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4241017 No.4241017 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4236806

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.4241018


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


-Project is underway
-All rules found here

-Looking to update the OP, suggestions are welcome

=== NEWS ===

[9-2] Ter Shibboleth for Quake released

[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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4241025


>> No.4241026
File: 100 KB, 480x480, HEH.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4241045 [DELETED] 

Agreed. Too bad the guy making it seems really against violence being used against the HDoom models for some reason.

>> No.4241047

thevidya.site supports .lmp files! Just be sure to 1) upload the demo with a text file telling what was it is for (or title the file) and 2) upload the wad or pk3 you played with.

>> No.4241050

The Ranger's helmet looked stupid back in the day, but it looks even sillier in HD. It's like sports equipment.

>> No.4241062

it turns it into guro/ryona

>> No.4241071

Hey, I accidentally uploaded 200minvr.wad like 3 times because I misread the txt upload error as being an error for the uploading of the wad. Dunno if that's an issue or not.

Might be worthwhile to do a check for file size/file name to prevent duplicates

>> No.4241074

Yeah. I'm sick in bed at the moment so can't delete them. Thanks for letting me know. I need to clean up the upload page a bit.

>> No.4241078

Because he wanted to not only to replace the demons with fuckable girls (subjective), but also replace the violence with sex.

There's also him and Mark's history, as well as Brutal Kiddies making demands left and right, acting like they're entitled to widespread Brutal Doom compatibility.

>> No.4241089 [DELETED] 
File: 295 KB, 451x466, 222.jpg [View same] [iqdb] [saucenao] [google] [report]

really? that fucking sucks, i would love to use the Hdoom gals in other scenarios
>tfw no sexy invasión of sexy imps
>tfw you will never rip and tear their cute head with the chainsaw
>tfw you will never hear their moans... of pain
oh well

>> No.4241103

>shambler in DoomRL doesn't make shambler sounds

I mean if we're using stuff from other sources, why not use sounds from other sources too instead of sticking strictly to Doom sounds? Like for example instead of being completely silent fucks that lets them sneak up on you, the nightmare enemies and agony elemental should have Doom 64 sounds.

>> No.4241164 [DELETED] 

>for some reason
it's a goddamn mystery

you're a dumbass

>> No.4241174 [DELETED] 
File: 607 KB, 748x748, 1503932338284.jpg [View same] [iqdb] [saucenao] [google] [report]

Not him, but there's any particular reason for that?

>> No.4241185
File: 136 KB, 466x486, caco monitor disgust.png [View same] [iqdb] [saucenao] [google] [report]

So, anyone here today who isn't fucking deranged?

>> No.4241190 [DELETED] 

You could always just do it anyway regardless of what he thinks. If you're making a guro wad you're past caring about what's socially acceptable.

>> No.4241206 [DELETED] 

If you honestly can't guess what the problem is, you're either socially stunted or a degenerate.

>> No.4241219 [DELETED] 

if you don't know either is ok dude

>> No.4241229 [DELETED] 

Imagine if someone made Brutal H-doom that focused on guro and necrophilia, What would the h-dooms creator response be?

>> No.4241235 [DELETED] 

S'arais is just having another meltdown, do not enable or validate.

>> No.4241238 [DELETED] 

fortunately for everyone involved we're talking fictional characters depicted in scenarios taking place in a videogame.

>> No.4241240 [DELETED] 

doesn't matter whether it's fictional or real, it's degeneracy and does not belong here


and fucking stay out

>> No.4241247

I just want a light VN mod so I can romance Imp-tan, even if it's mostly a mock wad.

>> No.4241249 [DELETED] 
File: 3.81 MB, 246x158, 1502163198896.gif [View same] [iqdb] [saucenao] [google] [report]

is ok, i mean we're talking about doom, not like some blood would be bad.
but if we go to the brutal/project brutality it's a no no at least for me
nigga wut? i bet most of the anons here just want to use the sprites outside of hdoom and play it with a normal wad

>What would the h-dooms creator response be?
if they are mature they wouldn't mind, otherwise they would write a long ass post on tumblr about how offended they are

>> No.4241251 [DELETED] 
File: 61 KB, 300x217, what's the deal.png [View same] [iqdb] [saucenao] [google] [report]

so if I kill these demons it's okay, but if I kill THOSE demons it's wrong?

what's the DEAL with that?

>> No.4241253 [DELETED] 

>i want to take the sex mod and turn it into guro/necrophilia with blood everywhere! wow, why are people treating it as WEIRD or something???

>> No.4241258 [DELETED] 

Lol, quit being a fag who cares about others fetishes.

>> No.4241261

I'm gonna make my own She-Doom mod, not gonna make it gross but you'll be able to play Doom normally but with girls. I'll make my own sprites and shit so dont worry about that.

>> No.4241262 [DELETED] 

quit being a degenerate trying to pass off your fetish as perfectly normal

>> No.4241263 [DELETED] 

It would be hilarious for Brutal H-Doom to be regular brutaldoom, But when you get the berserker pack you just start raping everything, Hatefuck DOOM

>> No.4241264


If you want that, just play Female Doom.

>> No.4241265
File: 7 KB, 259x194, Unknown.jpg [View same] [iqdb] [saucenao] [google] [report]

wow i just want to kill all these uh demons not women i just want to shoot hot sexy fuckbunny demons i do Not have issues with women its just a game bro

>> No.4241268

>fap to HDoom for the first time after passing it off as retarded shit
>that sudden realization of "what the fuck am i doing" comes up

what happens from here anons?

>> No.4241271 [DELETED] 
File: 165 KB, 735x611, 1504471830746.jpg [View same] [iqdb] [saucenao] [google] [report]

you're just a waifufag

>not going for the cacodemon-chan route

>> No.4241273 [DELETED] 

It has to be cute girl demons, there needs to be the element of 'I could kill this Hell Baronness or I could fuck it, HMMMM'

>> No.4241274 [DELETED] 

That's not creepy at all!

>> No.4241275 [DELETED] 


How about no?

>> No.4241279
File: 315 KB, 1024x819, IMG_0055.jpg [View same] [iqdb] [saucenao] [google] [report]

Id games needed mods in order to get the 3D Realms experience

>> No.4241282

Go deeper down the rabbit hole and start browsing /d/ until you lose any sense of shame for what you fap to. I mean, demon girls are just monster girls and a porn mod is just a different version of a porn game, the only thing that makes it stand out is the fact that it's a porn game for demon girls made in Doom.

>> No.4241283

>this thread

>> No.4241297
File: 332 KB, 600x565, 1481011766752.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4241304

Why are TNT and plutonia in the whole IWAD selection thing when you start up a source port?

>> No.4241306

go outside and put it behind you

>> No.4241313

Because they're official iwads? I don't quite understand the question. They even have a few different textures, and I believe teleporters work slightly differently in demos

>> No.4241320

I always thought that they were essentially doom 2 megawads and that there was no point in having them in the iwad selection

>> No.4241321

open them up in doombuilder as resources and see

>> No.4241324

Because they're IWADs different from Doom 2.

>> No.4241325

There are some wads that need TNT or Plutonia as a base

>> No.4241327

I don't have doombuilder anymore. What happens?

So is the file structure for the wads similar to the doom 2 wads?


>> No.4241329

>So is the file structure for the wads similar to the doom 2 wads?
The iwads, yes, it is.

>> No.4241331

You can see they have different textures and names for them, and some Doom2 textures are missing, with new ones added in.

Cause they have different textures that get used. Open Plutonia 2 with Doom 2 and see.

>> No.4241336

Ah, alright, got ya.

Also, should I trust the reviews on the idgames site? I remember playing 2 wads called 32 over 32 and another 32 over 32, and I recall the idgames reviews being scathing but the posts on the zdoom forums being nice and saying it was good

>> No.4241338

As with all reviews, trust them with a grain of salt.
People's opinions rarely coincide with your own, though with a pile of reviews you can probably get a general "feel" for how something might be.

With only one or two reviews, you can guarantee someone is either clueless, angry, or a friend sucking up.

>> No.4241341

play it and find out

>> No.4241373
File: 412 KB, 1280x1280, tumblr_ov25n8Zwhr1rb9b31o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

High Noon Drifter is pretty damn fun

>> No.4241386

They also gave it teddy bear ears for some reason.

>> No.4241390

He has to vent out frustration somehow

>> No.4241417

cause its cute

>> No.4241420

Joke? Not really a joke, anon.
Is something happening when you use it?

>> No.4241427
File: 657 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, they are, but they were also bought and licensed by id Software.

TNT was initially conceptualized as a free megawad by an independent mapping team, one of the earliest, but id contacted them, said it looked good, and offered to buy it, on the condition they put together another 32 map megawad to go with it (this would be Plutonia), with the goal to pack it all together as a commercial expansion/level pack known as Final Doom.
It was bundled with the Doom 95.exe (which would be needed for the expanded limits and demands of all these maps, as they would be a bit too much for the original .exe to run).

Further, both TNT and Plutonia would have maps picked from them (along with maps the Master Levels compilation, oddly enough), and released as Final Doom for the Playstation, being functionally built on the previous Playstation release of Doom (complete with cool new sound effects and mouse compatibility), just with all new maps (for the console crowd, that is).
And that's the one that stands out, Final Doom has also been released through other avenues since, recently through Classic Complete, for 7th gen consoles.

In every sense of the word, it's an official product, and that makes it count as an iwad.
Hell, you can even use it in place of the Doom 2 iwad to play pwads (though of course there'll be a few differences)

>> No.4241530

Eh, I'm finding Plutonia to have much better maps, even if it's really hard.

>> No.4241538

replies to previous thred, that is sitll not ded but whatev.

Brutal Kills existed well before that in another game - Serious Sam, and back then they were done right (almost instantaneous and in first person).
Also the "Hold lost soul and toss it at enemies" is totally ripped off from SS "Rip Gnaar's eye and toss it at enemies"

They scrapped it because it was turning out into a generic all-brown modern FPS, except with demonic soldiers in place of regular ones, and that wouldve went the same way as Rage, which they wanted to avoid with their frontline IP.

To be fair BDL 2 had a lot of great destructive guns, it's just that balance was shitting itself at levels above 30. Check out the community mod/patch.

Where the fuck is your folding stock^W blade, Corvo?

This is supposed to allow bringing Quakespasm onto literally anything, just like Doom.

>> No.4241545

>It was bundled with the Doom 95.exe (which would be needed for the expanded limits and demands of all these maps, as they would be a bit too much for the original .exe to run).

None of the maps in Final Doom take advantage of Doom 95's slightly increased limits. And there are releases that contain the Vanilla .exe that functions similar to Ultimate Doom's 1.9 .exe, but with the addition of a teleport y axis bug.

>> No.4241552

I've uploaded .lmp file, seems like it works as intended. Though it would be nice to have multiple file upload or .zip support, as uploading, let's say, 32 demos for a single .wad one by one is going to turn into a mess pretty quickly.

>> No.4241563

>Korax’ Heritage: Scattered Evil is the first game using the KoraxRPG engine based on Vavoom
Now that's an engine I haven't heard of in a while.

>> No.4241565

>None of the maps in Final Doom take advantage of Doom 95's slightly increased limits
Not even Go 2 It?

>> No.4241568


>> No.4241569

Plutonia is good, it's just hard by design.
TNT I think is relatively good, better than Doom 2.

>> No.4241570

I downloaded zdoom. If I change my game from doom 2 to heretic or something, will it overwrite my autosaves?

>> No.4241574


>> No.4241575 [DELETED] 

Someone correct me on this but I think autosaves are considered separately with iwads

>> No.4241586

>Tried using Smooth Doom with the Ketchup patch
Oh god this is good. I think I've found my main way of playing through Megawads.

>> No.4241591

I've been a big Doom fan for ages now, but I never really got into the other Doom Engine or Build Engine games.

It looks to me like I can run the Doom Engine games in GZDoom just fine, but where do I download them from?

And what are the source ports that I should use for the Build Engine games (at the very least I'd like to get Duke Nukem, Blood, and Shadow Warrior running)?

>> No.4241592


Download them from the iwad links in So You Want To Play Some Fucking Doom.
There isn't really a source port for Blood.
eDuke32 for Duck Canuck.
Shadow Warrior classic is free on Steam, last I checked. But it's been a long time since I last checked.

>> No.4241593

For some reason, all Doom games have their own settings interchanged between one another yet Heretic and Hexen are considered separate, I think they all should have separate autosaves as well.

For the IWADS? There's a bunch of downloads in the OP. As for Build engine games it's a bit more messy here, eDuke32 is available for Douk, Shadow Warrior's original release is available for free in a preconfigured DOSbox install but also has a commercial modern port as well, dunno how good it is. Blood never

>> No.4241595

As much as I like ketchup I really wish Revs wouldn't explode into meaty showers of gore when you use rockets or the BFG on them.
They're a pile of bones and some metal here and there, where's all this blood and guts coming from?
I haven't tried the Smooth Doom version, so maybe it's fixed there.

>> No.4241601
File: 16 KB, 270x177, Melee left.gif [View same] [iqdb] [saucenao] [google] [report]

Attack to the left done, two angles left to go.

>> No.4241602

>Smooth doom
Update when? I want the full N64 weapon options already, and maybe for the spectres to have invisible spectre gibs. Shell casings that don't look weird would also be cool.

>> No.4241627

>Grab it myself since I never tried Ketchup
>Never knew it was made by Mark
I mean I can't really say I'm surprised, like even in the slightest, I just never knew he was the one behind it.

>> No.4241634

Some people just really really liked the gore in Brutal Doom, so he made it a separate mod.

>> No.4241658
File: 2.86 MB, 1652x2336, finalbig1.jpg [View same] [iqdb] [saucenao] [google] [report]

Final Doom is pretty good. Though I think a little bit of TNT has annoying music and some of the levels are meh

>> No.4241660

Should i play Resurrection of Evil? I still remember bad reviews from 2005.

>> No.4241662

I think its rather amusing that it was marketed as the last doom game and there was a new one just a year later

>> No.4241671

I'm glad he did, because in my own personal opinion it's the most satisfying gore mod we have and it would be wasted being stuck in somthing like Brutal Doom.

>> No.4241675

I like how the marketing seemed to imply it's the end of the "story"
As if Plutonia and TNT actually did anything more than brief nods to having one after every eight or so maps.

>> No.4241679

It's the one good part of BD and can be used with other, better mods. Add in something like Weapons of Saturn and you essentially get Brutal Doom without all the irritating voices and disturbing "cruelty bonuses".

>> No.4241702

>try out smooth doom
>can only really tell the difference with the chaingun
Can't say I'm not a little disappointed, but holy shit dat chaingun. Almost worth it alone.

>> No.4241703

hmm it seems like you're trying to be an archive rather than a temporary host. this doesn't really fit my use case (throwaway recordings only of interest to the map author, that are expected to desync later). thanks for making this but i don't think i'll be using it.

>> No.4241708

There are people who use the Chaingun?
I thought everyone just spams the SSG.

>> No.4241709
File: 17 KB, 1047x1062, 1504696519.png [View same] [iqdb] [saucenao] [google] [report]

also is this theme supposed to be readable?

>> No.4241710

I never used it until I tried Smooth Doom, I've always been a diehard shotgun man, but that chaingun animation is so sexy I actually want to use it

>> No.4241713

uguu.se would be perfect for my purposes if it held files for more than 24 hours. but it's too short, the links don't even last long enough for a single thread.

>> No.4241719

maybe ill go back to using temp-host.com. i stopped because some helpless Windows user was moaning that it was giving him virus warnings

>> No.4241728
File: 1.80 MB, 1680x1050, Screenshot_Doom_20170906_213348.png [View same] [iqdb] [saucenao] [google] [report]

Level 20 of TNT is horseshit. The enemies at the end are all too far away to hit, but they all still shoot at you. Is this level an anomaly or are all the levels beyond this point so difficult?

>> No.4241736

yeah more or less. long, niggly maps. i'd say they're more tedious than difficult, though. there's usually a safe but extremely boring approach to take.

quarry is good. lunar mining project isn't too bad. administration center and mount pain are both lengthy maps comparable to central processing, the one you just did. heck is quite short but i find it to be my least favourite of the Casali maps. habitat is miles and miles of sewers, but it has a bug that lets you skip the entire level thankfully. the others are mostly just corridor mazes with occasional traps of varying intensity. none are particularly interesting.

>> No.4241745
File: 1.70 MB, 1680x1050, fixed.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4241753
File: 121 KB, 680x671, 1494429937476.jpg [View same] [iqdb] [saucenao] [google] [report]

>see filename
>look for the chaingunner
>spot him

>> No.4241775

Really? All the animations are noticably more fluid, but the Chaingun's is especially nice due to the spin down animation it has.
The monster movement, deaths and varied death animations should also be apparent. I just hope the upcoming update adds in new deaths for more than just the Zombies and Imps. And who the hell thought it was a good idea to have the Imp's slump forward sometimes? It looks like they're sucking their own dicks when you kill them.

>> No.4241780

The vanilla SSG is satisfing to use and really, really powerful on top of being a relatively low ranked and early weapon. Of course it's going to be the workhorse gun for most people, but all the weapons have their uses.
I mean, I'm not going to try sniping armies of zombie commandos with the SSG any time soon.

>> No.4241796
File: 283 KB, 1680x1050, v_satan.jpg [View same] [iqdb] [saucenao] [google] [report]


Every few months they add new features to Doom and keeps looking better and better.
How far can this go? It's incredible to see this go this far.
And Quake lately with 'Arcane Dimensions' which is mindblowing. Good to see that Quake gets some love. I see there is a new release that advances the engine the 'Tel Shiboot' chapter or something.

>> No.4241813
File: 482 KB, 610x498, бумага hell.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4241823

titlepic for some new wad?

>> No.4241825

Why do wings come out of his buttocks? I wager this makes both flight and regular walking more than slightly uncomfortable

>> No.4241839

No, I just found this on my PC. Several years ago, when I was studying on Multimedia, we had an assignment in Photoshop class. It was actually to make a word "Earth" made out of grass or something like that. Instead I made "Hell". Teacher had a sense of humor, so I still got a good grade. Also, I took those spikes from a hedgehog pic I found on google

>> No.4241846

I think Level 20 is kind of alright, but then I play with freelook and no auto-aim.

A common opinion is that TNT is generally pretty good and consistent for the first two thirds, but that the last third kind of shits on the toilet seat. I'd kind of agree, in how there's a lot of questionable design decisions cropping up by this point, which kind of makes me think of how Doom 2 is pretty good (and sort of consistent) for the first third, and then varies wildly between mediocre and poor for the rest of the game.

But notably, Habitat is a *fucking* awful map and I don't know how they didn't either outright reject it or have someone rush through redesigning it into something that isn't horrible. Baron's Den is also kind of bad, the red key you need is hidden behind a fake wall somewhere and there's basically no indication that this is there, you'd need to almost stumble into the place to find it. Mount Pain is really cool in some ways, but also badly needs an appendectomy (as in, that fucking spiral damaging waste tunnel, 'Disaster Area', where you're racing against the timer on your radsuit powerup, that last part could be a decent idea, but there's only two suits, and the tunnel is a completely unmotivated and retarded spiral).

I absolutely L-O-V-E Evilution for it's atmosphere, music and feel, and there's genuinely some good stuff in there, but by god has those last 10 or so maps aged poorly!

>> No.4241849
File: 84 KB, 213x240, move and attack.gif [View same] [iqdb] [saucenao] [google] [report]

Wow I'm really pleased with this angle

>> No.4241854

>freelook and no auto aim
Just wondering, how many people here play pistol start plus traditional rules, like no freelook or jumping?
Personally, I don't see either as massively important, except for the first play through an iwad maybe.

>> No.4241886

>That filename

>> No.4241892

I don't use jumping unless it's required by the map, don't like to break map progress. Hard to not use freelook, though.

>> No.4241896

>Hard not to use freelook
It can break maps and encounters designed around the traditional Doom style, but I do get you. Doomguy acting like a tank turret always felt weird.

>> No.4241918

The first time I play a wad I just carry all the weapons through to the next map and load the autosaves to continue. This can be a double edge sword though when you finish a map on 15% health. I never use freelook or jump though, it breaks the simple arcade vibe of the game, and sometimes adds unnecessary difficulty to aiming in areas which are designed with the turret controls in mind.

>> No.4241920
File: 586 KB, 597x1106, didimissit.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4241921

I stick to default if I'm using vanilla, freelook and jumping give you such a huge advantage over the vanilla monsters it's almost cheating
If I feel like using freelook I'll attach a gameplay mod or even just an enemy pack to make it a challenge

I draw the line at jumping though

>> No.4241923

Not sure if serious or if it's plasma actually acting like a clownboat again

>> No.4241949

Who is he?

>> No.4241952

I do this too. Some think carrying the weapons over makes things unbalanced but at the same time pistolstart guarantees 100% health while carry-over may mean 20% health or so if you fucked up last map.

>> No.4241965

I can't stop hearing Arch-vile death cries as "Hahaha oh wow!" It's just completely destroyed their creepiness for me.

>> No.4242006

Was the light amplification visor meant to do a green night vision sort of thing, or is that just a GZDoom feature set in default?

>> No.4242007

It's a GZDoom feature. The original behavior is to simply make all sectors fullbright.

>> No.4242009

How do i set it, in the messy options menu?

>> No.4242010

A whiny twitch streamer that hated how he wasn't popular.

>> No.4242014

display options -> opengl renderer -> enhanced night vision mode

>> No.4242017


>> No.4242074
File: 90 KB, 669x794, britney-spears-l.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some dark/edgy/satanic megawads with great gameplay? Wanna blast through some great maps while listening to Slayer.

>> No.4242097
File: 26 KB, 350x381, 1504690978438.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there any doom enemies that wake up other dooms like the city 17 scanner does? Like alerting your presence type of deal? I know the alarms in Strife do that in a way but those are unavoidable and always go off no matter what.

>> No.4242103

>city 17 scanner alerts enemies
It does? I've played HL2 five or so times over and I've never noticed this.

>> No.4242168

>During the initial release of the game and after the Columbine shootings, the media actually thought Doom was a murder simulator and portrayed Hell and Devil worship in a positive light
Huh. Even back then journalists didn't bother doing any research.

>> No.4242187
File: 34 KB, 733x1047, ss+(2017-09-06+at+01.19.41).png [View same] [iqdb] [saucenao] [google] [report]

>tfw when you finally get out the rut and make a shit load of progress
feels good mane

>> No.4242189

Both HL1 and HL2 are notorious for complex AI routines that don't show up in normal play. Like the cockroaches of the first game being afraid of light and attracted to gore.

>> No.4242192

you're giving away the locations of all the secrets!!

>> No.4242198

Shit I didn't even notice.

>> No.4242202

It's too late! We saw everything!

>> No.4242206

time to make them traps

>> No.4242213

Great now I have to come up with some arbitrary puzzle that makes no sense to unlock those secrets now.

>> No.4242216

Administration Center (I think two maps ahead) is probably the worst map in TNT. Enjoy getting lost, tons of ambushes, and a fuckhuge open outdoor section with tons of enemies and little cover.

>> No.4242217

I would go over them in the end and either remove or add more outlines. Frankenspriting has made them in inconsistent: for example the legs have thick black outlines while the shield doesn't have any at all. If you have photoshop it's easy to tweak that with "inner glow" layer effects.

Othwerwise it looks cool as heck. Keep up the good work.

>> No.4242237

I don't even know what color secrets are supposed to be on the automap section.

>> No.4242267

for some reason purple is traditional. it's not vanilla doom.exe though, visible secrets on automap came in with boom. which used default color 252 which is a shade of magenta (#cf00cf)

>> No.4242274

blood is on gog it might have a torrent somewhere out there

>> No.4242289

does anyone else find the sound effects in the ketchup mod to be extremely annoying and out of place. It's not nice when you're trying to play and enjoy the other sound effects but most of what you can hear are fucking blood dripping sound effects mixed in way too fucking loud.

>> No.4242297

I actually find the blood dripping and squenching satisfying. It does feel a little excessive sometimes, though.
Especially with stuff that causes it to happen a lot, like Smooth Doom's SSG gibbing feature. It's cool but in corridors it's like you've just set off a rusty sprinkler system.

>> No.4242304

Markie Mark has a big erection for gore, my man. It's not surprising he made it obnoxiously loud to draw your attention.

>> No.4242314

Oh it sure gets my attention it makes me shut it the fuck off, sounds like its being done right in your ear while other sound effects that should be louder aren't. The dripping sound shouldn't be louder than punching a fucking ettins face in.

its mostly the volume its got that fucking god awful asmr sound to it too

>> No.4242330

>asmr sound
Are you saying SargentMarkIV has invented a whole new genre of ASMR?
>Relaxing Demon Gibbing ASMR (blood dripping, organs squelching, screams of otherworldly pain, BFG shots)

>> No.4242346

fuck I find asmr anything but relaxing that pssspsss whisper sound pisses me the fuck off and its even worse when its right in your ear. I don't know how all these retards get off to it I think their brains are miswired. If the sound of something crinkling a chip bag brings someone to orgasm it should be the gas chamber for them they can enjoy the nice hissss of the gas valve hahaha

>> No.4242370

Dude calm down jesus christ.
I do get what you mean about the whispering shit. Female ASMR youtubers are especially bad at this, whispering in the most annoying way possible (massive stress on consonants so those are as loud as can be, making it irritating to listen to)
Well done, soft whispering is great though. Good luck finding anyone who isn't Rift who can pull that off though, and he's a really weird shit.

>> No.4242379

in some versions of gzdoom some sounds are played at full volume due to a bug in the openAL sound backend. this doesn't apply to fmod and doesn't apply to sufficiently recent gzdoom which works around the bug, but you might have an affected version..?

>> No.4242380

In person, hearing people whisper or eating doesn't really bother me unless they're obnoxiously chewing with their mouths open like children, but the moment I hear someone whispering up close to a microphone or chewing into a mic, it becomes insufferable for me to listen to. There's something about that "speaking into a microphone and hearing it played out by your speakers" quality that amplifies it to being ten times worse than it is, and if someone starts eating up close to a mic in some video then I just skip ahead or mute it because that shit is like nails on a chalkboard to me (which, ironically, is a sound that doesn't bother me much).

>> No.4242386

I can't watch video tutorials when the narrator is smacking their lips or when the mic amplifies their subtle mouth noises. In person it doesn't bother me, but when it's the only noise your focusing on it's crazy annoying.

>> No.4242387

that's exactly what I was talking about I actually agree with you 100% I just had no idea how to describe it but yeah its the emphasis on the consonants.

>> No.4242392

I get the "asmr" response from some types of sounds/videos, but almost never from those that attempt to do it deliberately. Can't stand those vids with big titted chicks making slobbering noises and doing their best impression of a throat cancer victim.

>> No.4242431

I know I get the feeling when Im getting a haircut and the buzzer is near my ears it tingles my spine but yeah never once ever had it from people deliberately trying to trigger it.

Back on topic though I wonder if I could make a new fork of the ketchup mod to improve the sound, cause everything is great about it otherwise. I play doom on my laptop with a shitty mono speaker if im not using headphones so bad sounds sound extra horrible coming out of it.

>> No.4242439

I never use jump unless the map intends you to, I use freelook and no autoaim. I've just started playing pistol start on death, before that I played using level start autosaves.

>> No.4242441

I'd like ketchup to have proper blood colours for Cacos and Barons/Hellknights.
If the Smooth Doom patch can do it I'm sure the standard version could too.

>> No.4242445


You could just make a pk3 that loads on top of ketchup.

>> No.4242457
File: 67 KB, 800x400, 1323633894186.gif [View same] [iqdb] [saucenao] [google] [report]

Real Life is keeping me a bit too busy right now.

No HUMP for me.

>> No.4242490

Thanks god for Marphyblack's channel, that man is a genius

>> No.4242492 [DELETED] 

unban test

>> No.4242494

Oh dear.

>> No.4242504

Anyone know any good maps for hexen running wrath of cronos? Is there anything built specifically for it

>> No.4242508

hexen has user maps?

>> No.4242514


Looks like just another Burnt Lamb spinoff to me. Only question is how many resources it stole.

>> No.4242518

yeah dude theres a couple level packs on moddb. was just wondering if there was anything I was missing out on though

>> No.4242530


The chances of this being real are miniscule. BZ's an attention whore.
Still, I want to be optimistic and say that even he wouldn't reach this fucking low. Death is terrible.
RIP if true.

>> No.4242541

did he have a condition? or is this like random and unexpected.

>> No.4242545

thanks for the suggestion but Im retarded mate

>> No.4242560


>> No.4242569

nice picture. fair play, you've sought out something decent for once. thanks. now keep it up.

>> No.4242572
File: 179 KB, 432x504, Your Doomguy gave you good advice.png [View same] [iqdb] [saucenao] [google] [report]

Are you implying this wasn't of the highest in quality and taste?

>> No.4242575

Naturally on hearing the news I rushed to Reddit, the Front Page of the Internet, to get the latest updates. The intrepid sleuths of /r/Doom quickly concluded it was a hoax perpetrated by the deceased, whose writing style and image usage is distinctive.

>> No.4242578

On one side I really respect how we'd created what's essentially a game making platform for indie fps that comparable to RPGmaker. It may even be able to become a legit platfom to make games on.

On the other hand, this is not fucking doom.

>> No.4242585

>essentially a game making platform for indie fps that comparable to RPGmaker.
This actually feels accurate. People have made everything from Wild West and hack and slash mods to mech shooters. There's a Doom mod for practically everything.

>> No.4242630

lmao the fucking front page of his twitch stream is a gravestone

this is fake as shit

>> No.4242639

Pretty sick joke, but I hear he's an asshole so this isn't surprising.

>> No.4242641

Is there a Doom mod that gives the game cute anime graphics?

>> No.4242654

Interestingly, in the beta, the liteamps did have a green colormap effect, though it was removed.

Of all the late TNT maps, that's oddly one I don't outright hate. It's not great, but there's things I think is cool about it.

>> No.4242658

I can't say I understand the appeal of ASMR in the slightest, it's in fact super annoying to listen to, but calm down.

>> No.4242661

Quite a few.

>> No.4242686

I always found it odd that TNT maps alternated between having normal sized chairs in offices and GIGANTIC MASSIVE ones in the next map.

>> No.4242712

Different authors for different maps.

I always liked Sector Furniture though.

>> No.4242731
File: 2.89 MB, 320x240, GoSlowly1.webm [View same] [iqdb] [saucenao] [google] [report]

go slowly (300min)

this is a long and elaborate map with several ways to reach the exit, each one of which is a decent length for a single map in itself. clearing the whole thing from a blind start took over 20 minutes. the theme is some kind of infested industrial plant in a river valley, and it looks fantastic. shame about having to use compblue for waterfalls but here we are.

challenge is pitched quite nicely. encounters are varied, from cyber+barons+knights infight in wide open river with overlooking arachnotrons on bridges, to trapped in a cramped testing lab, surrounded by demons, to dodging through a crowd of imps, while avoiding crushers. nothing excessively hard but some caution should be exercised on first attempt.

the blue armour secret was nicely hinted. i missed the other two, i turned on iddt at the very end to see where they were, and thought i probably should have done better.

bugs i noticed were limited to cases of items jumping up into the air due to slightly overlapping a higher floor when a nearby sector moved. one of those annoyances when dealing with vanilla physics sadly. everything else seemed fine. i would also argue that the backpack hidden in the flesh wall (sector 206) should be a proper secret area.

interestingly there is a pattern of three intersecting triangles drawn into the ceiling of one area that resembles the logo/signature of a certain well-known map designer. probably a coincidence, but similar enough to make the connection.


>> No.4242735

I like to think of light amplification visors as the next evolutionary step for night vision goggles, because they make it as if a place was never that dark, so the night vision mode from GZDoom would work better as a feature for espionage based mods.

>> No.4242737
File: 2.87 MB, 320x240, GoSlowly2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4242739
File: 2.67 MB, 320x240, GoSlowly3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4242814
File: 1.06 MB, 1920x1080, Screenshot_Doom_20170906_181818.png [View same] [iqdb] [saucenao] [google] [report]

Made a second map for 300min, this one's a secret level (if there's still room). Map name is "Spear Of Insanity" by A2Rob. Midi used is "getaway" by Stewboy.


>> No.4242820

Oh wait, this would be for map32 since there's no secret exit

>> No.4242832

Excellent we needed a MAP32 I'll give this a look later. Real close to completion now, we only need one more map!

>> No.4242849

I really like how Smooth Doom's Super Shotgun gibs enemies at point blank range.
It's so obvious I'm not sure why no one else has done it before.

>> No.4242868

Now we need a pistol that gibs at point blank range.

>> No.4242887

But that would be dumb. The SSG doing it makes sense because it shreds everything if it's at point blank range. The pistol is shit no matter where you shoot it.

>> No.4242890

someone needs to add a hi-point GLAWK FOWTY PROBLEM SOLVER to doom

>> No.4242893

Just play Russian Overkill, everything gibs at any range.

>> No.4242894

>But that would be dumb.
Yes, and? Have you seen the dumb things Doom mods have done in the past? A pistol that's strong enough to gib enemies is nothing.

>> No.4242907
File: 2.90 MB, 1280x720, i guess.webm [View same] [iqdb] [saucenao] [google] [report]

here is a pistol that gibs at many ranges

>> No.4242909


>> No.4242916


>> No.4242917
File: 173 KB, 800x585, Slaughter Maps.jpg [View same] [iqdb] [saucenao] [google] [report]

>All those waves of flying corpses

>> No.4242925

>Shadow Warrior's original release is available for free in a preconfigured DOSbox install

Where can I get it from?

>> No.4242929

Is there literally fucking NOTHING for Blood?

>> No.4242931

What does it mean when a weapon Gibs, anyway?

>> No.4242937

Normally, you shoot an enemy and it falls over.
But if you use something like the Rocket Launcher, BFG or in the case of Smooth Doom, Super Shotgun then you sometimes end up with the enemy exploding into piles of blood and gore.
Gibs is short for giblets, as a means of describing the chunks of flesh scattered on the floor when this happens.

>> No.4242987

what mod?

>> No.4242994

that's what happens when the source doesn't get released
there's bloodgdx i guess

>> No.4243000
File: 100 KB, 980x972, 149442993785.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4243012

I think shadow warrior classic is free on GoG too, I know they sell the remake version on there but I think classic is free if you don't wanna fuck with steam.

I would really like to make a doom mod, I have experience mapping in vanilla doom but that's it. I have no idea how I would go about inserting my own enemies or weapons, is there a guide out there can someone point me in the right direction. I have had so many ideas and mechanics I have been sitting on for too long its about time I put them into action. My goal really is to make a total conversion and use assets from other dos games like samsara but not for class based deathmatch like samsara but a full single player experience with maps designed around my gameplay mechanics. I have no fucking clue where I would even start all I know how to do is make a map in doom builder.

>> No.4243016
File: 7 KB, 247x281, 1503582655695.png [View same] [iqdb] [saucenao] [google] [report]

>trying to imagine the absolute shit eating grin that doomguy gets on his face when he picks this up

>> No.4243023

Seems like you went over the visplane limit. Maybe cut away some of the details or something.

>> No.4243050
File: 1011 KB, 500x273, not bad.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4243074


Use BloodGDX. It's a proper "source port" in that it makes use of leaked source code and reverse-engineering, instead of approximation like BloodCM. It still has some minor issues, but it's perfectly suitable for a first playthrough.

>> No.4243083
File: 220 KB, 471x583, TEMP.png [View same] [iqdb] [saucenao] [google] [report]

Quite a bit over.

>> No.4243101
File: 150 KB, 1170x1644, 1420954317610.jpg [View same] [iqdb] [saucenao] [google] [report]

I like playing base rules, I even play keyboard only sometimes, but at the same time, I tend to play full jump/freelook now, especially because of messing around with addons that kinda need it (Reelism its a requirement and Metroid Dreadnaught straight up gives you a double jump even)

Speaking of Metroid Dreadnaught, did that every get any more updates/map packs/whatever? Or is it a dead project at this point

>> No.4243110
File: 622 KB, 1024x724, primed_for_doom_ii_by_mrbfox-dato6ri.png [View same] [iqdb] [saucenao] [google] [report]


its dead and free to Anyone update it at this point

even if term keeps saying that the wad is complete

>> No.4243128
File: 34 KB, 217x222, 1502313449050.jpg [View same] [iqdb] [saucenao] [google] [report]

>archvile that revives chaingunners from behind a wall
This is probably my most hated trap

>> No.4243131

Is there anything worse than hearing that breathy laugh from behind a wall somewhere?

>> No.4243138

Hearing DSSLOP then DSBRSSIT with it

>> No.4243141

But they do. The Elite Formers, Nightmare Imps and Demons, and Hell Knightmares all use D64 sounds.

>> No.4243145

Chaingunners annoy me for another reason - you're not even killing a demon, you're just shooting the possessed corpse of a human soldier. In terms of the setting and story you aren't even slapping hell around by fighting them.

>> No.4243146

Not on my copy of DoomRL they don't. Are you sure you're not talking about DoomRLA or a mod for DoomRL?

>> No.4243153

Shit, I am talking about DRLA. Very sorry, but I suspect there's a sound mod available.

>> No.4243157

how do i install doom RPG?

>> No.4243159

I always liked to think of the zombie enemies as being possessed by lost souls. Imagine if lost souls could actually launch towards killed zombie enemies and reanimate them?
>Kill a room full of shotgunners and chaingunners
>Pain elemental teleports in
>Lost souls start reviving zombies as you kill it

>> No.4243170

I tried to do that in Babel but it's a bitch to get them to only reanimate zombies.

>> No.4243173

download launcher and game files
direct launcher to files

>> No.4243180

the link to the launcher sends me to a 404 page. Is there anywhere else i can find it?

>> No.4243192
File: 2.96 MB, 852x480, cyber ambush 60.webm [View same] [iqdb] [saucenao] [google] [report]

lol playing Doom at 120hz turns you into fucking god mode. I was totally unfazed by this double cyber demon ambush.

...although maybe 60fps is good enough. my old laptop used to drop frames like a motherfucker. still this feels fucking good.

>> No.4243194

can i upload the doomrpg launcher

>> No.4243198

Maybe. Email me the files at [email protected] and I'll check it out, unless it's just a pwad.

>> No.4243202

What are some mods that are under 600mb that I could mount into Basilisk II?

>> No.4243205


>> No.4243212
File: 2.95 MB, 852x480, no fucks given.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4243214

what wad?

>> No.4243215

oh thank you so much

>> No.4243219

scythe 2

>> No.4243225
File: 57 KB, 539x713, trim.png [View same] [iqdb] [saucenao] [google] [report]

How much should be trimmed? Until there's no red?

>> No.4243229


>> No.4243236

Yeah, if anything you're playing as humanity's guardian angel.

>> No.4243243

alright, thanks. It's up

>> No.4243272

So it's more accurate and runs better than BloodCM?

>> No.4243273


Alright, fixed about 99% of the visplane issues.

>> No.4243294

>If you have photoshop it's easy to tweak that with "inner glow" layer effects.
I use GIMP because I'm retarded.

>> No.4243326

What exactly is what in the IWADS.zip file in the OP?

I can figure out all of them easily except chex3.wad and HEXDD.WAD

What's the difference between chex3.wad and chex.wad (which is easy to find elsewhere)?

And what exactly is HEXDD.WAD needed for when HEXEN.WAD is already in there?

>> No.4243330

HEXDD.wad is the expansion for Heretic.
chex.wad I presume would be the original, while chex3.wad is the release with all three official episodes.

>> No.4243331

Master of Puppets for multiplayer cacoward. It's a Cunt-Op mode. Co-op except it's Vs and one team is just out to be a cunt.

>> No.4243334

Sounds interesting. How many games other than Perfect Dark even have a counter-op mode?

>> No.4243338

Very few. The only ones I know of explicitly are Zombie Master, The Hidden, Vs Saxton Hale, Evolve, and the aforementioned MOP; in which the puppetmasters are less out to win and more to control monsters to fuck the marines over.

Could use a rebalancing from himsonator's odd updates and RA sound addons, plus dedicated mapset/wad, to really make it shine.

>> No.4243343


>> No.4243345

I mean, there's l4d too but that's pretty linear

>> No.4243349

Exactly as it says on the tin. Strife was the first FPS to feature full-length voice-acting.

>> No.4243352

There's also Crawl I guess?

>> No.4243357

there needs to be a doom mod thats similar to competitive TDs on warcraft 3 like Legion TD or the competitive mode in the new orcs must die game where you get to send minions of your choosing mixed in with waves being sent at you. It would be hard to adapt it to doom gameplay without actually making it a tower defense though it would definitely need some sort of meta to have any staying power. I love competitive tower defense games but competitive coop on doom engine would be amazing.

>> No.4243358

>the expansion for Heretic

What expansion? How do I use it exactly?

>> No.4243359

hahaha not that guy but I assumed it was just skulltag announcer voices and deleted it not sure why I assumed that though

>> No.4243360

So use VOICES.WAD with Strife then? Do I need to do anything with it other than have it in the same folder?

>> No.4243362
File: 67 KB, 670x685, Overlord_2011-04-20_10-17-01-22.jpg [View same] [iqdb] [saucenao] [google] [report]

I've said it once and I'll say it again. Triumph's Overlord (it's artstyle is more in-tone with doom) would translate well for a doom mod.

Also listen to this bitching soundtrack https://www.youtube.com/watch?v=OHqvqxZ0n_k

>> No.4243363

Nope, just have it in the same folder.

Deathkings of the Dark Citadel.
Just load it like you would the Final Doom iwads.

>> No.4243364

I don't think you need to; should just automatically load when Strife loads, otherwise drag-and-drop

>> No.4243365

Yes. GDX is not perfect, but it's a work in progress and can only improve from here.

>> No.4243369

Why? Just checkclass innit

>> No.4243371

>I've said it once and I'll say it again.
I don't know who you are but ok

>> No.4243380

The Heretic expansion IWAD is giving me a weird discolored title screen and not loading any kind of expansion.

>> No.4243384

Forget it, I just figured out that it was for Hexen, not Heretic.

>> No.4243390

Which version of eDuke32 should I use?

Where do I download Duke?

>> No.4243405

No, also this was before the release of GZDoom 2.4. I could, if I wanted to do it using ACS and some asynchronous scripts that would run on the soldiers, but it's not worth it.

>> No.4243409

I can't figure out how to get Blood running at all. Is there a step-by-step guide or something?

>> No.4243418

>Get the original Dos files of blood
>Drag the BLOOD.exe to your DOSBOX shortcut
>Once it starts, press U for mouselook

That's all there is to it.

You can get BMOUSE if you want smoother mouse, but its not necessary if you have handle the mouse the way it is. There's autoaim so exact mouse precision isn't too important

>> No.4243435

I got Duke running. Thanks for the help, guys.

>> No.4243447

I can't make heads or tails of this. It'd really help if somebody had mad a tutorial video on youtube. I'll google to see if there's anything like that and keep working on trying to get it to work.

>> No.4243501

DOwnload this:

Then get dosbox if you don't have it already.

Make a shortcut to dosbox on your desktop

Then Drag the Blood.exe inside the blood folder you downloaded onto the dosbox shortcut.

If you can't work this out, perhaps retro gaming isn't for you?

>> No.4243535

>but it's not worth it.
why though? do everything ever
I don't know what you mean by this

>> No.4243540

300manager !Os4LYDp5eQ

since the faggot name change, the old map names don't have the same ring to them with the name and map name being in common, so


>> No.4243552
File: 17 KB, 880x655, the pain 3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4243562
File: 661 KB, 1920x1080, Screenshot_Hexen_20170906_235033.png [View same] [iqdb] [saucenao] [google] [report]

would someone be willing to connect to my hexen wrath of cronos server? I just want to make sure its available to the public and i got my ports right. Its called Bandit Keiths Wrath of Cronos Server. Just connect say something and leave Ill see it in the server log.

>> No.4243568

Was Heretic 2 actually any good

>> No.4243572

i like it, you gotta enjoy 3rd person action games though

>> No.4243573

I have an ISO of it somewhere around here, but never got around to playing it

>> No.4243584

It wasn't the most incredible game Raven ever made, but it wasn't the worst either.

It was better than a lot of the stuff released around the same period, like Nightmare Creatures.

>> No.4243587

How do I extract the files from Yagami Quake II? It's some weird format that I can't open.

>> No.4243604
File: 6 KB, 600x526, image.png [View same] [iqdb] [saucenao] [google] [report]

Ah didn't realise it was a familiar signature, just wanted something neat for the automap so yep entirely coincidental

>> No.4243606

how come whenever I try to play wrath of cronos in multiplayer the menus never work? It happened and it happened on the other wrath of cronos servers I have tried to play I guess I will just single player it which is a damn shame I wanted to coop with a buddy :(

>> No.4243619
File: 2.75 MB, 320x240, PVW.webm [View same] [iqdb] [saucenao] [google] [report]

regarding your rebalanced version, i still died once but this isn't anything like as annoying. so i think it's good now. thanks.

i did notice you can't get out of the exit room, so if you care about 100% kills, don't go through the blue door without making sure everything outside it is dead (as i failed to do).


>> No.4243625 [DELETED] 

yeah i thought you were mechadon under a pseudonym. more fool me, huh.

>> No.4243627
File: 16 KB, 666x666, 1504767374.png [View same] [iqdb] [saucenao] [google] [report]

yeah i thought you were mechadon under a pseudonym. more fool me, huh.

>> No.4243647
File: 38 KB, 640x400, gfs_68727_2_12.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there any wad that's done anything with stuff from I.M. Meen?

>> No.4243648

I don't think anyone has extracted those resources

>> No.4243690
File: 2.48 MB, 1920x1080, 1503771023589.png [View same] [iqdb] [saucenao] [google] [report]

so this is the definitive way to play quake 2...

>> No.4243704
File: 151 KB, 250x330, what.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4243706
File: 2.89 MB, 320x240, donutcurse.webm [View same] [iqdb] [saucenao] [google] [report]

curse of the donuts (300min)

a small map but a highly detailed, elaborate construction of multiple lowering floors, where you drain a flooded factory one switch at a time. obviously a lot of thought has gone into getting this to work.

sadly i think it's broken, there is a flooded corridor containing a shotgun and some shells, with demons in closets in the walls (sector #2) which i was never able to enter. there are also a number of missing textures, all where waterfalls should be (instead the FWATER flats "bleed out" towards you, perhaps it is intentional due to a lack of WFALL in doom2.wad?)

also despite only 31 countkills i ran out of ammo completely and was reduced to unpowered fists only surrounded by lost souls. it seems the extra shells i was not able to access were essential.

demo (doesn't finish):

the demo goes out of sync in chocolate doom.
>EV_DoDonut: linedef had no second sidedef! Unexpected behavior may occur in Vanilla Doom.
oh. yeah so you've built something wrong. for a donut, the tagged sector's lowest numbered surrounding linedef must be two-sided. i'll have to look at this more closely.

>> No.4243718
File: 369 KB, 551x816, 1488346664703.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey lads, c-can I join you?

I started playing DOOM yesterday and downloaded everything I needed from the pastebin. Haven't played this game much back in the day. The thing is, I'm really enjoying it and I'm glad I found you. Here's some lewd anime.

>> No.4243738

Welcome, boyo. Enjoy your stay, keep in mind the pastebin is a little outdated, some of the mods and such have newer versions, etc. Have fun, and don't forget to HUH

>> No.4243739

Thanks , anon. I'll check out the newer versions after I'm done playing the story.

>> No.4243742

Hey, you're not as bad as me. I'm a guy who grew up on console shooters (Halo was literally babbie's first fps for me) and finally built a PC last year and am just now getting around to classic PC fps. Doom, Doom 2, Quake, Quake 2, Quake 3, Unreal Tournament, Half Life, the list goes on. I'm addicted now. Doom is fun, so far I'm liking Quake better. Just tried Unreal Tournament 2004, and I gotta say after a week on Quake 3 Arena it feels pretty underwhelming, the bots take a billion fucking hits to die, I spend more time dead than anything, and the movement isn't as fast or fun as Q3A. I probably just need to git gud, or go back and try some of the actually retro ones first.

>> No.4243743

Its a sourceport they played at anniversary quakeexpo or somesuch.

It is in fact, themost plebian way to play.

>> No.4243745

oh hey im new too. right in the middle of my first playthrough of doom 2, good to see other people getting into these games too!

>> No.4243746

Great! Now download doombuilder and make a map in 300 minutes, we need one more for a full set!

>> No.4243753

UT, especially 2004 relies on figuring out the extra movement shit, adrenaline controls and how to get the most out of the weapons and their alt-fires.

It's like with the ASMD, if you're not consistently nailing the combos, you've got a much lower output with it.

>> No.4243758

I'm not a big fan of Quake, sincerely. I did not like the idea of going from area to area and maybe miss a keycard or stuff like that.

I'm in the middle of DOOM II too. It's pretty neat and I must say I still get jump-scared from time to time when a monster pops up in my face.

>> No.4243759

The popular way to play 2k4 was insta-gib, my guess is because of what you just described.

>> No.4243761

>i didnt like the idea of going from area to area and maybe miss a keycard
what does this even mean? its not like you carry keycards over levels, or are you talking about quake 2?

>> No.4243767

i remember when i was in highschool, and one kid brought an usb drive with the original UT demo on it. the following months every single computer in our computer hall was occupied by people playing instagib. at times we had as many as 2 full games + a half filled third. good times.

>> No.4243768

>I still get jump-scared from time to time when a monster pops up in my face.
even after 20 years this still happens to me (at least on maps i haven't fully memorised)

>> No.4243776

My friends and I spent hours and hours on that one fucking map, THE map, just gibbing like a bunch of gibbonese gibbons. I was pure shit, but man my friend was good, so much fun to watch.

>> No.4243815

Not many people talk about it, but in essence of things, Doom (and most old-school shooter) maps work kinda-like metroid:

First you have access to small area, then after you find an ability (get keycard/flip switch), you open up another area connected to first, there you find another ability (flip switch/keycard) and now you have 3 areas available to you, and maybe something happens in one ofthe old areas.

Bit-by-bit you open up the map until it is available to you as a whole, and good maps are interconnected and allow you to use shortcuts between different areas that were not available before.

This is a thing with Doom, Duke 3D and Quake maps that many FPS developers that aimed to ape them failed to understand.

This is the reason most modern FPS attempts ad "oldschoolness" fail. Even Doom'16 only does it in 4 levels out of 13, devolving into more linear room-to-room arena sequences in the rest.

>> No.4243828

I get you.
Killing demons is fun and all, but the thing that keeps everything fresh and interesting is a good, well designed map to explore.

>> No.4243830

Doesn't the entirety of Metroid (besides Tourian) open up the moment you pick up the first missile tank, though?

>> No.4243840

It's reaching for a connection that really isn't there beyond them both being based on stuff that came before them.

Doom is based on id's D&D sessions, their old games and indirectly on the original Castle Wolfenstein, which predates Metroid by five years.

>> No.4243848

It only opens up if you use sequence breaks to bypass ability checks (areas you have to use specific ability to pass) like power bomb, varia suit, grappling hook etc.

No, it's more like about the process of exploration that keeps you returning back to previous areas, but at the same time expands the available areas with your progression.

In my experience, D&D sessions are way more linear.

>> No.4243851

There's nothing I love more than a good secret area. Whether it's a weapon you didn't expect to see this early on or health/ammo when you really need it.

>> No.4243854

Why are basic tasks like using ladders and elevators so dangerous in retro FPS games?
In Blood you even die when opening doors that open inside if you stand to close.

>> No.4243858
File: 1.23 MB, 1680x1050, Screenshot_Doom_20170907_202558.png [View same] [iqdb] [saucenao] [google] [report]

Hideous map. Dying on this level is the biggest slap in the face because you have go back into this pit.

>> No.4243859

I just can't get past The Chasm.

I'm in the blue room where you need to collect the red keycard. I push the trigger to lower a platform to get me to the final trigger and let me get the red key and the platform is too fast for fucks sake. I tried jumping, nothing happens.

>> No.4243875

Oh you're talking about Super Metroid, then. I don't see the relation to Doom though.

>> No.4243879

Unless you save every now and then.
Yeah, some anons consider it cheating but when Final Doom throws shit like Administration Center at you I don't give a shit. Plus saving is an actual feature in the game.

>> No.4243884
File: 988 KB, 660x484, 2hudoom proper.webm [View same] [iqdb] [saucenao] [google] [report]

I assume you watched Pro Doom Monster Strats by now. If not you should give it a look-see.

>> No.4243889

There's a button you can hold to run, if you're using a modern port you might even toggle it with capslock.

>> No.4243897

Oh, forgot to write I made it finally.

>> No.4243898


>> No.4243902

>In my experience, D&D sessions are way more linear.
Somebody had a shit DM.

>> No.4243904 [DELETED] 

D&D is for normies because you need social skills and friends to play it. Fuck off normies

>> No.4243906

I...I did not know abou that. Thanks for the tip.

>> No.4243908
File: 635 KB, 725x725, auteurs-4-romeroCarmack93.png [View same] [iqdb] [saucenao] [google] [report]

>D&D is for normies

>> No.4243910 [DELETED] 

romero and j. carmack were absolutely normies, especially in comparison to say, petersen and mcgee

>> No.4243914

The man currently making emo Uno.

>> No.4243916


But Petersen is also a hardcore roleplayer, which implies he must have some sort of social skills, and friends to play with.

>> No.4243917

petersen also has a wife and about a dozen (or more) children and grandchildren, but he's a mormon who really likes lovecraft and that's just weird

>> No.4243919

meh, they had enough social functioning to become friends, learn to work together, form a company, make millions, become sports car enthusiasts... cars are part of the Normie Triumvirate, along with beer and sports.

>> No.4243921


Cthulhu Wars looks pretty darn good.

Probably better than his maps. HA !

>> No.4243923
File: 38 KB, 400x246, 1402261598255.jpg [View same] [iqdb] [saucenao] [google] [report]

>cars are part of the Normie Triumvirate
Unless you actually know enough about cars to work on/modify them yourself and have more in-depth discussions than whatever the advertised horsepower of the newest oil sheik-pandered hypercar is. Cars are one of those things where the more you know about them, the less normie you are.

>> No.4243926

>Probably better than his maps. HA !
[audience hoots and hollers, stamps their feet]

seriously though i'm still waiting for the Downtown haters to tell me what's so bad about it. is it just because it's not obvious where to go? the big teleporter in the north east is key, its destination is a shortcut to both the blue key and blue door, then you teleport to the red key, and from there it should be obvious.

>> No.4243936

is there a way to alter the order of the savegame list in the doom menu?

I hard save into a slot at the top of the list below the autosaves, later if i quit out of the game & come back later, that save is always right at the bottom. is there some simple way to sort by date or something?

>> No.4243942

in vanilla the savegames are all names doomsavN.dsg where N is some number 0-6. you can reorder them by renumbering the files. although there is no way to do this from inside the game.

most source ports retain this minimal interface even if some like gzdoom add a fancier menu with screenshots and such. although they may change the filename, the same renumbering principle should work.

>> No.4243945 [DELETED] 
File: 469 KB, 389x391, laughinggirls.png [View same] [iqdb] [saucenao] [google] [report]

>He says he plays Doom on "Ultra Violence"
>He doesn't play with gore mods

>> No.4243958


> he needs gore mods to enjoy the game

shiggydiggy go back to your summer camp, sonny jim

>> No.4243967

Just finished DOOM II. Who the fuck knew you had to shoot in the brain of that demon? After dying 3 times I had to "cheat" by looking it up on the wiki.

>> No.4243978

What gets better performance/framerate? GZDoom or ZDoom?

>> No.4243992

Entirely depends on your hardware configuration. ZDoom these days practically merged into GZDoom itself, which has a higher OpenGL requirement.

>> No.4243993
File: 94 KB, 201x168, walk away and attack.gif [View same] [iqdb] [saucenao] [google] [report]

There, that's the last angle, all that's left are pain frames and he's done.
I'm not doing anything this detailed again for awhile

>> No.4243994

By having a friend who would tell you how to beat it, duh. He also got his knowledge from afriend of his, and so on.

That's how things worked back in the day.


>> No.4243997

PrBoom+. Ho ho. No but seriously folks I have no idea. GZDoom is just ZDoom with extra renderers. An OpenGL renderer which might perform better at high resolutions if you have a powerful graphics card. It also has QZDoom's 32bpp software renderer, which needs a good CPU with multiple cores. I'm not sure if it still contains the "old" ZDoom renderer.

>> No.4244004


guess i shouldve specified I was using GZdoom but anyway renumbering the files worked. Thanks.

>> No.4244010

Oh and I took >>4242217 's advice and dimmed down the black outlines on the bones, hopefully it looks better

>> No.4244015 [DELETED] 
File: 487 KB, 1680x1050, Screenshot_Doom_20170907_222131.png [View same] [iqdb] [saucenao] [google] [report]

Sorry grandpa but if I stick a double barrel shotgun into a demon's mouth and pull the trigger, I expect there to be chunks.

>> No.4244021

>That's how things worked back in the day.
Yeah if you were some normie with actual friends. Fortunately I got Doom just before I began college, where for the first time I had internet access. I vaguely recall going out on to the nascent World Wide Web, where wikis were nonexistent and search engines were almost useless, but I still somehow found Hank Leukart's DOOM FAQ.

Level 30: Icon of Sin
The only secret here is how to complete the level. At the south end
of the final room is a switch which raises the platform in the lava
to the north (with the box of rockets). Hit the switch and wait for
the platform to go up. Then go to the platform, hit space to lower
it, and get on. Just before it gets to the top, shoot a rocket into
the exposed brain of the demon. Then jump down and lower the
platform again. This takes about three tries.

>> No.4244027

nice job!

>> No.4244035

>but I still somehow found Hank Leukart's DOOM FAQ.
I ended up buying and reading the book he wrote, it was useful as fuck.

>> No.4244037

Does PRBoom run all the fan made megawads ZDoom and GZDoom run?

>> No.4244039

I get an error message from DOSBox. And I can't figure out how the source port even works at all.

>> No.4244041

Probably not all of them, but no engine runs everything.

There isn't even a single stable version of GZDoom that runs everything that works on that engine alone.

>> No.4244043

yes, most of them. most megawads are made to be Boom-compatible at most. A few do require ZDoom and use its features, but nearly all the good ones don't. On the other hand, PrBoom+ doesn't support gameplay mods that use Decorate/ZScript to give you new weapons or monsters or whatever.

>> No.4244049

Ok, so after finishing DOOM II, should I play Final Doom (Got 2 of those but I think are different expansions?? on GZDoom) or Ultimate Doom?

>> No.4244052

I mean I guess if you're talking about having some swill like Budwiser or Coors while watching some notfootball, but I'm a loner weirdo and I love a kentish ale.

>> No.4244053

Finish off Ultimate Doom, then play TNT and Plutonia in that order.

>> No.4244057
File: 119 KB, 1000x800, 1488346319732.jpg [View same] [iqdb] [saucenao] [google] [report]

Ok, anon thanks!

>> No.4244070

What's harder, Plutonia or Ancient Aliens? I've heard Plutonia is difficult, but I know AA is super intense.

>> No.4244073 [DELETED] 

Yeah just jump straight to Plutonia. The rest is trash. Ultimate Doom is a pile of snore for retards.

>> No.4244086

there is no 'source port' you should be running the original game files using dosbox (as the original game ran in dos)

What is the error message?

Like everything, there are normie and weirdo shades of beer.

>> No.4244092 [DELETED] 

Plutonia. Ultimate doom is shit

>> No.4244118

Already started Ultimate Doom. I kinda like it tbdesu

>> No.4244119
File: 5 KB, 641x401, error message.png [View same] [iqdb] [saucenao] [google] [report]

There is BloodGDX though. I can't get that shit to work.

The error message for DOSBox is pic related.

>> No.4244121

What the fuck is wrong with Ultimate Doom?

>> No.4244124

Hard to say, at this point most people are already familiar with Plutonia so its hard to compare to something new like AA

>> No.4244125

Nothing. It's just elitism and it's very stupid.
It's not even good elitism, Plutonia is tame by most modern megawad standards.
Ultimate Doom is great, yes it's easy even on UV but it's the goddamn classic and has some fine maps.

>> No.4244132

Are they saying vanilla Doom is better than Ultimate or something?

>> No.4244147

What are some of the most technically impressive maps you've ever seen? The ones that push all the new GZDoom and other sourceport capabilities to their very limits.

>> No.4244150
File: 373 KB, 800x600, Screenshot_Doom_20170907_111150.png [View same] [iqdb] [saucenao] [google] [report]

Uploading a rainbow blood gore mod, except everything gibs!


>> No.4244151
File: 2.82 MB, 1280x720, how 2 kill the cyberdemon.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4244153
File: 137 KB, 623x527, 1502262816716.png [View same] [iqdb] [saucenao] [google] [report]

>John Carmack
>a normie

What the fuck am I reading?

>> No.4244157

>has a wife and kids
>bought a ferrari (ferrari will literally not let you buy their car if you're a loser)
>got sent to juvie as a youth
>broke into shit with friends, made friends with degenerate druggies and thiefs
>works for facebook

>> No.4244161

It looks like you just murdered a unicorn.

>> No.4244165

>>bought a ferrari (ferrari will literally not let you buy their car if you're a loser)
For some reason I can believe that.

>> No.4244167



>> No.4244168

Waterlab GZD was nice. It was originally intended to be a tech demo after all.

>> No.4244169

what in the fuck

>> No.4244179

>THE map
Morpheus, the low grav one? I won a mouse and keyboard playing that at Dreamhack once. Won a duel over three guys in succession, dying twice in total I think (both times by falling into space).

The trick is to claim the largest of the towers and keep moving in a figure-8 pattern while constantly sweeping your crosshair over the playfield and listening for spawn noises in your own tower. Jumping = death because it makes your trajectory slow and predictable.

>> No.4244198

It's true. There's no just walking into a Ferrari dealership and buying a car- you get put on a list, they research everything about you, how wealthy/powerful/influential you are, how many Ferraris you've owned previous (not 'if,' 'how many'), and then if you pass it all you can buy your three million dollar garage queen to show how exclusive you are.

Ferrari being a bunch of dickwads down to its founder is literally the whole reason Lamborghini makes supercars: one man who made tractors for a living realized he could improve on some of Ferrari's designs, told them about it, was basically told "lol fuck off, what does a farmer know about sports cars?" and decided to make his own cars to show them what-for. For people with lots of money who actually want to go fast instead of showing off, there's also all those smaller companies that most normies have never even heard of- SSR, Koenigsegg, TVR, RUF, Pagani, etc etc.

>> No.4244206
File: 359 KB, 1920x1200, putrefier.jpg [View same] [iqdb] [saucenao] [google] [report]


Putrefier is pretty impressive.

>> No.4244210

wheres a good download for the expansion packs of quake 1?
the torrents I found have very few seeders.

>> No.4244215

did you check the OP

>> No.4244223

Holy shit, that's a whole new level of elitism and douchebaggery.
And I thought BMW drivers were cocks.

>> No.4244235


Koenigsegg cars are awesome

>> No.4244238


after putting the files as instructed I did not see any change after booting up quakespasm

>> No.4244240
File: 719 KB, 886x492, iptD6Nf[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.4244242

did you remember to start the game with the -game rogue or -game hipnotic switch?

>> No.4244265


I think my mistake was to just dump all the files at the same time, and the ones in the id1 took precedence

I just repasted the files from the rogue and hipnotic folders respectively and they worked,

>> No.4244270

>first time through Doom 2
This really agitates my skeleton.

>> No.4244279

Seriously, anyone know how to fix this?

>> No.4244298

Run the setup.exe first.

>> No.4244313

nice hat

>> No.4244317 [DELETED] 

lol he realised once or twice he was a letter away from writing "nigger" and stopped himself

>> No.4244327

Why is Ultimate Doom considered a bad game? As a newbie in Doom , I must say I enjoyed it.

>> No.4244330

In the Blood folder? OK, now what?

>> No.4244332

Who considers it a bad game? Outside of episode 4 it's a little easy, but it's got the best-designed levels by far.

>> No.4244339

Well , these anons >>4244092 and >>4244073

>> No.4244345

Set up sound and controls and then select "save and launch blood".

>> No.4244354
File: 367 KB, 754x579, id.jpg [View same] [iqdb] [saucenao] [google] [report]

They are all weebs, or at least were in 2004.

>> No.4244357 [DELETED] 
File: 967 KB, 1280x3600, ParBoy01.jpg [View same] [iqdb] [saucenao] [google] [report]


waaaaaaaaaaaaait, here it is my submition


>> No.4244361
File: 967 KB, 1280x3600, ParBoy01.jpg [View same] [iqdb] [saucenao] [google] [report]


waaaaaaaaaaaaait, here it is my submition:


>> No.4244364

oh please no.

>> No.4244367

What is this, an image for Gnats?

>> No.4244381

Alright, I think I got it working.

Thanks a lot.

>> No.4244387

How many episodes are there supposed to be in Shadow Warrior?

>> No.4244391
File: 83 KB, 260x246, 1366612925365.png [View same] [iqdb] [saucenao] [google] [report]

Oh right ad_sepulcher was released time to check it o--

>50 secrets

>> No.4244393

at least it's by sock and not mfx so despite its size it should be way more fun than boggy fuckbottom

>> No.4244439 [DELETED] 

>a demonic invasion in your ass

not again

>> No.4244443

is there a mod for quake that makes it more gory? or just adds more blood that would stick to walls and so on

>> No.4244448

I know this is technically off topic, but it doesn't seem worth a thread, and you people seem the most likely to know. What happened to the Keen Dreams release on Steam?

>> No.4244482

No idea.
I hope Nu-Id gives Keen some love.

>> No.4244513
File: 422 KB, 1370x830, When You Can't Find The Last Secret.png [View same] [iqdb] [saucenao] [google] [report]

>Start up a map
>S: 0/15 (or more)
>Turns out most of them are one secret sector that was divided into multiple sectors as stairs and the map maker didn't bother/forgot to unmark most of them as secrets
>Get to hear the secret revealed sound play over itself multiple times as you pass through the sector
Pretty sure one of the KDitD maps did this, some secret hallway made of stairs across from some toxic waste if I recall correctly.

>> No.4244516
File: 123 KB, 565x800, 1488346383178.jpg [View same] [iqdb] [saucenao] [google] [report]

>Commander Keen

Do you have any link to download the game for free just like the pastebin link to this thread (GoG.com like installer) ?

>> No.4244526
File: 440 KB, 1043x1600, simon belmont.jpg [View same] [iqdb] [saucenao] [google] [report]

The guy that made Golden Souls (the Mario 64-like mod) is making a Castlevania wad now.


>> No.4244532

Ultimate Doom lacks the more interesting doom monsters, the SSG and the BFG for most of it so I can kind of understand where someone might have a distaste for it

>> No.4244534

But where is Golden Souls 2

>> No.4244535

Holy fuck I NEED this.

Metroid wad soon?

>> No.4244536

SSG? BFG? Sorry but I'm not familiar with these acronyms.

>> No.4244537 [SPOILER] 
File: 111 KB, 320x269, 1504804584406.png [View same] [iqdb] [saucenao] [google] [report]

right here.

>> No.4244540

I really like episode 1 but episode 2 and 3 are forgettable for me, except for that annoying ass map in Inferno where there's 4 corners with 4 teleporters each, you know the one.

Episode 4 is fine.

>> No.4244542

something silly like this would be great as a 32

>> No.4244548

Fuck you, my mom drives a BMW

>> No.4244551

Or a Map 07

>> No.4244558

Is there a single specific id employee who can be most credited with the way Quake 1 turned out?

>> No.4244559
File: 27 KB, 321x490, 200% ERECT.png [View same] [iqdb] [saucenao] [google] [report]

Holy fuck yes, this is stellar. I know there was one Castlevania inspired weapons mod but this really takes the cake, I can't wait for this to come out. Best boy Alucard mode when?

And how was Golden Souls anyway? Is it long to play through?

>> No.4244560


>> No.4244564
File: 2.69 MB, 320x240, donutcurse_fix1.webm [View same] [iqdb] [saucenao] [google] [report]

[FAO Turret49, 300manager]

here is a fixed version of Curse of the Donuts. the change is very small and simple: tag 1 removed from sectors 165-168. these are all inside the exit room, where the donut effect makes no sense and has no effect. two of the sectors also have their lowest-numbered line single-sided, which causes undefined behaviour by trying to access the null sector through a nonexistent sidedef, and vanilla/chocolate/other source ports all treat it differently. with this change, the map behaves identically in chocolate-doom and prboom+ -complevel 2.


>> No.4244568

i don't believe you. SSG maybe, but there's no way you'd be in a Doom thread and not know of the BFG.

>> No.4244570
File: 13 KB, 320x320, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Super shotgun (the double barrel) and BioForceGun (the ultimate weapon)

>> No.4244573

I told you lads I'm a newfag in the thread.

>> No.4244574

Super shotgun from Doom 2 and Big Fucking Gun 9000.
Is this demonz serious?

>> No.4244575

It's Big Fat Gun

>> No.4244580

> bioforce gun
this fucking guy

>> No.4244581


>you will never suffer a demonic invasion in your ass

why even live

>> No.4244582

you're trying too hard mate.

>> No.4244583
File: 278 KB, 578x578, EnteringThisAss.jpg [View same] [iqdb] [saucenao] [google] [report]


this should be the theme in the next project, silly phrases turned into maps

>> No.4244584

I know, should've been lurking a bit more first.

>> No.4244587

it's decently long, I really liked it.

>> No.4244629

>Bio Force Gun
I came here to HUH at you.

>> No.4244630

*teo force guy

>> No.4244635


>> No.4244662
File: 654 KB, 1203x800, 1456826403928.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any maps or mapsets for Quake that give more of a Half-Life feeling? Closest example that I can give is things like AD's Terror Fuma with it's airship landing and general scenery.

>> No.4244664

Half Life Alpha. Half Life is Quake mod anyway.

>> No.4244686


>> No.4244690


That's not correct, anon.

>> No.4244707

It's quite long, but I think the SM64 castle hub format made it really digestible compared to other megawads. The levels are varied and colorful and I had a lot of fun with it.

Keep in mind it's pretty crude. There's rocket spawning bullet bill launchers and instant death pits early on and custom guns that sometimes have reloading, so if you were hoping for a smooth vanilla Doom experience in Mario 64 levels you might be disappointed. I think it's enjoyable on its own goofy merits, though.

>> No.4244761

So Zandro 3.0 has finally arrived.

>> No.4244769

then what was the 3.0 download that had been on the site for years?

>> No.4244771

lets newspost this.

[9-7] Zandronum 3.0 released

>> No.4244772

About damn time. Can you play Doom RL on 3.0?

>> No.4244774

alpha version

>> No.4244781


I mislabeled the map name:


I hear recommendations for an appropriate midi

>> No.4244784


> it comes with an updated (G)ZDoom base, which is now at ZDoom 2.8pre-441-g458e1b1 / GZDoom 1.8.6.

1.8.6? How old is that!?

>> No.4244785
File: 50 KB, 576x227, 8NTAWQr.png [View same] [iqdb] [saucenao] [google] [report]

What alpha weapons would you have kept? And which ones are you glad they were scrapped?

>> No.4244789

>Zandronum 3.0 released
Holy shit it finally happened, Now the waiting game for a Zandronum build with zscript can finally begin.

>> No.4244790

Gzdoom is now on 3.0, Its about a couple or so years old.

>> No.4244793

Not the current version; but something tells me earlier versions would be compatible if somebody did a "compatibility wad"

Same goes for ZDCMP2, but that one runs. The exception being that it has sequence breaks at the Red Key and Death Knight

>> No.4244794

>HOoorray! We've waited this long now we can start waiting again!!!1

Christ. Not aimed at you, but just... fuck my shit up. Ya know?

>> No.4244796

Maps crashes in chocolate doom past a certain point with a no more plats error

>> No.4244797


I have no idea what that means, it's my first map

>> No.4244804
File: 25 KB, 3200x2000, 861250.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4244806

What really hurts is GZdoom should've had functioning multiplayer to begin with.

>> No.4244807


is this?


I'm pretty sure it's well under 30 platforms

>> No.4244810


>> No.4244817
File: 196 KB, 557x605, 1463400760723.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4244821

The Rifle, Its such a non-nonsensical thing to cut out when zombie-men and the player sprites show them holding it.

>> No.4244823


>> No.4244825 [DELETED] 

linedef 784 is type 88 (WR lower lift), but tag 0. in vanilla, walking over this line will try to start an action on every sector with tag 0, which is of course nearly all of them.

>> No.4244826
File: 36 KB, 592x388, that isn't a shotgun.png [View same] [iqdb] [saucenao] [google] [report]

And later, the exact same story repeated itself in Quake.

>> No.4244828

linedef 784 is type 88 (WR lower lift), but tag 0. in vanilla, walking over this line will try to start an action on every sector with tag 0, which is of course nearly all of them.

>> No.4244832

the ultimate torment and torture, it blew my mind when I was younger

>> No.4244843

Right, seeing as we've got 32 maps now I better upload this before I forget. Made changes as suggested by the demo guy, added difficulties and coop monsters


-cut the monster count down to a clean 100
-added more radsuits
-deleted the fake-out exit since it was a heavy visplane overflow area (and a bit shit)
- ~hopefully~ caught all visplane overflows (doombuilder still claims theres a couple danger areas but I cant seem to manually trigger them in chocdoom so dunno)
-changed music to "Course Select" from Thunder Force IV

Go Slowly
-fixed possible softlocks
-change the sky-hole design so I'm not mistaken for mechadon
-deleted a few hindering monster block lines

>> No.4244848


let me check>>4244828

here we go:


>> No.4244860

i can recommend 2 single maps
atlas complex

i really want more maps like these, both fancy and fun

>> No.4244868

>-change the sky-hole design so I'm not mistaken for mechadon
heh, sorry about that! causing you work.

>> No.4244878
File: 1.04 MB, 1366x768, Screenshot_Doom_20151122_235352.png [View same] [iqdb] [saucenao] [google] [report]

eternal doom 4
don't play with hell
sunlust map30
voodoo guns (pic)
Voyage center by ZoD

>> No.4244885

Well it's for the sake of mechadon really and the new design fits better with the overall theme in my opinion so I'm glad you brought it up

>> No.4244898

Really love quake mapjam 9... I feel Is more quake than quake itself for me... Quoth is by far my favorite mod for bring me mapjam 9

>> No.4244934
File: 2.73 MB, 320x240, TFOAP1.webm [View same] [iqdb] [saucenao] [google] [report]

thy flesh on a platter* (300min)

after we had an e4m2 and e4m1 inspired maps this one looks like e4m5 if you squint a bit. but not really, and it doesn't last past the first area. the rest of the map is a mix of earth and hell, with natural caves mixed with flesh and blood, and at the very far end, of all things, a small library. there you find the key needed for the exit. on reflection, the theme most resembles late-doom2 hell (monster condo / the spirit world).

with some large monsters there are a few places where an encounter could go wrong if you were unlucky (i found myself low on health and having to be careful for much of this recording) but on the whole it presents only moderate challenge. i'm pretty sure you could just run past the bosses.

a short and straightforward map, with no particular problems to report.

first attempt:

* i shortened the name because "thy flesh on a silver platter" in intermission sreen font was wider than 320px.

>> No.4244935
File: 2.69 MB, 320x240, TFOAP2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4244949
File: 27 KB, 330x340, Thinking Ringo.jpg [View same] [iqdb] [saucenao] [google] [report]

Puyo Puyo Doom when?

>> No.4244961

That is my favorite skybox and I want to use it in mapmaking but I'm retarded and don't know how to get it.

>> No.4244968

My favorite skybox is that cyberpunk/modern city one some anon posted a couple threads ago.

>> No.4244975

Who is your least favorite enemy to encounter and why is it the archvile?

>> No.4244983

high damage with minimal stunlock chance unless you have an ssg

>> No.4244997

Archvilles are fine in small bursts in areas with plenty of cover. Problem is a lot of wads tend to believe harder = better so they add multiple archvilles at once with little to no cover.

>> No.4244998

Nothing hurts wads more than monster spam.

>> No.4245003

alien vendetta & deus vult did it good tho, even though they were backtrack central

>> No.4245004

thanks man

>> No.4245005

If it was done in 300 minutes I cant imagine why we shouldn't include it.

>> No.4245012

If we could get a gpl z& with the zscript that'd be dope.

>> No.4245014

i would imagine we aren't so desperate so as to have maps like that

>> No.4245015

True but it also kills some wads that had some potential like egypt and IMO, valiant.

>> No.4245018

It's just a silly map though. Doom doesn't always have to be edgelord land.

>> No.4245020
File: 12 KB, 142x168, 1501808604747.jpg [View same] [iqdb] [saucenao] [google] [report]

Actually its the chaingunner
>Oh looks like you arent literally all eyes in all directions oops half of your health is gone, better retread and try again and lose another 25% of your health, good luck!
Honestly most of DOOM 2 monsters are a fucking pain in the ass

>> No.4245021

I think Doom 2's monsters are good becides the archvile. The chaingunner can be a nigger but D2 is pretty nice on health packs.

>> No.4245024

>Skull spawner
Yeah I would say it added the most annoying baddies in doom.

>> No.4245026

This wad represents /vr/ better with it included. Provided it meets all the requirements.

>> No.4245032

Agreed. The thread's pic is mount Rushmore with doom enemies on it for fuckssake

>> No.4245042

fair enough
i suppose i'm just salty because i had another map in the works and now i can't take it :((((

>> No.4245045


They're the most annoying, but I love them to death. They provide some really unique challenge and the way they mix up encounters are wonderful.
A combination Archvile and Pain Elemental encounter is still one of my favorite things.

>> No.4245048

You snooze you lose, anon.

>> No.4245049

Does anyone know any wads that have interesting/unusual death mechanics? Been playing slaughter maps lately and I enjoy the puzzle-style approach to combat design but I'm not really a fan of how they seem to encourage save-scumming.

>> No.4245058

People bitch but nobody really wants to go back to Doom 1's lineup of enemies. Everybody started running circles around them, usually literally.

>> No.4245067
File: 266 KB, 961x1327, Heirarchy2.jpg [View same] [iqdb] [saucenao] [google] [report]

Since we're on the topic of Doom's enemies; rank the demons from best to worst (or by tiers if you want). Go by whatever factors and criteria you want.

>> No.4245069

Stupid idea. Death Grips midi for a map song.

>> No.4245081

It's a bit of a catch-22.
You want enemies to be annoying asshole, because they shouldn't be effortless to dispatch and not every encounter should be just a literal circlestrafe. But in doing so, that makes them annoying assholes.

I, for one, appreciate the ass.

>> No.4245084


https://www.dropbox.com/s/0wnwkw8pgjlmanu/worst%20kind.mid?dl=1 - Not Death Grips but have this.

>> No.4245087

not him but i was also making another map. i doubt i would have got the visplane count down without ruining the idea, though. i mean i didn't get as far as HOM from drawseg overflow, or even an I_Error("No more visplanes!") -- chocolate doom just instantly segfaulted on load. oh well.

>> No.4245102

I'd totally play a Death Grips midi map. No idea what song you'd use tho.

>> No.4245105

Do you guys know any custom enemies that complicate the usual circlestrafe-fest in a fun way instead of being, well, total dicks?

Closest I can think of is those Nightmare Archviles from the DoomRLA enemy pack that create a huge stationary pillar of fire at your position with a delay so you can juke it unlike vanillarchies, but if you ever strafe back into it to avoid something else you're megafucked

>> No.4245110
File: 408 KB, 2518x1024, 8MkJlSB.png [View same] [iqdb] [saucenao] [google] [report]

I made this 4u guys

>> No.4245119

i know it's a joke but,
>enjoys playing wads he finds
>always uses the dev build of gzdoom
>never beaten doom/2
pretty sure most of the folk around here did these
>post the weird furry art with the giant feet
is xeno giant foot man into furry?

>> No.4245127

sorry this is my first time memeing

>> No.4245152

I really enjoyed playing Strife with zandronum.
Is there similar IWADs?

>> No.4245156


>> No.4245158

fuck ;_;

>> No.4245160

IWADs? No, but there are some regular Doom mods that play similarly like The Community is Falling 1, 2 and 3.

>> No.4245169

Thanks I'll check them out

>> No.4245182

Just release it as a standalone thing, man. No need to let a map go to waste.

>> No.4245186

>STILL no ketchup fork/addon/edit that:
A. Removes the awful looking blood pools
B. Gives cacos and knights/barons colored blood, like the smoothdoom version doesn
Damnit, someone reverse engineer this shit

>> No.4245192

Culture Shock or Takyon?

>> No.4245194

This. Except the blood pools thing, I never really notice it much unless it pools over a ledge, because then you've got a flying puddle of blood.

>> No.4245227

Hey what the fuck, I'm still waiting for golden souls 2 dammit

>> No.4245234

Anything off Exmilitary would probably work well.

>> No.4245236
File: 2.76 MB, 320x240, Collider1.webm [View same] [iqdb] [saucenao] [google] [report]

>-cut the monster count down to a clean 100
>-added more radsuits
>-deleted the fake-out exit since it was a heavy visplane overflow area (and a bit shit)
>- ~hopefully~ caught all visplane overflows (doombuilder still claims theres a couple danger areas but I cant seem to manually trigger them in chocdoom so dunno)
>-changed music to "Course Select" from Thunder Force IV


i only died 3 times recording this, which is about 10x less than the last one.

- i like that by being speedy i can now grab the BFG!

- i see you changed the health potions secret to a radsuit as i recall suggesting. however, there are now so many radsuits that having one as a secret feels quite superfluous. not sure what to replace it with though. an invulnerability seems too strong, an invisibility is more or less useless (and kind of a deathtrap with a cyberdemon around), no use for light goggles, what else? a plasma gun? 20 rockets? i don't know.

- the box of shells in front of the ssg switch jumps up in the air when the nearest door on the other side of the wall moves. this is because it slightly overlaps the ledge, and is affected by vanilla's inaccurate things-near-moving-sector processing.

- i still think the yellow key needs to be made more obviously decorative. i have an idea but it will have to wait until tomorrow.

>> No.4245239

Something from Fashion week. I'm definitely gonna use one of those if I make a trailer for a mod sometime.

>> No.4245240
File: 2.56 MB, 320x240, Collider2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4245243

pistol start is a meme

>> No.4245248

[9-7] doom2 map02 pacifist: Zeromaster again achieves the impossible

>> No.4245262

Not sure if you're shitposting but I agree. Yes it makes the start of a map harder, but techincally it also makes the middle and end easier.
Why? Because you can go all out and give no fucks about the health or ammo you'll have left for later maps. You're going to have 100 health and 50 pistol rounds after hitting the exit, you may as well spam that rocket launcher and plasma rifle like there's no tomorrow, no need for restraint.

>> No.4245264

Just have to find a midi that isn't one of those meme piano ones.

>> No.4245276
File: 91 KB, 680x805, f49.jpg [View same] [iqdb] [saucenao] [google] [report]

Awesome we finally got 32 maps, good job to all those who contributed, lots of good shit! It's also cool to see people who have never tried mapping before give it a swing for this, hope you guys continue to make more maps for future projects. I'll try and put everything together and put out a beta test some time tomorrow or this weekend.

>> No.4245279

I would agree, but a lot of maps are made to hinder you having a large excess, even toward the end. You could see you're within eyeshot of the exit and spam your ammo away, only to have the exit be a trap.

>> No.4245283

Does anyone know what I should set the damage slider to in High Noon Drifter for getting as close as possible to "vanilla" damage?
I have it at -1 right now since it makes cacos go down in 6 shotgun shells.

>> No.4245309
File: 11 KB, 320x200, 300splash.png [View same] [iqdb] [saucenao] [google] [report]

Dope. 24 Hours of /vr/ when?

Also, I dunno if your using this splash or another, but I noticed the text was a little off so I moved it

>> No.4245317

I usually go on -2 for me.

>> No.4245326

Yeah I'm using that as the title screen. Thanks for that, I'm glad I don't have to subject anyone to those 300 memes.

Also I'm still not quite sure which skies I want to use, so if anyone would be kind enough to post some more, I'd be very grateful.

>> No.4245338
File: 11 KB, 320x200, 300splash.png [View same] [iqdb] [saucenao] [google] [report]

the skull was a little off too, it turns out
im a retard
its super duper fixed for good 100%% no takebacksies now

>> No.4245341
File: 11 KB, 320x200, 300Intermission.png [View same] [iqdb] [saucenao] [google] [report]

intermission version

>> No.4245358
File: 321 KB, 253x421, firefox_2017-09-07_17-48-41.png [View same] [iqdb] [saucenao] [google] [report]

>Atmospheric graphics and stereo sound only on PlayStation

>> No.4245365

The AI was made for the more open-ended Beta iteration of HL2 but as we all know the final project is completely different both in scenario and level layout. They just left that AI in because there wasn't any need to scrap it, instead they just made it so enemy encounters aren't as heavy or persistent in the same areas as the cameras.

>> No.4245370

Shouldn't there be a comma after "Don't be fooled"?

>> No.4245376

Oof I missed this post. I tested the map in Chocolate Doom and ZDoom, not sure why it's not working in PrBoom(?).
> tag 1 removed from sectors 165-168. these are all inside the exit room, where the donut effect makes no sense and has no effect
Ah, I guess that was an oversight. as you said though it doesn't do anything so it's not too important.
>two of the sectors also have their lowest-numbered line single-sided
Can you explain this further? which sectors were these/where were the lines?

Also wow the map looks so unfinished compared to other maps I've seen you do demos of. Thanks for getting around to it, though!

>> No.4245379
File: 2.86 MB, 1579x2145, antsbig.jpg [View same] [iqdb] [saucenao] [google] [report]

Sup pals I am thinking about compiling a 32 level version of Master levels called Master Levels Redux. I want to include the 8 PSX levels and some other levels that fit. Im putting the 2 remaining maps Dr. Sleep made but that leaves 3 more. Should I use some of Cranium's Cabal Levels? What would you guys recomend I use? (Not Betray or Sewers from Xbox)

>> No.4245385 [SPOILER] 
File: 65 KB, 590x443, 1504832983195.jpg [View same] [iqdb] [saucenao] [google] [report]

leaked pics of the boss of the next quake game

>> No.4245389

I don't get it, are you talking about Sarais, me or someone else that is alot more weirder by having the both of our weirdnesses at once?

>> No.4245392


>> No.4245393

>bacon on top
AAAAAAAAAnd ruined.

>> No.4245408
File: 1.61 MB, 2560x1536, DoomslayerInPortal[1].jpg [View same] [iqdb] [saucenao] [google] [report]

did you create this?
if so yes, i am & if you are i'm cool with that as well

>> No.4245418

Classic Doomguy model from Quack Champagnes ripped when?

>> No.4245431

>doesn't have a cyberdemon hat

>> No.4245442

Yeah it was me who rendered that image to promote my mod, i don't mind the jokes with my problem, i only care when other makes wrong assumptions with that.

>> No.4245453
File: 515 KB, 1026x800, gzdoom_2017-09-07_18-38-28.jpg [View same] [iqdb] [saucenao] [google] [report]

Just found out about this shit, what am I in for?

>> No.4245457

my favorite wad
cause i'm a biased little nintendrone
enjoy that shit, be glad you don't have to wait 2+ years for golden souls 2

>> No.4245460

Does the guy behind Golden Souls lurk here?
Because i wonder if GS2 will have any levels like >>4232178

>> No.4245482 [SPOILER] 
File: 25 KB, 144x144, 1504837497619.gif [View same] [iqdb] [saucenao] [google] [report]

New HDoom girl. Spoilered because lewd and all that.

>> No.4245486 [SPOILER] 
File: 325 KB, 526x488, 1504837697534.png [View same] [iqdb] [saucenao] [google] [report]

Additional concept art image.

>> No.4245487

probably would have been convincing if spoilered lewds were actually allowed on /vr/

>> No.4245490
File: 57 KB, 776x1024, FeelBedRomero.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.4245516


Is it the year 2012 again?

>> No.4245520

What exactly is all the top row?

>> No.4245525

What is this?

>> No.4245526
File: 3 KB, 199x176, trollface.png [View same] [iqdb] [saucenao] [google] [report]

I miss those times when meme faces weren't yet ruined by the masses. Nowadays, you can't post this or the feels guy without being called an r9k faggot or something.

>> No.4245527


not like we are playing a '93 videogame or anything...

>> No.4245537

Stop your memes and help that man

>> No.4245540

No, no they have always been obnoxious.

>> No.4245545

> B. Gives cacos and knights/barons colored blood, like the smoothdoom version doesn
But there is thou
It's called "Ketchup-Lippeth.pk3"
Although it seems to be an older version of Ketchup woth no settings

>> No.4245553

From the forum page
> Right now one level out of six is done, all the subweapons and half of the monsters are in, this project was born as a small 72 hour coding speedrun i did last week so things have just started, stay tuned :)

>> No.4245572


>> No.4245639

Golden Souls.

>> No.4245679

Ok update on my quest, Cabal levels just arent good enough. Shit what do I use now?

>> No.4245771

Mancubus isn't really too difficult. The fact that once they start shooting at you they won't stop until they've fired three bursts, and their high health, means you can use them as meatbags to distract all the monsters they inevitably burn with their cannons.

>> No.4245862
File: 151 KB, 640x480, Twrbuild.gif [View same] [iqdb] [saucenao] [google] [report]

Deepest lore.

>> No.4245864

Eh, no. This is not the kind of mindset you should be having when pistol starting. Most well designed maps by themselves tend not to give you health and ammo in abundance, nor do they necessarily have the placements setup so that you'll consistently find some in every room. Meaning, careless play would still very easily lead to you entering a difficult encounter later in the level completely unprepared.

>> No.4245873

Fuck this thread is fucking dead today
why does an extra tower flash
still cant find a map thats fitting for the last 3

>> No.4245879

never mind. Just realized that was the secret level. I always wondered tho if the actual map takes place on the tower or on the ground near it.

>> No.4245895

Have you actually tested this with any maps?

>> No.4245925
File: 371 KB, 800x600, Screenshot_Doom_20170907_154840.png [View same] [iqdb] [saucenao] [google] [report]

For the original, non-gibbing version, can be downloaded here:


>> No.4245937

>Crab, Chicken, Octopus and Bacon

Has science gone too far? y/n

>> No.4245974

>last post beforehand was only four minutes ago

>> No.4246016

This would go great with more cartoony wads
Like Golden Souls
Or Shadow/Rise of the Wool Ball
Or Hocus Pocus
Or Adventures of Square

Any other ideas?

>> No.4246073
File: 411 KB, 800x600, Screenshot_Doom_20170908_103223.png [View same] [iqdb] [saucenao] [google] [report]

Man, I wish all gore mods had a "gib always" option, this is hilariously satisfying.

>> No.4246080
File: 431 KB, 1920x1080, Screenshot_Doom_20170908_113507.png [View same] [iqdb] [saucenao] [google] [report]

Sadly, germans don't gib

>> No.4246081

>Can you explain this further? which sectors were these/where were the lines?

i meant "two of the [previously mentioned] sectors [165-168]" - in particular 165 and 166, have lowest-numbered surrounding lines 524 and 525 respectively.

>I tested the map in Chocolate Doom and ZDoom, not sure why it's not working in PrBoom(?).

that's undefined behaviour for you. i can see subtle differences in the relevant code, whether a loop is continued or broken out of completely. it doesn't explain my observations though.

it is not obvious to me why having the tag on sectors 165-168 causes problems for sector 2. it seems it will take more research. but i think i should get on with testing other maps now. i was supposed to have given 300manager a suggested map order weeks ago and i still have 8 more maps to test-record!

>> No.4246084
File: 724 KB, 1920x1080, Screenshot_Doom_20170908_120527.png [View same] [iqdb] [saucenao] [google] [report]

Also there is a limit for the blood on the walls
Not on floor though
I can't even paint just one tiny room rainbow

>> No.4246086

Nevermind, I'm a moron.
I'm still not pistol starting though, not yet at least. I like being able to carry my guns over and it doesn't feel like a journey if you drop everything at the end of each map.But I'll give it a serious go some time

>> No.4246091

Yeah its for doom 2 monsters primarily. I think you can make the blood stay if you turn off the "janitor" setting in the options. Haven't tested it, since its vital to lag reduction, but if a level only has 100 or less monsters, it could work fine.

>> No.4246092

finally the splatoon mod i've always wanted

>> No.4246093
File: 333 KB, 1920x1080, Screenshot_Doom_20170908_113339.png [View same] [iqdb] [saucenao] [google] [report]

Janitor IS off
The blood on the floors stays
It's just the wall blood dissapears
And it doesn't disappear by time, just when a new blood is on the wall, the older blood disappears
It's not noticable in the normal gameplay though, just when you're actively trying to paint the whole room

>> No.4246095

After all these years, Wolfenstein 3D gets a German release.

>> No.4246096

It might explain why I wasn't able to add any more (Tag 1) donut sectors and had to keep reusing what I already had, those with the single sided linedefs may have broken any further donut sectors I placed. Thank you for fixing it! The map was a big experiment for me.

>> No.4246105

>those with the single sided linedefs may have broken any further donut sectors I placed
indeed, that seems very likely.
>Thank you for fixing it!
thanks for making it in the first place :) certainly a cool demonstration of tech, and a complete, if small, map, with good progression.

>> No.4246116
File: 140 KB, 254x255, 1482757968802.png [View same] [iqdb] [saucenao] [google] [report]

What's his deal, /vr/?

>> No.4246120

How in the fuck did lithium guy make all those cool menus, is there a guide somewhere if I wanted to try?

>> No.4246121

he made them in c

no, really

>> No.4246124

>tfw to stupid to program
well, there goes the dream I guess

>> No.4246138

>And it doesn't disappear by time, just when a new blood is on the wall, the older blood disappears

Ah, thats probably the decal/particle limits hitting their max. those can be configured in the display options in gzdoom itself.

>> No.4246157

New thread.


Some wizardry written in C. Wonder how much of a pain it would be to have similar implementations in other mods.

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