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/vr/ - Retro Games

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4282392 No.4282392 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4276198

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.4282394


300 MINUTES OF /vr/
-Project completed!


-Deadline reached?
-All rules found here

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

=== NEWS ===

[9-25] DemonSphere, a longtime deathmatch player, has committed suicide

[9-24] Newstuff 538: featuring Fanta Base by /vr/'s own Hebridean Isle

[9-22] An E2 replacement

[9-122 Crispy Doom v4.2 released; supposed to be the last release based on SDL1

[9-20] Evolution of the WAD E9

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

[9-17] 300 Minutes of /vr/ 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

=== PREVIOUS ===


=== PROTIP ===

Would you like to submit any news, personal releases, or other contributions? Just reply/backlink to this post with a link, so the next OP can easily find it.

>> No.4282398
File: 62 KB, 320x320, giphy.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4282410

Reposting this for the new thread since it got a bit buried with Demonsphere's passing; hope I didn't mess up the cross thread formatting, but it's not that important anyways:

I feel like a total shithead posting this after hearing the news about Demonsphere, but I just finished up an update to my /vr/300 map after watching Term and Suitepee's streams.

-Changed the name to Warehouse Cleanup, because I wasn't totally satisfied with my original title and I'm a goober. Obviously if you don't want to change the title graphics on the intermission screen, it's no big deal.
-Tweaked the difficulty a bit. Mainly tweaked the opening and the final encounters so that they were less of a cakewalk. Added ammo to compensate.
-Replaced the backpack secret with more ammo, because backpacks are lame as fuck, and isn't even really needed for this map anyways.
-Tweaked the hell out of the misaligned textures (thank you anon for reminding me that upper/lower unpegged had more uses than just for doors) and added lights, for my verisimilitude.
-Stopped being a goober and put my name on it, since it was kinda pointless releasing it anonymously when like only 2-3 other people did it throughout the WAD.


>> No.4282425
File: 225 KB, 1263x1920, tumblr_owtezyFfUr1rv1nxto1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>Combine Kegan hires a furry artist for a commission

It's so weird seeing a /co/ drawfag specializing in shortstack furry bondage doing this.

>> No.4282436


>> No.4282440



>> No.4282447

I actually owe thanks to him for Samson's design. Kinda like how I owe thanks to Cacobro for Kustam's design, and you crazy assholes for Blaz's design.

>> No.4282453
File: 830 KB, 1280x960, tumblr_nyfhpfPIKH1rv1nxto1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Might as well post the other Samson related things I've had this guy draw for me.

>> No.4282460
File: 536 KB, 840x818, Samson sketch.png [View same] [iqdb] [saucenao] [google] [report]

Okay when I say "other" things I only mean two others.
I need to get Kustam drawn more.

>> No.4282580
File: 1.73 MB, 500x281, When you see it coming.gif [View same] [iqdb] [saucenao] [google] [report]

Here's a Meteor to break this silence on the thread


>> No.4282582

what the fuck am I looking at

>> No.4282586

A spacial rock that made a killing spree.

>> No.4282591

Looks like some bizarre Quake 3 mod.

>> No.4282610
File: 597 KB, 1920x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

lost a day of work fixing a 16 units miscalculation on x and z on half of the map

>> No.4282619

How do I git gud at picking textures that don't suck. I feel like I spend the longest time staring at the damn wallpaper.

>> No.4282635

speaking of textures
how does one extract textures from quake 1/ quake 1 mods?

i tried slade, but they are all in seperate files, with several per map, and only a few textures per file, and a ton of duplicate entries

>> No.4282643

Quake doesn't store textures per-game, it stores them per-map. .wad files in the context of Quake are nothing but texture repositories, no similarities to Doom .wads. When you're making a map, you load the .wad and you can use any of the textures stored within. Then, once you compile the map, all the textures you used are included and packed into the final .bsp, so any given map will only have the textures that the mapmaker actually used. This prevents unnecessary filesize bloat, which was a big thing when downloading maps from your local BBS.

Ditch Slade, it isn't meant for Quake anyway; look up TexMex and use that to extract or replace textures in maps. Better yet, just find copies of the original texture .wads (base, metal, wizard, runic, blue, etc.) or a pre-made .wad of all the vanilla textures and use TexMex to extract what you need.

>> No.4282656

not the funnest thing to wake up to.

i didn't know him much but i did play him once in a duel. he wiped the floor with me on moo2d.wad.

also he came third in the quakecon thing a few years ago. you know the one where jkist narrowly beat devastation? he was third in that. i remember him talking about the behind-the-scenes on IDL radio.

wouldn't have suspected him as a suicide risk ever. but that's the point isn't it? people who go on about killing themselves all the time never actually do.

>> No.4282663

this is way easier and better

maybe now i can try to make those horrible AD knockoff maps i've been thinking

>> No.4282674
File: 72 KB, 428x591, quakead.jpg [View same] [iqdb] [saucenao] [google] [report]

To get actual discussion to occur I maybe should do this in the separate Quake thread, but man I wish I could see a video on the super rare Quake arcade edition. having a mod that is based on arcade mode is alot to ask for but im just so surprised nobody has recorded gameplay of it

>> No.4282676

arcade edition? Tell us more.

>> No.4282678

Why the fuck is there a separate Quake thread?

>> No.4282680

There's a fair amount of disdain for Doom threads, anon. People shit talk our threads all the time, and even in the Quake threads.
So it's safe to say people who hate Doom threads want to talk about Quake and not deal with the Doom threads

>> No.4282682
File: 19 KB, 379x871, skydiving slipgate marine.png [View same] [iqdb] [saucenao] [google] [report]

What a bunch of friggin' weenies.

>> No.4282684

I didnt make that thread. I dont know why people would make threads for Quake or Build engine games other than getting answers and discussion. Threads like these tend to revolve around Doom.
There is an arcade edition of Quake 1 that had rumored to be 20 units made. There are pictures of the cabinet online and anecdotes about the gameplay Not very much info online sadly. https://www.quaddicted.com/quake/quake_arcade_tournament_edition

>> No.4282687

Something that I found really interesting in that quakeaddicted link is the guess that it may have the alternate Q1 soundtrack by Sonic Mayhem. It was a good detail and it also introduced me to that soundtrack and the bullshit people went through to get it released to the public.

>> No.4282690

it's great there's enough people interested in quake to sustain its own thread.

>> No.4282693

Is there a problem with that?

>> No.4282695

why though

>> No.4282696

yes, the doombabby nerd has left our grounds and decided to start whining in other threads about how awful we are because of reasons

it's really quite annoying

>> No.4282698

It's just weird to me that they wouldn't just jump into the existing retro FPS thread, given that these threads talk about a lot more than just Doom.

>> No.4282701

Listen bud Im sure we all know how it feels to have your question become completely unanswered or noone wants to enage in your discussion. Thats why there are seperate Quake and Duke threads. Dont worry about it. Now lets get back to the arcade edition.

>> No.4282702

I dunno, to me it's a complete non-issue, it's just a matter of changed focus. We talk a lot about Doom. The Unreal threads have a lot of Unreal discussion. Etc.

>> No.4282705

I'm reading the Quake thread now and it seems to be largely people who can barely speak English or are arguing over whether Darkplaces changes physics for positive or negative. If you want serious answers to that type of shit, you're supposed to hit up func_msgboard... or Google.

>> No.4282717

this is probably for the best given how easily the quake fans get upset when their beloved game is made fun of. look at last thread, even id can make fun of their old game's reputation >>4279795 but immediately some fragile ego gets triggered and spazzes out >>4279879 >>4279884 >>4279991 >>4280010 >>4280015 >>4280026

>> No.4282723
File: 76 KB, 424x352, HUMP LOGO.png [View same] [iqdb] [saucenao] [google] [report]


Alpha Release:

Congrats to all involved, 16 finished maps at this stage. There may be some tweaking and bugfixing or reshuffling of the order.

Should be played in zdoom or GZDoom.
We will add doomsday and other compats over the next few days. Some maps work in Crispy heretic, but not E1M1 or E1M2.

>> No.4282730
File: 44 KB, 600x405, quake-video-game-spike-small-21250[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I wonder if John Carmack or someone would know anything about that elusive arcade edition. Is it easy getting info from any of those old id guys aside from Romero?

>> No.4282736

well done lads

>> No.4282739


There's a long rivalry between Doom and Quake for reasons I never understood. I suppose back in the day it was maybe a good idea to fight about what game is better, but anything relevant to game wars (or console wars) has long since passed away.
Both games are fun. Simple as that.

>> No.4282749
File: 909 KB, 900x675, map1hi6.jpg [View same] [iqdb] [saucenao] [google] [report]

indeed, but that's all old hat. back then you'd either move to quake (for improved graphics / true 3d / just because it's the hot new thing) or stay with doom (for whatever reasons people stayed with doom). none of that is remotely relevant now though.

>> No.4282752

Man, I was looking for this exact image. I was going to make a comment on 'imagine having a computer so shitty you can't play that amazing new Quake game so you get so mad you draw your clanmates beating up a Quake player' but I'm pretty sure that's way, way too advanced for the average computer's graphics editing abilities of the time.

>> No.4282754

> HUMP is actually heretic
kinsie's DUMP map lied to me

>> No.4282758

heh it's from doom2.net. the author is a well-known oldschool deathmatch player.


"[...] a group of doom fans who, when faced with the problem of Doom seemingly dying out due to the enthusiasm for the newer, internet-playable Quake1, were willing to voice their position regarding Doom being the superior game, gameplay-wise"

>> No.4282761
File: 27 KB, 506x632, qtoilet.jpg [View same] [iqdb] [saucenao] [google] [report]

>quake player climbing out of a toilet

fucking lol

>> No.4282762
File: 13 KB, 200x200, noquake[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Now I'm not usually one to resort to using autism as an insult but that's some amazing autism.

>Quake was released as a deathmatch experiment. I say, the experiment proved that all its new takes at deathmatch were wrong. Doom2 is still the game for the time being, and, unless a new game granting my above wishes for perfection will be released, is going to remain the deathmatch game of choice for a long time.
I'll makes sure to keep that in mind watching next year's Doomcon footage. Wait, shit.

>Should someone create a Quake clone that looks and feels like the Doom, I will be among the first to start playing it.
"Should someone create a Quake clone that completely ignores the technological advancements of the game and its underlying engine to intentionally imitate an older, less advanced game, I will be among the first to start playing it." Fucking amazing.

>> No.4282764


It's really interesting how it ended up being the exact opposite. Doom lasted longer in terms of raw content and gameplay, but Quake's dominated the multiplayer scene and left everything else in the dust.
So you end up looking back on these incredible fits and...weeeeell.

>> No.4282769
File: 343 KB, 843x516, but where is keen.png [View same] [iqdb] [saucenao] [google] [report]

but look at the lads now. what a difference 20 years makes.

>> No.4282771
File: 335 KB, 1041x910, tumblr_ovtd0jCXJg1vlxspxo1_raw.png [View same] [iqdb] [saucenao] [google] [report]

>but where is keen

>> No.4282772

clearly the superior game is the one that can be modded to be the other one better

if only quake was as easy to mod
if only doom had brush based mapping

>> No.4282776

> a literal child
> can tank a direct rocket from spawn while space agent lady and hoverboarding drug cyborg can't

>> No.4282780
File: 400 KB, 488x519, 1457536064782.gif [View same] [iqdb] [saucenao] [google] [report]

What did kinsie's DUMP map tell you?

It could potentially be Hexen?

>> No.4282781

Quake is easy to mod, though. You just have to learn an actual programming language (cut-down C in the form of QuakeC) instead of source port-dependent languages- as some other anon put it- cobbled together by German recluses with less documentation than the average Valve devkit. Plus, when you're done with whatever you're making, it'll (usually) run on any version of the game the person is using with a simple -game switch and exec quake.rc command- the big limiter for most new Q1 content is map size and entity count, which is why Quakespasm is usually the recommended port, as it's very vanilla-oriented but includes expanded entity and edict limits.

Except the whole 'need to learn 3D modeling to add new enemies or weapons,' which is probably a big hurdle for people, but thankfully Quake's art style is already so abstracted and low-poly that shit doesn't have to look perfect.

Are you including engine mods and total conversions in Doom's column? 'cause if you are, go look up how many modern games are still using code from the Quake 1 engine. Hint: many.

>> No.4282792

because keen is pure, and his purity of heart protects him

nyx is a slut and anarki is a fuckhead

>> No.4282797

didn't mean to imply it being a bad thing

>> No.4282806

Is there any humping involved?

>> No.4282813
File: 191 KB, 1410x812, the fuck.png [View same] [iqdb] [saucenao] [google] [report]

Every time you press use on a wall my friend

>> No.4282815
File: 301 KB, 735x516, firefox_2017-09-25_12-30-26.png [View same] [iqdb] [saucenao] [google] [report]

What is this?
Hell Arachnight?
Or just Hell Knight raping a poor Arachnotron?

>> No.4282819
File: 113 KB, 262x313, 1463053515741.png [View same] [iqdb] [saucenao] [google] [report]

>That gun placement

>> No.4282823

Has science gone too far?

>> No.4282835

Carmack isn't too hard to get to AFAIK. Not sure about the rest tho.

>> No.4282837

People don't need a good reason to hate something. They'll just do it because they can.

>> No.4282838

Are Spanish, French and Italian just dialects of Latin?

>> No.4282841

i think you probably want >>>/his/ or >>>/lit/

>> No.4282843
File: 17 KB, 97x69, 1506331919070.png [View same] [iqdb] [saucenao] [google] [report]

Here. I badly photoshopped it

>> No.4282845

Final Doomer update when?

>> No.4282846

Oh god I want that to be a thing.

>> No.4282847

>Shoots a stream of plasma at you
>Occasionally throws a green ball of hellfire too

Realm667 is gonna love this

>> No.4282848
File: 87 KB, 1480x941, Photoshop_2017-09-25_13-06-42.png [View same] [iqdb] [saucenao] [google] [report]

Unfortunately it's too small.
So here a screenshot of it zoomed in in photoshop

>> No.4282875

thanks obama

>> No.4282876

>2 of them sometime accompany a hellknight master mind

And there's also the revenant variant with hitscan chaingun and seeking missiles

>> No.4282878

Maybe make a Revenarachtron that fires plasma streams and also a homing rocket once in awhile. Or shit, just a stream of homing rockets.

>> No.4282880

Second option, put some in a tower and spam the rest on an open field.

>> No.4282882

What about a Chain Revenentaltron? Hitscan chaingun, plasma gun, homing rockets and spews out lost souls?

>> No.4282893

reminder: All Hell Breaks Loose has a chaingunner riding an arachnotron, done in dehacked. you kill it and the rider hops off and carries on attacking you.

>> No.4282894

and whenever it hits you, your textures become more filtered

>> No.4282901

and makes a post asking for opinions on Brutal Doom

>> No.4282902
File: 32 KB, 320x240, a.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4282903

You guys have any suggestions for good music wads?

>> No.4282910
File: 3 KB, 250x140, Arachnobaron.png [View same] [iqdb] [saucenao] [google] [report]


I remembered there was already a monster like that on Realm667, but that one looks more grotesque (which I like more). I like to think there's some brain matter sticking out of his stomach.

>> No.4282916

>thinks with his stomatch

>> No.4282918

So what map builder do you recommend if not straight up doom builder 2? I've made more than a few maps that I never released (single and multi) just using doom builder 2. It's good but am I doing it wrong? Should I move onto SLADE or GZ builder? New to the whole community thing and I usually just lurk and make maps for fun.

>> No.4282923

> some brain matter sticking out of his stomach.
You know those sayings like "think with your gut" or "gut feeling" or something

>> No.4282929

Can you make a game on an old Doom engine and release it for profit?

>> No.4282938

GZDoom builder is pretty good

>> No.4282940

Thanks m80, will give that a go

>> No.4282951

yeah. people already repackage freedoom with some engine and flog it on app stores. smartphones and the idiots who use them are cancer

>> No.4282957
File: 597 KB, 1000x1500, turbo-kid.jpg [View same] [iqdb] [saucenao] [google] [report]

He would be basically Turbo Kid in Quake Champions.

>> No.4282968
File: 33 KB, 118x165, mouth.jpg [View same] [iqdb] [saucenao] [google] [report]

>anarki is a fuckhead

Why did Id forgot to shew his mouth shut.

>> No.4282976

Anyone got any experience with Doom64? Decided to give it a spin for the first time (using Doom64 EX) trying to 100% it, and on map03 I can't get all the items no matter what. Stuck at 35/36 and I've already combed the entire map over multiple times, gave up and looked online but couldn't find a guide or something on the items, for that particular map at least.

>> No.4282978
File: 261 KB, 1280x720, Screenshot_Doom_20170925_195112.png [View same] [iqdb] [saucenao] [google] [report]

Holy fuck, finally a new mod that didn't fall for the "infinite pistol ammo" meme

>> No.4282982

holy mspaint

>> No.4282983

I'm gonna make my mod's pistol give you ammo when you fire it now

>> No.4282987

russian overkill did it first

>> No.4282989

I'm gonna make a pistol that gives you ammo for other guns when you fire it.

>> No.4282990

-> >>4282987

>> No.4282997

you think that'll stop me

>> No.4282998

I don't recall THAT from Russian Overkill, then again it's been awhile since I last played it. What pistol gives you ammo for other guns?

>> No.4283001

IIRC QC takes place before Q3 so I'm assuming someone got sick of his loudmouth and did that too him.

>> No.4283002

What mod is this ?

>> No.4283003

QC is more like retcon heavy Q3

> gave ranger a voice and a personality
> actually good and fitting
> the only real good guy in the roster
> everyone else is either kill-crazy or revenge-crazy

>> No.4283006

Captain J's Netronian chaos

Some of the weapons are really punchy.

>> No.4283009

iirc one of the characters can throw infinite ammo satchels which either explode or give you more ammo

yeah yeah it's not a pistol. sorry, pedants.

>> No.4283014

Was this the guy who did Sticky Gals

>> No.4283016

No, this guy is far cooler, he helped clean up some sprites for Space Hunter and generally takes a backseat in helping out a lot of other people with his rips and edits.

>> No.4283017

Oh, neat. Is the mod fun?

>> No.4283018

Thanks. I like these little mods, I find them endearing.

>> No.4283023

I'm quite fond of Netronian chaos, the starting melee, while basic in use, is stylish as fuck in presentation, and the mod itself has a lot of little touches of flair and personality in all of the weapons, and like I said earlier, some of the guns are REALLY punchy.

>> No.4283052 [DELETED] 
File: 276 KB, 1353x590, Still Not Dead caged.png [View same] [iqdb] [saucenao] [google] [report]

Someone on /v/ said i should post my game here for feedback:


Areas im working on now are levels and monsters, so if any modders/mappers can give me tips on that i appreciate it! When it comes to levels, i struggle with variety and ideas to switch up the combat.. for example i know about lines of sight, choke points and windows but besides that i've no idea hmm

Thanks anyway, if this is considered shilling too much then delete it

>> No.4283058

I feel sorry for the people in the Quake threads.

>> No.4283060

Can you tell us more about the game? The aesthetic is pleasing though I would prefer it if the gun were pseudo-3D

>> No.4283064

> gibs from enemies include ribs and ham
> they don't actually heal

>> No.4283067

Don't, we fellow Quakefags shut him down in our thread too.

Dude doesn't seem to understand we can like both non-exclusively.

>> No.4283068
File: 916 KB, 1920x1080, laserswissarmyknife.png [View same] [iqdb] [saucenao] [google] [report]

> laser swiss army knife spork

>> No.4283092 [DELETED] 
File: 191 KB, 1355x595, cannon.png [View same] [iqdb] [saucenao] [google] [report]

It plays like a poor mans Doom + Nuclear Throne, with a bit of serious sam i guess. Besides weapons you have a melee, and items to help you. You have to finish 8 stages to win and unlock more difficulty levels, inbetween stages you get a perk or a curse to choose which can alter your playstyle/challenge and everything is proc-gen / semi random.

Id prefer that too! But im a single dev struggling to make a pretty big game, so corners are cut, shaved, butchered..etc

steam page here: http://store.steampowered.com/app/337290/Still_Not_Dead/
my talkin about lastest update: https://www.youtube.com/watch?v=6veXrjnXtIs

>> No.4283096
File: 1.39 MB, 200x150, trre.gif [View same] [iqdb] [saucenao] [google] [report]

>everything is proc-gen / semi random.

>> No.4283098

A bit of serious sam is always good! Good luck, I'm interested to see where this goes.

That's good, stops things getting samey, more replay value.

>> No.4283104

If it's procedurally generated and big open minecraft-style fields, what's that got to do with classic FPS mapping?

>> No.4283106

Sounds like Serious Sam, those levels could've been easily procgenned.

>> No.4283117

Serious Sam had enclosed arenas connected by corridors, with the occasional jumping section or gimmick room to keep things from getting too repetitive. That's still a bit removed from completely open fields as it looks like from the screenshots.

Not to mention Serious Sam is bottom of the barrel level design as it is.

>> No.4283125

Bottom of the barrel? I don't think that is fair. Don't you remember all the crazy gravity rooms, traps, spike hallways, etc.? It played with crazy geometry in the second IIRC. I don't see what's so bad about it, just because the levels are big and quite simple. Smaller, more intricate designs would be at odds with the gameplay, which is supposed to be a cartoony slaughterfest.

>> No.4283138

>the only real good guy in the roster
What about Doomguy?

>> No.4283145

guest character's don't count

>> No.4283147

>Should someone create a Quake clone that looks and feels like the Doom, I will be among the first to start playing it.
Sounds like the kind of guy who would be really into Doomsday or Risen 3D.

>> No.4283163

>Don't you remember all the crazy gravity rooms, traps, spike hallways, etc.?
>with the occasional jumping section or gimmick room

Serious Sam is fun because it's fun weaving your way around a huge horde of monsters while shooting giant cannonballs at them, not because it has good level design. The gravity rooms, the jumping pads and all that shit are the low point of the games because they turn into mediocre 3D platformers instead of sticking to what they do best.

>> No.4283175

>Serious Sam is fun because it's fun weaving your way around a huge horde of monsters while shooting giant cannonballs at them, not because it has good level design.

So fucking true, specially because Croteam adopted egyptian theme to it exactly because you don't detail a desert, it's all just a plain terrain made of a sand texture most part of the time, exceptions for the times you enter in the temples, also exceptions for the first half of Serious Sam 3.

>> No.4283180

Darkplaces looks terrible, honestly.

>> No.4283185

>go to EMX
>see that there's Quake2/Doom/CS/UT PCs set up
>play some Q2
>dominate it completely

granted I was playing against either kids or really old guys but it felt good regardless

says a lot about modern games that I spent time at a once a year event playing shit I could already play at home rather than que for hours to play Destiny 2 for 10 fucking minutes

>> No.4283186

>exceptions for the times you enter in the temples, also exceptions for the first half of Serious Sam 3.
God, those were the worst parts of SS3.

>> No.4283193

epic2 is serious sam: the way id did it

>> No.4283201
File: 19 KB, 612x234, herp.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know how to fix this?

>> No.4283204

I assume you compiled this yourself? If so you did it wrong.

>> No.4283243

Before I play it, I assume it's a pseudo-Doom style indie thing.

Make sure you have solid roles for your monsters. It'll help you build good encounters.

For interesting combat, play around with different variables. Different light levels (low light or blinking lights), cramped vs outdoor areas, hordes vs few strong enemies, different height levels, etc.

Also, don't take control away from the player.

>> No.4283246

There are people in this thread who have been playing Knee Deep in the Dead for 25 years.

Solid gameplay beats proc gen every time. If it didn't, we all be playing STRAFE.

>> No.4283251


No, I specifically downloaded a pre-compiled version for that very reason.

>> No.4283269

Do you have .NET Framework 3.5?

>> No.4283276


I should, I've been keeping it up to date.

>> No.4283283

You can have proc gen and solid gameplay. There are people in this thread who have been playing nethack for just as long.

>> No.4283340
File: 84 KB, 265x408, Beheaded_Kamikaze_test1.png [View same] [iqdb] [saucenao] [google] [report]

A thing to mention but the reason Serious Sam's levels are simple is mostly because the first two games (TFE and TSE) had a very simple ai, even simpler than Doom's.They can't even do a zig-zag pattern which Doom's ai is known for.
You can see in the first game that the first half of egypt levels were mostly hallways and corridors with some small arenas and/or outdoor section, whereas the second half and the whole second encounter pretty much used the whole 'fight the hordes in huge areas' full time.

Hell, Tomb of Ramses feels like the Doomiest of all Serious sam levels.

>> No.4283415

did you mess around with the acs script editor?

>> No.4283418


I messed with nothing. I couldn't. I unpacked the program, tried to run it, and hit this wall. It just happens at boot, every single time.

>> No.4283461
File: 1.89 MB, 2000x1333, 1481115173596.jpg [View same] [iqdb] [saucenao] [google] [report]

For level design play some of the bigger modern doom megawads, stuff like BTSX and Going Down. I honestly think the better doom wads offer the best fps map design not just in doom but in general, they're worth checking out.

Also if you aren't completely set in stone please reconsider the randomly generated thing. We have a doom random map generator that has been in development around 10 years now called OBLIGE, that is the development time it took for it to be able to create decent levels and even now the stuff it makes although good is nowhere near as fun to play as the better human made wads. This is besides the fact the market is flooded with randomly generated classic style FPS and a lot of the crowd who are the target audience of these games don't bother with them anymore as so far pretty much every one has been sub par waiting instead for a normal classic fps type game to come around like Dusk.

>> No.4283519

>There is no Doom wad which beats the vanilla duology

What is your response?

>> No.4283539

[laughs in map21]

>> No.4283542

>Obviously if you don't want to change the title graphics on the intermission screen, it's no big deal
that's the easiest part of the job
change a line in a text file and rebuild
the larger problem is i already fixed a bunch of bugs in this map and your update reintroduces them
that's my fault for not posting more draft builds i guess

>> No.4283552

I'm fairly sure my new build incorporated most of your fixes already. The only one I'm aware of that wasn't fixed is the lift in the blue key room going all the way up to the ceiling instead of halfway (probably should've incorporated that on my end, but I was perfectly fine with letting it raise that high. Same goes for my obfuscating the soulsphere switch). What bugs did I miss, outside of those?

>> No.4283563 [DELETED] 
File: 346 KB, 1280x1024, Screenshot_Doom_20170925_140024.png [View same] [iqdb] [saucenao] [google] [report]

Threadly reminder that I am here forever; and the opposition is only delaying the inevitable of me becoming the greatest DOOM has ever seen.

>> No.4283575

Interesting architecture but I don't think it really comes together, and that texture selection is pretty garish. Normally I'm not one to fuss about aesthetic or level of detail in a .WAD, I'm only interested in the gameplay, but if I was in the middle of a level and came upon that I would be disgusted.

It's your vision but I would find it much more agreeable if you toned down the strength of the red there, made it more muted, and maybe tried to get some "flow" to the architecture - it's detailed but just seems really disjointed and a little visually overwhelming.

>> No.4283583 [DELETED] 
File: 261 KB, 1280x1024, Screenshot_Doom_20170925_141029.png [View same] [iqdb] [saucenao] [google] [report]

Most of the map was fiddling with floor buttons and shoot-a-voodoo-with-a-rocket-but-make-sure-its-not-tedious things. There was more to the map; but it was taking up time, so it got axed for favoring on working on the rest of the levels. Illuvation was scheduled to release on 22nd; so I set it as the deadline date; but it didn't come out until the night of the 23rd.

I'm aware it doesn't precisely come together; however I went with what I was capable of at the time

Gameplay was more of a factor in all of the maps, but naturally, again, I have to actually have the space I'm working in before I know what to do with it.

>> No.4283585

RIP in Map21

>> No.4283586

Tech Gone Bad.

>> No.4283595 [DELETED] 

> "flow" to the architecture
What the fuck does ANYBODY mean by this?; All of the maps have this directly in mind.

>> No.4283602 [DELETED] 
File: 225 KB, 1280x1024, Screenshot_Doom_20170925_142254.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4283608 [DELETED] 

I should also mention in part the tendency to constantly be experimenting with new things in my maps; especially for future endeavors.

>> No.4283626

>Threadly reminder that I am here forever; and the opposition is only delaying the inevitable of me becoming the greatest DOOM has ever seen.
what's set you off this time dude. someone come into your discord and told you to fuck off?

>> No.4283630

it's more of a layout thing. Conception doesn't flow very well because the crates are all cramped together and you keep bumping into them

>> No.4283631 [DELETED] 

Mmm, yes. This is an entirely fair point. It's not a very good crate maze

>> No.4283639

>I'm fairly sure my new build incorporated most of your fixes already.
it doesn't have the stuff i hadn't published yet! this is why i said it's my fault, i was just grumbling at myself for causing myself unnecessary extra work.

>The only one I'm aware of that wasn't fixed is the lift in the blue key room going all the way up to the ceiling
the problem with the lift was that it rises up too slowly -- with 5 W1 floor up LIC, you can just run over the key and out of the room, and ignore the trap completely. i switched it with 130 W1 floor up nhEF (turbo) to prevent this. the end of map10 had the same problem, you just run straight over the bars before they locked you out of the exit. but this needs a control sector, so i used the chaingunner alcove.

i also fixed:

- mismatched sectors (is the sector between line 193 etc. and line 200 etc. sector 42 or 45?)
- bad stitching (check the mess around line 263)
- texture alignment / unpegging flags (you've done some of these yourself but not all: check in front of the exit switch, line 527)
- maybe other stuff i forgot

i made the secret switch consoles sound when activated, so you can tell something happened, even if it's not obvious what (in one case)

i made the blue key trap more dangerous by making the player run over a pressure pad in the back to reveal the lift switch, before he can escape the room. this fixes another exploit where you press the switch before running over the key, so the floor doesn't rise to lock you in, because the game thinks it is already active. finally i made the trap invisible on the automap, and removed a bunch of redundant lines and sectors in the area.

i will give you that i am too pedantic/perfectionist about this kind of stuff. not all of it really matters. and the bottom line is, it's my fault for not posting a more recent draft than 20170921 for you to work off of. it's my responsibility to keep everyone else updated. i will merge your changes into my copy.

>> No.4283640

Did you just rush out Conception? I'm not trying to be a dick but it was the weakest out of all the maps and felt like a work-in-progress more than the others did.
And what was with all the ammo and health?

>> No.4283642 [DELETED] 
File: 27 KB, 600x400, scruffy done.jpg [View same] [iqdb] [saucenao] [google] [report]

>[9-25] DemonSphere, a longtime deathmatch player, has committed suicide
>tfw probably someone from here told him to do so

>> No.4283650

>someone come into your discord and told you to fuck off?
No, but he's already ranting there :^)

>> No.4283651

It wasn't rushed; I just bit off more than I could chew (ha ha) and had to strip out the outside area If it was rushed, I would of had more time to work on it.

Still, that's why the wad was called "300minsconceptign"; I didn't have a set name for it.

>> No.4283652

i'm not the author (i was replying to him though, at least i thought i was). i've been fixing it up a bit, i've removed a lot of the extra health and ammo, and made the switches easier to see in the dark. it's still easy but not quite as ridiculous

>> No.4283671

what brand of gum does douk chew?

>> No.4283672

Ah, I understand. Didn't catch the lift exploit with the switch. Do you mind sending me a copy with your changes once you're done? Send it via DW PM's, if you can.

>> No.4283675

radiation raspberry or fallout fruit punch

>> No.4283683

i'd rather just post it here

>> No.4283692

Juicyfruit. He's all out of gum because each stick ran out of flavor and he spit one out to start chewing another one.

>> No.4283696
File: 218 KB, 800x277, KilledByFiltering.jpg [View same] [iqdb] [saucenao] [google] [report]

Fresh meme for filtered screenshots.

>> No.4283698

Gearbox™ brand

>> No.4283702

Fair enough.

>> No.4283708

the quake threads are chill, good folks

>> No.4283714

how war is gmota v1?

>> No.4283717

fuck off

>> No.4283721

I don't know how war is gmota v1 and I don't know how far is gmota v1. I can guess that it would be released when DoomRLA 1.1 and Final Doomer update get released.

>> No.4283725

Its a 1.5 WAR! updates out of two Uber Updates.

>> No.4283745 [DELETED] 

>Actual discussion about DOOM is offtopic
>But these shitposters get away scott free
well memed.

>> No.4283748

>Actual discussion about DOOM
Yes I'm sure your paranoid ranting was totally about Doom.

>> No.4283750
File: 47 KB, 566x635, 14281437464780.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4283752

>Queer eye for the Doomguy
That's hilarious

>> No.4283757

I'll definitely check this out, thanks

>> No.4283768 [DELETED] 
File: 2 KB, 128x142, .png [View same] [iqdb] [saucenao] [google] [report]

>Screenshot of DOOM
>Discussing about a DOOM map
>In a thread about DOOM
>Not about DOOM

>> No.4283781 [DELETED] 

"threadly reminder that i am here forever, gaze up on my work and despair, plebs" is indeed offtopic, and i welcome its deletion, regardless of any actual doom-related content in the rest of your post. perhaps if you separated your histrionic self-edification, and writings about DOOM, into different posts, then only the former would be deleted? just a thought.

>> No.4283786 [DELETED] 


>> No.4283794

how do you even name that thing? spider knight?

>> No.4283802

> Hell Arachnight

>> No.4283807 [DELETED] 

>perhaps if you separated your histrionic self-edification, and writings about DOOM, into different posts, then only the former would be deleted? just a thought.
It's been proven before that's not the case. It's removed regardless of context or content. Once again, the evidence is right here.

>> No.4283809 [DELETED] 

Do not fucking respond or validate. His martyrdom complex will not let him see any fault that's actually his. He's just going to blame other people.

Case in fucking point.

>> No.4283813 [DELETED] 

>His martyrdom complex will not let him see any fault that's actually his
is that what it is? i thought it was insecure narcissist who has caesium-in-water-esque reactions to even the slightest hint of a feeling of shame (t. armchair psychologist, read all the articles on wikipedia)

>> No.4283818
File: 286 KB, 1680x1050, Screenshot_Doom_20170925_214305.jpg [View same] [iqdb] [saucenao] [google] [report]

post shit you're making, jesus

>> No.4283823 [DELETED] 

they're both two sides of the same coin, really. because of the narcissism, nothing is his fault. there must always be some kind of externalizing factor that caused things to go this way.
"other people are doing it, too!" many times, they're either not or have done it completely differently.
"people have a grudge against me!" several times people entirely unaware of him have felt the same way.
etc, etc, etc.
it's really quite amazing watching his mental gymnastics to continue trying to justify himself as some kind of persecuted, misunderstood genius on a rise to power.

>> No.4283826 [DELETED] 

Don't you know that's offtopic?

>> No.4283827 [DELETED] 

go away, s'arais

>> No.4283831

take screenshots

>> No.4283834
File: 662 KB, 1680x1050, Birthday WIP #1.png [View same] [iqdb] [saucenao] [google] [report]

Since it's my birthday today, I've been making myself a map to celebrate. It's coming along slowly but surely; might turn out as one of the more open-ended maps I've ever made.

>> No.4283839

happy birthday

>> No.4283840


Happy birthday!

>> No.4283847

Happy birth

>> No.4283850
File: 21 KB, 617x239, herp2theherppening.png [View same] [iqdb] [saucenao] [google] [report]

Hey look I have a new problem. What changed? I've got no god damn idea! I literally didn't do a fucking thing but double click the exe.

>> No.4283851
File: 98 KB, 568x468, C6gttQFVsAAKQkf.jpg [View same] [iqdb] [saucenao] [google] [report]

Happy birthday, have a cakeodemon.

>> No.4283859

>scythe-wielding skeleton moving beads on abacus.png

boom compatible, like it already.

>> No.4283873
File: 355 KB, 764x570, 1496627854933.png [View same] [iqdb] [saucenao] [google] [report]

Happy birthday, person.

>> No.4283878

happy bday anon

>> No.4283880

Bazinga brand.

>> No.4283896

I urge anyone to check out the MOD Quake 1 soundtrack by Sonic Mayhem. People tried for years getting it to surface and none other than John Romero was the key to all of this.

>> No.4283898


>> No.4283901
File: 468 KB, 800x1153, quake2_meat.jpg [View same] [iqdb] [saucenao] [google] [report]

Also post Quake ads

>> No.4283906


Good shit, mate.

>> No.4283907

Isn't keen against violence, though? He'd HATE it in the arena.
sauce: keen 3-4 transition, it's explained somewhere that he wasn't exactly pleased with his gun KILLING things in the first trillogy, so he changed it in between keen 3 and 4

Maybe it's an older keen too?

>> No.4283915

should i use bloodgdx or bloodcm if i want to play blood for the first time?
or i should just play the gog version raw?

>> No.4283924


What does this code mean anyway?

>> No.4283930

steam codes

>> No.4283938

I recently decided to check out Risen3D. It looks great but the sound is awful and despite searching for hours, I can't figure out how to get better sound quality options. For example, in MAP02 of TNT, there's no bass whatsoever.

The only option I see listed is Microsft GS Wavetable Synth. Every other source port has several other options like FluidSynth, PortMidi, and so forth. How can I use something like FluidSynth with Risen3D?

>> No.4283953
File: 10 KB, 235x102, Steam_2017-09-26_00-11-29.png [View same] [iqdb] [saucenao] [google] [report]

Those are Steam gift codes
He basically gave 14 copies of his game for free
Do you even have Steam?

>> No.4283976

Yes I do have steam. But I rarely use it. Hopefully that will change someday.

>> No.4283978
File: 2 KB, 32x128, Is that Jason.png [View same] [iqdb] [saucenao] [google] [report]

This one wall texture from Doom 64 looks like a serial killer's mask, which makes it look like in Doom's hell, there's sinners and evil doer getting brutally punished.

Come to think of it, would evil humans work as enemies for Doom?
Something like sinners or bad guys, that were sent to hell for being evil and would join forces with the demons, due to evil corruption or satan worshippers, who want the earth to get indaved and stay that way forever.

Maybe it could be a bad idea.

>> No.4283982

Meant "invaded"

>> No.4283989

plutonia is better than both and its not even the best wad

>> No.4283997
File: 93 KB, 304x300, risen3d.png [View same] [iqdb] [saucenao] [google] [report]

>it looks great

>> No.4283998
File: 258 KB, 1280x506, NOW IS COWARD KILLING TIME.jpg [View same] [iqdb] [saucenao] [google] [report]

>what are zombiemen?

>> No.4284005

Good guys tragically zombified by the dark forces?

>> No.4284008

Those are guys who were unlucky enough to become possessed.
I meant like dudes who were sent to hell for being evil and then were like "sure i'll join the demons and kill other humans" or mad cultists, with some possibly being related to the UAC.

>> No.4284010

nah desu that would be brutal doom

>> No.4284030

keen isn't actually gonna be added you nut

>> No.4284038

>everyone else is either kill-crazy or revenge-crazy
Except Slash, who's just crazy-crazy and just as much a plaything of the Old Ones as Ranger is.

>> No.4284095

I don't use the 3D models or any of the custom textures. I just play vanilla.

>> No.4284117

Why does Doom mapping have such a strong scene? Why don't people make Wolf 3D maps or Quake maps?

>> No.4284132

Quake does have some neat stuff, if you explore it well enough, but Wolf 3D has to do with the game being too simplified compared to the other two.

>> No.4284134

>Wolf 3D maps
Limited to one axis.

>Quake maps
Too complicated compared to Doom.

>> No.4284168

>Too complicated
Stop being a brainlet and give Trenchbroom a whirl.

>> No.4284179

It's more like "Too complicated for the level of payoff". If I wanted to make 3D maps I'd map for a modern engine, not quake.

>> No.4284181

Is Quake 1 mapping simpler than Unreal and Half-Life?

>> No.4284193


Probably very similar to Half Life, since Half Life is built on the Quake engine.

>> No.4284195

It's canonically this.

Don't claim it won't happen. They could do it in part to see if there's still viable intrest for a new Keen game

which i would both love and scorn.

>> No.4284196

The shotgunner replacements in Hideous Destructor are supposed to be willing traitors, according to the manual. They act a little differently from regular zombiemen, but it's subtle.

>> No.4284204

Too simplistic, limited, and outdated with little audience to enjoy the product.
Higher learning curve and more complex for new comers, while still being limiting and having its own problems; if you wanted to do true-3D mapping and weren't mapping for Quake purely to enjoy the Quake experience itself, you'd be better off working with a more advanced engine or something modern like Unity. And again, there's the smaller audience problem again.
Doom lies in the perfect middle ground of accessibility, learning curve, audience size/interest, mechanical makeup (enemies, weapons, functions, etc), and complexity. If you want to make something more complex then there are usually ways to do it within the Doom engine, but on it's own there's plenty to work with and a lot of things you can do with modern source port engines. Doom also has the benefit of being Doom and having the huge cult following that it does, while Wolf3D is a bit too dated for most people to enjoy and Quake has a smaller following. That and I think most people just enjoy playing Doom more.

>> No.4284206

It's only too complicated if you're going at it expecting Doom's simple 2D layout. Brush mapping is really easy and intuitive once you get past any initial learning curve, and even just things like having actual light sources that automatically cast shadows instead of having to fake it with sector brightness is huge.

Half Life mapping is directly descended from Quake- Valve's own Hammer editor is a simple rebadge of an old Quake editor called Worldcraft. Q1 has much better map editors available though- Trenchbroom if you're just starting or really like the 3D editing abilities, Radiant or JACK if you prefer triple-grid style editing.

>> No.4284214

Nigger you literally didn't read my post. Quake mapping is too complicated for the payoff, which is a map that looks only marginally better than a basic doom map. If I wanted to map in 3D, I would map for a modern engine.

>> No.4284218

>which is a map that looks only marginally better than a basic doom map.
t. has not looked at any quake maps made since 1998

>> No.4284219 [SPOILER] 
File: 39 KB, 526x394, 1506378322571.jpg [View same] [iqdb] [saucenao] [google] [report]

So what about a /vr/ project, but this time it's a weapons pack instead of maps? Or maybe both. Kinda like DUMP3.

>> No.4284223

Weird, I didn't mean to spoiler that.

>> No.4284224

>t. blind

>> No.4284226

how does doomguy even hold the thing

>> No.4284237


>> No.4284239

That'd be cool.

>> No.4284241
File: 184 KB, 1024x768, ad_v1_50final.jpg [View same] [iqdb] [saucenao] [google] [report]

Not who you're replying, but you're being just downright retarded now. Doom maps can look great, really. Brush based mapping however, takes you way further.

>> No.4284242
File: 2 KB, 192x192, Wolf3D_chainguns.png [View same] [iqdb] [saucenao] [google] [report]

It looks pretty weird, indeed. And that's actually how it looks in game.

What's even weirder is that Wolfenstein 3D did have a reasonable pistol grip in its chaingun pickup model.

>> No.4284248

Not to mention they're also a lot more optimized for that kind of advanced map.

>> No.4284251

It's all right to say you don't want to map for Quake because you're not interested in/don't play Quake, guys.
It's perfectly fine, it's understandable that you're not gonna map for a game you don't play as much.

But trying to backpedal with talk about how Quake maps aren't advanced or aren't advanced enough or whatever is kind of making yourself look silly.

>> No.4284252
File: 7 KB, 250x160, new_classic_doom_weap_cg.gif [View same] [iqdb] [saucenao] [google] [report]

Now compare it to this thing.

>> No.4284257

i think what the guy meant by payoff was that for a mapper to each engine it takes a lot more learning/effort to make a basic my-first-quake map as it does to make a basic my-first-doom map. i think that's what he meant by a greater payoff mapping for doom.

of course when you are a veteran quake mapper of multi years experience you have full 3d capability at your control and can make things way more advanced than you can in doom with less fiddling about, but you have to get to that point with the proverbial 10,000 hours of practice first.

>> No.4284260

>for a mapper to each engine
for a mapper new to each engine, even. sorry.

>> No.4284262 [DELETED] 
File: 80 KB, 672x372, Deus-Ex-Unreal-Engine-4-feature-2-672x372.jpg [View same] [iqdb] [saucenao] [google] [report]

t. Thinks quake looks like this
t. Thinks this is any more difficult to make than the average Quake map

>> No.4284263

It's actually meant to be like a "advanced rifle prototype" and is henceforth held like one. This is also why it's burst-fire accuracy function is not-well-known but does exist.

>> No.4284267 [DELETED] 

Not what I said, but if you want to make things up then that's fine, too.

>> No.4284270 [DELETED] 

>Quake mapping is too complicated for the payoff, which is a map that looks only marginally better than a basic doom map. If I wanted to map in 3D, I would map for a modern engine.
Which is fact, then you post
>But trying to backpedal with talk about how Quake maps aren't advanced or aren't advanced enough or whatever is kind of making yourself look silly.
I post >>4284262
You get mad.
The end.

>> No.4284271 [DELETED] 

Don't respond. They make shit up like this all the time
>girl pissing herself

>> No.4284273 [DELETED] 
File: 134 KB, 1024x768, ad_sepulcher.jpg [View same] [iqdb] [saucenao] [google] [report]

You're just shitposting now.

>> No.4284285 [DELETED] 
File: 899 KB, 2941x1200, totallythesameresult.jpg [View same] [iqdb] [saucenao] [google] [report]

You're fucking blind if you think a modern engine can't manage higher fidelity and better looking maps than Quake. The same general techniques are used for both, but one requires substantially less time and effort to produce good results. Nobody maps for Quake because anyone good enough to map for quake can map for other games and produce better looking maps, but people map for Doom because it's simple enough to be a hobby and can also produce maps which look absolutely beautiful with effort.

>> No.4284286 [DELETED] 

that scene would be even easier to make than a quake map as i guarantee very single thing in that shot is a premade model made by a team of artists and only placed into the world by the mapmaker
in quake everything is brushes all the way down, there's no nice premade doors and lockers and wall details like that

>> No.4284292

>Nobody maps for Quake because anyone good enough to map for quake can map for other games and produce better looking maps
Except the most popular/well-known mapmakers for Quake, people like sock (Simon O'Callaghan), are actual industry professionals who still map for Quake 1 because they enjoy it.

>> No.4284293 [DELETED] 

>it would be even easier to make that in quake because quake's editor lacks the tools to make it
>combined with a total lack of understanding of how modern mapping works
I'm being trolled. Time to stop replying.

>> No.4284295 [DELETED] 

>implying modern game development is entirely about prefabs
same, here's your last (you)
i'm ashamed you got this many already

>> No.4284297 [DELETED] 

Holy fuck.

>> No.4284302 [DELETED] 

You first claimed that quake maps only look marginally better than doom maps. This is a blatant lie. Just one look at AD and this statement falls apart entirely.

>Nobody maps for Quake because anyone good enough to map for quake can map for other games and produce better looking maps

Another falsehood. Nobody maps for quake and yet quake maps still keep coming out. Well how the fuck could that be? I was also gonna mention Sock, a master of his craft, but the other anon beat me to it. An even better example would be Quake 3 still getting its fair share of fresh maps to this day. Last one from me, now kindly fuck off.

>> No.4284309
File: 653 KB, 1280x1536, tumblr_orvrhvpqIP1w88l6po1_1280.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4284312


>> No.4284315
File: 160 KB, 1300x515, something.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4284321
File: 115 KB, 692x680, supertrashy.png [View same] [iqdb] [saucenao] [google] [report]

I made a map for this but canned it while working on my E2 replacement.

It was shit anyway.

>> No.4284324

ok, is /v/ obsifags shilling on /doom/ again?

>> No.4284325

>tfw no doomtwink bf

>> No.4284326

I always found the chaingun disappointing when I first played Doom. I mean you think you've just got a minigun when you pick it up, but actually it's more of a machinegun that shoots pistol ammo. I hear the original model for the gun was actually some sort of SMG or something.
No wonder Doom 4 has a seperate machinegun and minigun.

>> No.4284329

any advise?

>> No.4284335

that's pretty much correct. not sure why they made the sprite look like it does other than perhaps the cool factor.

>> No.4284337

I'm finally bored of vanilla Doom, and also a luddite. What's the best WAD of pure maps, keeping entirely to the Doom style, and doesn't mess around with the way the game is played?

>> No.4284338

DTWID and DTWID2 seem like what you're looking for.

>> No.4284341

Wonderful Doom

>> No.4284342

Not him, but I'm playing D2TWIDD at the moment. It seems to be more obsessed with Heavy Weapons Dudes than Final Doom was, and the maps in both TWIDD projects become massive and time consuming in later stages.
They aren't bad but they aren't the best map sets.

>> No.4284343

these >>4284338
everyone's going to say dtwid heh
the classic episode (class_ep)
oh man i forgot about that

>> No.4284346

remain1.wad eternal's remixes of doom2 map01-10

>> No.4284382
File: 195 KB, 452x250, build vs doom vs id tech.png [View same] [iqdb] [saucenao] [google] [report]

Which engine had better games? Build, Doom, Quake, Quake II, or id Tech 3?

>> No.4284392

i don't know. subjectively, i like doom, i've played hundreds and hundreds of its maps. which one do you think had better games?

>> No.4284394

bloodgdx is by far the closest recreation of blood there will probably ever be, bar a straight-up source code release by the devs themselves, thing which will most probably never happen.

>> No.4284403

They're all good and fun.


>> No.4284407
File: 253 KB, 1920x1080, deadliest-warrior-spike-logo.jpg [View same] [iqdb] [saucenao] [google] [report]

Better yet.



>> No.4284414

Blowjob Blazko

>> No.4284416

Duke is just a normal dude, albeit one who chews ass and kicks bubble gum. Doomguy and Ranger are also normal dudes but the former apparently got so pissed off at Hell that even killing him didn't stop him from whooping their asses and has actual angels on his side protecting him, while the latter somehow managed to kill a fucking Outer God with not much more than the scraps from a Home Depot clearance sale.

>> No.4284417

wait, if dukenuke3d was on build engine then how come we can't play blood with eDuke?

that's why we have samsara dm

>> No.4284421

Who Would Win In A Fight debates are dumb and have no place here

>> No.4284423


maybe it should be not titled DOOM THREAD before RETRO FPS THREAD, in fact, i don't even know why is called Doom if is the retro fps thread

>> No.4284425

thanks chingu, i'll play that then

>> No.4284427


>> No.4284430

Shush, you.

>> No.4284432

Reminder that Doomguy got his ass kicked during the events of Duke Nukem 3D.

>> No.4284434


romance languages

>> No.4284435

oh yeah, forgot to mention, you're gonna need two files. text will be completely invisible otherwise.
plop them into your blood folder.

>> No.4284441

thanks, gog version works, right?

>> No.4284447

I'd probably rank them Doom > Build > Quake II > id Tech 3 > Quake.

>> No.4284453

it was just a cosplayer

>> No.4284454

That was some easter egg, and most likely not THE Doom Marine. I doubt Doomguy gives a fuck about aliens anymore, he seems to only have three interests after Phobos:
Using guns to kill Demons

>> No.4284461

Doomguy got his ass kicked during the events of Ultimate Doom: Episode 1, that didn't seem to slow him down much then.

>> No.4284467

yeah, go right ahead

>> No.4284469
File: 2.99 MB, 2200x1600, LCB5.png [View same] [iqdb] [saucenao] [google] [report]

its the only thing that he has left since he cant speak with samus anymore

>> No.4284474
File: 132 KB, 374x332, duke nukem gameplay.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4284485

ask that to the drawfag who likes /doom/

>> No.4284490

Legit triggered here. The B(IG)FG was never meant to look like a small sidearm.

>> No.4284491

Why is coding so fucking hard to figure out, good god almighty I wish I had some decent literature on basic c or something. I've never even seen an "enum" until I dicked around in zscript.

>> No.4284493


>> No.4284494

dude dont post that gross shit here

>> No.4284498

if insomniac can do it

>> No.4284503


>> No.4284507

>he doesn't know the joy of bycicle kicking in duke nukem

>> No.4284523




>> No.4284525

Did Doomguy die at the end of E1?

>> No.4284527

Maybe, maybe not. It's open to interpretation.

>> No.4284528
File: 237 KB, 1440x1308, 1478872232174.jpg [View same] [iqdb] [saucenao] [google] [report]

I hate the secrets that consist of humping/shooting random nondescript walls. And don't get me started on the cryptic shit like having to shoot all the barrels in a level so a door in the most remote area of the level opens for half a second and God forbid you don't know about it beforehand or you'll never even notice it happened.

Is there any classic FPS (with secrets) that doesn't do that shit?

>> No.4284529

yes but he is not really kill
his love lives on
through the shores of hell
but his rabbit though
she really was kill

>> No.4284530

well let's see here:
>defeating the barons
>giant icon of sin face
>step on it
>ambush & death exit

i'd say so

>> No.4284532


Look for the red glowing button. Shoot the red glowing button if it's on the roof, walk into it if it isn't. Secret found.

>> No.4284538
File: 2.56 MB, 3264x2448, dsc022570cjys.jpg [View same] [iqdb] [saucenao] [google] [report]

is this how doom looked like on a PC monitor?
t. only played on LCD.

>> No.4284539

Maybe, but in the words of GloryHammer-

>> No.4284540
File: 2.49 MB, 3264x2448, dsc02255fnk17.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4284542

Looks absolutely beautiful!

>> No.4284561

>implying Doomguy couldn't carry a fullsize BFG one handed

>> No.4284564

why is everyone ignoring how lewd this is

>> No.4284567

Yes, and then he became a revenant. But instead of terrorizing the living as a tall spooky skeleton, he terrorizes hell itself as an indestructible embodient of pure anger.

>> No.4284579

He died and went to hell, but didn't go to hell because he was a bad person (in fact his backstory shows he's a person of high moral standard); instead he went to hell because the E1M8 teleporter actually teleported him to Deimos which was already partially teleported to and hovering over hell itself, so it was kind of a "your soul is trapped in this realm" thing. From there, he basically rose from the dead and fought his way out of hell, kicking hell's ass so hard in the process that they raised his status of undeath, made him technically alive again, and sent him back to Earth. And then Doom 2 happens...
That's my interpretation and partial asspulling for an explanation at least. It's vague so he could be a walking undeath liche or he could have not actually died the whole time.

>> No.4284580

The top gun in the pic makes me think of a super-soaker toy gun.

>> No.4284590
File: 11 KB, 537x799, e3m2 (1).gif [View same] [iqdb] [saucenao] [google] [report]

It's CURRENT YEAR and I just realized E3M2 is shaped like a hand, kill me.

>> No.4284592

Well, Duke got hanged and had a rocket shoved up his ass.

>> No.4284593

>Wolfenstein: water guns
>Doom: toys
>Quake: construction equipment
>Quake 2: more water guns
>Quake 3: leaf blowers

>> No.4284597

Doesn't the end of episode text say Deimos was just floating over hell and when he noticed he just literally rappelled down there?

>> No.4284601

why not give doom guy a double barreled shotgun then?

>> No.4284603

>Tfw no weird levels like this that are shaped like hands and other odd sources of inspiration

>> No.4284604

How the hell is doomguy supposed to reload it between shots with just one hand?

>> No.4284608

Who said he has to reload with two hands.

>> No.4284620


>> No.4284621
File: 29 KB, 467x228, 192.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4284628

its just an action pose. He can still fire twice (or once with both barrels only if you're doom). Then reload later.

>> No.4284635


>my face when people attempt to pussywash the original pic where yours come from

>> No.4284636

You have no face?

>> No.4284637



>> No.4284649

What is the game on the right? Singularity?

>> No.4284651

From the end of ep2 text:

So Carmack is a flat earther?

>> No.4284657

Looks like Unreal Tournament 3, not sure of the exact map.

>> No.4284661

My point was that modern games might still be using Quake's code in part but it's a bit bullshit to say they're just Quake MODs at this point.

>> No.4284662

I always hear that DOSbox is the way to go with Blood.

>> No.4284671
File: 31 KB, 252x235, 1411941059708.png [View same] [iqdb] [saucenao] [google] [report]

>Doom 2 in name only
>The Crusher
>think I'm finally out
>archvile maze with cacodemons strewn about
>automap doesn't work
>find the orange key
>ceiling starts coming down
>exit the maze
>a bunch of revenants waiting for me at the exit with little room to dodge

>> No.4284672

What about just having to walk off a cliff into a secret invisible floor that is like 1cm thick, and you are required to do it in order to finish the level?

>> No.4284678

Man, i'm offended by you saying i like shit like that.

>> No.4284694

We're men here son

>> No.4284714

for someone who keeps on going on about there's a grudge against him, he seems especially fond of singling you out for some reason
it's strange

>> No.4284715
File: 168 KB, 800x969, gamefest-redneck-classics.jpg [View same] [iqdb] [saucenao] [google] [report]





>> No.4284735

An underrated game.

>> No.4284750


>> No.4284762

I didn't knew there were multiple redneck rampage games.

>> No.4284772

Nah, it's more "deimos got fucked, here's the last of it floating above hell: just the base the crater was it.

And yes, Doomguy died at the end of KDITD

>> No.4284807

The PS1 version of Doom 1 really does feel like a completely different game in many ways. Not only because the graphics and sound make it admittedly a bit more dull, but also because a lot of enemies and items seem to have been re-balanced.

>> No.4284825

you guys ever try just spinning the random file on idgames? It's a fun time and helps you find some great maps

>> No.4284839
File: 242 KB, 640x1408, 1498696625870.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the intended way to play through DOOM? I know Ultraviolence is the right difficulty, but should you play each level individually starting with only the pistol, or play through an episode with the weapons you got from earlier levels in that episode? And if it's the latter and you die, is it kosher to reload a save or should you just use the pistol when you start the level again/restart the episode?

>> No.4284848

The levels were built around both playing through keeping your weapons and also pistol starts.
Saving is fine, and was encouraged in the manual so you didn't lose your weapons (autosaves are a sourceport function)
So if you want a challenge, UV pistol start and don't save, and maybe try fast monsters. Just UV is perfectly acceptable, though.

>> No.4284851
File: 215 KB, 1266x680, 1459031192678.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks anon. I've only played through DOOM on the low pussy difficulties like NTR and want to do a "real" run with the proper difficulty. I think I'll use collected weapons, then, and then try pistol starts when I play through the game again.

>> No.4284852

why doesn't g/zdoom play demos?

>> No.4284854

what are you even in about

>> No.4284857

What does /vr/ think of Freedoom?

>> No.4284860

It used to have the best gibbing sound ever and then they fucked up and replaced it with something not as hilarious

>> No.4284868

Not on Extreme Ooze??

>> No.4284885

One of them is an expansion pack.

>> No.4284892
File: 668 KB, 1140x700, what the fuck am i doing.png [View same] [iqdb] [saucenao] [google] [report]

Here you go.

>> No.4284896

Fug, now I want to play it.

Before I do that tho, any sourceports I should be aware of?

>> No.4284903

the maps are pretty good. I enjoyed playing through quite a few of them.
Very tough enemy placement

>> No.4284908
File: 702 KB, 1140x700, what the fuck am i doing 2 electric boogaloo.png [View same] [iqdb] [saucenao] [google] [report]

Wait, I'm sure I got this.

>> No.4284909
File: 195 KB, 1366x768, 20170914095502_1.jpg [View same] [iqdb] [saucenao] [google] [report]

wait a minute i recognize that screenshot

>> No.4284972

>I recognise that boner!

>> No.4284979
File: 53 KB, 256x256, really made me think hard.png [View same] [iqdb] [saucenao] [google] [report]

If you use DOSbox and plug your computer into a CRT, does it look like it should, or is fucked up?

>> No.4284984

Should look fine.

>> No.4284994

By "like it should" I guess I meant to say "like it would look on a real DOS machine'.

>> No.4285001

You can pretend to emulate the look and feel of the hardware from that era but it won't ever be the same. You're not gonna completely recapture the feeling of playing classic shooters from that era. Just embrace the source ports or use Chocolate Doom if you have such a hard-on for technology that existed long before you were born.

>> No.4285003

Chill bro, I've already played Doom on modern source ports for quite some time, I'm just trying to experience it on a new way.

>> No.4285043

Wait, but if Quake stores textures along the map, does not that make more bloat if several maps use the same textures?

>> No.4285050

where can I get it?
google does nothing

>> No.4285051

it does, but only those recorded on exactly the same version. demosync is extremely fragile and sensitive to code changes, and maintaining it while still allowing the kind of sweeping changes that got zdoom to where it is today is prohibitive.

>> No.4285054

haha great job. >>4282392 please use this for an upcoming thread

>> No.4285056

Methods of Destruction its on Youtube.

>> No.4285057

arguably yes, but it also means players can distribute maps among themselves and always have the map work properly without relying on any external texture archives or packs. basically, if the author uses a single texture from a texture pack in his map, you can now get just that one texture instead of having to dl the entire pack

basically it's less filesize-conscious than having the maps not include any textures at all, but it's an improvement over doom .wads where the wad can contain god knows what and you get instances of people making a single map that includes a whole fucking copy of the game with it

>> No.4285058

oh don't destroy the man's dreams. from the way you're carrying on, only some magic way to de-age yourself to 14 years old and a time machine to put you in 1993 would suffice

>> No.4285060

I'm the same guy. I'll maybe use it a month later or so, though.

>> No.4285068

hah. all right. keep up the good work

>> No.4285070

also: quake's individual textures are fucking tiny, generally 128x128 and limited to a predefined 256-color palette, which might strip out any actual color data in the textures when compiled and just use the index numbers of the color of each pixel (i.e. instead of the color bright red being stored as 255,0,0 it would be just 252, the position in the palette map) but don't quote me on that 'cause i'm completely guessing here but it'd be a sensible way to crunch down every last bit you could

>> No.4285201
File: 2.97 MB, 320x240, WarehouseCleanup.webm [View same] [iqdb] [saucenao] [google] [report]

warehouse cleanup (300min)

all right i think i'm done with this:

- merge author's changes in (lighting changes, title updated etc.)
- blue key trap: barrier rises quickly to ceiling, preventing immediate escape
- blue key trap: release switch initially hidden, to prevent other exploits
- secret switches give audible feedback
- blue armour secret slightly hinted with 1 unit gap at floor
- reshape monster teleporters for speed/efficiency
- exit room shifted a few units west for step1 alignment
- silver sides to window by chaingun to buffer cement3/brown1 transition
- unclosed/mismatched sectors, vertex stitching errors corrected
- various unnecessary tags / lines / sectors removed (D1/DR doors don't need tags!)
- various texture alignment / unpegging flags changes, too many to remember


>> No.4285224

Is the episode 2 replacement that project Sarias has been making?

>> No.4285231
File: 215 KB, 1059x694, 52903571_p18_master1200.jpg [View same] [iqdb] [saucenao] [google] [report]

Think so if the filtered 4:3 screenshot was anything to go off. I usually just skim over whatever he posts though.

>> No.4285235

yes >>4275580

>> No.4285243

>dudes sent to hell for being evil who decided to join the demons and kill people

Lost Souls

>> No.4285262

>/vr/ weapons pack
Interesting, but a bit trickier to pull off.

Good spriting is tricky and needs consistency. You could use Realm667 stuff or model rips, but you don't need as many people. I think 4chan projects work best when they need a 'swarm' while a weapons pack just needs a half dozen decent spriters, soundguys and decorate enthusiasts,if that.

A weapons pack and enemy replacements, maybe could work but I bet the tone will be all over the place.

>> No.4285270

By the time I get on /vr/ virtually all of his posts have been deleted.

>> No.4285274
File: 22 KB, 446x313, [huuhs quietly].gif [View same] [iqdb] [saucenao] [google] [report]

>Skim through thread
>Hover over with 4chan X and read replies quoting his (dead) posts

>> No.4285278

>I feel like a total shithead posting this after hearing the news about Demonsphere, but I just finished up an update to my /vr/300 map
>i made the secret switch consoles sound when activated
>i made the blue key trap more dangerous
>- blue armour secret slightly hinted with 1 unit gap at floor
>- reshape monster teleporters for speed/efficiency
>- exit room shifted a few units west for step1 alignment
>- silver sides to window by chaingun to buffer cement3/brown1 transition
This isn't for submission into the /vr/300 wad, right? it's over, and nitpicky changes after the fact (that aren't bugfixing) doesn't make sense to me.

>> No.4285294

sorry to hear this but 300manager allowed me to take charge of bugfixing, and thus i am happy accept the authors update, along with my own fixes. if you're unhappy with this, i'll stop, and you can consider the version already on /idgames as the final one. i would prefer it if there was consensus over that first though as i believe most other participants are happy to allow me to continue with cleanup work. i remain committed to having the thing done by the end of september.

>> No.4285372


I'm waiting for the fixed wad

>> No.4285380

As one of the mappers I'm happy for you to do this. You're just cleaning up errors or oversights, so its great stuff in my books. Keep up the good work

>> No.4285423

These threads should be kept to id games or games made from id engines.

>> No.4285431

That'd mean no Blood.

>> No.4285445

A price worth paying, most Blood discussion takes place in the Build Engine general anyway.

>> No.4285450

>Build Engine general

the what now?

>> No.4285454

Not a real thing, but it probably should be seeing just how much space Doom alone takes.

>> No.4285464
File: 59 KB, 1360x768, 1506433406.jpg [View same] [iqdb] [saucenao] [google] [report]

watching suitepee doing collider (300min map21). it took him seven minutes to realise this was a door. he pushed at the middle part with the light three times at least, then did another lap of the entire level. did anyone else not realise it was a door?

>> No.4285472

>>4285464 (me)
i guess i'll redo it so there's a switch below the light or something. he's right it's not very friendly to explore due to the pervasive damage sectors

>> No.4285474

>the what now?
it's 50% donald doomkart ranting about doom babies posts. quite funny to see him go off so much, but i pity the readers who aren't familiar with him and try to engage with him.

>> No.4285489

>playing conception from 300 min
why the fuck are there chaingun and ssg pickups every two steps when you are given both at the beginning
a million billion other pickups too

>> No.4285492

who knows. i've already fixed it, anyway

>> No.4285497

There is a room with 2 sets of 9x9 medkits

>> No.4285504

... you know, when I read about the pickup overdose, I was thinking "so it has a medikit around every corner I guess, yeah that's too much"

... not 162 medikits in one room, what the hell

>> No.4285513

> 162 medikits in one room
Whoever made the map should probably replace mos medikits with Health Bonuses

>> No.4285515

my theory is it's because the author's glasses are broken, so he can't aim or dodge, so his maps have masses of health/ammo to compensate for his fumbling around blundering into monsters and shooting 50,000 rounds at the sky.

>> No.4285518

There are 7 chainguns with a box of ammo between each. In one hall; that's not counting the various chainguns strewn throughout the rest of the map.
I made a mistake; it's only 3x3, so 18 medkits
To be fair, I did use most of the boxes of shells in the map. Of course, this is because with each and every shot I picked up another box because it's impossible not to run over one.

>> No.4285520
File: 32 KB, 1600x1120, 1506435715.png [View same] [iqdb] [saucenao] [google] [report]

yeah that's what i've done for the fixed version. 2 medikits + 8 health bonuses than 18 medikits (2x3x3 not 2x9x9, it's not that insane!)

>> No.4285527

2x8 even

>> No.4285531
File: 2.05 MB, 720x480, d1ATUL0.gif [View same] [iqdb] [saucenao] [google] [report]

"Skeletons on the roof." by antares031

>> No.4285537

anyone willing to play some dm?

>> No.4285538

I was curious so I opened it up in gzdb:

6 super shotgun pickups
9 chaingun pickups
1 rocket launcher pickup
22 boxes of bullets
16 shellboxes
10 boxes of rockets

36 medkits
3 blue armor

For 37 monsters:

2 shotgun zombie
10 imp
12 spectre
6 cacodemon
2 mancubus
4 lost soul
1 baron
4 revenant

>> No.4285558

put conception between map 26 and 27 and maybe people won't think 27 is as bad :V

>> No.4285560
File: 5 KB, 634x737, 1506437292.png [View same] [iqdb] [saucenao] [google] [report]

yeah like i said, it's been addressed

>> No.4285562

hmm wadspy is miscounting damage, a single baron is 1000 hp and it thinks 866 total. that's a bit fucked.

>> No.4285635
File: 53 KB, 640x480, 1506440775.png [View same] [iqdb] [saucenao] [google] [report]

all right i think this is sufficiently obvious now, short of drawing a huge arrow on the automap, [email protected]@K HERE ----->

>> No.4285642
File: 2.64 MB, 320x240, ColliderObviousDoor.webm [View same] [iqdb] [saucenao] [google] [report]

wad+demo in zip

>> No.4285647

oh also i have to say, the part where the floor descends into lava, at the end there's this wonderful thing where you run towards the exit teleporter only to see at the last split second a soulsphere revealed behind it, but too late to react. so you jump back into the lava to get it, without realising that there's a load of revenants now able to come out of the walls down there. it's a really clever setup, gg amok

>> No.4285659


A lot of these links are dead. New ones would be appreciated - I could probably find the files easily enough but I'm unsure if they're the exact right ones.

>> No.4285660

I also did this, thinking somehow I had to rush the Cyberdemon platform instead. I worked it out eventually though.

>> No.4285662


>> No.4285665 [DELETED] 

Why isn't Brutal Doom in the infographic?

Seems kind of conspicuous to leave out a mod that won Moddb and Cacoward awards and was addressed personally by John Romero along with having articles on it from a number of gaming publications.

>> No.4285719

nice b8 m8

>> No.4285723
File: 15 KB, 625x626, 14690897_976332559143446_7713094448751920774_n.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4285734 [DELETED] 


>opens thread

"Anon you're going to be here for the rest of your life being the hopeless faggot you are. You've actually convinced me to leave this shithole as I've realised it really doesn't do anything for me anymore. All I can say is thanks because you've saved me from possible years more of petty bickering with absolute shitheads like yourself. Good fucking riddance to you and I hope you rot in your basement for the rest of your life you fucking disgusting god forsaken creature of a neckbeard. You're an absolute waste of existence and I genuinely pity your soul destroyed parents for not aborting you when they had the chance. Honestly thank you, I genuinely mean it. 4chan is an abject shithole and I'm glad you were the inspiration that made me realise this place is mostly filled with nothing but decayed dickheads that are not worth associating with on any level whatsoever. I hope you kill yourself sooner rather than later and that you do it via drinking a bucket of bleach and battery acid. Go play in traffic you sad fuck ugly bastard. Not even your mother loves your ugly ass face; that's how much of a fucking gimp you turned out to be."

>closes thread

>> No.4285739

lol no. doom on a old CRT did *NOT* have giant scanlines, despite what every contard seems to think.

>> No.4285747

funnily enough, it did for me. the computer/monitor i had at the time displayed doom's 320x200 resolution horribly letterboxed, so i made a monitor definition file to stretch it out to the height of the screen, which caused massive gaps to appear between each of the lines. however, this was a peculiarity of my particular hardware, not a usual setup.

>> No.4285760


Still looking for a solution to this. Google has given me nothing.

>> No.4285764
File: 826 KB, 1543x2717, 1401553324963.jpg [View same] [iqdb] [saucenao] [google] [report]

It used to be years ago, but there's too much circlejerking nowdays to even mention it. I stopped caring for those images after that, makes me wonder what other mods have been "censored" just because the resident autists don't like them.

>inb4 deleted for not shitting on BD

>> No.4285773

brutal dooms omission is an acknowledgement of its achievement of becoming as ubiquitous as the original games. you will also note the recommendation image does not bother to list doom.wad and doom2.wad explicitly, because everyone knows about them already. same with brutal doom. no need to mention it as everyone knows about it already, even outsiders who've only just heard about doom and want to look into it more, who are the main audience those images are aimed at.

>> No.4285774

>brutal dooms omission is an acknowledgement of its achievement of becoming as ubiquitous as the original games
Also it shows how petty the fanbase is if they're not even willing to put it in the 'historically notable' section, but you're never going to change minds on that.

>> No.4285789


why nobody told me this existed

>> No.4285817

>zen dynamics, ultimate torment and torture and ghouls forest reccomended
wew vr used to have a plen taste
(i like zen dynamics btw but its p objectively really wonky from the gameplay perspective)

>> No.4285818

you no ask. we no know you not know.

>> No.4285820

Why do both Doom The Way ID Did wads have such overly long key hunt maps? This isn't how ID did Doom at all.

>> No.4285824


ok, what I need to make a mod apart of doom builder, slade and acc?

>> No.4285826

is mapinfo still fucked in the gzdoom dev builds

>> No.4285834

I never saw scanlines on TVs or monitors back in the day, in fact the first time I ever saw scanlines was many years later when I saw them as filters in console emulators.

>> No.4285841

ideas, willpower, skill

>> No.4285854

not as much as your mom

>> No.4285876

I'm pretty sure that version predates /vr/. One of the first orders of business around here was to make a new one.

>> No.4285889

nothing. in fact you don't need anything except doombuilder xor slade.

>> No.4285893

What is your problem with infinite pistol ammo? Without infinite ammo, pistol is a waste of time for the modder, because player will only use it for two minutes in the entire mapset, until they kill first shotgunner.
Even with pistol start, many maps dump a shotgun right next to starting position.

Infinite ammo gives pistol SOME usefulness as an emergency weapon, at least, so it makes it worth spending time on.

>> No.4285918

It's a cheap way out of designing an actual good pistol weapon and almost impossible to balance. Either your pistol is too weak and never gets used despite the infinite ammo (not fun), or it's too strong and you use it too much even when you have ammo for other weapons (fun for two minutes on map01, not tested for long-term enjoyment).

Just give it a unique role and maybe a separate ammo pool and it's fine. Works for wildweasel's mods.

>> No.4285920

I remember a fuzzy dark gap between lines of pixels, but not as emulators show them. There's a crt filter for bsnes or snes9x or some such that does a pretty good job. Needs a decent graphics card iirc

>> No.4285928

My biggest issue is the thing is semi-auto which is just not fun to use in Doom mods. It works in slower games or MP because fights are over in seconds and are most likely over before your magazine is empty. In Doom mods it's just a repetitive click-click-click-click to deal tiny amounts of damage, normally tapped off with an obnoxiously long reload and a small magazine size.

Other than that and the weapon limit (Which I think needs work) the mod is pretty damn good.

>> No.4285942

now that we're on the subject, let me throw my idea out here

since pistol = worthless, shotgun = ubiqutous, i thought of starting the player with a watered down chaingun and standard shotgun (albeit with less starting ammo)
in place of shotguns, there's just ammo
(map spawned) chaingun upgrades your starting bullet gun to be on par with see below
SSG upgrades shotgun in DPS and ammo efficiency
this way the pistol and shotgun technically exist without being crappy (on par with one another) and the upgrades free up an entire weapon slot (2 for bullets, 3 for shells, 4 for cells, 5 for rockets)

>> No.4285945

behold, the optimal infinite ammo pistol
> energy blaster, passively recharging ammo (even with another weapon in hand)
> when full, fires a high damage blast that drains all ammo, possibly stuns
> can still fire normally even without ammo
> fast weapon switching
> extra hud element that tells you when it has recharged to full

> shoot guns
> whip out pew pew gun
> fire one big shot
> switch back to real guns
> wait for recharge, repeat

>> No.4285961

Yea, after suitepee and term had trouble finding it intuitively I was going to change it to a full door but this works too, better in fact

>> No.4285963

I have to agree with this. To put it bluntly, semi-auto in a doom mod just handles like dog shit.

>> No.4285965

Also could you lighten up the sector with the SSG on it or move it further up the stairs

>> No.4285989
File: 667 KB, 1024x768, (not) your personal army.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4286010

Are there any WADS which make extensive use of/almost rely on infighting?

>> No.4286018

there is nothing historically notable about brutal doom, hth

>> No.4286030

It's the only Doom WAD that gets wide coverage with every update. It is more relevant than even several of the official Doom games.

That said, it's okay to be wrong. But know you are wrong.

>> No.4286031

"a lot of people know about it" isn't historically notable, hth

>> No.4286034

you just described unreal's dispersion pistol

>> No.4286035

Actually that is very much the mark of something being historically notable, because it is markedly bigger than the WAD scene itself. That's precisely why so many people get physically upset whenever it's mentioned.

>> No.4286039

>"a lot of people know about it" isn't historically notable, hth
Didn't BD's popularity had to do with a download link, that led to kids thinking it was the "proper" way Doom was meant to be played, while that link also featured stuff like the shareware version of Doom and FreeDoom stuff?

Because from the mod's easy concepts and ideas, to overall quality, to drama related to terrible coding and stolen content, it feels like BD's own popularity started with an accident related to confusion.

>> No.4286040

t.i.l. twilight is historically notable literature

it's okay that something you like isn't on there, anon. you just have to accept it.

>> No.4286046

The WAD scene is not so large that it can be compared to literature.

Leave your bedroom once in a while (maybe even read a couple of books?) and eventually you may realize that the Doom WAD scene is miniscule in the grand scale of the world.

>> No.4286047

No. By that mark, Mega Man 8-Bit Deathmatch is "historically notable", and so is Ghouls vs Humans.
Popularity is simply popularity.

>> No.4286051

does it suddenly change based upon the medium?

"a lot of people know about it" isn't historically notable, sorry.
no matter how much you try and argue otherwise, it's not changing it.

>> No.4286063

A WAD being far more popular (and at least neither of you contend that point) than any other WAD, and it being recommended - and remarked on by several of the original game designers -
makes it more historically significant than either of you would care to admit. Not liking something doesn't make these points magically irrelevant.

I don't think any of the WADs that are on the 'historically significant' list should be removed to make room for it, but it should be alongside them. And it would've been, but people did not like its popularity taking away from their own poor efforts, so they downplay its significance in the WAD scene.

>> No.4286072

>And it would've been, but people did not like its popularity taking away from their own poor efforts, so they downplay its significance in the WAD scene.
ah, so you're one of those people.
i see no reason to discuss this further with you, then.

>> No.4286073

Among the many other things it didn't invent that people claim it did, Brutal Doom is not the first time a mod has ever been popular.

>> No.4286074

>and it being recommended - and remarked on by several of the original game designers - makes it more historically significant than either of you would care to admit.

So exactly like Twilight, then, which has been remarked on by several famous authors?
Popularity isn't historically notable, sorry.

>> No.4286080

So you want to start pushing for 8-Bit Deathmatch, which has been remarked on by official Capcom representatives, too?

>> No.4286085

After playing through 300mins, I'm interested in mapping.
Is Doombuilder the best place to start? I'm not out to do anything fancy, just make my own basic maps and maybe work my way up from there.

>> No.4286089

Doombuilder 2 is a bit more reliable, but yeah that's a good starting point.

I'd also suggest using the Boom format for your first couple of maps, if only because it's basically still Vanilla but you don't get stuff like Visplane overflows and you get a couple of useful (but not extravagant or hard to understand) features.

>> No.4286094
File: 3.04 MB, 300x190, resethard.gif [View same] [iqdb] [saucenao] [google] [report]

hardon gun

>> No.4286096

>Boom format for your first couple of maps, if only because it's basically still Vanilla but you don't get stuff like Visplane overflows
this is technically correct, but still nonsense. engine limitations such as visplane overflow and map formats/features are orthogonal.

>> No.4286103

BD's popularity has less to do with quality, originality or importance and more to do with being pushed by either younger and louder fans and dumb game journalists, like the mod serves for more material to complain about casuals and game journos.
It's pure evidence that video games as a medium are unexplored and most people don't know what they're talking about, why it's popular or why they even like it.
It's evidence that history can be written by poorly researched facts and assumptions.
It's what drives someone to compare the human race to sheep.

So all those people who hate the mod, they just happen to know more than the majority and dig further into the rabbit hole.

>> No.4286115
File: 93 KB, 960x540, ..0000-0082.webm [View same] [iqdb] [saucenao] [google] [report]

Babbys first walk animation

Gameplay-wise I have a crazy idea where the gun arms can target individually by shooting auto-aiming no-damage hitscans to the left and right of the crosshair. If an enemy is hit(detected), that arm locks onto the monster and after you've killed it the seeker-hitscans are fired in the direction of the corpse, so if you fight a crowd your miniguns will rake across them.

>> No.4286139

This animation is already better than any model in Doomsday/Risen3D modelpacks.

>> No.4286140

I've been looking at Complex Doom addons and stuff and I see 'HEM' popping up every now and then, yet the only thing I can find is mega download link.

What is this "HEM" and where can I find its page?

>> No.4286142

Model's great, but the top is too still for the motion, should be lifting up and rising down slightly.

>> No.4286145
File: 139 KB, 640x480, 1506458894.png [View same] [iqdb] [saucenao] [google] [report]

sure. i preferred the light increase over just having the thing plonked in the middle of a staircase.

>> No.4286148

I think those were animated by manually pushing vertices around. Can't even imagine attempting that.

It does actually move up and down a bit, but yeah it should do so a lot more. In particular it should descend faster than int ascends rather than the currently equal rate.

>> No.4286198

Move the weight of the chassis over the planted leg as it walks, angle whatever hips it has if you can. Contraposto.

>> No.4286218
File: 1.62 MB, 1600x900, file.png [View same] [iqdb] [saucenao] [google] [report]

It seems that Nevermore addon guy has been inactive both here and on Zdoom forums for quite somne time.
Is it possible for anyone here to try and make the addon independant from Trailblazer?

>> No.4286224

That's great advice. Thank you.

>> No.4286243

Also make it stop for a moment after it planted it leg onto the surface, before lifting up the next one.
This will give more "weight" to the movement.

>> No.4286273
File: 465 KB, 1366x768, Screenshot_Doom_20170919_114422.png [View same] [iqdb] [saucenao] [google] [report]

it's a russian made lca addon that can only be played with the custom lca downloaded that can only be downloaded on doomseeker

>> No.4286295
File: 67 KB, 709x765, 134252346469494.jpg [View same] [iqdb] [saucenao] [google] [report]

well then

>> No.4286298

Fucking amazing.

>> No.4286304
File: 125 KB, 960x540, 2nd attempt.webm [View same] [iqdb] [saucenao] [google] [report]

Second attempt. I'll remake the whole anim next time, since I realized I can't make the guy move in place due to how I've done bone parenting.

>> No.4286309
File: 144 KB, 1280x1024, Screenshot_Doom_20170926_181656.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4286312

What're some other good examples of reasonable infinite ammo pistols?

>> No.4286317

wtf that's like a 5 or 10 minute map at most. 4 hours to get through half of scythe.. oh wait, you're the guy doing it with Hideous Destructor aren't you. ouch.

>> No.4286323

I want a doom museum wad thanks chockful of hot do mamys

>> No.4286325

yeah. that map was fucking torture. without the archviles, it would've been easy. none of the enemy groups were particularly challenging, even the imp ambush at the red key was simple to clear. but i had to wait for each archvile to appear, not get killed by it, shoot it, and then wait for it to reappear again around four times each, then wait out their post-death revival too before i could proceed. at least i got four megaspheres for my trouble.

>> No.4286327
File: 2.92 MB, 320x240, BloodFeudYetMoreFiddling.webm [View same] [iqdb] [saucenao] [google] [report]

blood feud (300min)

based on stream feedback the cyberdemon can now not be so easily bypassed, and the ending of the map has a little extra bite to it. i also improved some texturing, the exit bridge now changes to a metal texture instead of rock when it rises, and the platform behind the partial invisibility secret looks less awkward after lowering.


>> No.4286330

now are you going to do the super secret level, which i suspect will be fucking murder?

>> No.4286332
File: 645 KB, 1280x1024, Screenshot_Doom_20170926_183552.png [View same] [iqdb] [saucenao] [google] [report]

yeah, i'm doing it now. clearing out the start wasn't too bad.

>> No.4286351

>you can tell by the way I use my walk

>> No.4286367

The heels are stabbing into the ground each step (see the right foot, our left), then they twist around strangely on the passing of the other leg (see the left foot our right).

>> No.4286374

i honestly expected hexen without mouselook to be much worse

>> No.4286376 [DELETED] 
File: 295 KB, 633x667, ss+(2017-09-26+at+07.08.37).png [View same] [iqdb] [saucenao] [google] [report]

how can one man be so lacking in self-awareness

>> No.4286381

>i only faked my death on twitter, nbd!

>> No.4286382 [DELETED] 

Ever considered you're as retarded as him?

No, of course not, probably because you're as retarded as him.

>> No.4286389

Thanks mate.

I wasn't sure about updating after the fact, but the fact that anon's been pretty open about updating mistakes in the compilation goaded me into fixing things up a bit.

>> No.4286394
File: 40 KB, 598x406, BZ.png [View same] [iqdb] [saucenao] [google] [report]

>month long countdown to final stream
>continues streaming a month later
Classic BZ

>> No.4286395

sup, bz

>> No.4286398

BZ is hilarious but terribly off-topic.

>> No.4286407

sup /v/

>> No.4286413

I want to know why that struck a nerve for you.

>> No.4286419
File: 196 KB, 1910x950, smsgaben1[1].jpg [View same] [iqdb] [saucenao] [google] [report]

this brings back some rogue spear vibes

>> No.4286438


You just copied Shadows of the Empire's homework.

>> No.4286456

>how can one man be so lacking in self-awareness
why was this deleted but not the rest of the conversation? come on, jannies, be consistent please.

>> No.4286476
File: 2.73 MB, 320x240, TFP_RisingCyberdemon.webm [View same] [iqdb] [saucenao] [google] [report]

thy flesh on a platter (300min)

from stream feedback:

- make the nukage floors apply damage consistently
- prevent falling into inescapable pits, no one likes inescapable damage pits
- remove DR door action from back of door facing wrong way
- trap the player into the exit confrontation so it's not so easy to just camp the door (this is not completely foolproof)
- make the cyberdemon rise up faster so you don't get a basically free BFG shot on it

not entirely sure i'm finished with this yet, there's probably more cleanup i could do, but i feel time is beginning to run out


>> No.4286485

heel-toe. try not to make the legs bow inward so much.

Something that might help it look more immediately nice is to level out the guns as he walks. the stiff elbows makes it look a bit surreal.

>> No.4286486

>1994 Tune up
>dead temple mission

head exploded at how fun and hard that was on ultra violence
(i am very new to non vanilla wads but im loving this so far) glad this general exists desu

>> No.4286520

1994tu was surprisingly really good, i was expecting it to just be "let's ruin a bunch of old classics with modern mapping fashions" but most of the maps worked really well. that said its version of deimos subway is nowhere near as good as the original.

>> No.4286576

Hexen in general is piss easy if you're not going full retard. Skill 5 is easier than Doom 2 Skill 4.

>> No.4286605
File: 562 KB, 1280x1024, Screenshot_Doom_20170926_211602.png [View same] [iqdb] [saucenao] [google] [report]

that took more than a couple tries
and now there's a fucking archvile about, and nowhere to crush all these corpses. guess i won't stick around.

>> No.4286615
File: 390 KB, 1280x1024, Screenshot_Doom_20170926_212133.png [View same] [iqdb] [saucenao] [google] [report]

my heavy robot got broken, so i couldn't send it down ahead of me to counter this ambush. explosives proved serviceable.

>> No.4286630
File: 19 KB, 96x56, jE6QC8G.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone got any webms of the doomshock point and click stuff a guy was working on?

I remember you could pick up keys and open doors and there were different ways to interact with each object. looked cool af

>> No.4286632
File: 144 KB, 1280x1024, Screenshot_Doom_20170926_215130.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4286690
File: 1.74 MB, 640x512, fresh outta hecks.webm [View same] [iqdb] [saucenao] [google] [report]

what's the world record for this map?

>> No.4286696

Is there a Doom 64 modding scene? I've recently been playing through the game, and it's quickly become my favourite old school Doom.

>> No.4286702

reminds me of Tenka

>> No.4286704
File: 24 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4286708
File: 327 KB, 600x419, 1506259299092.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4286743
File: 34 KB, 1904x284, John Carmack calls you weird for not liking doom.png [View same] [iqdb] [saucenao] [google] [report]

What did John Carmack mean by that?

>> No.4286753

Well, he isn't wrong.

>> No.4286757

Is there a Columbine wad where you actually play as Doomguy trying to stop those madmen from murdering everyone?

>> No.4286774
File: 809 KB, 1024x768, sshot071.png [View same] [iqdb] [saucenao] [google] [report]

There is but its rather small.


Doombuilder64 has some eccentricities around switches that can take some getting used to, otherwise its just like DoomBuilder or GZDoomBuilder.

There's no DECORATE support, but you can do custom textures and animated textures pretty easily which is nice.

I would recommend trying the beta64 and Earth mapsets from the forum above

>> No.4286789

?sdrawkcab nettirw eman level taht si yhW

>> No.4286826

Brutal Doom is basically a different game, might as well treat it as such.

>> No.4286850

I thought of leveling the guns, but as the joints are modeled it would not physically be able of doing that without either telescoping upper arms or an extra arm joint.

>> No.4286851

If anything the fact that the literature industry is so big gives even more fuel to his argument.

>> No.4286860

has anybody ripped the sprites from sonic's schoolhouse to use as a player sprites pack?

>> No.4286868

mbt posters are the worst

>> No.4286869

I haven't played Doom 2 in a long while want to give it a spin one more time before getting into megaWADs and gameplay mods. It there a gameplay mod that "spruces up" Doom 2 while staying pretty close to vanilla?

>> No.4286871

Smooth or Beautiful Doom

>> No.4286881

Those are cosmetic, not gameplay.

>> No.4286886

Well, there is no gameplay mod that does not change gameplay. Duh. Even Final doomer skewes the balance quite a bit.

>> No.4286887

perhaps something like colorful hell?

I believe weapons stay that same but there's a bunch of different enemies that can appear

>> No.4286890

I don't mind a little change, is what I'm getting at. I want something CLOSE to vanilla.
I just don't want some crazy rework like Demonsteele.

>> No.4286895

no, you are

>> No.4286896

I'd try final or legendoomer then

>> No.4286897

I though Final Doomer only works with tnt and plutonia?

>> No.4286901

Of course not, Finaldoomer is just a gameplay mod that has classes built for certain mapsets in mind, but you can play it with anything. There's also a standard Doom 2 class too, but he's a little stronger than vanillla doom 2 guy

>> No.4286904

Oh okay. Some of these modders are really shit at explaining exactly what their mods do or what they work with, so thanks for clearing that up.

>> No.4286910

Now why would u want to do that my friend

>> No.4286912

No problem, you could also try BURL_TUMD, it's pretty old but it holds up pretty well to this day, it pretty much takes the standard doom gameplay and ratchets up to a faster level, and it has a funny death for cacodemons.

>> No.4286978

They don't need to be leveled through time, just the wrist in relation to the elbow.

>> No.4287026

24 seconds
that gap is 28 units wide though
modding the game to make the player thinner is cheating

>> No.4287039

Speaking of Keen, wasnt someone making a Keen TC like the hocus pocus one?

>> No.4287059

Name 3 reasons why Doom general is best general thread on 4chan...


>> No.4287064

#1 no circlejerks

>> No.4287072

#2 that's terror people actually like the subject matter and are generally a creative bunch

>> No.4287076

love the bait posts
there's the popular "why do people hate buta duam???"
big fan of the "guake brown!, no rainbow guage palate!" myself

>> No.4287090

>Actually creative group who make new content for the subject matter all the time
>Very helpful for new people trying to get into the game, you don't get many elitists trying to shoo them away like in other generals
>Most importantly, the conversation rarely gets stale. Most generals devolve into everyone rambling about their waifu or the same conversations repeated ad nauseum, but this community always seems to have something new or interesting to discuss, with the occasional exception.

>> No.4287126

My personal favorite bait posts are ones like these >>4287076

>> No.4287140


>> No.4287146

Come to think of it: is it me or is Brutal Doom a good example of a forced meme that worked?

>> No.4287154
File: 88 KB, 640x480, Screenshot (1).png [View same] [iqdb] [saucenao] [google] [report]

Hey, new mapper here. Any way I can put a roof on this building or something? Or is it fine the way it is?

>> No.4287165

Did you seriously compare the WAD scene to literature
This semen-slurping fanbase is not for me

>> No.4287167

your door is going to go upwards and vanish into nothingness
make a border on the outisde and raise the sky ceiling outside that border

>> No.4287171

of course it's cheating. i'm pretty sure simply using gzdoom disqualifies any sort of record automatically. it's just funny to me that some maps can take over an hour to get through and on others i can do shit like this. that guy that was wondering about speedrunning this with hideous destructor might have been onto something after all.

>> No.4287176

Not An Argument

>> No.4287184
File: 20 KB, 442x402, 1468940508120.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks friend!

>> No.4287189

I saw Doom 64 mentioned a couple times. I've been away from the scene for a bit, what's the best way to play that now?

>> No.4287190

Doom 64 EX
I think it requires a N64 rom of the game or something

>> No.4287191



You'll need a copy of the Doom64 ROM which should be easily 'aqcuired' ifyaknowwhat i mean

>> No.4287192

Doom64 EX for accuracy, Doom 64 Retribution for GZDoom, Consolation Prize for gameplay mods.

>> No.4287193

Thanks, on it now.

>> No.4287194

(late thx)

>> No.4287195

I saw a russian review of metadoom once and was exposed to the mod being played on freedoom and it looked weird, without the regular doom stuff

>> No.4287271


>exposed arms

>> No.4287273
File: 78 KB, 533x800, 1413604437026.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4287296

How do I get opengl to look as close to classic doom as possible? it seems I cant get the lighting correct and everything seems lower in contrast and brighter overall

>> No.4287373

It's a bit early sleep, but new thread.


>> No.4287373,1 [INTERNAL] 


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