[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr / vt ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Due to resource constraints, /g/ and /tg/ will no longer be archived or available. Other archivers continue to archive these boards.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 132 KB, 1213x750, one big MMMMMMMMMMM.jpg [View same] [iqdb] [saucenao] [google] [report]
4300785 No.4300785 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4294178

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
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
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.4300787


-Deadline: October 15th
-Rules can be found here
-Gothic textures and orange edits add-on

-Start map is being worked on

-Beta release available

-Looking to update the OP, suggestions are welcome
-Half of the soundfont links are dead in their relevant pastebin
-Include The Inmost Dens somewhere?

=== NEWS ===

[10-2] id's FTP server has been decommissioned

[9-29] thevidya.site, an anon's WAD upload site, is put on hiatus

[9-29] High-res official art

[9-25] HUMP now in beta

[9-25] DemonSphere, a longtime deathmatch player, has committed suicide
-Correction: Turned out to be an accident, not intentional 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

=== 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.4300791

What's the hottest new wad of 2017 lads?

>> No.4300792

I don't suppose I can expect a Halloween-themed map for Thief?

>> No.4300796
File: 157 KB, 480x273, Fellow Demons.png [View same] [iqdb] [saucenao] [google] [report]

Fellow Dooms; what is your #1 favorite official map?

>> No.4300802

E2m4 Deimos lab

>> No.4300803
File: 1.71 MB, 1280x720, Base Profile 10.03.2017 - [View same] [iqdb] [saucenao] [google] [report]

Fifth for I Can't BELIEVE how long that took.

>> No.4300814

At first I thought those were splitting ricochet rockets, but after rewatching a few times I realized that they were homing rockets. The rocket trailing around in circles between the shotgunners at the start was pretty funny to notice.

>> No.4300817

You should have written something about megatexture and voxels.

>> No.4300838
File: 40 KB, 256x128, pumpkinsky.png [View same] [iqdb] [saucenao] [google] [report]

Made Pumpkin Hill's skybox into a doom sky texture for shits and giggles. Anyone can use it if they want in their map.

>> No.4300839


>> No.4300840

This needs to be used in at least a few maps in the pack.

>> No.4300847

I love it

>> No.4300853

E3M3 - Pandemonium

>> No.4300862

I am moderaly enthusiast about this.

>> No.4300863

You know, bouncing probably could've been a somewhat better solution to mini-missiles spawning into than what I did.

>> No.4300868

map08, and don't call me doom

>> No.4300874

E2M1. Has the best track in the game, has a giant cheesy inverted cross, and most importantly it introduces the cacodemon.

>> No.4300876

And the Plasma Gun.

>> No.4300881

That too

>> No.4300890


Do you have a place we can submit assets? Posting in a thread isn't exactly the most concise way to keep track of everything.

>> No.4300921
File: 127 KB, 640x480, Screenshot_Heretic_20170928_002735.png [View same] [iqdb] [saucenao] [google] [report]


Strange, that's not supposed to happen. I believe the whole water-lowering thing is controlled by voodoo doll so perhaps something went wrong... I'll check this map to make sure its legit. Thanks for the heads up though. I quite enjoyed that map, it had some cool areas and interesting texture usage.

>> No.4300928

Not at the moment. Got any ideas?

>> No.4300931
File: 398 KB, 997x1584, 1506172671724.jpg [View same] [iqdb] [saucenao] [google] [report]

WHat if someone makes a doom mod that is like what a CDI port would be like. Cutscenes between every level.

>> No.4300937
File: 35 KB, 640x400, I.M._Meen.jpg [View same] [iqdb] [saucenao] [google] [report]

Good idea!

>> No.4300943

Not that guy, but I suppose as long as we include the list of assets in the OP we should be fine.

>> No.4300969

I wonder if that type of cutscene would be hard for an animator. I dont mean like the awkward zoom-ins I mean the pixel line thing

>> No.4300984
File: 291 KB, 800x600, 6yPE5eI.png [View same] [iqdb] [saucenao] [google] [report]


>dead link
Fuck. This was exactly the kind of spooky moonlit sky I was searching for.

>> No.4300989

I searched and I searched and I searched and I searched and I searched and I searched and I searched and I searched

>> No.4300996
File: 701 KB, 1920x1080, Screenshot_Doom_20171002_212935.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of which, Pumpkin hill kinda has a visible seam.

>> No.4301009

Did you use the one in the download link I posted, or did you just take the png and put it in the game?

>> No.4301030

I was thinking...

Is it possible to make an enemy HP indicator that would look like a crosshair in that post?

What I mean is: centrepoint is still a dot, but the curved parts to the sides act like enemy HP bar with the color they are now representing 100% hp, and more transparent one for the depleted part.

>> No.4301038

"Sorry Flyn, I can't give guts! Come back when you're a little, mmmmmm, huger!"

>> No.4301040

Wouldn't it be simpler to follow Serious Sam's example and have a crosshair changing colour?

>> No.4301043

Color changing is much less indicative than a bar.

>> No.4301048
File: 254 KB, 1280x720, doom18.png [View same] [iqdb] [saucenao] [google] [report]

The lmp has no seam.

>> No.4301054

Software or OpenGL?

>> No.4301064
File: 12 KB, 560x407, 2d4.png [View same] [iqdb] [saucenao] [google] [report]

Any idea why all my wads suddenly have no sound to them anymore?

I've checked the options obviously, and nothing is muted.

What the fuck?

>> No.4301068


You can relate why it is a dead link.

>> No.4301112


Are you sure your speakers are on?
Have you tried resetting the sound in G/ZDoom?

>> No.4301116

That Pumpkin Hill sky is incredible. Clearly, it needs to be a secret stage.

>> No.4301131

>An entire level based around Pumpkin Hill
>A midi version of the stage theme playing
>Have to find three keys that are hidden and buried (maybe with obvious 'something might be hidden here' dirt patches and switch triggers to reveal the keys?)
And this part is really reaching it considering the time constraints but;
>Boss fight with a Pumpkin Mastermind or giant Cacolantern
>The intermission text before the level mentions how Doomguy doesn't chuckle

>> No.4301150

I almost feel the plasma gun doesn't get quite all the love it deserves, like everyone just thinks "But dude, save your cells for the BFG!"

There should be more maps that encourages the use of the Plasma Rifle, you can find it here and there, and plenty of Cell packs, but the BFG is hard to get or unavailable entirely, so you end up actually HAVING to use the Plasma Rifle, and you end up appreciating what a good weapon it is.

Also it has a cool and retro-futuristic appearance.

>> No.4301164
File: 62 KB, 640x480, Screenshot_Heretic_20170929_001042.png [View same] [iqdb] [saucenao] [google] [report]

Turns out this is a GZDoom only problem

>HUMP has bugs in two maps in GZDoom only.
>Is now recommended to be played in zdoom rather than zdoom or GZDoom.
Graf's gonna love this.

In other news, HUMPv1.0 released!


This link has been updated in the Doomworld and zdoom forum OPs

Congrats to everyone involved, whether you finished a map or not, it was a fun ride. I went in not even liking heretic that much, but during the play-testing I came to fully appreciate heretics play-style and frantic action and tome of power. Pretty much everyone I talked to had a really great time and thoroughly enjoyed the process. We hit the deadline, made some fun maps and got shit done for heretic.

>> No.4301165

And it also sounds so good.

The PSX/N64 sound, that is. The original PC one is nails on chalkboard.

>> No.4301201
File: 1.20 MB, 1366x764, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4301219

What exactly is a reason for said problem?
Seems like a normal Boom voodoo stuff in the editor.

>> No.4301226

No idea... some GZDoom fuckery mumble mumble graf grumble

>> No.4301289
File: 328 KB, 1020x562, 1498697151100.jpg [View same] [iqdb] [saucenao] [google] [report]

Finally completed DOOM in Ultraviolence like a human being (though I haven't done Episode 4 yet, I'll get to it), and grabbed every secret. I never want to go for secrets again some of those were bullshit.

>> No.4301290
File: 2.65 MB, 1280x720, zdoom 2017-10-03 09-30-05-497.webm [View same] [iqdb] [saucenao] [google] [report]

I've altered the level a bit for testing and here's what I found:

In GZDoom Voodoo doll moves much faster than in ZDoom and activates all the lines pretty fast, which causes floor/ceiling height to be different at the time of activation.

Part of the problem is the way the sequence was set up (here's a video example of ZDoom) - they move down all at once, then some of them move up.
I assume it was done to cut down the required dummy sectors, but everything wouldve been fine if the author used separate sectors or done the sequence differently.

Still, GZDoom shows a different behaviour by moving the voodoo doll ~3 times faster than ZDoom does.

>> No.4301293
File: 2.71 MB, 1280x720, gzdoom 2017-10-03 09-10-02-581_.webm [View same] [iqdb] [saucenao] [google] [report]

Here's same on GZDoom

>> No.4301297

Where in the WAD should the lump be put?

>> No.4301301

Been playing through Doom on ultra violence too. It's my first time playing through the game "Vanilla" but I do have Smooth Doom and ketchup on for a little bit of visual enhancement. With all the mods I played I thought I might find Vanilla gameplay boring, but it's tons of fun. I died once maybe twice while going through Ep 1-3, but so far Ep 4 has been kicking my ass a little bit.

>> No.4301302

>though I haven't done Episode 4 yet, I'll get to it
prepare your anus :D

>> No.4301305

>With all the mods I played I thought I might find Vanilla gameplay boring, but it's tons of fun.
I always worry that I'll end up spoiled like that, but then sometimes I'll sit down and play like the GBA port or the 32X port and realize I spent a few hours because I'm having so much fun.

>> No.4301306

fug :DDDD

>> No.4301313

hey thanks for the detective work, I think this could be easily solved by just making the switch S1_Lower to Lowest(Change Texture) and using a bunch of dummy sectors instead of a voodoo doll.

>> No.4301314

You'll be alright, but the first two maps usually leave a lot of people in pretty slim margins.

>> No.4301315

On the subject of ports, I would assume people have converted all the console-exclusive DOOM levels to PC, right? There seem to be quite a few of them between all the ports.

>> No.4301324

I think a lot of the ports actually used the same, or a similar format to store maps, and that those have been ripped and converted.

For instance the Playstation mapsets have been ripped and built both into a fully fledged TC and just a GZDoom mapsets (for your gameplay mod pleasure).
I also recall someone made a pretty absurdly close TC out of GBA Doom as well, green blood and all.

>> No.4301338

Club Doom has not been ported yet as far as I know.

>> No.4301339

Nice, I was able to fix this by tagging all the sectors to the same tag and just using one line action for the voodoo doll. The dummy sectors were already set up. Some minor fiddling and it now works the same in both GZDoom and Zdoom.

>> No.4301340
File: 17 KB, 725x561, gondola.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4301356
File: 2.24 MB, 800x448, Voodoo speed GZDoom vs ZDoom.webm [View same] [iqdb] [saucenao] [google] [report]


Here's a comparison on the automap (with level time as a reference)

Still, it's a bug in GZDoom - as evidenced by further investigation some of the trigger lines simply fail to activate in time.


The sector special 37 (Scroll west Medium) that was used in this voodoo contraption is much stronger in GZDoom, than it is in ZDoom.

In GZDoom it's about walk speed so if you walk towards the current, you will be immobile, while in ZDoom its about a third of walk speed, so if you walk towards it you will actually move forward

Soebody please report this to Graf.

and mods trying to ban me for the remark I did in the previous thread (about ban evasion) while I work on trying to pinpoint the bug. FFS.

>> No.4301364

Yes it has.

>> No.4301380 [DELETED] 
File: 1.40 MB, 1280x720, 1503667496073.png [View same] [iqdb] [saucenao] [google] [report]

>faggot spaces

>> No.4301381

Then link to it please because I could not find it in the archive or anywhere.

>> No.4301390

It's in the PSX TCs.

I don't get why people are so in love with that map though.

>> No.4301392

Oh, no wonder I could not find it then, I assumed it was ported as a standalone.

>I don't get why people are so in love with that map though.

It's more or less an official joke map.

>> No.4301447


>> No.4301456

Ever since late 2016 you can't do double spacing

>> No.4301457


you can, but autists get shittershattered about it

it's really quite amusing to watch

in fact, i've adopted doing it just to see them get angry

>> No.4301458

I will therefore stop providing constructive input

because my post formatting offended a retard

>> No.4301459

or you could report and ignore

>> No.4301464
File: 32 KB, 400x378, doomguys_strike_back.png.57e54fa01bedcbe71bf8805a98ef37c4.png [View same] [iqdb] [saucenao] [google] [report]

"Walk in someone's shoes." (antares031)

>> No.4301468

Should replace the one Doomguy with the BFG with either Duke Nukem, Parias, or the Ranger

>> No.4301473

It should also say "lets leave this closet"

>> No.4301490


>> No.4301502


>> No.4301513

I recall downloading a wad for Doom 2 called No Consolation which had the PSX levels like a Club Doom. Can't provide a link right now>>4301315

>> No.4301531
File: 855 KB, 1845x1485, high noon drifter, low budget.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4301537
File: 92 KB, 287x313, huuuhat.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4301553
File: 32 KB, 417x356, file.png [View same] [iqdb] [saucenao] [google] [report]

Hump E2M7
Framedrops in the starting corridor using ZDoom
Looking up in editor - there are fuckhuge ammount of nodeslices, presumably done by Zennode.
Works fine in GZDoom.
I assume array of fancy columns is the culprit

>> No.4301554
File: 11 KB, 353x459, tAOjP70.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4301558

Also a bridge border low enough to be a stair, but is impassable wall.

>> No.4301562


>> No.4301564

what was it?

>> No.4301568

wrong image from clipboard that I did not intend to paste

>> No.4301581
File: 693 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]


Picrelated: borders of the elevated section marked as impassable for no reason, making it impossible to jump down from the platform.

>> No.4301598

Skeleton shotgunner reskin almost done. Will have to do XDEATH bone explosion manually which'll take some time.

>> No.4301616

>skeleton shotgunner
Tell us more. If need be, you can use some of the bone gibs and effects from GMOTA.

>> No.4301623
File: 75 KB, 640x640, deth01.gif [View same] [iqdb] [saucenao] [google] [report]

There's a DL link for the first couple of states in the prev. thread. It's just a sprite reskin so I unfortunately can't use any such effects.

>> No.4301643
File: 122 KB, 400x378, Let's look in this closet.png [View same] [iqdb] [saucenao] [google] [report]

I love it.

>> No.4301684


>> No.4301695

Okay, tried DOPA (for Q1) out. The first two levels are such a trite generic predictable mainstream-ish crap, I simply don't have any desire to proceed. I mean, for me, Romero's and Petersen's levels are just pure self-expression in their own ways. And, well, Willits, although being mediocre as fuck leveldesigner, at least TRIED to mix things up with, like, scripted things flying, unique gimmicks/traps (like in e1m5 or the Wind Tunnels), some non-standard secrets (that torch one in e1m5 or that "accelerate up the ramp" one in e4m1). This, while being on Willits' level of "finesse", so to speak, is just fucking formulaic. It's not fucking Quake, it's rather Any Shooter Ever, it has zero personality so far. And I seriously doubt it's gonna change in any way in the subsequent levels - should I decide to proceed to subsequent levels - which I highly doubt I will.

>> No.4301697

Although, to be fair, the double laser trap in level2 in particular was actually pretty good. I'll give it that.

>> No.4301732
File: 1.34 MB, 800x600, skellyman.webm [View same] [iqdb] [saucenao] [google] [report]

There, sprites ready. Does someone want to convert them to the doom palette?

>> No.4301746

Skeleton Model: Manny the Mannequin by Gord Goodwin
Animations: Mixamo (some by me)
Shotgun model: commander566, Turbosquid


>> No.4301753

Has anyone showed this yet to Doomworld or HND's creator?

>> No.4301756

The creator of High Noon Drifter was the one who posted his un-photoshopped title screen. He did the same thing with Demonsteele. It's fucking hilarious and effective.

>> No.4301758

Concept artists commonly do that fyi

>> No.4301760

Concept artists are fucking geniuses.

>> No.4301770

Check this vid out:

>> No.4301782

> un-photoshopped
Wait..... WHAT??
So that pic wasn't someone photosohpping stuff over shadows.... But was HND dude himself making a collage and then shadowing everything to make a title screen?

>> No.4301784


>> No.4301793

I need to find these posts in question.

>> No.4301804

Doom, and to a large extent Quake, doesn't have good level design.

Good level design mean good aesthetic coherence, verisimilitude and variation. Those games don't have that.

>> No.4301830

Who made YOU a fucking expert?
>aesthetic coherence
If by "aesthetic" you mean looks and sounds only, then it obviously doesn't concern layouts and scripting.
Also, in Quake, Romero actually uses scripting in very much aesthetic purposes, since all of his maps are built around direct, room-to-room, confrontation (or maybe, rather, a game of cat and mouse) of, well, Romero with the player.
Doesn't concern anything at all other than the aforementioned question of "aesthetic coherence". I mean, just what the fuck does the absence or presence of load-bearing columns change?
Judging by two previous points of yours, I'd guess, that by this you mean "variation in environmental design".
If not, then I'll just remind you that pretty much all of Petersen's maps have a very pronounced experimental flair to them. I'll just mention, that he had "typical Doom map deconstruction" in Doom freaking one, had a rocketjump secret, again, in Doom freaking one, had a map built about enemies shooting you from beyond autoaim range in Doom 2, and had a grenadejump secret in Quake. The guy was a serious freaking inventor, and to deny, that his maps had "variation" would be outright preposterous. Moreover, in Quake specifically he went pretty much out of his way to make his episode as distinct from all the others, and as aesthetically coherent, as at all possible. He ended up with pretty much a gamification of gnosticism (escape from illusion of materiality through revelation). I have honestly never seen anything LIKE his episode of Quake in any other games, much less in shareware 90s FPS games. It is unique, coherent and full of character.

>> No.4301846

Oh snap. I'm going to prepare for cold water for that burn.

>> No.4301849

If that's all you've got to say, then you'd better.

>> No.4301850

I'm not him, dude. Chill, there are more than 2 people in this thread.

For the record, I'm the guy who tries to talk about Thief.

>> No.4301851

Okay. My bad, I guess.

>> No.4301853

>tries to talk about thief
ur a taffer

>> No.4301854

no u
ur a rat

>> No.4301876

You get so many bloody cells that you end up using it just to get more ammo.

>> No.4301882


seems like E2 is best episode

>> No.4301889


You're that autistic guy in the build engine thread right?

>since all of his maps are built around direct, room-to-room, confrontation
And they all look like the same dogshit bland industrial level, just with different architectural variations. All the shit you're talking about, rocketjumping, enemy placement, is basically irrelevant if your levels are tear-inducing boring to play through. Even NES games had better level variation.

>> No.4301892

Have you ever considered you might have attention spam problems if you find Doom boring? Looks in vanilla Doom and Quake change mostly by chapter, and every chapter has a quite distinct look.

>> No.4301896

For Doom 1, it's E1M2 or E1M3. And for Doom 2, it's Bloodfalls for some reason even though that map is really ugly.

>> No.4301898

Ok see this is why I shouldn't experiment with mods 15 minutes before I have to got to work

>> No.4301903

>And for Doom 2, it's Bloodfalls
that's an unusual opinion

>> No.4301908

They are in the previous thread
i think they are close to the bottom but im not 100% sure

>> No.4301920

You will always have me as a prime lurker if you talk about going to the bear pits.

>> No.4301939

For me it feels as such, Tom Hall filtered through Sandy Petersen I think is my favorite style of map in the original games.

>> No.4301957

I honestly have no reason why I like that map so much. I guess it has some sort of charm to it.

>> No.4302056

well to be honest with you mate i love everything about The Chasm except for the ledge running parts. so it's not like you're the only one with a strange opinion.

>> No.4302071

Best way to play Hexen 2?

Heretic throguh zDoom is a big improvement, I'm just wondering if there's an equivalent.

>> No.4302076

Just play it normally?
It's not a DOS game

>> No.4302081

What happens at the end of E1 to get Doomguy to the beginning of E2??

>> No.4302087


>> No.4302091

He get teleported.

>> No.4302134

he finds a slipgate out of this place

>> No.4302149


please draw the world's fattest mancubus. it's so fat it can't move, so it rides a mobility scooter.


>> No.4302158
File: 330 KB, 1024x768, Murican (2).jpg [View same] [iqdb] [saucenao] [google] [report]

No need for a drawing.

>> No.4302164
File: 70 KB, 509x767, 1461218745713.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4302175

This actually sounds like a neat boss idea.
>A mancubus that's so huge and obese that it can't move, so it got dropped in front of one of hell's gates and loaded with fire-cannons and became a boss

>> No.4302179

something like that was what gave me the idea, i was out with my dad and this enormous woman came out of a shop and plopped down on a mobility scooter, we had a good laugh about it.

>> No.4302181



>> No.4302183

He was destroyed!

>> No.4302186

fell into the core

>> No.4302201


>> No.4302210


>> No.4302214

excuse me, "medikit"

>> No.4302219

still a noob but not an irredeemable one

>> No.4302258

did he died

>> No.4302261

GLHexen 2

>> No.4302273

Doomguy is Buddy Dacote (Dies At Conclusion Of The Episode)

>> No.4302287

That level is actually not too bad, never understood why people dislike it.

Probably people playing with mouselook

>> No.4302292

please keep your fetishes to yourself thx

>> No.4302303

humor is a fetish now?

>> No.4302309

Everything is a fetish

>> No.4302325

It's a fairly ugly and uninspired map, the tightrope ledge running isn't fun, and most of the map isn't that enjoyable to play. I still dislike Downtown more though.

>> No.4302326

How do I add the orange add-on the the Gothic textures? Also seconding this >>4301297

>> No.4302327

Anyone have a working link for Fractal doom? All of the links I found were down, or lead to some malware infested adfly link that redirected me to some ERROR pages

>> No.4302334

>using adfly

How is this okay when I see people getting chewed out for using shit like mediafire

>> No.4302347

there was one but it's gone now. thanks to the vidya site guy for not paying his hosting bills.

>> No.4302351
File: 281 KB, 1920x1161, spookysuccess.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit, look what I can do.

>> No.4302354


>> No.4302358

good job
consider fixing the black pixel on the capital O in OPTIONS

>> No.4302369


...And the stray dark-red pixels in the 'O' in 'Options', the 'L' and 'G' in 'Load Game', the 'G' in 'Save Game' and the 'G' in 'Quit Game'.

Also, the 'S' in 'Save Game' is missing the one pixel in the black outline on the top & bottom.

...And the 'G' in 'New Game' & 'Quit Game' is rounder & thicker than the classic font 'G' in 'Load Game' & 'Save Game'.

>> No.4302378

Hold on, I think I will just modify the Gothic texture pack.

>> No.4302381
File: 20 KB, 640x480, 1507055798.png [View same] [iqdb] [saucenao] [google] [report]

>...And the 'G' in 'New Game' & 'Quit Game' is rounder & thicker than the classic font 'G' in 'Load Game' & 'Save Game'.
wasn't it always like that? new/quit are capitals, load/save are small (well, smallcaps)

>> No.4302385

You should lower it a little bit so there's some blank space at the top. and put a little spraypainted "/vr/y" above it

>> No.4302387

>I still dislike Downtown more though.
why? please explain, people keep saying they don't like downtown but they never say why

>> No.4302397
File: 19 KB, 552x799, 13.gif [View same] [iqdb] [saucenao] [google] [report]


when you map is a big square full of buildings, that looks like you have multiple ways to start, but there isn't, and so you 'solve' the player's potential confusion & exasperation by putting a giant fuckin' arrow on the map, you haven't made a good map.

>> No.4302398


>> No.4302403

Here we go. Gothic texture Wad with added orange stuff.


>> No.4302408


Still a work in progress, but nice job spotting those stray pixels. It's why I post before calling it a finished job.


The logo actually doesn't get cut off when playing the game full screen. However, Zandronum apparently doesn't let you take screenshots in full screen while the menu is open (no idea why), so I alt-enter'd to get it in windowed mode, without changing the resolution. I assure you, it looks fine in "real world" conditions.

>> No.4302417
File: 36 KB, 489x244, xcom_xPiratez_scared.png [View same] [iqdb] [saucenao] [google] [report]

Guyz I have to say I just loaded up Smooth Doom for the first time (like to actually play it, not steal sprites out of it).

> Those gibs
> That SSG blasting monsters apart
> Those exceptional bullet spark impacts

I think im going to give up on modding for awhile because this thing just has it all.


It is generally the most comfy, biggest cross between military and supernatural. And I will second E2M4 though I have to give a particular shout out to the Music for that map, which AFAIK has not been used elsewhere.

E3M3 is my second favorite. Because of all that chaingun action, the fact there's a BFG, and being a small enough map that the Baron can actually hunt you down and be a lingering cringe danger.

> The BFG plays hard to get
> makes you want it more

>> No.4302427
File: 8 KB, 450x347, sad meen.png [View same] [iqdb] [saucenao] [google] [report]

as someone who makes cdi meme videos as their hobby.
it's actually pretty easy if you know what you are doing. (aka you know what indexed mode does in photoshop)

>> No.4302431

Smooth Doom is the best mod.
>makes the game look better
>SSG gibs enemies
>all those cosmetic options
>still plays exactly like vanilla, because no actual changes are made
Consider using the Ketchup patch, it meshes the two mod's gore systems really well and fixes standard Ketchup's issues with giving red blood to everything.

>> No.4302434

>like to actually play it, not steal sprites out of it

>> No.4302443

Sweet, thanks!

>> No.4302449

yeah after being away from 4chan for awhile, first post out of the gate and I can tell Ive-Still-Got-It

>> No.4302454

deth happened

>> No.4302468

I wish SSG gibs were its own thing so I could load it up and still use weapon/enemy mods.

>> No.4302472

I just assume the end of E1 is the start of E2, that a living human can't exist in Hell so he was easily shredded on entry.
Then he got back up and was too damn angry to let Hell torment him.

>> No.4302479

It's an excellent weapon to have when you're facing the unknown in some of the more dickish wads.

>> No.4302484

I love the thing and feel safer for having it out if I'm not sure what's ahead but god damn the sound it makes is horrible. It looks and sounds like someone trying to break an accordion in a pool.
There's a reason many weapon mods use the Doom 3 and 4 sound effects for their plasmas, they're so much easier on the ears.

>> No.4302490

I need to examine the code for it, I cant tell for sure yet whether its making an enemy absorb more pellets so that they actually block overpenetration of the blast and become gibbed. That would be ideal and make the SSG less OP (that entry corridor in D2 Map03 where you've got like 10 zombiemen is a good example, it clears them out like a grenade).

Without looking at it im guessing the monsters have a hit counter system going with a specialized painstate (for ssg pellet damage type) that counts up how many times theyve been hit, and if it reaches a certain amount before going back to See states it flips a boolean to make them gib when they die.

the plasma rifle also has an awful tendency with autoaiming to jump around to the side like im using the ghostbusters proton pack, which can cause you to miss because the projectiles are pretty wide and they hit a doorframe while trying to autotarget

>> No.4302501

Do you mean when Doomguy automatically aims up/down when mouselook is off, or actual autoaiming? Because I've never used autoaim, but all projectile weapons get janky around the extreme targeting perimeter of an elevated demon. The guns don't know whether to fire straight ahead of at them.

>> No.4302508

consider the original episode order (E2 and E3 were switched late in production). in that case, you would outright die at the end of KDITD. this gets you into the afterlife, where you then rise from the dead in some fetid corner of hell at the start of Inferno. you'd then bang around the surface of Hell until you find and kill the mastermind of the moonbase invasion, from where you'd find a way into the hellified deimos base, eventually killing the cyberdemon lord therein.

with the episode order switched, you now long-range teleport straight to Deimos, nearly but not quite dying, then the "rise from your grave" at the start of Hell Keep is explained as being the crater you made when you jumped off Deimos onto some soft fleshy ground on the surface of Hell.

i actually prefer the original episode order, it seems to make slightly more sense.

>> No.4302517

I try to turn it off but im lazy about always going in the gameplay options to turn it off, because it wont stay off by default when starting new games.

Projectile weapons will also autoaim sideways when you're within a certain distance of monsters. It more or less makes you miss more because you may be leading the target and nope - it makes you shoot right at it where it currently is. Maybe like 4-6 degrees jump.

>> No.4302531
File: 8 KB, 608x328, 854006683_preview_duke_8bit.png [View same] [iqdb] [saucenao] [google] [report]

I really like that you can now use the UAC rifle. Something that always annoyed me a bit about old school FPS games is that you're never able to use the weapon on your character model for some odd reason.

>> No.4302543

So I had an idea for a mini-mod
>weapons fire automatically when you point them at a shootable object
>infinite ammo, but the longer you go between firing a weapon, the more its damage/accuracy degrades; avoid using a weapon for a really long time, and the first shot it fires will be extra powerful
>make enemies more dangerous to make up for inf. ammo

is this stupid?

>> No.4302546
File: 56 KB, 151x200, quakerunning_thumb1.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4302549

mite b coo

>> No.4302556

obviously I'll need to figure out something for the rocket launcher so you can't point-blank suicide yourself

>> No.4302561
File: 215 KB, 1920x1200, Screenshot_Doom_20171003_154406.png [View same] [iqdb] [saucenao] [google] [report]

Every day is an exciting adventure in discovering new reasons why I should not be allowed to use Photoshop.

>> No.4302567
File: 111 KB, 900x692, 1466837604550.gif [View same] [iqdb] [saucenao] [google] [report]

Many thanks anon

>> No.4302580


>> No.4302587

No. Just NO. Do not use Cock Mongler's eldritch ascended form as the intermission screen.

>> No.4302592

could be interesting if executed/balanced well.
>the first shot it fires will be extra powerful
but will be so inaccurate that it's useless? or have i misunderstood your post?

>> No.4302595

You got the reference!

>> No.4302597


Bit think about it Anon. Infinite cocks, across infinite realities. All waiting to be devoured by a ravenous, unending omnimongler. Is there anything spookier?

>> No.4302604

Have a long startup animation so you can lead your shots.
Or remove its self-damage and remove the SSG so it's not redundant.

>> No.4302607

It's a big, confusing map with terrible flow for first time players, it's boring and shows the age of the engine's mapping limitations, and it's generally not a fun map to play due to the nature of its layout and the openness of it despite the linearity. The Chasm is a bad map because it has an annoying design gimmick and generally isn't very interesting; Downtown, however, is just a downright bad map in multiple ways. Plutonia's map29 was a better take on the idea of a map based around a town or city, even if that map is hell to play on.

>> No.4302609

Who doesn't recognise that face these days?

>> No.4302615

Use pksound as well!

>> No.4302619

>but will be so inaccurate that it's useless?
No, standard accuracy. Damage/accuracy of weapons returns to normal the more you use another weapon.

>> No.4302638
File: 211 KB, 1920x1200, Screenshot_Doom_20171003_161139.png [View same] [iqdb] [saucenao] [google] [report]

Ḧ̷̡̧̠̯̙͙͈́ͦͩ̀͆̆̚Ę͍͈͊͋̌̉͆̃ ̡̛̫͓͎͋̒̌͗́ͦ̌͆́̀C͚̬͖͍ͩ̎ͩŐ̢͙̤͖̻̱ͩ͛̊̇̔M̳ͣ̆̌́͘Ḙ̡̧̳͊̌̌ͪ̀̊̚S̸̯̤̺̖̺͓ͨ̃͛͐ͦ̔ͫ

>> No.4302641

What about a mod where you charge up a super move, like in Bullet-Eye, only the move is Doomguy suddenly pulling out all his weapons and firing several bursts of them all impossibly fast in some bizarre lightning-fast fury, finishing up with a single beserk punch.

>> No.4302648

It makes a bit more sense too because the cyberdemon is -a bit- harder than the mastermind.

>> No.4302650
File: 66 KB, 183x185, pin8.png [View same] [iqdb] [saucenao] [google] [report]

God damn it.

>> No.4302659

Mastermind is much easier. You just play peek-a-boo with him until he dies, Cyberdemon expects you to rocket fight with him, and he's got resistance to that. Plus one wrong move and you're nearly dead.

>> No.4302665

can maps disable your jumping?

Im playing ancient aliens with guncaster and I cant jump no matter what button I bind jump to, it may be a bug but it did happen with high noon drifter too

vanilla maps work fine

>> No.4302668

E4M2 or map29 of Doom 2

>> No.4302676

>You just play peek-a-boo with him until he dies

It takes all of 5 seconds if you got the BFG.

>> No.4302687
File: 963 KB, 1000x1200, 1504917175861.png [View same] [iqdb] [saucenao] [google] [report]

Is there a nice GUI tool that draws maps from WADs but has options like respecting automap flags on linedefs? Slade's map thing doesn't do that.

Have some hotness in advance.

>> No.4302695
File: 46 KB, 217x186, CEASE.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4302714
File: 33 KB, 225x220, AAAHHH.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4302718

>can maps disable your jumping?
Yes, they can. But you can enable it in those maps by setting sv_allowjump to 1.

>> No.4302719

Short answer: No.

>> No.4302741

That's another thing that makes him easier, BFG hugging isn't dangerous with him.

>> No.4302742
File: 638 KB, 900x1059, 1505029509264.jpg [View same] [iqdb] [saucenao] [google] [report]


I guess this is my best bet?


>> No.4302745


>> No.4302750

iirc the reason the episodes were swapped late in production is because Sandy Petersen thought the spider was harder to kill. (before you laugh, remember they did all their internal testing with pistol starts, and they weren't practised players with 20 years experience back then)

>> No.4302760

>want to add animated custom texture to BOOM compatible wad
>the default ANIMATED lump by Slade 3 manages to make all DOOM 2 animated textures to go backwards


>> No.4302762

Is this getting posted on the ZDoom forums as a bug? I think it's pretty significant.

>> No.4302768

Without the BFG, the Cyberdemon is easier to fight. Tower of Babel gives you a bunch of rocket ammo for that fight anyway.

>> No.4302775

Thematically speaking, it makes sense that a big brain on legs would be the "mastermind" tho.

>> No.4302784

It's literally "if I'm closer than x when I die, gib"

>> No.4302789


You know it's hell because water flows backwards.

>> No.4302793

>Fell fo the Complex Doom meme
Mod is alright, but its quality is mostly inconsistent.
Meanwhile, in Doom 64 (Consolation Prize, of course), Some sounds don't work.
I wonder how long has it been since the author touched the mod.

>> No.4302796

Shit, I was way overthinking it. That's a simple elegant way of doing supershotty gib.

One thing that has always puzzled me; can/is a monster's target, at death, ever *NOT* set to the thing that killed it? Because if that was the case, it seems like that could mess up stuff like this.

>> No.4302797

Automatic hitscan before chaingunners casualized it.

>> No.4302802

This. It clearly seems to force a dying enemy to gib at point blank to very close range, you can see this by shooting an almost dead demon just out of the range - they take a fuck ton of damage but still die normally.

>> No.4302803

vanilla CD isn't really the problem, it's that nobody ever fucking plays it w/o shit like LCA

>> No.4302810

Crappy addons are always the death of multiplayer mods.

>> No.4302814

Lucky for me, i've avoided the addons.
Some of the monsters for mods like these seem to have a Sonic OC inspired design direction, where they're just existing monster, but painted with a different color and with overpowered stats or something.
>IMP-O-TRON 9000

>> No.4302826

Any of you guys remember the name of the wad that was often hosted on DBZone, with tons of classes including ones that shot speed up/jump high goo, healers and Roland Deschain? Its hard to find because I remember the guy who made it moved onto a new mod and disallowed any hosting of the old one like a year or two ago

>> No.4302831

You're forgetting
Fuck LCA basically. Complex Doom is decent on its own, pretty much a generic randomizer with good polish.

>> No.4302832

>where they're just existing monster, but painted with a different color
8-rotation enemy spritesets are just way too fucking time consuming for the average spriter, senpai. That's why Eriance was one of the few to do it and do it well.

>and with overpowered stats or something.
Now this is some real bullshit. People take stuff off Realm667 and don't even look into the code to see if they can/need to adapt it & balance it for their mod. It's not unlike the situation with a lot of the garbage on Steam these days; people just mass download assets with no though to stylistic cohesion, slap it in to a pk3 (hell, they often just put the .zips into a pk3; don't do this) and then just fling it out into the fuckin' ether.

>> No.4302835

Is more monster reskins for the halloween pack something people want?

>> No.4302837

Why in the everloving hell did id make all of the menu items separate graphics, instead of assembling them from an internal raster character set?

>> No.4302839

no, a monster's target on death is always its killer

>> No.4302841

>Without the BFG, the Cyberdemon is easier to fight.
i feel i don't entirely agree but am struggling to think of a reason why. it doesn't help that i can't think about it in terms of a brand new player facing each of the maps first time. nowadays yes the cyberdemon is easier because we can circlestrafe to dodge the missiles forever, so you only lose if you screw up mightily and strafe into a pillar or a lost soul. for the spider, you have to get behind cover and there's less of it in Dis than Babel, and there's also much less ammo available. on the other hand, there are other monsters on Dis that can even take the spider down with infighting because it's too big for Doom's physics to handle properly and not impossible to get it stuck. but a new player wouldn't think of that of course. i don't know really, i still can't decide which of E2M8 and E3M8 is harder. sorry for rambling on.

>> No.4302849

Frankly I'm just happy with the Cacolantern.

>> No.4302850

>People take stuff off Realm667 and don't even look into the code to see if they can/need to adapt it & balance it for their mod.
As the guy who make FKER (and spent way too long rebalancing r667 stuff) this pisses me off to no end. It's not that hard to just adjust health/damage to be sane if you want to use a monster. Normalizing to +-50% of the standard for the base monster goes a long way to unfucking mod balance.

>> No.4302852

Alright, I'll release the skeleton shotgunner up for general use elsewhere then.

>> No.4302853

i ask myself this every day. they could at least release the font under a GPL-compatible licence so source ports can use it

>> No.4302859

Best way to play shadow warrior atm? Really dont wanna mess around with dosbox and redux looks meh

>> No.4302863

I'm just one anon, maybe others will want it?

>> No.4302881

It's fine anon. In non-zdoom it can't change per map. It was a good learning experience making it.

>> No.4302885

I mean, if other anons really want it, I'd be fine with it.

>> No.4302894

I'd want the skeleton shotgunner.
But then I feel the more themed demons the better for this.

>> No.4302912

vanilla CD has its own share of """fun""" things, anon

>> No.4302939

Then get the GOG installer for classic, since it's pre-packaged DOSbox, but what's wrong with redux?

>> No.4302941

>One thing that has always puzzled me; can/is a monster's target, at death, ever *NOT* set to the thing that killed it? Because if that was the case, it seems like that could mess up stuff like this.
>no, a monster's target on death is always its killer
False. Not often false, but false.

>> No.4302946

like if you one-shot a monster which is infighting with something else?

>> No.4302948

I am too interested in this. Anyone?

>> No.4302960

I've literally never encountered a case where a monster didn't target its killer, barring cases where I accidentally screwed up AAPTR_TARGET on a projectile.

>> No.4302967

No problem if my choice of music for my Halloween map is an mp3 converted to midi/mus/ogg vorbis/module, right? I can't seem to find the music I want in anything other than mp3.

>> No.4302969

I bet it's Lost Heritage Remixed. That's an old one from Skulltag era, finding all the necessary files might be a problem.

>> No.4302970
File: 1.65 MB, 2369x3278, HELLRAISING DELIVERY SERVICE.png [View same] [iqdb] [saucenao] [google] [report]

So I decided to draw kiki as the doom cover art...

how is it?

>> No.4302973

Disregard, I'm >>4302941 and I was thinking of pain states, not death states.

>> No.4302979


Is this the zan or zdoom version?
I literally don't have the latest release versions of fd, but if someone does I will update the thread(s) so this doesn't happen again.

>> No.4302981

Link shortener that redirects you to an advert page before you can click the actual link for whatever it is you're trying to redirect to
However, sometimes the adverts go full retard and redirects you to malware pages with those fake (SYSTEM ERROR VIRUS DETECTED, CALL THIS NUMBER NOW) bullshit making the entire ordeal complete bullshit

>> No.4302983

you do use the same axe atleast

>> No.4302987

Something minecraft skiddies use to try to justify not spending enough time on their homework to their parents.

>> No.4302991

it's nice

>> No.4302992

Apologies for the late response. You should be able to simply open your map in Slade and drop the lump in. I already converted it into a doom graphic and named it RSKY1, so no need to worry about that.
Scary as fuck. I love it.
That's fine. Just make sure the file size isn't too huge.

>> No.4302995

god, the "break our mod into 50 different files" thing is the most annoying thing about skulltag/zandronum mods. and they never have documentation, some online README, some forum thread, or *anything*, so if you want to play the mod and there's no server with the mods set up, you're just left scratching your head wondering how in the nine hells are you supposed to be able to put the thing together again.

remember kids, READMEs are nice things! USE THEM

>> No.4303002

>That's fine. Just make sure the file size isn't too huge.
How much is too huge? Sorry, rather new at this.

>> No.4303007

if the final wad is composed of less than 75% map data you're doing it wrong.

>> No.4303009

No I meant, I know what adfly is, but how the fuck did fractal doom end up with an adfly link to it?

>> No.4303012

where is the cacolantern wad we will be using
are we doing skeletons for project
is xlat allowed (i'm doing it anyway you can't stop me)

>> No.4303019

what's xlat? i don't think it's a boom thing.

>> No.4303021

The only existing links on doomworlds are all fly or unknown domains, and the link provided in the op is dead.

>> No.4303026

See >>4303007

I'm going to add the cacolantern skin in the alpha build. Yes there will be skeletons. Not quite sure what xlat is, but if it's not a boom thing then don't use it in your map.

>> No.4303031

I think it's a great idea but it would be better to have doom monsters in various halloween costumes instead of complete reskins, imo

>> No.4303032

26,8 KB. I think I'm good to go.

>> No.4303035

Want the latest version?

>> No.4303037

That's the one thanks. Kept thinking its Lost Rarities for some reason

>> No.4303046

well it wasn't my doing; apparently static.best-ever.org links now redirect to ads
for instance try
I'm assuming that's some opportunistic third party and not jenova
which version is this?

>> No.4303054

>which version is this?
To my knowledge, the latest.
The one with double pistols to make up for the sheer insanity.

>> No.4303069
File: 2.11 MB, 1280x1024, Pumpkin_Hill.png [View same] [iqdb] [saucenao] [google] [report]

It can't possibly be hard to turn this in to a Doom level. Even the textures repeat like Doom.

>> No.4303090

xlat is what zdoom uses to translate doom/boom line specials to its parameterized specials. for example, it translates line special 27 (DR blue key door) to <Generic_Door(tag, 16, 0, 32, 130), use-activated, repeatable>, and special 97 (WR teleport) to <Teleport(0, tag, false), walk-activated, repeatable>.

since doom ports ignore unknown line specials, a custom xlat can be specified in MAPINFO and safely used to make doom/boom format maps do different things in zdoom. you can also use LOADACS and ACS libraries to add zdoom-specific behavior to doom/boom format maps. LOADACS is how ancient aliens does the animal sounds in episode 1, for example.

basically it's all memes

>> No.4303093

you did me a spook with that pic

>> No.4303101

Down in Pumpkin Hill I gots to faaf

>> No.4303108

PrBoom+ doesn't seem to want to start for me with this

>> No.4303125


> makes his killer the target of his eternal hatred
> straight out of hell

>> No.4303136
File: 2.67 MB, 800x450, errmahgerrd.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4303179
File: 23 KB, 298x403, 1507075603.jpg [View same] [iqdb] [saucenao] [google] [report]

300minvr status update (yeah, another one)

one more draft release because along with the map25 missing texture mentioned on doomworld i found a place you can get stuck on map21 and also succumbed to using a proper waterfall texture on maps 02, 09 and 17 instead of COMPBLUE. i feel like this is sufficiently debugged now and could go to /idgames, but i said the same thing last week.


pictured: the one guy still waiting for it

>> No.4303185

This map is stupid.

>> No.4303189
File: 3.12 MB, 1920x1038, Plutonia Chaingunners.png [View same] [iqdb] [saucenao] [google] [report]


thanks anon

>> No.4303193

what map is it? it looks kind of like something from speed of doom but with different textures, which means it's not from speed of doom at all, just that's what it reminded me of somehow

>> No.4303195

Secret man from Valiant

>> No.4303220

Badass music to doom to...


was playing this in background, playing house of shadows (map14) of 1024 congestion with smooth doom...

headless zombies close in from behind, 80s synthwave horror music playing in background, some hard hitting synth shows up when the hell knight rises from underground

> I be in a real horror movie now

>> No.4303229

nvm I'm not using xlat, figured out a better way to do it

>> No.4303232

I loved using Synthdoom, I'll try this out.

>> No.4303245

Thank you anon. Now the great search begins.

>> No.4303253
File: 30 KB, 600x426, 1480699280808.jpg [View same] [iqdb] [saucenao] [google] [report]

It's time.
Which ones fit themes of "extraterrestrial", "setting on fire" and "overpriced"?

>> No.4303268
File: 165 KB, 1920x1200, Screenshot_Doom_20171003_203404.png [View same] [iqdb] [saucenao] [google] [report]


After manually checking 179 images, the spooky mod should now have an orange bodied, black outlined font with no discoloured pixels whatsoever.

Also adjusted the intermission a bit. It can be changed back if needed.

>> No.4303281

I'm also having this issue. Something seems to be fucked up with the flats.

>> No.4303284

Can you make it widescreen?

>> No.4303303

I used to play Perturbator's stuff over Trailblazer, since that's 80s themed already


>> No.4303308

@17:15 - the melee fight with the bruiser in the hallway

>> No.4303326


Let's find out!

>> No.4303348


Found out!

No, it just crops the sides.

>> No.4303494

Stop telling new players to start on Ultra Violence, you are setting them up to hate the game. It is only fun for you because you know all the secrets and traps

>> No.4303515

Cheers for the report. That map is interesting imo one of the weakest maps in HUMP, some really detailed areas and some really undetailed areas, creating a strange jarring contrast. Some of the texture choices are pretty questionable (those red rooms?). I hope you make it to E2M8, its a really great map. E3M1 is a lot of fun too. E3M1 is the last map in HUMP.

I'm glad most of the observations you've made on your play-through are minor glitches in the maps rather than balance issues - we worked pretty hard to make sure there was enough health and ammo around to finish the maps.

Usually when maps disable your jumping they do it for a good reason - jumping will often be level-breaking in vanilla style doom.

You can disable it in MAPINFO and a few other ways.

>> No.4303519

> being new
> selecting second hardest difficulty, second only to the unfairly hard difficulty
> using yout head
pick two

>> No.4303524

Every time I have ever seen someone recommend Doom they say to play Ultra Violence because that is what id expected you to do

>> No.4303525


>> No.4303535

Those people are wrong. You should be playing UV with fast enemies.

>> No.4303546
File: 158 KB, 800x844, 1488639724189.png [View same] [iqdb] [saucenao] [google] [report]

I seriously hope you enjoy the fact that people no longer even want to give vanilla Doom a try anymore and stick to MM8BDM and Complex Doom exclusively. New players will still come to see the great Doom and they will call it overhyped garbage because no fun autists told them not to play it in a fun way. Maybe Doom 5 will be more than just braindead arenas with health pinatas but probably not because you make vanilla gameplay seem completely unfun kill yourself

>> No.4303548

If Doom 5 really wants to go all-in with the arenas and health pinatas, I at least want an endless mode. Doom 4's combat is just about the only good thing from it.

>> No.4303550

quite frankly if you aren't playing on -skill 4 -fast -respawn then why even bother

>> No.4303578

When did they add this? I thought I have the most recent version there are only 2 pistol skins for me wot

>> No.4303581


until you're ironmanning Hell Revealed on Nightmare keyboard-only, you're not really playing DooM

>> No.4303584

There's a mutator that makes zombiemen drop their rifle. I don't like using it because it's a straight upgrade to the pistol from the most common early game enemy.

>> No.4303594

it has worse accuracy i thought

>> No.4303601

Oh now I get it thanks, bud. OOh and its identical to the alpha sprite

>> No.4303609
File: 251 KB, 1600x900, Screenshot_Doom_20171004_002156.png [View same] [iqdb] [saucenao] [google] [report]

I made a cool dumb map. Its vanilla compatible to there's that. What does the T in TPLANT stand for? I forgot honestly.


>> No.4303626

It has an overall faster firing rate, but the pistol can tapfire perfectly accurate shots more quickly.

>> No.4303628

there's a lot of stuff but they mostly emphasized the combat.

>> No.4303630

I'm using ezquke and I want to enable auto just to try to bunny hop constantly without messing up my space

Is there a way to do it in the console if so what is the command?

>> No.4303714

Oh shit, I just had an idea. The power ups (megasphere, invis, etc) should be jack o lanterns, eith the carved faces being the image depicted on the original sphere.

>> No.4303721
File: 1.70 MB, 948x1264, cybs.png [View same] [iqdb] [saucenao] [google] [report]

slow day today

>> No.4303725

Powerups should stay the same, but stimpacks should be replaced with candy bars and large health packs with those pumpkin-shaped pails.

>> No.4303740

In the last thread we accidentally came up with Wither-Revenant
So that I guess
Black Revenant with his Shoulder-Rocket-Launchers replaced with skulls and homing rockets also replaced with skulls
So basically how a Wither from Minecraft looks

>> No.4303742
File: 990 KB, 1793x1575, reivernant warriors.png [View same] [iqdb] [saucenao] [google] [report]

Here's a Halloween idea: Turn these into Doom enemies.

>> No.4303745

Probably too late for that...
But wouldn't it be better make all text in the droopy "Nightmare!" font?
I think that would work great for a spooky halloween font

>> No.4303747 [SPOILER] 
File: 747 KB, 730x791, 1507093489982.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4303753

There are the daggefall skeletons on realm667, as well as another brown skeleton. Both under (other) styles

>> No.4303756 [SPOILER] 
File: 128 KB, 1030x385, 1507093704238.png [View same] [iqdb] [saucenao] [google] [report]


Wait a minute..

>> No.4303771


Sharp eyes.

>> No.4303782

My spergy senses were tingling

>> No.4303789


>> No.4303793
File: 2.22 MB, 512x384, 1498691256080.gif [View same] [iqdb] [saucenao] [google] [report]

Hey, I started with MM8BDM and moved to vanilla DOOM, don't lump all of us into one big pile. Granted I didn't fully quit MM8BDM until I realized entirely just how bad the majority of its community is, but still.
Honestly I'm fine with a new player starting on Hurt Me Plenty though, it's what I did and I only moved to UV when I felt comfortable on HMP. I consider UV to be the intended way to play DOOM but not everyone is up to play on that difficulty immediately and that's fine.
Honestly MM8BDM has the same problem you're describing with DOOM where nobody wants to play vanilla, it's all classes TLMS, Unholy bosses, or RP servers. The classes mod at least has a bit of competence but I'm sick of it after it's been the only thing played in so long. When Version 5B was released and everyone just kept playing V5A because the class mod hadn't updated yet was the final straw.

>> No.4303794
File: 71 KB, 251x251, 1449454020950.png [View same] [iqdb] [saucenao] [google] [report]

>RP servers
>RP servers

>> No.4303797

MM8BDM doesn't have much of single player content, the bosses in it are neat but you have to play lots of deathmatch with bots to even get there, so multiplayer is the primary experience, which is why I brought it up. There is a more traditional "single player" mod but it only has like four levels.

>> No.4303803

Fixed version. Tested on Prboom:


>> No.4303804
File: 6 KB, 312x264, 1506082022554.png [View same] [iqdb] [saucenao] [google] [report]

you can use an autohotkey script. i actually made this one to use in team fortress 2 because it's bunnyhop is shit. this one you just hold space, and exit the script when you no longer want it. you can also make it a toggle, i have a toggle version as well

>> No.4303826

mt erebus or slough of despair

>> No.4303932

So I worry about Bethesda besmirching Doom with Creation Club. Does anybody know any rumors about the topic? Please discuss

>> No.4303936

My first time playing the game I tough the mastermind was easier. But I did played the game long after WASD was established, I can imagine the cyberdemon would be quite hard with tank controls I mean, I get my ass handed to me on the regular levels when playing like that so

>> No.4303952

Honestly if you aren't a complete newbie to videogames in general you should already know what difficulty setting is right for you. And some newbies might want to try Doom here and there but I'd imagine it's rarer than people with some experience in vidya.

>> No.4303964

try putting jump on the right mouse button.

>> No.4303972

Forgot to add: the flats are present as both flats and wall textures.

>> No.4303983

Posted it just now.
Was too lazy to post it yesturday :P

>> No.4303998


>> No.4304012

>I seriously hope you enjoy the fact that people no longer even want to give vanilla Doom a try anymore and stick to MM8BDM and Complex Doom exclusively. New players will still come to see the great Doom and they will call it overhyped garbage because no fun autists told them not to play it in a fun way. Maybe Doom 5 will be more than just braindead arenas with health pinatas but probably not because you make vanilla gameplay seem completely unfun kill yourself

>> No.4304026

dude doomguy is in a fucking different planet with demons in it h o w

>> No.4304061

strange aeons

>> No.4304067

w/ High Noon Drifter

>> No.4304078

i assumed he just wanted a megawad rather than a gameplay wad
though the two do go rather well together

>> No.4304081

If I wanted to check out the Thief series, would Thief 1 or 2 be better to go in?

And where could I get them?

>> No.4304094

Thief 1
Update the TFix, gog comes with this patch but is outdated
>mouse acceleration can be disabled in-game by adding use_raw_mouse_input to cam_ext.cfg.

>> No.4304096

no need, thief 4 is a lovingly-rendered reboot by people that understood the weaker parts of the original games and brought them up to snuff to compliment the better part of the series as a whole.

>> No.4304103
File: 5 KB, 251x168, you think someone would really do that.jpg [View same] [iqdb] [saucenao] [google] [report]

>thief 4 is a lovingly-rendered reboot

>> No.4304108


>> No.4304151

What was wrong with it?

>> No.4304153

Not him and I haven't played it, but I've heard that, as usual, it's extremely casualized and doesn't give you as much freedom as the original.

>> No.4304157

Making a lot of items and tools contextualized was stupid, ditching the jump button in favor of "swoop" was pretty shit as well.
Plus that bullshit of having a drawn out animation for picking up everything kills the flow and is generally a tedious process, and in a game like thief where you WANT to steal everything not nailed down.

>> No.4304161

You can still play it, it's a decent moder Tomb Raider/Deus-Ex/Hitman kind of thing, just don't go full retard and play ONLY that one.

>> No.4304195

Casualised experience that apes "what all the other big boys do", and misses what made the original so good.

>> No.4304203
File: 943 KB, 1920x1080, MM2MAP29_20171002_192311.png [View same] [iqdb] [saucenao] [google] [report]

Finally got through most of both Memento Mori megawads. I skipped around after the first halves of both since there's som mapse which clearly had diminishing returns, but many oldies are still worthwhile. Now I need to try Obituary again.

>Hey, I started with MM8BDM and moved to vanilla DOOM, don't lump all of us into one big pile
Same. Playing the MM8BDM demo, back before the official release, first got me acquainted with Doom and source ports. Even though my dad used to play the games, it took a long time for me to get into Doom stuff properly, thanks to this thread I might add. I wish vanilla MM8BDM was more popular, too. The map layouts are solid, weapon balance is messy but authentic to the source games, and the TC's got a great aesthetic and platforming emphasis.

I stuck to HMP initially, but UV for the original releases (Plutonia aside) isn't too difficult after getting used to a source port-based TC or just messing with base controls to find something that works for you. No jumping and crouching's more likely to weird out players who expect those mechanics after playing newer FPSes. So, when introducing friends to the IWADs, I like to emphasize how Doomguy's sheer speed and arsenal makes up for a lack of platforming agility, and that few games in the genre compete with how mid-'90s Doom handles speed, infighting, and other cool things.

>> No.4304217
File: 161 KB, 550x500, 1502428205814.png [View same] [iqdb] [saucenao] [google] [report]

Is Quake 2 the easiest Id game?

>> No.4304226

Commander Keen and Dangerous Dave are easier.

>> No.4304228

Also Rage.

>> No.4304240

I dunno man, I Rage'd pretty hard at times trying to beat some of those Keen games back in the day.

>> No.4304243

Used to play Monster Condo co-op over dial up incessantly.

>> No.4304259

Quake 2 is the easiest of all, but Quake in general is rather easy. I only play on nightmare (yes through the secret difficulty in Quake 1 as well) and find it much less challenging than for example Doom. Even Commander Keen I fucking die a lot, Quake enemies are just so much easier to counter. For example, the only hitscan enemies in the game (grunts and shamblers) can easily be stunlocked or avoided completely respectively, and with the movement in Quake being so much more superior than any other id Software game I can simply dodge all projectile attacks on a dime. Only zombies and spawns I feel are actually dangerous simply because zombies can only truly be harmed by explosives where ammo may be scarce, and spawns are just very fast and considerably buffed in ratio to how fast they move. Quake 2 however you don't need to counter enemies, they are all fucking shit. On higher difficulties however you really learn to respect the hitscan enemies which I feel are much more dangerous than in Quake 1 but are still never really problems

>> No.4304265


Almost all of these are dead.

>> No.4304267

It's already known, did you read the top of the news post?

>> No.4304280

not him but you might as well remove the pastebin if all it contains is dead links

>> No.4304285

I guess, though a lot of things in the OP are probably due for a checkup in general. Like, neither of the 'OUR WADS' stuff have been updated since 2015, and the Pastebin near the top is probably due as well.

>> No.4304348
File: 821 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

Interesting note:
If a wizard is turned into a chicken during it's attack animation, when it goes into a ghost state, he will become a ghost chicken, who is immune to non-magical weapons.

>> No.4304361

Does that work in vanilla?

>> No.4304363 [DELETED] 

>Hey, I started with MM8BDM and moved to vanilla DOOM

i wouldn't draw attention to this if i were you.

You're still noobs, and always will be noobs. Know your place, and consider not drawing attention to your immigrant origins.

>> No.4304376

GZDoom 3.2.0 Released

> Major release highlights:
> - zd_extra.pk3 splits off copyright infringing assets, allowing game makers to delete this file and distribute a fully GPL-conforming copy of GZDoom without further changes.
> - Custom IWAD support
> - Video render scaling (play in 320x200, or any custom resolution)
> - Custom screen shader support
> - MENUDEF replacements are now merged, allowing GZDoom to easily present new menu features in older mods that include one
> - Tons of fixes and improvements

>> No.4304386

>> - MENUDEF replacements are now merged, allowing GZDoom to easily present new menu features in older mods that include one
Thank goodness.

>> No.4304389
File: 76 KB, 1015x626, ominous_entrance.png [View same] [iqdb] [saucenao] [google] [report]

I don't actually have any idea for map. I just liked this idea of an ominous entrance to map I had.

Now to leave it be.

>> No.4304390

Maybe an imgr or dropbox folder?

>> No.4304391

where's the tag

>> No.4304393

looks like it should be on commit 9e07babde if the linked forum post is anything to go by. i guess i'll just build that for now

>> No.4304435

Graf says he'll push the 3.2.0 tag once he gets home, so probably in 2-3 hours or so.

>> No.4304485

yo bois someone got the bd21 sep 29 test pk3

>> No.4304491

Anyone tested which mods no longer work, yet?

>> No.4304498

How do I disable lookspring in Blood?

>> No.4304504
File: 328 KB, 1920x1080, Screenshot_Doom_20171004_160407.png [View same] [iqdb] [saucenao] [google] [report]

new to this stuff. I'm getting some weird perspective stuff when i enable freelook in zDoom. Is this normal?

>> No.4304513

Instead of actually looking up/down you pan the viewport up/down with some res-scaling shenangians, which is the reason for perspective stuff and the fact that you cant look straight down/up.
GZDoom software renderer is from QZDoom (QZDoom on its own is still better) and that is actually full-3D software.

>> No.4304516

yes, you are not supposed to do that, disable looking up/down and just have your mouse for turning like Romero intended

>> No.4304520


The spacing of menu items means there isn't a lot of room for "drip". The added detail would either overlap the item below it, or just get cut off (depending on how the engine handles such things).

>> No.4304521

I'm probably gonna disable it, just takes some getting used to. Especially because i use a trackball

>> No.4304541

options > display > software renderer > enable polyrenderer

>> No.4304547

>Windows 10 won't let me open the latest GZDoom

>> No.4304552


>> No.4304575
File: 161 KB, 1280x960, 1506396881041-wg.jpg [View same] [iqdb] [saucenao] [google] [report]

First level of TNT. I nut every time i get the berzerk pack and clear out half the level. Shotgun secret and the way you get to the end of the level were both awesome. There's absolutely no fat or unnecessary fights in that level. It's perfect.

>> No.4304581

no such thing in zdoom

>> No.4304593

I'm curious, how many maps have you guys made?

I've only ever completed 5 doom maps and had one that I got pretty far into making, but I ultimately gave up on it.

>> No.4304605

Wait, like regular fucking ZDoom? Shit nigga that branch is fucking done yo. Get your ass on GZdoom.

>> No.4304606

Why though? That one bug with the actors or whatever that some guy shared earlier makes it seem pretty shit.

>> No.4304614

Can you actually bhop in TF2 properly? In the sense that you can actually gain speed from doing it?

Also does it count as cheating?

>> No.4304616

Are you seriously completely discrediting a source port over a triviality?

>> No.4304623

>tfw the Irate Gamer went ghost hunting and was never seen again

>> No.4304624

got gzDoom now. I use a multi-monitor setup and screen 1 is vertical. Game wont launch on my main screen. You got a fix for that?

>> No.4304628
File: 26 KB, 384x239, 1492689125775.png [View same] [iqdb] [saucenao] [google] [report]

like this?

>> No.4304635

Apparently the bugs are 2 bugs:
1) Compatibility setting for "Raven scrollers speed" is set to always be on in GZDoom, despite what the actual setting says, while it works fine in ZDoom (turning it on breaks the script in question, turning it off does not)
2) Both in GZDoom and ZDoom the behaviour listed above leads to some triggers not being activated properly.
I've reported these things on ZDoom forums already. First response from Graf was about the compat setting (of which I didnt know, since I leave them on default). I don't know if he looked further into the issue.

>> No.4304650

Software, for the beautiful texture crisp, square particles, polygon jitter and choppy animation

>> No.4304686

GREAT! I cant WAIT to frag some CACODEMONS

>> No.4304696


Samuel Hayden as King of Hyrule. Do it. Do it now.

>> No.4304698

DOOM 2 is so hard, holy shit.

Stage 7 was insane with those Manccubus in the open arena, and now stage 8 doubles that. I'm not sure if I will be able to beat the game, or even get into the fanbase if something like that is the standard.
Sorry for being a casual, guys.

>> No.4304703

protip: let the cyberdemon fight the barons

>> No.4304704

"My booooyyy, this argent energy is what aaaaaall true scientists strive for."

protip, I'm imitating his raspy robot voice

>> No.4304705


Ehhh we all gotta start somewhere. You know, I've been playing doom ever since I got a pc in 95 and I'm still pretty bad at it. I can manage Doom 1 & 2 on ultraviolence, but I've never beaten Final Doom without a hearty dose of savescumming.

>> No.4304750

Is it made any better if I had the SNES port of DOOM growing up?

>> No.4304762

you are utilizing strafing, right?
and use rockets and cells for anything bigger than a pinkie
especially rockets, since they are subpar against bosses and not worth saving for them

>> No.4304771

A watered down console port?
Why would you think that's better?

>> No.4304772

use vid_listadapters to see the index of monitors and number of your main one then use vid_adapter and the number of it, then restar your gzdoom and the problem should be fixed.

>> No.4304775

Because it's better than nothing, maybe?

>> No.4304784
File: 396 KB, 680x619, Thumbs up!.png [View same] [iqdb] [saucenao] [google] [report]

That totally worked. You're a hero, anon

>> No.4304787
File: 51 KB, 800x500, aboutsample.jpg [View same] [iqdb] [saucenao] [google] [report]

What do people think of this for the credits card? I couldn't decide between tombstone and dog tag, so I kind of split the difference.

>> No.4304794
File: 54 KB, 300x234, Nah.jpg [View same] [iqdb] [saucenao] [google] [report]

Anytime bro o/

>> No.4304805

nigga i'm getting a real taste for 3d. Partly thanks to your mod way back when really. Going great with my first original creation atm.

>> No.4304809


>> No.4304816

Glad to hear that, specially now, there's no much excuse to say "models are ugly" in GZDoom anymore since the engine can now use their normals to properly light them accordingly.

>> No.4304823
File: 104 KB, 832x661, tgSvIc7.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4304824

I just render them into sprites (except fancy special effects like shields and electric explosions), but yeah you're right that they can look *way* better in engine these days. There's also angle interpolation for A_Chase now.

>> No.4304827

Make the blood look like it's pooled at the bottom of the reliefed letters instead

>> No.4304829
File: 127 KB, 257x250, 1481395457961.png [View same] [iqdb] [saucenao] [google] [report]

You sound like a very fun guy to be around.

>> No.4304835

Yeah i'm using that feature in the Version 2.9.2 of the mod already as well i converted all dynamic lights to attenuated ones so the models gets properly lit by projectiles and replaced decorations the mod have, it should arrive this week, probably friday.

>> No.4304840

Awesome. Looking forward to it.

By the way do you or anyone else know if there's a way with zscript to manually set the light that affects an actor? Like it were standing in a room with a specified sector light.

>> No.4304895
File: 30 KB, 600x419, get out to your hole.jpg [View same] [iqdb] [saucenao] [google] [report]

Go to your hole boy!

>> No.4304897

This you mean? https://zdoom.org/wiki/Controlling_dynamic_lights

>> No.4304910
File: 15 KB, 413x439, WhosWhoKronk1.jpg [View same] [iqdb] [saucenao] [google] [report]


I wanted to make a haunted house map, but I'll have to seriously fight the urge to make a Pumpkin Hill mountain climb.

>> No.4304915

Yup, Keen is often challenging

>> No.4304916

I love this idea.

>> No.4304919

No I don't mean dynamic lights. I mean faking a monster being in a sector with light (x,y,z). Like, toning its color you know?

>> No.4304937

>there is still no documentation or tutorial on how to use ZScript

How do you create a language without documentation.

>> No.4304940

Well for switching colors you use the Translation actor property or if you want plain color then you use RenderStyle Shaded and use the StencilColor property to configure it.

>> No.4304954

So that's a no then? Shame. I wanted to do some crazy stuff with shaders.

>> No.4304960
File: 85 KB, 851x1483, 1507142193.png [View same] [iqdb] [saucenao] [google] [report]

where is it. where

>> No.4304968

I guess so, i don't get precisely what you mean so you have to search for it a bit or play with shaders as you are already planning to do.

>> No.4304975
File: 73 KB, 768x1024, DLO5SD7UMAAeAz7.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]

heh somebody on twitter actually did it


>> No.4304986

In a shader you get the RGB value of the texture's pixel and also the RGB value with which it is lit. In the previous version GL renderer I could hijack the alpha channel (actor/hudmessage opacity) to send info of my own choosing to the shader, but that doesn't work now. So I figured if I could hijack the lighting color instead I could use that to pass angles or whatever to the shader.

>> No.4304989

There are at least 7 fucking Keen games, mention which ones do you mean.

>> No.4304996

Have they, or have they NOT fixed the crash bug involving the software renderer?

> after a few secs into a game map it starts crawling to a goddamn halt then it crashes with no explanation

> it does not start off laggy, it takes about 5-15 sec before it crashes

Other people have had this problem. ill have to use v2.4 until they fix it.

>> No.4305002

Shame that there's two full episodes and then one map by itself in episode 3. Any chance of getting more maps to finish ep 3?

>> No.4305003

Anyone know why smoothdoom options wont show up in the menu in gz but it does in z?

>> No.4305009

Just keep complaining about Fallout's bullshit. Hopefully the idea will die before any more games are shit up by it.

Just like anti-2nd hand measures last gen.

>> No.4305038

Will they besmirch Doom 4? Probably.
But I doubt many of us will be that broken up about it, considering most of us prefer the originals - and good luck to Bethesda if they want to suddenly crack down on mods for them.

>> No.4305040

Does 4 even have any mods? I couldn't imagine them selling anything for the game at this point, even the DLC went free.

>> No.4305047

Funny you bring this up, because apparently, Sgt Mark is having some troubles with Beth, because of his Patreon.

>> No.4305052

Pretty much all mods with custom menus are incompatible with new versions of GZDoom. Using one of those mods with redefined menues would mean the new engine feature options wouldn't show up, so graf forced a block on it. You have to do it a specific way now.

>> No.4305057

With Graf magic.

>> No.4305059

first they steal your idea and remake it in HD. then they sue you for infringing their copyright. BRothers and HUElies, we must destroy them.

>> No.4305061

Is it true that there is one of the few people, in this fucking planet, has knowledge of ZScript, but is wasting it on a fucking vore based mod?
Please, somebody explain this to me, i just want to know more.
This makes me fucking mad, because someone has something that could have been used by others, for the greater good, yet he's wasting in on degenerency.

>> No.4305062

I was wondering how long it'd take until that happened, took way too long.

>> No.4305063


>> No.4305067 [SPOILER] 
File: 91 KB, 1279x728, 1507146356508.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4305068

>make mod out of stolen ideas and assets
>the most fundamental aspects are stolen by a major company for the new game
It's actually pretty funny.

>> No.4305079

>You have to do it a specific way now.
Elaborate, please.

>> No.4305082

i'd laugh if he ends up having to change the name to Brutal D

>> No.4305086

There's more and more documentation by the day though anon. And the basic stuff is easy to learn by looking through gzdoom.pk3's internal zscript actor definitions.

I think you have to add a new menu option to the main menu somehow. It's not my area of expertise.

>> No.4305094
File: 816 KB, 1780x1050, Sgt Mark IV.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4305096

on the one hand, i really shouldn't be surprised, given how many stolen assets, even straight from the iwad, he's making money off.

>> No.4305114

executions on monsters were done by serious sam 3 before, excessive gore isnt anything new either

>> No.4305116

and on the other hand..?

>> No.4305117

>on my toilet
Do BRs not know where the poo goes in toilets?

>> No.4305118

we must fight the oppressors for your right to steal everyone else's shit and make money off it, brother. sister, sorry

>> No.4305121

And as much as i hate Mark, it's ironic when you consider that Bethesda are the ones pushing the paid mod meme.

>> No.4305131

the whole thing is just hilarity, I dont like mark and I dont like beth, but its funny to see them eyeing mark and him shitting a brick out of this

>> No.4305134

Who else will get involved? Romero? Graf Zahl?

>> No.4305137

somehow I wish valve got involved so they too get a stick up their ass but they are unrelated to this unfortunately

>> No.4305164

Nah, he's dedicated to working on John Romero's Blackroom(TM). Full time, no diversions. Honest this time.

>> No.4305169

Is there anything special I need to do to replace potions (and, I assume, any other animated pick ups)? I replaced the graphics, but they still show up in game as default Doom potions.

>> No.4305184

on the other hand, i have a sandwich in it, and i'm sure bethesda would try and grab for that if they legally could

>> No.4305189

> fatalities
> finishing an almost downed opponent with excessively violent hand-to-hand attacks
> mortal kombat

>> No.4305194

I doubt anyone will be broken about it considering there's no mods.

>> No.4305208


>> No.4305209
File: 511 KB, 1320x650, spoop.png [View same] [iqdb] [saucenao] [google] [report]

who else working on their vr halloween map?

>> No.4305214


if the rules are like in 2015 and they allow for the submission of gzdoom/idtech games, it would be interesting to see more entries
nido force still is a whole lot of fun

>> No.4305215
File: 23 KB, 600x600, 36c67cf603670d027a5a2ed3b04f81a6.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there an Australian/Outback wad?

>> No.4305219

high noon drifter allows you to sling a boomerang at your foes, but that's about it

>> No.4305237

I'm working on a from-scratch spiderdemon replacement

>> No.4305247

Is it going to be a pumpkin on stilts?

>> No.4305252

Ah no it's not a halloween thing. It's a spider tank that'll have a fancy beam cannon.

>> No.4305253

sunlust map20 called, it wants its cacodemons back

>> No.4305258

i'd like to see that
there's Legion Down Under but it's ancient and not very australian

>> No.4305265

If some form of consensus/wish list for halloween monster reskins is reached I could maybe do that, but at the moment I've enough to do for my own project.

>> No.4305268

rules say only rpgmaker, so rip

>> No.4305305
File: 117 KB, 452x396, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Is it normal for a MAP with these stats to take ~3 seconds to save in GZDoomBuilder?

>> No.4305309

start worrying when it gets to double digits

>> No.4305315

>Have you tried resetting the sound in G/ZDoom?

How do?

>> No.4305323

>nido force still is a whole lot of fun
Unlike your final boss fight. Ugh.

>> No.4305327


i haven't made anything, anon

>> No.4305328

they're revenants

>> No.4305346


It's in the Sound options, in the bottom of it iirc

>> No.4305352

weird i couldn't see that. and can't find a map with a similar layout of revenants filling curvy sectors.

>> No.4305353
File: 2.92 MB, 960x540, 1482592902091.webm [View same] [iqdb] [saucenao] [google] [report]

you can gain temporary speed, you cannot maintain momentum.
i dont consider it cheating because i normally use mousewheel for bhop which works just about the same (and by the way, you will want to bind jump to mousewheel for this script because the bunny hop script does not let you crouch jump effectively which is an essential skill for medics so scroll wheel would act as "normal jump"). see webm for what i mean by crouch jump. it wont trigger vac if that is what you are asking

>> No.4305385

That webm is adorable.

>> No.4305389


Yeah, came across that just a bit ago.
Like >>4305268 said, it's only RPG Maker, so it's probably not very /doom/, but the /rpgmg/ on /vg/ is gonna be excited about it.

>> No.4305390
File: 3.00 MB, 848x478, 1498241922316.webm [View same] [iqdb] [saucenao] [google] [report]

I'll show you adorable

>> No.4305402


>> No.4305421
File: 695 KB, 800x600, XhRtbc9.gif [View same] [iqdb] [saucenao] [google] [report]

looks like this is what we're competing against lads

>> No.4305425
File: 233 KB, 828x866, demons are quick to recognize lewdness.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4305445


Is that the man from Blues Clues why would someone do this

>> No.4305451 [DELETED] 

looks like a gay map made by gay people to be played by other even gayer people on a gay website, desu

>> No.4305453

So exactly like our project then?

>> No.4305454


>> No.4305459
File: 259 KB, 960x540, Screenshot_Doom_20171005_012229.png [View same] [iqdb] [saucenao] [google] [report]

This looks pretty bad. Could anyone suggest me a decent hud replacement? No stupid REAL SPACE MUHREEEN visors or anything, just a replacement or improvement for the default

>> No.4305464 [DELETED] 

no, our project is cool and neat
doomword is gay and bad

>> No.4305465

if on Zdoom or GZdoom, press minus key

>> No.4305474
File: 441 KB, 1366x768, Screenshot_Doom_20170920_200840.png [View same] [iqdb] [saucenao] [google] [report]

I take it you don't care for this? Shame because I think it actually looks good, as opposed to that god-awful Ultimate Doom Visor mod.

>> No.4305481

Looks pretty decent. It was the ultimate doom visor i had in mind when i wrote that, thing looks disgusting.
What is that one called?

>> No.4305483

Do people even really pay attention to the HUD that much? Can't say I ever do. Game will tell me when I'm out of health.

>> No.4305486

Wildweasel's Doom visor Doom 64 version.
Basically it's a red edit of the original green one with the shit user info and mugshot at the top middle of the screen removed.

>> No.4305489

I dont pay attention to it as such. My problem is it takes up screen real-estate that could be used to render glorious GUNS and GUTS

>> No.4305493

I'm a little annoyed with the moon man wad.

>> No.4305503

Because it's poorly made? Because it's just retarded /pol/ memes and wank fantasy? Because it tries too hard to be funny? Because of the voice lines? Because it came from that cesspit otherchan?
It's all of the above, isn't it?

>> No.4305505

Why is that?

>> No.4305510

I think there is always a chance of spawning a super chicken that has insane hitpoints

>> No.4305540

Well, I talked about it last thread, asking if there were other wads changing the shotgun and replacing it by a rifle, and someone commented something like "oh, it actually changes the gameplay?"
So I decided to give it a try, but I tried to be objective, because I wanted to find good reasons to suggest it to people.

And I found out that except the new weapons (that I really like), that wad is actually pretty bad.
On the good side :
- it changes a few weapons, sometimes for the best (the moonman's rifle who replaces the shotgun, or the moon beam that replaces the plasma weapon but set the enemies on fire),
- it randomizes zombies, so that you don't feel like you're fighting the same clone over and over again.

But on the shit side :
- the imps' fireballs are replaced by basket balls who bounces off the floor, making them a bit harder to predict,
- the pistol zombies and shotgun zombies are harder to differentiate, since they're all randomized between SJWs, nigs, and whatever else,
- some sprites are really shitty, like the reskinned imps who sometimes has sick abs, and then lose them, when it's not just an agro added to a monster,
- and of course, the jokes are only funny if you have a poor sense of humour (which I have), or if you're intoxicated (which I am).

And also, the monkey screams they used are stock screams, so they sound exactly like these fucking monkeys in System Shock 2, which makes me jump every time I hear these fucers.

Because it's poorly made. The rest of mostly subjective.
The humour is pretty shit too.

>> No.4305543
File: 462 KB, 1366x768, Screenshot_Doom_20150704_214649.png [View same] [iqdb] [saucenao] [google] [report]

it literally looks like that except made for widescreen monitors

>> No.4305546

Yes, exactly.

>> No.4305553

Wildweasels actually fits the graphical style of Doom though, Ultimate doesn't and has a shit ton of annoying features you have to disable and tinker with.

>> No.4305554

And to think the guy behind this mod called MetaDoom just a randomizer.

>> No.4305562

what's that map there

>> No.4305575
File: 1.32 MB, 1366x768, Screenshot_Doom_20150802_192830.png [View same] [iqdb] [saucenao] [google] [report]

bloody steel map01

>> No.4305578

>bullshot! ultra-foiled attock!

>> No.4305585

i can't even make brozouf joke because it already has two O's in it

>> No.4305590

>try Project Einherjar
>it's pretty cool, basically genderswapped Wolfenstein with more interesting maps and an overly elaborate plot for a Doom mod
>enemies talk far too often
>all you can hear 90% of the time are a bunch of clueless sounding girls swearing and sounding confused over every noise they hear
>kill robot drone that also won't stop talking
>these are common enemies
Oh come on, really? It's a good mod with cool maps and an interesting setting, why ruin it with silly and constant chatter?

>> No.4305612

what're those weapons from?

>> No.4305645


>> No.4305668

this has to be some shitty fan mod, like hardcore doom wars or something. shoving as many weapons as you can int-
>made by sgtmarkiv
... uh. right then. hm.

>> No.4305708

Maximum D44M when

>> No.4305730

>6 melee weapons
>2 handguns
>2 submachineguns
>4 assault rifles
>5 shotguns
>3 rocket launchers
>3 machineguns
>2 flamethrowers
>4 energy/plasma guns
>4 bfgs
>2 snipers - magnum weapons
>5 throwables (grenades, molotovs, etc)
Aside from the first three categories, throwables, and plasma weapons, this seems like one/two too many for each weapon category. How many variations of shotguns, rocket launchers, flamethrowers, and BFGs do you possibly need for one mod? Are there multiple single-barrel and double-barrel shotguns or does this include hunting rifles and the likes? Is there a grenade launcher under the rocket launcher category? What use is there for a second flamethrower type and what does it do differently from the other? It just seems like some kind of Russian Overkill-lite with the BROOTAL tag slapped on it.

>> No.4305773
File: 1.16 MB, 1366x768, sombrero planet.png [View same] [iqdb] [saucenao] [google] [report]

iirc it had a one weapon per slot like drla, so you had to choose what you wanted then & there

>> No.4305784

Alright, that makes more sense then.
>That ring curvature
Damn that looks funky.

>> No.4305787
File: 2.99 MB, 200x216, autistic girl.gif [View same] [iqdb] [saucenao] [google] [report]

What the fuck happened here?

>> No.4305791

it's a sombrero planet, can't you read

>> No.4305793

What caused the result? Like the stretch short skies option or what?

>> No.4305794

Still way too damn many.

>> No.4305798

>Video render scaling
>"Classic Transparency" option
Yeah boi

>> No.4305803 [SPOILER] 
File: 516 KB, 1280x720, 1507168825529.webm [View same] [iqdb] [saucenao] [google] [report]

It is not a mystery that we live near a black hole of sorts.
Maybe other planets exist in similar situations?

>> No.4305805
File: 221 KB, 506x240, 628688040_preview_tumblr_o2qmk8uwQ51ugsx1xo1_540.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4305812

Impish Impalers inspired mod when?

>> No.4305814
File: 343 KB, 451x426, 1493516987126.png [View same] [iqdb] [saucenao] [google] [report]

What... What is this pure beauty that you behold infront of mine eyes?

>> No.4305818

Devil Daggers the first game of this decade that started this trend of "retrovisuals"

>> No.4305826

Fuck I hated how everyone was cumming themselves dry over it being "retro". I mean it's an ok game but it is by no means retro, it's just pretending to look like it.

>> No.4305834

Now I'm reminded that Strafe got a pretty significant update recently. Wonder if that game is made any less shit.

>> No.4305835

One of the two visors isn't an 187 megabytes large download.

>> No.4305847

I've been playing it to get the mutators and try them out. It makes the game more fun.
There's a pretty late unlock where you can play through the game on a static seed with 3 lives.

>> No.4305852

Make the etching bevel less deep, and with a harder curve. Too soft and wide.

>> No.4305861


>> No.4305872
File: 3 KB, 1024x128, NewMoon.png [View same] [iqdb] [saucenao] [google] [report]

Looks like I found the sky texture I needed for my Halloween map.


>> No.4305874

Link to the thread where I found it: https://www.doomworld.com/forum/topic/59001-looking-for-a-star-sky-texture/

>> No.4305879
File: 3.29 MB, 319x215, 1506547301175.gif [View same] [iqdb] [saucenao] [google] [report]

more like this please

>> No.4305886

This guy was probably a dumbass.

>> No.4305889

Doom 2 Unleashed is no joke. I've never played a wad where I couldn't even beat the first level.

>> No.4305919

hence "retrovisuals", not "retro"

>> No.4305927

metadoom is an ADVANCED randomizer
with good stuff
and that centered D44M LG is pretty sexy

>> No.4305986

Hm. Guess I will edit some more textures. But for future purposes, the deadline is too tight to keep adding mroe textures to the Halloween wad.

I think in order to make a mad I probably gotta speedmap it this weekend.

>> No.4306043

Superchicken is a player that managed to kill another player while being a chicken.

>> No.4306046
File: 440 KB, 1366x768, Screenshot_Doom_20171004_222400.png [View same] [iqdb] [saucenao] [google] [report]

The greatest Doom ever made.

>> No.4306050
File: 368 KB, 1366x768, Screenshot_Doom_20171004_222411.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306054
File: 671 KB, 1366x768, Screenshot_Doom_20171004_222420.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306075
File: 24 KB, 570x168, Idle.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4306078
File: 315 KB, 1366x768, Screenshot_Doom_20171004_224837.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306081
File: 148 KB, 259x235, fug.png [View same] [iqdb] [saucenao] [google] [report]

>make weapons hilariously overpowered
>can't nerf them without making them feel like shit
I think I'm turning into PillowBlaster.

>> No.4306082

I have questions.

>> No.4306083
File: 725 KB, 1366x768, Screenshot_Doom_20171004_225219.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4306087

NCHud is clean and simple, with tons of options
HXRTC on is good too

>> No.4306089

give your OC flaws, nobody likes a mary sue

>> No.4306091
File: 109 KB, 450x520, taking out the trash.png [View same] [iqdb] [saucenao] [google] [report]

What're the flaws of Lord Blaz and Hae-Lin then?

>> No.4306096

What my OC is just a doomguy, but his armor values are weird?

>> No.4306098

>Lord Blaz
Loves to tweak his guns and weapons endlessly instead of going on adventures

Likes to be way too strong yet doesn't finish her project

>> No.4306102

It sounds like you mixed the flaws of the creators with their characters.

>> No.4306103

I think it's canon for Blaz because he comes up with new moves all the time

>> No.4306105

Looks like HComplex HUnloved
Although on the pic >>4306078 he is very much Loved

>> No.4306106
File: 458 KB, 1366x768, Screenshot_Doom_20171004_230538.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306107

What if mine is just alternate reality doomguy?

>> No.4306108

they're both fucking savages who eat food they find laying on the floor or worse, on the corpses of monsters they've killed

>> No.4306112

Doom and Doom 2 on UV are easy.

>> No.4306113
File: 51 KB, 500x517, 1471956129464.png [View same] [iqdb] [saucenao] [google] [report]

You know. That makes a lot of sense. I'm running with that now.

This one is also true.

>> No.4306115



>> No.4306117
File: 73 KB, 421x480, 1446974543675.jpg [View same] [iqdb] [saucenao] [google] [report]

What's hard out of the official games, then?
I'm currently stuck in E4M5, I got to the Cyberdemon then stupidly teleported right next to it and died before I could get a BFG shot off.

>> No.4306120
File: 498 KB, 1366x768, Screenshot_Doom_20171004_230549.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306121


>> No.4306124
File: 506 KB, 1366x768, Screenshot_Doom_20171004_230552.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306125

confirmed for shit taste in waifus

>> No.4306126
File: 487 KB, 1366x768, Screenshot_Doom_20171004_230623.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306127

you wanna fight m8?

>> No.4306128

fight me, nerd
tomboys are SHIT

>> No.4306129
File: 482 KB, 1366x768, Screenshot_Doom_20171004_230711.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306131


>> No.4306132

what about my shit

>> No.4306134
File: 541 KB, 1366x768, Screenshot_Doom_20171004_230739.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306135


>> No.4306138

sometimes the food is even sitting in pools of radioactive waste, blood, or shit. i know one of them is a medieval knight who accidentally himself into the future and the other is a korean but even they ought to have some standards.

>> No.4306140
File: 273 KB, 842x767, 1373662687402.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4306143
File: 449 KB, 1920x1080, STRAFE 2017-05-11 22-48-26-80.png [View same] [iqdb] [saucenao] [google] [report]

>There's a pretty late unlock where you can play through the game on a static seed with 3 lives.

Doesn't really seem that necessary though, the game isn't that hard. Icarus can start rough but that's it.

>> No.4306145
File: 580 KB, 1366x768, Screenshot_Doom_20171004_230847.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306147
File: 402 KB, 1366x768, Screenshot_Doom_20171004_232602.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306148
File: 164 KB, 1366x768, Screenshot_Doom_20171004_232611.png [View same] [iqdb] [saucenao] [google] [report]

for the record i actually am talking to the baron but it doesn't show the text like with the other one

>> No.4306150
File: 186 KB, 1366x768, Screenshot_Doom_20171004_232622.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306151
File: 354 KB, 1366x768, Screenshot_Doom_20171004_232640.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306157
File: 420 KB, 1366x768, Screenshot_Doom_20171004_232703.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306167
File: 520 KB, 1366x768, Screenshot_Doom_20171004_232742.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306168

That big and black dude is too big and black for this bedroom

>> No.4306170
File: 441 KB, 1366x768, Screenshot_Doom_20171004_232758.png [View same] [iqdb] [saucenao] [google] [report]

Gangsta Grosse never too big

>> No.4306182


Ep 4 is actually pretty tough. Esp the first two levels.
Final doom is when shit gets real crazy. Plutonia in particular

>> No.4306184
File: 668 KB, 1366x768, Screenshot_Doom_20171004_232825_01.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4306189

wtf is all this
are we being raided?

>> No.4306192

Anon is just loading up a slew of conflicting mods again

>> No.4306194
File: 508 KB, 1366x768, Screenshot_Doom_20171004_232840.png [View same] [iqdb] [saucenao] [google] [report]

it's fun

>> No.4306207

oh right sorry to be so jumpy then. just i saw like hdoom with hitler and Sonic the Fucking Hedgehog and, it's like, some cunt is threadshitting by going full Omegalore. forgive me

>> No.4306208
File: 614 KB, 1366x768, Screenshot_Doom_20171004_232904.png [View same] [iqdb] [saucenao] [google] [report]

is he some kind of doom modder

>> No.4306209
File: 139 KB, 459x570, 1485134981879.jpg [View same] [iqdb] [saucenao] [google] [report]

This thread is on its way out anyway, don't pay it too much mind.

>> No.4306210
File: 411 KB, 1366x768, Screenshot_Doom_20171004_233142.png [View same] [iqdb] [saucenao] [google] [report]

nevermind i looked him up

>> No.4306214

Now I want to play whatever insane game he's playing.
Does this guy upload his wads anywhere? Are they worth playing like Terrywads?

>> No.4306218
File: 479 KB, 1366x768, Screenshot_Doom_20171004_233234.png [View same] [iqdb] [saucenao] [google] [report]

oh wait never mind duh it's in the description i'll probably make a webm tomorrow with a bunch of other wads put together

>> No.4306220

WHENS Hacx 2.0

>> No.4306238

When is the final 300mins release? It's not forgotten about, I'm just waiting for the fixed-up WAD. Of what I played it was great.

>> No.4306260

Exactly! If I had to put the plasma gun in a general category of FPS weapons, I'd say it's Doom's own LMG or something, powerful, high capacity, and a really high rate of fire.

>> No.4306284

In E4 I finally got a real appreciation for it.

>> No.4306290

all right i haven't changed much since i wrote >>4303179, only a couple of linedefs with incorrect pegging flags, and a couple more jumpy things near moving sectors, on map09 which i spotted last night.

i haven't received any more bug reports that i consider release-blocking, either here or on doomworld. my own testing isn't showing up much wrong beyond texture alignment (and i am tired of playing texture alignment whack-a-mole, where you fix one line and it breaks the look somewhere else). indeed i must confess i am well past the point of being sick of the maps from overexposure to them. so it's unlikely i will find anything else wrong unless i take a few weeks off and come back to the wad with fresh eyes. but i don't want to delay the release any further, so i guess it's as ready as it's going to get.*

hopefully final release candidate:

* of course for every player motivated to test a beta version / release candidate, there are a good few "i'm waiting for final release before i play it" people who won't give you any bug reports until after it stops being convenient to fix them. it seems like basically all my draft release candidate posts get ignored, which is frustrating. not to single you out or anything, just having a moan.

>> No.4306291

Did you put the sprites between markers?

>> No.4306348

About to watch Bladerunner 2049 on the weekends. Anyone know of a good Cyberpunk themed map pack for Doom that I could play while I wait?

>> No.4306354

BTSX E1 is sadly the only one I know of. Valhalla and Putrefier are a bit blade runner-y as well.

>> No.4306371

Episode 3 when?

>> No.4306394

I suck at games and I was able to beat the game, just be persistent and play when you feel like it, leave it for a bit if you are starting to get too frustrated.

The supershotgun is p.good for upclose against the spiders and mancobus because they're big, but yeah, not a good idea for many of them at once.

>> No.4306436

They've got enough sticks up their ass due to the HL3 leak and the Dota card game. It's never enough to make a dent on the margins of such a huge company tho.

>> No.4306448

I've always had the most trouble on Black Canyon. Icarus is ezpz.

>> No.4306449

Tomboys are great, go to hell.

>> No.4306454

I think tomboys are fine, but can I still go to hell to shoot demons in the face?

>> No.4306512
File: 6 KB, 380x210, sgtmark.png [View same] [iqdb] [saucenao] [google] [report]

I think Canyon is pretty manageable, it has a larger amount of health and random weapons lying around, so even if your primary can't handle the golems something else will. Icarus can potentially get a lot of cheap potshots into the player since the game's sound design is ass which doesn't bode well in close quarters, and the episode practically sets you up on the run you're on.

Only real problem I've had with Canyon was sometimes trying my way past the wreckage in 2-3, sometimes the way forward is easy to miss. The insect things I'd admit can be tricky depending on your weapon. Wish the game's secondary fire modes weren't so fucking handicapped by running on the primary magazine.

>> No.4306515

Most of my issues come with being funneled into a dead end and just being swarmed. Or having a bad run on Icarus and getting to Black Canyon with low health. Burbs and Athena were much easier by comparison. I've never made it past 4-3

>> No.4306524

Well yeah, Icarus makes and breaks runs. Black Canyon is surprisingly good with navigation thanks to the markers.

The level beyond 4-3 is like a generator core boss. It tries to do bullet hell stuff that you can easily jump over on top of spawning enemies in bulk that comes with free guns, while you try to shoot off the panels and then hit the three core layers when the shields go down. MG's Flechettes and Shotgun's Triple Grenades make it a cakewalk, the latter's C4 can also pierce through the shield. Kinda shitty boss.

>> No.4306543
File: 33 KB, 361x428, 1140725762687.jpg [View same] [iqdb] [saucenao] [google] [report]

Rip and tear your Guts.

>> No.4306556

New thread, hopefully I got everything.


>> No.4306559 [DELETED] 

No matter how many times my post gets deleted nothing will change the fact that doomworld is for dumb homos that like kissing men and being dumb and bad. Note the fact that being bad and dumb has nothing to do with being homosexual, its just incidental that everyone on doomworld is homosexual in addition to being dumb and stupid and bad and smelling bad and enjoying sniffing farts (but not in a gay way)

>> No.4306702


We get it, you got banned for posting terrywads. Now go away.

>> No.4306870
File: 287 KB, 1280x1024, Screenshot_Doom_20171005_135216.png [View same] [iqdb] [saucenao] [google] [report]

I presume the flats aren't supposed to look like this.

>> No.4306876


RP is fine when you're not being fuckin' retarded about it and/or using your power to be an powertripper instead of an D&D dungeonmaster.

>> No.4306940
File: 83 KB, 260x246, 1366612925365.png [View same] [iqdb] [saucenao] [google] [report]

>mfw halfway into Ultimate Doom 2
This may not be slaughter levels of mob count, but it sure is a lot for a casual like myself.

>> No.4307760

There is literally nothing wrong with having reloading or iron sights in a gameplay mod that's built for those features.

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.