 1080 trash

>> No.4232812
File: 632 KB, 720x952, received_2027692567464247.png [View same] [iqdb] [saucenao] [google]

are there any stealth/metal gear solid like maps/mods out there?

>> No.4232829

In The Shadows for Quake is a really good stealth mod. Sadly incomplete, but well worth it.

>> No.4232834

Is there a 100% vanilla trick to push the player into something right at the start? Say I want to teleport them immediately?

>> No.4232840
File: 210 KB, 1152x864, great old one.jpg [View same] [iqdb] [saucenao] [google]

>Why is Thy Flesh Consumed such a clusterfuck of an episode?
No Sandy maps.

>> No.4232842

I got to level 6 now without saving in levels.

Hope you like chaingunner ambushes!

>> No.4232845

crusher onto exploding barrel, if you dont want health loss then put some health bonuses there

>> No.4232846

man oingo boingo is such an excellent band

>> No.4232848

yeah i can't think of anything better than this, if you want the explosion to happen faster i suppose you could make an object call A_Explode in a loop with dehacked, but i wouldn't recommend it

>> No.4232851

hmmm.. thanks. i'll try it

>> No.4232853

I'm on map 5, but again, I don't really feel bad for saving in this mapset/iwad. Most of the ambushes seem designed to fuck you up first time, like the one in the second or third map where you're in a tiny room, pick up a red key then suddenly get two chaingunners, a Baron and an Archvile all storm in from opposite directions.

>> No.4232857
File: 13 KB, 1083x749, 1504387445.png [View same] [iqdb] [saucenao] [google]

check sector 15 in epic2 map06.
eternal has basically perfected the technique.

>> No.4232876

also map31 for an example of how to trigger two lines at once with a voodoo doll. basically voodoo doll scripts in vanilla without conveyor floors. it will save you having to work out exactly how far all the things have to be apart from each other.

>> No.4232892
File: 40 KB, 725x505, Weapons-Doom-chaingun-h.jpg [View same] [iqdb] [saucenao] [google]

>Both Wolfenstein 3D and Quake had 2 guns that shoot bullets/nails continuously, but at different speeds
>Doom had a chaingun that shoots bullets continuously. while looking like a mix of both a chaingun and machinegun
>Quake 2 had a machine gun, that was kinda like Doom's chaingun, while the actual chaingun shoots faster, but before it, it starts spinning its barrel

Is it me or do most games base their machineguns and chainguns around Q2, which can be seen in games like TF2 and Doom 4?
I feel like there was something going on at whether or not these weapons were meant to be different and how they'd work individually, so at some point there was one ideology about it that eventually stayed.

>> No.4232895

It's a dumb post, but this was something that i was thinking about for a while.

>> No.4232908
File: 73 KB, 1017x664, TEMP.png [View same] [iqdb] [saucenao] [google]

Mmapping with my clone... Nothing to show really.

>> No.4232934

Seems to work well enough. Wish I had saved all the anon-made maps over the last 3 years. Would be a nice place to have them stored.

>> No.4232942

quake 2's chaingun and hyperblaster are absolutely awful

if you stop firing it takes a full second before you can fire again

>> No.4232946
File: 38 KB, 1017x664, TEMP.png [View same] [iqdb] [saucenao] [google]

Slime Trails: The Level

>> No.4232956 [SPOILER] 
File: 833 KB, 1920x1040, 1504390197149.png [View same] [iqdb] [saucenao] [google]

Now THIS is nostalgia

>> No.4232960

How did you edit the menu?
Or is this another person's wad?

>> No.4232975
File: 2.05 MB, 800x450, 1497724936498.gif [View same] [iqdb] [saucenao] [google]

That would be aaliens.wad.
Go play it.

>> No.4233023

do you guys get screen tearing when you go over 60fps?

>> No.4233026

Nope, I'm running at 200fps almost constantly with no tearing

>> No.4233050

Yeah. I hardly notice it though.

>> No.4233056
File: 25 KB, 640x480, 1504392658.png [View same] [iqdb] [saucenao] [google]

i do, for some reason it's only noticable on textures with vertical stripes though. like the light here. startan next to it looks fine as i turn back and forth. it goes away if i turn on the option that sets SDL_RENDERER_PRESENTVSYNC but i don't notice the tearing much so i generally don't bother, especially since with it -timedemo is limited to 60fps.

>> No.4233079
File: 116 KB, 675x475, scared.png [View same] [iqdb] [saucenao] [google]

>agressive honking

strogg for corrupted grunt q1 followers of shub niggurath when

>> No.4233119

How come some 60hz screens get screen tearing when you go over 60fps while others don't?

Like on one 60hz laptop screen I had there was no tear at 200fps, on another 60hz screen the screentearing would be awful over 60fps.

>> No.4233129

*no v sync enabled with either

>> No.4233131

Why do school shooting maps always suck?

>> No.4233137

They underestimate the width of halls leading to super cramped hallways. Plus, schools are just generally boring maps.

>> No.4233139

>schools are just generally boring maps
Care to be thorough?

>> No.4233145

I mean boring places in general. Every school looks the same and are usually the same copy pasted corridors between all of them, and all of the interesting places are cramped small places.

>> No.4233150

columbine simulator always have you blast imps with the ssg & that's no fun right?

>> No.4233152

Do you think that's the fault of the layout, or the encounters that the developers set up? If the interesting places are cramped small places, like class rooms, is that where most of the action is happening?

>> No.4233179

doom 2 has a mastermind in the sixth map

>> No.4233184

>faggot spaces

>> No.4233205

It's the problem in general that many real life structures and locations just don't make for good action or exploration because they're not designed to be videogame levels, they're designed to be practical.

You need to change things to make it good, like put a surrealist or abstract spin on it, or make it a destroyed building, or infested building.
At any rate you'd end up wanting to create artificial barriers and elements which wouldn't normally be there IRL, otherwise, what you have is just long hallways lined with square rooms.

An example is from Fallout 3, not the best game, in fact it's strongly flawed in many aspects, but anyway, once you exit Vault 101, you can find an old bombed out pre-war highschool not far from there, inhabited by generic wasteland thugs, floors are collapsed, furniture is moved and knocked over to create features and barriers, and in the basement, mutated radioactive ants have tunneled into there, fighting the thugs and causing havoc, you can reach into at least part of their cavern where you can fight them and loot their piles of garbage for possibly useful items (there is at least one assault rifle and one skill book there).

So what you have is a school building, but it's turned into a videogame dungeon by various changes and additions. Unnecessary rooms are blocked off or deleted, debris and moved furniture line the hallways and take up place in rooms to make for features and barricades, and a small cavern can be reached through the basement. There's items to scavenge and there are enemies to encounter. You could try to be sneaky to try to take out the thugs while they wander, or you could just outright assault the place and get into straight firefights.

Another route you can do is to just Duke Nukem it, make it look visually like real life buildings in many ways but then also make abstract constructs and connections among it (as well as not add lots of uninteresting or featureless rooms).

>> No.4233215

because a lot of them focus on being omg edgy instead of fun with a fun layout

>> No.4233228

That too, there's like Grezzo 2 and that faggot schoolshooter fangirl shit.

They're not that good.

>> No.4233231

Let's say this wasn't Doom, Let's say you move, shoot, and take damage like a high school student. Teachers usually have guns under their desks, and students are taught to throw textbooks and staplers. Walking into a darked out class room with an army standing in the corner sounds like a fun scenario, right? But you claim otherwise. It's not like the class would just be in the middle of lecture with desks in lines, they'd probably fortify a corner and then you just have to stand there and shoot them or wait for them to try and run.
Whose to say you walk in a science lab and the teacher starts throwing chemical grenades at you? I think Doom is the incompatability here. A school can be interesting, you just have to think outside of the box and creatively.

>> No.4233234

>NFS Carbon Own The City
i dont think that could work

>> No.4233305
File: 58 KB, 1366x768, Screenshot_UrbanBrawl_20170605_220416.png [View same] [iqdb] [saucenao] [google]

with Elton John

>> No.4233409

>Quake icon in the stone texture
kinda makes you HUEURGHH

>> No.4233415

i just discovered the world of complex doom

wtf are all these bizarre legendary monsters and 2stepsfromhell background tracks
the gameplay is actually solid, not sure why i wasnt aware of its existence until now

>> No.4233423
File: 492 KB, 1366x768, Screenshot_Strife_20170603_201903.png [View same] [iqdb] [saucenao] [google]


>> No.4233427

The spin down time for the chaingun is necessary so as not to make it too OP, especially with the machine gun around. Other than that, it's one of the most satisfying gatling guns in vidya.

Agreed with the hyperblaster, though. Still, the armor piercing bonus was neat in multiplayer.

>> No.4233429
File: 259 KB, 1366x768, Screenshot_Doom_Intacta.png [View same] [iqdb] [saucenao] [google]

>> No.4233430

Because it's kind of dated and weird (specially reloading)

The legendary addon adds some good stuff and some fucking retarded stuff like zombieguys that practically one shot you and move at the speed of light.

>> No.4233438
File: 30 KB, 500x622, Arch-Vile-Doom-video-game-c.jpg [View same] [iqdb] [saucenao] [google]


>> No.4233450
File: 339 KB, 1366x768, Screenshot_Doom_20170902_224154.png [View same] [iqdb] [saucenao] [google]


>> No.4233453 [DELETED] 


>> No.4233460
File: 274 KB, 1366x768, Screenshot_Doom_20170902_224507.png [View same] [iqdb] [saucenao] [google]


>> No.4233495

Any good Star Trek themed WADs?

>> No.4233503

what wad this looks sick!

>> No.4233507
File: 262 KB, 1366x768, Screenshot_Doom_Maqueta.png [View same] [iqdb] [saucenao] [google]

>> No.4233508
File: 358 KB, 985x454, 1503437541488.png [View same] [iqdb] [saucenao] [google]

You know, I get a feeling that starting with Doom, they kept trying to find this sweet spot for full auto projectile weapons.

>let's improve the Doom plasma rifle by removing the cooldown time and improving projectile speed, but shit maybe that would make it too powerful so let's better nerf the fire rate and increase ammo consumption
Quake 2
>okay, perhaps we should make it a bit more powerful and decrease ammo consumption, but shit we don't want the weapon to be too OP so let's give it a crazy spindown time!

It wasn't until Quake 3 when they realized that automatic projectile weapons were hard enough to use already, and needed just buffs with no weird nerfs to go with them.

>> No.4233534

I really want the Q1 nail and super nailgun but I don't use them ever in QC

>> No.4233535

That is REKKR, anon. Its a WIP at the moment (although in later stages of development)
Keep your eyes out for it when it gets released...

>> No.4233541

There's a spoiler wing cosmetic in Quake Champions so we're heading there

Also Quake Rally

>> No.4233546

they're hidden OP. spam it on tight corridors and enemy gamers will suddenly start over at the other side of the map without their weapons.

>> No.4233547

>enemy gamers

>> No.4233561

You make it sound so easy for nails to land

>> No.4233569

>map that has a smaller map inside it

>> No.4233575

they're deadly at point blank though.

>> No.4233581
File: 121 KB, 1366x768, WHY.png [View same] [iqdb] [saucenao] [google]


>> No.4233587

well at least it's not loss

>> No.4233595

Unfortunately there's no time for me to swap at the last second when they're up in my face and probably circle strafing anyway

>> No.4233602

Isn't weapon switching in Q1 like instant?

>> No.4233612

Wouldn't a shotty be easier and simpler then?

>> No.4233615
File: 462 KB, 404x491, HatsNHotdogs1.png [View same] [iqdb] [saucenao] [google]

But Quake Champions...

>> No.4233617

Yes but he's talking about Q:C, which uses vanilla Q3A style weapon switching, that being you can't change weapons for a second after firing your current gun, so no instant LG-to-rail combos like you see in all those CPMA frag videos.

>> No.4233698


>> No.4233708



>> No.4233716

the ssg has a hefty delay between shots
if you miss, you're kinda screwed
and the SNG has higher dps

>> No.4233725

it's weird how they managed to make the mug look so similar to og doomguy, but also have this uncanny resemblance to bj from wolf3d at the same time.

maybe it's the mouth corners, the eyes should be a bit more noticeable as well.

>> No.4233745

he looks angrier than og doomguy for one
the original sprite had this constant focus glare which made him seem wary of his surroundings, which makes sense considering he's in the heist of a literal demon invasion

he needs to cool that frown a bit, right now he looks fucking soulless. it's funny how ranger and bj come off as infinitely more calm and collected than doomguy when it should be the other way around

>> No.4233798


>sw shadows of the empire

I think is doable

>> No.4233834

>melty blood Actress again current code
Anime is terrible grounds for doom

>> No.4233927

So... ZDoom?

>> No.4233981
File: 38 KB, 750x750, FollowYourDreams.jpg [View same] [iqdb] [saucenao] [google]

can I submit a map for the 300 MINUTES OF /vr/ yet?, I'm looking at the doom builder tutorials on the site...

>> No.4233987
File: 732 KB, 1366x768, Screenshot_Strife_20170902_225358.png [View same] [iqdb] [saucenao] [google]

>> No.4234005
File: 927 KB, 1366x768, Screenshot_Strife_20170902_230342.png [View same] [iqdb] [saucenao] [google]

>> No.4234007
File: 688 KB, 1366x768, Screenshot_Strife_20170902_230411.png [View same] [iqdb] [saucenao] [google]

>> No.4234008

So I just started up playing Zdoom again after a long break, the 2 wads that really impressed me are Putrifier & Breach. Can anons suggest other wads with similarly complex architecture?

>> No.4234009
File: 629 KB, 1366x768, Screenshot_Strife_20170902_230528.png [View same] [iqdb] [saucenao] [google]

>> No.4234013
File: 338 KB, 1366x768, Screenshot_Strife_20170902_230541.png [View same] [iqdb] [saucenao] [google]

>> No.4234016

What am I looking at?

>> No.4234017

Yup. Do it!

>> No.4234018
File: 708 KB, 1366x768, Screenshot_Strife_20170902_230554.png [View same] [iqdb] [saucenao] [google]

blurry rebel

>> No.4234032
File: 1.25 MB, 1366x768, Screenshot_Doom_20170902_232228.png [View same] [iqdb] [saucenao] [google]

I call it, "Reply Pyramid Doom"

>> No.4234038
File: 76 KB, 319x177, 1504334359563.png [View same] [iqdb] [saucenao] [google]

How much longer must this madness continue?

>> No.4234046

Of course, we still need 3 or 4 maps I believe. Feel free to ask in here if you ever get stuck and make sure you have GZDoombuilder!

>> No.4234051


I have GZDoom Builder BugFix R2989..

Doom with Doom 2 format...

>> No.4234061

Sounds good, any idea for themes or setpieces?

>> No.4234067


I have absolutely no idea what I'm gonna do...

>> No.4234068

Looks more like a sector bleeding.

>> No.4234081

Same thing m8.

>> No.4234107

The easiest way to get inspiration is to just play doom

>> No.4234116
File: 12 KB, 164x228, Different cybermancer.png [View same] [iqdb] [saucenao] [google]

This guy is becoming a fucking mech warrior mech.

>> No.4234148

>When you realize there's actually a pain elemental in its head piloting the thing

>> No.4234157
File: 48 KB, 693x1081, WHAT THE FUCK.png [View same] [iqdb] [saucenao] [google]

>tfw you realize the cyberdemon and pain elemental have the same horns

>> No.4234167
File: 95 KB, 800x1158, DIDIqNcUwAAG30a.jpg [View same] [iqdb] [saucenao] [google]

>invisibility melon

>> No.4234187

lol never realised

PE is constructed from all bits of other things though, its eye is a partial invisibility, its entire body is a recoloured cacodemon. its mouth is i think the unused "blob" monster (see tcrf). the arms are probably from something else as well. it's a chimera

>> No.4234197

Is Duke Nukem World Tour worth buying? Are the levels any good?

>> No.4234203

When did you get into doom and what would be your dream PC to play it back in 95?

>> No.4234206
File: 92 KB, 600x800, CgqMVp-W4AILlOF.jpg [View same] [iqdb] [saucenao] [google]

>giving shitbox money

>> No.4234209

From what I hear the levels are alright, but not worth shelling out $20 for if you already have DN3D in some format or another, on top of the fact that Gearbox are a bunch of money-grubbing fucks.

>> No.4234232

how come no-one's shopped that to say "FAG ASS"

>> No.4234250

The developer commentary was kind of nice, Randy's douche personality doesn't shine through too much, but it's not in a lot of levels, and often limited. Sometimes it's pretty hard to hear too, with them mumbling and some
The new lighting is actually really pretty, they have lightmapped all the old textures, in their original low resolution glory, which actually looks incredibly good with the colorful shine and flicker of fire and explosions.
It doesn't have Duke It Out In D.C or Duke Caribbean, which I was told it would. I haven't played the new episode yet.

Overall, I felt that Megaton Edition had way better controls, as well as better sound. It also had all the expansions.
For some reason, the sound is incredibly noticeably uneven, the sounds of the pistol sounds very muffled and odd, some of Duke's lines (if you have Legacy Duke Talk on) sound different in quality, while things like the shotgun and ripper chaingun sound normal.
It never did any of this with the original .exe on PC or Megaton Edition on my PS3.

>> No.4234260

the levels are good
they're not $20 good
they're definitely not "removing everything else" good

>> No.4234262
File: 692 KB, 600x800, fag ass.png [View same] [iqdb] [saucenao] [google]

Just for you, anon. Maybe someone else can make a more cleaner version.

>> No.4234270

i love you

>> No.4234271

is "200mins of going down" just a coincidental name? i dont see much resemblance to Going Down

>> No.4234285

What are the mods to make Daikatana fun (or at least bearable) and wher can I get them?
Moddb has fuckall.

>> No.4234286

heh thanks

>> No.4234305
File: 3.19 MB, 338x207, 1405215277182.gif [View same] [iqdb] [saucenao] [google]

>become extremely in the mood to continue my map project
>open doom builder
>look at map and lose all interest instantly

This happens more often than I like to admit.

>> No.4234326

its the elevator drops

>> No.4234361

It's 200 mins of sucking cock.

>> No.4234369

Is anyone else irrationally annoyed by that single barrel that points out of the chaingun? I think some mods like smooth doom fixes it but I don't get it at all. Was it a glitch or mistake?? Please discuss

>> No.4234380

The thing that made Going Down good was the elevator start/finish and the set floorspace.

>> No.4234384
File: 197 KB, 1280x960, ss_fc533c586d07cadb509c71f62e20f622f730e6d7.1920x1080.jpg [View same] [iqdb] [saucenao] [google]


>> No.4234410
File: 954 KB, 800x882, daikatana.png [View same] [iqdb] [saucenao] [google]

There's this, it's over-exaggerated as all hell but you get the idea

>> No.4234427
File: 13 KB, 164x228, ThonkDemon.png [View same] [iqdb] [saucenao] [google]

One more piece of robot shit

>> No.4234459
File: 139 KB, 383x364, 1495857905969.png [View same] [iqdb] [saucenao] [google]

>same cyberdemon you fight multiple times through a campaign
>each time he gets more cyber and more demon

>> No.4234473

i figured it was that, along with gstone/marble/blood theme, and placement of groups of high-tier demons that required some strategizing but wasn't impossible like a modern slaughterfest map on UV

>> No.4234474


>> No.4234485

This is for GMOTA, it's gonna be called the Cybermancer and I'm going all out with making him a laser shooting robot bastard

>> No.4234510

The Egypt map was very cool in Duke Nukem World Tour.

>> No.4234519

Good question. The more you think of it, the less sense it makes

>> No.4234549

Does he launch AOL discs at you?

>> No.4234550

No, you can see what he does in the current playable version of GMOTA, he fires a shitload of lasers and a massive fuck off laser beam

>> No.4234571

hitscan? or just moves very fast like a star wars laser gun?

>> No.4234573
File: 74 KB, 261x333, walk.gif [View same] [iqdb] [saucenao] [google]

They're big fat dodgable laser bullets. Those the massive laser beam comes out fast and keeps coming out for a steady period of time, he's got a big noisy windup though.

And this shit is hard, I'm not sure if I like this walk cycle

>> No.4234582

cool, seems like there's more ways to defend yourself than "quick get behind a pillar! wait, what pillaaaagh"

>> No.4234587
File: 73 KB, 261x333, walk2.gif [View same] [iqdb] [saucenao] [google]

That's the idea, GMOTA doesn't have any hitscan monsters. Though there's some that have clusterfuck attacks.

The walk cycle is a little better but I think I need to keep working on this

>> No.4234602


after every shit that he passed through he has every right to be fucking pissed off

>> No.4234603
File: 54 KB, 197x190, comfydoomguy.png [View same] [iqdb] [saucenao] [google]

Does anyone know how to disable respawning in Reelism coop in Zandronum 3.0? I'm trying to configure a server for me and friends, and it lets you respawn freely infinitely by default which while fun for fucking around, but makes the game feel challengeless.

Ideally I'd like to set the lives to say, five per person. I can do this by setting the mode to survival, but then when everyone dies it doesn't do the normal Reelism score screen and there's a plain map reset. Ideally I'd like it to give the readout and then spit you back to the coop lobby. Is there any way to configure it how I want at all, or am I fucked.

>> No.4234648
File: 72 KB, 261x333, Walk4.gif [View same] [iqdb] [saucenao] [google]

Alright last one from me for now, animation is still a bitch

>> No.4234652

Arkham Asylum

>> No.4234664

Are you sure it's 3? When I submitted my second map, I was sure we already had 30 done

Also, does 300/vr/ manager check every thread? Be nice to know for sure he's got my levels.

>> No.4234678
File: 36 KB, 358x508, firefox_2017-09-03_16-07-12.png [View same] [iqdb] [saucenao] [google]

Is that like his naked leg bone?

>> No.4234683

What a perverted cyberdemon! Flashing his bones to you like that.

>> No.4234698

A San-Francisco hotel, complete with spinning fans ;^)

I sure hope no ogres or enforcers ruin his vacation...

>> No.4234707

Isn't running doom at above 35 FPS inducing lag?

If the game has to interpolate when running above 35 FPS, doesn't that meas it has to wait to draw the next frame? Since it has to draw the interpolating frames first?

And yet it feels like Doomguy's motion runs smoothly. Maybe it's just a really good interpolator.

>> No.4234727

The ogres would have to have blue hair.

>> No.4234740

just beat the first 2 games for the first time vanilla, give me some gameplay mods to try out.
I was looking at GMOTA, i think it looks pretty cool.

>> No.4234749


someone should do a dead simple clone to make use of the 666 and 667 sector actions in map07. sector 666 will lower once all the mancubuses die, while sector 667 will raise by 8 (I think, might be 16) when all the arachnotrons die

>> No.4234797

not 300manager, but i have 29:

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_2.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
29 - trench.wad - TRENCH - ROLO

i'm fairly sure i've got the latest versions of all of them, but if yours is missing let me know.

hey here's an idea, let's not use them, and not have a dead simple clone, for once in a megawad. nobody will be expecting it!

>> No.4234802
File: 62 KB, 250x241, sYbaU1w.png [View same] [iqdb] [saucenao] [google]

>dead simple clone

>> No.4234809

Yup we're still are at 29. I'm positive I have every map and any updates to those maps.

>> No.4234819


I'm this >>4233981, I'll see what can I do, I hope I don't go overboard

>> No.4234824

>anime is a terrible grounds for doom
anime and doom have always been one with another, don't be silly

>> No.4234825

Good luck anon I'm sure you'll do fine. Just make sure to test your map in chocolate Doom and don't go too overboard on detailing.

>> No.4234827

Make it a spike bayonet that is on the rifle so that it pokes out from the side or above

>> No.4234830

only because people keep shoehorning it in where it doesn't fit

>> No.4234837

Are you just saying that 'cause you don't like anime?

>> No.4234838

Isn't Demonsteele anime, and it's amazing?

>> No.4234840

How is "savescumming" worse than just restarting from the beginning of a map? Either way you're only learning how to deal with the one specific situation that killed you in the first place, you might as well restart closer to that moment, right?

>> No.4234846

I think they're talking porn

>> No.4234851

This. Do we REALLY need to have mancubi, arachnotrons and a rising floor on map 7? It's been done to death and isn't even interesting anymore.

>> No.4234858

I'm sure you could make an interesting map using the 666 and 667 sector actions.

Doesn't have to be a dead simple clone, but just use those 2 actions triggered by 2 monster deaths. The rest can be as varied as your imagination.

Bonus: you have to punch both of them to death with beserk

>> No.4234859
File: 2.80 MB, 320x240, SubHideout1.webm [View same] [iqdb] [saucenao] [google]

subterranean hideout (300min)

not much to report on here. it's a simple map, good quality, but nothing that stands out particularly. the sense of progression is nice: you enter and descend into an underground lair, clear it via a choice of route, then take the lift up out the back.

texturing/detail is simple but functional: enough to avoid being bland, but not much beyond that. it's like a mid-nineties map but sensibly maed without any weirdness, pervasive lack of texture alignment, etc. it doesn't challenge much either, ~80 monsters, mostly zombies/imps/demons, at low density, with space to run around.

first attempt:

>> No.4234860

Wrong, because, as every speedrunner will tell you, there are two extra factors - health pool, and luck.

First, someone might deal with a situation simply by getting lucky - by enemies randomly deciding not to shoot at the right moment, by panicking and button mashing, by enemies moving randomly into your path - stuff like that.

Second one, specifically in older games like Doom, is the health pool. Many enemies won't kill you on the spot - it's pretty much impossible to die to a single imp with full health, even if you just stand there taking all the hits and shoot him with a pistol, you are GUARANTEED to win. You will, however, take some damage.

Many situations you fail will result simply in taking damage, that will slowly accumulate over time, and THEN at some point you die.

In Doom, when you die, it's almost always result not of a ONE mistake, but anywhere between 3-10 consecutive mistakes.

Therefore, if you died, it doesn't mean you screwed up ONE situation - it means you screwed up several situations in a row. This won't apply to ALL games, and for example that's why Mario or Call of Duty have checkpoints - because one mistake can easily kill you.
But for Doom, restarting from the beginning of the level lets you learn how to deal with ALL situations you made a mistake on.

_TLDR:_ In Doom, if you die, it means you screwed up several times before, so restarting the level makes sense as it will help you learn how to deal with all your mistakes.

>> No.4234863
File: 2.46 MB, 320x240, SubHideout2.webm [View same] [iqdb] [saucenao] [google]


>> No.4234868

>Bonus: you have to punch both of them to death with beserk
punching fat monsters in vanilla without zdoom's intercept/blockmap fixes is next to impossible (especially for arachnotrons), please don't make players do it.

>> No.4234875

What about the hard mapsets, like Plutonia or Ancient Aliens?
Most of those rely on tough monsters ambushing you at certain points in groups. I'm not talking about using the rocket launcher on lost souls or anything dumb like that.
Other than having the plasma rifle out all the time you're going got get killed cheaply quite often.

>> No.4234876

>punching fat monsters in vanilla without zdoom's intercept/blockmap fixes is next to impossible
doesn't seem to be. Just tested this in chocolate doom and you can punch them fine.

>> No.4234882

true except in the kind of maps that give you a health/ammo recharge before the next encounter, so it doesn't matter how badly damaged you come out of the last fight.

trivial example: no matter how much the player gets beat up on doom2 map01, there's 3 medikits in the exit room, so you can go on to map02 fine as long as you don't die completely

but i basically agree with you otherwise, good post

>> No.4234883

But pretty much every megawad uses 666 and 667 sector actions on map 7. I know it's only possible on that map so people feel compelled to use it, but it's got to the point where you play a megawad and outright know you're going to be faced with an army of mancubi and arachnotrons on that map. Because it's essentially an unwritten rule to do so by now.

>> No.4234885

>But for Doom, restarting from the beginning of the level lets you learn how to deal with ALL situations you made a mistake on.
depends. Sometimes you don't make a mistake, just the map is incredibly hard and your health gets worn down over time.
Some maps it is a single mistake that kills you, in which case you shouldn't have to re-do the entire map to learn your lesson - especially on longer maps.
Say you play for half an hour and then get insta-killed by a crusher or fall into an inescapable damaging floor area.

In some wads saving is a must to make progress and actually finish levels. Not everyone is a speedrunner l33t doom player and the regs will need to save when shit gets tough.

>> No.4234891

Doesn't have to be an army. Could be a single mancubus and arachnotron, spaced out through a map so you don't even notice. Would be incredibly easy to make not-dead-simple and still use the special actions

>> No.4234893

Not the poster you're talking to, but I find myself dying in some of the nastier WADs with 100% health in some battles. Archviles and sneaky chaingunners can ruin your day easily if you aren't good. Especially thanks you Archies having a stupidly tiny pain chance.

>> No.4234896

even arachnotrons?

yeah i've berserk-punched out mancubi but arachnotrons it just ain't happenin'.

>> No.4234897

>Say you play for half an hour and then get insta-killed by a crusher or fall into an inescapable damaging floor area.
yeah that's well annoying

>> No.4234906


>> No.4234912

yep. Obviously you'd need invulnerability to get past the plasma stream, but it certainly isn't impossible

seen it. That's where my idea for the suggestion came from. I still think an original map could be made that uses the 2 actions

>> No.4234916

Health and ammo recharges are there so you can make SLIGHT mistakes, but not over one. No map will give you a Soulsphere before and after every battle.
(Thought that is interesting map idea, now that I'm thinking of it.)

>> No.4234927

I'm the one you're replying to - I was speaking more about stuff designed like vanilla Doom, with similar level of difficulty. Obviously, for harder ones things look different.

The truth is that it's hard to make sweeping statements about all of Doom, because Doom allows to create so many different kinds of gameplay and difficulty balancing, it's hard to describe all of it at the same time.

>> No.4234953

Savescumming excessively allows the player to instantly redo the part that killed him. As such, the player could easily just brute-force himself through the situation until he luckily survives it.
Restarting from the beginning not only requires the player to redo everything, but also requires the player to actually think about what hes doing and learn from his mistakes.

>> No.4234974

>yep. Obviously you'd need invulnerability to get past the plasma stream, but it certainly isn't impossible
hmm. may i ask for a demonstration? preferably in the form of a -complevel 2 .lmp, and no tool-assisted nonsense please.

>> No.4234981

Plutonia nosaves is actually pretty feasible, and IMO, an important learning experience, provided you aren't still a newbie at doom.

>> No.4234984

I definitely do need to work on making my maps stand out more and include more difficulty. However, this was meant to be an early map so I didn't want to throw a lot of challenge and high tier monsters the player's way. Thanks for the review and demo!

>> No.4235004

I've played a bunch of mapsets, although obviously not as hard as Pluntonia, and I still get massacred every now and then. Most situations are do-able, it's when the game throws out Archviles or huge groups of hidden chaingunners I get wrecked.
Are you also referring to pistol starts?

>> No.4235009

>Are you also referring to pistol starts?

>> No.4235024

with plutonia i learned it with savegames, then went back and did them all saveless UV max once i knew what was coming around the corner. i don't think you can expect to beat plutonia blind unless you're like one of those players who always gets top 3 in DW ironman or iddqd.ru first try demo contests.

i don't see much wrong with using savegames to learn a hard mapset, but i don't consider myself to have beaten the mapset until i've done it all saveless. it's a nice self-esteem boost to beat a hard map on a blind run, but i don't think you should feel like you're below the skill level of the majority of the community if you don't win all maps saveless blind from pistol start first time.

>> No.4235028

I'd consider myself maybe intermediate.
I think maybe I could plow through Plutonia without saves, eventually, after getting into the groove, but I hardly have the patience for it, I frustrate too easily, and Plutonia would eventually just test my patience too much.

On the other hand, vanilla Doom is too easy, so it's always a delight for me when I find a levelset that lands somewhere between there.

>> No.4235048
File: 22 KB, 1600x1120, 1504456601.png [View same] [iqdb] [saucenao] [google]

here's a map to try it

>> No.4235054

Playing with saves is fine, especially if its a blind run or a giant megamap. I just think nosave runs can help with survival skills, and I feel Plutonia is the perfect wad for this as hardly any of its maps are that long, and it provides enough challenge to keep the player awake.

>> No.4235059

>Sometimes you don't make a mistake, just the map is incredibly hard and your health gets worn down over time.
That's called making a mistake, anon. Entire point of Doom is that in a well-designed map, you can avoid taking damage almost all the time as long as you don't fuck up, know what's coming up and react fast.

>> No.4235062

i don't disagree, you are completely right about development of survival skills, but do you think people should be playing plutonia without saves before they have beaten it with them?

>> No.4235072

>but do you think people should be playing plutonia without saves before they have beaten it with them?
Certainly not. As I said, playing with saves is fine, especially if its a blind run.

>> No.4235079

>Entire point of Doom is
to shoot things and have a good time. Don't inject your autistic esports speedrun bullshit into every game you happen to glance at.

>> No.4235085

Not him, but are you seriously implying that avoiding death is "autistic esports speedrun bullshit"?

>> No.4235093

I think modern source ports got rid of interpolation. Only the original doom.exe has that.

>> No.4235104

>esports speedrun

that makes zero senze

>> No.4235109

Calm down.

>> No.4235123

>If the game has to interpolate when running above 35 FPS, doesn't that meas it has to wait to draw the next frame? Since it has to draw the interpolating frames first?
yes, this is how every doom port with interpolation works. you can't start drawing intermediate frames towards the next frame until you already know what that next frame is. it would be nice if ports used *extrapolation* where they instantly draw each new frame as the gamestate is update and then draw intermediate frames based on a "guess" of what the next frame will be though.

>> No.4235132

nah it's just /v/ bait, ignore it

>> No.4235138

that said, "In a well-designed map, you can avoid taking damage almost all the time as long as you don't fuck up, know what's coming up and react fast." is true, but "Entire point of Doom is [..]" is a false assertion and should be replaced with say "As a general observation, [..]"

>> No.4235148

Just finished TNT Evilution. I have to say, that I'm quite disappointed. First third of the maps were fucking great. Their gameplay was great and they did not look bad for year 1996 wad. Then the maps started to larger and more boring. Last third had propably ugliest levels, that any official wad had. Some actually having the quality of "first map i made for practice" Poor texture placement, poor mapping, unintresting gameplay. This shitshow culminated in shittiest map 30, with it's tedious memory puzzle. Never this wad again.

I've started Plutonia for my first time now. I'm at map 5, and this feels much better than TNT for now. Gameplay is fucking great and maps look beautiful too. I hope, that this time the quality stays to the end.

>> No.4235157

replaying Whispers of satan after a good 7 years and, damn, one of the best maps I've ever played. Easily top 5 for me

>> No.4235165

DN3D-fans, which one of those - Dark Side, Derelict, Golden Gate - three levels, in your humble opinion, is the best one ALL around, in general, and why?

>> No.4235169

>Golden Carnage
of course


>> No.4235170

You could try sneaky doom. It's a gameplay mod.

>> No.4235172


It's vast, spooky, yet full of intense action and firefights.

>> No.4235204

the one where you're in norad fighting. it looked fucking boss

>> No.4235210

I'd say that for me Dark Side and Derelict are tie.

Derelict is much better balanced on ammo (which is very noticeable on pistolstart, it just really requires you to place your shots, instead of just spraying them all around), is much more intricate structurally and uses space better. But it's just way more monotonous than Dark Side was, and I don't really think it matches Dark Side artistically (although it comes very, very close, especially in the machine room). I mean, the music in Dark Side is better, and, as for sparseness, well, I get the feeling that Dark Side is supposed to feel sparse, consisting of somewhat isolated, loosely connected rooms, just the same way Derelict is supposed to be cramped and entangled. And, most of all, I don't think that anything in Derelict matches the last third of Dark Side, where you just go forward, and those really different environments just keep changing one another, and that feeling of foreboding and mystery and "Is this supposed to be taken seriously? Is this supposed to be taken as a nod? What's even going on? How long will this level continue?", something like that. Derelict just doesn't really, sort of, raise the bids all that much towards its end, there is a weaker sense of progression, of getting somewhere you haven't been to before.

But, yeah, gameplay-wise, Derelict is way better than Dark Side. But, overall, for me, they are sort of tied. Meaning, I love both.

>> No.4235231

Is Romero's absence responsible for quake 2 being mediocre?

>> No.4235243

Nah, his absence is responsible for Quake 1 being a weird mash of ideas.
Quake 2 is just a generic sci fi shooter with the Quake label shoved on it to sell a few more copies. Somehow we've ended up with it's setting being used as the series main storyline, even if it's nowhere near as interesting as the original.

>> No.4235254

why does every multiplayer server on doomseeker have like 15 pwads and shit i gotta download?

legitimate question im curious what all of them are

>> No.4235258

Quake 2 is actually good.

>even if it's nowhere near as interesting as the original
I'll give you that, the setting and atmosphere of the first Quake is VASTLY more interesting.

>> No.4235268

I'll make a guess and say that you want to play coop or survival on some server that has a randomizer mod with its own bunch of submods.

>> No.4235269

>Quake 2 is good
It's alright, Q2 was the first ID software game I ever played all the way through (but not the first I ever played, that would be Doom 1), but now I've gone back through their older games it's certainly the weakest.

>> No.4235279

I think Quake 3 is the weakest, but then I was never at all big on deathmatch or stuff.

>> No.4235282


They have been, and a lot of popular gameplay mods have been taking notes and points from anime for quite some time.

>> No.4235298

The only thing I like about Quake 2 is the soundtrack. Not saying the game is bad I just prefer the first Quake over the sequels.

>> No.4235317

>secret map has like 3000 monsters
>second secret map in the same wad has a bit over 100
Fuck you too valiant.

>> No.4235324

does someone here still has the Ripped weapon pack from Generations arena for Q2?

as far as i remember that one works on software mode

>> No.4235346
File: 103 KB, 800x600, strogsg_shots.sized.jpg [View same] [iqdb] [saucenao] [google]

>Til generations arena for Q3A is DEAD and no one will port the guns back to Q2 due to phoenix's hissy fit about "muh modding rights exclusivity" due to said port

>> No.4235351

Alright, dumb question, what's the .wad equivalent for Duke and other build engine mods?

>> No.4235359

That's something I do like about Plutonia. Sure, it seems to be as hard as it's reputation states, but at least it has a sensible number of monsters per map

>> No.4235365

Which map? Or did you mean the whole mapset?

I remember there not being much variation in the layouts, I especially disliked that most of the maps resorted to a 3-door intersection each needing a different key

Obviously the volcano map is iconic but can't say I remember much of the good other than that

>> No.4235380

fair enough, we are in agreement then, thanks for the clarification

>> No.4235391

please respond

>> No.4235417

wait until the dev comes out with the new version.
in q2 2018

>> No.4235426

check the "so you want to play doom" imagine in the OP, got updated recently

>> No.4235429

Demonsteele is very fun, like Devil May Cry in first person.
High Noon Drifter is by the same guy, and is a wierd west cowboy themed mod with some demonic powers
Final Doomer is fun if you want the vanilla weapons with more of a "kick" to them and satisfaction firing them (select the Doomguy option when starting a game)
Russian Overkill is over the top and makes you almost invincible with one shot kill silly weapons. This is great with Ketchup (a gore mod) if you've had a rough day and just want to slaughter stuff with no tactics or worrying about health
GMOTA is indeed a lot of fun, very SNES arcade dungeon crawler, as is Bullet Eye if you want a sci fi style SNES-esque mod.
Space Hunter is a metoid style- mod that gives you a single gun but you find power ups for it, if that's your kind of thing give it a go.

>> No.4235431

Here's a submission if you want it. It's a from memory remake of a really old map I made with the difficulty toned down a bit so it's not completely impossible. https://mega.nz/#!fwNnjIrD!3hu6TDTz3rgNCIh1nHajPlvn_Q_6ZsjnZYClwvWJkRk
Still pretty hard though. Tested in Crispy Doom because god damn I never realized how much I needed uncapped framerate. If you put it in, credit me as Xangi.

>> No.4235434

MetaDoom is neat

>> No.4235440

One of the anons playing Plutonia for the first time here:
Is it me or does the Iwad get easier a few maps in? It's not exactly relaxing, but I'm 10 or so levels into it now and I'm not dying half as much as I was at the start. I'm even beating some maps first time (HMP difficulty, so probably nothing to shout about)

>> No.4235445

>hey here's an idea, let's not use them, and not have a dead simple clone, for once in a megawad. nobody will be expecting it!
You could have it not be a dead simple clone and still use the tags.

>> No.4235459

>Demonsteele is very fun, like Devil May Cry in first person.
maybe if you're referring to the reboot

>> No.4235462
File: 443 KB, 640x480, cultist returning to home planet.webm [View same] [iqdb] [saucenao] [google]

>> No.4235476

How do you even move onto the next level from e4m1 in heretic?

>> No.4235483

How can I make Trenchbroom find the models for my modded entities? The entities load up but it can't find the MDL files in my progs folder even though they are there and it's looking in the right place.

>> No.4235502

are you pistol starting? doom always gets easier if you carry weapons from one map to the next

>> No.4235523

huh, i think i've played this...
well i mean the original

>> No.4235527

Actually, small bug fixed, here it is again.
Can't have revenants opening secrets.

>> No.4235535

Entirely possible, I posted it in the IRC when that was still a thing. I toned this version down quite a bit especially near the end, but as a compensation the dark cave part is much more hueg and there's generally less healing available in the whole map. It's not sure hard but you gotta be on your toes.

>> No.4235539

>It's not sure hard
Super hard. Fuckin muscle memory man.

>> No.4235550

I can never find these vids satisfying. they just make me lament the fact I don't have a computer to play anymore.

>> No.4235578

do you mean you don't have a computer that can run Blood, or you don't have a computer at all?

>> No.4235584

the latter

>> No.4235585

dumb phone posters

>> No.4235589

wow. i don't think i could stand to be without a computer for long. you have my sympathies.

>> No.4235594

I dindu nuffin

>> No.4235627
File: 125 KB, 1280x720, Screenshot_Doom_20170903_172719.png [View same] [iqdb] [saucenao] [google]

Heh, I was catching up on stuff in this thread, Lithium's name actually does come from that, so in a way it is a tribute in the same vein as MAP21.
Makes me want to add a more direct tribute... Maybe when I make the map set I'll do that.

>> No.4235652

>mod adds alt fire to super shotgun that lets you fire one barrel at a time
IMO this makes the regular shotgun completely useless. Why bother NOT using the super shotgun now that its one downside has been removed (always consumes 2 ammo)?

>> No.4235661

longer range? ssg loses its damage advantage after a few hundred units, due to larger spread

>> No.4235662

Nice. It is pretty damn hard from a pistol start, but I digress. We only need 2 more maps now, one regular map and one for the map32 slot.

>> No.4235692
File: 224 KB, 960x1300, cheersbud.jpg [View same] [iqdb] [saucenao] [google]


>> No.4235693


That would actually be pretty fucking fun.

>> No.4235718

It would technically be Quake, but I'm not going to count that, so it would be XCOM, which could work very very easily.

>> No.4235730

what mods let me play with a stupid amount of guns?

>> No.4235735

Russian Overkill

>> No.4235746

Aeons of Death.

>> No.4235749
File: 126 KB, 1366x768, duke0033.png [View same] [iqdb] [saucenao] [google]

yume licky

>> No.4235751
File: 113 KB, 1024x600, AMCTC.jpg [View same] [iqdb] [saucenao] [google]

I want to play some Duke 3d mods and AMC TC looks quite fun, anyone here played it ?

>> No.4235756

thats a big mod

>> No.4235757

for you

>> No.4235758

>archvile shaman that only revives enemies as heretic chickens when

>> No.4235760


>> No.4235763


>> No.4235764

Archvile work mostly with...chickens

>> No.4235767

How many people here have a physical copy of doom? I was thinking of buying it on ebay for my collection.

>> No.4235779

there's always DOOMCITY.WAD from 1996.

>> No.4235781
File: 175 KB, 1366x768, duke0037.png [View same] [iqdb] [saucenao] [google]

>> No.4235783

Hell yeah, AMC is awesome. Adds a bunch of gameplay mechanics and stuff, definitely worth playing.

>> No.4235785
File: 129 KB, 1280x720, duke0028.png [View same] [iqdb] [saucenao] [google]

is uh, yume STICKY allowed here

>> No.4235791

Why not?
It's an interesting eDuke mod.

>> No.4235792

Still not what i'm lookin for.
Maybe i'll check that Pokemon city wad.

>> No.4235794

Get the city out of mark's vehicle demo and put happy texures on it.

>> No.4235804

>Entire point of Doom is that in a well-designed map, you can avoid taking damage almost all the time as long as you don't fuck up
Ability to take 0 damage isn't a required part of good map design in Doom, not being a dick to the player is. Also I'm guessing you hate hitscanners and death exits.

>> No.4235805
File: 318 KB, 1280x720, duke0030.png [View same] [iqdb] [saucenao] [google]

now get your ass to mars

>> No.4235842
File: 32 KB, 300x372, Power_Slave_cover_art.jpg [View same] [iqdb] [saucenao] [google]

Not Doom, is this any good?

>> No.4235854

pc version is a traditional doom-like shooter, the console game has some pointless rpg shit
good luck getting either to run tolerably today

>> No.4235856


>> No.4235857

>he isn't in the know

>> No.4235860

I tried the console version's "port" a year or so ago. The player hitbox was about two times too large, the maps were mediocre and obtuse.

>> No.4235887
File: 238 KB, 1366x768, Screenshot_Doom_omasacre.png [View same] [iqdb] [saucenao] [google]

>> No.4235889

Which one is the one that I heard likened to Metroid Prime?

>> No.4235897

I want to play Heretic for the first time. What source port should I use? Also should I be jumping/crouching and using freelook?

>> No.4235905
File: 190 KB, 1200x675, 1480566887356.png [View same] [iqdb] [saucenao] [google]

i want this

>> No.4235906

you have autism

>> No.4235916

don't diss Lord Prosciutto

>> No.4235929
File: 50 KB, 813x722, e2mcyber.png [View same] [iqdb] [saucenao] [google]

I really need to get back to work on this E2 replacement

>> No.4235947

Yup, I learned that the hard way in 300 mins.

>> No.4235983

I don't know if this'll be wrong kind of opinion, but after playing alot of mods and other video games, I feel as if the Super Shotgun from Doom 2 ain't that impressive anymore. I'm propably ruined by all the 'recoil' etc. animations from mods.

>> No.4235998
File: 3 KB, 104x104, mahkrun.jpg [View same] [iqdb] [saucenao] [google]


>> No.4236004

ha ain't so big

>> No.4236030

He's a reasonably sized guy.

>> No.4236032

2 u

>> No.4236034

Life is unfaaaaaaaiiiiiirrrrr~

>> No.4236037
File: 99 KB, 472x479, GDF_Marine.png [View same] [iqdb] [saucenao] [google]

Was getting stroggified part of your plan?

>> No.4236043

of course.

>> No.4236045

you're a big gun

>> No.4236049

sometimes I fucking hate this place.

>> No.4236052

>big gun
holy kek

>> No.4236061
File: 129 KB, 292x257, 89b.png [View same] [iqdb] [saucenao] [google]

>You're a big gun

>> No.4236064
File: 156 KB, 632x618, 135847338287.jpg [View same] [iqdb] [saucenao] [google]

>big gun

>> No.4236065

QUAKE 2 and 4 confirmed for literal baneposts.

>> No.4236068
File: 23 KB, 642x379, He's a Big Gun.jpg [View same] [iqdb] [saucenao] [google]



"You're a Big Gun" thread edition when?

>> No.4236070

>he's wearing the doomguy helmet

>> No.4236075

deepest lore

>> No.4236078

that's amazing.

>> No.4236081

wait, is he the big gun the objective refers to or is it that horrifyingly fuckhuge cannon on the skybox?

>> No.4236083

hate to break your bubbles...

>> No.4236085

It's that horrifyingly fuckhuge cannon on the skybox.

The Hornet first appears on Big Gun as the main threat on the level, so it could reffer to him too.

IIRC, the player can first find the BFG there in a secret too.

>> No.4236103

Give me a vanilla mapset not listed in SYWTPSFD.

>> No.4236109

just use zdoom. unbind jumping and crouching, but freelook is ok.

>> No.4236114

To add to this, WGR2 Siege Breaker is another must play.

>> No.4236118

Requiem, DemonFear, Perdition's Gate.

>> No.4236132
File: 76 KB, 270x360, walk cycle.gif [View same] [iqdb] [saucenao] [google]

I'm not sure if I can do this, the parts I'm trying to use on the cyberdemon aren't playing nice with eachother

>> No.4236140


>> No.4236142

Look at his shoulder on his left arm, something seems off about it.

>> No.4236147

oh that's easy, it looks like the shoulder plate is compressing the muscle and skin down under it, kinda like thighhighs on an anime girl
the shoulder also appears to be able to rotate in the socket a little, but the left chestplate/boob is tilting unnaturally along with it

>> No.4236149

nope, no secrets in the map

>> No.4236181
File: 62 KB, 536x681, Crowdan Barman.jpg [View same] [iqdb] [saucenao] [google]

Oh. I'm sorry. Let me make like a copy of Half-Life 3 and never exist

>> No.4236187

Name a better mod than smoothdoom.
Protip: you probably can, since taste is subjective. I respect your opinion if you like different mods

>> No.4236197

I might need to find a different piece of chest armor.

>> No.4236205

I expected you to make a funny post in response not to make me feel these feels

why anon

>> No.4236214

ZDL or Doom Explorer?

>> No.4236221

man i cant wait for half life 3 the dota card game

>> No.4236226
File: 160 KB, 326x276, bartamis.png [View same] [iqdb] [saucenao] [google]

Because you needed to feel my pain.

>> No.4236231
File: 27 KB, 192x268, hmmm.jpg [View same] [iqdb] [saucenao] [google]

>puyo puyo
i mean, i've seen shit like mortal kombat made playable (albeit clunky as all hell) in zandronum, so it isn't impossible.

>> No.4236234

Well if you want to use it for either I'm fine, or if it doesn't fit don't worry about it. I just made it for the fun of it, to see if I could actually speedmap that thing from memory.

Late reply, sorry, I was out.

>> No.4236243


>> No.4236246

Oh he's already hit that.
with his fist

>> No.4236252

SmoothDoom with Ketchup

>> No.4236256

FinalDoomer with the Doom 2 weaponset is fun

>> No.4236260

Does Quake 3 even have a singleplayer?
Or is it fully a deathmatch game?

>> No.4236269

Lovecraftfags are such an annoying elitist lot.

>> No.4236291

Memento Mori 1&2

>> No.4236292


>> No.4236296

thats something new...

>> No.4236303

Does anyone have a backup link of Legendary Complex Doom v
The zandronum thread links are all dead

>> No.4236304

Has BloodGDX fixed all the annoying HOM glitches and music stuff?

Is it finally completely playable and enjoyable alternative to DosBOX?

>> No.4236312

not yet, its on version 7.something right now

>> No.4236332

the "singleplayer" is just facing bots in deathmatch arenas.

>> No.4236345

is there a good Ritsu doomguy sprite mod?

>> No.4236346

no because shes worst girl

>> No.4236349

Re-re update for another tiny bug fix.

>> No.4236356


Console version, I fucking love it. The pc version is alright but very hard to run. I hope someday Eduke will be able to run it, but I dont think anybody's working on that.

Console version can be emulated OR has a fantastic pc port by the guy who made the doom64 port. He took it down, but you can still find it by diggin a bit. PowerslaveEX

>> No.4236361
File: 27 KB, 684x218, Image187.jpg [View same] [iqdb] [saucenao] [google]

Yo. https://files.catbox.moe/29xgjm.pk3

>> No.4236363

I'll archive it on thevidya.site as well.

>> No.4236372

thx familiaiaiaiaia

>> No.4236379

OwO what's this

>> No.4236382

Cool, I'd have done that myself but it's fucking huge for what it is.

>> No.4236385

I've increased the space on the server and upped the max upload size to 100MiB, considering how many good wads I have in my collection are way bigger than 25MiB. Should be good for at least 1200 mods, and I can expand.

>> No.4236390

You've got the latest Fractal Doom on there now too, since that is also a fairly endangered mod.


>> No.4236398
File: 1.14 MB, 1920x1040, gzdoom_2017-09-04_01-06-02.png [View same] [iqdb] [saucenao] [google]

over-designed garbage desu. If you wanna do a level like this why not just do it in quake?

>> No.4236403

Because whoever made that either is more comfortable with Doom mapping, or perhaps he wanted to challenge himself

>> No.4236413

Anyone wanna coop Plutonia on Zandronum with brutality?

>> No.4236414

So what you're saying is Quake is over-designed garbage

>> No.4236425


>> No.4236432
File: 1.85 MB, 1920x1080, Screenshot_Doom_20170904_081942.png [View same] [iqdb] [saucenao] [google]

Playing Wolfenstein with Ketchup is actually kinda fun

>> No.4236435

Wrong, mapping that in Quake would be much simpler than the effort for doom

>> No.4236465

Backed hardcore.
Although I've been playing on the doom engine in Wolfenstein maps.

>> No.4236469

Anyone know why my autoaim setting keeps getting set back to on whenever I quit GZdoom?
Using the latest stable version

>> No.4236474
File: 52 KB, 1024x681, b17.jpg [View same] [iqdb] [saucenao] [google]


>> No.4236476

never played wolfenstein 3d+sod
whats the best way to play them

>> No.4236481
File: 531 KB, 480x360, ce1.gif [View same] [iqdb] [saucenao] [google]

>when you see someone using filters

>> No.4236487

But... There are no filters. I'm not playing with any filters. I think

>> No.4236489


>> No.4236491

If you're gonna make something in Quake, why not just make a game?

>> No.4236492


You are, that's the blurry look on the sprites.

>> No.4236493

they're on by default for awful reason in most source ports

>> No.4236494
File: 250 KB, 578x578, f37.jpg [View same] [iqdb] [saucenao] [google]


>> No.4236496

Chill with the /v/ shit.

>> No.4236506

it's /pol/

>> No.4236510

What's the difference?

>> No.4236512

Talking about PC version only.
Leveldesign is really good, extremely good at places, some of the best Build levels out there, structurally, some of them extremely big too. VERY intricate, although generally linear in actual progression.
Quite monotonous visually, although it desperately tries not to be. Quite charming everything-wise, music, vibrant colours.
No manual saves, although there are savepoints and lives, resembles Dark Forces on that account.
Combat is very weak, despite there being almost no ranged hitscanners. I mean, weaker than Redneck Rampage and HeXen, although maybe not as shit as TekWar. Bosses are absolute rock bottom shit as well. Strafes are botched (you can't strafe and turn at the same time) but still usable. Maps are balanced for ammo and artifacts (think HeXen).

tl;dr: Worth slogging through its combat for extremely good layouts and pretty environments.

>> No.4236514


>> No.4236517


>> No.4236518


>> No.4236519

t. Patrick

>> No.4236520

In other words, it's a B-grade game, where it's evident that they REALLY, HONESTLY TRIED THEIR BEST. And their best ended up being a B-grade game.

>> No.4236523

Also, traps-galore, very much resembles HeXen on that account as well.

>> No.4236525
File: 342 KB, 1920x1080, Capture.jpg [View same] [iqdb] [saucenao] [google]

aw cmon man fuck you

Ritsu Doom

>> No.4236526
File: 148 KB, 1366x768, wolfenstein.png [View same] [iqdb] [saucenao] [google]


>> No.4236528

There are worst Build games, but there are better ones too.

>> No.4236529
File: 23 KB, 250x258, bowing-man_med.gif [View same] [iqdb] [saucenao] [google]

Thank you, thank you
I'm here all night folks!

>> No.4236536
File: 28 KB, 600x602, 1445695675422.jpg [View same] [iqdb] [saucenao] [google]


>> No.4236539

I-is there one for Yuuko from Nichijou?

>> No.4236545

No clue, just made it

>> No.4236556

In my opinion, with way better combat and movement, it could compete for being the best one. As it actually is, no.

>> No.4236558

p-please make one for Yuuko, ill suck your dick.

>> No.4236559

I must be missing out on some HDoom-like mod for Hexen that turns all enemies into traps.

>> No.4236565

> noun
>a contrivance used for catching game or other animals, as a mechanical device that springs shut suddenly.
>any device, stratagem, trick, or the like for catching a person unawares.

And yes, I do get the joke. Har-har.

>> No.4236573
File: 91 KB, 392x273, Rua2ssf.png [View same] [iqdb] [saucenao] [google]

>tfw can run circles around every enemy...except revenants

>> No.4236574
File: 182 KB, 1920x1080, Screenshot_Doom_20170904_093837.png [View same] [iqdb] [saucenao] [google]

Oh yeah, looks much better now, thanks

Jesus fuck man, calm down

>> No.4236582

I remember the trial of Steel or somesuch level of the first hub with an ice room that collapsed and crumbled when you took the key, also shook like earthquake, and another room where tiles were constantly coming up and crushing down making it seem like the room was "alive" to the young me. Both rooms were ones of the very few memorablemoments where the videogame genuinely made me panic (I was 8 at the time)

>> No.4236586
File: 47 KB, 1920x1080, Screenshot_Doom_20170904_094638.png [View same] [iqdb] [saucenao] [google]

This Pac-Man secret level is interesting
And in this TC enemies and treasures are shown on the map, so you can actually almost play actual pacman if you open the map.

Also, Wolf has PacMan level
Doom 2 has Wolf level (With Keen dolls)
Does Quake has a Doom level or something?

>> No.4236612
File: 38 KB, 800x800, cybernice.jpg [View same] [iqdb] [saucenao] [google]

I'm sorry but is this ECWolf, or a Doom mod?

>> No.4236615
File: 249 KB, 1920x1040, gzdoom_2017-09-04_03-22-40.png [View same] [iqdb] [saucenao] [google]

Cool bug Demons of Problamatique

>> No.4236621

It's Wolf3D TC

>> No.4236624

forgot to edit a certain sprite.
Here's a fix

>> No.4236629

name of wad please?

>> No.4236639


>> No.4236660

new bread when

>> No.4236663
File: 199 KB, 1794x1674, chef_unfy.png [View same] [iqdb] [saucenao] [google]


>> No.4236672

I'm trying to simply modify a few voices in the menu. I'm supposed to put the menudef into slade and call it MENUDEF right?

>> No.4236675

In the next hour or two.

>> No.4236690

hiss meaning "you dare touch me with that fucking chainsaw, i'll punch you in the gabber mate"

>> No.4236696

with what arms?

>> No.4236710

FDA if you're interested.
How much as it toned down compared to original map? I'm asking because this recreation is pretty easy.

>> No.4236728
File: 1.55 MB, 320x240, berserkmap07.webm [View same] [iqdb] [saucenao] [google]

yeah i give up trying to punch arachnotrons. i may have landed a hit once or twice, but it's far too unreliable.

fortunately though it turns out 50 bullets is exactly the right amount.


>> No.4236749
File: 303 KB, 1920x1080, Screenshot_Doom_20170904_115257.png [View same] [iqdb] [saucenao] [google]

This is crisp, it's amazing
Also I think that door is broken

>> No.4236751
File: 81 KB, 1920x1080, Screenshot_Doom_20170904_120002.png [View same] [iqdb] [saucenao] [google]

And the level before Hitler is svastika

>> No.4236754
File: 182 KB, 1920x1080, Screenshot_Doom_20170904_120504.png [View same] [iqdb] [saucenao] [google]

And I killed Hitler

>> No.4236757
File: 388 KB, 1920x1080, Screenshot_Doom_20170904_120801.png [View same] [iqdb] [saucenao] [google]

Also, original doom 2 levels are left untouched in this TC

>> No.4236761

you bastard!!

>> No.4236763
File: 27 KB, 330x340, Thinking Ringo.jpg [View same] [iqdb] [saucenao] [google]

>Puyo Puyo except you're matching up different demons (imps, cacos, pinkies, revenants, maybe mancubi as 2x2 "blocks") and when you get a set of 4+ they start in-fighting to death
Could be cool for a gimmick mod.

>> No.4236768
File: 65 KB, 556x803, firefox_2017-09-04_12-41-16.png [View same] [iqdb] [saucenao] [google]

Hitler ahegao

>> No.4236784

There was something like this in Romero bowling

>> No.4236790

Alright I got this, now I tried to change the name of some menu options but it won't let me.
Am I supposed to change another lump for that to work/ is it doable? (change "new game" to "start game" for example

>> No.4236801

the author posted his mod here

>> No.4236802

>my gas chambers are moving on their own!

>> No.4236805
File: 7 KB, 240x240, mq1.jpg [View same] [iqdb] [saucenao] [google]

okay guys look

>one player plays regular doom game
>other player plays a puyo puyo game shown on the hud screen
>when other player makes puyo combos it can summon stronger monster at a random place near a doom player
>doom can send nuisance puyo to other player by killing monsters
>level ends when doom player dies or puyo player loses the game and next map boots up

Puyo Puyo vs. Doom

>> No.4236808

New thread.


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