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4250082 No.4250082 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4246152

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.4250083
File: 31 KB, 336x206, 1470185890030.jpg [View same] [iqdb] [saucenao] [google] [report]


300 MINUTES OF /vr/
-Speedmapping project managed by 300manager !Os4LYDp5eQ
-32 maps submitted
-Awaiting release?


-Project is underway
-All rules found here

-Looking to update the OP, suggestions are welcome

=== NEWS ===

[9-10] A new Touhou Doom mod

[9-10] The Inmost Dens, a sideblog of new mod releases for Doom and other retro FPS

[9-8] Golden Souls creator working on a Castlevania TC, Simon's Destiny

[9-7] Zeromaster successfully completes a pacifist run of MAP02 Underhalls

[9-7] Zandronum 3.0 finally released

[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)

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4250090
File: 6 KB, 642x427, portadoom_cacowards2015.png [View same] [iqdb] [saucenao] [google] [report]

Here's a self-contained copy of the 2015 Cacowards, all engines needed included, everything pre-configured and with a disk-zine WAD browser included -- spideroak.com/browse/share/Kroc/PortaDOOM/releases/

This should keep you busy :) I'm nearing completion of the 2016 awards too, should be done sometime in the coming week.

>> No.4250091
File: 1.08 MB, 1920x1080, Screenshot_Doom_20170910_092706.png [View same] [iqdb] [saucenao] [google] [report]

can someone tell me why I have no lights in my barrels?

>> No.4250092
File: 187 KB, 600x339, iamokaywiththis.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4250093

can i get all of your chad vs virgin doom themed memes

>> No.4250095

> filters
what the hell is that green rectangle
click on gzdoom.exe, hold shift, press enter, tick "load lights3"

>> No.4250101

>no chaingunners
>no revenants
>no archviles
>just lame-ass recolors
even if you hate those monsters you can't deny that they fill roles that nothing else does

not a single other monster in any of the games triggers the same "oh FUCK" reaction that an archvile's appearance does

>> No.4250102



they are enabled by default

>what the hell is that green rectangle

the nvidia shadowplay message

>click on gzdoom.exe, hold shift, press enter, tick "load lights"

that's what I did

>> No.4250105
File: 536 KB, 381x512, Doomguy.gif [View same] [iqdb] [saucenao] [google] [report]


also, it happens to me in the 3.2, 3.1 and the 2.4, this shit worked before

>> No.4250109

yes what >>4249943 said

yeah these, the last three submissions, and one i've been putting off

01 - 300minsconceptign.wad - - SARAIS
31 - SpearOfInsanity.wad - SPEAR OF INSANITY - A2ROB
32 - ParBoy01.wad - IN YOUR ASS - PARTY BOY

>> No.4250116

That's really cool, anon, thanks. Do you have plans to do the same for previous Cacowards?

>> No.4250117


I'm just shitposting

>> No.4250125

good morning fine gentleman

is there a .wad remake of the ultimate doom with "better graphics"?

>> No.4250162

I will be doing all Cacowards as a matter of course, but the full PortaDOOM will feature a complete panoply of the most worthwhile megawads, episodes, onesies, community projects and mods. Basically something to replace the threads "So you want to play some Doom" random WAD package.

>> No.4250168

Knee Deep in ZDoom

(not personally a fan of how the maps actually play though)

>> No.4250170



it's just the first episode?

>> No.4250171


>> No.4250172

Alando1's Doom Tribute Project?

>> No.4250178
File: 40 KB, 625x415, sdrhsrtrysyjse.jpg [View same] [iqdb] [saucenao] [google] [report]

>watch terminusest13s stream
>he's living close to florida
>hear a beeping sound 1,5h trough the stream
>irma is on the way
>end of the stream

>> No.4250181

He's fine.

>> No.4250185


I'll check both, thanks

>> No.4250191

Why are weapon mods always so horribly unbalanced?
I just want to play with some new guns that have the same power as the vanilla guns to keep everything balanced, and without needing to dick around on custom doom to do this.

>> No.4250193
File: 687 KB, 1280x1024, Screenshot_Doom_20170910_094047.png [View same] [iqdb] [saucenao] [google] [report]

well if this isn't the most obvious setup ever
i can hear the bastards in the walls, how fucked am i

>> No.4250206

immoral conduct is pretty good

>> No.4250207
File: 524 KB, 1280x1024, Screenshot_Doom_20170910_094705.png [View same] [iqdb] [saucenao] [google] [report]

not as fucked as the author would've liked for me to be, evidently

really appreciating the revamps to stamina and movement in general, i was easily able to get away from the ambush and fight them on my own terms, only took one hit and it was far from lethal

>> No.4250208

They focus more on how fun some weapons are, rather than considering how they should be used.
I thought most of MetaDoom's guns were alright, but i heard people saying both shotties and the Doom 3 machinegun were weak, even though they were meant to play similar to both the classic shotties and the classic chaingun.

>> No.4250229

I adore Smooth Doom, but the optional sparkling effect on plasma rounds is silly. I don't know what they were going for, it just makes olasma look like a magic spell or something.

>> No.4250232


Take a load of this faggot

>> No.4250250

300mins when

>> No.4250251
File: 113 KB, 1280x1024, Screenshot_Doom_20170910_102542.png [View same] [iqdb] [saucenao] [google] [report]

exterminating demons is a rough job
i better get overtime for this shit

>> No.4250252
File: 913 KB, 1280x720, coffee.webm [View same] [iqdb] [saucenao] [google] [report]

I should be working on the map itself but here I am trying to make drinkable coffee.

>> No.4250259
File: 72 KB, 469x359, 1464666402982.png [View same] [iqdb] [saucenao] [google] [report]

make the office like this

>> No.4250261
File: 893 KB, 400x554, 1495877536641.gif [View same] [iqdb] [saucenao] [google] [report]

Praying for terminus

>> No.4250275

>not done as a pick up
>Player doesn't start walking around with a coffee mug
>Coffee mug doesn't have a health pool, drained by drinking and with a possibility of spilling.
>drinking isn't accompanied by a loud slurp and a drinking animation, followed by an "ahh"

Office Doom where you only want to get to the end of the map with coffee still in your mug when?

>> No.4250276

Don't worry i pm to him on discord a 6 or more hours and he responded so he his fine

>> No.4250282

from 6 or 7 hours after the stream*

>> No.4250301

>I should be working on the map itself but here I am trying to make drinkable coffee.
ahaha that's the spirit

>> No.4250334

What is the worst Doom port ever?

I have already finished the Sega Saturn version several times, but I want something worse.

>> No.4250337

How about also having a WADography of the more popular Wad-makers?
Not just the popular wads. Like for example a separate list of ALL Lainos wads.

>> No.4250338

Commodore 64, ZX Spectrum, Amiga.

>> No.4250343
File: 387 KB, 1366x768, Screenshot_Doom_EXTREME.png [View same] [iqdb] [saucenao] [google] [report]


Chaingunner traps and labyrinths = EXTREME

Are you man enough?

>> No.4250347
File: 209 KB, 1366x768, Screenshot_Doom_20170910_122857.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4250350
File: 198 KB, 649x396, 3do_doom_screen1.jpg [View same] [iqdb] [saucenao] [google] [report]

The 3DO version. Hacked together at the last minute in a ten week death-march, and as such the framerate is barely playable unless you set the screen size to "postage stamp". The music is nice, though.

>> No.4250352

Hey Kinsie, if you're still working on the consolation prize project, hve you thought of adding the lost levels for the PS1 version of Doom?
And if D64 Retribution gets new maps, would you do the same with those?

>> No.4250367

I want to focus on the IWAD levels rather than fan-stuff, for better or worse. That means I'd prefer to avoid the Lost Levels project... BUT...

D64 Retribution is getting new maps, a new episode in fact. I'm probably going to redo my ConPrize version to better incorporate bugfixes the original author made after my initial release, and I'm undecided on how to handle that new episode... I guess I'll see if it's shit or not and make an executive decision based on that? And I guess that decision will flow onto the PSX stuff?

I dunno. Mods of mods are weird.

>> No.4250379

[9-9] Touhou Doom Episode III

>> No.4250381

When is D64R's new episode coming, anyway?

>> No.4250386

lithium started shitting itself and has become a slideshow for some reason, anybody knows what's up?

>> No.4250387

Beats me. When it's done, I guess?

>> No.4250391

>Chaingunner traps
Feminine chainguns.

>> No.4250395
File: 200 KB, 999x799, heavy weapons dudes.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any mods that give TF2's Heavy lines to the chaingunner?

>> No.4250397
File: 1.52 MB, 400x300, Cryptic_Passage_20th_Anniversary.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4250428
File: 250 KB, 724x1024, 1497225021888.png [View same] [iqdb] [saucenao] [google] [report]

I still keep hoping HDoom dev adds female zombies like pic related. Red eyed possessed female soldiers would be fun and pretty hot.

>> No.4250431

Is SLAB6 literally the only tool that can burn/bake shading onto voxels? I'm struggling to find a modern tool that can do it.

>> No.4250445

Is he in a coastal city? He should be fine if he's inland and not near any large bodies of water.

>> No.4250451

About 70% of the development time is formatting the magazine pages. Even though, thankfully, Doom mappers use a mostly-standard /idgames boilerplate, it's not parsable in a reliable way (there's a million slight variations, not least those who don't follow it at all) so I spend a lot of time copy-pasting and then cleaning-up the descriptions & credits.

This is also why I wouldn't make PortaDOOM 'download on demand', or just be a front-end browser for /idgames, there's just no way to do that and have things 'just work' which is what PortaDOOM is all about.

20% of the development time goes on improvements to the code for text formatting (making my workload lighter) and managing edge cases and new requirements for getting certain WADs running. PortaDOOM is unique in that given a list of files, it can produce a correct command line invocation for any of the source ports, as well as portably separate save games, get the screen resolution and numerous other little things that make playing a WAD no more effort than pressing a key to launch it.

The remaining 5% of effort is download and working out what WADs need to run and chasing up documentation outside of /idgames.

I don't want to put people off of downloading PortaDOOM because of its size, and adding a user's entire WADology would add too much bloat. I mean, a separate user-only package of PortaDOOM could be created, but looking at the development time, formatting all those pages would take a huge amount of time for what will ultimately lack variety. The project is open source however, so anybody is welcome to contribute pages.

Without compression, the full PortaDOOM is currently around 7GB. Assuming best likely possible results of 50% compression, that's still approaching a 4 GB download for everything (ergo, why I'm making separate Cacowards packages). -- but then it is supposed to be portable! :)

>> No.4250452
File: 422 KB, 1366x768, Screenshot_Doom_DrX.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4250453

then stop

>> No.4250454

I think in Shadow Mavericks the Chaingunner has Heavy's voice. Just make sure the rest of the mod's content is something you're okay with, shit gets... weird.

>> No.4250465


Looks like it's not coming straight at me, seems I'm mostly gonna be skimmed by its edge. Still gonna get a bunch of raining and storming, though.

>> No.4250470

Fuckin cool.

>> No.4250471

> I don't want to put people off of downloading PortaDOOM because of its size, and adding a user's entire WADology would add too much bloat.
Well, yeah, that's understandable
Still would be probably neat to have basically DLCs

>> No.4250481

I miss storms... Have fun!

>> No.4250492

there's no brakes

>> No.4250493
File: 378 KB, 1280x1024, Screenshot_Doom_20170910_131349.png [View same] [iqdb] [saucenao] [google] [report]

>two of these little assholes hiding just past the door
>waited for me to go through before latching onto my ass and dropping me to 1 HP and bleeding, survived through sheer luck
reminder to always check your fucking corners

>> No.4250501

How many minutes of the Doom movie are good?

>> No.4250503

It's an okay movie on its own, but it's a horrible adaptation of Doom.

>> No.4250504

5 minutes of first person action.

>> No.4250506


the credits duration

>> No.4250507


>> No.4250508

what is the main end goal of portaDoom?
Do you want it to be a collection of "everything worth playing" or just only the most notable stuff

>> No.4250510

I'm a Florida anon, too. I don't live on the coast so I imagine the worst I have to deal with is losing power.

>> No.4250532

>Do you want it to be a collection of "everything worth playing" or just only the most notable stuff
Yes. (isn't that the same thing?)

The purpose of PortaDOOM is to allow anybody to play all that great community content without having to learn how to juggle several engines and all the subtle complexities with WADs.

When I got into Doom WADs, I had to go through a _lot_ of pain to play each and every WAD. It was often not worth the effort downloading a WAD from /idgames because of the amount of work I'd have to go through to get this one game to work. I want to remove all of those hurdles and make something that gets this community content into the hands of many, many more people because a.) it deserves it, and b.) the majority of gamers are not as patient or persistent as I am.

>> No.4250534


Where can I get the "original" 300 min wad from /vr/?

>> No.4250537

What do you mean original? There's no formal releases just yet from what I know, though thevidya.site has the wad for the older 200 Minutes project.

>> No.4250539

>It was often not worth the effort downloading a WAD from /idgames because of the amount of work I'd have to go through
I feel like I'm missing something.

>> No.4250543

We haven't had anything yet but hopefully a beta version soon

>> No.4250550

Should I install Death Wish 1.3 for Blood on a Dosbox vanilla forder or on the GOG version?

>> No.4250553

I'm sure you've got everything sorted now, but when you start out, surely you didn't know about the number of engines available and that some WADs only work with some, let alone then complexity when you begin stacking mods.

>> No.4250560

when i started out there was only one engine, and the only thing you had to figure out was whether to type "doom -file this.wad" or "doom2 -file that.wad".

>> No.4250571

in fact the hardest thing i had to do was pick what to actually download, as a huge list files on cdrom.com ftp was too much to choose from.
eventually i found a site called "Doom Reviews For The Recreational User" through either DMOZ or the Yahoo Directory. that was enough to get started.

>> No.4250582
File: 141 KB, 600x338, 1479209912719.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I run Juvenile Power Fantasy? it looks like neither GZDoom or Zandronum can do anything with it?

>> No.4250591
File: 114 KB, 1280x1024, Screenshot_Doom_20170910_141355.png [View same] [iqdb] [saucenao] [google] [report]

>carefully approach a ledge and drop down as slowly as possible
>spill my spaghetti and take a shitload of fall damage
>suicidally jump off the edge, running as fast as i can
>perfectly fine, stuck the landing, no damage taken
i'm not sure i understand this system. or rather, i understand it, but it doesn't make any sense to me.

whatever. job's not over yet.

>> No.4250593

>commodore 64 doom
>ZX Spectrum doom
those didn't go anywhere past demo stage

The Amiga could handle doom, particularly the models with the ECS(enhanced chip set) or later.

>> No.4250594
File: 174 KB, 1366x768, Screenshot_Doom_uac-arrival_0.4.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4250598


>> No.4250604
File: 141 KB, 1366x768, Screenshot_Doom_20170910_150417.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4250607
File: 259 KB, 1366x768, Screenshot_Doom_20170910_150745.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4250625

Scratch that, I just haven't updated ZDoom in a long ass time is all.

>> No.4250627 [DELETED] 

I'm having trouble with PrBoom+, when I try to use the viddump command, by following the instructions, it ends up ingoring it and just starting the executing -timedemo

>> No.4250629

I'm having trouble with PrBoom+, when I try to use the viddump command, by following the instructions, it ends up ingoring it and just starting -timedemo

>> No.4250630


>> No.4250631

*pantomime voice* HE'S BEHIND YOU!

>> No.4250638
File: 225 KB, 1280x1024, Screenshot_Doom_20170910_142257.png [View same] [iqdb] [saucenao] [google] [report]

>if you're on fire, you can just take your armor off and it'll keep burning by itself
that's a whole lot better than clumsily swinging the mouse around trying to put it out, and it gives a purpose to keeping a second set of armor around. neat.

>> No.4250639
File: 151 KB, 808x386, ZB-AR wip.png [View same] [iqdb] [saucenao] [google] [report]

Mashing up some bits from various guns to make a futuristic rifle. I'll give this a cool optic, a lengthened barrel and a foregrip after fixing the trigger guard/mag release.

Anyone have any suggestions for a futuristic shotgun later on? Something mechanically fancy I mean.

>> No.4250646 [DELETED] 

Spotted the Brit. 'Sup; how's Brexit screwing you?

>> No.4250651 [DELETED] 

>Brexit is inherently bad for UK.
Fuck off ((Merkel))

>> No.4250658 [DELETED] 

Jew quotes, seriously? No wonder you're pro-Brexit you Daily Mail reading moron.

>> No.4250661

Stil wading through shit that is Daikatana. People who said that it is fine if you patch it up and ditch the sidekicks lied.
It's still shit.
Found something amusing thogh.
In greece there's stone golems that are supposed to only be distructible by the hammer. If you throw some sunflares (leave burning patches on ground) then equip the hammer without actually hitting them, they still take damage. Basically it only checks if the hammer is in your hands, not if you actually hitting them with it or by some other way.

>> No.4250664 [DELETED] 
File: 531 KB, 480x360, 1504504493109.gif [View same] [iqdb] [saucenao] [google] [report]

um, sweetie this isnt retro...

>> No.4250665 [DELETED] 

doesn't really matter, i was screwed either way it went

>> No.4250696

How feasible is it to get Blood 2 running on a (relatively more) modern computer?

>> No.4250697
File: 2.08 MB, 1280x720, The Ultimate Doom 09.10.2017 - [View same] [iqdb] [saucenao] [google] [report]

thank you romero

>> No.4250704
File: 23 KB, 353x296, sdcxad.png [View same] [iqdb] [saucenao] [google] [report]

don't fuck with me! i'll do it!

>> No.4250716

exactly what do you think he had to do with that abhorrent graphical monstrosity?

>> No.4250718

nothing, I just wanted to trigger some autistic

>> No.4250719
File: 225 KB, 1280x1024, Screenshot_Doom_20170910_150323.png [View same] [iqdb] [saucenao] [google] [report]

drinking this potion seems like it'd be a bad idea.

>> No.4250721

well looks like you succeeded.

diet serving.

>> No.4250726
File: 345 KB, 640x480, 590.png [View same] [iqdb] [saucenao] [google] [report]

>install Death Wish in the GOG version of Blood

>change the paths in the dw.ini so movies would play

>change the setup options for the sound blaster and keyboard bindings

>change the paths in the "DW GOG" shortcut


>dosbox opens


>instantly closes

>check normal Blood shortcut just in case

>boots up normally

I have no idea what I did wrong here, its booting the game from the same place as the normal shortcut, so the path is the same, and I didnt fuck with the rest of the command line, what the hell did I fuck up?

>> No.4250768

use the blood dosbox launcher
it has deathwish pre installed

>> No.4250776

> it's another "custom key pickups give custom keys and don't give vanilla keys" episode
happens with gameplay mods and maps with non-vanilla locks on doors
e.g. D4T + waterlab
"give redcard" in console

>> No.4250785
File: 15 KB, 326x262, 10720ff.jpg [View same] [iqdb] [saucenao] [google] [report]

I just watched Doom again, the movie, because of your picture.
Somehow I liked it more than I did when it came out. Not that bad as I remember, at all.

>> No.4250818

Justs christ, Plutonia map 08 is fucking bullshit at the end.
>chaingunner army on the other side of the room out of range (but you aren't out of theirs, naturally)
>tiny, teensy circle platform path you MUST stay on or die
>teleporting imps getting in your way
>mancubi and revenants sniping you from all four corners
I can't do this with saving, let alone pistol starts.

>> No.4250826

you mean map09 but yeah it's annoying. it blocks backtracking, the pools are inescapable death pits. these things wouldn't pass beta testing these days.

>> No.4250839

Yeah, map 09.
I beat it eventually, but it feels more luck than skill.
Most of Plutonia so far has been tough but fair, but that was pure bullshit.

>> No.4250862

play better.

>> No.4250869

Wow, never saw that one coming.
But really, what is the solution to it? I mean it's a clusterfuck with nowhere to hide. My solution in the end was unload the rocket launcher everywhere and hope for the best, because unlike the other battles so far it just seemed to be a shitshow.

>> No.4250872

there's an invincibility sphere you can use.

>> No.4250878

Oh. I never saw it.
That explains a lot, I mean Plutonia is difficult but that felt outright unfair and badly designed, if there's an invuln around it makes more sense.

>> No.4250882

not him but you can save the invulnerability from the blue key room (although you lose 1/3-1/2 of it between picking it up and being where you want to be) and you can save the partial invisibility in the archvile alcove until you are just about to pass through the teleporter

usually partial invisibilities are not much use but here against that row of chaingunners it allows you to charge into the circle ledge and kill them all without taking much damage. you then run into one of the side alcoves, get some blue armour, and then make sorties around the room, shooting a couple of rockets at revenants/mancubi then retreating back into the side alcoves until all their missiles have grounded. it requires planning in advance and a fair amount of movement skill, not to mention nerve/confidence

>> No.4250895

This makes sense, and takes away a lot of the random luck too. Thanks.

>> No.4250903
File: 2.70 MB, 320x240, pl09endfightpart1.webm [View same] [iqdb] [saucenao] [google] [report]

I've recorded this shit long time ago to demonstrate that it's not that hard as some people portray it. The strategy works fine, just needs better execution than one in webms.

>> No.4250905
File: 2.95 MB, 320x240, pl09endfightpart2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4250907

>quaddicted and quakewiki both hacked
God fucking damn it, right when I needed shit from there too.

>> No.4250910
File: 1.97 MB, 320x240, pl09endfightpart3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4250935
File: 7 KB, 51x72, walkingboins.gif [View same] [iqdb] [saucenao] [google] [report]

so I'm working on a mod with a lady lead whom wears various outfits for stats and abilities

enough boin boin?

>> No.4250936

Why would anybody hack a few Quake fansites?

>> No.4250941

autism, presumably

>> No.4250943

automated bots will hack anything that's vulnerable, and everything these days is vulnerable

>> No.4250953

Did the guy ever say he was gonna make female zombies? there is way too many imps

>> No.4250958
File: 2.92 MB, 320x240, NoAVA1.webm [View same] [iqdb] [saucenao] [google] [report]

no archviles allowed (300min)

this is a remake of one of the author's old maps with its difficulty toned down. there are still one or two chaingunners on really high platforms, and a thin curving ledge run versus a crowd of lost souls, but only one of the former, and the latter can be defeated by camping the door. i also managed to telefrag two pain elementals which was rather nice - it seems one of them is a setup but the other i just got lucky.

the map starts off rather slowly, in the sense of having to use the pistol, and doesn't give weapons that easily unless you know where the secrets are. sadly or rather fortunately for me i knew about almost all of them already before tonight's recording, both from memories of the original map (which was also recently reposted) and from a brief glance at the map in an editor when it was posted. this made things pretty easy, to the extent that, following the soulsphere i picked up at the start (after tediously pistolling through several imps/spectres) my health did not drop below 100 until there was only 1 monster left alive (although obviously the blue armour takes much of the credit for this). unfortunately though this means i cannot gauge the difficulty of the map to a blind player.

the highlights were two caves, a dark earthy one whose inevitable spectre population was fortunately not high enough to be too much of a problem, then the discovery of light goggles reducing it to zero, leaving some long range bullet exchanges with zombies, and plasma-frying mancubi. the other cave is more hellish, with hot rocks and cracked ground above lava river. a bridge over it is raised by a gun trigger, which also brings in a teleporting horde, however fortunately all on the other side of the river, and you have space-invaders-esque defence barriers to hide from incoming missiles. there we find the exit.


>> No.4250959
File: 2.86 MB, 320x240, NoAVA2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4250968

>whom wears various outfits for stats and abilities
go on...

>> No.4250969

For fun.

>> No.4250989

He's repeatedly said that he won't do them because it's too close to necrophilia for his liking.

>> No.4250991 [SPOILER] 
File: 120 KB, 1071x750, 1505079883285.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4250995

plus, they're too human. he's not into humans. only monstergirls.

>> No.4251000

wait is this a doom mod

i can see touhou and klk references in there, what else?

>> No.4251005


My bad, I mean that 200 min. I though that was 300 too

>> No.4251008


>> No.4251010


>> No.4251021
File: 2.70 MB, 320x240, pl09end.webm [View same] [iqdb] [saucenao] [google] [report]

here's one i recorded about 2 years ago, it's messy and i didn't get 100% kills so it needs redoing.

your videos seem ever so dark for some reason

>> No.4251029

Sheer Poison doesn't seem to work with the provided version of gzDoom
>Bad PNAMES and/or texture directory:

>PNAMES has 350 entries, but
>WOODGARG wants to use entry 351.
Works on the latest version though.

>> No.4251034

Flamekinin looks like Yokos clothes from Gurren-Lagann
And LVL 99 looks like Valis (not anime, just animesque 2D platformer series)

>> No.4251039

hmm i should have got the first one

>> No.4251040

Excellent, thank you for the feedback! Glad to know someone is exploring the thing :)

>> No.4251057

I like that mars sky

>> No.4251059

So, I want to try Ter Shiboleth but I've only ever modded Doom. What do I need for Quake stuff?

>> No.4251068

it literally has instructions on how to run in it's readme

>> No.4251071
File: 243 KB, 400x426, 1407963331832.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4251082
File: 25 KB, 350x262, LaserTripbomb.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any weapons in retro FPS that you never use?

>> No.4251121
File: 72 KB, 600x394, kendrick-lamar-reaction-meme-10.jpg [View same] [iqdb] [saucenao] [google] [report]

>my potato laptop is so shitty it cant run High Nood Drifter at a stable framerate even after tweaking every relevant setting in GZDoom

>same thing with Juvenile Power fantasy and Metadoom

>just recently tried Arcane Dimensions for Quake

>the main game works fine in quakespasm but I guess the added effects on AD are too much for this battered toaster

welp, I cant even play mods for ancient fucking games, this is a new low for me

>> No.4251148

Any more info on this? I don't see anything about it on either QD or Func.

>> No.4251151
File: 23 KB, 600x600, 36c67cf603670d027a5a2ed3b04f81a6.jpg [View same] [iqdb] [saucenao] [google] [report]

What is the single greatest wad known to man?

>> No.4251159

The Golden Souls 2

i assume
if it came out

>> No.4251160


>> No.4251162

It it makes you feel better I have a great rig yet some AD maps still lag like fuck

>> No.4251163
File: 2.87 MB, 320x240, SpofIns1.webm [View same] [iqdb] [saucenao] [google] [report]

spear of insanity (300min)

this is a wolfenstein themed, but modern doom map (as opposed to just a wolf map in the doom engine, this one has height differences and nonorthogonal lines not of length 128). it's very nicely detailed and has some fairly nasty traps which nearly killed me several times, including making you fight multiple unconstrained archviles at a time (although i had more trouble with the single one by the red key) so in that sense it's very modern.

it has a few bugs, comp_floors bugs (jumpy things near moving sectors, headstuck monsters blocking lowering floors) - could call these boomisms if you want, but there we are. one consequence is you can't get 100% kills.

i didn't find the single secret until the very end when i used iddt to find it. again i should probably have done better but i've been rushing these last few test recordings a bit because i guess people are expecting a release soon so i don't know how much time i've got left to get any necessary fixes in.


>> No.4251164
File: 2.69 MB, 320x240, SpofIns2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4251181

I had a similar problem. I bought a second-hand Thinkpad X240 for £200 -- 1.6~2.3 GHz i5 4200U CPU with Intel HD Graphics 4400; so by all means 'low end'.

This handles the majority of stuff fine, even Comatose.wad is playable in glboom+. Arcane Dimensions is no problem. I've been playing High Noon Drifter, again no problem.

I'd recommend at a minimum a 4th gen Intel CPU and no less than HD 4400 GPU, 4600 is much better. There's also AMD APUs which apparently have even better graphics capability, but I've no experience with these.

>> No.4251183

Can somebody tell me how to make a font readable with doom font generator?
I try to put the lump and call it SMALLFNT but it says it doesn't recognize it.

>> No.4251196
File: 1006 KB, 1600x900, Screenshot_Doom_20170910_200153.png [View same] [iqdb] [saucenao] [google] [report]

Thank God for the damage slider, this is pretty bullshit otherwise.

>> No.4251209
File: 1.11 MB, 1600x900, Screenshot_Doom_20170910_201031.png [View same] [iqdb] [saucenao] [google] [report]

Hm. Actually, no, this is still pretty bullshit.

>> No.4251226
File: 278 KB, 578x578, dis ass.jpg [View same] [iqdb] [saucenao] [google] [report]

>High Nood

>> No.4251231
File: 79 KB, 346x221, 751.jpg [View same] [iqdb] [saucenao] [google] [report]

>load up HND with HDoom
>use the whip to tame the demoness horde
>summon Basilissa to dominate them

>> No.4251232

>load up Brutal Doom with HDoom

>> No.4251239
File: 163 KB, 413x513, doomguy2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4251245

my dick

>> No.4251256

What if Quake Champions had a mugshot in the UI for Doomguy and he recreated all the original facial poses?

>> No.4251281

>5 minutes of invuln
jesus christ

>> No.4251293

Weird question that kind of adds to this. If they added this, would you prefer a "smooth" animation or a choppier mugshot style like from Doom1/2?

>> No.4251305

they got it near perfectly, he just needs bigger eyes

>> No.4251309

you have big guts

>> No.4251314
File: 219 KB, 680x368, 8a9[1].png [View same] [iqdb] [saucenao] [google] [report]

so cute!

>> No.4251336

What do you guys think of Doomware?

>> No.4251350

y-yeah, cute

>> No.4251369

Nice sprite work but I never really liked the Cacogirl. Imp-tan is better.

>> No.4251404

Is 300 minutes out yet? Im dying to play.

>> No.4251405

Where's her belly?

>> No.4251436

Mappers just don't vis their Quake stuff as often as they used to, and AD uses new particles/effects here and there which strain hardware more than models and shading. I'm stuck with Ivy Bridge (so Intel HD 4000) and usually don't suffer too much FPS problems in Quakespasm, but that's thanks to my i7 CPU.

GZDoom can get all over the place, and mods like Reelism usually lag in some way. C'est la vie.

>> No.4251467
File: 1.52 MB, 720x360, It's almost cute how hard these guys suck.webm [View same] [iqdb] [saucenao] [google] [report]

I just keep making these guys more pathetic.

>> No.4251472

>Mappers just don't vis their Quake stuff as often as they used to
i'm 90% sure every map in AD is vis'd

>> No.4251489

I think I need to watch it again too.

>> No.4251495


>> No.4251507

Got me thinking...
Wouldn't it be cool if /vr/ had a movie night kinda deal? Where we watch pre 99 movies and stuff.

>> No.4251541

Those plus the tripmines in Half-Life. They basically only exist to be a dick in multi-player. They don't really serve a purpose in single-player simply due to how you can usually just shoot the enemies with your guns for more reliable and less tedious effects.

>> No.4251550

I think the only time I got use out of tripmines in Half-Life was against assassins. It's incredibly satisfying to hear one go off on the other side of the room.

>> No.4251574

that'd be cool, we could use rabb.it and primewire.ag
the mods would never allow it though

>> No.4251583
File: 42 KB, 144x158, newfaggots.jpg [View same] [iqdb] [saucenao] [google] [report]

You can find full movies on youtube and use that watchtogether service... something like that.
/b/ used to do that back when /b/ was good.

>> No.4251585
File: 726 KB, 300x168, 1436153451918.gif [View same] [iqdb] [saucenao] [google] [report]

I got Cold as Hell on GZDoom 1.1.06 and the game becomes a slideshow whenever one of the messages starts fading out. I messed around the messages menu but nothing seems to work. Anyone got a good idea of what's causing this?

>> No.4251601

Sounds like the old "console messages remain literally forever" bug. If CAH prints messages every tic in a loop, that would explain it.

Use a more modern version.

>> No.4251602

Okay, then.

>> No.4251603
File: 2.91 MB, 1781x1002, Captura.png [View same] [iqdb] [saucenao] [google] [report]

I hate Quoth so much

>> No.4251623

>Vinny is streaming Weird Doom Mods again
>He is using Qzdoom but has not set it up before streaming
>his GZDoom has fucked up settings

Sasuga pizza man.

>> No.4251649

>a guy who plays memes all day and is 30 and a neet
Did you expect anything different? He's a silly guy but he know fuck all outside of old school Nintendo games.

>> No.4251661

How do you brainstorm map design

>> No.4251670

When i first started out I made my workplace, just so i could get to know the layout and stuff of gzdoom builder.

>> No.4251678


I guess I probably should of clarified

I've been working with doom builder for a long time now. I guess I just get mappers block insanely fast and I don't know what is considered good flow / good mapping. I guess I just need to post maps moar so I get some decent criticism desu ~

>> No.4251682 [DELETED] 
File: 405 KB, 359x371, b62.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4251707
File: 740 B, 32x32, guardsman.png [View same] [iqdb] [saucenao] [google] [report]

I have never played DOOM before what do I need to know before playing it?

pic unrelated my nephew made it and sent it to me, only pic on my PC

>> No.4251708

Shoot the demons, don't get hit, don't stand still.
have fun.

>> No.4251710
File: 1014 KB, 1000x600, COD_Manual0_WHATISCOD.png [View same] [iqdb] [saucenao] [google] [report]

Any of you niggers play Call Of Doom?

Its pretty fucking sweet.

>> No.4251723

yeah, i'm waiting for the new companions and that black ops version

>> No.4251725

>should of

>> No.4251727
File: 100 KB, 1420x799, call of duty demon.png [View same] [iqdb] [saucenao] [google] [report]

Does it have Call of Duty demons

>> No.4251729

Suggestion: make them loose the bones much less frequently, but make them crumble once they loose a certain ammount.
After that happens, the bones they lost home back in on the body and "reassemble" and the skellington goes rattling again.

>> No.4251732

How to speed up webms?

>> No.4251742

thats dumb
youre dumb

>> No.4251746

That would be a bitch to implement I feel. Plus I'd have to make a collapsing animation and shit.

>> No.4251760


>> No.4251769

giving it a go now, holy fucking shit i am giggling like a school girl

>> No.4251784

I'm loving it, but WHY THE FUCK do you lose the WW2 Trench class' flamethrower when you pick up a new weapon!?

>> No.4251785

You don't, try numpad 6

>> No.4251805

Do those bones hurt you and other monsters? Can they start infighting like that?

>> No.4251807

I've been on the fence about making the bones dangerous, but I think I'll leave them harmless because they'd get their shit pushed in quickly in crowds of other monsters and it'd be annoying to get boned when trying to run past them

>> No.4251837

Oh, its bound to the right hand number keys..

That's fucking ass backwards. Filthy righty scum.

>> No.4251839

What would be a good WAD to play with this? I'm just getting started and I feel like playing vanilla Doom 2 with a mod like this would kind of be spoiling it.

>> No.4251845


brutal doom submods are passé for me

>> No.4251850


>> No.4251853 [DELETED] 


I'm starting to get sick of you faggots.

>> No.4251857

wow you really showed him

>> No.4251858

He's kind of right though. That being said holy shitamole this COD mod wad is a lot more fun than I thought it was going to be, the CSG shotgun is so enormously retarded, the game acts like you're firing a fucking 20mm piece of artillery every time you squeeze the trigger

>> No.4251860

that's great but it doesn't contribute to the discussion
what's your problem?

>> No.4251865

holy shit, what is your fucking damage

>> No.4251873
File: 18 KB, 645x247, 'i wonder why the brutal doom fandom has such a bad reputation!'.png [View same] [iqdb] [saucenao] [google] [report]

You're a fucking moron.

I think "It's not for me" is a perfectly valid response if someone's asking if others that have played it.

>> No.4251883
File: 22 KB, 613x254, brutal_doom_in_a_nutshell.png [View same] [iqdb] [saucenao] [google] [report]


for a mod that's all about going "FUCK YOURSELF" and being "totally badass", the burnt lamb fandom sure can be a sensitive bunch
shame, core mod's still pretty fun, but i got real sick of the community

>> No.4251889

>Been playing lots of Doom on UV
>Try out Quake
>Pick hard difficulty
>Get destroyed by shamblers and fiends

Is quake considered more difficult than Doom? It feels much harder. Doom seems pretty simple in comparison.

>> No.4251903

Quake has fewer monsters, but they are overall tougher and do get affected by the difficulties more significantly, like how Ogres get a faster rate of fire as you go up.

>> No.4251906

Use the Nailgun/Lightning Gun on Shamblers since explosives do reduced damage also bait their melee attacks if you're close
Fiends is just a matter of never fighting in a closed spot

Quake has a few harder enemies compared to Doom but there's a lot to offset it

Super Nailgun/Rocket Launcher/Lightning Gun clear house like nobody's business and Quad damage

Both games have relatively simple enemies but Quake has stronger enemies while Doom has more enemies.

>> No.4251907
File: 36 KB, 683x536, ranger's fucking pissed.png [View same] [iqdb] [saucenao] [google] [report]

Don't play it like Doom. Backing out of a room will save you more often than just circle strafing.
Doom is a waltz, Quake is a mosh pit. Charge in, hit things hard and relentlessly, and then get the fuck out of there, or opt to get the fuck out of there while peppering the cthulu bastards.

>> No.4251913
File: 87 KB, 840x518, 4chan 2006.jpg [View same] [iqdb] [saucenao] [google] [report]

>when /b/ was good
never happened.

>> No.4251917

Can Quake's engine support a lot of monsters? Thinking about the logistics of using Q1 to make a 1996 Doom 3, and I wanna know if I can go nuts with monsters or not.

>> No.4251935

While on the subject of Quake, are there any good maps that manage to tell somewhat of a story? ad_sepulcher did this with readable books and it got me hooked.

>> No.4251936

The original engine probably can't but any modern port worth its salt (read: Quakespasm) absolutely can. Usually the hard part isn't enemies slowing it down, it's really big/complex maps not being able to vis properly and so too much of the level is visible at once.

>> No.4251945

There's other maps in Arcane Dimensions that do a similar thing. I know Firetop Mountain has it in spades as does Leptis Magna.

>> No.4251972
File: 2.78 MB, 320x240, InYourAss1.webm [View same] [iqdb] [saucenao] [google] [report]

in your ass (300min)

i don't like this map. writing maps never play well, they are inherently a linear corridor crawl, because you're playing through the shapes of letters.

worse the health/ammo available is abysmal, so you need to know entirely in advance what's coming, to plan your weapon usage, and play in the most absolutely defensive negative way in order to avoid damage - there is 1 medikit, and 6 health potions, available, and a green armour.

so i died several times. attempt #1:

right from the start you have no weapon and are faced with 4 troopers and a sergeant. okay but then as soon as you move 8 lost souls come out of the walls. running past gives a chaingun but releases 6 imps. going round the corner wakes up 4 demons. i suffered total ammo exhaustion, reduced to unpowered punching through a dozen demons/imps/lost souls.

attempt #2:

i was like "fuck this" and turned on iddt, which revealed the chainsaw behind me. the imp closet didn't open but i lost too much health chainsawing skulls. with <50% health i went up the lift and found 40 shells+ssg but up ahead a half dozen cacos and a pain elemental. i stupidly hung back trying to shoot them from afar, depleted my ammo again. eventually decided to run in to finish off the pain elemental, but took one too many hits from its death spawns and remaining cacodemon.

attempt #3:

i started off playing more carefully, and was lucky that somehow the lost soul closets at the start didn't open. i reached the cacos/elemental again with 49% health, but managed to pass them this time. however with only 14% health and the 6 health potions / green armour i was not equipped for the rest of the map. however, the next section has you fighting against only one or two monsters at a time - they might be archviles/revenants but you can't get outflanked by a single monster.

continued in next post

>> No.4251974 [DELETED] 

attempt #3 continued:

the map tries to force a switch to rockets and simultaneously teleport to a spectre and 2 lost souls right in your face, but the lines were visible, so i went having switched to something more sensible. pleased to take no damage here.

now with keycard, i opened the final stage of the map. this turned out to contain: 1 mancubus, easily removed; then 4 hellknights guarding plasma. they can be woken one at a time. finally the exit is found behind 2 barons. but here i experienced Total Ammo Exhaustion a second time. i retreated and found a half bullet clip, but getting it ate 14%(!!) of my health (not realising the nukage pool was 20% damage - i had up to then remained undamaged from the 20% i had earlier). left with no choice i tried to chainsaw the second baron but was unsuccessful.

attempt #4:

i nearly quit after having died so close to the end, but gave it one more go. started with EXTREME NEGATIVE DOOR ABUSE strategy - stand in the chainsaw secret holding the door half-open, slicing the monsters' legs. combined with infighting at the back, i remained mostly unscathed, even able to save the medikit for later.

at the nukage pool i hung back, let chaingunners start infighting, then hid on the lift alcove, sawing cacodemons that approached. as a bonus, even the pain elemental showed up to taste my blade. i lost some health in the melee (ugh, 49% again) but still had the saved medikit, plus a large number of shells to take into the next section, which from experience i was confident i could pass without taking damage. indeed the rest went fine, defeating the archvile, 2 revenants, mancubus, 4 hellknights, and 2 barons, unharmed, one at a time with the super shotgun.

with 4 shells, 2 rockets, 40 plasma and 89 bullets remaining, i had full choice of weapons to use on the final monster. to see which one i chose, watch the recording.


>> No.4251976
File: 2.84 MB, 320x240, InYourAss2.webm [View same] [iqdb] [saucenao] [google] [report]

attempt #3 continued:

the map tries to force a switch to rockets and simultaneously teleport to a spectre and 2 lost souls right in your face, but the lines were visible, so i went having switched to something more sensible. pleased to take no damage here.

now with keycard, i opened the final stage of the map. this turned out to contain: 1 mancubus, easily removed; then 4 hellknights guarding plasma. they can be woken one at a time. finally the exit is found behind 2 barons. but here i experienced Total Ammo Exhaustion a second time. i retreated and found a half bullet clip, but getting it ate 14%(!!) of my health (not realising the nukage pool was 20% damage - i had up to then remained undamaged from the 20% i had earlier). left with no choice i tried to chainsaw the second baron but was unsuccessful.

attempt #4:

i nearly quit after having died so close to the end, but gave it one more go. started with EXTREME NEGATIVE DOOR ABUSE strategy - stand in the chainsaw secret holding the door half-open, slicing the monsters' legs. combined with infighting at the back, i remained mostly unscathed, even able to save the medikit for later.

at the nukage pool i hung back, let chaingunners start infighting, then hid on the lift alcove, sawing cacodemons that approached. as a bonus, even the pain elemental showed up to taste my blade. i lost some health in the melee (ugh, 49% again) but still had the saved medikit, plus a large number of shells to take into the next section, which from experience i was confident i could pass without taking damage. indeed the rest went fine, defeating the archvile, 2 revenants, mancubus, 4 hellknights, and 2 barons, unharmed, one at a time with the super shotgun.

with 4 shells, 2 rockets, 40 plasma and 89 bullets remaining, i had full choice of weapons to use on the final monster. to see which one i chose, watch the recording.


>> No.4251980

These shamblers really are a problem...
They act like archviles but with less time to get clear of their attacks. At least they don't resurrect enemies.

>> No.4251981

oops this isn't actually a webm. i typoed the rename command. please rename to .lmp if you download it.

>> No.4251989
File: 7 KB, 642x427, portadoom_cacowards2016.png [View same] [iqdb] [saucenao] [google] [report]

PortaDOOM Cacowards 2016 released -- portable, self-contained, pre-configured Cacowards 2016 WAD browser/launcher presented as a '90s diskzine. Cacowards 2015 also available.
> https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/

>Sheer Poison doesn't seem to work with the provided version of gzDoom
Now fixed, thanks. The WAD was corrupt. Just download shpo1.wad and replace rather than have to re-download PortaDOOM again.

>> No.4251994

>monday morning
>still no 300mins.wad


>> No.4252000

This reminds me. Where is pre-Cacowards 2015 version? Or were there no such version in the first place?

>> No.4252002

Good morning /doom/

I uploaded this yesterday but forgot to link it here.

>> No.4252003

>Where is pre-Cacowards 2015 version?

A link for the older PortaDOOM should be in the news archive.

>> No.4252007

Sorry for sounding like a retard but is there a way to make Dos launcher window bigger?

>> No.4252008

Shit, there a fullscreen button, I AM a retard

>> No.4252009

what's the music, it's good

>> No.4252025

1. Parallax Breakz - Abyss (Alt A remix)
2. Alien Vampires - Fuck Off and Die (Noisuf-X remix)
3. Circle of Dust - Neophyte (instrumental)

>> No.4252029
File: 44 KB, 383x442, Mk2 Grenade.jpg [View same] [iqdb] [saucenao] [google] [report]

Immoral Conduct guy here, my hard drive fucking died. I did a backup some time ago so relatively little work is lost, but things are missing.

I'm about to have that drive sent off to specialist recovery for a pretty penny, my work, porn and waifu material depends on it, wish me luck.
These are the kind of guys who can get your data from a drive ran over by a car, so I have some hope.

>> No.4252031

Thanks for reminding me to back my shit up

>> No.4252034

I blame myself, I should have made more backups, and I should really have gotten a new computer years ago.

>> No.4252035

sorry to hear it. was it a hard drive or a solid state drive?

>> No.4252037

Reminds me of my days when the hard drive of my old pc also died and i hadn't any recent backups to keep progressing with Hunter's Moon, i even declared it discontinued for a while but for my luck, my mother's notebook had a 2 month backup i did to play there while i was away from my pc.

Nowdays i backup all my essential stuff into a external drive monthly to this shit not happen again.

>> No.4252038

The old ones are *full* of critical bugs. As >>4252003 said, a link should exist in old threads. If you really want to try out the incomplete full PortaDOOM contact me on my e-mail displayed in the current releases or via the ZDoom thread.

No, don't worry. I tried to not hand-hold everybody with such an old-style interface, but there's only so much I can cram into 80x25.

>> No.4252039

when that happened to me I got one of those hdd-to-usb adapters, plugged into another pc, got some fancy drive file recovery software and managed to get my shit back

>> No.4252040

Hope that all goes well. How did it die? Were there no signs?

>> No.4252042

I hope you can recover your stuff dude. It's a terrifying prospect to me too.

>> No.4252045

Already downloaded the old version from the news archive.

>> No.4252049

I can recommend SpiderOak ONE for online backup -- your data is encrypted on your computer before it's uploaded so they can't read it whatsoever (they don't store your password on their side at all); 1 TB is good value and they have an unlimited plan too. That way you can just 'set-it-and-forget-it' and you know you'll have absolutely everything backed up to the latest hour. -- not a shill; I actually use this service and advocate it only because it's encrypted unlike other 'cloud storage' junk.

>> No.4252050

The mechanical kind.

Yeah that's what they tried at first but no luck.

>> No.4252072

It was old and shitty, really, but basically it just went out and never came back, blink of an eye.

>> No.4252084


I deleted everything in a rage quit

I'll try tonight, thanks

>> No.4252089


>died several times

that was my plan all along

this is the correct way of clearing the level


there is a Cell Charge Pack behind the Barons of Hell, you have to make them follow you to the columns area to pass them

>> No.4252098



did you download it from this link?, it should say "in your ass"


>> No.4252106
File: 2 KB, 695x126, 1505132564.png [View same] [iqdb] [saucenao] [google] [report]

>that was my plan all along
heh. i still think the lack of health is excessive and bordering on unfair.
>this is the correct way of clearing the level
thanks, i see you also abuse the chainsaw secret door, i thought it was a bit exploitative to do so.
>there is a Cell Charge Pack behind the Barons of Hell
i missed that completely.

>did you download it from this link?, it should say "in your ass"
yes. but i didn't play it in gzdoom. my prboom-based source port ignores mapinfo, as does vanilla doom and chocolate doom.

when the final wad is released i expect it will have proper level title graphics, like this.

>> No.4252110

>this is the correct way of clearing the level
Was this tested without fast monsters on?

>> No.4252112


gzdoom with ultra violence NO fast

>> No.4252116

he also goes through the teleporter to blue key, and is able to fire on the other side without the forced switch to rockets. ability to disable autoswitch on pickup is a portism.

>> No.4252117


yes, I have autoswitch disabled

should I tweak the map?

>> No.4252128

up to you. if it were me i might put in a couple of extra medikits just to give players a bit of margin for error - but, after all, i was still able to win from a blind start after only four attempts. this isn't unreasonable. plus, many players won't be trying to do blind runs from pistol starts, they'll be bringing weapons from previous maps, or using savegames or whatever, so they won't find it as constraining.

>> No.4252140

you play doom so slow and safe, do you not find that boring?

>> No.4252143

Love your stuff, man but Absolutely Killed page is missing

>> No.4252147

Oh! Shouldn't be. I will fix and re-upload. Thank you! :)

>> No.4252156

Also, I feel like if your goal is to streamline everything as much as possible you should make something like a PUT WADS HERE directory and a list of all the iwads required beforehand. I mean it's not an issue for me or for most anons in this thread but if the goal is accessibility then it seems like a nice feature to have.
Then again, I'm just nitpicking at this point.
Did you try to contact doomworld to maybe get these compilations featured on the cacowards page? Do you have plans to do that?

>> No.4252179

Speaking of title graphics, did you actually make them? Because if you did, then can you post a download link so I can use them? Sorry I didn't release the maps this weekend, shit happens.

>> No.4252185

PortaDOOM will automatically do a number of things to make IWADs a 'non-issue';

> 1. All Steam / GOG IWADs are found automatically, including PWADs like NERVE.WAD & Master Levels
> 2. If Doom or Doom 2 WADs are missing, FreeDOOM is automatically substituted
> 3. If no PWAD is being used, the shareware is offered instead

Since I can't distribute the IWADs, PortaDOOM does as much as it can to alleviate the need to find the WAD files manually, even more so than the engines themselves do. Since FreeDOOM will be substituted in most cases, nearly everything there is in PortaDOOM *can* be played without any commercial IWADs present at all!

>Did you try to contact doomworld to maybe get these compilations featured on the cacowards page?
As yet, no. You are the first people to try this thing out. I need to know if it's well received, if it actually works etc. I will contact DoomWorld soonish and see if they object. I honestly have no idea what they will think of it. They might like it, or they might think I'm stealing / duplicating content or some such *shrug*.

>> No.4252203 [DELETED] 

eat shit you faggot, faggot spacer

>> No.4252212

What do you mean? I think you might be confused with someone else.

How I'm typing right now is the annoying spacing that's a pain in the ass to read.

I mean the guy is using enough text to use more than one line. just look at this >>4250958

The 300vr tester guy's been pretty helpful as far as I've seen, and is helping a lot without really asking for anything (except playable maps).

>> No.4252214

I don't have an account there but someone tell them Carmack and Romero don't give a rats ass if someone pirates their game or not so might as well just include the commercial wads.
It's win-win and less hassle for everyone.

>> No.4252216
File: 55 KB, 1166x437, vvcap 2017-09-11-10-59-17.png [View same] [iqdb] [saucenao] [google] [report]

Shit forgot the pic

>> No.4252220

Has anyone encountered a bug in gzDoom where custom destructible object turn into lost souls after you shot them? I've been playing Alpha Accident: Terra Nova and on map2 there are these boxes right from the start that you can destroy an get ammo from. Well, they turn into lost souls after first shot, they don't attack you or anything though. After you shoot them some more the explode and give ammo. Everything works as it's supposed to in prboom. What a bizzare bug

>> No.4252250

are you playing with any mods in gzdoom?

>> No.4252259


>> No.4252264

Has his model been ripped yet?

>> No.4252271

Not >>4252220, but it isn't working correctly in GZDoom for me either. Works fine in the last version of ZDoom though. ZScript-ism?

>> No.4252279

>someone tell them Carmack and Romero don't give a rats ass if someone pirates their game or not
They don't care, but Bethesda's lawyers might. That message board might have rules against openly sharing commercial wads so that the administrators aren't constantly being hounded by Beth's legal team.

>> No.4252281

then I guess graf fucked up dehacked support

what a surprise

>> No.4252286

Shit, now that you mention it I remember seeing a post in some of the older threads about a similar bug in context of zscript

>> No.4252331

Kinsie, would it be bad if the ammo backpacks gave BFG ammo in MetaDoom, even if it was based on chance or something?

>> No.4252339


>> No.4252341


is it impossible to force pistol start on every map for this .wad?..

>> No.4252350


I died several times recording that

>> No.4252363



is there a way to move floor and ceiling textures?

is it possible to adjust monsters height? (for the Cacodemons in the "O" room)

I think I'll remove some monsters from there, it's too cramped

>> No.4252440

You can do both of those in UDMF but not in a strictly vanilla project like this

>> No.4252442

Does Stronghold: On the edge of chaos work with the latest GZDoom build?

>> No.4252451

Nevermind, tried it out myself and it still works.

>> No.4252468
File: 17 KB, 880x655, the pain 3.png [View same] [iqdb] [saucenao] [google] [report]

Do FRIES GO WITH THAT SHAKE? (Know what I'm sayin'?)

>> No.4252474
File: 57 KB, 742x103, DN3Dclickbait.png [View same] [iqdb] [saucenao] [google] [report]

Made this because I'm tired of seeing these ads at the bottom of the thread.

>> No.4252478

haha. should be a thread image >>4250082

>> No.4252484

Is there a wad or mod, with monsters and weapons themed after fast food?

>> No.4252503

Dad pls hurry. I wanna play them maps

>> No.4252548
File: 30 KB, 240x90, DN3Dclickbait2.png [View same] [iqdb] [saucenao] [google] [report]

Image is a bit wide though, maybe one on its own?

>> No.4252557
File: 11 KB, 880x655, the pain 4.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4252563

Shamblers are easier to deal with, however, so long as you get up close and cheese them like revenants (melee attacks are slow and easy to time). Just be careful when they hit a pain animation, after which they can act quicker and screw with your momentum.

>> No.4252570

Put that thing back where it came from, or so help me-

>> No.4252583

[9-11] Doom Builder X: continuation of DB2 by anotak

>> No.4252584


>> No.4252585

i think you took "meatball demon" too literally

>> No.4252605

is term ok? i'm scare, he tweeted about the hurricane once and some other folks are tweeting about damage recently, and term is quiet

i am irrationally scared for him, only having not tweeted in 23 hours, but i'm wondering if anyone here has more info, if he's here right now, or anything else like that

>> No.4252606

i need some character class passive ability ideas, a'la quake champions


>> No.4252610

he deader than kegan

note to moderators: this post is a joke

>> No.4252620

Play 200 minutes of /vr/ while you wait

>> No.4252636



In Your Ass 1.1:

• removed the 2 Lost Souls from the Blue Key corridor (the 1 Spectre is still there)
• removed 2 Cacodemons from the outdoor area
• removed 1 Cacodemon from the Exit room
• added 1 Medikit between the Archvile and the 2 Revenants
• added 6 Health Bonus in the S corridor
• moved the first 2 Box of Shells to the front of the hidden door
• reduced Par Time to 240 seconds
• aligned a wall texture


>> No.4252640
File: 276 KB, 640x360, normal_map_sprite_test_01.webm [View same] [iqdb] [saucenao] [google] [report]

So apparently it's possible to bake normal maps into sprites and apply them with a shader. This is just a first test to verify that the geometry of the sprite shows up; the shading is not yet applied correctly.

Basically it's probably possible to make a weapon sprite that's lit from above even if you point it straight down, but not much else that I can think of.

>> No.4252647
File: 703 KB, 441x297, she did the moose oh no not the moose.gif [View same] [iqdb] [saucenao] [google] [report]

NOT JUST KNEE DEEP IN THE DEAD, Because she was totally deep when she did the freak with me.

>> No.4252652

Extremely neat. Environment mapping? Chrome effect? Certainly something to make guns look less like paper cut-outs would be really appreciated.

>> No.4252661

The normal map is just hidden from view lel

The shader grabs the color of the corresponding pixel of the hidden normal map area of the full sprite and does evil things to it. Need to figure out which of all the internal shader variables contains the camera angle to fully work this out; it works on map position instead right now because it was an easily available number I could affect in-game.

>> No.4252663

Oh and
>chrome effect
That's a brilliant idea and could be done much more easily. I'll try that tomorrow if I'm not too tired.

>> No.4252710

Soul of Evil.

>> No.4252719

How do you play a wad with a gameplay mod?
Can you play lithium with scythe 2 for example?

>> No.4252726

Load them together. Use ZDL, batch files, or command line to enforce load order properly. Generally you want mapset first, gameplay mod second, though there are rare exceptions.

>> No.4252727

Yes, absolutely. As long as two wads/pk3's do not replace files or entities of the same name, they'll work together.

>> No.4252729

ctrl click both
drag and drop on to exe

>> No.4252736

don't do this it makes mustard gas

but for real you can't control the load order with drag and drop. you will run into problems eventually.

>> No.4252746

Can I get a recommendation for maps that would play well with Russian Overkill?

>> No.4252751

Extra ammo/damage for specific weapons
Increased firing/reload speed
Increased defenses (overall, specific weapon type, splash, rear-attacks only, etc)
Ramming, where you just run into an enemy to knock them back and deal minor damage
Damage increase from quickly chaining kills
Increasing damage inversely affected by decreasing health
Gaining minor health from killing enemies

>> No.4252753
File: 2.88 MB, 320x240, conceptign.webm [View same] [iqdb] [saucenao] [google] [report]

300minsconceptign.wad (300min)

to start: giant eyeball on the floor. yikes! this is also the only place in the wad with any light - the rest is around level 80 or 96, too dark for my taste. on the far side, a pitch-dark room tightly packed with crates. it leads off into two tech themed side areas. left is a single room with glowing blue lines, right is a winding path in glowing red lines leading eventually to a power core or something. this last room is very bare, i guess he was running out of time. and spent too long overdetailing the rest of the map. seriously there are hundreds of 1-unit-wide sectors doing light gradients. i can't imagine this map works in vanilla limits.

the map is easy to win. there are 37 counted kills. the leadup to the reactor has 2 mancubi and 6 cacodemons, then 4 revenants on the core itself in a pitch dark room with no cover. but you have tons of health and blue armour. and across the whole map you get dozens and dozens of boxes of bullets and shells, and medikits. frankly it's ridiculously overstuffed with resources. elsewhere there is a baron and a couple of sergeants but any danger only really comes from not being able to see much in the dark. there are no secrets.


>> No.4252757

Teleporting a few feet away with CD
Double Jump
Life stealing melee weapon
Deals more damage with 30% and less health

>> No.4252764

Repeating my question from earlier; can you post the map title graphics that you've made?

>> No.4252779




>> No.4252780
File: 878 KB, 1280x768, that_was_the_final_battle.png [View same] [iqdb] [saucenao] [google] [report]

What a mess.

>> No.4252786
File: 24 KB, 770x1018, ss+(2017-09-11+at+04.23.20).png [View same] [iqdb] [saucenao] [google] [report]

I posted back on Saturday and someone recommended that I dial back on the symmetry and I agreed 100%. I deleted/added some new areas in the meantime. What do you think? Still too symmetrical? If anything I might have to redo that bottom square room, but I don't know.

>> No.4252794

what the heck is that? what mods, maps?

>> No.4252803
File: 2.92 MB, 320x240, IYAv11-1.webm [View same] [iqdb] [saucenao] [google] [report]

yeah sorry for not answering. i was planning to post all that stuff when i come up with a map order. which is the next thing to do after i post this video for In Your Ass v1.1. if you want them *now* instead, let me know. also, i propose we include Warrenstein as map33.

okay yeah this seems fine now. i beat it without taking a single point of damage :) (but not with fast monsters)


>> No.4252807
File: 2.59 MB, 320x240, IYAv11-2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4252814
File: 468 KB, 1280x768, weed_lmao.png [View same] [iqdb] [saucenao] [google] [report]

The Inquisitor III. Previous entries aren't that massive and are lacking some neat features like stat system.

>> No.4252817

mapset + gameplay mod hardly cares about load order

>> No.4252820

it doesn't, except when it does. then weird shit happens and you have no idea why because you're not used to thinking about load order.

>> No.4252823
File: 1.24 MB, 1680x1050, Screenshot_Doom_20170912_004308.png [View same] [iqdb] [saucenao] [google] [report]

This is hell.

>> No.4252824

That's one doomed space marine.

>> No.4252825

no, it's miasma!

>> No.4252827

Warp House page is also missing, you might also consider using pre zscript version of gzDoom for Alpha Accident because it kind of breaks the way destructible crates function (maybe some other things too)

>> No.4252835

is there a trick to this besides trying to get as much barons as possible to attack the Mastermind?

>> No.4252839

it's that sort of thing yeah. i can't talk much as i only did it on -skill 2.

>> No.4252851

> Warp House page is also missing

Gah, typos. I'll fix this with the next upload in a few hours. You can download that missing page directly here:
> https://raw.githubusercontent.com/Kroc/PortaDOOM/interlinks/PortaDOOM/pages/Warp%20House.dosmag

>you might also consider using pre zscript version of gzDoom for Alpha Accident because it kind of breaks the way destructible crates function
This is the worst aspect of G/ZDoom -- backwards compatibility is arse. I can't always know how WADs are supposed to play, so feedback like this is absolutely critical and is massively appreciated. Thankfully I already support multiple versions of GZDoom so I'll switch AA to use GZDoom 2.4

>> No.4252860


I'm fine. I'm just getting a whole ton of rain and winds, so at most I have to deal with flash floods.
Thanks, anon.

>> No.4252865
File: 7 KB, 50x50, hahaha_hamburger_by_hamburgerface1-d3cbpoa.gif [View same] [iqdb] [saucenao] [google] [report]

>term is ok
thank god
i hope that's really u

>> No.4252871

it's him, nobody else always puts a blank line between the quote and the post. the kegmeister used to, but he stopped one day. it was jarring.

>> No.4252878


That's very common, dude.

>> No.4252879


It's me.
As proof, have first dibs of a thing I've been working on, which I think will be ready to release soon.
If you're familiar with Valiant: Vaccinated, I've done the same treatment for Ultimate Torment & Torture.


>> No.4252886


>nobody else

I do that...

>> No.4252889

Looks like Alpha Accident requires no more than GZDoom 2.2 otherwise you get that lost soul glitch mentioned elsewhere on this thread (or the previous one).

>> No.4252897

for curiosity's sake, i decided to do a quick skim
and even just today alone, there's

i'm not sure how many different posters they are, but it does seem to be surprisingly frequent
i'm surprised i hadn't noticed, really

>> No.4252905

>I've done the same treatment for Ultimate Torment & Torture.
interesting. surprisingly its text file allows modifications.

>google drive link
you may be interested to know, rdwpa discovered a way to make these directly downloadable, similar to the ?dl=1 trick for dropbox
in this case the link would transform to
although annoyingly it doesn't work because file too large for virus scanning blah blah. but something to remember for future usability perhaps..?

>> No.4252906
File: 117 KB, 1323x392, Common_Grunts.jpg [View same] [iqdb] [saucenao] [google] [report]

So I had an idea for a Metal Arms inspired weapons mod but lack the abilities to make anything, but I wanted to share the idea nonetheless to maybe inspire someone:
>Mining Laser (pistol): basic laser weapon, unlimited ammo but recharges over time; level 2 grants a charging shot ability, level three increases the fire rate (double barrel) and damage
>Slingshot (fist?): basic utility weapon that throws grenades farther and at higher speeds
>Ripper (shotgun): fires saw blades at enemies, which (in Metal Arms) can dismember enemy limbs; level 2 increases impact damage and level 3 causes the blades to spin upon impact, causing them to move along their target and deal additional damage (and dismemberment)
>Scatter Blaster (SSG): single-barrel shotgun weapon; level 2 gives it an additional barrel for double the firing power, level 3 gives it longer barrels and increased ammo capacity, as well as a rapid fire mode to make it into an auto-shotgun (longer reload time when doing this)
>SPEW (chaingun): standard rapid fire weapon; levels 2 and 3 increase the damage, fire rate, magazine size, and total ammo amounts
>Rocket Launcher: traditional rocket launcher; level 2 changes it into a shoulder-carried launcher with increased damage and splash radius, level 3 causes three smaller rockets to split off from the main rocket mid-flight (damage boost)
>Rivet Gun (plasma rifle): essentially a sniper rifle, very accurate weapon; level 2 gains charging explosive shots and a scope for sniping, level 3 gains over-charged explosive shots when charging
>Toaster (chainsaw): flamethrower, no upgrades in-game but levels 2/3 could increase damage, range, and burn time
>Control Tether (BFG): a tether weapon that can control other enemies when locking onto them from behind and firing, allowing you to fight as them until they die or you exit them (you become immobile and invincible); levels 2 and 3 increase lock-on speed, reload time, and control range from the source location (you)

>> No.4252907
File: 14 KB, 445x397, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4252909

Hit the character limit with that last post but here's what else I wanted to say about the idea. The basic idea would be that you get these weapons naturally and buy upgrades to them over the course of your map progression, collecting a currency from killed enemies (washers in the actual game) and buying them from a menu of sorts.
The Ripper's main feature in Metal Arms is being able to dismember or cripple enemy limbs so they can't attack, which may not translate well into Doom so it may be best to keep it as a standard damage weapon with upgrades increasing the damage output since dismemberment would be hard to program in (but cool).
The game also features various grenades to use with the slingshot (standard "coring charge" grenades, "cleaner" which fire mini homing rockets, magma grenades, EMP grenades to immobilize enemies, and recruiter grenades which turn a few enemies in its radius to your side) but not all of them would really make sense in Doom and need to be reworked. Still, these would give more use to the slingshot.
And lastly, the control tether in MA obviously makes more sense in that game than it does in Doom, but the basic idea of controlling your enemies (or maybe recruiting them instead) could still be applied and be made useful. At the very least it has unlimited ammo to make it more fitting as the ultimate weapon slot.
Anyway, that was my idea for a cool weapons mod, cause Metal Arms has some awesome and powerful weapons that I think could be really fun (and overpowered) in Doom. Hope someone at least enjoys the idea of it or takes inspiration from one of the weapons or maybe even tries out Metal Arms. Thanks for reading all this.

>> No.4252910


All me

>> No.4252912

>i'm surprised i hadn't noticed, really
yeah same, yet somehow terms posts are still instantly recognisable. i have no idea why. the human brain's pattern matching system is a miracle of nature.

>> No.4252913

I'm on a whole different level.


>> No.4252915
File: 74 KB, 515x557, 1289900257541.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4252918

yeah most of those posts are the guy who made the In Your Ass map

>> No.4252920

That's fuc >>4252913 ing nothing, son.

>> No.4252923

Please do not top-post.

>> No.4252924


Well, shit, that's convenient. Thanks, mate.

>> No.4252926


>> No.4252937

i can't believe that term is fucking dead

i can't believe kegan isn't fucking dead

>> No.4252941

>kegan isn't fucking dead
Then where's the GMOTA update? It's been years, it's time to let go.

>> No.4252946

free retro fps for you hard working /vr/ boys, activate it on steam

>> No.4252947
File: 678 KB, 1920x1080, normal_map_sprite_test_03.webm [View same] [iqdb] [saucenao] [google] [report]

Chrome effect as suggested. Easier than I thought it would be.

>> No.4252950

my pleasure, i would like this as widely known as possible, at least until the Gargle Droove Shotwear Injuneering Teem inevitably break it

>> No.4252953
File: 60 KB, 492x908, DJdJFWoVAAEarE4.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]

apparently you're responsible for this Kegan

>> No.4252954

>duplicate product code
aw damn. What was it?

>> No.4252956

*notices your boner* OwO what's this?

>> No.4252957 [DELETED] 

i dunno i got it off @doom_txt

>> No.4252960

Super Noah's Ark 3D
did someone claim it already? either way, i'm sure they got surprised
my ruse has been sprung

>> No.4252962

Is there a good Visor/Helmet HUD mod out there?
Ultimate Doom Visor has far too much bullshit going on with it (credit where it's due, the latest version is slightly less bloated), I just want something simpler that gives the feel of Doomguy actually wearing his helmet.

>> No.4252968

+ or - on the keyboard

>> No.4252969

I want someone with artistic skill to make a mod where all the monsters wear cute outfits.

>> No.4252971

That just makes a brick/stone effect though.

>> No.4252974


you can remove the helmet texture and keep the characters in the settings

>> No.4253012

I really like the cavern area, you've given the player lots of room to manoeuvre and a couple alternate paths to pick from which is always great
The more orthogonal section though is very linear and looks to be filled with doors, it just looks like several rooms connected by hallways
Maybe you could connect that "maze-like" area to the north to initial cavern area, obviously make it inaccessible by height difference but you can give the player some immediate goal by letting them see a key or weapon or even a boss monster

>> No.4253021
File: 89 KB, 358x285, Being on fire.gif [View same] [iqdb] [saucenao] [google] [report]

Who has the best death scream in the doom games and why is it Strife Guy? He goes like HUUUUUOOOOOOOOEEEGH.

>> No.4253057
File: 2.96 MB, 1280x720, The Ultimate Doom 09.11.2017 - [View same] [iqdb] [saucenao] [google] [report]


this just keep getting better

>> No.4253071

ah, sprite conflicts

if you played an older version of Trailblazer with UTNT, one of the maps had "viewmodel" shotgun sprites raining from the sky

>> No.4253079

Interesting I never thought about connecting the top two areas. Thanks for the feedback.

>> No.4253081
File: 2.75 MB, 720x360, 2017-09-12 02-10-26.webm [View same] [iqdb] [saucenao] [google] [report]

same anon who made that drone last thread
i made a grappling hook
it's really damn fun in large maps with lots of vertical space
it also does constant damage to enemies when you hit them with it
it also pulls the enemy towards you and reduces the pull force, so you can tug-of-war demons off ledges
this will be great when i add aircontrol and monster fall damage

>> No.4253082

this looks so bad on every regard

>> No.4253085


spouting these opinions over the memenet has actually made someone stop playing the wad he wanted with the mod he wanted ever?

>> No.4253087

I don't really care

>> No.4253102

>finally get a new pc that can actually support opengl 3.0 or whatever
>can finally play Doom RPG since my old laptop potato didn't work with it
>set it up with all the maps and doom rpg addons I want
>don't feel like playing it and forget about it for days
the human mind sure is fascinating.

>> No.4253105
File: 195 KB, 1366x768, Screenshot_UrbanBrawl_20170605_220308.png [View same] [iqdb] [saucenao] [google] [report]

yo human wanna play BASKETBALLER

>> No.4253106

mate 2 years ago i got a new computer and was all excited to be able to do that virtual machine crap. i still haven't.

>> No.4253107

the cacodemon is actually the ball

>> No.4253110 [DELETED] 

Then why say anything you massive fucking faggot.

>> No.4253118

>Try to run Doom 64 Retribution on my laptop
>Get it all set up and working
>Laptop internal temp gets up to ~180F and the fans have turned into commercial airliner turbines
>Leg is on fire
It may be best not to try playing this on my laptop.

>> No.4253121
File: 10 KB, 400x400, DEL2GvlXsAAn4tH.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4253124

those who post such images already have terminal cases of shit taste and can't be helped, but it's important to let other readers know what paths they should be avoiding.

presumably he meant "I don't really care [if people don't stop playing shitty mods, but I won't stop calling them shit, regardless]"

>> No.4253125


>but it's important to let other readers know what paths they should be avoiding

seems to be working

>> No.4253128


>>Leg is on fire

let me guess, you are covering the laptop ventilation with your pants

>> No.4253136

>playing with pants on
c'mon now

>> No.4253139
File: 103 KB, 400x400, BROTHER.png [View same] [iqdb] [saucenao] [google] [report]

not him but

>> No.4253142
File: 43 KB, 641x491, PepeSerious.jpg [View same] [iqdb] [saucenao] [google] [report]


>muh such refined tastes

>> No.4253146

Here's my dream future: Bethesda makes a deal with Romero and Adrian, they fund and publish blackroom and in return, the two must work on "Doom HD" new stop motion sprites with lots of animation frames, new HD textures, restored music and sfx, Romero makes maps for a 32 level megawad with Sandy and Migee (or however you spell that). All comes included on an iwad with all episodes wadsmoosh style. Doom HD comes in 2018 on 25th anniversary.

>> No.4253148 [DELETED] 
File: 23 KB, 353x296, sdcxad.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4253150

The main vent is on the left side and I usually keep the right half balanced on my leg, and when it gets too hot I put it on a lapboard (which robs me of my smooth mouse control if I'm playing an FPS). Usually isn't a problem but the bottom gets hot when the temp is that high.

>> No.4253152

I hate everything about your post.

>> No.4253159

Explain what's wrong with it. I know Bethesda can be AIDS but besides that

>> No.4253164

Shut up, Pablo.

>> No.4253170

no-one's dream future should include zenimax/bethesda continuing to own Doom intellectual property

>> No.4253173

Making a spoopy Medieval wad for Halloween.
Decided the setting would be medieval because fuck it, there's literally no survival horror games that take place in the middle ages that I can think of.

Would you guys prefer to see a single-player experience of being in castles, woods, and villages fighting off various ghosts and goblins, or something like an asymmetrical multiplayer mode of hunters vs. goblins?

>> No.4253174

Hurr durr forgot to post my footage


>> No.4253181
File: 45 KB, 407x407, 1503498914227.jpg [View same] [iqdb] [saucenao] [google] [report]

I said besides Bethesda and you still said Bethesda. Furthermore, I'll have you know the D44M Single Player was really good

>> No.4253198

That looks so good. An inverse kind of Doom gameplay might be interesting that focuses on long-distance kills and singling enemies out because you have slow and underpowered weapons to deal with hordes. Not full stealth though, more like AI abuse.

>> No.4253206

> spooky maps with actual gameplay
yes please

>> No.4253212
File: 35 KB, 236x236, 1494099071949.jpg [View same] [iqdb] [saucenao] [google] [report]

Why are they so cute? They're supposed to be horrifying hellspawn and are literally the head of an Astral Dreadnaught repurposed into a Doom monster. So why are Cacos so adorable?

>> No.4253213
File: 1.32 MB, 896x504, pet caco.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4253217

damn someone not liking what you're playing really got you flustered, huh

>> No.4253221

because it's my opinion that that mod in particular looks like shit and I don't intend to change anyone's mind because of my thoughts on it

I can call Caillou in to help explain if you want

>> No.4253224

Singleplayer, it's impossible to do spoopy multiplayer well and Ghouls vs Humans is already the questionable king in that regard anyway.

>> No.4253230

That HD Ultimate Visor doesn't look too great, yeah. I like that it tried to emulate the visor Doomguy is meant to be wearing but it just doesn't look right. It's too noisy and if anything would be better as a basic HUD reskin instead.

>> No.4253231


>> No.4253232
File: 3 KB, 110x125, 1472430603975s.jpg [View same] [iqdb] [saucenao] [google] [report]

>I can call Caillou in to help explain if you want
hope you don't mind me using this one from now on.

>> No.4253234

Chao Garden style pet cacodemon mod when?
>Get a UAC lab faux-garden, a regular garden, and a hellish garden to take care of your cacos in and let them grow up

>> No.4253237

>Can not only pet the cacos, but feed them too
>can use different combinations of food to make them grow into different breeds of caco
>somehow add in minigames like bathing the cacos and trying to keep them in the bath because they hate it
I'd play the shit out of this

>> No.4253239

This is a great idea. Should also have new music in the new episode

>> No.4253246

>Cacodemon races for exercise and prize money
>Battling against other demon types to raise their combat stat and get more money at the risk of losing and getting your caco hurt (needs to spend time healing instead of growing)
>Cacodemons can fall in love and make babies, so you can minmax the fuck out of your cacos until you get the perfect one

>> No.4253250
File: 35 KB, 628x1650, cwilv.png [View same] [iqdb] [saucenao] [google] [report]

FAO 300manager and everyone else, here's my map order.


07 - BAY 54 - RED


17 - 300vr_anon.wad - ANONYMOUS


29 - 300minsconceptign.wad - SARAIS



all the title graphics are in this wad. its in your hands now. good luck!!

>> No.4253251

>>4253250 (me)
before i go to sleep i want to explain some of the choices.


start off with three strong levels. crash site has a great setpiece intro and progresses through a whole mission. i believe this will draw people in. then the short but impressive donuts tech demo to show off /vr/ skills. finally another great exploratory map. thus the wad passes the three episode test. hopefully by now players are hooked.

>06 - TRENCH

couple of breather maps then something longer and more involved

>07 - BAY 54

this is in map07 purely because it doesn't have any mancubi or arachnotrons. defy expectations!


the end of E1 ramps up in size and difficulty, capped off by breezeep's arena battle

>14 - TOOMB

some slower paced more exploratory caves and ruins maps for a new episode.


more challenging, but needs map15 due to secret exit

>17 - 300vr_anon.wad

gradually increasing hellish influence on earthy locations, and difficulty


first in E3, a traditional place for punching maps

>23 - MT. HECK

some easier maps to continue E3, also as charcola is always staring at purgatori's chasms, she fits best in its mapslot


these are harder than the last three

>29 - 300minsconceptign

these two are weird and don't fit anywhere else


obviously needs to be map30


all wolfendoom levels. the last one was a late submission but i think cool enough to keep in a -warp only slot.

>> No.4253253

Fuck yeah, it's out!
I'm going to actually try pistol starting for this, it only seems right.

>> No.4253254


>> No.4253261

whoops did i accidentally post the maps again? no of course not. there was no accident about it, it was completely deliberate haha. but you may want to wait because there are a few maps that still need some minor fixes, which is what i was going to do tomorrow.

>> No.4253262

three screens, three fucking screens
was it really necessary?

>> No.4253268
File: 26 KB, 352x370, Skeletor.jpg [View same] [iqdb] [saucenao] [google] [report]

I hope people enjoy my map when this thing is finished. It'll be fun to romp through this thing in an afternoon or two, wonder how long it'll take.

>> No.4253273

no but i enjoyed doing it

>> No.4253280

Wait, we don't have Perfect Faggot anymore?

>> No.4253281

Was renamed due to faggots

>> No.4253283

It's a 4chan wad. You're going to go in expecting something calling you a faggot somewhere.

>> No.4253284

Ayy you used my remake of my shitty old map. Thanks dude. Anyways if you host another one, I might actually slip something in before the absolute last minute.

>> No.4253296

What's the general consensus for best synth audio thingie?

A wad I was using didn't have a song playing for the sound i was using (microsoft synth thingie whatever)

Sorry if I sound retarded, I don't know fucking shit about midis quality in dooms

>> No.4253303

Barons are just glorified Imps who go to /fit/.

>> No.4253306


>> No.4253308

Cacos are just glorified imps that took to the skies.

>> No.4253312

cyberdemons are three glorified imps that go to /fit/ smashed together that then went to /fit/ some more

>> No.4253313

>rocket launcher with splash damage
That's nothing like an Imp's attack.

>> No.4253314

opl is the best in most cases, imo

>> No.4253317

revenants are glorified imps that use aim-assist

>> No.4253318

when I got a new computer after 10 years of having a shitty 2002 model the first thing I did was emulate Mega Man X1 on it

>> No.4253320

Arch-viles are glorified assholes

>> No.4253321

hey speaking of which, WHERE'S MY SPACE PIRATE UPDATE

>> No.4253323

i can't believe marty is fucking dead

>> No.4253327
File: 219 KB, 570x526, 1389477890237.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4253336

GZDoom supports texture shaders now? is there documentation?

>> No.4253339

It has for ages, nobody's used it for anything particularly useful though.

>> No.4253343

Has anyone tried Essential Duke? It just won't work for me.

>> No.4253348

Lost souls are just glorified fireballs.

>> No.4253357

does that make painelementals the most glorified imps of all?

>> No.4253361
File: 7 KB, 48x67, IDTHINK.png [View same] [iqdb] [saucenao] [google] [report]

. . .
Really makes you UNF.

>> No.4253369

It's a flying projectile that does damage.
It simply has splash damage, wow so original and yuuneek

>> No.4253372

you can't lift your way to explosions

>> No.4253376

Are you going to remove the awful protagonist's one liners?

>> No.4253379

>the last one was a late submission but i think cool enough to keep in a -warp only slot

why is not the secret level of episode 3?

I mean, are the other two the secret levels of episode 1 and 2?

>> No.4253380

>Implying I can't do leg day until I obtain exploding kneecaps

>> No.4253384

>the short but impressive donuts tech demo to show off /vr/ skills
It's still unfinished as heck though

>> No.4253394
File: 100 KB, 640x480, DoomFists.png [View same] [iqdb] [saucenao] [google] [report]

Joke's on you!

>> No.4253396
File: 167 KB, 750x937, ace attorney.jpg [View same] [iqdb] [saucenao] [google] [report]


will each episode be named as well?

>> No.4253403


I've just put it in a separate .pk3.
I'm rather fond of it, but now that you bring it up I'd imagine it wouldn't fit for mods with a female protagonist or a different voiceset.

>> No.4253412
File: 33 KB, 226x327, ringo_wtf.png [View same] [iqdb] [saucenao] [google] [report]



Also, Ringo in Attorney Online when?

>> No.4253425

We can do it, /vr/


>> No.4253428 [SPOILER] 
File: 27 KB, 1277x1013, 1505185232880.png [View same] [iqdb] [saucenao] [google] [report]

I'm dead, guys.

I'm dead, guys.

>> No.4253434

Figured out a cool way to add tension and risk to the game without throwing spoopy monsters in the player's face all the time: Hunting.

True to survival horror, the player can only receive health by stealing food (bread and cheese mainly, which is not common at all) or by hunting game, such as rats and squirrels. Rats pop up underground or in towns, while squirrels in wilderness areas, randomly spawning and then de-spawning when out of the player's sight.

This carries with it significant risk, meaning every time the player decides to hunt for game to replenish health, he better be damned accurate, or he might end up wasting precious arrows and losing his next meal. Eventually I'll code in so there's a half chance upon firing that the arrow will break, so you can't keep reusing your ammo.


To compensate for the rarity of health, I'll have Faith act as some sort of armor or something that the player can rejuvenate like half-life pools of healing by standing next to holy artifacts (paintings of Jesus, a crucifix, an altar of holy water, etc.)

Let me know if this idea sounds dumb.

>> No.4253439

That sounds cool as FUCK

>> No.4253465

What would the different Cacodemon types/breeds be? What stats would there be? How would you care for them?

>> No.4253476

Sound Canvas VA or Patch SC-55 soundfont will both do well for most Doom MIDIs.

>> No.4253492

I still laugh at the fucking map title.

>> No.4253507
File: 9 KB, 239x210, 1398876573187.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing Quake
>Get the Rune of Black Magic
>Go back to intro hub and see my rune of Earth magic has disappeared and the area is open again

>> No.4253510

>is there documentation?

No. Look at the shader files in GZDoom.pk3 and the (extremely severely outdated) GLDefs zdoom wiki page.

>> No.4253525

I really like metal arms and I'd be totally down for something like this.
Can we have the glitch slap melee?

>> No.4253536

I'm working on it, damn it, there's a final fairly sizable hurdle I have to cross before it's ready, I've actually been advised to save this last thing for a later update, but I'm going forward with it anyways because I like pushing my own limits

>> No.4253542

Weapon slapping could be a nice melee alternative, especially if your fists and chainsaw are replaced by other weapons, maybe bind the melee to the F key or something so you can keep RMB free for weapon-specific alt fires. I have no ability to make this mod a reality though so I'm just holding out hope that some other Metal Arms fan out there takes some inspiration.

>> No.4253565
File: 28 KB, 320x200, WE DIIIIDD ITT.png [View same] [iqdb] [saucenao] [google] [report]

Solid line up and reasoning, you've really thought about this

I for one am pretty hyped

>> No.4253593


>> No.4253689
File: 2 KB, 132x90, Knight Vision visor.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4253698

Hello, just a visiting person asking a very important question for my netseries. Is there a mash-up of moonman.pk3 and tha brute doom thing with the more violent, gory and flashy gameplay?

>> No.4253728

subscribe to my netseries and ill send you a pizza roll

>> No.4253729

That's a good one.

>> No.4253730

Ooh, I like this mapper.

>> No.4253732

Its a vanilla wad, dude. You can't change the secret exit system from map15 > map31 > map32.

>> No.4253757
File: 1.48 MB, 1600x900, daikatana014.png [View same] [iqdb] [saucenao] [google] [report]

My my, isn't it a Heretic reference I see?

>> No.4253778



>> No.4253779


>> No.4253792

Will 300 Minutes of /vr/ get a thread on the Doomworld and zdoom forums?

>> No.4253801

I like it.
Needs some zombieman pain sounds when the dude starts running and a wake sound when the others rush in

>> No.4253802

Just need a few more refinements and it'll be perfect

>> No.4253803
File: 60 KB, 1280x720, 1505207115.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4253804


How about a mod where enemies bleed revenants ? Only exception is revenants dont bleed themselves.

>> No.4253806

it would be more reasonable if there was simply a random chance that, on death, demons would spontaneously resurrect as revenants.

>> No.4253853

All of the different Caco alternatives from Realm 667 bestiary?

>> No.4253867

Which cacodemon subspecies is your favorite?

>> No.4253891

lol awesome
this would be great

>> No.4253894
File: 62 KB, 736x99, vrclickbait.png [View same] [iqdb] [saucenao] [google] [report]

Made another one.

>> No.4253895

ahaha the first one is glorious

>> No.4253897
File: 407 KB, 674x428, baron.png [View same] [iqdb] [saucenao] [google] [report]

I've got one of that anon's WebMs with all those awful graphics mods loaded together lined up for the OP of the next thread, but I guess I could use that or >>4253894 for the one after.

>> No.4253905

put alice's skeleton maid on your list as well >>4252953

>> No.4253906

That is really cool

>> No.4253910
File: 52 KB, 900x900, woah hey guys.jpg [View same] [iqdb] [saucenao] [google] [report]

Copy that.

>> No.4253932


they don't deserve it

>> No.4253958

which mod is this ?

>> No.4253971


project brutality and knee deep in zdoom

>> No.4253985
File: 33 KB, 550x550, enbloc.jpg [View same] [iqdb] [saucenao] [google] [report]

Man, this could take weeks.
I guess I'll go play some SimCity 3000 for a while I wait to hear back on the drive.

Most of the work I've done on Immoral Conduct still exists (like 96%), but there's a couple of things which are currently lost (the WIP Garand rifle, for instance), which is extremely frustrating because some of the later things I felt were coming out particularly well (again, the Garand, PING!).

I'm by no means quitting development (I've never been this productive, focused and dedicated to a project in my life), but I feel pretty certain that I wouldn't have a build that's presentable until after Christmas. Probably. Delay, is what I'm saying. I'll probably have a way better PC than this shitheap by the time I get back into it, meaning I could also take advantage of later versions of GZDoom for the Decorate functions (and maybe or maybe not bits of ZScript, depending on if my ungabunga brain can comprehend it).

>> No.4254012

Want to make another SFM where he gets two baron of hell cocks in face?

>> No.4254021
File: 326 KB, 558x691, mmmmmmmm.png [View same] [iqdb] [saucenao] [google] [report]

there's one already>

>> No.4254025


>> No.4254030
File: 49 KB, 729x96, ctclickbait.png [View same] [iqdb] [saucenao] [google] [report]

Cosmic Tides theme.

>> No.4254035

Can you do some based around the guns and weapons that've popped up over the years? Maybe some monsters too
A zharkov one would be gr8 too

>> No.4254040

These are literally just ads that I've swapped the image out for something else, the text is unedited. Haven't really seen anything that would work with weapons and such.

>> No.4254041

Wow. That's some good work then.

>> No.4254042

that makes this all even better

>> No.4254074

Zscript isn't harder to comprehend than Decorate if you make something of the same complexity you'd usually do. It's just that you can do things "the easy way" rather than do annoying workarounds like counting inventory tokens and whatnot.

>> No.4254085

You underestimate my primitive intellect, but fair enough.

>> No.4254109

Why do I only find the motivation to work on my map when I am drunk?

>> No.4254116

ETA on a beta version of 300 minutes?

>> No.4254154
File: 16 KB, 408x699, zscript sg.png [View same] [iqdb] [saucenao] [google] [report]

This doesn't look that incomprehensible does it?

>> No.4254157

it's literally just semicolons and properties in another block

>> No.4254162

Precisely. If you write your weapons like that you're already writing zscript and can introduce fancier features as you go (if you wish).

>> No.4254169

When you can easily break the sequence of events so level becomes unwinnable.
When the sequence-breaking path is more obvious than intended one.
When buttons needed for progression are more obscure and secret than actual secrets.
When Keys are given well before the doors you need to use them on.
When switch visual aid shows you something being done in places you've never been before (and won't be for the next 15 minutes)
Prison Security helping prisoners to take down player.
Swarms of mice runnin on on shiny marbles in respectable company reception booth, working as a security measure it seems, since guards and personnel think nothing of them
Sharks swimming in Nuclear Reactor's cooling system.

I'm so fucking done.

But I've come so far that I feel obliged to finish this off.

>> No.4254180

Looks almost like Decorate.

But you're saying I can skip doing a bunch of dummy items and checks/jumps to achieve the same effects?
Could one basically copy over the frames from a Decorate weapon and then retrofit it for ZScript?

>> No.4254215
File: 44 KB, 1214x185, d64r new maps.png [View same] [iqdb] [saucenao] [google] [report]

Who else is interested in this?

>> No.4254235

Who ever was saying that Daikatana is fairly playable without sidekicks LIED.

I've finished it.

I regret everything.

>> No.4254240

about 15 hours ago
scroll up

>> No.4254251

Now you know how I feel about Duke Nukem Forever.

>> No.4254252

Yes to both of your questions. You can use actual variables on your guns.

>> No.4254260

So if I wanted to make my shotgun not only reload two shells at a time (assuming there's space for at least two more and that there are two more available), but also mimic the thing in Accessories To Murder where the pump-animation is skipped if you start a reload with ammo left in the gun, and I wouldn't have to calculate a whole bunch of state jumps and checks and set up dummy items?

>> No.4254264
File: 115 KB, 641x212, russian overkill.png [View same] [iqdb] [saucenao] [google] [report]

the easiest difficulty that changes all weapon pickups to tier 9 weps shouldn't be in the bottom where Nightmare would be.

>> No.4254272

No one?

>> No.4254280

Yup. I'll also be uploading it to idgames and the Vidya site.
I'm at class now, but it's 99 percent complete, Spear of Insanity's giving me some issues though with it's visplane overflow and non lowering pillars in chocolate doom. If anyone wants to fix these issues for me so I can simply add it to the wad when I get back, the link is here:

>> No.4254285

Its reference to Russian reversal, in soviet Russia Nightmare difficulty is easier than baby mode.

>> No.4254298
File: 607 KB, 1366x768, Screenshot_Doom_20170910_223844.png [View same] [iqdb] [saucenao] [google] [report]

Jesus h & r blocking christ, i didn't know oblige could make levels like this.

>> No.4254301

You were warned about Daikatana, bro.

There's a reason it didn't make anybody be Romero's bitch.

>> No.4254302

Is that the latest Oblige version?
Also, mod?

>> No.4254319

v. 510 with death n decay
>you know what'll spice up a game?
>make a monster that can throw 80mph fastballs that can hit you around corners

>> No.4254325
File: 275 KB, 1366x768, Screenshot_Doom_20170910_215441.png [View same] [iqdb] [saucenao] [google] [report]

& fuck me i forgot pic

>> No.4254331

Hey guys, I'm working on my first map and I need some tips to make the length longer without just doing monster spam.

>> No.4254339

loop around while opening monster closets
just make the thing bigger

>> No.4254356

i'll give it a go mate. i'm certain i can fix the pillars anyway

>> No.4254365

>how do I change texture filtering?
>the very first button at the top says "texture options" yet he doesn't notice it
>keeps changing the renderer instead
Fucking Vinny.

>> No.4254372
File: 12 KB, 205x246, 1471372563033.png [View same] [iqdb] [saucenao] [google] [report]

>tfw two intellegent to map

>> No.4254378

>Expecting a 30 year old nintendrone to know how Doom works
shiggy diggy doo

>> No.4254381

We are on page 5 and aren't bumping anymore. Shouldn't we start a new thread?

>> No.4254382

The fuck does that have to do with not being blind and being able to notice the words "TEXTURE OPTIONS" on the screen?

>> No.4254390

It's consolewar faggotry, don't respond.

>> No.4254393

Vinesauce people are hilariously inattentive.

Then again, live, in front of a thousand people probably has that effect.

>> No.4254410

Do it fgt

>> No.4254465

New general when?

>> No.4254472

when you lose your virginity.

>> No.4254473

People kept saying that its not that bad without sidekicks.

DNF while boring, was not as bad.

>> No.4254483

It wasn't worth it.

>> No.4254486

As player picks up keys, repopulate areas player will definitely have to revisit afterwards. Open up monster closets (or teleport them in) in the areas player has to go back through. This way it will not be a straight ambush, but player will still have to fight his way out same way he fought his way in, and the enemy density will be more dispersed and not limited to a single encounter as opposed to a pickup ambush.

Basically put if player is not fighting anything on his way to the next objective, then you are wasting an opportunity.

>> No.4254515

Has anyone ever seen a girl competently play this game at any point ever?

>> No.4254519

>not bad
I disagree, it felt like it tried to take 90's shooter ideas and horribly meshed them with modern tactical shooter ideas, as if there wasn't quite an understanding of how to do either properly or how to make it satisfying, ending up making the combat feel shit from both perspectives. There's ways to mix these two schools, but Forever absolutely doesn't do this in a way that's good.

The leveldesign was the blandest of the blandest, the biggest problem isn't even that it's linear, it's just unbelievably uninteresting for the most part, and that's kind of an issue when this is meant to be a sequel to Duke Nukem 3D, a game widely regarded for it's wide open and non-linear levels with all of it's exploration and secrets. I could get past the levels being non-linear (begrudgingly), if there was at least a decent effort for exploration and finding secrets, but this was just horribly lacking.

This comes back to the gunplay and fighting, you can ONLY carry two weapons and reloads are largely you just picking up a new gun to replace it. This makes it difficult to actually make exploration rewarding.
In DN3D, finding a secret area meant finding a cache of sweet ammo, a cool weapon, or a useful item, you could take them and use them on the spot or save them for later.
Forever's truncated two-weapon system and gutted inventory basically kills the possibility of having exploration with rewards like these, because weapons and ammo are fleeting, you find a Shrinker and you need to either use it now, or sacrifice one of your slots to taking it with you, instead of keeping a more generally useful weapon on you, like the shotgun or Ripper, you basically only get to enjoy the Shrinker when the game lets you, which greatly tarnishes it's novelty (and not to mention it's amazing usefulness).

>> No.4254524


>Has anyone ever seen a girl

>> No.4254526

I saw one in the mirror

>> No.4254529

/doom/ in a nutshell

>> No.4254530


pls be in Earth

>> No.4254532

Trannies get out

>> No.4254534

As an example, Half-Life 2, while not quite as good as the first, had very linear levels, but it had secrets, nooks and crannies, etc.

You could find some health kits, grenades or ammo hidden off in some corner, and because there's no arbitrary weapon limit, you could take some grenades with you, you could take multiple weapons with you, maybe you find one weapon a little bit earlier than you otherwise would, you could keep the treasure you found, there was a point to exploration, it would reward you.

>> No.4254536

I didn't say not bad.
I said "not as bad as Daikatana", which are different things.

My sister played through original 3 episodes of Doom before moving onto Diablo and subsequently Diablo 2 (that was when the games came out).
She pretty much lost interest to gaming a few years after that, don't remember what else she played, but I'm pretty sure it was mostly RPGs

>> No.4254551


>"not as bad as Daikatana"
I'm not sure I agree, I think there are more fundamental problems with DNF and it's development than Dai-Katana.

Removing the weapon carry limit from DNF would go a fair bit, but ultimately the levels would need to be changed a lot, it wouldn't just be gameplay tweaks.
Dai-Katana has it's problems, but I think it wouldn't be a herculean effort to make the game passable.

This isn't the ZDoom forums.

>> No.4254558

Dont usually hang around on there, is there a tranny problem?

>> No.4254560

hi kate.

>> No.4254564

>tranny problem
Hell if I know if I'd call it a problem, but there's a few on there. No idea if they're trenders or genuinely suffer dysphoria.

I don't really care, some of them are very proficient content producers and they didn't stop being such after coming out. Their personal lives, and trials and tribulations, it's not things I invest in.

>> No.4254568

huh. Didn't know that. I still refuse to believe there is a real girl in this general.

>> No.4254568,1 [INTERNAL] 

you are all fucking retarded.

>> No.4254574

ms. gamergurl, what's your opinion on brutal doom?

>> No.4254575

Randi who started zdoom in the first place is a tranny. Then there's Coraline (3DGE) and I think one more.

I think Rachael/Eruanna is a real grill but I'm not sure.

>> No.4254578


my wife seems to know every single NES game ever, but she "grew up" of them, I've tried several times to re insert her in the hobbie with no success, she even has hinted me if I'm not too "old" for this

what bothers me is that she played countless hours of Trackmania with me when we were dating

>> No.4254585

Why does it matter to you?

>> No.4254587

Have you tried getting a Retron 5?

>> No.4254592

>telling you you're too old for something you enjoy doing
I'm yet to see anyone in a relationship where the woman doesn't try and pull this shit. It depresses me to see them give in to the retarded shaming.

I'm too dumb/unoriginal to map. I'd love to try, but I'm a bad to mediocre Doom player to begin with so I doubt I'd be able to make a fun and challenging map.

>> No.4254595

Fixed the pillars, no idea what to do with visplanes though.
If someone interested in watching someone play through their maps, here's a demopack for this release\draft >>4253250 . Demos are mixed between first-try and revisiting. http://puu.

>> No.4254601


>I'm yet to see anyone in a relationship where the woman doesn't try and pull this shit. It depresses me to see them give in to the retarded shaming.

it's like they can not tolerate the fact that you have one (or several) fucking hobbies and they don't have a single one

I'm not gonna give in, she has her own retarded addictions (she likes to buy makeup in industrial quantities)

>> No.4254605
File: 62 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4254616

>No tab for gay porn with hats--
Very good.

>> No.4254619
File: 1.02 MB, 1280x720, 2017-03-16 19-18-53.webm [View same] [iqdb] [saucenao] [google] [report]

>I'm yet to see anyone in a relationship where the woman doesn't try and pull this shit.
I say a silent prayer for being a huge faggot when I read shit like that.

But in the context of a Doom thread I must mention that all women in the community, biologically such or otherwise that I know of, seem to be talented in one way or another.

>> No.4254637

hey let's branch away from venting our issues with women and instead do an old standby


>> No.4254639
File: 7 KB, 131x200, sneaky.jpg [View same] [iqdb] [saucenao] [google] [report]

>https everywhere
>no script
>ublock origin

>> No.4254642

>It's Bob Ross Doom supposedly
>I was relaxing and listening to one of his episodes in the background as I browsed the thread
What a weird coincidence.

>> No.4254647

What's wrong with noscript? It's saved my ass repeatedly since I discovered it.

>> No.4254651
File: 515 KB, 1680x1050, Screenshot_Doom_20170913_004832.png [View same] [iqdb] [saucenao] [google] [report]

>366 monsters
>2 secrets
Here I go, I guess

>> No.4254652

I was referring to the 5 plugins as a whole, it seems overkill

>> No.4254660

It's just that the ones that are not talented do not reveal themselves as women.
After an actual girl playing VG gets her share of priveleged treament and whiteknighting in her name, they usually get fed up with it and go by without mentioning their gender anywhere.
I play Warframe (it's a guilty pleasure of mine) and 2 of my clanmates were girls. I only found out about that after we got a discord and I heard their voices.

>> No.4254662
File: 128 KB, 846x598, a.png [View same] [iqdb] [saucenao] [google] [report]

6/10 could do better

>> No.4254664

Turns out is replaces all sound effects with Bob Ross saying things. It gets fucking weird very quickly, with Bob merrily muttering about having a little bit of fun when you pick up a shotgun and murmering "Oh, that's nice!" for every pickup and ammo you find.
Strangely, I didn't hear anything about "beating the devil out of it", but maybe that's for Berserk packs.

>> No.4254667


I'm behind 7 cacodemons

>> No.4254668

i think i know that level. it gets mental later

>> No.4254674

>After an actual girl playing VG gets her share of priveleged treament and whiteknighting in her name, they usually get fed up with it and go by without mentioning their gender anywhere.
I can see that and I empathize with that. It depends on the community though - my best experience so far is Tribes: Ascend where you were more likely to get a "good shot" voice command compliment for killing a guy rather than having your manhood insulted by a 12 year old. Was in a clan with a middle aged woman and her husband back when I played it. He was the better duelist, but she had an uncanny skill with the voice chat system and would make new sentences by overriding previous commands between words on the fly.

>> No.4254678
File: 673 KB, 1920x1080, Screenshot_Doom_20170912_170402.png [View same] [iqdb] [saucenao] [google] [report]

Time to die, probably.

>> No.4254681
File: 80 KB, 640x480, 1505250372.png [View same] [iqdb] [saucenao] [google] [report]

what do you think so far? good, isn't it?

>> No.4254682

Author here. Yeah, sorry about the visplane issues, I don't usually map in vanilla format. That map is already heavily cut down from the original version. I'd try to fix the issues myself but don't know how to run shit in chocolate doom.

>> No.4254686
File: 474 KB, 200x150, nuh_uh.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4254702
File: 94 KB, 554x439, 1340819831675.jpg [View same] [iqdb] [saucenao] [google] [report]

I've only made it so AVs descend properly in -complevel 2\vanilla. I'd gladly do these boxes with METAL texture, but there's no suitable tech switch for it, so I rolled with shitty METAL2 as half-measure. Don't ask me about the Keen pillar, it was like that already.

>> No.4254706

How about you try then?

>> No.4254707
File: 674 KB, 1920x1080, Screenshot_Doom_20170912_171806.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, that just about sums up my feelings. I can't even get out of the first room.

>> No.4254730
File: 133 KB, 751x631, 1505251274.png [View same] [iqdb] [saucenao] [google] [report]

>Don't ask me about the Keen pillar, it was like that already.
no this was how it was, it didn't have a border flat at the same height as the sky

okay i will


>> No.4254734

i died with 142 monsters left because i went in a secret teleporter that dumped me in the middle of 8 imps i couldn't shoot from below, but it was great up to that point.

>> No.4254740
File: 2.27 MB, 1920x1080, Screenshot_Doom_20170912_181615.png [View same] [iqdb] [saucenao] [google] [report]



>a medieval style level in E2M9 Style

>> No.4254742
File: 113 KB, 712x421, Agitating Skeletons.png [View same] [iqdb] [saucenao] [google] [report]

This gave me some inspiration. An attempt was made, but it would have worked better if I had a more complete open-palm hand sprite to work with.

>> No.4254748

heh, i think someone's already done that with an archvile

>> No.4254761

I just don't bother unless it's somewhere where I know nobody gives a flying fuck.

My work can stand on it's own or not at all.

>> No.4254768
File: 162 KB, 640x480, doom71.png [View same] [iqdb] [saucenao] [google] [report]

You solution is better and stuff, but now you need to implement anti-retard measure for this :^)

>> No.4254770

This is some Sonic special stage shit.

>> No.4254772

haha i actually knew about that. but i figure it's not something that will happen by accident. if you get stuck in there you've done it deliberately and you must accept the consequences!

>> No.4254795


>> No.4254829

all right on second thought its an easy fix, i'm just going through looking for jumping things near moving sectors atm

>> No.4254848

wtf is going on here

>> No.4254857

I HAVE A QUESTION, are there any WAD's out yet that package Romero's E1M4 and E1M8 maps into E1 as a whole? Sort of like a "Romero WAD"?

>> No.4254862
File: 2.47 MB, 320x240, Spofinsfix.webm [View same] [iqdb] [saucenao] [google] [report]

okay here is my solution (with anti-retard measure for >>4254768 heh) and a demo for it, i've also moved a few things away from ledges to prevent jumpiness.


good luck with reducing the visplane count!!

(man why can't i get out of that red key corridor without getting blown up. it happens every time)

>> No.4254863

`engine-of-choice.exe -file DOOM.WAD E1M4b.wad E1M8b.wad`

>> No.4254885

Are there any good mods to handle death in co op, in zandronum survival co op when a player dies they have to wait for the other players to either die or beat the level which can be boring. Infinite respawns make the level a cake walk. I'm looking for a kind of happy medium, some kind of respawns or revive system. I had an idea for a mod where you had to kill a certain number of enemies to bring back your partner while you partner runs around as a ghost with minimal interaction.

>> No.4254898

I found how they did it in Left 4 Dead to be a decent system, where there were parts of the maps that could be a spawn point for dead players, they were also behind doors that had to be opened by the alive players. You would also spawn at the beginning of the next map too if not rescued.

>> No.4254910


>> No.4254946
File: 853 KB, 1920x1080, Screenshot_Doom_20170912_204856.png [View same] [iqdb] [saucenao] [google] [report]


well, seems to be true

>> No.4254975
File: 950 KB, 1920x1080, Screenshot_Doom_20170912_210558.png [View same] [iqdb] [saucenao] [google] [report]


I didn't like it

>> No.4254987

why are you staring at the ceiling

>> No.4255014

How do you disable the ammo low indicator on Ultimate Doom Visor? I've been enjoying it outside of that.

>> No.4255058


>> No.4255082

So does anyone actually LIKE Plutonia?

>> No.4255083

That would be interesting to put in Doom. Obviously you couldn't do closets because a level would need to be designed around it. Maybe have one of brutal dooms captive Marines be randomly spawned somewhere in the map a bit after a player dies and when freed instead of spawning an NPC it respawns the a player.
I know about maxlives, it just doesn't solve the problem in a way I like, it's really just delaying how long it takes a player to be taken out of the game.

>> No.4255112

>Page 9

>> No.4255120


>> No.4255126

I've always preferred TNT. I need to play them both again but I recall TNT's maps doing cool stuff and Plutonia being rather meh.

I also like that TNT has its own soundtrack, unlike Plutonia which reuses music from Doom 1 and 2.

>> No.4255138

I'll do the new thread but I'm not the anon that does it

>> No.4255140

yes, this is Page 9.

>> No.4255141


>> No.4255142

who is this?

>> No.4255146

how'd you get this number?

>> No.4255147

What's that one mod where you're in your room with Linkin Park playing in the background and the only weapon you have is a pistol that's pointed towards you?

>> No.4255150

i looked at the yellow pages

>> No.4255152

is this the payne residence?

>> No.4255163


>> No.4255170
File: 9 KB, 187x270, DoomguyDB.jpg [View same] [iqdb] [saucenao] [google] [report]

new thread:


>> No.4255176

It's one of the most popular maps and was pretty much the most popular IWAD back in the pre-Skulltag days when most people still used ZDaemon. So much so that it got 2 "sequels" that won cacowards.

>> No.4255283

Are there any Godzilla themed WADS?

>> No.4255348

what's with this influx of "wow who actually genuinely likes plutonia" posts lately

>> No.4255369

Where do I find the DarkPlaces Engine for Quake?

Doesn't look like its on Moddb..

>> No.4255375

That is to say, it IS listed, but files for the actual engine aren't on the website, it only lists other mods under the DarkPlaces page.

>> No.4255375,1 [INTERNAL]  [DELETED] 

MT. HECK >>4189391
TOOMB >>4191693
PURGATORI >>4205031
COLLIDER >>4205856 >>4245236
BAY 54 >>4208242
SYNDICATE >>4210901
GRAVELAND >>4213213 >>4215303
PERFECT HATEMAIL >>4218681 >>4223210 >>4223642
BLOOD FEUD >>4226638
PRAISE VANILLA WIZARD >>4230890 >>4243619
CRASH SITE >>4237253 >>4239495
GO SLOWLY >>4242731 >>4246275
CURSE OF THE DONUTS >>4243706 >>4244564
ICON OF SHAME >>4247080
TRENCH >>4249152
IN YOUR ASS >>4251972 >>4252803
CONCEPTION >>4252753

>> No.4255375,2 [INTERNAL] 

BAY 54 >>4208242
BLOOD FEUD >>4226638
COLLIDER >>4205856 >>4245236
CONCEPTION >>4252753
CRASH SITE >>4237253 >>4239495
CURSE OF THE DONUTS >>4243706 >>4244564
GO SLOWLY >>4242731 >>4246275
GRAVELAND >>4213213 >>4215303
ICON OF SHAME >>4247080
IN YOUR ASS >>4251972 >>4252803
MT. HECK >>4189391
PERFECT HATEMAIL >>4218681 >>4223210 >>4223642
PRAISE VANILLA WIZARD >>4230890 >>4243619
PURGATORI >>4205031
SYNDICATE >>4210901
TOOMB >>4191693
TRENCH >>4249152

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