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4271586 No.4271586 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4265592

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.4271587


300 MINUTES OF /vr/
-Project completed!


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

-Looking to update the OP, suggestions are welcome
-Include thevidya.site and The Inmost Dens somewhere?

=== NEWS ===

[9-20] Evolution of the WAD E9

[9-18] Sun Damage Omen, gameplay mod alpha release

[9-17] 300 Minutes of /vr/ released

[9-17] Crispy Doom v4.2 released

[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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4271592
File: 119 KB, 1920x1080, gzdoom 2016-05-21 22-18-33-73.png [View same] [iqdb] [saucenao] [google] [report]

If I remember right it replaces bosses

>> No.4271594
File: 349 KB, 700x662, Screenshot (8).png [View same] [iqdb] [saucenao] [google] [report]

first for
>fuck soundfonts

>> No.4271598

Didn't DRLA had that for years?

>> No.4271601

What's next?
Terror Elemental?
Which can spawn Agony and Pain elementals?
And 10xLost Souls at a time

>> No.4271603

To be fair, I've always tough that there should be multiple types of "elementals'. It just seems like there would be just not that jesus christ.

>> No.4271605

If there are Lost Souls, where are Found Souls? Ah?

>> No.4271608

that doesn't sound very elemental.
elements aren't composed from smaller elements, that's why they're elements.
i suppose one could say the same about the original, though. but "pain compound" doesn't have the same ring to it.

>> No.4271612
File: 2.84 MB, 1280x720, Quake Nightmare Mode.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4271613

that's beautiful
if the proposed /vr/ halloween wad happens, i would like to use this as a wall texture in a secret area

>> No.4271614
File: 2.98 MB, 640x480, beauty in a webm.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4271615

Talking about Quake, I really don't enjoy it that much.

Anyone else think that it could of done with better music? And maybe having made melee a more viable option?

>> No.4271616

>map16 of valiant
thank you kindly.

>> No.4271620
File: 2.94 MB, 640x480, Blood.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4271621
File: 2.90 MB, 1280x720, 1504739697008.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4271624

I fucking love it, not enough games convey the true power of atom because they're all worried about gay shit like "balance"

>> No.4271642

>Talking about Quake, I really don't enjoy it that much.
That's just your opinion, and that's perfectly okay.

>And maybe having made melee a more viable option?
The axe is shit, everyone knows that, but it's not like id ever made particularly good starting melee weapons. Some mods change or enhance it, like Arcane Dimensions and its Shadow Axe that does triple damage and can gib enemies both living and dead (letting you gib zombies and save your explosive weapons for other targets).

It's also less shit than you think, you can kill stuff up to Ogres with it pretty reliably if you can dance the dance, it just takes a while.

>Anyone else think that it could of done with better music?
Now that's just fuckin' heresy. Quake's soundtrack and sound design in general is fantastic and fits the game perfectly, and is better than most of the actual albums Trent Reznor and NIN released. What would you suggest instead, MIDI-ized dadrock like in Doom? It just wouldn't work.

>> No.4271645 [DELETED] 

oh boy a megatriggered quakefag and the thread is only 17 posts in

>> No.4271649

Can we not?

>> No.4271651

I like the like 2 songs that are in the game, but I find the lack of actual music during the levels to actually make me get lost more easily.
I get they were going for atmosphere, but I just find it dull desu

>> No.4271656
File: 1.21 MB, 1920x1080, 1462146454078.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4271659
File: 538 KB, 700x600, hoe down.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4271682

if game isn't balanced, it's a shit game

but again, im talking about games, not "games"

>> No.4271684

We can not

>> No.4271685

>but again, im talking about games, not "games"
you seem to be a retard.

>> No.4271687


>> No.4271690


>> No.4271691
File: 36 KB, 1280x1024, Screenshot_Doom_20170920_083731.png [View same] [iqdb] [saucenao] [google] [report]

well, this is awkward.

>> No.4271697

Even the most retarded things can be balanced out if designed properly. Reminder that Doom 1 final boss is a semi-regular enemy on Doom 2.

>> No.4271708


>> No.4271714

take your own advice, moron. what does
>im talking about games, not "games"
even mean?

>> No.4271718
File: 454 KB, 1280x1024, Screenshot_Doom_20170920_085647.png [View same] [iqdb] [saucenao] [google] [report]

i guess hideous destructor makes it so that romero can't be telefragged. i had to noclip into the room and drop a grenade to exit the level. ended up losing all my grenades as a result, so even if the death exit didn't function correctly, i still lost something.

>> No.4271725

>what does X even mean
you could have started with that, instead of letting the angry caveman inside of you go angry at things he can't understand.

>> No.4271726

Quake took "more horror" approach than Doom.
Think of Doom as a cheesy upbeeat action/horror flick akin to Evil Dead 2, wehre rock/metal does not seem out of place,
while Quake is more grim, somber and disturbing and the ambient soundtrack of whisppering sound, distant cries fits in just right

>> No.4271729

Not him, but phrase only makes sense if provided with context. And since no context was provided it looked more like you talking to yourself about things only you understand then getting angry when people told you to get off your high horse.

>> No.4271734

What's your favorite gun, /vr/? I always found the plasma rifle to be the most well rounded

>> No.4271742

I quite like the Chaingun, if anything because it's similar to the plasma rifle but I get to use it more often.

>> No.4271750

where did i get angry?
i make a calm statement about my opinion on importance of game balance and how good games aim to be balanced, while random "games" ( notice the quotation marks ) can or will neglect it due to their nature of not being real games, but rather something else, i.e. a tech demo, an addictive skinnerbox, a joke, a tool of empowerment, etc.

and the other person replies with "morron" and "retard" because apparently he doesn't know about meaning of quotation marks around a single word.

>> No.4271761

it's clearly Blood

>> No.4271767
File: 291 KB, 614x665, Iron Maiden (Quake II).png [View same] [iqdb] [saucenao] [google] [report]


>> No.4271768
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>> No.4271770
File: 102 KB, 1600x1200, Ironmaiden.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4271771
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>> No.4271772
File: 96 KB, 278x645, Hl2proto_fassassin3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4271774

Are they using the boots from Portal?

>> No.4271775
File: 124 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4271776
File: 272 KB, 450x782, Combine_Assassin_con.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4271779

The plot thiccens

>> No.4271780
File: 343 KB, 1920x1080, HA HA HA YEAH.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4271834

Anyone knows where to find the original picture from this poster?


I'd rather print it somewhere else for cheap rather than buy it online.

>> No.4271836


>I hate my wallet with a burning passion

On the the hand, that's the closest one can get from the actual sound, so big props to you.

>> No.4271837

>Nintendo Doom Framed Poster Review, Retro Advert Frame, Gaming Gamer Unique Gift, Kids Room Man Cave A4, Wall Art Groom For Him Christmas

holy fuck the name

>> No.4271842


I found it while looking for Doom posters on Google, so I believe that means the random words worked.

>> No.4271845
File: 17 KB, 524x180, F0DSXU6.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4271860
File: 1.29 MB, 1680x1050, Screenshot_Doom_20170920_184212.png [View same] [iqdb] [saucenao] [google] [report]

This wad will be the death of me, I swear

>> No.4271867

Can you actually use this with any doom engines?

>> No.4271883


>> No.4271885

stardate 20x6?

>> No.4271889

yup, I'm too much of a casual for this wad, it seems

>> No.4271907

what skill level are you playing it on? iirc the text file says HMP is intended and UV is for masochists

>> No.4271915

i suppose so
it works with everything that works with midi devices on windows.
in case of gzdoom it just appears alongside fluidsynth, timidity, etc in the selector.

>> No.4271931

UV. Checked the text file - it says that it was balanced around UV but HMP was also implemented. I just have this autistic need to play on UV, anything less feels wrong, have to work on it and try out HMP, I guess.

>> No.4271935


thanks, I only had 1 tb of dolphin porn

>> No.4271950


wtf anon

>> No.4271964

is 300manager here?..

>> No.4271967


>> No.4271981
File: 23 KB, 500x448, iu[1].gif [View same] [iqdb] [saucenao] [google] [report]

That would be badass for a player death, Exploding like a predator

>> No.4271995


are you gonna update the wad?, can I replace in your ass with the early version?, I feel is too easy now

>> No.4272001

not him but i am going to update the wad.

>> No.4272013
File: 19 KB, 350x233, aishiteru romero-kun.jpg [View same] [iqdb] [saucenao] [google] [report]

id software c. 1992

>> No.4272018

RjY's the one who's doing the fixes. Once he posts the fixed wad I'll update the doomworld thread.

>> No.4272039
File: 129 KB, 596x455, ra.png [View same] [iqdb] [saucenao] [google] [report]

could of

>> No.4272047

just to keep you and everyone else in the loop, this is where i am at the moment


map01: speed up monster teleporter (without desyncing 3m01p037, of course)

map03: fix non-reusable lifts to get out of slime pools

map05: fix non-reusable lift in air duct after yellow key [rowsol]
map05: add locked door indicators [te13]

map06: add lift out of slime pool by exit door [te13]

map08: fix texture alignment on scenery [te13]
map08: speed up main lift

map13: realign textures around the hidden passage behind the mancubus

map15: add a second trigger for the perpetual lift [da_werecat]

map16: add teleporter for those who back out from the crusher [leodoom85, lirui1001, anonymous]

map17: remove transparenct from cage bars [te13]
map17: fix lowering bars by archvile trap that went too far, exposing missing textures [te13]
map17: make crusher switch repeatable [da_werecat]

D_RUNNIN: add replacement suggested by memfis


map10: TODO: merge 300manager's start area detail reduction with my fixes
map29: restore original difficulty, by author request

>> No.4272059


well, here it if if you are going to update it


mega seems broken at the moment, strange

>> No.4272067

thanks, got it.

>> No.4272076

>Saturday Night Codeine's ending
Oh, Term!

>> No.4272092


also, I have a friend that says there is a bug in map03, I don't know if is that bug checked there, I asked him to record a demo but is working right now

>> No.4272156

If you can also fix the txt file so that when I upload the updated version to /idgames the credits appear correctly and my email address isn't removed, I would be very grateful. Not quite sure why they decided to take out my email.

>> No.4272183

is there anything similar to pirate doom out there? recently played that for the first time and was very impressed with it.

>> No.4272234

>Not quite sure why they decided to take out my email.
this is apparently something they do, unless you tell them not to.

Once your upload is verified, we will remove the email addresses from
your text file before publishing your upload. If you wish to leave them
in the text file, let us know when you respond to us and they will be
left in.

i think the reason this started is this guy named Carlos, who did a source port named cdoom.


it turns out he is a religious nuts who really hates doomworld and idgames for some trivial reason. he harvests email addresses from uploads, and signs them up to hundreds of christian spam mailing lists.


>> No.4272242

At least it's nice to see hardcore Christians understanding that Doom isn't Satan worship? But that's just fucked.

>> No.4272247 [DELETED] 


yes, is that error, dismiss my comment

>> No.4272248 [DELETED] 

>>4272092 (You)

yes, is that error, ignore my comment

>> No.4272272


yes, is that error, ignore my comment

>> No.4272286
File: 944 KB, 800x600, dark-2016_3_14_4_20_48_86.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4272317

TIL that Ancient Aliens and High Noon Drifter are quite good together.

>> No.4272323

I haven't played ancient aliens yet. The Final Doomer weapon set for it seems cool. Is it good/finished?

>> No.4272326

no, one of the authors died so it's dead in the water. F

>> No.4272328

Map 19
Finally got the LG.
Only gets better.

>> No.4272332
File: 6 KB, 502x137, please.png [View same] [iqdb] [saucenao] [google] [report]

He may be dead, but not his spirit.

>> No.4272345

all right then, thanks.

>> No.4272347

Is this a mod dev community in-joke or did someone really die?

>> No.4272352

You can check the zdoom thread anon
im pretty sure they are still developing stuff

>> No.4272358

fuck yes

>> No.4272359

>Is this a mod dev community in-joke
yes. everyone who hasn't released something in the last hour is dead. rip in peace.

>> No.4272370

How do I play map 33 of 300 minutes of /vr/ in gzdoom?

>> No.4272373

map map33

>> No.4272374

doomguy is basically smoothdoom with new pistol and separate bfg ammo

tntguy has overpowered chaingun replacement and its plasmarifle replacement shoots an ugly beam that floats around your weapon when you are moving, instead of coming right out of it

plutguy's rocket launcher replacement shoots awkward bouncing grenades, and its plasmarifle replacement is now a hitscan weapon that also does more damage, but is slightly slower.

id say it's worth playing for the plutguy.
doomguy is meh and tntguy is just garbage

the hard drive died, so now they are rewriting everything from scratch

>> No.4272375

it's a terrible and forced unfunny meme someone has been consistently pushing

>> No.4272383

>separate bfg ammo

>> No.4272385

Underhalls has entirely unfitting music.

>> No.4272386

>Final Doomer update is apparently actually closing in on being done
>So is the next DRLA update

i dont believe it
this can't be happening

>> No.4272398

because everybody loves gimmicks

it's not really ammo, but a charge system, and you get charges by picking up large ammo packs, like i.e. every 5 rocket boxes you get 1 bfg use.

>> No.4272404


>> No.4272412

Ribbiks hadn't started encouraging HMP with Stardate 20x6. Its not until 6 months later with Swim With The Whales that Ribbiks began giving HMP significant attention.

>> No.4272424

dun dun

dun dun
te te te

dun dun

dun dun
ti ti ti

>> No.4272429

plutguy will still be the best

>> No.4272432

Oh my god you're still doing it. Have fun with Fear.

>> No.4272436

>Doomguy is basically smoothdoom
Why do people still say this? The weapons in Finaldoomer (except for the Super Shotgun, weirdly) are more powerful than in vanilla,

>> No.4272448

Never played Hideous Destructor, only heard it's all around bullshit. Can you do anything resembling a speedrun with it? Thinking about giving maps 11-20+31/32 of Scythe a shot with it.

>> No.4272453

from what i see with SLADE, apart from the obvious pistol and bfg, the only changes are that chaingun does 3-4 times more damage and direct hit with rocketlauncher seems ( 100 projectile damage? plus standard 128 from explosion ) to do more as well

>> No.4272463

you mean doomguy?
they just need to make it so the SS gibs and its the most perfect vanilla guns improvement mod possible

>> No.4272474

map11's busting my balls at the moment, but i feel like as long as i actually use all the tools i'm given and play smartly, i should be able to overcome anything. run for it might be a real problem. berserk should provide the necessary theoretical speed, but controlling and maintaining it is another question.

>> No.4272481

if i wanted to play doomguy id rather just play vanilla, because superstrong fisting and pistol ruin ammo management and bfg isn't an actual weapon, making pistol start potentially broken

>> No.4272484

you can disable the bfg ammo

agreed it would be nice to have an option to disable the fists being stealthy and pistol ammo thing
also I always feel like some of the weapons do more damage then they should so I always reduce the damage by some using customdoom

>> No.4272508

i can disable bfg ammo and even edit all the stuff in slade, make fists weaker, make pistol consume ammo and whatnot, but then i would end up with a vanilla doom, so whats the point.

it is what it is, and i suppose it can be fun sometimes to relax and slay some mobs at ease with *mildly* stronger weapons but still keeping the vanilla-like aesthetics without going full brootl doom style with reloads, grenades, altfires and other trash.

>> No.4272517

use berserk packs, summoning talismans and the HERP/DERP robots liberally and you might be able to set some impressive times. most enemies won't let you ignore them so easily, though.

>> No.4272530

What you would end up then is vanilla weapons with nicer animations way better sounds and overall a better feel then vanilla and imo smooth doom.

Especially the shotgun and chaingun I find just feels really crisp in final doomer and thats after customdoom tweaks to make them do vanilla dps.

>> No.4272586

do you even like gameplay mods

i suspect it may not be for you

>> No.4272595
File: 1.45 MB, 450x270, tenor.gif [View same] [iqdb] [saucenao] [google] [report]

>superstrong fisting

>> No.4272619
File: 210 KB, 360x235, lost_soul_knuckle_bump.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know if there's any WAD's that I can add to vanilla doom which strictly effects the death animations?

I'm looking specifically for if there's any that make each monster death unique to the weapon type used. Somethin sorta like Brutal Doom but without any of the gameplay modifications.

>> No.4272628

i actually prefer smooth doom ones
especially the 64 variants

well i liked the finaldoomer plutguy

i found it was a nice shift in balance, making plasmarifle into hitscan m60 with more damage at cost of slower fire rate and bigger recoil the longer you fire it

and the grenade launcher being kinda hard to use at times, giving less ammo from ammopacks, and having bigger splash, making it more dangerous for yourself, thus putting more emphasis on the m60, which now is the strongest weapon with all the "cell" ammo dedicated purely to it, with the bfg being more of a bonus "kill some more" button, like serious bomb in serious sam.

and the chaingun kinda taking the spot of the old plasmarifle with being a good panic weapon to stunlock and clear crowds or doing some decent single target damage comparable to ssg

i even liked the tighter spread on shotgun, making it slightly more pleasant to use in medium to long distances

>> No.4272629
File: 2.43 MB, 1360x768, qzdoom 2017-05-02 14-40-29-95.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4272634

he's making good points thought, just didn't mention that it also improves how the weapons look

>> No.4272637
File: 109 KB, 640x480, Screenshot_Doom_20170920_205814.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4272639

Lithium does that, High Noon Drifter too

>> No.4272642
File: 86 KB, 560x800, P_hunter_tn.jpg [View same] [iqdb] [saucenao] [google] [report]

bunch of plens in this thread

>> No.4272651

I think it's nice to be able to use the plasma rifle freely without worrying about cutting into BFG reserves

>> No.4272659

If he stops pushing it, I think it's safe to assume he's died.

>> No.4272681

you're right, i do apologize

>> No.4272687

As much as I enjoy final doomer, I agree that it's a little on the redundant side to have a pistol with infinite ammo AND a powerful, flexible melee attack. There's not a snowball's chance in hell Yholl will change this but I feel like you should have either one or the other.
I do like what he's been doing with the chainsaws though, turning them into flexible utility tools instead of yet another melee weapon. Very smart, and the halderman device is one of the best things.

>> No.4272694

Don't think such modifications are possible with vanilla doom.

>> No.4272698
File: 1.06 MB, 1280x1024, autoplay-2017_9_7_21_9_53_850.png [View same] [iqdb] [saucenao] [google] [report]

Much less lag than playing the map normally, nukes every enemy in one shot and kills the player? Yes, please.

I don't think the original Unreal gets too much attention these days. It's a shame since it's such a great game.

>> No.4272701

tntguy a best

>> No.4272708

There's smooth doom, which adds multiple death animations do enemies and unique gib animations for each enemy, but that's about it.

>> No.4272713

I thought Smooth Doom required GZDoom?

>> No.4272716
File: 1.23 MB, 640x512, reach out and touch a boner.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4272717
File: 2.73 MB, 800x450, fisting.webm [View same] [iqdb] [saucenao] [google] [report]


like i just can't take something like this for a serious megawad playthrough

>> No.4272720

I meant vanilla doom as in, regular doom without any modifications to the gameplay.

I guess then:
>Does anyone know if there's any WAD's that I can add to doom which strictly effects the death animations?

>> No.4272723

wow and i thought all the weapons in HD were weaker

>> No.4272727

yeah i hate paper sprites too

>> No.4272729

Okay in fairness you could kill all of those dudes if you have berserk vanilla fists.

>> No.4272730

paper sprites?

>> No.4272737

HD weapons are incredibly powerful and accurate on their first shot

Everyone is a glass cannon in HD with the exception of Archviles really
That Thunder rifle in particular obliterates practically everything if given the chance

>> No.4272738

smooth doom monsters only
I use it with final doomer doomguy as well as high noon drifter and it works great

>> No.4272740
File: 93 KB, 800x450, worse than filters.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4272741

custom doom it to damage 0.8x or something like that
its what i do with final doomer and most other OP weapon mods

>> No.4272743

HD is starting to look really really cool with recent updates
I think I might have to play it again

>> No.4272747

and what's the solution here? Y axis rotation to make them look like splattered shit instead?

>> No.4272753

Still have no idea what the fuck you're talking about.

What the hell is a "paper sprite"?

A sprite is a sprite. What paper?

>> No.4272757


he talks about viewing the sprite from above or below, you don't see a quad, you see a line

>> No.4272759 [DELETED] 

the solution is, of course, to use a real renderer. also turn off freelook. stop cheating. play the game properly.
paper sprites are an inherent unsolvable flaw of the opengl renderer that make the monsters look like cardboard cutouts when viewed from angles only made possible by freelook cheaters.

>> No.4272760 [DELETED] 

Then I guess he should stop playing doom?

>> No.4272761

>freelook cheaters
Calm your autism boy.

>> No.4272762

Shut the hell up, nerd.

>> No.4272765
File: 3.29 MB, 319x215, AutisticRattling.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4272767 [DELETED] 

>I'm a cheater and proud of it
>on a retro games board
>calls people nerds

>> No.4272768

hey guess what
i jump on torches to bypass level segments
i crouch to avoid projectiles
i use resurect when i die

>> No.4272769

>the solution is, of course, to use a real renderer. also turn off freelook. stop cheating. play the game properly.
I'm gonna shove you in a fucking locker, nerd.

>> No.4272770

doomworld is calling, they want their virgins back

>> No.4272771

>complaining about freelook and Y billboarding sprites
>gameplay mod
i guess the other more purer purists kicked you out of their treehouse

>> No.4272775

Playing a wad for the first time? Yeah, Freelook and weapons mods are cheating, at least to me.
But playing Doom to dick about or with gameplay mods? I use freelook then and give no fucks.

>> No.4272780
File: 2.95 MB, 640x512, nice ambush.webm [View same] [iqdb] [saucenao] [google] [report]

it's fun, anon

>> No.4272783

I thought HD was about being a weak normal human soldier vs tough demons?
These webms are making it look like a more sensible Trailblazer.

>> No.4272785

>HD webms
Now that's what I'm talking about
I love watching people play this

I can't think of many good levelsets for this so I just played HD in regular Doom 1 and 2

>> No.4272791
File: 174 KB, 1446x1011, DKFJdr-UMAE_5pV.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]

So I guess two of Jimmy's mods got married and had a kid.

>> No.4272795
File: 26 KB, 384x239, 1412250376844.png [View same] [iqdb] [saucenao] [google] [report]

Me too;When it's necessary.

>> No.4272798

Normal soldier can do a lot with proper training.

>> No.4272807

hl1 black ops

too lazy to get a pic

>> No.4272810

>i jump on torches to bypass level segments
>i crouch to avoid projectiles
>i use resurect when i die
no worse than reloading a savegame.

>> No.4272814


is this NTR?

>> No.4272815

>no worse than reloading a savegame.
I'd argue that's a load of shit, but then when I do save I don't do it often.

>> No.4272817

are you just being contrary at this point

>> No.4272818

>no worse than reloading a savegame.
you get all your health back
enemies don't

it's the only one of the three that actually counts as a cheat

>> No.4272821
File: 2.88 MB, 640x512, more like baron of smell.webm [View same] [iqdb] [saucenao] [google] [report]

evil can never triumph over one armed with the power of god
the power of big guns makes a decent substitute

scythe is working pretty well so far

>> No.4272826

this reminds me of alien swarm solo runs

>> No.4272828
File: 2.84 MB, 800x450, volumetric.webm [View same] [iqdb] [saucenao] [google] [report]

woah guys this is so much better

>> No.4272832

>you get all your health back
>enemies don't
true, i didn't think of it that way.
>it's the only one of the three that actually counts as a cheat
that depends how you define a cheat. just because gzdoom doesn't refer to finite actor height, jumping and crouching as cheats doesn't mean they aren't.

>> No.4272836

can't tell if you're being sarcastic but yes it does.

>> No.4272837

>yes it does
*look better than paper sprites.

i will concede it looks a bit silly but paper sprites just look terrible.

>> No.4272840

>i use resurect when i die
I mean you can pretty much do with with iddqd in vanilla anyway, so a purist can't even truly complain here.

>> No.4272850
File: 1.79 MB, 640x512, explosive exchange.webm [View same] [iqdb] [saucenao] [google] [report]

holy shit, that's one hell of a greeting

>> No.4272856

No, it really doesn't.

This is one of those things where it's opinions and there is no better or worse option,

>> No.4272865
File: 2.23 MB, 640x512, am i interuppting something.webm [View same] [iqdb] [saucenao] [google] [report]

lmao 2baron

>> No.4272869

Do you mind adding this version of my map?

I had to fix a trigger issue where some monsters would not teleport after getting the ssg and walking back down the steps, as I saw in JohnSuitepee's stream.

>> No.4272871
File: 18 KB, 287x280, AGITATION.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4272872

Is there a way to get finer control over mouse sensitivity in PrBoom+?

>> No.4272873
File: 1.40 MB, 720x360, you're a nerd.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4272880
File: 80 KB, 740x555, slip_axe_s.jpg [View same] [iqdb] [saucenao] [google] [report]

The axe is not nearly as bad if you take maximum advantage of the instantaneous weapon swapping speed.

>shoot enforcer with a shotgun/double barrel blast
>instantly switch to the axe and kill him while he's stunned

>blast ogre with grenade
>run up to him and deliver a bunch of axe swipes
>finish him off with a double barrel blast

And all this without losing momentum. Unlike the melee weapons from say, Doom, the axe is meant to be used in conjunction with the rest of the arsenal. In general, it is good to remember the weapon switch time and how it affects combat before judging any of the Quake arsenal.

>> No.4272882
File: 2.45 MB, 640x512, ranger would be proud.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4272886

I think a lot of people (including me) rag on the axe because it has absolutely awful feedback. At least with the fist in doom it has a satisfying thump as you punch dudes, the axe has nothing.

I think the axe would actually be better as a dedicated button where hitting it swipes out with the axe and goes back to your currently equipped weapon, along with better feedback of course

>> No.4272893
File: 1.27 MB, 1680x1050, Screenshot_Doom_20170921_031907.png [View same] [iqdb] [saucenao] [google] [report]

>whine about not being able to do this part
>get it on my first time after some rest
Guess I'll continue playing stardate 20x6 on UV then

>> No.4272902

What mod is this?

>> No.4272907
File: 727 KB, 1680x1050, Screenshot_Doom_20170921_033039.png [View same] [iqdb] [saucenao] [google] [report]

Fuck my life

>> No.4272909

Looks like Hideous Destructor, prepare your asshole with all the different controls

>> No.4272910

>all those Revenants.
I fucking hate maps that do this. I'm getting near the end of 300mins and I've noticed a couple of maps that do just this. 30 homing missiles on your ass at all times is really annoying, especially since only one can fuck you up on UV.

>> No.4272912

I see more imps in his screenshot. Even says an imp called him.

>> No.4272913

Back to Saturn X was especially irritating with it's love of Revenant armies. I'd rather fight groups of chaingunners.

>> No.4272914

meant killed

>> No.4272917
File: 375 KB, 1920x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

please call an exorcist, I can't hold it anymore

>> No.4272918

First it's revenant towers (don't bother killing them, another spawns as soon as you kill one)
Then two archviles spawn
And two more
And two more
Then you you are you able to press the switch, get the blue key and the area is flooded with revenants, imps and at least one archville

>> No.4272924

police line do not cross

>> No.4272928

>too many revenants reee
I still think this is meme tier whinging.

>> No.4272937
File: 2.83 MB, 1152x720, gzdoom 2017-09-21 01-40-18-05.webm [View same] [iqdb] [saucenao] [google] [report]

>play around with portals
>get idea
>lose interest

Inspire me, bros.

>> No.4272938
File: 4 KB, 100x130, commandoborg.jpg [View same] [iqdb] [saucenao] [google] [report]

How the fuck did NOD get it's hands on UAC's BFG 9000?

>> No.4272940

I'm being serious, it just isn't fun.
How are you supposed to fight this sort of thing? My tactic is to lure them into a bottleneck and fire rockets into the crowd.
That or get them to piss off some of the bigger demons.

>> No.4272942

Where's the portal?

>> No.4272948

Revenant saturation is only good if there are also hordes of other monsters, particularly Hell nobles. Infighting takes care of the rest.

>> No.4272949

Fuck nigga how did you get the floor portal working? I've never been able to make those work.

>> No.4272950

Learn how to manipulate their fireballs.

>> No.4272952

This. There's one section in Epic that does this well - You get locked in a room and suddenly a small army of Revs teleport in one side of the room, and a bunch of Hellknights on the other. Getting them to infight is the best way to clear the room and escape.

>> No.4272954
File: 2.99 MB, 640x512, ain't having it.webm [View same] [iqdb] [saucenao] [google] [report]

who do these jokers think they're up against?

>> No.4272957

A spawnkiller

>> No.4272962


There is two different ones, stacked (for the staircase) and line (for window).


Here you go. Doom 2. Take note of how I reused the sector tags to avoid having to set the sidedef for each step. The spacing for the floor "thickness" was trial and error.


>> No.4272964

Thanks I'll take a look, maybe it was just some minor thing I missed.

>> No.4272969

looks like something I'd see in a snapmap

>> No.4272972

Oh NOW I see how this is supposed to work, fuck I can't believe I never figured that out.

>> No.4272973
File: 873 KB, 640x512, hot boners, freshly popped.webm [View same] [iqdb] [saucenao] [google] [report]

AAAAAA this, you meme loving fucks

>> No.4272978

Couldn't you of just used 3D floors? Seems it would of been much simpler for the same effect.

>> No.4272979


>> No.4272991


Not if you start reaching 4 and above floors. This lets you place things on multiple floors easier and you have some control over sound.


Interactive stacked portals also work nicely on automap, line ones take a bit more effort.

>> No.4272994

yo is that a fucking heartbeat meter

> relaxed heartrate
> fire big gun
> heartrate spikes

also does your health regen speed scale up with it?

>> No.4273001


>> No.4273005
File: 2 KB, 360x360, 1505010850701.png [View same] [iqdb] [saucenao] [google] [report]

>mfw brush based mapper and don't understand what all the kebab about portals and floors over floors are

>> No.4273009

> many rooms over other rooms
> top view wireframe
> not a horrible mess
> each room seperated in editor
> connected ingame

>> No.4273015

>implying i have any reason to use wireframe view when trenchbroom exists

>> No.4273018
File: 358 KB, 1920x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]


good enough

>> No.4273029

Why doesn't this webm work for me? It moves for 2 seconds then freezes but says it's playing.

>> No.4273052

I think that shows your lack of mapping knowledge more than the fact you use brushes

>> No.4273060

This happened to me many, many years ago when I was a kid after playing Aliens TC. I had an idea to create a space ship kinda modeled after the Nostromo using the Aliens TC files. I made it multi-leveled by surrounding ladders with transporter areas, so it was kind of like you were climbing the ladders.

>> No.4273061

Sorry, should have specified id tech brushes. Unreal engine's always had that crazy portal shit, hasn't it? I remember some old UT99 map with a portal on top of a skyscraper and another at ground level and shooting yourself in the head through the top one.

>> No.4273063
File: 2.93 MB, 640x512, partial invincibility.webm [View same] [iqdb] [saucenao] [google] [report]

yes and yes
stimpacks increase your regen rate and your heartrate increases to match it, at least. if it's increased because of anything else you usually won't be healing and there's often a waiting period before it kicks in. i have a ton of supernatural healing stockpiled from soulspheres and megaspheres which starts fixing me up sooner and also effectively guarantees that i'll never need a medikit again. i can even take on a baron with a chainsaw, win, and walk away with no lasting wounds.

>> No.4273073
File: 600 KB, 1920x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]


this is taking me more than I'd like to admit

>> No.4273075

It's not the closest. Sound Canvas VA uses instruments from the 88 while Doom was composed on the 55

>> No.4273082
File: 2.97 MB, 854x480, Doom 2 - Hell On Earth - 09.20.2017 - [View same] [iqdb] [saucenao] [google] [report]


>> No.4273084

I kinda want to make a powerup that allows you to punch faster. For a Berserk map. No prior experience with weapon modding or anything like that, any tips?

>> No.4273085
File: 272 KB, 386x400, tumblr_ntz0gllVDl1u6w3wgo1_400.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4273098

such low TTK
is this brutal doom: hipster edition?

>> No.4273103
File: 269 KB, 1023x614, community_image_1380215257.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4273107

it has sc-55 mode which is pretty much 99% the same as the real thing


>> No.4273109
File: 1.02 MB, 1789x1003, Screenshot (9).png [View same] [iqdb] [saucenao] [google] [report]

>> No.4273123

only 3d mapping i've done is source

>> No.4273125
File: 2.68 MB, 640x512, corpse dismemberment.webm [View same] [iqdb] [saucenao] [google] [report]

guess so

>> No.4273127

that architecture reminds me of Q1/Q3 maps

>> No.4273130

It's a direct remake of an Unreal Tournament '99 map, specifically DM-Agony.

>> No.4273131

yes and you should totally play it as such

>> No.4273138
File: 44 KB, 414x422, scoville units.jpg [View same] [iqdb] [saucenao] [google] [report]

has anyone ever tried recreating bunnyhopping or strafejumping in doom?

>> No.4273150

jpalomo once tried to make the 7 tic delay after landing configurable so the engine could behave like Quake engine/id Tech 2~3, however he gave up because it led to bigger problems.

>> No.4273168
File: 358 KB, 1366x768, Screenshot_Doom_20170920_190508.png [View same] [iqdb] [saucenao] [google] [report]

your thoughts on the Chasm

>> No.4273173

How so? you mean the lack of air control and low acceleration?

>> No.4273182
File: 226 KB, 636x330, d31.jpg [View same] [iqdb] [saucenao] [google] [report]

I ain't afraid of no quake.

>> No.4273185
File: 109 KB, 1000x936, 69de7f6766c51d4db0625ba275adc7ad.jpg [View same] [iqdb] [saucenao] [google] [report]

Does this count as a FPS?


>> No.4273187

Doomguy the midget

>> No.4273189
File: 39 KB, 344x600, Konami-LoneRanger.jpg [View same] [iqdb] [saucenao] [google] [report]

Full machine.

>> No.4273191

It's clearly third person.

>> No.4273205
File: 204 KB, 1366x768, Screenshot_Doom_20170920_190539.png [View same] [iqdb] [saucenao] [google] [report]

blocks your switch

>> No.4273207
File: 169 KB, 1366x768, Screenshot_Doom_20170920_190551.png [View same] [iqdb] [saucenao] [google] [report]

me too

>> No.4273208

it's shit

>> No.4273209

hahaha how is body blocking even real, like just circle around them
i don't remember the full quote

>> No.4273212

love it (except for the inescapable pit near the end)

>> No.4273216

Hahahahahahahaha How The Fuck Is Blocking Paths Real Hahahaha Nigga Just Circle Around From The Doom Like Nigga Close Your Eyes Haha

>> No.4273229

>be me
>fucking dumbass
>start a wad hosting site with almost no means to fund it
>free plan of amazon's aws is about to run out
This is probably more suited to /g/ but are there any decent VPS hosts that are pretty cheap with okay-ish performance? Don't want to run ads or beg for donations to keep it running.

>> No.4273235

How to get Hideous Destructor to run on gzdoom? I only get a zip file from the download

>> No.4273238

Get ZDL and put the Zip in the PWAD section

>> No.4273243
File: 195 KB, 1366x768, Screenshot_Doom_20170920_194508.png [View same] [iqdb] [saucenao] [google] [report]

check out his glowy hands

>> No.4273248

Oh thanks bro

>> No.4273253

ARE there any LCD FPSes?

>> No.4273258
File: 52 KB, 460x215, rott.jpg [View same] [iqdb] [saucenao] [google] [report]

Thoughts on ROTT 2013?

>> No.4273260

>Don't want to run ads or beg for donations to keep it running.
Good heart, but get ready to run ads or beg for donations. Better hope anons disable their adblock.

>> No.4273262
File: 276 KB, 700x700, Radical.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4273263
File: 1 KB, 96x132, Tom Servo2.png [View same] [iqdb] [saucenao] [google] [report]

Not gonna lie, I fucking loved it.

>> No.4273269

i like the part where thi barrett and and lorerei ni fart when you eat the porridge

>> No.4273270
File: 8 KB, 668x332, cmd_2017-08-20_07-50-46.png [View same] [iqdb] [saucenao] [google] [report]

just load the folder

>> No.4273272

Looking at AWS reserved instance pricing it's around 60 bucks per year. With 160-ish for 3 years. Fuck, gotta scrounge that up before the 30th, I guess.

>> No.4273285

That's a pretty great Servo.

>> No.4273286
File: 11 KB, 441x408, 1433988833954.jpg [View same] [iqdb] [saucenao] [google] [report]

My favorite part of retro 3D FPSs are jumping puzzles.

>> No.4273301
File: 157 KB, 1600x1166, turok-dinosaur-hunter-platform-jumping-gameplay-screenshot-n64.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4273310

Been playing the remaster on steam recently. I just switch over to a controller when a section like this shows up. They're generally a breeze with analog controls at 60 fps.

>> No.4273321

The platforming itself is okay, it's the incredibly low FOV in the original game (that isn't default in the remaster) that is the problem.

>> No.4273323

Worse: timed switch hitting puzzles to lower/raise platforms to climb up as stairs.
And each switch is located in a different room surrounding a central room with the platforms.
And every time you need to make a minor adjustment, you have to run halfway around the level to hit the switch for half a second and run all the way back so you can properly climb the platforms.
Colony Ship For Sale, Cheap.

>> No.4273328

Never tough of using multiple guns for a single encounter tbqh

>> No.4273354

here have some 90s bill gates


>> No.4273385

I had literally 0 issues with it, but apparently everyone hates it. It's ironically probably the only map that is easier with keyboard only.

>> No.4273393

Probably that, and when i asked him in IRC about that, he also said it had something to do with the jumping button being unresponsive after a while i think, i'm not sure though, this was like in 2013.

>> No.4273395 [SPOILER] 
File: 579 KB, 1360x768, 1505967357168.jpg [View same] [iqdb] [saucenao] [google] [report]

Where is the haters of texture filters and engine improvements? I have a candy for them.

>> No.4273396

Don't interrupt me


>> No.4273397

>are there any decent VPS hosts that are pretty cheap with okay-ish performance?
doomworld runs on linode, it works fine.

>> No.4273398

This looks like Quake 3 single player.

>> No.4273401

Texture filters look like shit on low res textures and that doesn't looks remotely interesting.

>> No.4273403 [SPOILER] 
File: 180 KB, 566x451, 1505967800232.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4273420


>> No.4273429

Hell knight's having a giggle about something there

>> No.4273448
File: 522 KB, 939x720, 1347583665783.png [View same] [iqdb] [saucenao] [google] [report]

it's awful.

>> No.4273451
File: 219 KB, 648x818, 1494886284283.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4273453

I can't wait until Tim Willy forces Sync to add Hunter at gunpoint. The day of lizard slaughter is coming.

>> No.4273459
File: 77 KB, 674x670, 1499092058564.jpg [View same] [iqdb] [saucenao] [google] [report]

>all these save-scummers in the poll

>> No.4273462

Fun in a cheap way. Cheap in a fun way.
It's alright.

>> No.4273465

Needs an option for only using a limited number of saves per map, because I save at the start of each map and allow up to two more saves mid-map to act as 'checkpoints'. It's more forgiving than save-at-the-start-only but not as easy-mode and casual as save scumming.

>> No.4273472

I'd rather save often in case something breaks or crashes. But if I die, I often just... Stop playing for a while. That's one way to challenge myself.

But sometimes I just want to look at the maps and I don't care about challenges.

>> No.4273476
File: 271 KB, 988x743, save.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4273481

Saving was absolutely intended but that doesn't mean savescumming isn't a thing, and a bad thing at that.

This doesn't just apply to to doom.

>> No.4273492
File: 235 KB, 1438x332, chrome_2017-09-21_01-36-48.png [View same] [iqdb] [saucenao] [google] [report]

Is he right?

>> No.4273507
File: 17 KB, 330x150, 1443406957190.jpg [View same] [iqdb] [saucenao] [google] [report]

i am going to find you and i am going to fuck you

>> No.4273510

He's not wrong, but it's just the pistol so who cares; it's not like the regular shotgun or chaingun itself become totally eclipsed by the SSG or plasma rifle to where using them is a complete downgrade with no situational advantages. So the starting weapon becomes worthless, big whoop, you weren't gonna use the ammo for it anyway.

>> No.4273518

Only reason to switch to a pistol in any game is for accuracy or ammo conservation, But the pistol uses the same ammo and even less accurate than the chaingun.

>> No.4273519

saving ammo when shooting switches

>> No.4273521

yea pretty much.
its whatever theres always one item like this in every game

>> No.4273531

Yeah, the pistol exists to remind you to get a bigger weapon.
Also this. >>4273519

>> No.4273539

You post this like there's even any way to dispute it. That's pretty universally accepted I thought.

It's kind of a shame, pistols can be fun.

>> No.4273540

The relatively low strength or usefulness of the pistol simply makes picking up a stronger weapon much more satisfying.

>> No.4273560

I wish he wasn't. There's been examples of starter weaponry done in such a way where the weapon can stay relevant and useful throughout an entire run. But Doom's pistol is just horrendous.

>> No.4273564

I save at random points, but I'm not as bad as I used to be, when I was a kid I used to reload a save basically any time I got hit. Now I accept death or mistakes more often.

I also try to not save as much, tho it's inevitable in long levels.

>> No.4273586

I liked the DUMP 2 weapon pack pistol because while the damage from the pistol was even shittier than normal, you could rapid fire spam it with infinite ammo and more importantly you could grab a berzerk pack and suddenly the knife attack altfire let you one shot revanents. I think it got nerfed a bit in the final builds which was sad because you were just a fucking terror once you found one.

>> No.4273595

pistol start and if i die too much i turn down the skill level. savegames are annoying because i always forget to save

>> No.4273596

Don't you mean DUMP 3

>> No.4273602

I'm sorry who is this?
Fat old Samus?

>> No.4273606

in the final builds, it no longer restores accuracy if you space out your shots

thanks, yhollbama

>> No.4273607

>Do you mind adding this version of my map?
not at all, that's fine. i will restore the co-op player starts 300manager added.

>I had to fix a trigger issue where some monsters would not teleport after getting the ssg and walking back down the steps,
oh now you mention this i think i think it must have happened to me on my fda, i remember thinking the appearance of the cacodemons seemed to be a bit random but i never looked into what triggered it. thanks for the fix!

>as I saw in JohnSuitepee's stream.
oh he's done it already? damn, i wanted to see that

>> No.4273608

It's one of the Team Fortress classic mercs from the comics I believe, forget which one it is.

>> No.4273617


>> No.4273618 [SPOILER] 
File: 1.37 MB, 1024x768, 1505980275575.png [View same] [iqdb] [saucenao] [google] [report]

TF2 comic featuring the TFC mercs, who are hired by a villain character and all also growing old, which plays a key point for Classic Heavy's motives later in. Anon's image is supposed to be the Classic Pyro without their mask.

Classic Medic doesn't make an appearance.

>> No.4273621

They learned their lesson in Quake where SG can be used reasonably well as a sniping tool, and kills basic mooks much faster.
And in Q2 blaster has infinite ammo and doubles as illumination in dark areas.
Unrealdid pretty much the same as Q2, except making it upgradeable.

>> No.4273627

Yeah, which is well appreciated, though god damn I would have killed for a mighty boot or a punch to go alongside the blaster's pitiful rate of fire and low power.

Unreal's Blaster is fucking brilliant though, seeing as the upgrades keep it relevant the further you go on

>> No.4273631 [DELETED] 

>certified asshole with no social skills and overblown ego
>no sense of gameplay balance
>thinks cramming a ton of random shit, most of which is completely irrelevant 99% of the time, makes a good mod
>doesn't even know how to play the original game well
>has worst 2hu as waifu
Yholl is by far the biggest faggot in ZDoom "community" I've ever had displeasure of conversing with.

>> No.4273635


>> No.4273637

here's your (You), you may leave satisfied now

>> No.4273641

>Classic Medic doesn't make an appearance.
>even though they could mock how he's used as an aids-spreading scout instead of a medic

>> No.4273651

I'd love to hear how you conversed with the person who has no social skills and avoids people as much as possible.

>> No.4273657

only the point at which you die will it be acceptable for you to post again

>> No.4273672

>except archviles
Dare I ask what happened with arch viles?

>> No.4273698

they are invlnerable to normal means of damage
instead will die after enough pain flinches
and they have a very low pain chance


>> No.4273704

Has anyone ported Quake to goldsource?
I dont think it would have any major benefits, but I think it would be a fun experiment

>> No.4273710

...that explains why I couldn't kill them by repeatedly BFG-ing them.

>> No.4273713

not really
valve made deathmatch classic which is quakeworld multiplayer on goldsrc, which is similar

>> No.4273725

Pistol starts plus save at the 2nd keycard if the map is long

>> No.4273742

I know I'm like two decades late on this one but what the fuck is up with TNT: Evilution? A lot of is really great, and it has a lot of great action with some great music, but then it keeps
>opening up monster closets immediately behind you
>filling giant arena with hitscanners
>giving Every. Single. Pickup. an obvious trap for whole sections, well beyond being tiresome
It's not even like some mappers doing a good job and others not, it does this even within a lot of the single levels. It's like they knew how to make good maps but then didn't want to and deliberately tried to be hostile to the player.

>> No.4273762

imo it's fine, could use a little firerate buff, but same can be said about the chaingun

i always pistol start, and pistol is a just another part of the experience

you have to consider flow of the map, think of a it as a musical composition. You have a slow calm introduction with a pistol, then it ramps up once you get shotgun or chaingun, then the main part of the piece is the ssg and rl, and then the culmination with plasma and bfg. If a map is in the beginning of some megawad and doesn't have, say, bfg and plasma, then ssg and rl take their place.

>> No.4273767


If only someone would mod Doom to have Metal Slug sprites.

>> No.4273770

super shotgun, whether it be vanilla or a mod of any kind
SSG = invulnerability sphere (perminant) = always win

>> No.4273783

No, but I think someone has ported the final version of Half-Life back into the Quake engine.

>> No.4273785

But the better I get at doom the more I like the RL

>> No.4273793


I agree, I often overlook the rocket launcher because of the potential danger of blowing yourself up and because my brain was wired in "you have to keep rocket ammo for the BIG baddies" mode. But really, rockets are usually plentiful enough that you can go nuts with it.

>> No.4273813

Honestly my problem with the RL is often when I find a situation I could use it in indoor areas, I realise I'd be screwed over by the amount of time it takes Doomguy to pull it out and I just don't bother.
Besides that it's great.

>> No.4273823

A Metal Slug-themed weapon pack could be neat

>> No.4273827

i'm convinced metal slug shotguns aren't actually shotguns
just guns with a stick of dynamite down the barrel
no pellets, just one big explosion infront of you

>> No.4273847

They're pretty easy to pain. Shotguns and rockets are almost guaranteed, but even the automatics can do it easily enough. The problem is that when you inflict pain on them, they noclip and run the fuck away, usually coming back at the worst possible time to either shove fire up your ass or start undoing all your hard work. When you do finally kill one, it makes things even worse. You get a megasphere for your trouble, but entire swarms of monsters will be revived at random, and you don't have a target you can shoot to prevent it. Your only hope at that point is to run for the exit.

>> No.4273854 [DELETED] 
File: 30 KB, 320x240, 1158210032.jpg [View same] [iqdb] [saucenao] [google] [report]

Who played this in the arcades?

>> No.4273858

It and Plutonia are made to be challenging but back then the only way to do it was ambushes, constant traps and chaingunners

>> No.4273870
File: 353 KB, 614x345, uh-tah-ee.png [View same] [iqdb] [saucenao] [google] [report]

Who played this in the arcades?

>> No.4273885
File: 580 KB, 800x800, dreamcast-1321222593.jpg [View same] [iqdb] [saucenao] [google] [report]

Or this?

>> No.4273935

>back then the only way to do it was ambushes, constant traps and chaingunners
and what about now?

>> No.4273967

Why do you think they didn't bring him and instead brought an actual medic?

>> No.4273979
File: 154 KB, 508x406, fair enough.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4273998

Now you have Boom and can execute much more fun traps with semi-complex voodo-doll scripts.
Boom was developed by same guys who made Plutonia, and since then more than half the maps are made with it in mind.

>> No.4274006

right, fair enough, i just wondered what you were referring to, because i mean modern maps still use ambushes traps and chaingunners as much as tnt/plutonia ever did, if not more. well more revenants than chaingunners perhaps.

>> No.4274035


I did this area with the automap, 0 deaths

>> No.4274057
File: 501 KB, 200x150, CanNotHandleMySwag.gif [View same] [iqdb] [saucenao] [google] [report]


autosave at the start of every level

>> No.4274080


can we kiss?

>> No.4274154

>Worldwide trends

>543K Tweets

E3 soon??

>> No.4274179

>Boom was developed by same guys who made Plutonia
what. no.

>> No.4274191

Crispy Doom v4.3

>is supposed to be the last release based on SDL1.


>> No.4274267

some members of TeamTNT who made maps for Evilution, then went on to code Boom.
some other, different, members of TeamTNT who made maps for Evilution, also made Plutonia.

>> No.4274314

>is supposed to be the last release based on SDL1.
Didn't he say this about 4.2?

>> No.4274332


>> No.4274336

probably lol

>> No.4274353

remember that time John Carmack casually killed ID Software's pet cat and when asked about it he said "oh I removed him".

>> No.4274356

Yeah but Dario and Milo did not really have anything to do with Boom.

>> No.4274362
File: 252 KB, 1366x768, Screenshot_Doom_20170920_215318.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4274370

>less accurate than the chaingun

>> No.4274373

are those gzdoom brightmaps or that software illumination warp thingie?

>> No.4274374

GG NuclearPotatoSA, your rocket launcher trap killed Suitepee

>> No.4274375
File: 135 KB, 1360x768, shot0001.jpg [View same] [iqdb] [saucenao] [google] [report]

Forgot image

>> No.4274376

>Perfect accuracy vs good accuracy


>> No.4274378

It's the exact same accuracy, click each time you shoot instead of holding it down and you'll always hit your target, provided you're within hitscan range (if they're not dead center).

>> No.4274382

Castrate yourself

>> No.4274398

Do you understand what the word "less" means?

Granted I'm pretty sure the pistol is also pinpoint and he's wrong but read niggas.

>> No.4274413


Yes. It's incorrect.
The pistol and chaingun have the exact same accuracy, there is no "less".

>> No.4274414

Normally I save, but do so rarely. Perhaps once or twice a map to serve as checkpoints.
With the latest wad I'm playing 300mins I'm trying it the "proper" way (at least according to this place) and force pistol starting with a single save at the start of the map on UV.
22 maps in so far and it's fun. I don't think I'll convert to doing this method exclusively but at least I'm giving it a go.

>> No.4274427

this is true, both A_FirePistol and A_FireCGun make exactly the same call to P_GunShot, which does the work. the parameters are identical.

>> No.4274431

Usually I accept death and pistol restart. But on especially long/hard maps, I sometimes save.

>> No.4274434
File: 420 KB, 1366x768, Screenshot_Doom_20170822_155655.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4274439

I'm glad I'm not stuck with a shitbucket computer now, but Windows 10 is so weird.

GZDoom works on Windows 10, right?

>> No.4274445

It does.

>> No.4274452

Thank god.

Now I just need to get all my files back and set up all the software, and I can get to adapting to this new hellish experience.

>> No.4274454

I can't make it so that I can choose a sourceport after right clicking a wad/pk3 file and selecting the "open with" submenu, I have to click on the "choose program" option and browse to search the fucking application if I want to use something that isn't GZDoom which is the default, including other gzdoom versions that the file only works with.

>> No.4274506

>windows 10
>you want bill gates and the NSA to see all your files and know everything you do online and offline

>> No.4274509

Not Gates but poos in loos.

>> No.4274510


>he thinks they don't know yet

>> No.4274514

I couldn't give less of a shit about bill gates knowing that I jack off to blackjr's sfm videos.

>> No.4274528

>>as I saw in JohnSuitepee's stream.
>oh he's done it already? damn, i wanted to see that

here's part 1, supposedly part 2 will be today if he finds time


and yes john you should post here.
and stop reading /v/, it's a shit hole.

>> No.4274571

The Punch Dimension is a fun idea, but fuck having almost no ammo and an Archvile right at the end.
I had to do the unthinkable and quickly exit the level before he killed me.

>> No.4274574

They already fucking do if you have an electronic device that can connect to the internet, you fucking Slowpoke, google Vault 7.

Outside of only having a laptop and exclusively connecting it to TOR (and you won't), there isn't anything you can actually do to prevent someone from the NSA or CIA from monitor your device if they want to. They can get into basically anything, regardless of if you have Bill's pinkyfinger in your anus or not.

>> No.4274581


>you will never have Bill's pinkyfinger in your anus

why even doom

>> No.4274590

might as well give up eh. go and live in a cabin. try to become Ash from Evil Dead

>> No.4274602
File: 23 KB, 349x401, xash3d.png [View same] [iqdb] [saucenao] [google] [report]

Trying to play half-life in xash3d, but I cant open console. Here's what my shortcut command line looks like. Anything im doing wrong?

>> No.4274625

heh on map09 he's moaning about not having a backpack right next to the backpack secret, which he missed completely

>> No.4274632

Can it be opened from in-game?

>> No.4274638
File: 1.58 MB, 300x204, YES_YES.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4274642

And if not, could you tell what -game gearbox is for? I'm assuming it's OpFor, have you tried putting -console before it?

>> No.4274645
File: 48 KB, 612x438, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

what if...

>> No.4274667

yea its for opfor
ill try that but console didnt open when i tried without the gearbox tag all together
the installation guide states you should be able to enable console adding -console to the command line but its not working for me despite hitting ~

>> No.4274671
File: 473 KB, 1366x768, Screenshot_Doom_20170920_205339.png [View same] [iqdb] [saucenao] [google] [report]

>shitpostin instead of finishing what hes working on
he's truly /ourguy/

>> No.4274682

haha he don't like the competition

>> No.4274701

>this is conception, by psoriasis,
that's how he pronounced sarais

>who i think is another prominent Doomworlder

>> No.4274712

Anons, i've made something using the scripted stuff on gzdoom, kind like a short movie.
want to watch? its only like 2 mins anyway


>> No.4274720

was that supposed to be ironic?

>> No.4274723


the fuck was that

>> No.4274724

we should start spamming project brutality in the comments

>> No.4274728

nah, don't be cancer. let's just laugh at him from afar.

>> No.4274742

Now at map 21
20 ends with you getting killed, so i just lost the entire arsenal.

>> No.4274764

this shit is from 2009 and was on Google Video, takes me back.


>> No.4274768

>50 monster map 26
>3 archviles in a small area with another one teleporting in later with shotgunners overlooking from above and only a few pillars for cover
who the fuck thought this was a good idea

Great megawad overall but this one area in this one map is so, so, so much worse then all of the rest of the wad. Its already difficult trying to keep track of 3 archvilles coming from different directions and avoiding their flames but the hitscanners and other shit makes it infuriating.

>> No.4274771

>/vr/ sucks at mapping
Who could have guessed?

>> No.4274778

im not talking about 300 minutes tho

>> No.4274780

50 monsters wasn't made by /vr/, stupid.

>> No.4274782

It would be pretty grating for people to talk about a third-party branch that really isn't contributing any discussion about the original mod,

Brutal Doom is all about the refining the basic shit, While Project Brutality is all about embracing the bloat and adding new shit until you cant possibly squeeze anything else into it.

>> No.4274786

>Brutal Doom
>refining the basic shit
You sure about that?

>> No.4274790

if i were him i'd be looking at what mods of my mod were doing to see if they were coming with good ideas i could use, and thanking them for it.

>> No.4274794

>good ideas i could use,
>and thanking them for it
We all know he would only do the first one and claim credit for it

>> No.4274796

>50 monsters
>made by /vr/
You haven't been paying attention, fired too quickly, and now look stupid.

>> No.4274817

I take it you didn't play 300 minutes.
The vast majority of maps were pretty damn good.

>> No.4274825
File: 372 KB, 600x700, POSE_ALEX[1].png [View same] [iqdb] [saucenao] [google] [report]


This ugly motherfucker is killing demons at the speed of sound & has 4 hot girlfriends to help! other UAC operatives are mad at him! click here to find out why!

>> No.4274829

What exactly should be added to Brutal Doom from the off-shoot mods anyways?
>Monster Variations
>Weapon Upgrades
>Revolver, Nailgun, Black-Hole Gun, Demon-Tech Rifle
>Demon Rune Transformations
>Double Jumping

>> No.4274836

*how you can do the same!

>> No.4274838
File: 67 KB, 500x313, Space asshole.jpg [View same] [iqdb] [saucenao] [google] [report]

Stop right there

>> No.4274839

i don't know, i don't play it or its offshoots. i was just saying what i'd do if i were mark.

>> No.4274841
File: 270 KB, 600x333, CODBWcompaa.png [View same] [iqdb] [saucenao] [google] [report]


aaand to the trash it goes

>> No.4274845

The chaingun fires to bullets per click, so it has a bit more of a chance of wasting ammo than the pistol. But it isn't really that noticeable and most people don't really care about that.

>> No.4274848

I'm probably retarded and fucking something up, but I can't seem to get GZdoom to work properly. I've been using Zdoom for a while and it's worked fine, and I wanted to move to GZdoom because I prefer how it looks and its better lighting effects. However I've had problems with it, when I activate mouse for the menus it seems that the cursor isn't exactly where the cursor shows where the mouse is on the screen, making it a pain to click the right thing in the menus. The menu also zooms out whenever I try to maximize the window making it look like shit. Everything is blurry and looks like there's a filter over it, and for the life of me I can't find option to get rid of it. When I actually start playing the game the bottom hud is shrunk and tiny as fuck

I'm probably just retarded and can't find the options to fix all of these, but I never had these problems with ZDoom.

>> No.4274851
File: 8 KB, 493x402, 1383838763087.png [View same] [iqdb] [saucenao] [google] [report]

>Here you can choose between two companions
>literal captain price ripped right out of the game
>or a fucking pink-haired anime maid
This is fucking brilliant.

>> No.4274852

Same reason why people think SSG is a major upgrade over the regular shottie, yet forget about how it's not that good with far away enemies and the longer reload animation.
The whole point of Doom's arsenal is for every weapon to have a purpose, even if it doesn't seem like it, because not many people seem to pay enough attention to the weapons.

>> No.4274859

i pick her

>> No.4274896
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

>What exactly should be added to Brutal Doom from the off-shoot mods anyways?
Proper coding.

>> No.4274917

>fixing brutl lovecraftian coding
I pity the poor soul who embarked on such a quest. Not even Kinsie would be brave enough to do so.

>> No.4274924

What exactly is fucked up about BD's code anyway?

>> No.4274927

Literally everything. There's not even one specific thing to point out, it's every single thing.

>> No.4274929
File: 25 KB, 466x353, Employee of the Month.jpg [View same] [iqdb] [saucenao] [google] [report]

Please answer these three simple polls, my boss needs these filled in an hour.

>> No.4274937

>fists (without berserk)
>no berserk fists option
Aaaand into the trash it goes.

>> No.4274948

>Fists (with/without berserk)
It's an either/or statement.

>> No.4274951

I know it shoots two bullets per click, but the chaingun still outperforms the pistol for sniping seeing as if you steadily tap the fire button you'll fire those two shots perfectly accurate.

>> No.4274958
File: 43 KB, 169x156, a60ba2c9d77d8a8e1850d436410c7603c8fb6222.png [View same] [iqdb] [saucenao] [google] [report]

Well fuck. I am king retard.

>> No.4274963

wheres the unmaker

>> No.4274969

This. If the Mother Demon and nightmare enemies are included, it's only fair to bring the Unmaker too.

>> No.4274972

>When I actually start playing the game the bottom hud is shrunk and tiny as fuck
Hud options > scaling options
>Everything is blurry and looks like there's a filter over it, and for the life of me I can't find option to get rid of it.
Display options > opengl renderer > texture options
>when I activate mouse for the menus it seems that the cursor isn't exactly where the cursor shows where the mouse is on the scree
Are using system cursor or one of GZdoom ones? If yes I have no idea if no try switching to it (mouse options)

>> No.4274974

i ain't clickin on all that shite mate

>> No.4274991

Shit, good point that I forgot. Guess I didn't think about it since I was just going off the wiki pages and made the weapons poll first.
Why? Poal.me is just as safe as strawpoll and arguably a better polling site from what I've read.

>> No.4274992

Would people that have played up to map26&27 in 300min vr give a what went wrong analysis? I would not normally solicit explicitly but it seems most people that have played and provided feedback have stopped prior to the back half maps. If doing so, please be as brutal as needed; please do not chalk up shortfalls to speedmapping, improvement must be made in areas beyond speedmaps!
Thanks for time spent doing this, and thank you very much to the people that have already provided feedback and/or streamed!

>> No.4274997

i don't care what site it is, i just can't be bothered

>> No.4275001

I like harsh and direct criticism, yes. Term basically skipping the second half of the Punch Dimension by just running was an eye opener for me, and an important lesson not to overuse ambush monsters next time.

>> No.4275005

And I am wood.

>> No.4275014

it's a difficult balance
ideally, you should have at least two critics
one loves your work and tells you why it's good
another hates it and tells you why it's shit
with both, you learn that what you make can be good and fun for people, and you also learn what to improve on to be better for next time

>> No.4275017

John said that he'll be streaming the remaining maps at around 7pm GMT tommorrow, in case anyone's interested.

>> No.4275026

I'm still pondering if including guns for the second half of the map was even needed, or if I should've stuck for pure melee and adjusted the closet monsters for that. Since the people who I've seen playing the map so far seem to enjoy the first punch-only part the most.

>> No.4275029

I'm currently up to map 25 so I hope that's close enough:
The more interesting and creative maps were in the first 20 or so slots. The third episode feels like generic Doom so far, with nothing that really stands out other than the difficulty of some of the maps. Some even feel like remakes of other classic maps.

Punch Dimension was good, but considering how long it takes to get to the Mastermind with all the baiting and timing the punches the backtracking bit was a bit annoying and I was tempted to save at one point. Also, that Archvile was unfair due to the lack of ammo and the abundance of corpses for him to revive, so I just said fuck it and ran the rest of the way.

>> No.4275040

Thanks anon all of those worked except for the mouse one.

>> No.4275043

It's also best to word negative criticism in a constructive or helpful way. Instead of saying "I hated how much you spammed chaingunners in big open areas", you could say something like "mix in some more enemy variety with those chaingunners and add some cover for the player to hide behind". Having someone tear your work apart with criticisms can be helpful for improving, but only if they do so in a way that isn't just blind hate-fueled shitting all over the place. Not saying you need to sugarcoat a criticism, but just don't be a dick about it is all.

>> No.4275067

thanks. i watched the first half earlier, and now have about half a dozen more things to tweak! i will commit to having the final version in idgames by the end of september at the very latest. anything that's broken after then can stay broken.

in other news of actual progression, i think i've finally got a version of map10 i'm happy with. it turns out eureka can copy sectors from one map to another, which is probably old hat for most people here, but it's a joy for me who suffered yadex for years.

anyway, i think the only change you (300manager) made outside of reducing detail around the start area was a BFG skill flags adjustment. is that right? i can't see anything else.

>> No.4275082

Conception and Choose Your Path were very weak compared to the other maps in the wad, but otherwise it's solid for what it is. I just think people burned out on it. I bet most players don't fully complete wads.

>> No.4275095

Yup. I didn't want the player to get the BFG so early on UV, because it would only make the maps after it even easier on continuous than they already are.

>> No.4275123

What's a good ass soundfont I need a new one the one i've been using is named Ct4mgm

>> No.4275125

The NES Doom one

>> No.4275136

must admit in my original map order i put Conception and InYourAss right at the end because i thought they'd put people off!
i didn't think ChooseYourPath was all that weak -- it's not much of a challenge but it's not annoying either, if you don't care you can just run past all the monsters, finish the map quickly and get on with the rest. only issue is it violates many players' expectation that 100% kills is achievable, one guy on doomworld argued that makes it "-10/10" for seeming unfinished. i'm pretty sure i can hack up a way to kill the monsters in the half you don't visit (it will probably involve the population of the half you do visit will be dropped in by teleporter) but i wonder if it's worth it.

>> No.4275142

I forgot to mention InYourAss.
I didn't care much for that either, it just felt like a trolling attempt in map form.

>> No.4275151
File: 230 KB, 1366x768, Screenshot_Doom_20170921_163757.png [View same] [iqdb] [saucenao] [google] [report]

Your Opinion on Hunted.

>> No.4275158

Least fun map in Plutonia

>> No.4275159

>archvile labyrinth
>two exits, one fucks you over and there's no way to tell which is which in vanilla
not cool

>> No.4275170
File: 430 KB, 1600x900, Screenshot_Doom_20170921_193812.png [View same] [iqdb] [saucenao] [google] [report]

Also thanks to the creator of the punch dimension for making a nice melee test map. Was pretty cool.

>> No.4275184

>that skybox
are you playing an earlier version or something?

>> No.4275190
File: 226 KB, 1366x768, Screenshot_Hexen_20170921_164857.png [View same] [iqdb] [saucenao] [google] [report]

What noise does he make? Sounds like Ayareyouwist

>> No.4275193

Great on pistol starts. Though what this anon said is very true >>4275159

>> No.4275195

Probably, I've been caught up with work for like a week and a half, I likely missed the proper release.

>> No.4275201

just to keep you in the loop here's my latest draft, for your approval, and any other 300minvr authors who want to make sure i haven't changed their maps in ways they don't like


as a draft i would appreciate it if this doesn't get spread around too much (i.e. not for news post or linking in other places)


map01: speed up monster teleporter (without desyncing 3m01p037)

map03: fix non-reusable lifts to get out of slime pools

map05: fix non-reusable lift in air duct after yellow key [rowsol]
map05: add locked door indicators [te13]

map06: add lift out of slime pool by exit door [te13]

map08: fix texture alignment on scenery [te13]
map08: speed up main lift

map10: copy in 300manager's start area drawsegs reduction with my fixes

map11: move teleport trigger to before ssg [suitepee, breezeep]

map13: realign textures around the hidden passage behind the mancubus

map15: add a second trigger for the perpetual lift [da_werecat]

map16: add teleporter for those who back out from the crusher [leodoom85, lirui1001, anonymous]

map17: remove transparency from cage bars [te13]
map17: fix lowering bars by archvile trap that went too far, exposing missing textures [te13]
map17: make crusher switch repeatable [da_werecat]
map17: fix a couple more missing textures

map29: replace with original, harder version [partyboy]

D_RUNNIN: add replacement suggested by memfis

>> No.4275209

>>4275170 >>4275184 >>4275195
yeah that's my placeholder sky in the pre-alpha maporder release. what do you mean you don't like it!?

>> No.4275213

current todo list:

map02: windows in glboom? [k_d] (maybe don't bother, this is a port bug IMO)

map04: switch visibility in the dark [suitepee]
map04: should the consoles make switch sound?

map09: check for unpegged doortracks [suitepee]
map09: clarify in text file there are 3 different ways to reach the exit, it's not an oversight that you can reach it "early" [suitepee]

map12: increase reactor core room switch visibility in the dark [suitepee]
map12: consider reducing the ridiculous amount of ammunition [te13, suitepee]

map16: 100% kills? [lirui1001]

map22: 100% kills? allow player to walk up to cyber and punch it?

text file: update as needed. clarify project development: time allowed (300 mins over 2 weeks initially, then extended to get 32 maps after 25 submitted). no theme other than vanilla limits / stock textures. maps grouped into episodes of similar style, then testing/fixing/polishing period.

>> No.4275224
File: 580 KB, 1600x900, Screenshot_Doom_20170921_195558.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4275235

Put map33 InYourAss.

>> No.4275248

>map22: 100% kills? allow player to walk up to cyber and punch it?
I was thinking, maybe lighten up the room and let the cyberdemon fire at the player? One then could have the option of just making a mad dash to the exit, or find some way to kill the cybie for that 100% kill count. Maybe add some extra ammo there, too.

Though the Archie can also allow for 100% kills without having to face the cyberdemon, but it's not entirely reliable.

>> No.4275249

No how about you put it in YOUR ass

>> No.4275252


>> No.4275253

You're right, I should have put more FIREBLUE all over the map, especially the far walls of the map.

>> No.4275256
File: 73 KB, 1033x679, 1450731029589.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4275262

i never realised how unfriendly fireblu is to video encoding, must be something to do with how YUV works, it's constantly jumping discontinuously back and forth from one end of the U axis to the other

>> No.4275263

No I mean literally, get rid of InYourAss and replace it with map33.

>> No.4275271

Yeah I don't see how you're supposed to beat InYourAss from a pistol start. There is not nearly enough ammo, unless you just punch everything it's stupid.

>> No.4275279

I pistol started it, it's doable. I had to pull the barons at the end and run past them though.

>> No.4275284

Yeah but it's anything but fun, you just punch and punch and punch and only shoot a few dudes because there's no fucking ammo so you can't afford to do anything but punch.

>> No.4275285
File: 239 KB, 664x478, 2017-09-21_14-17-41.png [View same] [iqdb] [saucenao] [google] [report]

> hurry up and develop teleporters from hell
> so we can have doom
> and succubus postladies

> Instructions unclear, trained postmancubus

>> No.4275291

Maybe get rid of one of the barons then

>> No.4275294

I wanted to add another fireblu building in the center of the map but ran out of time for it.
Fireblu looks especially bad at a distance when tiling on large walls, gets sort of that "brick wall at a distance" look to it.

>> No.4275301

I don't think I was doing a lot of punching, but I ran past the ambushes at the start at sanic speed, getting 100% kills would be a pain in the dick. The map was kind of bullshit but it's doable.

>> No.4275320

>pulling barons from inside your ass
you need to lay off the argent

>> No.4275343
File: 2.89 MB, 320x240, IYA.webm [View same] [iqdb] [saucenao] [google] [report]

given the thing i made for 200minvr, i can't reasonably drop IYA without leaving myself open to indefensible accusations of hypocrisy. after all, it doesn't make you punch multiple hellknights/revenants/archviles in a tiny box, like my map did.

you chainsaw everything and abuse the door to keep the monsters off you. it's one of those maps where you die a lot but figure out a strategy and get a bit further each time.

here's another recording.

>> No.4275346

great gimmick map

>> No.4275349

>there was a chainsaw
Well now I feel fucking retarded.

>> No.4275352


I want one.

>> No.4275375
File: 247 KB, 1920x974, 1504899395061.jpg [View same] [iqdb] [saucenao] [google] [report]

it's so tiny I want to protect it

>> No.4275394

Is there a wad that replaces Doom's textures with Hexen's, or is that not feasible in the first place?

>> No.4275412
File: 47 KB, 600x822, 1506040060420.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4275418
File: 216 KB, 640x480, Screenshot_Doom_20170919_011826.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4275423

> play D44M
> just used up remaining chainsaw fuel
> remember i left a can some ways back
> go get it
> press fire
> tries to rev up
> pickup fuel
> press fire again
> pulls string and the saw revs up proper
i don't know, i just really like starting up chainsaws
i kept constantly switching back and forth to the chainsaw in L4D2

>> No.4275434
File: 2 KB, 58x72, rad_doomguy2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4275448

If you made a full spritesheet of that face it would be perfect for a future /vr/ mapping project.

>> No.4275461
File: 19 KB, 398x290, 2600.jpg [View same] [iqdb] [saucenao] [google] [report]

Consider it started then. I always wanted whole mapset based on classic games that doomguy is forced to play to prove himself to the rest of /vr/.

>> No.4275463


I know that feeling. Whenever I pull the cord on my weed eater and it starts up I get a sexual thrill. Okay not really, but it is satisfying.

>> No.4275474

>whole mapset based on classic games that doomguy is forced to play to prove himself to the rest of /vr/.
10/10 idea

>> No.4275482

I should have an arcade themed hub map where you choose which map to play ala DUMP

>> No.4275519
File: 47 KB, 438x479, Sinistar.png [View same] [iqdb] [saucenao] [google] [report]

That sounds really neat. At some point I also want to make some rotations for this fucker. I always thought sinistar would be a hilarious caco replacer.

>> No.4275572
File: 787 KB, 500x281, Doggo.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4275580
File: 853 KB, 1280x1024, Screenshot_Doom_20170917_135558.png [View same] [iqdb] [saucenao] [google] [report]

end result of my e2 replacement

i need to move onto something else, so today was my deadline

>> No.4275583

Very odd to see a japanese FPS.

>> No.4275601
File: 2.65 MB, 1280x720, Nazi Boner.webm [View same] [iqdb] [saucenao] [google] [report]

So I added a pistol to Babel and also gave the nazis some stuff, 75% sync fire rate and they can be scared now. 300minvr.wad was pretty neato, the Punch Dimension especially helped me realize I over-buffed melee a bit, life leech on berserk is fine but make everything too easy until a baron fucks your shit with a single attack.

>> No.4275632

> weapon offsets fucked
> animations speed is too fast
0/10 not convinced

>> No.4275635

i don't know if this was ever polled

also lol typos

>> No.4275649

Heh, thanks. Glad to know my little map is helping you guys.

>> No.4275653

>both me

>> No.4275662
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google] [report]

Even better, really looking forward to more Project Babel.

>> No.4275664
File: 214 KB, 550x299, korax_bringer_of_death.png [View same] [iqdb] [saucenao] [google] [report]

Alright, so I'm running doom through ZDoom, because it gives me the nice gradiant shaders and traditional pixilation that I've come to know and love from classic doom, but I've been having some problems.

There seems to be a sort of "clipping" issue with objects in the world. They will clip in front of ledges and other objects when I view them on a flat plane, or even when I'm slightly below the viewing plane for them. Does anyone know what this issue is from?

I have an audio problem where, when I use the chainsaw or the chaingun, I get weird crackles in my audio, like it cant handle the treble, or like when your audio peaks on your microphone, sort of like that. I'm not an audio expert, so it's hard to describe it. I turned up the Hz and bit-rate of the audio, but when I turn the resampler to cubic (I've been told it makes the audio sound smoother) this problem is exacerbated. Linear resampling goes fine though.

Any techies here who can help me out?

>> No.4275670

>succubus postladies
Where'd that come from?

>> No.4275674
File: 106 KB, 922x410, 873cfa8a55.png [View same] [iqdb] [saucenao] [google] [report]

It's pretty close to done to be honest I'm just a super perfectionist and work way too hard at my actual job so I get tired and forget to finish the few remaining things. I just realized I forgot to explain the pistol for the 3 people who actually care.
>Does between 14-17 damage a shot
>near-perfect accuracy at first, but continuous firing reduces accuracy
>slow fire rate
It's basically a much slower chaingun that you can tap fire (well, 2 near perfect shots and 2 at SMG accuracy before the recoil really starts to kick in), but that isn't as good at stunlocking or throwing out as much DPS as the SMG. Since you can choose either this, the SMG, or the Plasma SMG as your start weapon I feel that it gives the player a good bit of control over how they want their slot 2 weapon to work, so if they dislike something about one option another option probably fixes it.

>> No.4275683
File: 211 KB, 1366x768, Screenshot_Doom_20170921_204713.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4275702

How can I give a knockback effect to a monster hit by a hitscan weapon? I tried giving the puff ridiculous mass but nothing happened. I suppose it would work if it were a projectile instead.

>> No.4275707

options > display > opengl > adjust sprite clipping

no idea

>> No.4275710


I don't have that option in the Display menu for ZDoom.

>> No.4275712

The thought I had from looking at that thumbnail was "chaingun hell".

>> No.4275726
File: 532 KB, 1366x768, Screenshot_Doom_20170921_210649.png [View same] [iqdb] [saucenao] [google] [report]

How come brightmaps isn't compatible with SmoothDoom? Can I ask the boys who made the mod if they could make it compatible thank you, it's only the dooms they get effected not the items or textures.

>> No.4275727

brightmaps are assigned per strcit sprite name
smooth doom adds more animation frames to monsters, right?
presumably also changes the sprite names

>> No.4275739


>> No.4275742

Gives me an error when launching GZDoom.

>> No.4275743

Ah, thanks.

>> No.4275746

No problem, be aware though that the kickback can be reversed if a monster is near a ledge, there's a flag to turn that off so you may want to use it.

>> No.4275754

you guys i think i actually killed my graphics card by overheating while playing gzdoom

>> No.4275758

Switching from SSG to regular shotgun is usually too slow to be worth it.

>> No.4275770
File: 1.58 MB, 1920x1080, Screenshot_Doom_20170912_232908.png [View same] [iqdb] [saucenao] [google] [report]

I've run Project Brutality with UDV on UDV - Truly Brutal with Bleeding on, BD's health regen on, capped to 15 and it's basically an actually fun Project Brutality.

If you find the health regen to let you deal with bleeding too forgiving, you can remove it entirely. I just like the idea of using UDV's Armor medical system to stop yourself from bleeding to death when badly injured. I have actually managed to beat the first 3 doom Episodes with it without too much frustration and all of the benefits desu.

It's pretty much most of the same moments, difficulty and disempowerment but it's more Doom.

I just wish Project Brutality's art design was better...

>> No.4275808
File: 9 KB, 315x315, 11066505.jpg [View same] [iqdb] [saucenao] [google] [report]

>get to around Geryon on master levels
>get stuck
>fuck around for an hour trying to find the exit
>say "fuck it" and stop playing until next day
>back in next day, find answer in 30 seconds
>pass Mephisto's grave
>get stuck on next level or so

Is this how i'm going to expend my weekend? It really isn't clever or fun to have the way out be essentially a secret.

>> No.4275815

So I got me a flamethrower weapon that replaces the Plasma gun.

Should I make it do damage over time with a weak initial damage, or should I have it do a lot of damage up front with no lingering damage?

I'm thinking the latter, since that could be better for balance, though maybe if it hits the floor it can linger on the floor as a damaging floor sort of deal. That and I don't really like flamethrowers that deal piss-weak damage to begin with. But I dunno.

>> No.4275854

So what role does the pistol fill? The SMG is pretty fucking good.

>> No.4275856

100% kills on map 22 is more than possible. I did it on pistol start and I'm not very good at the game, you just have to coax him out of the room then run in yourself for the two extra cells. Then you've got enough ammo to BFG him to death.

>> No.4275885

> flamethrower replaces plasmagun
does it have range?
flamethrowers are a bit hard to balance

>> No.4275890

I miss this, especially when it was a gif.

>> No.4275892

Favorite feature of Any blood mod for doom? Chucking a grenade down a corridor and seeing bits of gunk and blood splatter along the nearby far wall. That's a feeling I can't think of having in any other game and it's amazing.

>> No.4275897
File: 85 KB, 768x960, scrap881_a.jpg [View same] [iqdb] [saucenao] [google] [report]

IRC chat was talking about postal service, so I complained a bit about it, talked about teleporters, talked about Doom teleporters, and as a result a friend said he'd send a special delivery with a hot demon. Except the actual hot demon was a mancubus.

>> No.4275908

More like.. cutecubus

>> No.4275938

"100% kills" really means "0 live monsters"
resurrected kills don't really count

>> No.4275940

>IRC chat was talking about postal service
i thought #vr was dead
funny story though. "i'm your mailmom"

>> No.4276061

it is

>> No.4276073

50 Monsters was made by AD_79 from doomworld. He also made MAP20 in Ancient Aliens.

>> No.4276091

I'm sure theres a resource wad, but usually they don't replace textures.

>> No.4276093
File: 2.97 MB, 320x240, Warehouse_Cleaning_V4.webm [View same] [iqdb] [saucenao] [google] [report]

warehouse cleaning (300min)

make it easier to find way out of blue key area in the dark [suitepee]
sound secret switches so you know they did something even if you don't know what
thinner exit door, texture realignment on switches (upper/lower unpegging)


>> No.4276094

>warehouse cleaning (300min)
also -- since you outed yourself on terminus's stream -- do you want to use your name, or remain anon?
(assume this is you)

>> No.4276097


Added a yellow key after the cyber section so now each path to the exit is a bit more defined and hopefully seems less like an "oversight" heh

>> No.4276116
File: 245 KB, 400x400, doom64.png [View same] [iqdb] [saucenao] [google] [report]

Is there a wad that replaces Doom 1, 2, and Final textures with Doom 64 style textures?

>> No.4276117

thanks. i was just going to put an extra note in the text file (4chan will eat the formatting)

Map: 09
Title: Go Slowly
Author: amok
Submission: 28
Music: Silence from F-Zero X
Note: It is intended that the player can reach the exit "early".
There is a choice of three routes (red/blue/other).
The yellow keys are decorative.

i've come to like your use of yellow keys as decorative objects as an author signature, both your maps do it.

>> No.4276145
File: 2.71 MB, 320x240, GoSlowly_9-1.webm [View same] [iqdb] [saucenao] [google] [report]

haha, that yellow key placement is so sarcastic
anyway, have a recording

>> No.4276146
File: 2.73 MB, 320x240, GoSlowly_9-2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4276148
File: 2.58 MB, 320x240, GoSlowly_9-3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4276161

unfortunately I had to remove the decorative yellow keys in this map to avoid any confusion now that theres a yellow switch

also I'm glad you did a demo because I just realized the pain elemental isn't deaf when it should be

>>4276097 (fixed link)

>> No.4276192
File: 3 KB, 233x49, Blaz inventory.png [View same] [iqdb] [saucenao] [google] [report]

I'm not dead. Just been quietly working on boring under the hood shit still while waiting for other sprites to come my way. Have a rough WIP of a little inventory window I'm gonna add for the automap screen.
Mike actually made that icon for personal use for Kingsway, but it's so damn good I had to ask if I could use it too

>> No.4276205

New thread.


>> No.4276236 [DELETED] 

>I don't see how you're supposed to beat InYourAss from a pistol start

>> No.4276237 [DELETED] 

>unless you just punch everything it's stupid
there is a fucking chainsaw behind you

>> No.4277167

I've used Berzerk items before but I don't know how long they last in Doom 1 and 2, as I don't rely very much on melee tactics in those games.

>> No.4277291

its more Kafkaesque then anything

>> No.4277294

absolute garbage that slows the game down to crawl, which should happen in fucking Doom

>> No.4277505

Is it out now?

I really only care because muh Steyr AUG waifu

>> No.4277521

M8, the guy who made Brutal Doom made a Brutal Doom 64 mod.

>> No.4277724

it lobs the flames quite a distance away, yeah. i set it to have a speed of 30, 5 higher than plasma gun, but it does have gravity applied.

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