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4259628 No.4259628 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4255168

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.4259629


300 MINUTES OF /vr/
-Speedmapping project managed by 300manager !Os4LYDp5eQ
-33 maps submitted
-No official release yet?


-Project ends on the 24th of September
-All rules found here

-Looking to update the OP, suggestions are welcome

=== NEWS ===

[9-13] The Ultimate Torment & Torture: Supportive Edition; a mod friendly edit

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

[9-11] PortaDOOM Cacowards 2016 released

[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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4259654

What's the .wad equivalent for build engine mods? Thinking of adding support for that stuff on thevidya.site

>> No.4259657

.con? I dunno, I just started trying to run Duke mods. Essential Duke, in this case. And unsuccessfully so far.

>> No.4259664

Would be neat. If I were releasing a wad/mod soon thevidya.site would be the first place I'd throw it up on. I like the idea.

>> No.4259707

So can we make a list of and agree on what are the most popular and iconic maps of Doom and Doom II?

>> No.4259708


no such thing

>> No.4259741

is there any way to make the text on the automap screen bigger in GZDoom?

>> No.4259762

I only came here to say that doomguy would win. Those punks are weak and have to work together.

Just another npc.

>> No.4259763

Map 30

>> No.4259775
File: 820 KB, 600x2850, 1505376020941.png [View same] [iqdb] [saucenao] [google] [report]

I think this might need an update

>> No.4259782

the first map

>> No.4259809

Yah. GDX should get a mention on there.

>> No.4259919

Doom engine MMO

How possible is it?

>> No.4259926

not at all

>> No.4259929

I'd prefer it to not be possible thanks

>> No.4260002


>> No.4260007


It isn't possible.
It's one of those things that even just the concept goes against the limits of the engine.

>> No.4260024

Could you even keep persistent stats attached to an account on a server? That plus Hexen's hub based levels would be the closest you'd get, probably.

>> No.4260036

Personally I love E2M2

>> No.4260059

E1M8. Simple; but serves well for it's purpose.

>> No.4260068

Hey, listen to this, https://youtu.be/z81virrz6TY
Now, listen to this, https://youtu.be/GSMlScD6J0I

>> No.4260084

no fucking shit

>> No.4260085

How do I run the Twin Dragon and Wanton Destruction expansions for Shadow Warrior?

>> No.4260091
File: 19 KB, 261x226, NEDM1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4260093

doomguy is one of the emperor's previous incarnations

>> No.4260109

welcome to two and a half decades ago

>> No.4260120

is this your first day playing Doom? Welcome aboard

>> No.4260180

Holy Shit. I can't believe Iron Maiden ripped off Duke Nukem

>> No.4260182

maybe not doom engine, but doom themed would be cool.

>party of guys with various weapons and items - health packs, armor, etc.
>go on raids into abandoned bases or hells
>kill massive demons of hordes of former humans
>get loot and xp
>leeroy jenkins shit
>could be 1st person or 3rd person or both

>> No.4260187

>Thing is, you're NOT the doomguy

>> No.4260193

yeah you're a bunch of marines. A bunch of guys who end up facing doom. Its doomguy X [however many are in your party].
Each having a different weapon would be cool. There could be a medic marine, a few heavy weapons guys, a commander, radio man, etc.

>> No.4260197

Would it also let me HEH-HEEEEH with everyone else?

>> No.4260201
File: 74 KB, 350x447, 1463635864174.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4260212

I don't know what that is.

It would be cool to have different factions though. Players could play as Demons, marines, former humans and perhaps some other faction.
Kind of like Eve Online with a more free-form player driven control of areas and potential for massive battles

>> No.4260213
File: 1.88 MB, 640x360, 1479764009264.gif [View same] [iqdb] [saucenao] [google] [report]

>only slaughterwads are ever played

>> No.4260217
File: 538 KB, 320x240, Browsing doom threads.gif [View same] [iqdb] [saucenao] [google] [report]

>I don't know what that is.
You poor soul. It's the DSTAUNT from Skulltag.

It still makes me laugh

>> No.4260235
File: 64 KB, 118x109, 1451364483838.gif [View same] [iqdb] [saucenao] [google] [report]

So, I've been playing my very first playtrough of Doom 2, and even tho I don't exactly want to be told how to do it, I'd like some reassurance that there is in fact a way to beat the final boss.

Maybe my brain is just fried because I've been playing for a few hours and tomorrow I'll figure it out, but I did wanted to finish today...And I am kind of annoyed at the fact that it isn't a straight fight like in Doom 1.

>> No.4260239

that peaked when some guy used it in a meme aaliens video.

>> No.4260240

of course you can kill the icon of skin, look on the boss and you should notice something weird on him, and there should be something in the level you can interact with to help you get at said weird thing. Only one weapon will work

Which one?

>> No.4260241

>Only one weapon will work

>> No.4260243

Actually before I try, does the fucker give any signs that it's actually taking damage? What bothered me the most was that he didn't seemed to.

>> No.4260246

Oh you'll know when you score a hit, he makes a fucking racket.

>> No.4260249

uh, the one where people fly through space. there's a song i don't know what it's called. derrr der der, der der-derrrrr

>> No.4260252

Oh, this https://www.youtube.com/watch?v=h8ytMuzfrMo

>> No.4260261

that's the one, has a melody that sounds like the oboe setting on a $10 casio. then it goes huhhuuuuh all stretched out.

>> No.4260282

To win the game you must defeat him, John Romero.

>> No.4260290

i think that would be worse. tormentor's maps are all utterly dull corridor crawls with fancy graphics. he doesn't understand what makes doom great.

>> No.4260308
File: 244 KB, 1626x879, explorer_2017-09-14_22-06-54.png [View same] [iqdb] [saucenao] [google] [report]

WinRottGL keeps crashing
Please help?

>> No.4260309

I was literally unabled to hear the scream amongst all the fucking noise going on behind me.

Thanks for the reassurance tho

>> No.4260313

>>4260235 >>4260243 >>4260246
you have to do this awkward thing where you shoot rockets off a moving lift. if you get the shot on target it screams. you have to do this three times (unless you're Looper or Zeromaster or one of those guys).


i hate it.

>> No.4260314
File: 17 KB, 640x359, firemaces, how do they work.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing through 300vr on UV consecutively - not pistol starting
Actually works because I'm always low on health but at least have some small amount of heavy weapons and ammo to deal with bigger threats.

I'll start a map with 30 - 50 health and then have to be pretty careful throughout.

Some of the maps are pretty tight on health on UV, which is a good thing imo.

>> No.4260316

It threw me off that I was both unable to hear his screams and confused about why the rockets weren't auto targetting him.

>> No.4260320

>unless youre looper or zeromaster
is there a pixel perfect spot that you only need 2 shots? or do you mean they only use the lift twice?

>> No.4260350
File: 477 KB, 1280x960, Quake 2.png [View same] [iqdb] [saucenao] [google] [report]

How do I get Quake 2 to work correctly?

If I set it to software mode then the titlebar will stay there even if I select full screen.
If I set it to OpenGL the titlebar disappears but everything becomes so blurry that it's impossible to distinguish terrain from the enemies.

>> No.4260357

Is there a way to convert DOS-box Doom saves to be usable in GZDoom?

>> No.4260367

>is there a pixel perfect spot that you only need 2 shots?
yes. although it seems the recording is tool assisted and doesn't have monsters.


>NoMo Looper PRBoom 0:31 TAS
>Kills Romero with two rockets.

>> No.4260369

>>4260367 (me)
so yeah i don't know if this has ever been done in a "real" demo, it is 5 years old though so they've had time to practise it

>> No.4260370

well turns out latest 30uv still uses three rockets

>> No.4260390

>make big level
>set difficulty to nightmare
>friendly fire on
>block off exit

>> No.4260392

tried Alt-Enter?

>> No.4260412

What Astartes chapter would Doomguy best fit in?

>> No.4260416

Ultramarines, because he's a big fucking Mary Sue.

>> No.4260417

Alt+Enter only switches between true window mode and this fake fullscreen mode that still has the title bar and borders.

But on Google I found a way to make opengl less blurry so I will just use that.

>> No.4260418

Not really MMO, but a co-op oriented hub-based WAD.
I've had this idea that would require too much effort to do so ill just put it here

A hub-world - a large map with 7 differently themed "dungeons" each leading to one of the 7 mini-episodes.
Mini-episode is 3 big maps with environments and monsters adhering to a theme with a boss in the end.
Each episode has a common slew of monsters that appear in every episode just with different "skins", but also two or three entirely unique enemy types.
Once you defeat a boss, those unique enemy types appear in all other maps, so that no matter in which order you play the episodes game difficulty and monster count raise with progression.

Probably add several classes that differ either in active skills and/or weapon sets with some sort of progression.

>> No.4260423

can we stop with these meme already? it doesnt exist. just delete it in the next thread

>> No.4260427
File: 24 KB, 738x137, whens QUMP.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4260434

is this guy's talent such to make it worth waiting on him for 5+ months / indefinitely?

>> No.4260438

No. Motherfucker went on vacation instead of finishing his map six months ago.

>> No.4260445

that's not really what i was asking. is he a proven talent who does maps for quaddicted/mapjam/whateverthosethingsare or is he just some noob with no experience? what is the likely expected quality of his map? is it worth delaying the whole project to wait for him?

>> No.4260468

literally Cleve of quake map making

>> No.4260469

>is he just some noob with no experience?
most of the mappers for qump are, yes. That's the entire point of the project.
We should not have accepted him joining late was the problem and he is a very slow mapper as well as having a life. He's nearly done though and the extra time allowed some of the other mappers to polish their maps up, one only finishing a few weeks ago.

>> No.4260472
File: 64 KB, 500x680, 1487533082500.jpg [View same] [iqdb] [saucenao] [google] [report]

>want to make a custom sky for my Doom maps
>remember I don't have any artistic talent
C'est la vie

>> No.4260478
File: 3 KB, 107x100, mfw checking in.jpg [View same] [iqdb] [saucenao] [google] [report]

>wanna learn a skill
>remember that talent does not exist
>start learning a skill from basics
>after time acquire such skill

>> No.4260481

>remember that talent does not exist
t. person born with talent who doesn't understand why everyone gives up because they had such a big head start that they never knew failure to begin with

>> No.4260493

Bye Bye American Pie ripped off Alice In Chains, not Pantera:

The Doom track you were looking for was Untitled:

>> No.4260498
File: 357 KB, 567x354, demonsteeleold.png [View same] [iqdb] [saucenao] [google] [report]

>I don't have any artistic talent
It's not like you can't use preexisting images and photoshop stuff together.

>> No.4260513
File: 25 KB, 690x388, painkiller_690x388.jpg [View same] [iqdb] [saucenao] [google] [report]

what do you guys think of painkiller games ?

>> No.4260534
File: 88 KB, 640x480, test.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm glad to see some people still like real video games.

>> No.4260538



>> No.4260545

I would maybe have thrown something together for you quickly, but I don't have Adobe Photoshop CS3 since the harddrive crash.
I do have a few ready ones lying around.

Of course, it wouldn't have been paletted so you might not have any good use for it depending on what you need.

>> No.4260546
File: 394 KB, 1920x1080, 20170914161641_1.jpg [View same] [iqdb] [saucenao] [google] [report]

the title screen of doom the way id did it is so good
I think I slightly prefer it over the original doom cover

>> No.4260547

Blood Ravens because he picks up absolutely fucking everything.

>> No.4260549

They were alright for the time, mostly, bit overrated now.

I'm not a fan of the waves and waves of spawning in enemies for every single room you enter.

>> No.4260570

Can't unsee the chin on the lower right baron, though

>> No.4260587

christ that first article

>Oh boy, looks like it’s suicide again for me.
when referring to simpsons doom, unironically quotes new simpsons, showing his [under]age and shit taste.

>In nuts, you are placed in a huge courtyard, with over 100,000 of the game’s enemies,
gets the number of enemies wrong by a whole factor of 10.

>As you can see, [nuts.wad is] basically a Trump rally.
has to drag politics into everything

>I just like to see how long I can watch the Imps and Cyberdemons murder each other before they kill me
these aren't even in the same room. you haven't actually played the wad have you?

>Bethesda’s Doom reboot should be out on May 13th
ah there we go. it's a marketing plant. we'll give you next months rent cheque to write an article about doom. don't praise the new game overtly, but keep reminding your readers it exists.

>> No.4260595
File: 436 KB, 1366x768, Screenshot_Doom_20170915_160350.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4260598

>has to drag politics into everything
Not even in a funny or clever way, might I add.

>> No.4260601
File: 567 KB, 1366x768, Screenshot_Doom_20170915_160641.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4260604

>red streams
I think he needs to get that looked at

>> No.4260631
File: 2.62 MB, 320x240, IconOfShame2-642.webm [View same] [iqdb] [saucenao] [google] [report]

icon of shame (300min)

if you want to kill the two cyberdemons you can't teleport forward, get the BFG, and come back for them. this was the case previously. however, now it's that much trickier because the blood is a damaging floor! ouch. the rest of the map is the same, as far as i noticed.


>> No.4260639
File: 1.38 MB, 1543x2719, Doom 1.jpg [View same] [iqdb] [saucenao] [google] [report]

someone has "So, you want to play some Doom" v2 through 5?..

>> No.4260648
File: 2.99 MB, 540x403, you're not a medikit.gif [View same] [iqdb] [saucenao] [google] [report]

Fuck it, I'm setting up CS3 right now.

If you tell me what you need, I can give it an attempt.

>> No.4260697
File: 47 KB, 640x360, _59995499_jupiter_from_ganymede,_artwork-spl.jpg [View same] [iqdb] [saucenao] [google] [report]

That'd be really cool if you did that, thanks anon.

Anyway, what I had in mind was a sky you'd see on Ganymede's surface, something like this.

>> No.4260704
File: 145 KB, 1366x728, MAP01 at 2017.09.15 10-58-14.048 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

how come it's making me move every vertice individually
what dumb ass hotkey did i press

>> No.4260713

Ah, crater mountain line, black space with the odd star, and then Jupiter?

Not sure how close Ganymede is to Jupiter but I suppose I could try to make it identifiable.
What resolution? 256x128?

>> No.4260720

v or alt-v I think

>> No.4260734

I tried that, it just disables the wire-frame pyramids visually

>> No.4260751
File: 110 KB, 1366x728, MAP01 at 2017.09.15 11-28-45.124 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

Wait, it works I just had to put them all to the same height first

>> No.4260768


anon, Doomguy looks like Girlyman

>> No.4260775
File: 553 KB, 960x718, 1422083090264.png [View same] [iqdb] [saucenao] [google] [report]

>Ah, crater mountain line, black space with the odd star, and then Jupiter?
u no it

>What resolution? 256x128?
I believe so. I'm making Boom maps so whatever you think works best for that format.

>> No.4260796

what was the name of that doom 4 mod that had an hilariously extremely crunched version of the live action trailer play on the title screen

>> No.4260812
File: 57 KB, 1041x217, ganymede looped 2.png [View same] [iqdb] [saucenao] [google] [report]

I don't have any sourceport installed, but give this a try. I trust you understand how to implement a fourways sky into Boom.

I ended up looping it, deleting the extra Jupiters, then rearranged the copied stars, otherwise you would see multiple Jupiters.

>> No.4260823

For some reason when modern hipster devs try to make "le-oldschoole schooter liek Doom" they either end up with primitive wolf-clone that is even more primitive than wolf itself, or a "Get locked in a room until you kill everyne, proceed to next room, rinse, rpeat: game". The later can be mostly attributed to Painkiller influence since many wannabe gamejournos (in the worst sense) at the time were calling it "oldschool like doom", ignoring hte fact that actual Doom almost never locked you out until you kill everyone (except for bosses, but that's bosses).
Even the Doom '16 did not escape that.

Pinkiller on its own was fine. It's influence on how dev's vew oldschool FPS is terrible.

>> No.4260831

Wasn't it Serious Sam that popularized the "get locked in a room until you kill everyone" formula though? I also remember it being called "old-school" and some magazine I read at the time even directly compared it to Doom

>> No.4260836

>"get locked in a room until you kill everyone"
>Serious Sam
Did you actually play it?

>> No.4260838

"get locked in the arena" then

>> No.4260846
File: 1 KB, 194x75, 576314-android_dummy.png [View same] [iqdb] [saucenao] [google] [report]

Serious sam had more going for it than just "arena arena arena" though.

>> No.4260852

Sam is guilty of that as well, but we were talking about Painkiller. Both of them were touted as "return to simpler, oldschool roots" by journos so both are equially guilty of it.

Yes, but the level structure still was area-get locked until enemies are dead-next area, even if the areas themselves were huge.
Second Encounter was better in that regard, but still used that structure most of the time.

>> No.4260854

a bit more like contemporary slaughter maps

> enter large area
> you need to get through said area
> it is chock-full of enemies

>> No.4260858

"Le oldschool shooters" follow Painkiller's "lock you in a tiny room with a handful of enemies" more than Serious Sam's "kill this massive horde in this gigantic field to progress with occasional normal level progression"m

I really enjoyed Painkiller but it did a number on old-style shooters, I hate it. Why the hell does everything have to follow it.

>> No.4260860

not him but, ooh nice job.

>> No.4260861

good map design is hard, lockins are easier

>> No.4260863

Arcane Dimensions: The Standalone Retail Game


>> No.4260864
File: 42 KB, 422x227, file.png [View same] [iqdb] [saucenao] [google] [report]

case in point picrelated


Yes, but SS still locked you until you clear the encounter most of the time, which is the point of similarity.
Besides nobody who writes reviews can actually distiguish the differences between SS,PK and Doom so they all just bundled them together as "oldschool", differences be damned

>> No.4260872

good map design is being done for free from the community all the time, I don't understand what's so hard about doing the same shit except in a paid, more polished product

>> No.4260875
File: 60 KB, 466x367, hedgehog.gif [View same] [iqdb] [saucenao] [google] [report]

>find phaseshift armor and boots
>mod them into cybernano armor and antigrav boots, and add another agility mod each to them

Angel of 100/666 is fun.

>> No.4260879

Community does it because they care about the game they are making maps for.
AAA Developers do it because they create "Cinematic Experience" and said experience can only be achieved if presented from strictly regulated point that severely limits player agency.
Indie Devs do it because they want it the easy way and locking player in is the easy way.

>> No.4260880

yeah, that's the mystery. maybe because doom is easier to map for, so you can concentrate on the layout rather than worry about millions of tiny details.

>> No.4260884

aw, is .gif but not animated

>> No.4260891
File: 140 KB, 1366x728, 1505490132624.jpg [View same] [iqdb] [saucenao] [google] [report]

For future reference this button toggles the vertices

>> No.4260895

all right. you've posted this thing once too often and now i have to ask. just what the heck are you making?

>> No.4260915

you have upset adorable anon over here
I hope you're happy now

>> No.4260954

Do any of you guys use shadowplay? I want to record some gameplay vids and put them on youtube but the problem is the recorded audio is too low using nVidia shadowplay. I can't have the capturing audio at max without also having the main headphone volume at max. I've demonstrated the problem here: http://webm.land/w/z7Sz/.

That video was captured using nVidia's software so you can hear the audio fluctuations for yourself in real time. I basically need to have the capture audio at max for a decent recording, but that will be too loud for my headphones/speakers. If I turn down the main volume the capturing audio is turned down as well, it's fucking dumb.

Do any of you guys have this problem? What do? Is there a good alternative to nVidia capture that still records 1080p+60fps perfect while barely taking a performance hit? What do you use? Thanks.

>> No.4260960

fraps or obs

>> No.4260965
File: 32 KB, 78x28, smile_pseudogigant.gif [View same] [iqdb] [saucenao] [google] [report]

Was there a WAD that allowed you to play Doom 1 levels with Doom 2's extra items and enemies?

I mean either a way to play Doom 1's episodes with Doom 2's expanded arsenal and mod compatibility, or redone campaigns to include the new enemy types.

>> No.4260968

Bandicam is good, can use external codecs.
Get cracked version from torrents. Search for "bandicam portable" tha would get you a good one.

>> No.4260973


>> No.4260980


>> No.4260983
File: 40 KB, 1024x128, ganymede looped 1.png [View same] [iqdb] [saucenao] [google] [report]

Here it is as a ready patch for GZDoom to just put straight in.

Save it as GANYMEDE and put it in your .wad or .pk3, then use the console command CHANGESKY GANYMEDE to see how it looks ingame.

>> No.4260984

Also, if you're editing it in adobe premiere, you can shrink the size of the video by setting the format to h.264 and the preset to one of the android tablet settings then messing with the bit-rate, or just use ffmpeg

>> No.4260986

well, there was KDIZD, but i wouldn't recommend it.

>> No.4260995

PSX Doom has Doom 2 enemies but I believe it omits the archvile

>> No.4260997

I think one of the versions of Romero's Heresy does it, also there's Wadsmoosh that you can use.

>> No.4261026
File: 303 KB, 1280x1024, Screenshot_Doom_20170915_142352.png [View same] [iqdb] [saucenao] [google] [report]

Aye, this.

I'd like to see Croteam or someone of a similar vein hire the usual slaughtermap casts- some of them are really stunning.

>> No.4261034


>> No.4261038

There's a mod to randomly replace doom1 monsters with doom2 variants, but I think it's buggy on new zdoom.

>> No.4261045
File: 764 KB, 1280x696, TheMajor.png [View same] [iqdb] [saucenao] [google] [report]

I only kinda wanted it because I was sort of really enjoying Project Brutality w/ UDV on the UDV Truly Brutal setting just b/c it reminded me of a better Project Brutality, but getting annyed with maps with constant Cacos and Barons. Playing it through on E1M1 now though... Yeah this difficulty isn't fun anymore, it's just annoying.

Why does practically every mod like Brutal Doom have difficulties which increase enemy reaction time to a ridiculous degree? It breaks numerous encounters in both games to a ridiculous degree. In Brutal Doom it makes the first Spider Mastermind fight genuinely impossible, plus try dodging damage when enemies can shoot you through the bottoms of opening doors.

It's a neat idea but there's numerous flaws in how it works. PB is balanced MUCH better than Brutal Doom ever was, the rifle is practically a second shotgun that slots in really well with the other guns, but a lot of little things and optional features between PB and UDV just don't work, especially on higher difficulties like Truly Brutal.

Anyone mind a short post on why this shit doesn't work?

>> No.4261063
File: 372 KB, 800x535, Edumacation.png [View same] [iqdb] [saucenao] [google] [report]

*reminded me of a better HIdeous Destructor


Fuck it I'll drop the post here:

>The optional Bleeding and Energy system of UDV is a cool idea for punishing players who do badly and rewarding players who do well to avoid damage. It works especially well when combined with Truly Brutal that lowers your movement speed, and a low setting on Project Brutality's Health regeneration like 10 or 15, so if you avoid damage when bleeding, you can theoretically get over it instead of NEEDING a health kit or a stimpack to get you over 35.
>The problem is You'll be taking damage so often from sources you genuinely can't avoid due to ambushes and enemies who will always hit you for considerably more damage than you can kill them for, even if you play tactically and cautiously. You'll usually be around halfway down your health bar with maybe 25 armor, and there's not much you can do except hope a grenade frags that big enemy who's been a trouble.

>High enemy damage and their aggressiveness enforces a playstyle where instead of camping shit cautiously, you can easily get trapped if not careful, forcing an aggressive playstyle of charging enemies so you don't get ganked.
>Problem being some enemies track too fucking well, and enemies like Revenants especially will wreck your ass with splash damage. You run out dodging shots and before you know it you're down to 15 health and hobbling, and you can't avoid that next fireball. You're fucking dead kiddo. You also can't really play tactically, forcing enemies through doorways happens more by accident than strategy and because of the above aggressiveness. There's also no happy middle ground between the two or way of switching tactics up that benefits most situations and mapsets.

>Damage scaling is leveled on many enemies to prevent tougher enemies from doom 1 hit projectile kills when you have 100HP.

>Spectres move WAY WAY too fucking fast

>Bigger enemies like Barons take less explosive damage because??????

>> No.4261065

Speaking of quake 2

Does someone has the Generations Arena weapon Rips for Q2? i heard those works even on software mode

>> No.4261080
File: 462 KB, 1366x768, Screenshot_Doom_20170915_144641.png [View same] [iqdb] [saucenao] [google] [report]

High Noon Drifter + Brütal Doom Monsters is an interesting experience. Headshotting zombies with the revolver feels nice.

>> No.4261084
File: 605 KB, 1366x768, Screenshot_Doom_20170915_151317.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4261086
File: 35 KB, 540x960, 1504342508012.jpg [View same] [iqdb] [saucenao] [google] [report]

>forgot to backup all my self-made maps before formatting the computer
>don't feel that mapping heat anymore

>> No.4261103

t. someone who has no idea what a meme is

>> No.4261112

Not retro.

>> No.4261170

Is the map order of 300Min final? map28 and map29 are too weak to take these slots, imo. Perfect Hatred works better as map29 (despite being kinda bullshit)

>> No.4261171

Where would I upload a newly made Doom map? It seems like there are a dozen "/idgames archives", which I assume is the result of many of them being mirrors, but which one is the "canonical" one used by the community? Or is there even a consensus?

>> No.4261175

meant to write "Perfect Hatemail"

>> No.4261184

I know that feel, bro.

>> No.4261205

doomworld /idgames is the one you upload to

there's a stickied forum post on their forums about how to upload to it

>> No.4261207

there is one /idgames, at ftp.gamers.org. and a half dozen mirrors of it, the primary one being at ftp.fu-berlin.de
technically it's independent from doomworld, but everyone uses doomworld's frontend because nobody wants to deal with bare ftp directory listings when they can have nice web pages with all a wad's information presented nicely.

>> No.4261217

idgames own uploading instructions are here
general information

>> No.4261261
File: 317 KB, 1280x1024, Screenshot_Doom_20170915_163322.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4261287

>try Chocolate Doom after all this time playing it with GZDoom
>It only ever loads up Doom 2
I've nothing against Doom 2, but the original game was my favourite.

>> No.4261296

I don't know anithingh about the previous but the last one was fun

>> No.4261298

-iwad doom

>> No.4261301


You have to make a .cmd file for every iwad, or have only the one you want in the same folder as the chocolate exe

>> No.4261308

How would you make a .cmd file anyway?

>> No.4261315


Just create a .txt and change the extention.
Check the faq for chocolate to see the commands.

>> No.4261328
File: 62 KB, 756x728, wewladvats.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4261329

Cool, thanks!

>> No.4261350

Looks kinda like hammer, sword and axe connected via cross

>> No.4261352

that plus the red glow shows it is sure to be the favoured weapon of the next star wars film villain

>> No.4261408 [DELETED] 

FAO 300manager: here is another round of fixes. please merge them into your master copy.

- map12 (conception): unstick a spectre from the crate next to it
- map15 (the room out of shape): hide secret exit on automap, reduce lava damage to 10% to make it a little less unfair on the unsuspecting
- map17 (toomb): reduce potential for confusion by removing unnecessary backsectors and hiding two-sided lines that look like closed doors to make them look one-sided. this map has a lot of false doors that look openable but aren't, and i think in a map where the route to take is often non-obvious (requires looking behind false walls and such) it is kinder to blind players to reduce the number of red herrings.
- map19 (blood feud): prevent the rocket launcher platform from lowering all the way into the blood, where it looks rather awkward. there is now an imperceptible lip around the platform so that it stops a little way above the liquid surface. it looks a lot better this way i think.
- map20 (welcome to the park): fix the stone texture on the side of the yellow key switch because it was annoying me
- map24 (mt. heck): unstick the imp in the yellow key window. the author said it was intentionally held in place in the window to draw attention to the room there, but i don't think he intended it to be unable to attack. move it slightly so it can draw attention by throwing fire at the player.
- map28 (purgatori): make the teleporter in the nukage usable more than once. allow opening the blue door from the far side without a key, so the start of the map is still accessible despite which way you go round.
- map33 (warrenstein): unstick an arachnotron and allow it to move (a little) and more importantly fight back, by switching its place with a trooper on a wider part of the ledge.


>> No.4261410
File: 189 KB, 640x960, 1505512217.png [View same] [iqdb] [saucenao] [google] [report]

FAO 300manager: here is another round of fixes. please merge them into your master copy.

- map12 (conception): unstick a spectre from the crate next to it
- map15 (the room out of shape): hide secret exit on automap, reduce lava damage to 10% to make it a little less unfair on the unsuspecting
- map17 (toomb): reduce potential for confusion by removing unnecessary backsectors and hiding two-sided lines that look like closed doors to make them look one-sided. this map has a lot of false doors that look openable but aren't, and i think in a map where the route to take is often non-obvious (requires looking behind false walls and such) it is kinder to blind players to reduce the number of red herrings.
- map19 (blood feud): prevent the rocket launcher platform from lowering all the way into the blood, where it looks rather awkward. there is now an imperceptible lip around the platform so that it stops a little way above the liquid surface. it looks a lot better this way i think.
- map20 (welcome to the park): fix the stone texture on the side of the yellow key switch because it was annoying me
- map24 (mt. heck): unstick the imp in the yellow key window. the author said it was intentionally held in place in the window to draw attention to the room there, but i don't think he intended it to be unable to attack. move it slightly so it can draw attention by throwing fire at the player.
- map28 (purgatori): make the teleporter in the nukage usable more than once. allow opening the blue door from the far side without a key, so the start of the map is still accessible despite which way you go round.
- map33 (warrenstein): unstick an arachnotron and allow it to move (a little) and more importantly fight back, by switching its place with a trooper on a wider part of the ledge.


>> No.4261419

Thanks man. Are there any more fixes that you plan on making?

>> No.4261424

Are there any Doom megawads better than Scythe 1&2? 'Cause I honestly haven't played any nearly at their quality in terms of gameplay and level design. Hell even aesthetically they can look really good.

Please recommend a new megawad on Scythe 2's level for me to play.

>> No.4261429

hmm, i don't think so, i should play through everything again to check but i think i've kept you waiting long enough already. the only other problem i know of is the map32 visplane thing.

also do you want your name updating? i see in your text file you've given yourself a new name (as opposed to a job title). do you want it reflected in your level titles? it takes 2 seconds to regenerate them.

>> No.4261437


Thank you kindly.

>> No.4261438

Scythe 2 with Demonsteele is one of the most fun videogame experiences I've had in years.

>> No.4261440
File: 64 KB, 680x680, 2cc.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.4261442

Sure that would be nice. I'm not going to call myself 300manager forever after all.

>> No.4261443

I'm looking around and I found this thread: https://www.doomworld.com/forum/topic/93734-doomworld-community-top-wads-of-all-time/

People have Alien Vendetta ranked higher than Scythe 2 but I disagree. I mean it was really good but I find Scythe 2 to just be sheer fucking genius. I almost feel bad that it was one of the very first wads I played because it made everything afterwards feel like such a downgrade. Playing through that wad was a near constant gameplay high and I haven't found a better single player FPS experience since. It's kind of annoying. I want something to play that will blow me away the way Scythe 2 did again.

I actually played the first Scythe after number 2 and it was also really good. Both of them are on another level, with Scythe 2 being the superior one imo. I want that fucker Alm to make another one. I know there's Scythe X but apparently it hasn't been finished.

>> No.4261446

When I was young and the sound quility was shit on my friend's older brother's PC, I used to think Ranger's jump HUUH was him yelling "QUAKE!"

>> No.4261454

Scythe 2 is hard as balls though. I only ever play it with gameplay mods.

>> No.4261464


>> No.4261465
File: 34 KB, 628x1650, cwilv.png [View same] [iqdb] [saucenao] [google] [report]


if anyone else wants their name changing please let me know

>> No.4261473

I'm interested in making my own textures. I've already got Slade and have mostly figured it out, but has anyone made anything a little more straightforward? Software that will let me draw natively in the Doom format? A Photoshop plugin that will let me export in it? I don't really relish the idea of converting every single texture I make one by one, so if there's anything that makes the job easier, I'd love to hear about it.

>> No.4261476

Is that a custom version of Weasel's HUD? I've seen you using it a lot.

>> No.4261478

Icarus covered Solace Dreams this week so I decided to give it a look.

What the fuck?

>> No.4261480

even though the mods and stuff you use, i couldn't stand for long, i appreciate you doing these 300min demos. i do wonder though, is all the unpowered fist use necessary with fast monsters?

>> No.4261483

go figure, it's the rootpain guy

>> No.4261485

The DoomNukem HUD fits Doom's original style more, but I find UDV is better once you switch off half of the effects and warnings. It takes up less space on the screen and still feels like you're wearing a helmet.

>> No.4261489
File: 6 KB, 304x218, 1499729500680.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4261494


yes, I changed "Taggart" to "Doomguy" and painted it red, link is in the description, it's the file named "doom mods test"


>is all the unpowered fist use necessary with fast monsters?

I just want to punch them

>> No.4261497
File: 353 KB, 1280x1024, Screenshot_Doom_20170915_190854.png [View same] [iqdb] [saucenao] [google] [report]

c a r p e t s

>> No.4261504
File: 2.77 MB, 320x240, shiiiiit.webm [View same] [iqdb] [saucenao] [google] [report]

>I just want to punch them
fair enough
meanwhile, i still hate fast monsters.

>> No.4261506



fucking wew lad, looks better than the original

sad it's a dead game

>> No.4261515
File: 580 KB, 1920x1080, YZE1M2.jpg [View same] [iqdb] [saucenao] [google] [report]

I finally figured out custom skies for vanilla/boom maps. I feel retarded for how easy it actually was ti do, but better late than never, I guess.

>> No.4261520

the worst part is remembering to add a sky transfer line for every tag that has a sky ceiling

>> No.4261524


there are 100-150 players every day

map is on combowhore servers

>> No.4261553

Do you guys know a good 'hours of metal' youtube music video for slaying Doom to? Preferably prog metal, or metal that sounds like the early slayer albums.

I tried these two
but they're both really gay.

also tried this
but that shit's a bit too extreme for me (and is corny af)

>> No.4261586

doesn't the quickdraw bug out and crash the game sometimes when using this combination?

>> No.4261592

just use zdl breh

>> No.4261598

I thought that was going to be a replacement for the /v/ wiki

>> No.4261616

If so, this is the very first I've heard of it.

>> No.4261623
File: 31 KB, 638x478, DukeNukem3d-DoomedSpaceMarine.png [View same] [iqdb] [saucenao] [google] [report]

What are your top 10 favourite fan made megawads?

>> No.4261628
File: 219 KB, 1280x1024, Screenshot_Doom_20170915_202143.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4261629

I think it crashed the game for me, once.
I don't use the quickdraw thing very often, though.

>> No.4261630

That looks really cool, what is it?

>> No.4261635
File: 2.90 MB, 320x240, Spofins_reduceVP1.webm [View same] [iqdb] [saucenao] [google] [report]

i wasn't planning on this but i had a go at the visplanes on map32. i removed some of the shadows cast around the edges of the middle building, reduced the detail a bit around the doors, and finally made them close to block sight as you approach the line that lowers the pillars. it now seems to be completable in chocolate doom with no crashes, at least after one recording.


demo (chocolate doom will play this fully, without visplane exhaustion):

>> No.4261636
File: 2.05 MB, 320x240, Spofins_reduceVP2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4261641

the trouble is of course now you can exploit closing the sight block doors to make fighting multiple archviles easier. hopefully nobody will complain too much. if they do they can fix it themselves, i hate vanilla limits

>> No.4261645

so i found a server on Zandronum with a thing called "compendium" that i cannot find info anywhere else, its some kinda WIP mega hub for all kinds of Megawads wrapped together

>> No.4261648

p cool
Ever play the super hot quake mod?

>> No.4261659
File: 210 KB, 1280x1024, Screenshot_Doom_20170915_203929.png [View same] [iqdb] [saucenao] [google] [report]

Episode 2 replacement I've been working on.

As for whatever it is- I don't know. Hexagon crap.

>> No.4261672

I cut two rooms from the M7. They didn't contribute.

>> No.4261674

You can just use the transfer sky action with tag 0 sectors IIRC

>> No.4261696
File: 86 KB, 986x645, what's missing.png [View same] [iqdb] [saucenao] [google] [report]

I really want to wrap this thing up now. mostly just thinking of this looparound to one of the key switches and then trying to finish the map off.

E2M8 needs to be done. Map refinement must be had.Best to work with what I have and make it better

>> No.4261712

Those million tiny details, after a point long passed, don't add to the fun of the game.

As a previous poster said, player agency is what is important. It's why a point and click game like eve online can be fun despite "realistic animations" or "the latest in high fidelity technology".

Despite the target audience being vastly different, it's why why it's held on for so long. It's dying a slow painful death though. For years they have been dumbing the game down into modern expectations.

>> No.4261726

Is there a demake of DOOM 64, using Doom 1/2s assets?

>> No.4261753
File: 122 KB, 400x378, c46A7ND.png [View same] [iqdb] [saucenao] [google] [report]

Awesome! If anyone has any last minute thing they want to add or has any bugs they would like to report please say now, because I'm planning on dropping this bad boy off to idgames sometime tomorrow afternoon.

Here's the link to the version with all the fixes RjY has made:

>> No.4261823
File: 201 KB, 442x453, hol up.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4261827

I don't get it

>> No.4261829

im assuming SArais is someone notable

>> No.4261831


>> No.4261834

at least it's not anarki.

>> No.4261837

that team already has an adadarki and a nyx, all it needs is a borelag for maximum cheese

>> No.4261845

I like cheese

>> No.4261846

so do i, but i hate sorlag

>> No.4261849

Is there Uriel? I always liked Uriel.

>> No.4261852

nope, not yet
current returning characters in Q:C from Q3A are ranger, visor, doomguy, slash, anarki, and sorlag, with keel in the pipeline

>> No.4261870


>> No.4261894

Son of a bitch.


I'm trying to get some level design done on this mod but I'm just having too much damn fun playing through much better designed levels with it.

Should I just release this as a gameplay mod instead of a full-blown semi-TC?

>> No.4261896

Hot damn it's you again. I'd say get the gameplay mod out first, and then consider levels later.

>> No.4261915

Focus on the gameplay mod first, then design levels that compliment it's features after.

>> No.4261918 [DELETED] 
File: 425 KB, 660x480, 1996_QUAKE.jpg [View same] [iqdb] [saucenao] [google] [report]

Who the FUCK though this shit puke brown, green, gray color palette was a good idea?

Quake is fucking disgustingly boring to look at.

>> No.4261921

Fuck you it rules. I agree it looks like ass when the antialiasing is on, then everything looks smeared in vaseline, but goddamn does it look crunchy and deliciously dark and macabre when it's all pixelated like that pic.

>> No.4261926

Put it out as a gameplay mod.

>> No.4261929

You're thinking of texture filtering, not anti-aliasing.

You shut your mouth. Quake looks a hundred times better than Doom or even Quake 2 because it has a FUCKING SOLID art direction, but idiots think having ugly-ass neon colors vomited onto every computer screen and signboard somehow makes a game look better.

>> No.4261930 [DELETED] 

No, FUCK YOU, its poopoo peepee dogshit and you know it.

>> No.4261934 [DELETED] 

>FUCKING SOLID art direction

Yeah, solid diarrhea.

>> No.4261942

Dope. I still think the story text should change to something. Anything really, just so it's not the same as vanilla. Quotes from the comic, or just some message to the player.

Drink your O-V-A-L-T-I-N-E... Something.

>> No.4261945

Better solid diarrhea than liquid vomit.

>> No.4261948

Does anybody know if limiting the FPS in BloodGDX decreases the amount of input polls? Setting a limit to 120 FPS feels off when moving the mouse around.

>> No.4261953 [DELETED] 


>> No.4261954
File: 194 KB, 557x605, JohnDoomman.png [View same] [iqdb] [saucenao] [google] [report]

>Try Juvenile Power Fantasy for one or two maps
>Not really digging it
>Decide to run through KDitD just to say I gave it a full episode to prove itself
>Finish E1M8
>mfw end screen text

I think the only thing I like more than a mod that fucks with IWAD intermission text is a mod that fucks with the Icon of Sin/Romero's head. I'm still not 100% sold on JPF, but this pretty much guarantees I'll play through the rest of DOOM and Heretic with it at the barest minimum.

>> No.4261956

hey people remember me!

thanks. given how I don't complete many projects I think for this one I'll polish it up then boot it out the door before I get to tinkering with levels. that way I at least have some content out there under my name. or something

>> No.4261959
File: 183 KB, 700x467, 1472255601106.png [View same] [iqdb] [saucenao] [google] [report]

I'm not replying to you any more.

>> No.4261968

so how's about we use that report button

>> No.4261984

Y tho?

>> No.4261989
File: 19 KB, 311x291, 1469164583763.jpg [View same] [iqdb] [saucenao] [google] [report]

Release the gameplay mod and then make some levels for it. Everybody wins!

What map pack is that?

>> No.4261994

Okay anon, what other colours are you looking for with all this wood, stone and metal around?

>> No.4261996

I found it hard to get into JPF, last tried v1 though. For a mod that speeds everything up it just feels like the player is too weak

>> No.4261998

Looks like Romero's new levels.

>> No.4262043
File: 12 KB, 560x407, 2d4.png [View same] [iqdb] [saucenao] [google] [report]


>You're actually extremely weak


>> No.4262048

>I already use ZDL for launching GZDoom mods
>it didn't occur to me that I could add Chocolate Doom to the Source Port list for some reason
I feel stupid now, but this is a lot more useful than the .CMD files. Thanks.

>> No.4262059

It is. It's Romero's e1m4b, one of the new maps he released last year.

>> No.4262062

go back to where you came from and tell them you didn't get the reaction you expected

>> No.4262076

>Hideous Destructor
>you're not Hideous
>the only thing getting Destroyed is you

>> No.4262081

the demons are the hideous destructors, the tyrants, on their island of domination

>> No.4262101

he's a retard, but aside from that he's about as notable as a tumor

>> No.4262132

>looks nothing like an actual city

>> No.4262137

>Spider Mastermind
>Is actually a dumbass who spams a chaingun all day

>> No.4262156
File: 984 KB, 1166x849, Costanza.png [View same] [iqdb] [saucenao] [google] [report]

guy complaining about quake colors, try making it past episode 1 next time

>> No.4262157

>Redneck Rampage
>not a literal stampede of hillbillies

>> No.4262161 [DELETED] 

You niggers are easy to trigger. Its sad, really.

>> No.4262223
File: 1011 KB, 500x394, 1498691615751.gif [View same] [iqdb] [saucenao] [google] [report]

>download a couple maps
>each one is several different wads

>> No.4262230

Actually one of my first experiences with FPS games as a whole, I liked it as a kid, but I agree with >>4260549 about the room after room of nothing but waves of enemies getting old.

Bosses were fun tho, and all the scenery and guns are pretty cool too.

>> No.4262241

You should of make it an archive link so we don't have to give those cancer sites clicks.

>> No.4262257

Why were they using those buzzwords back then already? I don't think Doom was even very old at that point.

That'd be like Activision putting out a new MW game and the journos being like "COD going back to the basics'.

>> No.4262263 [DELETED] 

oh fuck off you horrible nerd

>> No.4262316

Most FPS that came after Half-Life 1 tried to get a piece of that "cinematic experience" cake. Developers suddenly realised that they have a huge arsenal of tools at their disposal to make an "interactive movie", sothey tried to do just that. There were many attempts of varying degree of success. Cutscenes, attempts at heavy loaded stories, gameplay mechanics that don't fit, etc.
The series we know now ascompletely derivative laid their foundations back then.
Medal of Honor came out in '99, 2 years before Serious Sam. Call of Duty was 1.5 years prior to Painkiller.
FPS of that time tried to get away from conceptual simplicity, while SS and Painkiller openly embraced it.

Gaming magazines at that time published interviews with the devs, and Croteam themselves were comparing their SS to Doom and Quake, but it was more of a comparison in simplicity. Gamejournos of the time obviously didn't catch that nuance.

I don't remember reading any materials about Painkiller prior to its release, but upon release nobody was comparing it to Serious Sam, but everyone compared it to Quake and Doom.

Too bad my parents threw away my collection of gaming mags of that time while I was in college (I'm still salty about it, after all these years), or I wouldve sift through them to compare shit journos of the old did to what they do now.

>> No.4262340

But it had only been a short while of that, it's more like saying that a trend was over and we were going back to normal. I guess they needed a way to sell, just like now.

>> No.4262345
File: 141 KB, 640x480, FvD9tl4.png [View same] [iqdb] [saucenao] [google] [report]

that doesn't transfer to every sector, only the ones with tag 0. you still get holes where the old sky shows through in sectors with nonzero tags, as can be seen here in Eden_B3. assuming transfer to tag 0 affects every sector is, as far as i can tell, a "hardware-render-ism".

>> No.4262349

Could you change the midi for my map (map09) to this:

Its the same track so no need to change the credits; it just loops better

>> No.4262364
File: 1.46 MB, 2187x2750, RAGE WARS.jpg [View same] [iqdb] [saucenao] [google] [report]

This old Turok cover is probably one of my favorite images. Could anyone find a more zoomed out or high res pic? I think this is the best I can get.

>> No.4262375

Doom 2 had a lot of "here fight this entire army of enemies" which a lot of people just do without realizing they can skip over most of them. I think that's the real origin of the whole Brutal Doom/Painkiller/Doom 2016 interpration of classic shooters people have nowadays.

>> No.4262385

Are there any good guides/articles/etc. on level design focused on single player? Not guides on how to use the tools, I mean guides on the actual design process.

>> No.4262401


Avoiding enemies seem like crazytalk to me.
I want to rip and tear through all of these assholes. This isnt some kind of resident evil shit where you gotta dodge zombies to save on precious ammo.

>> No.4262408

Please respond.

>> No.4262430

"slaughter is it's own reward"

>> No.4262437

I read that as "archvile link". Fuck, I'm tired.

>> No.4262487
File: 124 KB, 1280x720, mpv-shot0003.jpg [View same] [iqdb] [saucenao] [google] [report]

Can I just use sounds from other games in my mod?

>> No.4262490

Yes. In fact, this is what the majority of mods do.

>> No.4262493

Mod practically reuse sounds from other games all the time.

>> No.4262518

i make this typo constantly. i can't type "archive" without it coming out as a r c h v i fuckit backspace backspace i v e

>> No.4262567
File: 2.46 MB, 512x512, aaaaaaa.gif [View same] [iqdb] [saucenao] [google] [report]

Even today, no one has recreated PSX Doom's Club Doom in PC Doom. All I want is to just play that level with the original revenants instead of the nerfed ones, is that too much to ask?

Also I heard that even though the archvile was omitted from PSX Doom, new sounds were still made for it. Is there any place where I can hear these sounds?

>> No.4262578


what is adblock

>> No.4262593

The Consolation Prize took the PS1 port and put in vanilla Doom stuff in it.

>> No.4262594 [DELETED] 
File: 21 KB, 211x220, 1479571787499.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4262595

They still get clicks and metrics though, which is what they want.

>> No.4262608
File: 101 KB, 568x914, DJiOsSVU8AAM5QQ.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]

is this meant to be Marty Kirra? i only got it because of "trees" (and it looks like the third guy from Russian Overkill)

>> No.4262629

Crispy Doom v4.2 released

>> No.4262672


yes, they are getting clicks, they are serving the page and not getting any ad delivered, they are actually losing money

>> No.4262676

is the ThreeDFloorMode.dll working with GZDBBF 2990?..

>> No.4262683

yeah but they make it back from selling data they collect from your browser. at least turn javascript off.

>> No.4262692


the one who buys the data also loses money, I'm not getting ads from anybody

I have disconnect, https everywhere, noscript, ublock origin (with all filters and the modified Host), and uMatrix, also I'm using Open DNS with their filters

>> No.4262714


>> No.4262721

it works in GZDoom Builder 2.3 2787

>> No.4262727
File: 40 KB, 403x392, PepePistol.jpg [View same] [iqdb] [saucenao] [google] [report]


I fucking hate having two versions of the same application...

>> No.4262784

slow morning

>> No.4262789

I already have GZDoom for mods and Chocolate Doom for vanilla.
Would I want PRBoom for any reason on top of these?

>> No.4262807
File: 411 KB, 1920x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.4262808

> marty in hell
i can't believe he's fucking dead

>> No.4262826

40k wad when?

>> No.4262832

I'm surprised there isn't already one. Doomguy would make an insanely good Space Marine.

>> No.4262838

Nice choice for OP pic, I must say

>> No.4262845

doomguy would have defeated Horus with nary a scratch

>> No.4262847


This is the artist

>> No.4262848

Doomguy would make Khorne look like a chump, And take his place.

>> No.4262849

If we take NuDoom as canon he'd happily take on the entire Warp and leave it in ruins.

>> No.4262857
File: 316 KB, 711x735, 1504378971529.jpg [View same] [iqdb] [saucenao] [google] [report]

Can we talk about some great Doom binges we had?

>started playing Doom again for the first time
>listening through the entire Metallica anthology on repeat while I blast through all the commercial WADs

What a great time.
I was playing 8 hours a day of that, great times.

I remember a year or two ago playing through all of AV with Samsara as Duke and in a strange way it did feel like the two of you had gone on this crazy adventure, I had been playing a while and I went to go to the toilet I came back and Duke is like "You're pissing me off" and on reflex I say "Dude, I had to pee!" when I realize I'm not even talking to anybody.

>> No.4262861

That looks nice.

>> No.4262873

I would say dump chocolate doom and use prboom+ for vanilla and boom wads.

>> No.4262875
File: 1.42 MB, 884x750, __hakurei_reimu_and_kirisame_marisa_touhou_drawn_by_suenari_peace__fc7a769890bf02f429aa4462701f6ff7.png [View same] [iqdb] [saucenao] [google] [report]

>spending entire night playing call of duty mod on bestever servers with random people
>one time even reached level cap
Never coming back, is it?

>> No.4262906


I remember when I first found out about doom legacy, a friend would come over to my home everyday to split screen coop through the game. We each had our own skin, me as Guybrush Threepwood and him as Max from Sam & Max. Played through classic doom, hell revealed, zombies TC and probably a few more megawads.
We even took screenshots of our characters standing in front of our favourite vistas and made a blog about Guybrush and Max's summer holidays, treating the screenshots as holidau photos.

>> No.4262920

My first time going through UAC Ultra.
I'm not sure why I loved that wad so much, but at the time I was in a fantastic mood and downed a lot of beer while playing it.

>> No.4262923

>doomwiki goes down for like an hour
>comes back up
>these recent changes

>> No.4262932

Crispy Doom with support for boom extensions would be the ideal source port desu.

>> No.4262934


>> No.4262936

So someone just nuked the wiki recently?

>> No.4262938

let it never be said that icarus actually has good taste

>> No.4262948 [SPOILER] 
File: 103 KB, 271x288, 1505576965010.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4262989

oh I had the very same problem, turns out you just have tu run unins.exe and download quake 1

>> No.4262997

What's wrong with Chocolate Doom? Other than how you can't get a decent resolution with modern screens, the recommended classic resolution isn't even an option most of the time

>> No.4263004

A lot of these maps are damn good.

>> No.4263013
File: 1 KB, 640x400, 1505578326.png [View same] [iqdb] [saucenao] [google] [report]

i am constructing endoom from titlepic, same way i did for 200minvr.

>> No.4263015

Oh sorry. 300vr maps I mean.

>> No.4263020
File: 1 KB, 640x400, 1505578773.png [View same] [iqdb] [saucenao] [google] [report]

for comparison this is the previous one

>> No.4263031
File: 7 KB, 137x103, 300endsplash.png [View same] [iqdb] [saucenao] [google] [report]

Nice. Might be good to just isolate the skull if you can.

How are you doing it, btw? What tools?

>> No.4263037


> completely vanilla accurate, including visplane limits
> use this for authenticnes, chunky pixels, developing vanilla maps

> More reasonable 640x480 resolution
> No limits, but still vanilla-only
> Use this for best balance between pure vanilla and no enhancements

> Supports boom maps, of which there are . many
> Crazy fast. Use this for low-end hardware and slaughterfests (like nuts.wad)
> Native high resolution, but very little graphical enhancements
> No mods

> All the graphical effects -- ZOOM, ENHANCE!
> runs like a dog on big maps / numerous enemies
> mods, mods galore

>> No.4263042

This is really useful. Thank you.

>> No.4263053

Maybe there was, but GW legal department "wet work" specialists took them out

>> No.4263128
File: 1 KB, 640x400, 1505581763.png [View same] [iqdb] [saucenao] [google] [report]

>Might be good to just isolate the skull if you can.
will do, the light coming out the eyes was making it messy

>How are you doing it, btw? What tools?
imagemagick (i.e. the best thing ever) and a godawful hack of a python3 program that would make your eyes bleed if you ever saw it. sorry i can't be more helpful. i'm really bad at making things others could reasonably ever expect to be able to use.

>> No.4263142

Wait, there's even a SUPERHOT mod for Quake?

>> No.4263172

Is Final Doomer any good?
Also, is it even finished?

>> No.4263190
File: 94 KB, 960x599, gC2fiSh.png [View same] [iqdb] [saucenao] [google] [report]

Yah. Released by the superhot team themselves. it's pretty decent.
that's aight. I've been using Pablodraw to do stuff from scratch. Did the tnt revilution endoom which is probably the best ive done.

i dont think this was the final version.

>> No.4263193

You forgot one thing about Chocolate-Doom:
>Tastes delicious

>> No.4263196

that's really good

>> No.4263203

I'm on the second level of Ultimate Torment & Torture, and I've done pretty much everything, but I can't find the exit at all. I'm looking everywhere. Anyone can help?

>> No.4263206


space marines are much bigger

>> No.4263209

Doomguy is on top of other space marines he killed.

>> No.4263221


>> No.4263226
File: 1.98 MB, 400x188, 1463159464266.gif [View same] [iqdb] [saucenao] [google] [report]

>Implying they won't team up.

>> No.4263227

Sorry for the hiatus, fixed a things with thvidya.site

+Uploading files without a text file now creates a record in the database

We also have TSPG server if anyone is interested.

>> No.4263228


>> No.4263229

is there even any reason why would a space marine fight doomguy and otherwise? you could argue doomguy is kinda fucked by using all those demon powerups but it doesn't even manifest physically on him

>> No.4263237

What is it missing?

>> No.4263276

They're currently working on BTSX, Ancient Aliens and JPCP characters if I remember right

>> No.4263319

He says it's pretty but plays bad, which is accurate.
Is there a problem with this?

>> No.4263321
File: 41 KB, 450x525, 71.jpg [View same] [iqdb] [saucenao] [google] [report]

oh, sorry!
i didn't watch the whole video, i don't usually watch his stuff at all

>> No.4263329
File: 566 KB, 1366x768, Screenshot_Doom_20170910_222555.png [View same] [iqdb] [saucenao] [google] [report]

probably deemed him a heretic because he procures any weapon on site & uses daemon relics for personal use

>> No.4263336 [SPOILER] 
File: 32 KB, 680x1020, 1505587913348.png [View same] [iqdb] [saucenao] [google] [report]

all right i think i'm done. a couple of requests from this thread:

- dehacked: replace the intermission texts with some awful puns based on the level names, just to differ from doom2.wad. requested by >>4261942 . see picture.
- music for map09 replaced from >>4262349 (i expect you've done this yourself already)

i also went through 200minvr for things that hadn't been repeated for 300minvr.

- made endoom screen from titlepic / >>4263031 as seen here >>4263128
- demo1,2,3,4: title screen demo loop recordings. the aim here is to show off a bit of the maps while dying quickly to not spoil too much. better than the demos in the IWADs which just run around bumping into walls and so on.

patch wad for merging, with just the above changes:

full wad, just because i can. unofficial, obviously.

>> No.4263338

all his weapons are UAC developed though
maybe not the chainsaw but that's just a tool he found lying around

>> No.4263345

>Other than how you can't get a decent resolution with modern screens, the recommended classic resolution isn't even an option most of the time
the fuck are you talking about? there is no "recommended" classic resolution. there is only one classic resolution (320x200) and that's the only one chocolate doom runs at. it just rescales it to any number of bigger sizes.

>> No.4263351

dang even title demos? that's really cool

>> No.4263359

who says the original guns weren't uac designed as well?

>> No.4263361

Good stuff. Spent an hour co-murdering with someone.

>> No.4263387

Alrighty, it's time to make a thread about this on doomworld and post it on idgames.

>> No.4263390

super low effort, playing deliberately badly. but yeah, a bit of extra polish. and as 200minvr had them, it seems like a regression to not have them for the sequel.

proofreading the text file:

- "compiler" is spelled wrong ("comiler")
- map12 and map14's notes don't have proper line breaks, just lots of spaces. 14's is particularly bad because they come in the middle of a URL.
- convert tabs to spaces

fixed version here:

>> No.4263392

ooh exciting!

please note >>4263390 which i posted a few seconds too late evidently.

>> No.4263397

Whoops forgot my trip code.
Got it, thanks for the heads up.

>> No.4263407
File: 2.95 MB, 854x480, Doom 2 - Hell On Earth - 09.16.2017 - [View same] [iqdb] [saucenao] [google] [report]


this was harder than it looks

>> No.4263410


>> No.4263426
File: 309 KB, 1920x1080, Screenshot_Doom_20170227_085246.png [View same] [iqdb] [saucenao] [google] [report]

3D Floors are a blessing and a curse.

>> No.4263429

just be glad you're not using build engine editors

>> No.4263430

why does that look like that stupid dancing banana

>> No.4263450


>> No.4263460

Can anyone ask DBT if this mod will have the grenade launcher?
Because that's something i think is missing from the actual Quake Champions.

>> No.4263464
File: 546 KB, 1920x1080, capt0000.png [View same] [iqdb] [saucenao] [google] [report]

I have no idea what you're talking about this is 100% perfectly usable

>> No.4263472

that's not normal is it
that's a map for some advanced limit-removed engine, not the original duke/blood/whatever

>> No.4263478

of course

>> No.4263486

is that agony?

>> No.4263489

In the original Doom? I suppose some of them, though the pistol is a Beretta 92, so that'd be off the shelf. The pump-shotgun and super shotgun looks like basically anything you could get off the shelf as well, and typically for pretty cheap.
The chainsaw is probably a commercial tool as well.

The chaingun, rocket launcher, plasma and BFG could have been made by the UAC though.

>> No.4263492

How does mapping in Build compare to Doom? Obviously Build is more advanced and you can do more with it, but is it as easy as Doom?

>> No.4263495

Noice. So 300vr is officially done?

>> No.4263501

I've only really done a tiny bit of mapping for Doom and that was some unreleased stuff - I've used Build all of my life and I've always found it really easy to use. Naturally though since you can make a lot more detailed stuff in Build than you can Doom, it basically means that you can push out a high quality Doom level much quicker than a Duke one. Having said that if you stick to a roughly 3DR-quality than a good map doesn't take too long to make at all. Most authors go for beyond that though (that level in the pic took a long time to make for instance)

You have megawads full of 10/10 levels released every year whereas we get about 1 or 2 releases a year that might match the quality of just 1 of those levels.

>> No.4263505
File: 20 KB, 100x100, tumblr_inline_ocr3j3aHc01sjbgb5_500.gif [View same] [iqdb] [saucenao] [google] [report]

his fist was made in the uac dumpAS

>> No.4263508

Yup. Question: anyone know how long it normally takes for a wad to get accepted by idgames?

>> No.4263513

it took a few days for 200minvr to get processed and a day more for it to get picked up by the frontend. that's the only thing i've ever uploaded. i hear it's faster now though.

>> No.4263514

Last time I submitted a mapset, it took about half a week for it to get uploaded.

>> No.4263516

I find it cute how lost souls hit you and then hang around really close to your face wondering where to go next

doing those 'wuouourghhh' noises

>> No.4263524

Damn. Alright I'll use the Dropbox link in the doomworld thread and update it to include the idgames link later then.

>> No.4263534

Yeah, it's really cute how-AAARGhh

>> No.4263540

concussion is a terrible thing

>> No.4263563


>> No.4263569
File: 99 KB, 800x836, 194512-doom-dos-media.jpg [View same] [iqdb] [saucenao] [google] [report]

Amazing how back then people needed floppy disks to play doom, now we can just play with the file itself.

>> No.4263571

well yeah if you're gonna play like a fool

>> No.4263572

he protecc

>> No.4263576

this made my day.

>> No.4263578


>> No.4263583

It's genuinely my wish for Doom to exist in some form as long as humans are a technological species. However the internet evolves over the coming centuries, I'd like to think there would be digital museums or archives where people could play the classic games that paved they way for whatever fancy VR things they have at that point, and for there to be a dedicated yet small fanbase over retro video games.
I'd put money on something like this this happening, too.

>> No.4263596

That fucking ending

>> No.4263606
File: 91 KB, 680x805, f49.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's the doomworld thread:

>> No.4263613

How do you force Pistol Starts? I want to play through 300mins the "proper" way.

>> No.4263614

replied ;)

>> No.4263619


Well done, manager.

>> No.4263621

IDCLEV is the simplest way I'm afraid

>> No.4263624

I think it's more or less absurd that there's no cvar for this in gzdoom after all these years.

>> No.4263626

Use warp you dumb cunts. Holy fuck.

>> No.4263628
File: 67 KB, 423x600, jC4Axul.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4263630

are you okay

>> No.4263632

Of course I know that, but I still think there should be a cvar for it. Considering how many other strange-ass cvars there are (or were, in the case of some that were recently removed)

>> No.4263640

People in 90s people were pirating it through Bulletin Board System.

>> No.4263648

its screenshot saturday

>> No.4263649

>first map music is D_RUNNIN

>> No.4263652

in hindsight map12 (300minsconceptign.wad) is rather haphazard and has a lot of errors and issues but five hours is five hours.

>> No.4263658

Someone should set up a co-op server or something to celebrate.

>> No.4263661
File: 239 KB, 800x600, 1471122015548.png [View same] [iqdb] [saucenao] [google] [report]

why yes it is.

>> No.4263664

Are you okay Anon?

>> No.4263669

what meme is this?

>> No.4263670

the fuck is wrong with you?

>> No.4263671
File: 663 KB, 869x919, Real.png [View same] [iqdb] [saucenao] [google] [report]

Just asking if you're okay, mate.

>> No.4263672

>Just asking if you're okay, mate.
wasn't me sorry

>> No.4263673
File: 1.12 MB, 960x2160, my shitty map where every cave room looks exactly the same because I'm a lazy shit.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4263675


congratulations everybody

sure a better project than that cassini thing

>> No.4263680

is that the one with the caves


>> No.4263685

it's from before the author (you?) started his e2 replacement project and started to show signs of improvement/restraint.
i suppose i should get back to testing that, now 300minvr is done

>> No.4263686
File: 39 KB, 741x1021, ss+(2017-09-16+at+05.26.25).png [View same] [iqdb] [saucenao] [google] [report]

Fucking kek yeah that's me. Made a bunch of huge changes in the last few days.

>> No.4263687
File: 342 KB, 1280x1024, Screenshot_Doom_20170916_172748.png [View same] [iqdb] [saucenao] [google] [report]

its super trash

>> No.4263690

cool, i don't think i've seen the inside before, it looks really good
what compat are you aiming for? vanilla/limitless/boom/hexen/udmf/what?

>> No.4263694

I haven't made good use of some the UDMF features, but that's currently the format I'm using.

>> No.4263707

Toss it up on thevidya.site and use that for the dw thread.

>> No.4263709

already there

>> No.4263712

already happened :)

>> No.4263713


you sick fuck

>> No.4263726
File: 148 KB, 1200x1113, DFvTt9lUQAAKez3.jpg [View same] [iqdb] [saucenao] [google] [report]

good good

>> No.4263729

That Pain Elemental in Curse of the Donuts is an asshole.

>> No.4263768

why are Xaser's weapons so GOOD?

eriguns, dead.air, psychic
>powerful, but not overtyl so
>unconventional/role shuffling, but reliable
>effects add a lot without going overboard

>> No.4263789

natural aptitude in that direction + lots of practice, he's been doing it constantly for like 15 years (zen dynamics is from 2004 i think)

>> No.4263801

Really enjoying it so far. It's strange that map 2 was harder than the rest of the first five, but it's my first time pistol starting so maybe I wasn't used to the lack of ammo at that point.

>> No.4263807
File: 326 KB, 1024x640, Screenshot_Doom_20170916_172334.png [View same] [iqdb] [saucenao] [google] [report]

Very nice, it'll be fun to play through this during the week. And this sky looks good on my map, I like it; I only wish I had made it harder to match its map slot but ah well.

>> No.4263810

Dear bru/vr/s, what is the *right* way?
> mousewheel forward goes to lower weapons
> mousewheel forward goes to higher weapons

>> No.4263815

Scroll up, get a higher weapon, and vice versa.
But I just use the number key row out of habit for most weapons since 3-5 are the most common ones I hit.

>> No.4263816

Congrats on the release, Replied to your thread.
Glad I could contribute!

>> No.4263819


>> No.4263836

That was an excellent first map, thanks!

>> No.4263851

>using scroll wheel at all

>> No.4263856
File: 142 KB, 651x797, Capture9898.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4263862

i can't get used to scroll wheel change at all, it probably works only with instant weapon switch which doom lacks unless you mod it.

>> No.4263872
File: 51 KB, 1006x657, TEMP.png [View same] [iqdb] [saucenao] [google] [report]

Making forests

>> No.4263898

Not to try and push things out the door here, but now that 300 mins is over, what would be a good idea for a future mapping project? Restrictions, themes, etc.

>> No.4263903

pick a gameplay mod, make maps for it?

>> No.4263907

High Noon Drifter plz

>> No.4263910

Number keys

>> No.4263919

i think we're doing a boom mapset for halloween next month

i would also like to revive /vr/E1 and get that finished, especially as i've got a slightly better hang of using eureka

>> No.4263924

How about something like this?
>One map pack.
>Every map is balanced around a different mod, but it must still be playable without mods.
>If a mod has mobility features, such as double jumping, they must be used to make encounters easier or access areas that would otherwise require visiting secret areas first.
>The map's aesthetics must fit its assigned mod, so custom textures are allowed.

>> No.4263925

God damn it. JUST when I start making Doom maps, you guys FINISH a megawad project.

So...when's the next one?

>> No.4263926
File: 804 KB, 1600x900, Screenshot_Doom_20170917_030437.png [View same] [iqdb] [saucenao] [google] [report]

i had it happen like 50/50 when using quickdraw

it either was unable to lockon on random enemies, or crashed after shooting with "null pointer" error

probably something to do with sgt mark's coding as it never happens with any other monster mods

also valiant with finaldoomer is fun

>> No.4263934

>Every map is balanced around a different mod, but it must still be playable without mods.
Then it's not actually designed for the mod, is it?

>> No.4263936

replace caco with pumpkin
arachnotrons and spider masterminds with normal spiders
chaingunners with frankenstein's monsters
i jest, that all sounds like too much work. maybe the pumpkin

>> No.4263942

The encounters could be optimized around the mod, as monsters/weapons have different behavior.

>> No.4263945

i did a cursory glance at the hnd quickdraw code, and it seems it locks on to +monster enemies that are not friendly and are +shootable.
i haven't looked at burnt lamb in a long time, but i do remember that there are a significant amount of shootable +monster decorative actors, destroyable body parts, and the like

i'd imagine the quickdraw is targetting monsters that should not actually be monsters, which causes an error

>> No.4263950

if the mod is too far above/below doom's standard power level, the map is either going to be way too easy or way too hard without the mod

which is why it's probably better to stick to one mod to base maps around; at least that way if you play without the mod, the difficulty is consistently higher/lower than expected

>> No.4263974

are there really that many well balanced mods out there worthy of making a map for?

imo any mod that fiddles with damage values and fire rates completely ruins the fine weapons-monsters balance that vanilla doom has. And using monster replacement mods only makes it worse

>> No.4263983

>imo any mod that fiddles with damage values and fire rates completely ruins the fine weapons-monsters balance that vanilla doom has.

doesn't really apply if you're specifically making maps for the mod

what would apply though is the mod changing as gameplay mods tend to do, throwing off balance in potentially map-breaking ways

>> No.4263985
File: 4 KB, 262x192, 2084938453543.jpg [View same] [iqdb] [saucenao] [google] [report]

>play a wad
>lava isn't a damaging floor
>water is a damaging floor

>> No.4263986
File: 569 KB, 1920x1080, oops.png [View same] [iqdb] [saucenao] [google] [report]

Oops, not even halfway thru map01 and i died already. remember folks, just because chaingunners are assholes doesnt mean you can ignore sergeants. Respect shotguns.

>> No.4263996

I don't know who is buying the data, but the cancer website is making the money, which is what I don't want.

>> No.4264000

you die deliberately so you can get more screenshots of purgy's bum, admit it

>> No.4264010
File: 146 KB, 432x529, 27ee56a6a684945064bd2b7b4294d1b2.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw ID games make you motion sick
>I will never ever be able to do this and enjoy it

>> No.4264018

uhhh no comment. I actually didn't realize the shotgunners were there and they had enough seconds close range to do a ton of damage.

I managed to barely make it thru map02, but I ran out of ammo at the end, I wound up having to punch the last chaingunner to death. The water draining setup is really amazing, I don't know how people can make maps like this in 300 minutes.

>> No.4264023

there are a lot of mods with fantastic balance, but if your standards of balance is "anything different from doom weapons breaks balance" then there's gonna be only a miniscule set of mods that fit that

>> No.4264032
File: 523 KB, 1366x768, Screenshot_Doom_20170516_225923.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4264037
File: 10 KB, 85x84, file.png [View same] [iqdb] [saucenao] [google] [report]

He took in himself all those MegaSpheres, Invulnerabilities and Supercharges.

Pretty sure all those can be considered demonic in nature and for a Space Marine that might be a sign of being touched by Chaos.

>> No.4264042

I like map 02's gimmick with the floor/water level, but that lack of ammo combined with the Mancubus and the Pain Elemental near the end is a dick move.

>> No.4264050

i don't see how a map can fix i.e. a modded ssg or rocket launcher replacement killing revenants in 1 hit instead of two thus turning an iconic enemy into fodder

imo the problem with pretty much all the mods is that they decrease the average ttk and fuck up the weapon balance
>hurr lets make ssg being able to shoot one shell at a time
>oops now standard shotgun is pretty much useless, lets buff its damage and/or firerate
>oops now it stunlocks revenants, arachnotrons and cacos, let's give it 5 shell magazine and long ass reload
>oops now it's still able to stunlock and kill revenants but is also really annoying because you have to reload it every 2 seconds
>fuck it
>lets make chaingun shoot twice at fast

>> No.4264061

>I want this megawad to have lots of Rick Rolling and Trololololo! ;)
Someone tell this person it's not 2008 anymore.

>> No.4264065


If Doomguy where an Astartes, wich legion would he belong to?

or would he rather be a Ordo Maellus?

>> No.4264067
File: 1.92 MB, 1920x1080, Screenshot_Doom_20170916_203623.png [View same] [iqdb] [saucenao] [google] [report]

I was trying it out with a high difficulty project brutality mapset. It was genuinely pretty amazingly fun until I started to get into the harder fights.

Anyone know why I might be having this graphical glitch?

>> No.4264078

If the authors had the balls to actually buff the enemies a bit to compensate for it it wouldn't be a problem.

>> No.4264082

you don't. you make maps with the assumption that revenants are going to die in one shot, which changes the way you use them. which usually means making the map harder in turn. this isn't a bad thing. as long as the player is about as durable as usual, this leads to more frantic, fast-paced gameplay, which I vastly prefer.

sounds to me like you just want to make standard doom maps that happen to be tested with another mod

>> No.4264084

>i don't see how a map can fix i.e. a modded ssg or rocket launcher replacement killing revenants in 1 hit instead of two thus turning an iconic enemy into fodder
this is such a complete non-issue

>> No.4264093

I'd still like to have the physical copies.

>> No.4264096

There already are computer museums. If the world doesn't get fucc in some form in the next few centuries, then chances are someone will have some copies of Doom laying around.

>> No.4264097

>which changes the way you use them
like how? putting groups of them on some elevation like that one map in epic2?
it is an issue
it deletes the uniqueness of enemies and dumbs down gameplay in long term
that's why brutal doom is shit, and not because of finishers or whatnot

>> No.4264105

the grenade launcher did that, it got in 3.0

>> No.4264106
File: 1.58 MB, 1920x1080, Screenshot_Doom_20170912_232908.png [View same] [iqdb] [saucenao] [google] [report]

>that's why brutal doom is shit, and not because of finishers or whatnot

100% IT's also why in some ways Project Brutality is much better as it tries to emulate elements of design. The assault rifle is still there, but instead of being a OP pistol replacement, it is its own gun which takes over the sniping role the chaingun used to have.

Some of the enemy mods it has also help in giving enemies new abilities, making some of the lesser enemies like Imps threats in their own right, or turn Hell Knights into a more interesting fight than just a wimpy cyberdemon since they can now leap around and chase your ass, which makes for an engaging fight, like fighting a Fast Headcrab Zombie who can shoot back.

>> No.4264107

God damnit.

>> No.4264112

Don't ruin it for them.

>> No.4264114

*fixed in 3.0

>> No.4264120
File: 70 KB, 409x400, Dark Heresy Doom.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4264173
File: 5 KB, 344x308, dopepe.png [View same] [iqdb] [saucenao] [google] [report]

>tfw youre a meme that will never die
feels good man

>> No.4264176

>Project Brutality
too many weapons
also i don't see how is it much different when it has the same amount of firepower ( quad shotgun? really? ) if not more

doom isn't about casually exploding hordes of enemies nor is it about peaking around corners, taking cover and upgrading your loadout with accessories and whatnot.

it's about running out there, dodging fireballs, baiting revenant missiles into walls, and trying to take out enemies in a specific order of threat with a set of weapons each with their own area of use. Also key, switch and secret hunting. Thats it. Stupid, simple and pure.

>> No.4264225

the doom logo goes with everything.

>> No.4264231

is this a challenge

>> No.4264234

no it's a doom logo

>> No.4264243
File: 14 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


no, this is Patrick

>> No.4264267

I have a question for the old school doomers.

I've been playing doom on and off for the past 15 years or so, and unless I'm using a gameplay mod that requires it, or playing a level where there's no way around it, I always use keyboard only.
Is this a legit way to play in this day and age or am I needlesly gimping myself because of old habits?

I know it's quite a non issue, jut wanted to know your opinions.

>> No.4264268

needlessly gimping yourself, even back in the day mouse support was allowed and encouraged

here's a question out of curiosity, what gameplay mods do you like?

>> No.4264274
File: 31 KB, 343x282, unseen and formidable gravatic pressures.jpg [View same] [iqdb] [saucenao] [google] [report]

just play how you want to
lmao mouse and keyboard is way better dude c'mon step it up senpai

>> No.4264292

except in harder maps, since you don't have enough ammo to kill them all yourself, the gameplay usually turns into "circle around horde until 80% of them are dead from infighting". it's hardly invigorating gameplay. so we bump up the power of weapons some, to put the killing back into the player's hands. yes, this makes maps easier, but that's the price you pay to make infighting simulator maps... well, not infighting simulators.

it's not like threat prioritization suddenly doesn't exist. you're still going to go for the archviles first, the revenant turrets are still going to hassle you until you throw some rockets their way, pain elementals are gonna spit out 5 billion lost souls no matter what, fatsos and cyberdemons are still infighting champions that can nuke you in a moment if you aren't careful, and the trash in between is still trash in between. none of that changes; only the speed you kill them at changes.

see: ancient aliens map28, the bfg segment in particular. in vanilla, the strategy is basically "trigger the BFG lowering, run the fuck out immediately so the two new hordes of enemies will kill each other, then grab the bfg while they're fighting so you can deal with three archviles before they cause trouble". you can't stand your ground; the wall of revenants will box you in and murder you with the help of the cyberdemon. you have to let them infight. that's fucking boring. I want to be in a fight, not watch a fight.

boost the power of weapons some, and while standing your ground is still a bad idea, at least you can actually do it now. you don't have to make them infight anymore; you can kill them all yourself. and suddenly, the map turns from an infighting slog into a high-octane shootout. suddenly it becomes fun. and that's why powerful weapon mods exist.

then there's things like russian overkill, which are pure novelty value that make *everything* piss-easy. those, I don't understand why people enjoy.

>> No.4264298

I'm pretty sure romero preferred to use a mouse
Anyways using the mouse is fine as long as you aren't using freelook, which is a sourceport feature

>> No.4264301

I play keyboard only sometimes when I hop on rga2 servers and it's much more difficult than with a mouse, partially because it uses more keys for grenades, knife, reloading etc. Plus the overall difficulty is higher. Playing vanilla with keyboard and autoaim works generally well but the precision you can get with a kb mouse combo is overall higher than what can be achieved with a keyboard alone.

>> No.4264306


Yeah, it's not like I'm a wannabe purist, it's just how I started to play it as a kid and it's hard to quit.
Guess I'll have to step up and give it a try then, thanks!

>> No.4264308

It's a game senpai, play whatever way you find the most fun.
I find keyboard only to be very good for The Chasm in Doom 2.

>> No.4264318

best part about wolf3D, doom and some build engine games is that they're entirely playable on laptops

>> No.4264323

In map12 of 300vr is the final door supposed to only open half way? I've been wandering around a bit now and I don't see anywhere to go.

>> No.4264324

I once sat through the entirety of blood on well done skill on my laptop, keyboard only

I still don't know how I managed it to this day

>> No.4264327

nevermind. soon as I posted that I saw it. put a switch behind a pillar in a dark room.

>> No.4264328
File: 54 KB, 1028x731, oops.png [View same] [iqdb] [saucenao] [google] [report]

Uh...I think I broke it? How do I unfuck flats? They looked fine in Slade, but the moment I bring them in to Doom Builder, this happens.

>> No.4264356

are there any wads out there that uses nazis alongside normal enemies?

>> No.4264361
File: 752 KB, 1920x1080, Screenshot_Doom_20170916_230719.png [View same] [iqdb] [saucenao] [google] [report]

Try out Ultima Underworld actually. Once you get past the controls (the game actually feels surprisingly alright if you use largely mouse controls, since it gives you momentum) and the wonky combat, it's really interesting and fun to explore/

>then there's things like russian overkill, which are pure novelty value that make *everything* piss-easy. those, I don't understand why people enjoy.

This and most of what he says desu. I honestly turned to Project Brutality and UDV's Truly Brutal mode recently because I've already beaten doom 2 and most of 1 on Ultra Violence. Aside from Sunlust, a lot of maps have kinda become boring to me. I even managed to beat a ridiculously difficult map called Kadath which gives you maybe 10 health kits in the entire map because I know Doom enemies so well now.
Yeah PB's balance is questionable, and it doesn't always work with certain mapsets but it's been interesting to play something so difficult, but completely do-able and skirt along the razor's edge and get into scary situations with threatening enemies.

It's not stock doom, but stock doom will always be there y'know?
It's scary and tactical, and that's what I've been enjoying for all its frustrations.

>> No.4264374

you imported them as a graphic instead of as a flat.

>> No.4264378

Plus you get really cool moments like that screenshot, where this buddy unit I found was providing covering fire as we got out of the trap near the exit in E3M5. I had tossed a mine down there and was at 16 health, bleeding out. I actually had to sit there and decide that I had to go leave him with the mine to cover in case an imp or something opened the door to go find a medkit.

Or dealing a difficult fight with two barons then killing one, and chainsawing the other one in half when he jumps around the corner. It's oddly satisfying to progress through such overwhelming odds and do so not because the level design helped you, but because you played your cards perfectly.

It IS shit balance that most things can kill you at about the same rate, but it is really empowering to know you can kill a Baron with a pistol without it simply being waiting game by emptying your mags at the right time and dodging.

>> No.4264409
File: 297 KB, 1280x1024, Screenshot_Doom_20170916_234635.png [View same] [iqdb] [saucenao] [google] [report]

E7 exitable but needs a lot of work still. I wanna take a break from this episode replacement and work on something else; so i'll take general mapping requests if you belive someone of my caliber can handle said request.


Needs feedback; reply to this post with general comments Said comments will be put to work on the refinement.

>> No.4264410
File: 124 KB, 640x480, Screenshot_Hexen_20160315_161107.png [View same] [iqdb] [saucenao] [google] [report]

a Morte?

>> No.4264425


>wall texture and floor texture are different formats

Why Carmack.

>> No.4264437


>> No.4264485


Because Carmack sucked at game design.

>> No.4264486
File: 59 KB, 531x467, 1414467436871.png [View same] [iqdb] [saucenao] [google] [report]

>he hasn't accepted brush-based mapping as his lord and savior

>> No.4264490

Hey guys, who's this Mark character I keep hearing so much about?

>> No.4264496

He does parodies of car commercials, more commonly known as Mahk.

>> No.4264498


You can do better. I've seen all this from you before.

Where's the new?

>> No.4264501


Does he do them in ZDoom or something?

>> No.4264506

No, he does them on Youtube.

>> No.4264509


Can I download Brutal Doom from his Channel?

>> No.4264514
File: 442 KB, 720x720, 1503953366535.png [View same] [iqdb] [saucenao] [google] [report]

Why isn't my GZDoom recognizing the Master levels wads?

>> No.4264596

Is vertical axis sprite rotations something people would find useful? I figured out how it could be done conveniently while playing with shaders.

>> No.4264604


>> No.4264628

They aren't iwads. They are essentially just a bunch of single level pwads.

>> No.4264630

Oh, but it isn't recognizing the patched one where they're all put into a single thing.

>> No.4264632

It's still a pwad. Requires doom2.wad as well.

>> No.4264635

This IS the new; and no, I can't do better.

>> No.4264638
File: 44 KB, 251x231, 1476137362561.jpg [View same] [iqdb] [saucenao] [google] [report]

But if I select the doom 2 wad it just starts regular Doom 2 without the extra levels

>> No.4264643

if you're using PrBoom, then the combined levels don't work, just load them individually and it should work fine. If you are using GZDoom, hit tilde (`) then type "listmaps". using the command MAP <mapname> should work. eg MAP ATTACK should launch attack.wad from the combined levels.

>> No.4264647

Should the wads be on the same folder as GZDoom? I'm not even sure if it's loading them, the iwad of the combined levels is just called master.wad, and it's definitely not loading that.

>> No.4264652
File: 1.67 MB, 1543x6892, sywtpsfd.png [View same] [iqdb] [saucenao] [google] [report]

A) Drag and drop the wads into gzdoom and launch from there
B) Use the command line and type "gzdoom -iwad doom2.wad -file <filename>
C) Use a launcher like ZDL to just do this shit automatically

>> No.4264659

Get the Master Levels launcher thing, makes it a DOSgame-like interface where you can pick and choose.

>> No.4264665

I'll try from the command line, and if that doesn't work, I'll try to use a launcher which hopefully Steam will recognize as the game running .

I think that's what I currently have.

>> No.4264674

And just as I say this, the "master levels pack" shows up on the Doom 2 menu.

Of course.

>> No.4264724

Anything else you'd like to intone?

>> No.4264801

Not sure if this is a mod, but it would be cool if someone took the sprites of 1+2, Doom 64, and conversions of Doom3 and Doom4's models and made it so enemies randomly had one of those, so it wouldnt look like all the enemies were the same

>> No.4264804

for speed, duh.

>> No.4264829

I shall take your catty remarks and lack of further response as a "no."

>> No.4264858

>what would be a good idea for a future mapping project?
I'd love to see "DOOM III" (not Doom 3), i.e. what would it be like if id released another classic doom. Sort of like DTWiD, but with some defined rules on how the themes and technology would have been available in 1996.

>> No.4264862


Hmm I'd like to see that. To make it feel really legit I guess you'd need a new weapon, a couple new monsters and new textures. Maybe incorporate a few advanced features, speculating that they'd revamp parts of the engine to make it more in line with other engines of the era.

>> No.4264871

You do know that you can turn all the monster cariants and weapon upgrades off and leave it at base level?

>> No.4264872

The way I would personally frame this is that they've finished Quake and it's waiting to be released, so they go back and do a DOOM III to earn extra money from the people without rigs powerful enough for Quake.
It'd be naturally influenced by Quake, but still be DOOM; so still hell & stuff, but now influenced by love-craftian themes.

>> No.4264885

>The way I would personally frame this is that they've finished Quake and it's waiting to be released, so they go back and do a DOOM III to earn extra money from the people without rigs powerful enough for Quake.
Isn't that basically what Final Doom is? It was released a month before Quake.

>> No.4264887

I just had a crazy idea. A doom mod where Cthulhu goes to war with Satan and you're mixed up in the middle of it. It adds Cthulhu enemies, that attack hell enemies and vice-versa.

Final DOOM was not made by iD, they're community megawads released commercially; they've no Quake influence.

>> No.4264889

That requires an alternate timeline where they had enough time to finish Quake.

>> No.4264891

>Final DOOM was not made by iD
It still served the same use, as they published it. I don't know why hypothetical Doom III needs to have Quake influence.

>> No.4264892

Purely a suggestion, it doesn't have to. Other opinions welcome.

>> No.4264894

A Doom game with Lovecraft influences would be cool, but ID didn't had their shit together enough for that anymore at that point.

>> No.4264932 [DELETED] 

Should I get the Doom classic complete collection on the PS3 or is there a better way to get 4 player splitscreen Doom? Only source port I know that has this only supports up to 2 players.

Also Daikatana is on sale on Humble and i'm wondering it's worth it for 2$.

>> No.4264996 [DELETED] 

Fuck you, you're already dead. You're a hate symbol that the masses have abandoned, and even your own creator has killed you off. The only reason you still "exist" is because of /r9k/ shitposters who continue to spam you as a form of "irony", as if they think they've successfully reclaimed you or some shit when all they're really doing is grinding a dead horse into a fine paste, drink it, shit it out, and then do it all over again. People still think fondly of the trollface, but all they think of when they think of you is utter disgust that such a meme has lasted so long that it's decayed into a vile festering cancer and wish that it would just fucking die already.

>> No.4265003

Gutten morgen faggets. Should I get the Doom classic complete collection on the PS3 or is there a better way to get 4 player splitscreen Doom? Only source port I know that has this only supports up to 2 players.

Also Daikatana is on sale on Humble and i'm wondering it's worth it for 2$.

>> No.4265005

I've also thought about how a "theoretical Doom III" megawad could be neat
>some new weapons and monsters and powerups
>maybe secondary fires for weapons too
>maps built to consider jumping and non-infinitely tall actors

>> No.4265023

>People still think fondly of the trollface

>> No.4265025



>> No.4265035

I like to see the plot of the game on words every now and then, it reminds me that it's actually horrifying when you tell it with the proper tone.

>> No.4265061

Imo "Doom 3 before Quake" wouldve been made on an improved Doom engine akin to Duke3D one and would allow slopes and at least limited RoR

>> No.4265073

Agreed, a Doom III mapset would use some ZDoom features, it wouldn't be vanilla or even limit-removing compatible.

>> No.4265087
File: 22 KB, 252x107, cheating1.png [View same] [iqdb] [saucenao] [google] [report]

Saw another ad thing so I made another edit.

>> No.4265091
File: 23 KB, 252x107, cheating2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4265094
File: 23 KB, 252x107, cheating2alt.png [View same] [iqdb] [saucenao] [google] [report]

Alternate version

>> No.4265098

You owe me a new pair of sides.

>> No.4265103

>that's fucking boring
for you
i find not having to worry about ammo ( everything dies in 1-2 hits, and ammo and weapon pickups give more ammo than vanilla ) or proper weapon selection ( everything works against everything ) is more boring, and basically at that point im playing some serious sam bootleg clone in zdoom engine

>the speed you kill them at changes
the faster you kill them, the less threatening they are, so the modders try to offset it by enemies that one shot you, like brutal pack ssg or rocket launcher zombies, but at that point the game turns into "who pulls the trigger first" with massive quicksave abuse.

if anyone around here played pathofexile, they'd know what im talking about

>> No.4265108

Did the guy who asked for the Ganymede sky texture ever show up?

>> No.4265110
File: 10 KB, 252x107, map30_freelook.png [View same] [iqdb] [saucenao] [google] [report]

good one, i also had a go

>> No.4265114
File: 387 KB, 1366x768, Screenshot_Doom_20170917_141756.png [View same] [iqdb] [saucenao] [google] [report]

Really enjoying 300mins, guys. Even if the difficulty is all over the place
This bit was especially fun, causing a big chain reaction and making a huge mess out of all those zombiemen.

>> No.4265116

i "liked" many gameplay mods, but once the novelty wore off i always came back to smooth doom. They are just not enjoyable to me in a long term. The only one that i still sometimes come back to is final doomer with personally adjusted numbers, because i really liked the bfg mechanic and what they did to starting pistols.

>> No.4265119

Final Doomer would have been even better than Smooth Doom if they hadn't messed with the vanilla weapons stats.

>> No.4265121
File: 349 KB, 1920x1080, Screenshot_Doom_20170917_032539.png [View same] [iqdb] [saucenao] [google] [report]

Made it all the way to map08 before I made the same mistake again, focusing on a baron only to get shotgunned. Blue armor won't help against carelessness.

>> No.4265124
File: 19 KB, 247x103, buttfacts.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4265125

Oh yeah, that hallway was fun. Explosive barrels and former humans are always a good time.

>> No.4265134

Why do you look like 3D girls?
What mod is this?

>> No.4265142

vb\r skins with z&

>> No.4265145

From the /vr/ skins pack, vrskins_v3.7.wad usually used with Zandronum in online games.

>> No.4265161


use wadsmoosh

>> No.4265165

nice pasta there

>> No.4265167


yes, I actually asked several times how in the current year of our lord there are no 16 rotations and up and down views

>> No.4265172

i like it

>> No.4265173


you can add Path=file.wad to the .ini

>> No.4265194
File: 65 KB, 500x382, FeelPepeHug.png [View same] [iqdb] [saucenao] [google] [report]


just calm the fuck down

>> No.4265240

>all these pitch black areas in 300mins
I'm guessing this is GZDoom's fault, but it's literally impossible to see in some of these places, resulting in some cheap deaths.

>> No.4265271

I am sick and tired of wading through generic and boring levels made by random hacks. Recommend some god-tier, AAA-grade MEGAmegawads that have their unique look and feel, a great soundtrack, superb level design and fully implemented difficulty levels.

These are the ones I already know that would fit this description:

Ancient Aliens
Back To Saturn X

I just played Scythe and am pretty disappointed. What else can compete with these?

>> No.4265280

Why don't you lurk more? This question gets asked twice every goddamn thread.

>> No.4265282




>> No.4265286

scythe 2
scythe x
sunlust (still hard across the board)
winter's fury (non-vanilla and doesn't have 32 levels, amazing none the less)
going down

>> No.4265295

Tile mapping graphic editor recommendations, anyone? I'm shit at getting things seamless.

>> No.4265297



>> No.4265308

deus vult 2

>> No.4265310
File: 69 KB, 200x200, BalgarCybie.gif [View same] [iqdb] [saucenao] [google] [report]

Good news every, many for those who's looking for striping nuDOOM into olDOOM

facepunch made fixed Doom 4 rips thread with all monsters armors and guns

also QC rips are true



Sapphire, but is unfriendly with some mods due to its non pistol friendly intro

>> No.4265319


fucking autocorrect

>> No.4265321

Will we finally get classic Doomguy?

>> No.4265327
File: 139 KB, 1600x1650, sapphire.png [View same] [iqdb] [saucenao] [google] [report]

Sapphire's the worst Tormentor667 wad I've played so far, copy paste abuse everywhere and monsters just plopped in the middle of bland corridors without any thought. Also BFG Mastermind at the end just because.

>> No.4265331
File: 23 KB, 171x70, quake_champions___classic_doom_guy__for_hud__by_kamijou420-dblrrso.png [View same] [iqdb] [saucenao] [google] [report]


they ripped him already, and someone on deviantart made a test with his new and old face

>> No.4265392

The head in the middle looks shorter, like he has just been stomped by fucking Mario

>> No.4265420
File: 463 KB, 1366x768, Screenshot_Doom_20170917_164858.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit that was close.
You guys were right, not saving and pistol start is ass-clenching sometimes.

>> No.4265440

Has anyone recorded Doomguy's intro in Quake Champions, but with the classic DG skin and face exposed?

>> No.4265446


ask it on /arena/ they will help you with that

>> No.4265457
File: 231 KB, 800x346, Help my cavern is suddenly glowing cyan.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4265461

But that looks really cool, anon.

>> No.4265462

>Kegan Vision Goggles

>> No.4265601

New thread. Congrats on 300min!


>> No.4265690 [DELETED] 

Dose fukken textures. I need that cyan.

>> No.4265828

Hell on Earth Starter Pack

>> No.4265852

Because they'd be too much work to do.
Simple as that.

>> No.4265928

For a second, I thought this was one of those "oh shit I'm losing health" images.

>> No.4266947

Sometimes I go into mods myself with Slade to adjust things like that. Luckily it's pretty straightforward to do things like lowering projectile speed, reaction times, etc. That way I can keep the general mod stuff I like while getting rid of bullshit elements.

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