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/vr/ - Retro Games

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4287370 No.4287370 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4282392

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.4287371


300 MINUTES OF /vr/
-Project completed!


-Deadline reached?
-All rules found here

-Looking to update the OP, suggestions are welcome
-Half of the soundfont links are dead in their relevant pastebin
-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

=== 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.4287374

Is it possibly to conveniently make a game using a Doom engine and have it be a simple .exe for others to use?

Where should I start?

>> No.4287375
File: 33 KB, 426x364, sleepy doom.png [View same] [iqdb] [saucenao] [google] [report]

I forgot to mention that HUMP has had an alpha release. It's posted on the OP of the ZDoom Forum thread that's linked near the top of the news post.

>> No.4287379

In Doom RLA, does the Lost Soul deal melee or fire damage?

>> No.4287403

Yes. Use GZDoom. Use "IPK3" as the extension for your game file archive.

>> No.4287415

Asking this again in the new thread (considering that it was ignored in the old one) does anyone wan't to play some deathmatch?

>> No.4287429

nth for Brutal Doom.

>> No.4287441

Why is someone pushing this so hard lately?

>> No.4287451

The kids call it trolling, I think. There was a Doom topic on /v/ recently which reminded them /vr/ existed for another couple days.

>> No.4287454 [DELETED] 

also /vr/ troll janitors decided to delete any shit related to 3d retro fps lately, even if MOOT stated that games sup to 2k2 and 2004 are retro

>> No.4287476

>>exposed arms
I think that makes sense actually. Typical fictional power armor designs wouldn't allow a realistically proportioned person to do anything but flail his arms in a narrow cone because the armor under the armpit would severely restrict movement. The two ways to solve this without severely restricting protection in the area is A) the way F.E.A.R's REV6 (the model I'm working with) or B) a super complex system of sliding plates fastened to the chest, shoulder and upper arm that slide in place to protect the area whenever the arm is extended from the body.

To me the REV6 seems more about augmenting strength and allowing a soldier to navigate urban environments while carrying extreme firepower than for turning a man into a walking tank. Large bipedal mechs won't ever work even in theory until neural interfaces become a reality.

>> No.4287482
File: 30 KB, 414x448, imageedit_9_3663474228.gif [View same] [iqdb] [saucenao] [google] [report]

with the doom woman who has bad sprites

>> No.4287483
File: 26 KB, 400x456, imageedit_7_4370520070.gif [View same] [iqdb] [saucenao] [google] [report]

why cory whittle give her a comical booty

>> No.4287493
File: 34 KB, 512x896, imageedit_5_8691409796.gif [View same] [iqdb] [saucenao] [google] [report]

wait a minute how am i supposed to download immoral conduct if all the links are dead on his website

>> No.4287498

Look up retro shader for gzdoom. It does an okay approximation.

>> No.4287502

Whoops. Meant to reply to

>> No.4287513
File: 468 KB, 1366x768, Screenshot_Chex_20170825_160554.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4287553

is this a doom mod? or is this the chex game itself?

>> No.4287558

I think it's that guy who plowed through action doom 2 with the hexen weapons

>> No.4287567

Is BERSERK Doom a thing?

>> No.4287583 [DELETED] 

Why do you guys call anyone who posts Brutal Doom in this thread a troll?

It's probably one of the most popular and well-made mods ever made for the series, so a lot of people will mention it, what the fuck do you expect?

>> No.4287586


>> No.4287587
File: 1.13 MB, 3264x1836, 20170927_124412.jpg [View same] [iqdb] [saucenao] [google] [report]

Tfw bored at work and you wish you were at home playing doom.

>> No.4287591 [DELETED] 

>It's probably one of the most popular and well-made mods ever made for the series

"It's probably one of the most popular and well-made mods AT THE COST OF THE OTHER COMMUNITY MEMBERS EFFORT ever made for the series"


>> No.4287591,1 [INTERNAL] 

like flies on shit

>> No.4287608

Mainly because when we actually give the reasons for it the original poster goes on to ignore all the points and just starts throwing around insults at us all instead.
Just in case you're actually serious.

>> No.4287609 [DELETED] 

Why should end-users give a shit about the upset feelings of some other WAD creators?

>> No.4287612 [DELETED] 

>boo hoo hoo the mod uses stolen assets!!!

Whether true or not, literally has nothing to do with the quality of a mod. Basically you just told everyone in this thread that you can't objectively evaluate a mod.

I could basically steal the work of every great modder to make my own super mod and it would be 100% justified if it was an excellent combination of resources that led to a truly great wad, and I would be completely entitled to the praise I received because I was the one who had the creative insight and did the work to put things together like that.

>> No.4287613 [DELETED] 

On the flipside, people (not necessarily meaning you) get too precious whenever it is mentioned, and stifle all discussion with arguments that really don't mean anything of any substance to anyone.

Maybe most of the posters in these threads are those people who had their assets stolen for BD. I doubt it.

>> No.4287614

I'm starting to wonder if this is just the same guy every time. The arguments he uses are always the same.

>> No.4287616

this has been going on for five years, it'll never end

>> No.4287617 [DELETED] 

Some brainlet in the last thread unironically even compared the WAD scene to literature. Millennia of works compared to a tiny little subset of map creators for one game series. And he wasn't even joking.

>> No.4287626


this is the same, passive aggressive jaded faggot in every thread

>> No.4287632

it's this exact same guy

>> No.4287651
File: 113 KB, 800x797, 177016-total-distortion-macintosh-front-cover.png.jpg [View same] [iqdb] [saucenao] [google] [report]

You're telling me Total Distortion isn't a FPS like Marathon? The dude on the front cover looks like the protagonist from it though.

>> No.4287659 [DELETED] 

>I could basically steal the work
>I was the one who did the work

>> No.4287664
File: 194 KB, 960x800, snap2017-09-18-21-42-38.png [View same] [iqdb] [saucenao] [google] [report]


ah, after playing Normality this will help with my "old weird-ass DOS games" fix

have my poorly made KKK voxel model as thanks

>> No.4287668


>> No.4287674

Nigga looks like G-man crossed with David Bowie

>> No.4287689
File: 37 KB, 885x880, imageedit_3_9022639244.gif [View same] [iqdb] [saucenao] [google] [report]

thanks, do i get to play as the female in this mod?

>> No.4287706

>implying assets can be stolen
They can be plagiarized, however, which is what in a way happened and possibly happening with Brutal Doom.

>> No.4287709

revenants with top hats are what the world has been missing up until now

>> No.4287715

This needs to be a mod.
This HAS to be a mod.

>> No.4287720

One Man Doom review of 300 Minutes when?

>> No.4287721

hopefully not until after the update is finished!

>> No.4287742
File: 347 KB, 951x961, MAP01_SHOT01.jpg [View same] [iqdb] [saucenao] [google] [report]

Can a random anon get some feedback? Been working with this one for a while. I gotta work better on Aligning textures :(


>> No.4287747

Can't download. You able to upload somewhere else?

Try http://thevidya.site/

>> No.4287751

why would people upload test releases to a permanent archive?

>> No.4287752

ooh fun, there's something well up with that site

HTTP request sent, awaiting response... 200 OK
Length: 1162769 (1.1M) [application/octet-stream]
Saving to: ‘cztggs.wad’

cztggs.wad 8%[=====> ] 95.59K 33.3KB/s in 2.9s

2017-09-27 19:48:59 (33.3 KB/s) - Read error at byte 97882/1162769 (Error in the pull function.). Retrying.

i got it eventually but it took wget 9 retries


>> No.4287758

oh. it's zdoom specific. you could have said.

>> No.4287762
File: 436 KB, 128x128, botwalk_010000.gif [View same] [iqdb] [saucenao] [google] [report]

35fps spritified animation of the walk cycle (which will be tweaked a lot more as per /vr/ suggestions) The leg hydraulics angles fucks up on the first frame for some reason.

>> No.4287767


Sorry, new to actually sharing and releasing my work. I'll specify compat next time :) Been mapping for a while just never released anything

>> No.4287770

The recommended WADs image is so cringy.


>> No.4287772

Because he's got a site.
Did he mention he has a site? Because he has one.

>> No.4287776

It does have good recommendations though.
It still misses some great mods and map sets, but it's a nice start.
Besides, silly, OTT macho "How To" guides are a standard thing on this site, have been for a long time.

>> No.4287779

well may i suggest he add a section for temporary uploads of unfinished works and feedback requests, separate from the main part for completed releases.

>> No.4287786

How would At Doom's gate or Running from Evil Sound like if played on ukulele?

>> No.4287792

Because that's the entire point of the website?

It's not my site, you ponce.

>> No.4287793

if the word "fucking" makes you cringe, you are a child.

>> No.4287795

no problem, just it bothers me to see a new contributor fall into the trap of assuming the doom community is a monoculture where everyone uses g/zdoom. of course i may have inferred too much from a simple omission, but this is the modern world, where "get triggered by the slightest thing that seems off" is ubiquitous heh

>> No.4287801

>Because that's the entire point of the website?
so later how does anyone tell the difference between unfinished test releases and quality mods you actually want to download?

>> No.4287804

I'd assume that's the entire point of versioning. Add test_1, alpha_2, -v0.01, or etc to the filename.

>> No.4287816

Like the manga? GMOTA would be the closest thing, but the sword isn't big enough.

>> No.4287826
File: 1.42 MB, 1900x1792, 1490733164467.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4287830

>there are supercomputers under our feet right now

>> No.4287831

>Is BERSERK Doom a thing?
oh that takes me back
when /vr/ itself was still pretty new, there was one. it got as far as some screenshots of the player holding the big sword, but nothing more came of it.
except for one lone anon who refused to give up hope, and posted:
>any word on the berserk mod?
every few threads for about a year.

>> No.4287832

When is too much micro-detailing considered too much?

>> No.4287835

When it looks bad.

>> No.4287836

i don't dislike that too much except the jagged hole in the wall on the right in an otherwise clean texture, that looks awful, like the guy's just gone "oh this needs something here i can't just have a blank stretch of wall"

>> No.4287843

What's the .wad? The lower one, obviously.

>> No.4287849


Image should be renamed to "Everything wrong with Knee-Deep in ZDoom explained in one single picture"

Because that's exactly what this is.

>> No.4287858


Hm... Nope. I don't like it.

>> No.4287864
File: 92 KB, 1400x600, MapComparisons1.png [View same] [iqdb] [saucenao] [google] [report]

While looking through the Jaguar port's wiki page, a couple of maps caught my eye and I decided to make a few images comparing the most notable map changes between the original and Jaguar port. Just thought it was neat to see.

>> No.4287867
File: 81 KB, 900x600, MapComparisons2.png [View same] [iqdb] [saucenao] [google] [report]

I also didn't include Tower of Babel/Hell Keep since those were two totally new maps in the Jaguar port, and these comparisons are focusing more on the cut areas and sectors of the original maps.

>> No.4287869
File: 143 KB, 770x600, MapComparisons3.png [View same] [iqdb] [saucenao] [google] [report]

E2M2 is one of the biggest examples of simplified geometry and cut sectors.

>> No.4287872
File: 163 KB, 1320x600, MapComparisons4.png [View same] [iqdb] [saucenao] [google] [report]

Pandemonium was a bit difficult to recognize right off the bat.

>> No.4287874
File: 98 KB, 2916x1572, MapComparisons5.png [View same] [iqdb] [saucenao] [google] [report]

And last one. Aside from simplified geometry and some minor rearranging, Mt Erebus is mostly the same despite having a huge chunk of the map (the lava sea and water sector) cut out. High-resolution map variants to give a proper sense of scale.

>> No.4287887

not really, the excessive detail i can live with if there's good gameplay. any list of everything wrong with kdizd must start with tedious repetitive and annoying gameplay. endless wandering around mazes, bad custom monsters, disallowing monster infighting. none of these appear in the screenshot yet all of them are far worse than anything that does.

>> No.4287894

that's some shit
is the chainsaw secret even connected to anything?
anyway thanks for those posts they were interesting

>> No.4287905

>is the chainsaw secret even connected to anything?
That's a good catch I didn't notice. Here's a note from the wiki page:
>The chainsaw room is still present on the level and is normally inaccessible. It is ordinarily impossible to get into this room and therefore to get 100% kills and secrets. In the Atari Jaguar version, it is possible to clip into the area using a glitch with the rocket launcher. This was fixed in the PlayStation and Saturn version, as these versions remove the orphaned rooms.
That's a pretty funny thing to notice.

>> No.4287906


Knee Deep in ZDoom, a remake of episode 1 with ZDoom specific mapping features.

It's not very good, because it was clearly designed as a ZDoom showcase first, and a game second. Worth a look if your interested in seeing what kind of features ZDoom maps offer, though.

>> No.4287916
File: 2.16 MB, 2685x3052, 1503985153458.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4287923 [DELETED] 


if the autistic /v/irginal janitors of /vr/

>> No.4287925

Lower one looks like

>> No.4287927
File: 218 KB, 800x277, KilledByFiltering.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh man the lower one...

>> No.4287937
File: 279 KB, 441x504, lookingood.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4287942

so you *didn't* like the hexen-slaughtar-but-in-doom-with-more-health?

>> No.4287950

DOOM:One >>>>>>>>>>> KDIZD

Atleast Doom:One managed to do it right instead of being fucking ridiculous and a fucking showcase as KDIZD

too bad that no one did a Doom 2 mod for, though memorial is shit when it comes to fit all 32maps into one space

>> No.4287957

Is Knee Deep in ZDoom the Half Life 2 Cinematic mod of Doom Wads?

>> No.4287964 [DELETED] 

>I'm just fucking about to fucking play Doom, okay you fucks? And fuck yes I'm going to fucking play it using fucking Zdoom because it's fucking still the fucking best, fuck!

Some people ITT do actually communicate like this, interspersed with hunting down people daring to enjoy Brutal Doom. The reason is because they are prepubescent.

>> No.4287983
File: 138 KB, 500x500, TextureRescaledZanieon.jpg [View same] [iqdb] [saucenao] [google] [report]

>look great with hq4x resize

>> No.4287996 [DELETED] 

>Some people ITT do actually communicate like this
check out that faglord who writes the screenshot saturday posts

>> No.4287998

I wonder who could be behind this post.

>> No.4288004 [DELETED] 

what's wrong with it

>> No.4288006 [DELETED] 

>interspersed with hunting down people daring to enjoy Brutal Doom. The reason is because they are prepubescent.

it's actually the complete opposite, but who am I to judge you if it helps you sleep at night.

one day you'll outgrow bd, just like you'll outgrow your teenage ways.

>> No.4288008

R & I, gentlemen

>> No.4288012 [DELETED] 

writes like >>4287964 's greentexted example, but in capitals
(could you not work this out from context?)

>> No.4288013

That looks like dust&scratches + find edges or some shit

>> No.4288016

I'd have to say everything done in KDiZD is done better in Doom Tribute at this point. Plus you get Doom 1 and 2 together in that one, not just the first episode.

>> No.4288017

Photoshop filtering to simulate how i see the game with texture rescaling option enabled.

>> No.4288021 [DELETED] 


>> No.4288025
File: 7 KB, 261x151, autism lvl high.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4288026

Yes, I got that. I agree.

Nothing wrong with nearest mipmap linear 16x anisotropic though

>> No.4288027


>> No.4288029

there should be an ape escape themed mod

>> No.4288030
File: 3.29 MB, 319x215, AutisticRattling.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4288038

Imp Escape?

>> No.4288039

Particularly, i see nothing wrong with the Texture Filtering option by itself, despite many people hating it for blurrying too much the game in its original art due to low res but from all OGL options GZDoom has, only Additive Dynamic Lights, Ambient Light Level and Texture Rescaling is what i disapprove, it's great that Graf removed 2 of these options already.

>> No.4288041

Yeah, something like that
Maybe like Golden Souls, but instead of the golden souls or whatever you had to collect, it's a group of imps, with their own stats, that have helmets.

>> No.4288043

Retard question, do all the Q3A bots have similar AI? If I were to pit a HMP Xaero against a Hardcore Crash, what would happen?

>> No.4288046

I liked Ambient Light Level for making legit poorly designed maps playable.

Is the distfog still there?

>> No.4288049

the distfog cvar I mean

>> No.4288060

I guess you didn't spot the hidden message. Oh well, fair's fair. I was going to delete the post in a couple of minutes anyway.

>> No.4288062
File: 12 KB, 655x515, baron.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4288069

Slut of Hell.png

>> No.4288073

is that term in the bottom right

didn't know he was a man of such taste

>> No.4288083
File: 19 KB, 642x427, portadoom_jpcp.png [View same] [iqdb] [saucenao] [google] [report]

Bump to PortaDOOM
(can't it go into the OP under "so you want to play some.."? It's intended to be a 'starting point' for newbies)

> https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
> Added playable speedrun demos to Cacowards 2015/16
> DOOM 3 BFG Edition WADs are automatically patched to fix their suckiness
> Added a Glossary page
> Many other small fixes and improvements

Thanks to everybody who's tried it out!

>> No.4288094

>(can't it go into the OP under "so you want to play some.."? It's intended to be a 'starting point' for newbies)
i dunno i mean is it any good? has anyone else here tried it? is everyone here happy to have it implicitly endorsed by having a permanent place in the opening post of every thread?

>> No.4288096

How the FUCK do you unset default flags in DECORATE?

>> No.4288109

actor LazyElemental: PainElemental replaces PainElemental

>> No.4288113

needs a "Speed 1" in there

>> No.4288116

Ah, thank you.

>> No.4288127

ironic shitposting is still shitposting

>> No.4288148

Can't be, that character has a mouth.

>> No.4288171

Archviles are gay.

>> No.4288180

>crate maze isnt a maze anymore

>> No.4288181

I wish whoever made this a good day all day

>> No.4288201

Personally, I can't stand excessive detail like in KDIZD, because its ugly as sin, and bumpy as fuck. I far prefer the kind of detailing in Suspended in Dusk and BTSX, as they are far more thoughtful and interesting with it, as opposed to applying it everywhere for the sake of it.

>> No.4288212

I second PortaDOOM belonging in the OP, nobody else is doing anything to update the pastebins and shit so I think it's more than welcome, at least until somebody actually bothers to go through and update everything. Besides, it's pretty cool and clearly has a ton of effort put into it, so lets go for it. But that's just my opinion.

>> No.4288214

What's a good WAD guys? I beat a huuuuge level, took me hours and hours, might be the biggest Doom level ever. It's called "Holy Hell".

What's another good WAD?

>> No.4288221

You'll probably enjoy okuplok

>> No.4288223

That sounds like something term would say.

i bet you kiss demons with that mouth of yours, term

>> No.4288227

I'm far more handsome than Term, and have better taste in melee weapons.

>> No.4288237

on those lines there's memorial.wad which is the whole of doom2 in one map, there's the original deus vult, there's zdoom community project 2

>> No.4288254
File: 428 KB, 1024x768, Screenshot_Doom_20170927_163708.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4288256
File: 216 KB, 1024x768, Screenshot_Doom_20170927_163717.png [View same] [iqdb] [saucenao] [google] [report]

doomguy fits in this little tank?

>> No.4288257
File: 135 KB, 693x500, tumblr_nzdtamIcno1syxgg9o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Term is not handsome Term a cute.

>> No.4288260

objectively incorrect, kegan :^)

>> No.4288262
File: 188 KB, 1280x720, Screenshot_Doom_20170928_024245.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4288271

i know its not considered retro because this board has retarded rules, but im about to play deus ex my first time, whats the best difficulty to play on?

>> No.4288273
File: 235 KB, 1280x1024, Screenshot_Doom_20100715_061323.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I remember KDiZD being very confusing and hard to navigate sometimes. But it looked very nice and used some neat tricks, shame about the gameplay.

>> No.4288285

fair enough, that's about as ringing an endorsement as you're likely to get on this website, unless of course you're a sockpuppet of the author of the thing

>> No.4288298
File: 74 KB, 1200x900, doomdelpa.png [View same] [iqdb] [saucenao] [google] [report]

new border because old one was green mossy rocks

>> No.4288307
File: 2.65 MB, 320x240, PVW_ExitFixes.webm [View same] [iqdb] [saucenao] [google] [report]

praise vanilla wizard (300min)

- from stream feedback put in a lift so you can get out of the lava pool in the centre of the map, even if you haven't opened the rocket launcher secret. inescapable death pits are annoying.
- reshape the two spinal columns opposite the start to allow fixing their texture alignment
- reshape the monster teleporters for efficiency, the one with the three barons seemed especially slow sometimes
- fix potential exit lockouts and/or exploits with bypassing the second exit barrier that appears if you take the final secret - put gaps between the sectors so the next highest adjacent is not under the player's control. this will annoy maxrunners but it is clearly the authors intention
- add a way to open the blue door from the other side, unlikely to find unless you know about it already
- remove tags from DR manual doors


>> No.4288313

Deus Ex seems to be an exception to the rule, mods tend to turn a blind eye to threads for it and you're certainly safe talking about it here in the same thread where we can get away with Doom 4 discussion if it doesn't get out of hand.

It's been a while since I played, but I think the last difficulty setting (realism? realistic? the one that isn't easy/normal/hard) was the most fair and enjoyable to play.

>> No.4288343
File: 610 KB, 1920x1080, Agony.jpg [View same] [iqdb] [saucenao] [google] [report]

finished the fucking geometry

37 maps to go

>> No.4288349

>no more inescapable lava pit
Thank god. That bullshit cost be so many runs in the chaos.

>> No.4288356

How in the world did you get that crunchy look? Looks fantastic.

>> No.4288357

>37 maps to go
what are you working on anon

>> No.4288362

>37 maps to go
the absolute madman

>> No.4288363

let's hope he doesn't ask me to revert it!

>> No.4288367 [DELETED] 

troll fucking wad, fuck you

>> No.4288372
File: 39 KB, 641x791, crashstat.png [View same] [iqdb] [saucenao] [google] [report]

They all have similar base AI but each bot has different stats for accuracy, field of view, reaction time, how aggressive or defensive they are, etc. They also have a list of weapon preferences, sometimes based around what weapons are available in the map you face them on in the singleplayer campaign. These are all in the baseq3\pak0.pk3 file, which can be explored with any ol' archive tool, I use 7-zip. Individual bot files are stored in that file in the botfiles\bots\ directory, with the format <botname>_*.c, where botname is the name of the character and * is a letter: c for the aim and movement stats, i for their item pickup priority order, t for their text chat lines and responses, and w for their weapon choice. 'i' has duplicate entries for weapon choice, but they apparently don't take precedence over the ones in the 'w' file.

As for the example you gave, depending on map, there's a good chance Crash would win. Xaero has better stats on most difficulties but Crash's stats scale way, way up as you go up in difficulty to the point where on the hardest setting (Nightmare), she has the single best bot stats in the game with zero reaction time, a 360 degree field of view and 100% accuracy, something the other bots usually only have one or two parts of even on Nightmare. The only thing holding her back is that her bot is set up to always give the Shotgun massive priority over other weapons even if it's not the ideal tool for the situation.

>> No.4288379
File: 482 KB, 1313x243, ioquake3 2017-05-03 20-53-37-51 .png [View same] [iqdb] [saucenao] [google] [report]

And for an example- put Nightmare Crash and Nightmare Xaero in dm0 (Crash's 'home' map) and she'll handily beat him most every time even if he sticks with the plasma just because of her ridiculous accuracy and instant reaction time (even Nightmare Xaero has a half-second reaction).

>> No.4288380

revert it now
No it's fine, the only reason I really really wanted the death pit in PH was because it's a punishment for trying to get that jump right and failing, with this there is no jump you're trying
also lemme add a teleporter in the bottom thing because people don't understand you need to run down to get out

>> No.4288394

>37 maps to go
Have fun with DM-Peak

>> No.4288401

>not imaginative enough to make own map
>copy UT's
>but make it all fucking brown
truly, the power of doom modding

>> No.4288405

>revert it now
i asked for this
>No it's fine, the only reason I really really wanted the death pit in PH was because it's a punishment for trying to get that jump right and failing, with this there is no jump you're trying
interesting, i gave up with the jump (instead preferring to go through the door via the southeast corner) not because i kept falling in the pit, but because the monsters on the platform blocked the runup too much.
>also lemme add a teleporter in the bottom thing because people don't understand you need to run down to get out

not sure which part you mean (or even which map, are we still talking about PVW? it's late, i need sleep) but feel free - you've got my latest version of PVW linked above, here's latest PH (i don't think i've touched this recently but just to be sure)

>> No.4288419

I mean PVW, where you go down in the secret one of the demos someone posted they didnt realize where they had to go to get teleported back up
unless you think it was just that one guy maybe

>> No.4288424

I think distfog was obliterated even before those commands.

>> No.4288448

Punch Dimension mapper here, you think you could remove the ambush setting from some of the closet monsters from the map? Also maybe adding a way to make opening the exit from the Mastermind's lair a bit less cryptic (I remember suitepee actually thinking it was time based, which it wasn't) would be cool.

>> No.4288467
File: 14 KB, 880x655, imper.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4288481


I didn't texture it yet

>> No.4288490


oh boy

>> No.4288495
File: 104 KB, 655x515, knight.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4288497

Had a bitch of a time getting this to download, but had fun with it.
I'd imagine you'd probably have more feedback if the download worked.

>> No.4288538
File: 17 KB, 880x655, the pain 3.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4288540
File: 11 KB, 880x655, the pain 4.png [View same] [iqdb] [saucenao] [google] [report]

Mike Painwazowski

>> No.4288553
File: 10 KB, 697x617, untittled.png [View same] [iqdb] [saucenao] [google] [report]

and the average caco

>> No.4288562
File: 20 KB, 580x425, untiled(1).png [View same] [iqdb] [saucenao] [google] [report]

He got his eye dilated.

>> No.4288587 [DELETED] 

Just because your own creations are terrible, it doesn't mean you have to bash other ones purely because they are (vastly) more popular.

No names have been mentioned, so don't start crying as per usual.

>> No.4288591
File: 117 KB, 655x515, baron.png [View same] [iqdb] [saucenao] [google] [report]

it feels like im the only person who draws and posts art here

>> No.4288598

There's also charcola.
I don't draw, though, so.

>> No.4288601
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google] [report]

New content is always appreciated.

>> No.4288605

is that the name of the baroness or the girl hell knight

>> No.4288616


No, it's the name of the artist that has the demoness-in-a-bikini skin.
Screenshots are in third-person.
Really cute art.

>> No.4288619

I'll have to research this person more

>> No.4288642
File: 35 KB, 600x638, Protip.jpg [View same] [iqdb] [saucenao] [google] [report]


Mapper here again! Thanks for playing, i'm still tweaking that final encounter and doing detail work. I gotta focus more on doing boom-compat stuff rather than GZdoom.


is that how we use it now? Why is mixtape.moe shit now?

>> No.4288659
File: 135 KB, 1088x1536, scrap871_a.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm alive I just haven't had time lately to do things. I also sprained my ankle monday so that is adding to my troubles.

>> No.4288676 [DELETED] 
File: 834 KB, 2048x1360, BRUTALDOOM.jpg [View same] [iqdb] [saucenao] [google] [report]

>it feels like im the only person who draws and posts art here
Here anon, I made this for the thread

>> No.4288703

I'm going to hunt you down and punch you in the fuckin breadbasket.

>> No.4288707

Does anyone know how to fix mouse aiming in Aleph one's Marathon port? Coming off of gzdoom this is hell

>> No.4288715
File: 2 KB, 300x300, Nice hat.png [View same] [iqdb] [saucenao] [google] [report]

Nonsense, I contribute too

>> No.4288730

playing through it now, first impressions are good
lots of startan, though

>> No.4288731


Feel better soon!

>> No.4288748
File: 3 KB, 195x213, lol look at this hapless dipshit.png [View same] [iqdb] [saucenao] [google] [report]

This too

>> No.4288752

Agree, it's like the 10th time he posts >>4288538 across the last 5 or 6 threads.

>> No.4288772 [DELETED] 
File: 393 KB, 1226x830, BRUTALDOOMm.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4288792

>try to get that BloodGDX to work
>it doesn't even start
>futz with it
Oy. I just want to play this damn game in 16:9 without stretching.

>> No.4288794
File: 149 KB, 481x366, Facepalm.png [View same] [iqdb] [saucenao] [google] [report]

Attention whoring attempt Number: 1864.

>> No.4288807

isn't it a little ironic to post that particluar image in response to that?

>> No.4288818
File: 131 KB, 640x480, 1371603635843.gif [View same] [iqdb] [saucenao] [google] [report]

no u

>> No.4288846

I post those when i want to know it was me, just that, would be ironic if it wasn't my upper half eh?

>> No.4288848

just report it instead of responding
responding gives them what they want

>> No.4288849
File: 15 KB, 880x655, baron 3.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4288852

Yeah i know that is not right to feed the trolls, but sometimes it's fun to say something before they get rekt by moderation.

>> No.4288870

Most underrated 90s FPS?

I'd go with the Redneck Rampage series followed by Rise of the Triad.

>> No.4288875

quake 1

>> No.4288917
File: 22 KB, 880x655, running from temptation.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4288931
File: 22 KB, 880x655, running from temptation.png [View same] [iqdb] [saucenao] [google] [report]

the eyes got messed up

>> No.4288950
File: 121 KB, 640x480, 1151567-chasm_the_rift08.jpg [View same] [iqdb] [saucenao] [google] [report]

>Most underrated 90s FPS?
Hard question. There are a lot of games that deserve consideration.

>> No.4288974

i want someone to draw her huggin the guy on the left and he's trying to break free

>> No.4288995

A massive problem at the moment? Many games are totally un-fucking-playable, even to this day.

So the most underrated 90s FPS may be lost to time. Someone could've made some true poetry and nobody cared.

>> No.4289007
File: 800 KB, 595x540, 1421528644330.gif [View same] [iqdb] [saucenao] [google] [report]

How do I do that?

>> No.4289015

>Demon's Inc.

>But with a mutated Pain Elemental and Mancubus.

>> No.4289016
File: 25 KB, 500x554, rigby-eileen-tnt-col.png [View same] [iqdb] [saucenao] [google] [report]

October soon.

Are there any WADs specifically made for Halloween in the history of Doom?

The only one I can think of is that crappy joke wad one Ceeb made one or two years ago.

>> No.4289018
File: 227 KB, 769x769, tumblr_owxfablez21vtr5i3o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4289031

I like that a lot.

>> No.4289038

The reduced number of textures make the maps a lot harder to navigate trough, so in some ways, i'm thankful they simplified them a bit.

>> No.4289039


I really wish I could replay Killing Time with proper controls.
Never really got into chasm, played the demo I remember the demo levels being pretty boring, does it get good later ?

>> No.4289043


>> No.4289046

Was pretty fun, maybe a bit long and difficult especially if your gonna use it as a MAP01. Also maybe a bit stingy with ammo.

>> No.4289049

>Are there any WADs specifically made for Halloween in the history of Doom?
i'm pretty sure there are, although i am struggling to name one
you probably need gameplay mods not just maps, the standard player is too fast and weapons too powerful for a horror experience

>> No.4289050

I don't know. I tried to make it work and it just spun me around in place.

>> No.4289052

Having played through GBA Doom quite a bit, some maps are totally jarring due to having totally different or out of place textures. Like, "I should recognize this area but I don't, where the fuck am I?"

>> No.4289056

I remember it being quite challenging on just medium, but then again I was 13 and I was trying to play it full stealth, so milage might vary.

>> No.4289058


>> No.4289065

DOSbox is a thing.

>> No.4289070

Really, unless the geometry is particularly unique, you won't be able to recognize most maps from the get go. And I find it really easy to get lost without automap.

>> No.4289094

angry anna's halloween quest

>> No.4289097
File: 1.76 MB, 626x359, Shambler.gif [View same] [iqdb] [saucenao] [google] [report]

What are some cool lesser known FPS enemies? pic not related obviously

>> No.4289102
File: 1.37 MB, 500x278, Doom 64 dynamic lighting.gif [View same] [iqdb] [saucenao] [google] [report]

What's the most atmospheric FPS?

>> No.4289112
File: 447 KB, 265x288, Dynamic Lighting 1.gif [View same] [iqdb] [saucenao] [google] [report]

>That gif

>> No.4289114

>I mean PVW, where you go down in the secret one of the demos someone posted they didnt realize where they had to go to get teleported back up
right, with you now, sorry i got confused before. yeah since it's all dark it just looks like a dead end. i'm sure there used to be light down there in the first version, but iirc you had to remove it because visplanes or something. i can't really blame people for the misunderstanding. not everyone has their automap set to show up teleporter lines in a different colour (or even looks at the automap as much as i do). oh well i'll come up with something, it seems like a good place for a sky hack wall or some such.

>Punch Dimension mapper here, you think you could remove the ambush setting from some of the closet monsters from the map?
will do
>Also maybe adding a way to make opening the exit from the Mastermind's lair a bit less cryptic (I remember suitepee actually thinking it was time based, which it wasn't) would be cool.
indeed i was already planning to do something in the spider room like add a switch on the back of one of the columns, but hadn't got to your map yet because a good solution to the 100% kills problem hasn't yet occurred to me.

>> No.4289120


>> No.4289138

>you can tell by the way I use my walk, I'm a shalrath's man, no time to talk

>> No.4289146

Just finished redneck rampage
Could anyone understand what they said at the end?

>> No.4289148

Yes, that's the one Ceeb made.

And it's not very good.

>> No.4289153

I have history with that guy, Ceeb is a very fucked up individual.

>> No.4289160

To the point it got him banned off Zdoom.

>> No.4289169
File: 1 KB, 320x240, somekindofoldgame.png [View same] [iqdb] [saucenao] [google] [report]

Shockingly, DOSBox doesn't run everything. Take pic related for example, it's First Expedition and it doesn't fucking work.

>> No.4289221

>that long flashy buzzword-laden screed in front of Don't Play With Hell
This thing is mediocre at best isn't it?

>> No.4289239
File: 172 KB, 500x355, Realms-Of-The-Haunting.jpg [View same] [iqdb] [saucenao] [google] [report]

Realms of the Haunting

>> No.4289248


This is not Ceeb's work, no.

>> No.4289253
File: 7 KB, 320x256, skaarj.jpg [View same] [iqdb] [saucenao] [google] [report]

These motherfuckers were terrifying back then

>> No.4289260
File: 34 KB, 700x525, 1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4289263

>never satisfied until I finished a map UV pistol start nosaves
>playing a hard mapset
autism is suffering
why do i do this

>> No.4289273

Okay, this confuses me. I swear that there was a thread by Ceeb where he linked this WAD.

>> No.4289292
File: 885 KB, 640x480, PVW_Doesthislooklikeawayouttoyou.webm [View same] [iqdb] [saucenao] [google] [report]

>it seems like a good place for a sky hack wall or some such
and indeed it turned out quite well i think


>> No.4289298

Is the game worth playing?

>> No.4289326

I'm not so sure about that, it kind of falls apart as it goes.

The first couple of hours are really neat though.

>> No.4289342

I think the main problem is that its too cramped which makes it too easy surprisingly - the hitscanners never get a chance to fire any shots because of all the corners

The switch that lowers the bars to the teleporter is a bit ambiguous I'd say, its a lot of backtracking and theres no reason for the teleporter to be at the start really. also you should make the teleporters two-way in case anyone wants to go back for secrets

The SSG trap was good, HKs and Barons are great pressuring monsters but I think the room may be too narrow, theres no room to escape if they both come at you at once

I shouldn't have to tell you that the blue key area is shit, instadeath pits aren't fun especially when they're towards the end of a level. The final section could do with some work too, its easy to dart past the HKs and with the amount of ammo you'd have by then 2 mancs and an arch aren't much trouble

Overall its a good attempt, especially for a first map, I think it flows well (apart from the backtracking to the tele) and it looks like a techbase for the most part. Try to be a bit more consistent with the textures - each new room doesn't have to have distinct textures (although its a good idea for player progression) but main thing to keep in mind would be monster encounters, a lot of the rooms are the same size and shape so they play quite similar, the midi is fantastic though if its original

>> No.4289430 [DELETED] 

Your reminder that Brutal Doom exists.

>> No.4289438 [DELETED] 
File: 75 KB, 312x312, 1365674073193.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4289446 [DELETED] 

>garbage outside of /b/

>> No.4289476
File: 2.98 MB, 320x240, TPD_FourSwitch1.webm [View same] [iqdb] [saucenao] [google] [report]

the punch dimension (300min)

- four switches in the pillars in the spiderdemon room are required to be pressed in order to escape it, instead of a random unmarked line somewhere in the floor
- remove ambush flag from some of the monster closet population, add block sound flag to some lines
- some standout texture misalignments fixed (not all, it'd take too long)
- remove impassible line in front of stuck cyberdemon so you can punch it out for 100% kills if you want (although there is enough ammo for it) - this is still a bit silly, maybe improve it if there's time


>> No.4289478
File: 2.94 MB, 320x240, TPD_FourSwitch2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4289479
File: 1.82 MB, 320x240, TPD_FourSwitch3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4289558

So how many more updates need to be made until the final version of 300 minutes is complete?

>> No.4289560
File: 21 KB, 617x239, herp2theherppening.png [View same] [iqdb] [saucenao] [google] [report]

Still fuck with the beats, still not loving police
Still not mapping in the Doom GZ

>> No.4289569

Are those six nipples?

>> No.4289578

I *heard* disabling mouse acceleration will fix it, but I never tried it as I'm just so used to Aleph One's mouse at this point.

>> No.4289587

>player tasted the pain from a renegade angel

>> No.4289667

>Xavier's 3D model is available
>one could technically add him to Doom

>> No.4289675
File: 2.22 MB, 1889x1031, Turok_Dinosaur_Hunter_-_Enemies_-_Subterranean_-_001.png [View same] [iqdb] [saucenao] [google] [report]

These things from Turok Dinosaur Hunter.

>> No.4289708
File: 298 KB, 1680x1050, doom04.png [View same] [iqdb] [saucenao] [google] [report]

I decided to give Sarais' E2 replacement a fair shot, because why not. Playing on PRBoom+ (for the first half; I'll explain later), UV difficulty with pistol starts; thoughts are below:

E2M1: Sector work is as jagged and haphazard as ever; the gameplay however has significantly improved from previous maps of his, mostly because this is an entirely berzerk focused map. Only secret I found was a backpack of all things hidden behind an invisible wall; what purpose this serves beyond continuous play eludes me. For a vanilla/Boom compatible mapset, it doesn't seem to have been tested in such a setting; -complevel 2 rendered the teleport switch to exit the level unusable, while -complevel 9 gets you through the teleporter to find that the hurt floor doesn't work. The author's ZDoom preference showing up again fairly early on.

E2M2: The level start demands that you "RUN!" Not really necessary; as long as you have some patience, you can Tyson the opening pinkies and spectres without much difficulty. You'll probably want the chainsaw for the enemies that follow though, and it's stuck behind an incredibly tiny switch. Pressing that switch is arguably the hardest part of the map. God knows I didn't see it until I opened up the map editor. Otherwise it plays reasonably well, nothing particularly difficult to deal with monster-wise. The outdoor area looked alright, doofy wooden swastika things hanging above the nukage for edge aside. Decent teleporter ambush, would've been more effective if he had put the monster closet further away from the area so we couldn't hear the pinkies ready to spawn in.

>> No.4289714

E2M3: More melee focus early on, but this is the first map where you actually get your hands on some firepower, with the shotgun readily available, and the chaingun hidden in a secret. Again, the visuals are haphazard, with the vines covering the entrance to the techbase looking particulary nasty in a bad way, but the gameplay has improved greatly from his /vr/300 and abortive JOM4 maps. The only nasty trap here is the introduction of the shotgunners, but overall the map encounters are pretty reasonable and, dare I say it, fun.

E2M4: Oh good, I was beginning to think this wasn't a Sarais mapset. Judging by how awful the general surroundings look, this must be one of the earliest maps he worked on. Even with the large hoards of monsters he ends up throwing at you, there is way more ammo than you'll ever need to take everything out on pistol start. Lotta enemies lurking behind obvious blind corners too. To top it off, the Barons make their first appearance here, blocking off the exit (not that they're not avoidable if you keep trigger discipline and don't shoot at the obvious sacrificial lamb standing around in the middle of the room, but where's the fun in that?) and proceeding to slowly make their way around the many stuck corners that have defined Sarais' maps up until the present. The pinkie crusher trap was pretty funny, at least.

>> No.4289717

I tried that but it's still hell

>> No.4289718
File: 559 KB, 1680x1050, Screenshot_Doom_20170926_211548.png [View same] [iqdb] [saucenao] [google] [report]

E2M5: So this is the point where any semblance of Boom compatibility goes out the window. Despite using only Boom voodoo doll scripting, you just won't be able to get past the starting door unless you use GZDoom. As for the level itself: props to you for trying to do something creative with voodoo dolls Sarais, but you just don't clearly telegraph what you're supposed to do with the marine standing there. I ended up crouching underneath the door my first time through before I actually looked at what he was doing in the map editor. It is fairly creative having to guide the voodoo doll throughout the level before blasting him into the secret exit, just incredibly unclear, and I don't think there's really any way to tell the player what to do here short of putting in a custom picture telling them what to do. Otherwise this is a gimmick map focused around rocketing Barons to death. Not very remarkable outside of the voodoo doll stuff.

E2M9: Like Fortress of Mystery, only the Cacos and Barons are separated apart and it sucks. Also you telefrag a Mastermind. Next.

E2M6: Ok seriously, if you're going to throw hoards of cacodemons at the player, at least have the decency to provide a rocket launcher so it isn't tedious as shit trying to get through the hoard. For some reason, Sarais really loves punching and chainsawing Cacos in this wad, and he merges this newfound love of his with his old love of placing way too much ammo and health than needed, to mixed effect. The visual vomit comes mainly in the color of red this time around; seriously, look at this screenshot, it's pretty bad. You can't see it from there, but those holes in the ground are more of those void openings that Sarais is so damn fond of for some reason. I don't know why this level bugged me so much compared to the previous levels; maybe I'm just resentful that a supposedly vanilla styled mapset is forcing me to use GZDoom.

>> No.4289720
File: 522 KB, 1680x1050, Screenshot_Doom_20170926_212818.png [View same] [iqdb] [saucenao] [google] [report]

E2M7: Holy shit, a cohesive level that doesn't feel like a chore to play. That's something I haven't been able to say since E2M3. Like sure, the level's a bit too large for its own good, and there aren't really any standout encounters, and yes, questionable sector and texture choices abound, but this looks and feels pretty good. If I had to point at anything that gave the map its cohesiveness compared to previous levels, it's have to be the fact that this is mostly techbase in nature, rather than all the hell textures thrown into a blender. Like, moreso than any of the previous maps in the set, this feels like a Doom map, just because of that grounding in reality that so many previous Sarais maps have lacked. Another thing to help my mood is an early rocket launcher, which is good, since there were quite a handfull of Barons and Cacos that needed rocketing. There was also an early Cyberdemon at the end, but his back was turned, so I left the nerd be.

E2M8: Sarais' finale doesn't exactly break new ground, but it ultimately plays with the standard E2M8 type of level in interesting ways. One of those ways, as it happened, was to throw an E1M8 homage in there, because I guess Sarais isn't interested in doing a full E1 replacement anytime soon. The level really picks up once you reach the Tower of Babel stand-in, as you then proceed to scale the tower, with Sarais throwing a couple of curveballs at you before you finally reach the Cyber fight. Pretty alright way to end the WAD, I'd say.

>> No.4289726
File: 625 KB, 1680x1050, Screenshot_Doom_20170926_213638.png [View same] [iqdb] [saucenao] [google] [report]

Well, it's not the worst thing I've ever played. Having the more limited bestiary of Doom without DECORATE items to abuse seems to have helped improve Sarais' mapping to an extent. The big problem remaining is that his maps look sloppy as fuck, with odd sections overdetailed to a silly degree compared to their surroundings, scizophrenic sector detailing meant to convey Hell encroaching on reality looking more like SLADE took a dump on the map during compiling, and obscure progression in areas, to say nothing of the general ZDoom-isms that keep this set from being fully playable in anything other than the ZDoom family. (At least he's stopped trying to abuse HOM's like it's the second coming of 50 Shades of GREYTALL). If I were to recommend a mapset for Sarais to study and take notes from, it'd be NaturalTvventy and Xaser's No End In Sight. E2M2 of that WAD in particular pulls off the Hell encroachments on reality much more gracefully than what's on display here in my opinion. The other obvious mapset to look at would, of course, be Going Down; the way Mouldy transforms the levels throughout play is incredibly inspiring, and it almost feels foolish if Sarais isn't cribbing from that set already. As for this mapset though, while it gets pretty weak around the middle portion, it does pick up during the last two maps, and ending one's mapset on a positive note is what really counts, right?

>> No.4289763

>Sarais really loves punching and chainsawing Cacos in this wad
almost like he gets off to being eaten by monsters or something

>> No.4289871

its great

>> No.4289885

it's nearly done. i hope to post a beta before end of day.

>> No.4289886

It might be just me, but I find it to be a lot harder than other games.

>> No.4289891

Does Someone has the links for the Roland Patch for Gzdoom? the links on thesc55 page are dead

>> No.4289898

what are you, some kind of doom child???

>> No.4289904

Does Redneck Rampage have an engine port?

>> No.4289920

someone loaded the assets into duke and that's the closest there is, however i believe it already works with windows on it's own

>> No.4289930 [SPOILER] 
File: 9 KB, 313x461, 1506622454710.png [View same] [iqdb] [saucenao] [google] [report]

rule34 when

>> No.4289948
File: 273 KB, 554x387, halloween.png [View same] [iqdb] [saucenao] [google] [report]

So in regards to the Halloween /vr/ project that I expressed interest in hosting a while ago, I was thinking about making it a zdoom project rather than boom. This is so I can enforce pistol starts and I've been wanting to try my hand at making a zdoom map for some time.
Also regarding textures, would the Gothic Texture Pack on realm667 work?
I'll make an official rules post some time tomorrow or Saturday.

>> No.4289949
File: 368 KB, 1023x701, efaad95c-bad6-434c-bd3e-645185d6e786.png [View same] [iqdb] [saucenao] [google] [report]

Why does he keep bleeding?
Where's the key supposed to be in e4m5?
Is it glitched?

>> No.4289958


Gothic pack, Hexen textures, there's also blood too

>> No.4289961

> hexen and blood
as long as they are straight rips and truecolor png
in doom palette they look horrible

>> No.4289962

Also don't forget Cacolantern skins.

>> No.4289974

GOG version is DOSbox so idk

>> No.4289990


Thanks for the honest feedback! I've read around on Doomworld on what/what not to do, just need to work better on designing encounters.

And the midi is Run - Unreal Tournament. Found it to be a good rendition.

>> No.4289994

will you still accept boom-compatible maps or will i have to use hexen/udmf and zdoom features? also, what is your position on custom textures supplied by participants? i've a silly idea for a secret that will require one custom texture.

>> No.4290000

I mean, if you want to enforce pistol starts, you can require submitted maps to have death exits. That said, I'm definitely up for trying out some UDMF mapping, assuming we could make it Zandro compatible. It'd be nice if we could have a /vr/ co-op run of the mapset to close out the month.

I'd say Boom-compatible maps should be alright. If it works in ZDoom, it's fair game.

>> No.4290003

Has anyone eved made sprite based props or textures based on food/drink vending machines from Doom 3/16?

>> No.4290031

Good idea, I'll replace the cacodemon sprites with the cacolanturn's but that's it.
I want most participants to use the zdoom (doom 2 UMDF) format, but if you really insist on making a boom map then I suppose it wouldn't hurt.

Also as long as you don't use a whole wad's worth of custom textures I don't see the harm in adding in an outside texture or two as long as you specify what it is you added.

>> No.4290039

I probably want to add the neutral and gothic orange stuff from CC4tex.wad.

Plus the obligatory hidden waifu picture.

>> No.4290047

>Good idea, I'll replace the cacodemon sprites with the cacolanturn's but that's it.
Good, that's why I made emphasis on 'skins'. Fuck 667 combat stats.

>> No.4290053

>Fuck 667 combat stats.
This. Waterlab GZD is amazing until the Hades Elemental and Overlord fight.

>> No.4290106

Than maybe it would be better to do it in GZDoom instead of just ZDoom?
Incase somebody wants to make a graveyard level with colored fog or something.

>> No.4290120

Can't wait for when I get to code it. It'll be both an enemy and a pickup that spawns an empty one for the player to wear when used.

Both arms will have independent "smart gun" type targeting when worn to make it a horde killer along with a crazy cyclic rate on the miniguns.

>> No.4290138
File: 149 KB, 640x480, Screenshot_Doom_20170928_210250.png [View same] [iqdb] [saucenao] [google] [report]

Haven't touched Oblige in a while and this looks neat.

>> No.4290140
File: 107 KB, 640x480, Screenshot_Doom_20170928_212224.png [View same] [iqdb] [saucenao] [google] [report]

And here's another one.

>> No.4290143

why there's a typical "hexagonal tiles lol" detailing on a non-hex floor?

>> No.4290147

what's the mod?

>> No.4290148


>> No.4290149


Looks like MetaDoom.

>> No.4290154

Also, a dog came out of that cage.

>> No.4290156

iirc he wanted to do a map with a hexagons theme. also hexagon cutouts that aren't based on floor4_8 are kind of refreshing in a "subvert the horrible my-first-doom-builder-map cliche" way

>> No.4290159

oblige will place MBF dogs now? interesting

>> No.4290169

I kinda want to do hexagon cutouts now, except they're rotated 30 degrees or some crap so it just looks dumb as fuck

and it'll be on FLAT20

>> No.4290170

I always get clusterfucks filled with switches that work doors half the map away.
I end up wandering some oblige maps like a lost child in a supermarket because of this.

>> No.4290171

I like the idea of zdoom cuz there's cool things you can do with it. I don't know how I feel about forcing pistol start, it would break compatibility with certain mods especially those with RPG mechanics where you want you're character progressions to be kept from level to level. I dunno I'm just a big advocate for letting people play wads the way they want to.

>> No.4290178

I also agree with this. Just let the guys who want to pistol start use IDCLEV and let the guys who want to play continuously do so.
Yeah, some maps really lose out when weapons are carried over, but that's how most people play Doom.

>> No.4290192

where do you live where children run around supermarkets at 90mph with shotguns??

>> No.4290202

Do they also kill other guys until they hit the fraglimit?

>> No.4290208


>> No.4290239

Can't be. Children in America don't run. They're too fat.

>> No.4290241

Americans can respawn?

>> No.4290256
File: 790 KB, 720x524, 1410225461299.png [View same] [iqdb] [saucenao] [google] [report]

How else would we have won two world wars back to back?

>> No.4290269

Finally got it working. Sort of. It's a bit of an early console feeling shooter. Go here, do this. Go there, do that. It's like a more constrained Quake 2, and I didn't like Quake 2.

One funny thing is that if you selectively aim and blow both of an enemy's arms off they'll run at you and try to kick you.

>> No.4290293

One thing I will say about CHASM. It's retardedly CPU-bound. You need to fuck with things to even start it via DOSBox. And just using the Normal core setting means it chugs if you up the resolution.

>> No.4290327 [DELETED] 

By doing all they needed too, They sat on their asses till the last minute and watched the superpowers of the world tear each-other to ribbons,

Then marked their superiority over the wounded nations of the world by demonstrating the power of the Atomic Bomb on the country stupid enough to drag them into the war.

>> No.4290428


>mfw that demons face is mfw

>> No.4290448
File: 117 KB, 800x600, Screenshot_Doom_20170928_234347.png [View same] [iqdb] [saucenao] [google] [report]

you know what, Doom is gorgeous

>> No.4290458

So wait. Is it an issue with DOSBox games that putting them at 1280x1024 makes the thing start crapping itself? If I set the CPU to dynamic and start cranking it, the game starts coming apart before the frame rate reaches 30.

>> No.4290480

doom is cool, i m o

>> No.4290507

I always loved early 00's visuals. More detailed than 90's stuff, and before the dark days where everyone was trying to copy Tormentor and Agent Spork.

>> No.4290513


>> No.4290515

Am I allowed to enjoy Brutal Doom or is it really that bad?

>> No.4290516

I'm playing through zpack right now and I'm not convinced he knows how to make a fun map

holy shit these maps are bad

>> No.4290524


>> No.4290525

What is it about Doom that keeps you coming back? I'm talking aside from unofficial WADs. What about that core game makes it still so appealling that almost every other FPS doesn't nail?

>> No.4290527


>> No.4290534

ZPack is just awful all the way through, some of the maps are so bad you can't tell if they're intentional trolling.

>> No.4290535

Enemy variety. Other things I can't really pinpoint.

>> No.4290563

this has to be intentionally awful. e2m2 is *a fucking hallway* stretched out to fill an entire map. e2m3 is nothing but pitiful ambushes that are so obviously telegraphed that you almost feel like the demons didn't want to be a part of this, and e2m4 has such lovable tricks as "oh, you opened this door? SURPRISE GET EXPLODED" and equally pitiful ambushes, on top of heavily scripted fight sequences that would've been better as a normal fucking doom fight.

I haven't played the other maps yet, but you almost have to believe their only experience with doom was watching 20 second snippets of the game. this is truly horseshit.

>> No.4290569

the balance of enemy intelligence and predictability that allows for near-infinitely scalable difficulty depending on usage. any given map is precisely as easy or hard as the author wants it to be, without needing absolute control over every single event.

>> No.4290572

there's just so much gameplay, you constantly have to adjust your strategy based on which enemies you're fighting, which weapons you have, which ammo you need to conserve, it's just endlessly satisfying

>> No.4290573

>What is it about Doom that keeps you coming back?
what do you mean, keep coming back? i never leave

>> No.4290576

i am a chew toy

>> No.4290580

rott is my favourite game of all time

>> No.4290584

I don't actually like it all that much but 'I am a chew toy' is the best fucking difficulty name ever.

>> No.4290589

The only good maps in Zpack IMO, were the ones Vader made (and he released them separately too), and that secret level Xaser made was pretty neat

>> No.4290604

I think my personal favourite is the map with the flesh hole in the floor that cacodemons rise up from, they timed it perfectly so you see nothing if you look down into it when you enter the room, and then you get ganked in the ass out of nowhere if you go through the door and start a fight with the monsters ahead. And then the same map has a small closet that serves no purpose but to have a SSG zombie facing you at point blank from the side when you go in.

>> No.4290631

man i could go for a flesh hole right about now. even if it's full of cacodemons

>> No.4290635

Fun arcadey gunplay with a good mixture of hitscan and projectile enemies combined with dungeon-esque level design.

Only thing that would really top this for me is if a game came out doing all of the above, but with modern graphics, and metroidvania world progression.

>> No.4290639
File: 41 KB, 340x460, 1492399384032.jpg [View same] [iqdb] [saucenao] [google] [report]

>metroidvania world progression

>> No.4290641

I like adventure games.

>> No.4290643

How hard would it be to develop a dungeon crawling ARPG akin to Daggerfall in the ZDoom engine? Has someone done just that already?

>> No.4290650


>> No.4290651

Strife isn't like Daggerfall at all.

>> No.4290654

Didn't like Metroid, i take it?

>> No.4290657

Openworld is impossible in Dom engine.

>> No.4290660

They have no place on a classic-style FPS. Having to retread old areas over and over on your way to where you actually want to be would get old extremely fast. Good metroidvanias get around that issue by drastically increasing your firepower and movement options at regular intervals so you can get through already visited areas much faster. In the latter quarter or so of SM you basically don't even touch the floor anymore and exist in a perpetual state of screw attacking.

>> No.4290663

Strife isn't exactly what I meant. It has RPG features sure, but it doesn't have the dungeon-crawler vibe to it, play through the first dungeon of Daggerfall, then the first level proper of Strife, you'll see what I mean.
Plenty of mapsets have level-selection hubs though, which is pretty close to what Daggerfall has.

>> No.4290669

>Having to retread old areas over and over on your way to where you actually want to be would get old extremely fast
For you, maybe.

>> No.4290670
File: 16 KB, 640x480, 1506644690.png [View same] [iqdb] [saucenao] [google] [report]

>it's nearly done. i hope to post a beta before end of day.
okay, here's a release candidate. there's probably something stupid i missed. please find it for me.


post-release changelog:

>> No.4290684

In a game more about arcade-yness and gunplay it would either be tedious to revisit rooms with enemies in them, or feel empty without them.

>> No.4290687
File: 993 KB, 400x323, OKDummies.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4290706

>Having to retread old areas over and over on your way to where you actually want to be would get old extremely fast.

But that's exactly what a lot of classic map designs entail.

>> No.4290720

except you do exactly that in Doom I and II with all the backtracking you do to get keys and shit

>> No.4290737

how do I gz doom builder

>> No.4290738

Well designed maps use a number of elements such as spawning new enemies, shortcuts, good level flow in general, etc. ensuring you never spend too much time just idly moving forward unless you're lost, and even then once you're done with a map you never have to see it again. This is completely different from having you revisit one or several maps you already beat possibly several times on your way to an actual new map. I mean Quake 2 already tried it and it sucked, what more proof do we need?

>> No.4290771

Here's a small addon for the Super Mario Doom graphical replacement pack that's been out for a while now. Changes a few weapons, enemies, etc. Utilizes some decorate from the Empathy mod. You can play without the Super Mario Doom .wad, but very strange things will happen and you will be very, very confused.

>> No.4290778
File: 1.09 MB, 1213x2007, 1480911651686.jpg [View same] [iqdb] [saucenao] [google] [report]

Where can I get the Doom novels?

>> No.4290783

PVW mapped here, I am posting update to that map when I get back to pc

>> No.4290790

Anyone have a solid music pack for Episode 4 of Doom 1?

OR a list of solid music packs in general?

>> No.4290795
File: 89 KB, 604x545, T13C_KRg6s4.jpg [View same] [iqdb] [saucenao] [google] [report]

forgot pic

>> No.4290814


>> No.4290847

Is that Plutonia on the bottom right?

>> No.4290852

Anybody have the latest version of Dakka?

>> No.4290863

>that cover for Infernal Sky
oh fuck

>> No.4290875

>Doom 2, 6 maps in
Shit man, this is so good
>Doom 2, 10 maps in
These new enemies are tough but fun to fight
>Doom 2, 20 maps in
Well, those 6 maps with the "lock you in a room with 500 chaingunners and 50 pain elementals" kinda trap sure were something
>Doom 2, 23 maps in
Where is the fucking exit
>Doom 2, 25 maps in
Are you sure you want to quit this great game?

>> No.4290893

What happened to that anon who was making a Dark Souls-inspired Hexen mod?

>> No.4290905

Different poster, are there scans or .pdf versions of these?

>> No.4290906
File: 2.99 MB, 800x450, Carnivores.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4290910
File: 9 KB, 140x170, deus.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember this being SO REALISTIC in that you can kill yourself by cutting off your own limbs, though it also had a more arcade mode that toned down the realistic bullshit. I didn't get far in either mode.

And it's also completely unrelated to Deus Ex.

>> No.4290912
File: 2.90 MB, 700x406, UnrealSm2.webm [View same] [iqdb] [saucenao] [google] [report]

Isn't that a tad late for /vr/?
I don't have many obscure ones... Especially not by /vr/ standards

>> No.4290914

>look it up
Nevermind, I'm wrong.
Realms of the Haunting.

>> No.4290921

Carnivores isn't obscure, mods are still being made for it to this day, mods that can be released as full standalones. The developer's previous game though, now that's obscure. This is supposedly its only custom singleplayer map, or at least its first.

>> No.4290936

You're acting like all I want is exactly Doom with a Metroid style world and nothing else. Not at all what I said.

>> No.4290942

>Quake 2 sucked because it had you revisit areas
No. That was one of the better parts of that game. It sucked because it was basically nothing but techbase for the whole game with boring gunplay.

>> No.4290954
File: 25 KB, 320x200, TITLE3.png [View same] [iqdb] [saucenao] [google] [report]



17 Brand spanking new maps

>> No.4290964


oh shit of fuck oh damn

>> No.4290967

>shit of fuck

>> No.4290969

Fuckin dope.

>> No.4290972
File: 8 KB, 330x190, 573.jpg [View same] [iqdb] [saucenao] [google] [report]

Hell yeah

>> No.4290990

--some texture offsets
--teleporter in secret instead of sky, didn't like way blood fall looked; sorry
--standing on top of the key looking at sky over wall looks better now
--lowered the lowering floors from 800 to 500 in final room so less waiting before going
--made blue key door open from either side, BUT when you go in the secret area it puts a close wait open on the blue door

>> No.4291012

But where is QUMP

>> No.4291023
File: 190 KB, 1024x768, Screenshot_Doom_20170928_205447.png [View same] [iqdb] [saucenao] [google] [report]

She got a BIG ASS, have mercy

>> No.4291034
File: 1.38 MB, 1680x1050, QuakingInMyPants.jpg [View same] [iqdb] [saucenao] [google] [report]

Isn't it close? Like edging a release of some sort?

>> No.4291046

Which mapset is this?

>> No.4291052

We're just waiting on the start map to be finished - guy making it has been busy.

All the maps are done though, so sometime HUUUUUUHsoon

>> No.4291054
File: 10 KB, 384x238, 253473-linkfoe_10.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4291082
File: 17 KB, 480x360, hqdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4291086

Your sword is NOT enough

>> No.4291091

idk man, I didn't really grew up with it, but from time to time I just get an actual urge to play it.

>> No.4291097

Really? I always feel the last couple of levels are actually an improvement over the mid-game.

>> No.4291098

Not him, but it's the first time in my entire life I see someone (other than me) bring Carnivores up.

>> No.4291105
File: 26 KB, 480x480, 18446891.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Turok worth it for 3$? Haven't played it since I got to try it for like 10 minutes at a friend's house at least a decade ago.

And yes I know I could pirate it, but I like to own me games.

>> No.4291115

3$ isn't really anything

>> No.4291119

I have the sudden urge to make a mod that replaces all the sounds in doom with ASMR sound effects.

>> No.4291126
File: 79 KB, 784x800, harsh glare.jpg [View same] [iqdb] [saucenao] [google] [report]

>finally get word back
>seems they managed to get most things
>but there's "some" which is damaged/corrupted
>all in all it'll end up costing roughly $850 (!)
Let's hope nothing I treasure has been damaged, like my IC work or porn.

>> No.4291127

That sounds like it'd be annoying as shit.

>> No.4291128

Yeah, but there's games that aren't even worth that. I was wondering if Turok is in fact a good game.

>> No.4291134

>that scar on her neck

is she dio

>> No.4291136

Quick rundown of the situation? Needed to have a hard drive dismantled for data recovery?

Learn to back important shit up?

>> No.4291138

No. Did Dio even have a scar? I seem to remember his head looked pretty seamless on Jonathan's body, but then I'm also a filthy animeonly.

>> No.4291139

Yes, hard drive dies, and among important things like porn and waifu stuff, is also my Immoral Conduct project.

Now, I actually did backup MOST of that not that long before the drive died, but there's a fair bit lost, and not just to talk about all the other stuff I want.

I'm fully aware that I have myself to blame for this situation, the laptop was awfully ratty for a long time, and I had only done a partial backup at around Christmas or so, at the latest.

>> No.4291147

Man, that really sucks, you can't always make backups of your shit, especially if it's a lot.
HDDs wearing out is a major pain in the ass, especially on fucking wangblows and it's file system that almost feels like it's designed to kill them faster.

>> No.4291182

I dunno. Metroid Prime with the faster paced combat of classic FPSs sounds pretty fun to me.

>> No.4291192

Wait, what's reaching out to grab Flynn in that picture?

>> No.4291214 [SPOILER] 
File: 207 KB, 1030x890, 1506666877324.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4291217

Autoalign, you double revenant.

>> No.4291223

>Space Opera

I want to read these books so badly since I know they are absolutely batshit

>> No.4291229
File: 3.79 MB, 446x324, 1505785002005.gif [View same] [iqdb] [saucenao] [google] [report]

Wow that was stupidly simple. Thanks.

>> No.4291251
File: 2.84 MB, 341x256, 1488284670659.gif [View same] [iqdb] [saucenao] [google] [report]

It amazes me how they take the concept of Doom and then use that to explore the nature of the human soul while replacing the demons with a race of broccoli aliens known as the Freds, and play it all straight the entire time.

>> No.4291289
File: 138 KB, 700x600, DoomguyDieMeme.png [View same] [iqdb] [saucenao] [google] [report]

I spent way too long making this dumb thing

>> No.4291303
File: 21 KB, 87x122, hedd.png [View same] [iqdb] [saucenao] [google] [report]

its wonderful anon, i'm saving it

>> No.4291312
File: 87 KB, 300x300, UFFFFF.png [View same] [iqdb] [saucenao] [google] [report]

I'll still take it.

>> No.4291342

>when you reach the end of KDITD

>> No.4291348
File: 383 KB, 800x277, file.png [View same] [iqdb] [saucenao] [google] [report]

>blurry text
why must you hurt me this way

>> No.4291357

Blood too

>> No.4291369

RR is notorious for having extremely wonky hitboxes so even if you shoot things at point blank range you still have only 50/50 chance to hit. Especially so with small enemies like dogs, mosquitos and those gremlin-like things.
Also most weapons are shit.

>> No.4291376

You change the filename to E1M8 right now mister.

>> No.4291384

Thanks, did it for a friend as a request.

Pretty much scaled up bitmaps I found of the original text, cut and pasted together. SAI doesn't give me a lot of options on that, and that's what I got


>> No.4291416
File: 26 KB, 1918x1182, 1506674340.png [View same] [iqdb] [saucenao] [google] [report]

why are the monster teleporters a million units over here now? it just makes the blockmap huge for no reason. in fact it's so far out it causes integer wrap in sound clipping. what are you trying to achieve, exactly?

>--teleporter in secret instead of sky, didn't like way blood fall looked; sorry
>--standing on top of the key looking at sky over wall looks better now
>--lowered the lowering floors from 800 to 500 in final room so less waiting before going
these are all fine. the caged imp is a nice touch.

>--made blue key door open from either side, BUT when you go in the secret area it puts a close wait open on the blue door
this doesn't work / is exploitable: you run up the stairs, push on the door to open it, then while it is waiting to close, run in the secret over the W1 close 30s line, while the door is still active, so the line action is ignored.

also the three barons don't teleport in because you changed line 776 (which used to raise sector 80 to activate the teleporter), to instead be a W1 close 30s with a different tag.

>> No.4291437

Playing DOOM for the first time
wtf why didn't you guys tell me this was actually good?

>> No.4291441

Wait, new doom or original doom?

>> No.4291442

original doom

>> No.4291443

joke's on you, we actually all hate it here

welcome, hope you stick around, whole ton of fun mods await

>> No.4291446
File: 110 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google] [report]

Anon we fucking love this game and we talk about how much ass it kicks pretty often.

>> No.4291449
File: 18 KB, 420x300, Agitates Quietly.jpg [View same] [iqdb] [saucenao] [google] [report]

>wtf why didn't you guys tell me this was actually good?
You never asked.
Glad you're having fun.

>> No.4291456
File: 562 KB, 589x648, Roger Motzkus - Doom.jpg [View same] [iqdb] [saucenao] [google] [report]

High-res offical DOOM art: https://github.com/fragglet/doom-cover-art

>> No.4291459
File: 919 KB, 1920x1080, quake244-1.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake 2 LMCTF, L-Fire CTF, Expert CTF, and Railwarz (instagib) CTF! Big Games every Night!
invite link here share with all your franz :)

>> No.4291460

Wtf do you mean "didn't tell you"?
Pretty much most of the internet gamers are gushing over how great Doom is.

>> No.4291471

>No. That was one of the better parts of that game.
Lolno. How is having to cross a completely deserted level from end to end not once but twice before you're allowed to move on fun in any way?

>> No.4291478 [DELETED] 

What was that mod that added Quake-style movement lean to Doom? I can't find this fucking thing and it's pissing me off.

>> No.4291495
File: 626 KB, 480x270, 1b9310d4e2b77d0d5fea14a866a359f8.webm [View same] [iqdb] [saucenao] [google] [report]

what game is being redone in doom here?

>> No.4291498


>> No.4291506
File: 64 KB, 451x383, 1452736314627.png [View same] [iqdb] [saucenao] [google] [report]

Fooling around with a resurrecting archvile-ish equivalent for heretic...


Sprites are just place holders - mostly a proof of concept to see if it was possible. Turns out it is!

>> No.4291507

This time with cross linking correct:


>> No.4291508
File: 97 KB, 1704x2463, ugglugg.png [View same] [iqdb] [saucenao] [google] [report]

Oh neat a heretic modder, tell us more about what you're doing, friend

>> No.4291512


>> No.4291516
File: 70 KB, 393x506, yuan-ti.png [View same] [iqdb] [saucenao] [google] [report]

Just trying things out for HUMP2. Might be nice to include some new enemies, they would have to be different to regular heretic enemies though. An Archvile-like enemy that can revive would be pretty cool and unique compared to the other enemies.

The other idea was a yuan-ti that has a close range lightning attack.

I wish there were more yuan-ti or serpent people sprites, as yuan-ti are cool as fuck and suit the heretic vibe (ophidians essentially being serpent-people)

>> No.4291565
File: 101 KB, 1054x729, THIS TANKY SON OF A BITCH IS FUCKING SUPER HOT IRON MAIDENS AND BASICALLY, YOU'RE A FUCKING LIGHT GUARD.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4291585
File: 369 KB, 598x784, porn sequel when.png [View same] [iqdb] [saucenao] [google] [report]

Any of the Predator/Alien FPSes worth playing?

>> No.4291586

>Local Strogg
bloody immigrants. go back to stroggos

>> No.4291589

isn't it a bit soon to be thinking about that

>> No.4291590

Aliens vs Predator 2, Alien Isolation.

>> No.4291597

Yeah what about Blake Stone Upstart Mapping Project

>> No.4291603

> Blake Stone
"Blake Stone of the Woolball: Cats of Gold" when?

>> No.4291610
File: 74 KB, 640x563, Anathema.jpg [View same] [iqdb] [saucenao] [google] [report]

eh Not when you have a bunch of monsters to create from scratch. Especially when spriting is involved (or at least, frankenspriting)
HUMP2 is a long way off (assuming it actually happens) But I'm going to fool around with some yuan-ti enemies anyway. Could potentially use them in a Hexen mod or something too.

I wish I was good enough at spriting to make something like pic related for a boss - writhing snakes and all
It would be able to disintegrate into a hundred snakes and then re-form somewhere else...

>> No.4291620
File: 1.81 MB, 268x268, defensive measures.gif [View same] [iqdb] [saucenao] [google] [report]

>a snake made of snakes

>> No.4291630

Interested too.

>> No.4291661

Okay guys, I've got a retarded question for you. I started playing DOOM 64 recently, and while I was changing the controls I saw that one of the c-buttons was set for "Speed", and I have no idea what it does. Come to think of it, I remember seeing this in DOOM 1/2 also, but never gave it much thought. I tried using it, but it doesn't seem to do anything. What the fuck is "Speed" for??

>> No.4291670

my best guess would be that it toggles autorun

>> No.4291750

Avp1 is pretty decent too...

>> No.4291765

I bet the buttons on your keyboard stick too right?

>> No.4291801


A real shame that we have such high-res versions of the PC art, yet the Playstation one is stuck at that resolution.

But you gotta do what you gotta do with what you have, I guess.

>> No.4291813
File: 10 KB, 467x98, asfdvds.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4291816


>he uploaded the Doomworld version of the Ultimate Doom poster

Ew, gross.

>> No.4291904



>> No.4291919

BD fans are fucking sheep and mark is their pastor

>> No.4291962

speed is the run button. vanilla doom didn't have autorun (at least not officially, but you could hack it in your config file)

>> No.4291973

What exactly does it do though? I've tried toggling it and holding it down and it doesn't seem to make me run faster or anything.

>> No.4291986

He's right.

>> No.4292006

What is he gonna do, replace the final boss with Doom's revenant?

>> No.4292016

No, replace it with DOOM's Revenant

>> No.4292020

You mean like those sprites that are just a classic rev with blood and flash on the bones? It's not like Mark knows how to use fucking Blender or anything.

>> No.4292025

No, sprites someone else made and he ripped.

>> No.4292026


>> No.4292028

Blootal Brud

>> No.4292056
File: 1.97 MB, 380x255, Unmaker vs Mother Demon.gif [View same] [iqdb] [saucenao] [google] [report]

The Mother Demon doesn't get enough love.

>> No.4292062
File: 549 KB, 750x561, bunny.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4292084

it's the final boss of Halo of Wonders (kaiser_14)

>> No.4292095


No idea but that looks pretty neat.

>> No.4292101

Potentially stupid question here.

Is there a mod that gives the enemies in Quake the same frame rate as the rest of the game? I know there's a technical reason for their lower frame rates, but was it an arbitrary one, or a technical limitation?

I like Quake just fine, but it's incredibly distracting that the enemies move like a slideshow.

>> No.4292152
File: 1.89 MB, 500x361, 1503494419064.gif [View same] [iqdb] [saucenao] [google] [report]

What the living fuck is this from, and is it un-modded?

>> No.4292159


That's Hexen. Looks prettier than it plays, sadly.

>> No.4292232

Hexen plays just fine.

>> No.4292239


No it doesn't.

>> No.4292240


>I was wondering if Turok is in fact a good game

go buy both of them you faggit

>> No.4292242

fight! fight! fight!

>> No.4292245


>> No.4292250



>> No.4292265


you can in darkplaces

>> No.4292317


>> No.4292345

>why are the monster teleporters a million units over here now? it just makes the blockmap huge for no reason. in fact it's so far out it causes integer wrap in sound clipping. what are you trying to achieve, exactly?
Uh, those shouldn't be there but I was trying to do a huge horizon 150000 unit horizon because thats what google told me an actual horizon was in map units unless I use a nodebuilder that only works in vanilla/choco. And just moved them out of the way with the intention to put them back then never put them back. They don't need to be there.

>this doesn't work / is exploitable: you run up the stairs, push on the door to open it, then while it is waiting to close, run in the secret over the W1 close 30s line, while the door is still active, so the line action is ignored.
I should probably just do what they did in the actual e4m1 with the NIN secret then, that was the intention. I don't know why I didn't do that from the start.

>also the three barons don't teleport in because you changed line 776 (which used to raise sector 80 to activate the teleporter), to instead be a W1 close 30s with a different tag.
I, uh, think I moused it and didn't see anything it highlighted (cause I moved the monster teleporters a million units away cause I'm dumb, so I couldn't see them when zoomed out on the actual map) and was like "well this doesn't do anything" and used it for the door close thing.

I am very sorry, it was late and I was tired just got back home. I know you already got a lot on your plate with the entire rest of the thing so I will fix this later today (when fully awake and not sleepy) so you don't have to.

>> No.4292359

Woo. Managed to get Powerslave/Exhumed working. Both versions. May do a back-back stream of them.

I like the features of the DOS version more, though.

>> No.4292363

Also, I must seriously say something. The fact that this/these game(s) exist as they do... someone was smoking something.

>> No.4292372

Like, you have Exhumed, right? First released for the PS1 and the Saturn. Released as a game with a universal ammo system. It's a replay-centric metroidvania. Rather bare bones. Custom engine.

After that released they worked on a Build Engine version of the game. Linear build engine shooter with enhanced visuals, weapon-specific ammo, and all the goodies you'd expect from the Build Engine. Released with the same names.

Separate games that reuse the same assets released sequentially with the same names, and then the game is remade but remade based on the original PS1/Saturn version.

>> No.4292375
File: 45 KB, 513x655, emperor-doom.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4292393
File: 2.84 MB, 1280x720, zpack6.webm [View same] [iqdb] [saucenao] [google] [report]

why is zpack so awful? at this point I'm only playing it to see just how shit it can get

>> No.4292409

... oh my god this let me skip all the way to the exit

these maps are just... they're so bad! it's so bad it's hilarious!

>> No.4292438 [DELETED] 
File: 431 KB, 1366x768, Screenshot_Doom_20170929_112816.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4292441 [DELETED] 
File: 388 KB, 1366x768, Screenshot_Doom_20170929_112818.png [View same] [iqdb] [saucenao] [google] [report]

i don't remember asking you a gosh dang thing

>> No.4292445

even with all the jank, i still kinda like ZPack
atleast, a handful of the maps from E1 and E3

>> No.4292449

Which map is that? That shit looks hilarious.
I'm willing to bet that something in the current GZDoom is what broke that switch though

>> No.4292460

e2m8, and I'm in zandronum 3.0

>> No.4292463

I'd intentionally do that in a map if I made maps. I'd make the keys visible but unreachable with trick map geometry designed to make it seem like it's possible and that you're just missing something, and then place clues in plain sight as to what you're actually supposed to do.

>> No.4292464

I'd probably even establish it. Level Name: The Writing On The Wall

>> No.4292468

--moved monster spawners close again
--fixed barons spawning in
--put blood ocean on other side too, since forgot you can see over wall with lava secret
--changed blue key door as follows: outer side is "DR (blue) open wait close", inner side is "SR Open Stay (fast)" and the walkover line is the same as before "W1 Door close wait open"; this means that players can open and go in the blue key area but "hide" from monsters they're running past from the rest of the level, but if they want they can open the door at the drawback of the door staying open once they open it, and going in the secret area traps the player in that area for a short while as intended.

>> No.4292491

Use a sourceport. Pretty much any of them include both animation interpolation (unnecessary, and some ports do it poorly, like Darkplaces) and movement interpolation (necessary as fuck so enemies don't teleport around five feet at a time, which is unacceptable behavior in a 3D game).

>> No.4292656

What would be a good upgrade for rocket launcher? Besides "bigger explosion"?

>> No.4292660

I like the "more explosion" route

>> No.4292681

/v/ is over there

tried to play this with D4T, too many shotgunners and shieldfags to rape you at the entrance

>> No.4292706

seeker missiles
triple spread shot of half damage rockets
cluster bomb explosion

>> No.4292747

>How is having to cross a completely deserted level from end to end not once but twice before you're allowed to move on fun in any way?
Since fucking when does Quake 2 have completely deserted levels?

>> No.4292754

Since you kill every single monster in the area?

>> No.4292756
File: 2.79 MB, 640x480, PVW_doorexploit.webm [View same] [iqdb] [saucenao] [google] [report]

many thanks!

unfortunately the 30s door bypass is still possible:

- get blue key as normal
- open door, go in, door closes behind you
- open the secret, but don't go in it
- open the door from the inside (it stays open)
- go out and press use on the door from the outside. after a moment it will close again.
- open it from outside, then as before you have four seconds to run in the secret and over the close 30s line while the door sector still active.

>> No.4292762
File: 2.88 MB, 320x240, PVW_HopefullyFinal1.webm [View same] [iqdb] [saucenao] [google] [report]

>>4292756 continued
i gave up and made it open-and-stay-open type on both sides. i appreciate that you've thought out the idea of using the door as a single-use barrier to hide from monsters outside, but in general mixing open-wait-close doors with open-stay doors leads to poor side effects. i advise against it.


(i also moved the monster teleporters again, mostly due to my own obsessiveness over trivialities)

>> No.4292765
File: 2.36 MB, 320x240, PVW_HopefullyFinal2.webm [View same] [iqdb] [saucenao] [google] [report]

by the way thanks for all the apologies and understanding, but honestly i've took today off more or less, been playing osiris in preparation for this month's ironman instead. i feel like i'm done with 300minvr unless someone else finds something at this point. unfortunately though, nobody except you replied to either of my "release candidate please test" posts so far. that feel when stuck in warnock's dilemma.

>> No.4292825

What do you guys think make grenade launchers fun in FPS's and mods?

>> No.4292829

Probably the satisfaction of bouncing them around in all sorts of angles before they nail something.

>> No.4292839
File: 27 KB, 321x490, 1478135804388.png [View same] [iqdb] [saucenao] [google] [report]

Playing the first map. Fuck Graf, this shit is both fun and visually impressive. Congratulations!

>> No.4292843

>tfw when new projects come and go, but QUMP is still in limbo

>> No.4292845

Landing a direct hit with a GL is far more satisfying than, say, a RL.

>> No.4292867

Grenade launchers and pipe bombs are tons of fun for the bouncing physics and being able to lob them around and remote detonate them. And while it's not retro, I really liked Halo Reach's grenade launcher for the fact that you could either tap to fire it regularly or hold while firing and release to self-detonate it and cause extra shield damage. Gave it a bit of extra edge beyond shooting at random and hoping you hit something.
Also, grenade jumping is fun and useful when you get good at it.

>> No.4292891
File: 2.94 MB, 1280x720, zpack7.webm [View same] [iqdb] [saucenao] [google] [report]

you see this shit? don't do this shit.

man and I was actually kinda enjoying episode 3 of zpack

>> No.4292908

realistic though. (not to defend it - i agree it's shitty for gameplay)

>> No.4292910


>> No.4292913

just jump over it lol

>> No.4292917

the first time it killed me I didn't even know it was there

the second time it killed me it was because I was trying to dodge shit and walked backwards into it

this is in a huge arena with lots of dudes shooting at you (including, for the record, plenty of chaingunners)

>> No.4292930

>Make an easily walkable lava pool in what's clearly a boss arena a fucking instakill
>Oh no I made de bad wad

>> No.4292932

Not being Strafe's grenade launchers.

>> No.4292956

so... are you saying this is bad or that I'm bad

anyway I skipped to the next map, and it was a dead simple ripoff that crashed the game, which honestly just feels like the logical conclusion at this point.

so there you go, reasons why zpack should go in ztrash

>> No.4292964

And how are you supposed to be aware of its position at all times?

>> No.4292976

just get some spatial awareness lol

>> No.4292981

>erratic patterning on the floor
>back into it and instantly die

nah, shit map

>> No.4292990
File: 2.34 MB, 300x204, 1423974898890.gif [View same] [iqdb] [saucenao] [google] [report]

>excusing this

>> No.4292991
File: 232 KB, 1600x740, ss2.jpg [View same] [iqdb] [saucenao] [google] [report]

This just got a brand new patch on Steam (and I assume GOG).

My question - do new (official) patches render a game no longer 'retro'? Does it not indicate active dev even if it was once dormant?

>> No.4292993

not him but would you find it acceptable if it was just, say, 20% (not infinite) damage?

>> No.4293002

yes, that'd be fine. a bit annoying, but fine. literal instant death for something that doesn't even go up to your knees though? no, that's terrible, why would you do that?

>> No.4293003


That's a pretty deep question. I'm unsure

>> No.4293004

Not him (or you) but yeah, just don't fucking murder a player outright for stepping into something they probably can't even see while fighting a boss. Damage zones are fine.

>> No.4293014

It's bad to put instant death lava when it can be easily walked over, yes. Maybe if it was just a regular damaging floor it could've worked, but as is, it's garbage.

Nowhere did I say it was okay, though the SBFP David Cage Cycle of Sadness nod seemed to go over people's head.

>> No.4293029

Unless you're a brainlet who gets easily lost, you'd have left the level by that point.

>> No.4293041

not him but are you saying players going for 100% completion are brainlets or am i misunderstanding

>> No.4293049

As in, not allowed here, or not eligible for hipster cred? For the former, the rules are pretty loose. Ports of all kinds and even full-on remakes of retro games are generally allowed. For the latter I don't think it matters unless the gameplay itself is getting significantly altered, though there'll always be the guy that thinks if you're not playing the game in a win98 PC off the original disc then you're not getting the authentic retro experience.

>> No.4293050
File: 962 KB, 1600x900, file.png [View same] [iqdb] [saucenao] [google] [report]

Playing HUMP right now.
First impressions E1M1 water switched to lava is neat idea, but prior to that the landscape looks barren and shitty. There are some "torch fortresses" on the horizon, but even in high resolution they look like a blurry mess.

Suggested solution: add obviously unclimbable islands that would serve the same purpose, but much closer to the playable area.

On a side note: anybody knows a good HUD for Heretic that shows total ammo count for all weapons?
I'm using NCHUD but I'm not totally satisfied with it.
Somethign like HXRTC Hud would be great, but that one is incompatible with heretic and I couldnt find any patches.

>> No.4293056

i think mostly it's decided by the date the game was first made/released, not when it was last updated, but there are probably exceptions and inconsistent rule enforcement

>> No.4293057

Not talking about 100% completion. Talking about "forced" backtracking through the entirety of completely deserted levels. Something I don't remember ever doing in my Quake 2 playthroughs. But someone insists on being a fag because he wants to win an argument about why Metroid style exploration doesnt work when you use non-realistic guns to fight hitscanners and projectile enemies in dungeon-like layouts.

>> No.4293071

You have never played Quake II, have you? This is an actual example of a thing that happens in it:

>clear out level A entirely
>can't proceed because you don't have the requisite macguffin, which you have to get from level B
>walk through the now deserted level to the entrance to level B
>clear out level B, get back to level A
>OH WHOOPSIE, you also need ANOTHER macguffin in level C
>walk across the (still deserted) level A to the entrance to level C
>clear out level C, get the 2nd macguffin, get back to level A
>proceed through the, yes, still empty level A to the locked door you can now finally open so you can move on with your life

>> No.4293080

The worst part about Quake II was how much the gaming mags pushed it at the time - it was the best game ever made and there could be no discussion. Made me think I was wrong to think it felt nothing like the first and was actually pretty bad all considered.

>> No.4293085

Mate, I've played through the whole game numerous times. What level are you specifically reffering to?

>> No.4293093

I just got a laptop with a dedicated GPU, nothing too fancy, but I want to test it out with some of the more demanding doom WAD´s, what should I try? my old laptop couldnt even run shit like High Noon Drifter, Metadoom or D4T at a stable framerate.

Also, not retro but should I try Doom 3 vanilla or the BFG edition?

>> No.4293098

Later part of the prison unit, to open the security pyramid that leads to the boss level you need to get two things from two separate levels connected to the level it's on, so it essentially serves as an empty hub level once you clear it out.

>> No.4293106

It's still a pretty good game, all things considered, it just made some bad design choices that drag the game down a bit. Also I know it's a hotly debated point but I personally liked the rusty tech/industrial atmosphere the game had.

>> No.4293109

It was decent, but I always liked Unreal much more.

>> No.4293110

Ah. I don't remember having to go through the entire layout of an empty map to go from one map to another in that unit, myself. Maybe a couple rooms, but thats hardly anything to complain about.

>> No.4293127

>But someone insists on being a fag because he wants to win an argument about why Metroid style exploration doesnt work
It's more about shitting on Quake 2 for whatever dumb reason that comes up.

>> No.4293129

>Doom 3 vanilla or the BFG edition?

>mod compatible (nearly all mods are texture replacements and DUDE NORMAL MAPPING LENS FLARES BLOOOOOM)
>original level design
>have to ini edit if you want modern 16:9 resolutions, HUD gets stretched tho

BFG edition:
>optional autosaves
>proper 16:9 support
>some small texture changes here and there, like some plot relevant NPC got some sick new shades and they fixed the seam going down the mid of NPC faces during cutscenes
>apparently levels were touched up to cut out some dull bits, I have played both and even then couldn't tell you what they were though
>chaingun has double the mag size
>can use flashlight and weapons at the same time, it's a very divisive move, some people loved it the old way as it added to the tension while some people hated it because it got in the way of shooting
>comes with the expansion included, a few extra levels made exclusively for this, and Doom I and II in case you haven't played them yet.

>> No.4293136

I heard BFG edition also has unskippable cutscenes, too much ammo placement, no console or mod support, while the classic games have some weird sound mixing and the Wolfenstein levels censored.

>> No.4293146

I think I remember the map being shaped something like T-ish with the levels at opposite ends and the pyramid down the middle. Might be wrong tho. Even if it were just a couple rooms it's a couple rooms from the pyramid to the first level, then a couple more rooms from the first to the second, then another couple rooms back to the pyramid. It's just a waste of time, pointless padding at best.

No, it's not the end of the world, it doesn't really happen often enough to be a big issue. I enjoy Q2 very much regardless, however I still take issue with the idea that this senseless padding somehow actually enhanced the experience. Sometimes it's okay to admit that a game you like has flaws and might in fact not be perfect.

>> No.4293151


>too much ammo placement

can this be offset a bit by playing on the hardest difficulty? for a first time run unskippable cutscenes are not the end of the world

>> No.4293154
File: 121 KB, 1280x1024, Screenshot_Doom_20170929_190130.png [View same] [iqdb] [saucenao] [google] [report]

are you fucking serious

>> No.4293165

>unskippable cutscenes
Couldn't tell you about that one, not like it matters much since cutscenes are few, far apart, and pretty short.
>too much ammo placement
Dunno about that one either, might be part of the level changes. In general, levels were nip and tucked in order to make the game more action heavy and cut down on the dull moments, stuff like the chaingun mag size increase (it was sad in the original, had to reload after like a couple seconds of shooting) was made with this in mind, I could see extra ammo being thrown at you as well. In general it's a move away from the survival horror-ish feeling of the original though again I played through both and the changes aren't all that dramatic truth be told.
>no console or mod support
I did say that.
>while the classic games have some weird sound mixing and the Wolfenstein levels censored.
Dunno about the sound mixing but the wolfenstein levels were deffo removed, also IIRC these are the wads with the changed healthpacks because the Red Cross apparently owns the IP rights on the red plus sign. Still, there is absolutely ZERO reason to ever play anything other than a sourceport aside from the novelty or muh cheevos.

Oh yeah memory's hazy on this one but I think the BFG edition auto unlocks weapon lockers you have the password for instead of requiring you to look them up and enter them manually? Or brings up a little window reminding you of the password? Might be thinking of another game though.

>> No.4293170

> archvile
> last monster
> in middle of buttfuck nowhere away from the actual level

>> No.4293171

BFG edition has worse texture quality with additional artifacts.

>> No.4293174

he's taking his fucking time coming back too, still some 8000+ units away from the map

i'd just hit the exit but i want that megasphere.

>> No.4293175

the megasphere was inside you all along

>> No.4293176

it's like one of those penguins that suddenly goes mad and runs off away from the rest of the flock and the feeding grounds, towards the mountains on the horizon thousands of miles away

>> No.4293183
File: 336 KB, 1280x1024, Screenshot_Doom_20170929_191433.png [View same] [iqdb] [saucenao] [google] [report]

the stupid fucker killed himself. i didn't even get the satisfaction of doing him in with my own hands. whatever, fuck this gay map. i am done here.

>> No.4293194

i hate archviles. i hate them so much.

>> No.4293195

I personally really enjoy exploring and going back to places I've visited now and then, and would take it over singular paths with points of no return anyday. I do agree that empty rooms aren't ideal, and certainly a flaw in a game with no atmposphere or lore like Quake 2. I prefer how games like System Shock and Metroid Prime handle them.

>> No.4293197
File: 143 KB, 1280x1024, Screenshot_Doom_20170929_191452.png [View same] [iqdb] [saucenao] [google] [report]

the bastards even stole my screenshot

>> No.4293198

>no mod support
Then why do I see BFG Edition mods on moddb?

>> No.4293202

Well they did say they ported back code from the RAGE engine to it.

>> No.4293206

>the stupid fucker killed himself.
I'm sorry for laughing about this, the line delivery is too perfect. the suddeness of it

>> No.4293209

even doomguy seems to be smirking more than usual

>> No.4293212

Well yeah in Metroid Prime it works because it's a fundamentally different game. You usually have a new weapon or movement ability which allows you to get to a place you couldn't get to before the last time you visited the area, which gives you motivation to re-explore the place. I don't think such mechanics have place in a proper classic Doom-inspired game so in such a game revisiting already cleared levels will always be busywork, since you already know beforehand there's nothing else to find there.

>> No.4293243


is that a big deal or should I just play vanilla?

>> No.4293247
File: 143 KB, 1280x1024, Screenshot_Doom_20170929_193917.png [View same] [iqdb] [saucenao] [google] [report]

a map with no archviles. how unbelievably pleasant.

>> No.4293254

God I fucking hate dead simple rip offs, why does every map pack feel the need to put one in.

>> No.4293257

>I don't think such mechanics have place in a proper classic Doom-inspired game
Well, I don't want exactly Doom, but with metroid level of exploration. I want Metroid and System Shock, but with faster paced varied combat.

>> No.4293260

>Misread that as "Futanari"
I was really confused for a split second.

>> No.4293261

Anyone? I need a good HUD for heretic =\

>> No.4293264

Not much, but it's definitely noticable

>> No.4293272

The hub system isn't fun, why couldn't it have been in a normal level format much like Heretic?

>> No.4293275

The hub system was great, and Hexen was its own game instead of trying so hard to be Doom.

>> No.4293281
File: 272 KB, 1526x1320, tumblr_owidzhSCNZ1tlb4xko1_raw.png [View same] [iqdb] [saucenao] [google] [report]

was this posted yet?

>> No.4293293

I was expecting a robe that was open at the front. But nude is fine too I guess. Just leaves less to the imagination.

>> No.4293294

Chicken legs.

>> No.4293305


>> No.4293309
File: 49 KB, 469x485, Lewd Imp.jpg [View same] [iqdb] [saucenao] [google] [report]

The boobs and ass are nice but I can't really find this to be very appealing. I can only imagine what the sex scenes would be like. Please don't let there be any fire in the sex scenes.

>> No.4293321


>> No.4293338


I dont like the back of her ribcage

>> No.4293345

You haven't really had sex until you've had your penis set on fire.

>> No.4293359
File: 949 KB, 301x300, 1465040012609.gif [View same] [iqdb] [saucenao] [google] [report]

Now we're getting somewhere!

>> No.4293367
File: 50 KB, 645x729, 1504449735212.png [View same] [iqdb] [saucenao] [google] [report]

Ok I don't get it

I want to play Doom and I'm reading the OP and it says things about IWADS and "get the source port"
What does this mean I do not understand

Can I just buy Final Doom on Steam? I have the money

Do I really need to play Doom anyways this is too complicated can't I just skip over it and play Quake

>> No.4293368

I never really noticed until now but man, doom demons have some pretty weird feet.

>> No.4293372

The original game basically consists of the executable file which contains all the logic, and the WAD ("Where is All the Data") file which contains all the resources likes sprites, sounds and such. A source port replaces the executable with a modernized program that has nice features like high resolution and fancy mapping/modding support.

An IWAD is a full game wad file, usually meaning Doom/Heretic/Hexen etc. A PWAD (patch wad) is a file archive you load along with an IWAD to modify or add to it when playing without altering the file itself. This includes all custom content.

>> No.4293373
File: 11 KB, 320x200, titlepic.png [View same] [iqdb] [saucenao] [google] [report]

300minvr-draft20170929: another test build. the only change from yesterday's upload is the inclusion of the map26 posted earlier. please report any bugs or omissions.


>> No.4293378

And if you want to play the game like "back in the day" you should get chocolate doom and a copy of DOOM.WAD (which you can pirate or copy from your steam folder if you buy the game.) Steam distributes doom with dosbox I believe, which is worse in every way than chocolate doom.

>> No.4293379
File: 1 KB, 15x15, DKcxlf0X0AEqoJD.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4293381
File: 1.46 MB, 1049x1200, 08_02_2017_quakeguy_by_makkon-dbioilq.png [View same] [iqdb] [saucenao] [google] [report]

>can't I just skip over it and play Quake

>> No.4293389

the kinks in the anatomy become apparent when the sprites are used for this kind of stuff, yeah. her legs are fucked too.

>> No.4293394
File: 1.85 MB, 1492x1200, doom ports.png [View same] [iqdb] [saucenao] [google] [report]

To the end user, a source port is effectively a game engine replacement, and the goals between all of them differ. For Doom it's very easy to start using one because all the game data for a single game is stored on one file, and you just need to put that file into the root directory for the source port you want.

Quake has source ports as well. But just use Quakespasm for single player.

>> No.4293407


Why not? It'd be hot.

>> No.4293409

it hurts just a little bit.

>> No.4293412

Zdoom ought to be scratched from the list to be replaced with GZdoom by now.

>> No.4293413

have you read the infographic

>> No.4293415

Well who has the PDF so it can be changed

I only noticed the Carmack in the background just now

>> No.4293416

What is the Ranger doing with the NuDoom shotgun?

>> No.4293426

This thread is nice you are all being very friendly

Thank you for the explanation and advice

Any specific version you would recommend?
I'd just go with the one other Anon suggested if that's a safe choice

I was just looking at the pastebin image in the OP, thanks

What I'm gathering from all this is that I should pirate all these games because I would basically be buying a WAD file surrounded by a shitty engine that I don't want so I wouldn't actually be playing the game I bought and instead drag that file into a good engine I got for free
Am I right in that?

Which one?
I looked at the pastebins in the OP

>> No.4293431

all releases you can get use the exact same engine, and it's good if you want to stick to vanilla limitations. what the sourceports do is remove said limitations and add a bit more pizzaz to the gameplay, usually by way of visual eyecandy and the such. also, mods.

>> No.4293436

I don't have the Steam versions but I assume it's THE original Doom running in Dosbox. If you're retarded and just want the vanilla experience they will do.

Sourceports are technically better but they can get overwhelming, specially stuff like gzdoom since you have an assload of options relating to rendering and general engine quirks that you won't know about. Also the original game wasn't made with jumping, crouching and being able to look up/down so making use of those features can and will break maps.

>> No.4293438

But chocolate doom works mostly like running it in dosbox, except with less hassle and better performance.

>> No.4293439
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]

>Am I right in that?

By buying the game you're pretty much paying for the files and their default engine, yeah. While the games are not abandonware, one way to look at it is that the original devs don't really care if you pirate, they all left id Software overtime and only Bethesda/Zenimax will see that money if you buy the games.

One thing to point is that GZDoom, perhaps the most advanced iteration of the Doom engine there is right now that has some popularity, is that it has jumping, crouching, and freelook (you can aim up/down with the mouse; Doom originally used vertical auto-aim) features the original game didn't have that could allow you to break maps or hit things you couldn't, though they are optional and the engine can also run Heretic, Hexen, and Strife, who are also based around Doom's engine.

>> No.4293445

For Doom:

Download source port of choice
Get games in whatever method
From games directory copy .WAD files into the source port directory
Run source port.
If you want to run a mod, drag and drop the wad file onto the exe - works for most ports.
To load several mods make a shortcut or batfile and add -file <modfilename1> <modfilename2> <...> after the .exe

For pure vanilla - get Chocolate Doom
For Vanilla in double resolution get Crispy Doom
To run most user maps in vanila-ish environments with a bit of enhancement (resolution, OpenGL) - get PRBoom+, it runs most maps, but does not support gameplay mods
For Modded experience get GZDoom
For multiplayer - Zandronum

For Quake:
Same as above, but instead of WADS you dealing with directories like "ID1", "HYPNOTIC", "AD" etc, and you have to use bat/shortcut - drag and drop do not work.

Get Darkplaces for pretty effects and dynamic shadows (also shitty HD packs)
Get Quakespasm for vanilla-like experience.

>> No.4293474

Same reason you see console exclusive games on there.

>> No.4293475
File: 196 KB, 600x570, 1316391392544.jpg [View same] [iqdb] [saucenao] [google] [report]

one thing liked to imagine about doom and quake when I was younger was that secret areas were called that because monsters knew about their location and they just whispered to one another

'sshhh, don't tell doomguy/ranger but there's a megahealth underneath this wooden floor'
*taps foot*
'oh ok'

>> No.4293516
File: 445 KB, 1360x768, Screenshot_Doom_20170628_164131.png [View same] [iqdb] [saucenao] [google] [report]

Was this monster closets came into existence?
>why don't we just hide together with that palsma rifle?

>> No.4293520
File: 105 KB, 500x522, 1503641845794.png [View same] [iqdb] [saucenao] [google] [report]

that's fucking adorable

>> No.4293536

When they come out they're like "HA! Gotcha Doomguy! You should've seen the look on your-AAAAGGGGHH MY INNARDS ARE BEING RIPPED AND TORN"

>> No.4293547

Now I want to make a map pack where you can find an old man in the levels who will tell you about secrets in the form of riddles.

>> No.4293554

I like to think that monster closets are not that and instead it's the demons breaking through the walls to get you.

>> No.4293580
File: 34 KB, 324x308, unknown[1].png [View same] [iqdb] [saucenao] [google] [report]

>cyberdemon dislike plasma

>> No.4293598

>Even when your vision isn't red, you can still hit hard (berserk packs)
>Some walls look a little funny, and other times I can't keep my hands off of them
>An enemy in the path of another enemy is your new best friend
>Give those big angry meatballs a hug (pain elementals and blocking lost soul spawning)
>How do you use the BFG? As if I would know, I just run into things when I fire it!

>> No.4293664

Alright, so some bad news.
Tomorrow (the 30th) will be the last day thevidya.site will be up. It will be back up sometime when I get the cash, and I will post here when it does.
Alright, thanks

>> No.4293674

Anyone have a link for NERVE.WAD?

>> No.4293676

hahahahhahah wow IM FUCKING SHOCKED!!

>> No.4293692
File: 71 KB, 566x800, 1500432756663.jpg [View same] [iqdb] [saucenao] [google] [report]

That sucks. Would probably be prudent to wait till you have a decent savings for things like that though. Or take up a collection or add support if you have the traffic.
Shut up faggot. If you had a nickel for every cock you've sucked you could pay for your AIDs treatments.

>> No.4293703

Is there a way to get Smooth Doom working with the latest builds of GZDoom? The smooth doom options menu has been overwritten by the new "change rendering options" menu.

>> No.4293713

Cheers, glad you're enjoying it! there are some great maps in there. E1 is mostly shorter easy maps, then E2 there are lots of longer more difficult ones...

That hud looks pretty decent. We chose to put that map first because its pretty short and has some cool effects (like the water lowering in the bath house). and starting the mapset in a prison cell is kinda cool The distant mountains could could probably be done better but everyone was working within the time limit and at least its a step up from some of the original heretic detail levels.

>> No.4293762
File: 1.27 MB, 2160x1920, tumblr_of6nj9CMcV1szcxzqo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4293764

On the right machine his reflection looks like it's holding a laughing Cacodemon.

>> No.4293783

Don't hold cacodemons.

>> No.4293793

It's not so much the hub system being bad conceptually as that it's not really put to very good use.
The flaw in Hexen is that it's level design is largely obtuse switch and key hunting, that it takes place across multiple hubs is in itself not a problem, merely that there's little substance or thought with it.
If instead of all the "go find key here, then go find switch, then find go find out what that switch actually did, then find door for that key from earlier" and instead had some kind of real puzzle solving involved, like having to figure out combinations or ideas or stuff, or how to use X on Y to achieve Z, like maybe an old Point & Click adventure, I think Hexen could have been a substantially more interesting game.

To make an example, Strife is technically guilty of similar things, but it does a significantly better job presenting it, there's narration, characters and story to hold it all together (there's 'find X item, do Y thing, to achieve Z' scenarios, but you're always somehow told to look for X, when and where to look for it, then to do Y thing for the purpose of Z, you're never left having to guess wildly.)
In my opinion, the weapons, enemies, items all feel better and makes combat flow substantially better, making things somewhat less dull. The levels stand out from each other much more significantly too, and only a few times do you find yourself lost in a very samey and mazelike area, wondering "What the fuck did that switch do/where the fuck does this key go?", then more often than not, what you're supposed to do is going on in that same map.

All that said, thinking Hexen is a boring game isn't a controversial opinion on /vr/, plenty of people are vocal with not liking it, and frequently state reasons such as these for why it's unappealing, and plenty of people are vocal in what they don't like about Strife (which has some problems on it's own), likewise plenty see charm in both, because at least they're not Eternal Doom.

>> No.4293860

If you care about shit like game time tracking then you can still buy it, since it's incredibly easy to get Steam to recognize the new engine as if it was the officially released one.

>> No.4293876

The rules to what is and isn't retro are so fucking retarded and lose desu the PS2 is still not considered retro even tho it's older now than the SNES was when this site was created.

>> No.4293884

Where is she from?

>> No.4293936
File: 158 KB, 640x480, spasm0081.png [View same] [iqdb] [saucenao] [google] [report]

Yeah its close. all the maps are done, guy making the start map is away from his computer this week but will be back next week and he's a very fast, experienced mapper and will probably only take him an evenings work to smash out the remainder of the start map. The skill select area is done, the entrances to the maps are done, and the main entrance of the map select area is done, just a matter of joining them together.

>> No.4293945


>> No.4293953

>not QUMPQ
how did the Q turn into an O by the end of the word?

>> No.4293963

Because it's funnier than QUMPQ.

>> No.4293964

Anyone know why when i press ctrl and 4 in redneck rampage the game goes to 1 fps

>> No.4293969

yeah thats the 1 fps shortcut

>> No.4293986

Fix sounds good from here. Final version as far as I'm concerned.
Thanks for being a trooper and getting through all of this on behalf of the project!

>> No.4294029

I thought the plan was to use Caco-bro's Archie design for the Archvile?

>> No.4294047

too 'out there' probably

>> No.4294080

near as i can tell, caco-bro and archie has never had formal affiliation with hdoom, aside from him trying to pass off his mary sue as better than others

>> No.4294118

Is there a way to change a sectors brightness using ACS scripting or am I fucked?

>> No.4294139


Plus many more:

>> No.4294147

Guess I was looking in the wrong place, thanks again /vr/.

>> No.4294148

so how much will her jugs shake after she launches her attack. I'm guessing a 9.5 on the Titcher scale

>> No.4294152
File: 7 KB, 164x264, 1404787763990.png [View same] [iqdb] [saucenao] [google] [report]

I thought it was going to be this:

>last we checked the robe deviated too much from the archvile design
>but at the same time we'd like something a little different than just "monster with tits and hair"

>may include glasses, since she's the "ara ara ufufufu~" type

The robe was probably too much work to add to all frames though.

They never posted it without censorbar.

>> No.4294181

New thread.


>> No.4294397

Yeah, right. I most definitely saw BFG edition mods there. In fact, I'll link one: http://www.moddb.com/mods/doom-3-bfg-hi-def

>> No.4295470

>mary sue

you mean, 'oc'.

>> No.4295510

with how he went on about how archie could easily dominate all the other girls?

definitely mary sue.

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