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4369234 No.4369234 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4362221

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/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/









>> No.4369239


-Repugnus has put the Halloween mapping project on hold due to mapping fatigue and lack of submissions.
-Last test build released (also contains latest textures)

-Officially released. Go play it!

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

=== NEWS ===

[11-2] 32in24-16 released

[11-2] Netronian Chaos updated

[11-1] Death Wish for Blood updated

[11-1] BDv21 public beta released

[10-31] Updated /vr/ Halloween wad

[10-30] Castlevania: Simon's Destiny (GZDoom .ipk3) released

[10-30] DooD, underwater, and beer goggle shaders for GZDoom

[10-25] ZeroMaster breaks his recent Doom 2 Nightmare speedrun record - 21:54

[10-27] High Noon Drifter v1.2 pre-release

[10-27] Gregor Punchatz confirms the mancubus display model was a remake

[10-27] QUMP released

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4369259
File: 1.40 MB, 400x259, Barrels O' Fun.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4369281

>qump is the last link

farewell sweet prince

>> No.4369304
File: 44 KB, 343x960, 1465405318631.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4369324
File: 158 KB, 500x600, 1485329401799.gif [View same] [iqdb] [saucenao] [google] [report]

Don't UNF because it's gone, HUH because it's finally done.

>> No.4369327

it's still in CUrrent Events

>> No.4369363

I wish this was an enemy in quake

saved that shit
my sides split

>> No.4369372

You wish Ranger was an enemy in Quake?

>> No.4369379

He meant Slash.

>> No.4369383


Would be interesting if Slash, Anarki and probably Keel was bosses in Quake as Hexen had that evil versions of the player classes.

>> No.4369390

That too but I was talking about the chick.

Quake would've been a great place to put a fallen-possessed-comrade to fight against as a boss. Like there's a courtyard area that has the gate in it, and you've collected the two keys to unlock it but it doesnt quite unlock - oh snap the door closes behind you when you try to fiddle the locks.

> Its that dude.
> Looking for this? He holds up a remote control of some kind, its the thing you need to leave the level.
> Come and get it.

Too bad nobody knew how to make bots until Q2. A nice arena fight with a bot as a boss would have been kiiilller back then.
> he could've been slower due to being zombified, but the real awesome would be his randomly switching arsenal
> tries to shove an SNG up your ass
> then when detects the player is below 100 health tries to finish you off with an RL
> boss has 800 health, twice a fully powered player

>> No.4369395
File: 147 KB, 800x630, early-model.jpg [View same] [iqdb] [saucenao] [google] [report]

I mean, she's already technically an enemy in Quake 3 Arena and Quake Champions, Slash isn't some pretty face the artist just made up.

>> No.4369402

> switch to SSG to do chip damage if he gets no hits in for a long while
> spam grenades to zone player and foollow up with SNG to make use of more restricted area
> backpedal and shoot ground with RL if player gets too close
> respawning mini ammo packs for LG which he tries to go for

>> No.4369414

I wonder what happened to the main Character of Quake 2 after he Killed the Macron at the end?

>> No.4369420

stranded on nondescript planet, possibly the same we were invading at beginning of the game

>> No.4369447
File: 228 KB, 540x512, Flynn Taggart RUserious.png [View same] [iqdb] [saucenao] [google] [report]

This cannot stand.

> spawning ammo that enables him to be much more dangerous to the player, which the player has to strategically say "oh shit" and run for it themselves.
> In Hard or Nightmare difficulty He picks up Health Packs too... the ones laying around the map which you need.
> This suffices perfectly for difficulty control, he doesn't need accuracy adjustments or anything just behavior modification
> you dont have a rocket launcher by that point, when you kill him thats the only surviving weapon that he drops - thats how you get your RL in that episode

Score, im there.

>> No.4369453

Became gladiator in Arena Eternal.

>> No.4369483
File: 399 KB, 1366x768, Screenshot_Doom_20171102_111411.png [View same] [iqdb] [saucenao] [google] [report]

why does it look like he ripped it straight from rott & modified it?

>> No.4369501
File: 491 KB, 1536x2048, DNkCeKGUEAAvAMp.jpg orig.jpg [View same] [iqdb] [saucenao] [google] [report]

George Broussard found this painting in a closet. Unsued catalog art.

>> No.4369506

>that chaingun
>Keen's helmet
jesus christ

>> No.4369507

BJ's beltbuckle reading "BJ"

>> No.4369509
File: 3.29 MB, 319x215, 1491383912505.gif [View same] [iqdb] [saucenao] [google] [report]

someone uploaded a modified "lights.pk3" some threads ago to use with Light Shadowmaps enabled, I formated my C drive, I don't know if I downloaded it because the one I found in my computer doesn't do shit, or is not for that option?

also, the default lights.pk3 doesn't light the barrels?, is that correct?

>> No.4369516

>=== CURRENT EVENTS ===/vr/ HALLOWEEN MAP PACK-Repugnus has put the Halloween mapping project on hold due to mapping fatigue and lack of submissions.-Last test build released (also contains latest textures)-https://www.dropbox.com/s/uikf8kmz3st4z2j/vryspooky_alpha.zip?dl=1
>[10-31] Updated /vr/ Halloween wad
Ya blew it OP

>> No.4369525

Eventually went home.

Depending on how you like your endings, he either gets some poon or he dies in the VA hospital due to neglect.

>> No.4369526

That's non-canon, it's a different timeline where Bitterman got captured by Stroggs and got experimented on (eventually they reused that plotline for Quake 4)

>> No.4369530

What's everyone's opinion about dynamic lights in Doom maps? Do you like them or do you prefer hand drawn sector lighting?

>> No.4369532

Sector lighting looks more stylish in my opinion. I never was satisfied when I tried dynamic lights.

>> No.4369534

I like both.

>> No.4369541

well-done sector lighting is the best thing ever.
dynamic lights one of a large number of nontraditional enhancements in which i have no interest. i've never even tried to use them.

>> No.4369550

I mean a lot of other doom mods base their sprites on stuff from existing games.
Then again mark's getting paid for it so...

>> No.4369563

I wonder why Romero nor any of the people at Ion Storm cared to do any major debug work nor double-checking of the AI on Daikatana? Its such a mess!

>> No.4369568

They did patch the game at least once I think.

Also they were running out of money.

>> No.4369569

Same reason why Mass Effect Andromeda was released.

>> No.4369572

is that doom 2 reloaded?
damn the nostalgia

>> No.4369574
File: 2.00 MB, 1920x1080, Screenshot_Doom_20171102_180435.png [View same] [iqdb] [saucenao] [google] [report]

So, ummmm...
I don't really like bashing brutal doom, BUT...
If anyone here still wants to play the new version of BD - be aware.
Any map that has rain effects achieved through particle generators can get your framerate down to single digits as long as they're above any texture that spawns those new water ripples.

>> No.4369576

does that revenant have autism?

>> No.4369586

I think that deserves a slow clap. Holy fucking shit.

>> No.4369590

Brutal Doom creator needs to call it quits.

>> No.4369591

That's just fucking amazing.

I'd ask for a .webm but I think it'd come out as a slideshow.

>> No.4369592

Yeah - i tried to record it but not only it was choppy, but my laptop started overheating like crazy so... screenshots are all i have now.

>> No.4369601

Those Quake 2 drop step sounds are really fucking annoying to hear in BD, because they happen on every single height change you walk between now

>> No.4369619

What map and mapset? I want to try it on my machine.

>> No.4369647

already played both, I don't know why there is no heretic 2 not even on gog

>> No.4369663
File: 1.35 MB, 1920x1080, Screenshot_122.png [View same] [iqdb] [saucenao] [google] [report]

There are other issues too...
Before i knew how to properly use dynamic lighting i used firesticks and lamps and flagged them as invisible.
It worked well even with some other gameplay mods, but now BD not only makes them visible again, but it also makes bounding boxes bigger.
And thanks to that you can't even proceed from this point on (even jumping doesn't help - you have to noclip your way out of this room).
Now - this is mostly my fault and i was going to change it either way in the next update, but still...
I can just wonder how many other mapsets have problems like that.

It's I.H.N.I. - you can find it on ZDoom forum, but the current version has no rain effects so the framerate is... decent - for now at least...

>> No.4369668

anyone making a list of all the things wrong with the new BD version?
like, holy shit

>> No.4369679
File: 169 KB, 1080x946, Shambler2.png [View same] [iqdb] [saucenao] [google] [report]

are Shamblers overpowered?

>> No.4369681

no, the player is

>> No.4369689

those things are a nightmare to fight desu

>> No.4369690

They're easy once you learn the Shambler Dance, or just dive for cover every time they raise their arms. The former is more risk/reward- their melee attacks do a lot more damage than the lightning (the two-arm swing can do over 100 in one hit), but you can't dodge the lightning as long as it has line of sight to you.

>> No.4369691
File: 693 KB, 1366x768, Screenshot_Doom_20171102_110520.png [View same] [iqdb] [saucenao] [google] [report]

here's shit off the top of my head during my play
>clipping weapons on the ground
>weapon actually disappear when firing
>can't switch when dual wielding with the wheel, have to use the numbers
>machine gun totally op, don't need to use any other weapon when stockpiled ammo

when i think of more i'll post

>> No.4369712

they're just less damaging archviles with a baitable melee attack
not really any sort of issue once you know about their explosive resistance

>> No.4369720
File: 10 KB, 184x184, 1465442877377.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw I fight them with a rocket launcher
going through Hard for the first time, these faggots are everywhere. share a tip bro

>> No.4369726

use nailguns and shotguns instead
for the ones that spawn in instead of being placed in the map beforehand, stand where they appear and they'll get telefragged, the player always has priority over enemies with quake teleports

>> No.4369739

RIP in pieces in peace vr halloween

>> No.4369743

>Now - this is mostly my fault
No, it really isn't.

>> No.4369756

I'm going to attempt to suffer through Doom 2 with the new version of Brutal Doom just so I can make a review of it and tear it apart. Wish me luck.

>> No.4369764

God speed, anon.

>> No.4369773

Good luck, you'll never get a rocket launcher. Also damn some of these shell ejections are shamefully bad.

>> No.4369775

Oh boy. I'm going to do it in Tactical Mode, too. Both so I get the (arguably) worst experience, and because I'm one of those weird people that actually likes realism in doom mods.

>> No.4369803

>Good luck, you'll never get a rocket launcher.
If you mean the missing rocket launcher last night, that was in Purist Mode. Because Mark can't be assed to thoroughly test what he's throwing in without checking. And even then it works, it's just he forgot to give it a pickup graphic.

>> No.4369810

I picked it up and didn't get the actual item, just the message.

>> No.4369812

NEVERMIND, turns out I was wrong. "picking up" the Purist ghost rocket launcher results in no rocket launcher
what a fuck up

>> No.4369813
File: 22 KB, 600x361, release the kraken.jpg [View same] [iqdb] [saucenao] [google] [report]

Easy Mode:
Locate the Quad Damage powerup, you get to use it for 30 seconds. Bait the shambler into following you to somewhere nearby. Heck bait 2 of them and their Fiendly friends.

Grab the Quad then pull out the Double Barrel (or nailgun if you desire) and run headlong into them. Tear them all to hell.

> Shambler has 600 health
> Fiends have 300 health
> Death Knights have 250 health
> Shalraths(Vores) have 400 health

> every Quad Double Barrel blast does 224 damage...

>> No.4369840

Quad Lightning Gun is even more effective, even though the LG is literally the de-facto shambler killing weapon for later levels (since they shoot lightning you'd think they'd have lightning resistance?). Thats what you're saving your cells up for all episode long, so that you can kill a bunch of baddies in a row without.

But combine that with a Quad damage and you're looking at 112 damage *per cell*, I mean a quick burst is all it takes to kill a shambler.

> Azure Agony is a great level to mention, since right there at the end is both a Pentagram and a Quad - if you rush the pentagram out to the vores that'll protect you just long enough to grab the quad and quad rocket/LG them, and you can even go down the hall and finish the shambler and vore that showed up when you grabbed the key.

>> No.4369861

Someone do me a favor and remind me to mention this in the review because I haven't started writing a script yet. You can get killed by performing slide-kicks on imps if they land on top of you during the slide kick. 10/10 mod.

>> No.4369868

Are you serious? I have to check this myself.

>> No.4369876

why bother playing it if you're just going to trash it? make up a load of stuff save yourself some time. or better idea, don't write a review in bad faith.

>> No.4369885

Because I went into this update hoping to be pleasantly surprised. I didn't like BD much in the past, but I was hoping this update might fix some of its issues, the early devblogs for it made it look like it was going to be a polish update. I was sorely mistaken. Honestly, the main reason I want to do this is because the mod itself is so overly popular despite how bad it really is. The community surrounding it holds it up as the holy grail of doom modding, as does the creator. And he gets paid to do this. I'm tired of it, so that's why I'm going to make this review. The review itself will start out with judging the mod in a vacuum, judging it without talking about Mark's past in the doom community, the fact that he's paid $500+ a month to make it, the fact that so many better mods exist. Talking about the few merits of the mod itself. Then, once the actual review part is over, I'll talk about everything else surrounding the mod, and judge it on those merits as well.

>> No.4369901

you're not really going to change anything

but godspeed anyway

>> No.4369909

The way I see it, if I can sway the opinions of at least one BD fanboy, I've changed something, even if it's a very small, insignificant change. Thank you, though.

>> No.4369917

On the other hand the thunderbolts come out a lot faster.

>> No.4369921

Are you the same guy who said in last thread that we should just blindly hate something and never test it to properly gauge our opinions?

>> No.4369926

you dont' always have a quad though, like E1M3 which throws multiple shamblers at you before you've even seen your first super nailgun

>> No.4369928

no. i'm mocking the guy for writing a review that's just really a spew of hate. i think if you're writing a review you should be neutral and objective, otherwise it's not a review, it's just a rant.

>> No.4369931

You remind me of those comedians that that talk about how "out there" and "edgy" they are for bashing a politician. You're just preaching to the choir, especially on here
if you want brutal doom done well, you've got johnny doom, you've got sperglord edition, you have PB, maybe go play those.

>> No.4369941

We're getting a bit too close into "WELL, LET'S SEE YOU DO BETTER!" territory.

>> No.4369945
File: 2.54 MB, 1280x720, imp.webm [View same] [iqdb] [saucenao] [google] [report]

Rain drops guy here.
I'm not posting anything here out of spite either.
Believe it or not, but BD v19 was the first doom mod i've ever played and it introduced me to this community. Thankfully, since then i've discovered way better mods but there are still some redeeming qualities to BD.
We can't get rid of all the drama surrounding this mod, but we can point out flaws in it and help others make up their mind about it.

And speaking of...
Yeah - it actually works (or rather - it doesn't work as it should)

>> No.4369946

I must have missed that post, link it please?

>> No.4369962

In Fnal Doomer, what is BTSXguy's chainsaw replacement meant to be?

>> No.4369970

Okay yeah I remember that one. The key to easy mode that is the Ring Of Shadows. Down by the gold key in the grotto there's a deep spot in the water and there's a ring there.

While it does take time to go all the way back upstairs (make sure all the undead are destroyed first, also make sure you've collected as much as you like from the level too) you can make it up there just in time to reach the spot with the shambler and run past him. Getting that extra 20 meters or so before he sees you is enough to jam the key in the door and just run away.

Also I think the crusher trap that you have to dodge can be used to simply kill it, because it will follow you in there, but it gets in that little trapped area and just kinda paces back and forth (then you can shove a giant slab of rebar through it).

This would cause the 2nd Shambler to teleport in but it may not be active since it didn't see you, and/or you've left it behind.

>> No.4369979

Also, if you wanna be constructive maybe focus exclusively on the bugs and inadequacies of the current version, since it is an open beta after all, and leave the scathing retrospective for the final release, when the shit you'd complain about might even be fixed.

>> No.4369983

Not enough money, not enough time.

Which is the reason for 90% of bad games out there. I mean, very few people start creating a game and intentionally want it to be bad.

>> No.4369989

Ah, good idea. Thank you!

>> No.4369995

Jesus christ.
I will admit, I laughed out loud. Truly pathetic.

>> No.4369996

Depending on the mode, it protects you from monster attacks (purple), hazardous terrain (green), or just serves as a flashlight (yellow).

>> No.4369997
File: 3.07 MB, 1920x1080, Screenshot_Doom_20171102_152219.png [View same] [iqdb] [saucenao] [google] [report]

Turns out if you mess with the grenade launcher on the Machinegun and then try to do the Tactical Mode sprint, it'll cancel the sprint to re-reload the grenade launcher (though it doesn't waste ammo thankfully). It'll do this every time you sprint until you switch to another weapon and back.

>> No.4370006

No, it isn't your fault.
Sure, it's a weird 'not the right way' hack, but it used to be a weird hack that WORKS, and now thanks to Marky Mark it's a weird hack that DOESN'T WORK.

>> No.4370008
File: 100 KB, 640x400, Screenshot_Doom_20171102_151334.png [View same] [iqdb] [saucenao] [google] [report]

> chew on this

> Above
> Any
> Texture

>> No.4370012

Is there a way to display invisible enemies' health bars? I'm using a mod friendly JPHUD to display health bars, and it works great on normal enemies, but not seeing how much health spectres or lost souls have pisses me off.

>> No.4370021
File: 138 KB, 668x398, Clipboard03.png [View same] [iqdb] [saucenao] [google] [report]

I'm looking at this screenshot - why are entire rounds, with bullets and primer flying in midair?

I thought an edgelord like Mark would know what spent bullet casings look like, but apparently not.

>> No.4370025


>> No.4370027

I thought it did stuff like regenerating health or more damage.

>> No.4370036

Oh I do remember that, but I didn't interpret it the way you did apparently. I read that as mocking those who, having said for months they hate BD, went and played it anyway, in a parallel with some CoD game's boycott failure that had a screenshot of a Steam group "boycott <name of game>" with 100 people and like 85 of them were in the game they were purportedly boycotting.

>> No.4370045

Except it's perfectly normal to want and test something to see if there's anything you might like now, or just out of curiosity to see what's new, even if it sucks.

>> No.4370047

I uh, recall the super shotgun in that looking a little better

>> No.4370049
File: 761 KB, 1200x801, RRUB308WIN2-Q0100-2.jpg [View same] [iqdb] [saucenao] [google] [report]

Those are spent rifle casings, generally they have a bottleneck.
The primers would still be on a spent casing, if they weren't, it'd suggest all kinds of dangerous problems.

Those are also not graphics he made.
>I thought an edgelord like Mark would know what spent bullet casings look like
What's edgelord about that?

>> No.4370051

>Those are also not graphics he made.
Color me surprised.

>> No.4370067

Oh, so it was you after all.

>> No.4370071
File: 136 KB, 996x561, 308_Winchester_FMJSP.jpg [View same] [iqdb] [saucenao] [google] [report]

Unfired ammunition for comparison.

>> No.4370075

KDIZD is a Doom1 only game, its possible I somehow got an older version but I doubt it. I didnt expect an SSG to be in the game at all and I was delighted when I found it. Its a big, big help in Doom1.
> in fact I would have been just fine with it simply firing 2 shotgun blasts rather than the OP ssg blast, but im not going to argue.

The custom sprites for it do look abit funny but I appreciate the creativity, I think the goal here somehow was to avoid using any D2 assets even as a base, since the Chaingunners are also completely custom.

>> No.4370078

No? What makes you say that? Thanks for the link though anyway.

>> No.4370089

Is there any way to get the Native ammo type capacities modified so they will still display on the standard status bar?

I know Dehacked can do it but I tried this and it didn't change anything.

> Id like to replace the shotgun with a Machinegun and treat each "shell" as a Burst of 4-6 shots, varying in amount which total up to about a shotgun's worth of damage.

>> No.4370092

..what map is that?

>> No.4370098

>some redeeming qualities to BD
Monster infighting fatalities are cool.

>> No.4370104
File: 2.71 MB, 1920x1080, Screenshot_Doom_20171102_145104.png [View same] [iqdb] [saucenao] [google] [report]

Don't Play With Hell.

>> No.4370109

Can it be run with gameplay mods other than BD?

>> No.4370114

It can, just be careful. The first map has a marine pop up that's supposed to be allied in BD, but is hostile without it.

>> No.4370124

I like the Revenant one.

>> No.4370128

Me too. It adds a bit of humor without disrupting core gameplay all that much.

>> No.4370141

Thanks man. I really like the aesthetic from the pics. Rather Ed_c-ian.

>> No.4370198
File: 552 KB, 762x829, Codex_cyberdemon.bimage.png [View same] [iqdb] [saucenao] [google] [report]

I know it isn't retro but the new Doom's monsters mostly looked like absolute shit. Doom 3's monsters looked better imo. This thing is suppose to be a cyberdemon? It looks more like a generic rock monster to me.

For monsters it goes:
Doom II > Doom 3 >= Doom 64 > new Doom

Nothing can top the originals of course. Some of Doom 64's monsters look not so great like the Mancubus but I liked them overall. Doom 3 has some bland monsters but a lot of pretty good ones too.

>> No.4370205

>Most of NuDoom's monster had so much detail, it's kind of hard to draw tham
>Meanwhile, it's hell feels like it's motly rocks and stone, where classic Doom had a certain number of props and textures to make it look twisted and cool

>> No.4370209

apparently its not possible to ever change an engine cvar in ACS

so what are some ways i can forcibly set sv_jump and sv_crouch to 0?

>> No.4370210

Seems like rocks and stone was pretty much all what those faggots could think up on how to design everything. I never got the hype for that game. Just because it may be fun and entertaining does not mean it is in any way a phenomenal game worthy of that ridiculous praise it got. It will be forgotten in a few years. Unlike Doom I&II which will live on forever.

>> No.4370212
File: 227 KB, 640x480, Prey-20060206113837585_640w.jpg [View same] [iqdb] [saucenao] [google] [report]

I liked all D4 monsters *except* for the cyberdemon.

The doom 3 monsters were cool as well. But the best "modern" cyberdemon was actually the Centurion in Prey

>> No.4370218

I deserved all that praise compared to the typical modern FPS. This is the generation that grew up on fuckin' BattleCods and shit.

>> No.4370219

MAPINFO has stuff for that.

>> No.4370226

It was probably the first decent single player oriented FPS these people have played in their lives and that's where the insane amounts of praise come from.

>> No.4370230
File: 148 KB, 540x600, cyberdemon.png [View same] [iqdb] [saucenao] [google] [report]

>liking the goofy-ass original design

>> No.4370234
File: 667 KB, 850x1100, Cyberdemon.jpg [View same] [iqdb] [saucenao] [google] [report]

Why were they avoiding a more Satanical design so much? Also not a fan of how everything needed to have this chitinous look, either.

>> No.4370235

>But the best "modern" cyberdemon was actually the Centurion in Prey

That's a strange way to spell the Deus Ex from E.Y.E.

>> No.4370238

Trying a bit too hard there, champ.

>> No.4370240

Cyberdemon's "armor" is supposed to look like a hellish version of your Praetor Suit, to paint him as your 'rival' or equivalent of Hellslayer among demons.

That's why it's got the blue energy core on left side (your suit has a red one on right side) and why it's the same shade of green.

>> No.4370245

My main problem is that the color scheme and rocky skin made the technological bits blend in and not stand out properly, thus kinda defeating the point of it being a CYBERdemon.

>> No.4370246
File: 320 KB, 1024x580, 7558366174_ba0a184d4c_b.jpg [View same] [iqdb] [saucenao] [google] [report]

Its because modern games for whatever reason just have really shit design like that. Its less a fault of modern games and more a fault with the shitheads who develop these games.

>> No.4370248 [DELETED] 


>> No.4370254

I do in fact really dislike the legs of the cyberdemon and the barons/hellknights. They lack a fucking joint and would not actually work for walking.

Otherwise the original is rad as heck.

I've yet to play that.

>> No.4370261

final doomer when?

>> No.4370262

I think they only need to finish the JPCP BFG and they'll be ready to go.

>> No.4370265
File: 193 KB, 379x346, Maggot_render.png [View same] [iqdb] [saucenao] [google] [report]

Problem is that rock design philosophy pretty much went into all the monsters in the game. The ones that weren't rocky usually looked more alien than demonic or zombie like. Doom 3 has much better monster designs.

>> No.4370280

Was it since Doom 3 that they forgot to make demons and hell look satanic?

>> No.4370281


I really like the new cyberdemon. It looks all busted, chunky, and fucked up because it was the first of its kind.

>> No.4370282

I find most new doom's better monsters designs hit harder than doom 3's best. any imp design that doesn't have those stupid spider eyes and howls like a cat being raped upon being killed is a welcome addition.

you could argue the mancubus in doom 3 looked better than the one in 4, but then again the cybermancubs exists, so.

most people would agree the cyberdemon was one of the worst iterations of the monster in the series, so I'm indifferent.

>> No.4370284
File: 2.94 MB, 5000x3370, baron of hell render small.jpg [View same] [iqdb] [saucenao] [google] [report]

I get it, and it's no bad.

The generic bulky and goofy Diablo 3 -monster look is what makes it bad + here's shitload of pointless visual noise. The face alone makes him give an impression that is closer to the cacos than genuinely more intimidating demon remakes like the baron.

>> No.4370286 [SPOILER] 
File: 3.94 MB, 460x331, 1509660946449.gif [View same] [iqdb] [saucenao] [google] [report]


La Tailor Girl beta version is out

>> No.4370287
File: 25 KB, 311x480, Cherub.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom 3 had pretty good hell environments. Its just that you are in hell for such a short time. Game could have benefited a lot if they had more open design hell levels. It also made its own very iconic enemy design in the Hell Knight that they reused for the latest game.

>> No.4370295

I remember hearing that an artist who worked on NuDoom also worked on RE4 and GodHand
Might be because of the RE director working on Evil Within or something

>> No.4370305
File: 8 KB, 197x255, 1470999950376.jpg [View same] [iqdb] [saucenao] [google] [report]

It's finally happening!

>> No.4370307
File: 1.26 MB, 1920x1080, doom_20160522050450sdrj2.png [View same] [iqdb] [saucenao] [google] [report]

No, the original game. The only satanic looking monsters are the hell nobles and the hell knight. Everything else looks like mutants and aliens.

Doom 3 was the most satanic of the lot and Doom 4 has way better monster design than the average game. What they missed out on was personality (in everything doom 64 and since).

>> No.4370312

*the hell nobles and the cyberdemon
I mean.

>> No.4370313

i sure hope it's just one weapon away from a release

>> No.4370318

that looks like something straight out of prey

which is funny to me since I always see people arguing and trying to convince one another that doom 3's designs were demonic and not meant to look like uninteresting shapeless grey blobs to fit with the game's overall atmosphere, as they go out of their way to post precisely that one monster you just posted

I'd sooner think the summoner in doom 4 was an actual demon than the wraith or whatever its name was

>> No.4370319
File: 316 KB, 1000x952, doom boss.jpg [View same] [iqdb] [saucenao] [google] [report]

The D3 Hell Knight design is really damn good. I love monster designs that are equally parts horrifyingly grotesque and sexually arousing. Giger would be proud.

The Summoner in nuDoom was excellent as well. The texture variation, striking color-scheme and the Beksinskisque head-piece really make her stand out. Too bad they kinda bury her in excessive lightning effects.

>> No.4370323

I'm okay with the Summoner looking alien rather than hellish, since they're pretty much the Archvile equivalent in that game.

>> No.4370325

I guess one could say the best part of Doom's hell isn't how "faithful" or satanic it looks, but rather how creative it is and how many different directions it can tak, whether it's actual satanic beasts, alien looking monsters, weird cyborg things or even something coming out of a MOBA or a plastic halloween costume.
I feel like a great version of hell would be just a mix of all of its iterations in the series or something, but that's just me.

>> No.4370343

Good way of putting it. I think it looks kind of pontifical which fits it's theme.

I'd love to see some Hieronymus Bosch influences. Not straight up copies of his designs, but inspirations of that fever dream insanity.

>> No.4370349

hell yeah nigga

>> No.4370354

the cyberdemon is easily the worst monster design in d44m. like, it's not even close. the only other challengers would be those dumb multiplayer-only monsters

>> No.4370378 [DELETED] 


>> No.4370396


First impression: Mod's great fun, character's sexy, and it's really unique to have something that's based off maintaining your armor instead of your health.
Initial problems, though, is that the weapons...I don't know what they do or how they work. You honestly could've stuck with the default bang-type guns but with a laser reskin.
Also there doesn't really seem like a lot of reason to swap around armors unless you really find one outfit hot. I'd suggest instead of the current setup, the armors should have either a unique alt-fire that's consistent across all the weapons (like senpai's toast throwing) OR a unique passive buff (like maid outfit's roomba summon).

>> No.4370405

they've proven they're capable of churning out these nice, faithful recreations of classic stuff in quake champions and the such, so I think the design language in doom 4 was deliberate in that it's supposed to be interpreted in its own right and not in direct comparison to the classics.

it's not like we don't already have thousands of doom HD repacks out there as is, I'd say let them try hand at coming up with new designs and see what clicks or not. sure beats guzzling over some HD baron rework and all its glorious detail, and hearing about retards nitpicking it apart shortly after because they missed a vertice in the asscrack or whatever.

>> No.4370408

It looks to me like a spent rifle casing with a 9mm bullet on the end. I wouldn't put it past somebody who doesn't know jack shit about guns to make art like that.

>> No.4370432

oh, it's this thing! great! i didn't know it was by the colorful hell guy, who's already proven he can make good mods. nice.

>> No.4370464

What do you /vr/ guys think of Doom 2016? I enjoyed it.

>> No.4370495

[11-2] Marshmallow Doom: new source port based on Crispy Doom has first release

>> No.4370498
File: 197 KB, 1421x562, 1491029472751.jpg [View same] [iqdb] [saucenao] [google] [report]

I think it was Not Retro

>> No.4370501

it was good, but it was limping at few parts, my gripes are:
>cyberdemon having its worst design yet, and bossfight being easy itself
>arena fights ala painkiller instead of environments filled to brim where you can move freely
>runes and upgrades being too strong, especially the one giving you infinite ammo if you had above 100 armor iirc
>it could be a little bit faster
>glory kills giving you I-frames
>small scale encounters, ties a bit to arena complaint I had earlier, they had to limit these so consoles and weaker PCs dont struggle
>snapmap and multiplayer being shit
I did enjoy the game, dont get me wrong, but it could have been better

>> No.4370505

I did not Strap on the Stratton, thus I did not receive a Hearty Dose of Marty.

>> No.4370537

i haven't had a chance to look at it but it looks like the sort of Joe's First Source Port with a mishmash of random-ass features that we haven't really seen since like... old school Dool Legacy

>> No.4370542

i quite liked it even though i knew arena battles were prominent throughout the campaign. still enjoyed it a lot

beside that, and this is a habit people should pick up, i learned to enjoy what i enjoy by myself and stop caring about the validation of strangers on the internet and third party opinions on things i like, because with time it's become pretty evident cynicism has jaded people's judgment in a lot of ways and nobody can be trusted to talk in good faith about anything

>> No.4370565

oh no doubt, but you have to admire those dedicated/mad enough to do their own source ports (unless they're cunts about it like Brad Harding Presents Brad Harding's DOOM RETRO, The Source Port That's Just That Little Better Than The Rest, by Brad "Brad Harding" Harding, Don't Forget To Donate)

>> No.4370573

why don't we just extend it into MERY SPOOOKMAS? also covers doom's birthday and crimbus, uses the year's cacowards as inspiration to work on. releases at the end of year. goo d SH IT

alt names:
meri doomcubus
happe scareday
doom's day

>> No.4370581

>mixing halloween and christmas
don't put salt in the sugar bowl

>> No.4370586
File: 6 KB, 226x226, oldguy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4370604

really loving this so far, just some suggestions since i know this guy comes here
more cool passives, more cool altfires, better ssg replacement (that thing stinks!) and more uniformity around what kind of 'armor' spawns where (like, have specific rotations for blue, green, chainsaw or invis sphere)
otherwise, i really love the kamui, though this might just be me? it feels like it lasts a bit too long! i really love the chaingun replacement and the rocket launchers, plus the BFGs
all else i have to say is stuff i love, like the sukumizu and the playboy bunny outfit
thank you for your hard work thus far!

>> No.4370631
File: 2.04 MB, 1618x2048, plop.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4370695
File: 1010 B, 86x86, rifle casings.png [View same] [iqdb] [saucenao] [google] [report]

I have the graphic he uses, ingame these look fine.

>> No.4370698

I thought it was pretty good, especially considering I had very lukewarm expectations of it at best.

>> No.4370716


I don't want to shit on this but I didn't see anything that could not be a mod and that justifies a new source port

>> No.4370764
File: 239 KB, 1680x1050, Screenshot_Doom_20171102_175332.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4370826 [DELETED] 
File: 1022 KB, 640x480, 37.gif [View same] [iqdb] [saucenao] [google] [report]

doom modders are such fukken fags

>> No.4370861
File: 51 KB, 800x640, heckermen.jpg [View same] [iqdb] [saucenao] [google] [report]

WOW episode 4 is a fucking leap in difficulty

>> No.4370872

nice bj sketch you got a tumblr or something

>> No.4370891

It was made for the Ultimate Doom retail release after Doom 2, so you should go play that first and then come back to E4 for a more natural difficulty progression.

>> No.4370912

That's kinda novel.

>> No.4370923

quake episode 4 is a step down in quality
>you found a secret
>here have some fucking spawn
t-thank you romero

>> No.4370929

no, i don't draw much

>> No.4370946

>here, breathe some revenant balls

>> No.4370989

>billion chaingunners brakking

>> No.4371002

Why is Doom 2 so shitty, bros?

>> No.4371003


I don't know why I loled so hard at this

>> No.4371006

Really bad map design. That and it gives you the Super Shotgun so damn early in an attempt to make it stick out that it outshines the Shotgun easily.

>> No.4371010

is it really that bad

>> No.4371012

I wonder if Doom 2 would've been better off being episodic like Doom 1's format that way.

>> No.4371021

it has an episodic structure, the first nine or so maps belong to a single episode and the such. it just doesn't follow a strict format.

>> No.4371026
File: 905 KB, 1603x729, VVhJb4t.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4371032

>tfw it's my screenshot
If I didn't already hate those fucking meme accounts I'd hate them now.

>> No.4371034
File: 29 KB, 122x128, OMEGALUL.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4371050
File: 170 KB, 1200x1600, plebshit.jpg [View same] [iqdb] [saucenao] [google] [report]

god, I fucking can't. this is way too perfect.

>> No.4371052

I've tried a few versions and a few resintalls but GZDoom seems to simply not work properly anymore. Low FPS, sound stutters, loading times somehow.
What's left to do?

>> No.4371056
File: 30 KB, 200x193, works.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4371070

I'm looking for the easiest way to play some DOOM / DOOM II deathmatches with some friends online. What do you guys recommend?

>> No.4371074
File: 2.81 MB, 960x540, Quarity Ploduct.webm [View same] [iqdb] [saucenao] [google] [report]

Excuse my stuttering PC (can't handle BR optimization + recording), but what the fuck is this?

>> No.4371082
File: 35 KB, 800x257, obbsed.png [View same] [iqdb] [saucenao] [google] [report]

Why the fuck does mark like this sprite so much? He puts it into everything he makes. Is this his fetish?

>> No.4371083
File: 1.40 MB, 1920x1080, Screenshot_Doom_20171102_124536.png [View same] [iqdb] [saucenao] [google] [report]

Freeze mode? And if you mean the weird flash, that's for third-person / multiplayer. Mark seemed to add stuff like that for this version.

>> No.4371085
File: 18 KB, 320x335, 1499902058020.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4371086 [SPOILER] 
File: 1.05 MB, 1600x773, 1509677936833.png [View same] [iqdb] [saucenao] [google] [report]

Once again I feel bad for posting this
He probably spent far too much time making it or far too much money paying someone else to. It reeks of fanfic-tier shittery.

>> No.4371091

>Freeze mode?
Yeah I noticed it when trying to get a good cap of the godawful water effects for a friend. That's still a bit weird.

>> No.4371108

Muzzle flashes in BD are spawned separately from the player.

>> No.4371115

ok but why

>> No.4371116
File: 510 KB, 1920x1080, Resepto_burst.webm [View same] [iqdb] [saucenao] [google] [report]

But like why?

>> No.4371118

No they're not, there's a muzzle fash for MP spawned in ADDITION as >>4371083 said.

>> No.4371121

Why mind.

>> No.4371134

oh, i see.
that's actually a nice touch.

>> No.4371139
File: 1.94 MB, 1920x1080, Screenshot_Doom_20171102_220401.png [View same] [iqdb] [saucenao] [google] [report]

I realize my picture may of been too subtle. It's actually obnoxiously bright to look at head-on but the flashlight shows from your gun in third-person too. But the third-person "aim down sights" animations don't accommodate for this; the light will just float beneath the gun if you do that.

>> No.4371150


The Brutal Doom player pawn is always pointing the gun forward and there is no Fire state, the muzzle is spawned by the weapon itself by a separated actor. This prevents the player from playing the "skateboarding" animation.

>> No.4371157

>can't Eurobeat drift while frying demons with plasma
Just another reason never to play rbutl dum

>> No.4371161
File: 26 KB, 510x546, SIP AND STARE.png [View same] [iqdb] [saucenao] [google] [report]

>may of

>> No.4371165
File: 74 KB, 300x351, doomguy_steals_the_berserk_formula.png [View same] [iqdb] [saucenao] [google] [report]

sometimes i fuck up my grammar on the internet
not like i made satan's balls freeze over

>> No.4371171


>> No.4371173

It seems like this, yes. And it's just the same problem; it's still a fucking WALL that SITS THERE

>> No.4371175
File: 338 KB, 442x686, archievile.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4371176

Truly you don't understand the mindset of a BR edgelord. I assure you to him that might as well be the most epic fight imaginable.

>> No.4371179

Cosmos Cosmic Adventure was the shit.

>> No.4371185

What's this webm for?

>> No.4371213

Doom 2 isn't bad, just flawed.

A lot of the maps are pretty dull, a fair few are just bad, but there's a couple of really good ones in there too. The most important part of Doom 2 is all the new assets to make maps with, though, as the community has consistently proven the past two decades.

>> No.4371234

are you me?

>> No.4371243

It isn't bad. Its great in fact. I can see some issues people would have with it though. It probably should have been split into episodes like the first game was. Many of its levels aren't as good as the first game. Super Shotgun also is very strong and has no drawbacks compared to the regular shotgun. It pretty much replaces the regular shotgun rather than compliment it. Most of the enemies also seem balanced around the fact that the SS is so strong.

Besides these things I'd say Doom 2 is still amazing. Its hard for me to not like that Super Shotgun. Its the most fun to use Doom weapon and iconic for a reason.

>> No.4371256

At the end of the day, the early cracks in id were showing in Doom 2 and some of the mapping was a result of this.

>> No.4371263

I feel that with Doom, there's only a couple of levels I would describe as bad or that I don't like, but Doom 2 has plenty, among some pretty good ones.

The SSG doesn't actually replace the SG for me, as the pump has much more utility at range, it's good for shooting out little cubbies up tall where enemies shoot at you from, or dealing with stretched thin blankets of cacos, and particularly lone lost souls idling towards you.

>> No.4371327
File: 31 KB, 599x251, Screenshot (157).png [View same] [iqdb] [saucenao] [google] [report]

According to Mark, criticism == butthurt.

>> No.4371332

> It's a me, IMpario!

>> No.4371335

He probably thinks the people reporting real technical issues are just butthurt too.

>> No.4371349

so he never really left after all

that's funny

>> No.4371354

Narcissists can't help themselves, they need validation/attention as their top priority. I wouldn't be surprised if he's the brutal doom shitposter.

>> No.4371358
File: 980 KB, 335x348, hell.gif [View same] [iqdb] [saucenao] [google] [report]

is dis nigga serious

>> No.4371360

then maybe people should just stop posting about bd then

>> No.4371365

say that they are mad = you win
fuck whatever they said or meant, just say they are upset and it invalidates everything
how childish

>> No.4371372

Hey Mark we all know you will be reading this thread. The blood in the latest version of BD looks absolutely fucking awful you cunt.

>> No.4371374

Thanks for the advice, Mark.

>> No.4371378
File: 1.60 MB, 360x203, .....gif [View same] [iqdb] [saucenao] [google] [report]


I did turn off the level detail as well as lowering the blood and detail to absolute low and it still has low frame rate drops and I'm playing it on the current build of gzdoom where the this version can also do massive frame rate drops every time.

so far the 2016 version didn't suffer from that problem

I did try Brutal Doom on the 2016 version and it work a little better I can't remember

I need to play it again

also I will never know why mark put the assault rifle in slot 4 instead of 2

I'll figure this out through slade3

>> No.4371381

Yeah I'm sure you'd like that Mark, all our completely legitimate criticism and opinions that aren't favorable must really wear on that planetary ego of yours.

BD is Doom related, regardless of how shit it is. Nothing will change that.

>> No.4371408

> mark
i'll assume you're serious with that

i'm saying don't engage, don't give it attention
it's shit and everyone knows that, and it's only proven to be on a downwards spiral in all aspects

give attention to mods that are actually good

>> No.4371414
File: 2.90 MB, 1280x720, 1509257672022.webm [View same] [iqdb] [saucenao] [google] [report]

Mario Odyssey 2 should have a Doom inspired kingdom.

>> No.4371426

hey there, random Twitter user.

I would like to apologise on Mark's behalf for setting you up into believing we were engaging one another on this angry shitposting spree just to spite him since that's absolutely not the case.

"what just happened" you may ask. you've been made victim of someone trying to damage control harder than is humanly possible by deflecting all instances of criticism and sweeping any and all negative comment under the rug, and is currently pretending to enjoy his anger as a coping mechanism.

>> No.4371430

>give attention to mods that are actually good
Speaking of, anything particularly noteworthy as of late?

>> No.4371436

Hey Mark. There's a lot of valid criticism here. Maybe open your mind to the possibility that change for change's sake isn't good. Blood looks like shit, the water splashes are a novel idea, but don't work well, the foliage is randomly placed and lacks artistic thought.

Some things are good. Others are shit.

>> No.4371438

>one guy makes a dumb observation
>that means shit like the horrid liquid effects (which rapes your CPU if a map happens to have particle rain effects) or the rocket launchers *going fucking missing* is just 'butthurt'
You're a real primadonna, Marquito, maybe like, fucking address the outstanding issues that are real problems instead of cherrypicking useless complaints?

>> No.4371445

>dumb observation
Hey I resent that, that VTOL looks like shit man.

>> No.4371450

>the foliage is randomly placed and lacks artistic thought.
I'll said it before, and I'll say it again, he should just do his own Boom style mapset, primarily for running with his mod, but also which could be run plain or with other mods.

Why? Because I actually likes the maps he does do, and this tacked on shit on stock maps is just frustrating and it feels like I'm asking for a coke and given a warm can of pepsi that's already opened and which has a cigarette butt in the tab.

Few things would excite me more than let's say, Mark putting his own spin on a handpicked mix of classic Doom, Plutonia and TNT levels, glammed up with detail, because I think if he actually put his mind into something like that, it would be a genuinely good set which I think would be remembered fondly for years to come.

>> No.4371452

I never said the VTOL didn't look like shit, but the casings were perfectly fine.

>> No.4371454

Oh that wasn't me, whoops.

>> No.4371462

>give attention to mods that are actually good
1), it's fun to laugh at things that are mediocre/bad but people who don't know better like, 2), it's good to learn by observing, and BD makes some good decisions, while also making some really bad ones, sometimes it's worth looking at these things if you're a modder and learn from it.

>> No.4371463

>romero's header is quake with graphics mods

>> No.4371471

You'd think he'd be more resentful of Quake considering everything relating to its development cycle.

>> No.4371483

>Super Shotgun also is very strong and has no drawbacks compared to the regular shotgun.
It takes longer to reload and wastes ammo if you only need one shell to kill something. I use the regular shotgun to kill zombies and sometimes imps.

>> No.4371504

I just found something extremely odd in the new BD version. Though, I know nothing about guns so it could be intended. The shotgun holds 10 shells and after reloading the 8th shell, you pump the shotgun than insert the last 2. If I'm not wrong, shouldn't the shotgun be pumped after inserting the ninth shell, since the point of pumping the shotgun during a reload is to chamber the second-to-last shell so you can insert 1 extra, or am I just retarded?

>> No.4371513

You're absolutely correct.

>> No.4371521

Also, I'm noticing the shotgun just isn't pumped at all most of the time when you reload it. Also, while this is intentional, being able to shoot the shotgun faster while using the utterly pointless ADS shotgun with the only penalty being speed loss messes with balance, though I guess that's to be expected from the BD. It's even worse in tactical mode, where the speed penalty isn't that much slower than your regular movement speed, if it even IS lower.

>> No.4371540

the SG is only marginally better in certain niche situations
> more accurate
you are doomguy, you run at 60mph, just run up to their grille
> wastes ammo
shells are abundant and the SSG is more ammo efficient
> faster firerate

>> No.4371548

Well, if there's still a shell left in the chamber, you wouldn't need to pump it after putting shells in the magazine.

Speaking of which, I'd like to add a function like that to my shotgun, anyone know an easy method for that? Like how to make it check

>Also, while this is intentional, being able to shoot the shotgun faster while using the utterly pointless ADS shotgun with the only penalty being speed loss messes with balance
That's just silly, just make the shotgun shoot fast at all times.
ADS could maybe make sense on a shotgun but honestly, for anything Doom related, I'd only bother having it on rifles.

>just run up to their grille
Sometimes you can't run up to them.

>> No.4371582

Seeing it animated is... wow.
Silly dancing skeleton.

>> No.4371595

Probably for the effort put on heavy editing it, it's kinda like me with the Tamers, it was a heavy edited model which i liked the effort spent (not today anymore ofc), but then i decided to recreated the model entirely on my own since many things was extremely distorted due to this exact heavy edit.

>> No.4371620

>do two quick levels of doom64ex on watch me die for fun just now
>remember it being way harder playing with a controller
>got through the two levels with ease

It is a sin to play these games with a controller desu. Doom 64 is probably the N64's most underrated game though.

>> No.4371628
File: 973 KB, 720x360, More noticable gems.webm [View same] [iqdb] [saucenao] [google] [report]

I made it easier to read the heat states of the Inferno Rifle, and now you can see the heat status while firing too!

>> No.4371631

Very cool!

>> No.4371637

wait so red isn't the warning status?
that's confusing

>> No.4371640

I could have sworn white flames were the hottest, fuck it I'll change it around.

>> No.4371647

they are, but the color scheme people associate with status changes are red = danger, yellow = warning (which is less than danger), and white = ????????
experimenting with colors is good but expect a bit of confusion from players

>> No.4371648

Doom64EX is great, glad you're enjoying it

>> No.4371649

I've had it for awhile actually. Just haven't gotten around to beating it yet on ex. Is there any mods out there for 64 or any that add a nightmare difficulty to it?

>> No.4371650

Nah fuck that, I'm redoing this to make sure it makes sense, I confuse people enough as is.

>> No.4371652

not that I know of. Doom64EX isn't very modifiable. I suppose you could rig up a bunch of respawning by editing the original maps and using macros, but it would be a lot of work.

The only thing you can really do with Doom64EX beyond macros is custom textures...

>> No.4371674

try making it the heretic fire pallette color and have it get more intense and brighter red>orange>yellow
currently that yellow looks a little lime green

>> No.4371678

Also try to make it throguh Scythe 1/2.
It uses some techniques that got broken in various versions of BD.
For instance there was a point where several levels auto-finished after ~30 seconds of some monsters being alerteddue to scripts getting attached to Voodoo doll or something.

>> No.4371680
File: 1.20 MB, 720x360, Fixed.webm [View same] [iqdb] [saucenao] [google] [report]

I want the three colors to be massively different from one another. I'd have issues telling the difference between yellow and orange because I'm colorblind, so let's go with webm related instead.

>> No.4371695

Are gradual color changes an option here? You can probably relay the idea of white hot being worse by making a few states that are halfway between each color. Like with a gradient or more and more white splotches appearing over the previous color.
One other visual feedback method I can think of is making the gun act a little "wrong". Maybe some slight shaking or smoking at high temperatures.

>> No.4371701

making a gradual change would probably be a bitch while firing the weapon, I don't even want to think about trying to make an animation like that while firing.
I could add some shaking and smoking too, I guess.

>> No.4371713

Sorry to say this, but I actually liked the other way better because the colors got brighter as they rose in power and yes, white flames are hotter.

Do you have to manually change every animation frame when you make a new color? I want to suggest alternatives but not when they'd be agonizing for you

>> No.4371720

I preferred the old color setup too, but I don't want people to get confused, so I'm keeping it the way it is now because I have wasted enough time bouncing between these colors.
And I don't think I can do a shaking effect without bloating this and making it more obtuse and shitty, so I might have to do without.

>> No.4371745

>I don't want people to get confused
I find this more confusing than when each stage was simply brighter than the last, but yes, these kind of niggling details will kill you if you spend too long on them and either way is fine. I'm also not the guy who suggested shaking.

I was going to suggest just putting 3 crystals on there and lighting them up one by one but jesus christ don't do that to yourself

>> No.4371752

That was the original plan when I first made this weapon, but I lack the sprites and I don't think the current gem would fit on the gun.
Honestly I might go back and try to unfuck this again. because now it's starting to really bother me.

>> No.4371756

Shit, my bad. If you pass me the sprites I could try to help since I went and poked that color coded hornet's nest, but I'm pretty underwhelming at grafix

>> No.4371761
File: 6 KB, 292x256, Why didn't I think of this.png [View same] [iqdb] [saucenao] [google] [report]

Someone recently just suggested I use this thing instead

>> No.4371768

Sandy Petersen did ep4 not romero

>> No.4371771

Fuck, are they some kinda sage?

>> No.4371784

This guy has made probably 20 times the amount of gun sprites I have made, so I would say yes.

>> No.4371798

let me take a wild guess on who that is

>> No.4371805

Use an int variable on the gun for magazine count and a boolean for the chamber. Assuming zscript.

>> No.4371807

fucking badass

>> No.4371815

>I don't even want to think about trying to make an animation like that while firing.
Just use TEXTURES my man

This thing has a fading heat glow animation:

>> No.4371840

I'm pretty sure the original idea of gems going black -> red -> yellow -> white is better idea because, I suppose, it's meant to show that the flames are hotter instead of danger status of the gun. Unless shooting it past white flames will result in explosion and it is actual danger status of the gun. Though black gem instantly turning white due to heating looks stupid anyway.

>> No.4371867
File: 1.17 MB, 720x360, burning rifle.webm [View same] [iqdb] [saucenao] [google] [report]

Alright I shifted into maximum crunch mode and made this.
The shining finger theme is good motivational music

>> No.4371873

dat's good shit, m8

>> No.4371874


Well done.

>> No.4371875

It's all about that feedback. So thank you guys. If it wasn't for the feedback I get from these threads I wouldn't push myself harder.
Now onto the fun part: Sounds.

>> No.4371890

Will the doomslayer class have any unique movement mechanics?

>> No.4371894

Nope, but he'll have the fastest movespeed out of everyone at a speed of 1.30, and a shitty vanilla jump.
Though you can rocket jump with the altfire of the mourning star relatively safely

>> No.4371908


>> No.4371940

Will his ego burst one day?

>> No.4371942
File: 533 KB, 654x423, throneswords.png [View same] [iqdb] [saucenao] [google] [report]


You should add Hexen II to your list OP. Its really atmospheric and focused more on puzzle solving and not mindless shooting.

Source Port:


Hexen II Mod:


Upcoming Mod:


Music and Wads:

Find them yourself.

>> No.4371947

>freeze mode on
>shoot at the enemy's feet with hitscan weapons until it disappears
>freeze mode off

>> No.4371952
File: 15 KB, 225x345, slceixghdil.jpg [View same] [iqdb] [saucenao] [google] [report]

I hope so - we didn't made up all those issues - they're still in the mod. And it's a fucking beta - we're supposed to point out shit like that, but still he thinks that we're all buttblasted by something.
I tried to ignore all the drama surrounding BD in every post up to this point, but it just gets worse and worse with every update and so does the mod itself.

So either he'll keep on acting like that and run this whole mod to the ground (if he didn't already) or change his ways and fix this shit. And i don't mean just bugs, i mean most of the questionable decisions he made in the last few years.
Either way - we win.

>> No.4371953
File: 918 KB, 800x600, 2017-11-03 12-11-30.webm [View same] [iqdb] [saucenao] [google] [report]

Changed the tracers as per criticism - they're now faster, thinner and actually come out of the barrel.

Also kludged together some really fucky code and sprites that allow you to shoot and throw grenades/grapple/punch simultaneously.

>> No.4371954 [DELETED] 

He's not wrong. You guys are being hysterical pussies.

>> No.4371956

Nice tracers, and I forgot if you mentioned it, but did you make those hands?

>> No.4371960

carry on, tireless crusader

>> No.4371962

Nope. They're from mixamo (the "EXO Gray" mesh). I re-rigged them though. Will edit or replace them at some point but they're okay for an alpha release.

>> No.4371964

Well by "made" I meant if you did the rigging yourself, because they're pretty good. I'm glad to see someone is carrying the legacy of Project MSX.
I also forgot if you mentioned it, but do you have plans for adding the arm blades and boomerangs? And will we still be able to super punch?

>> No.4371967

>mark fucks up in multiple odd ways
>people laugh
What's hysterical about it?

>> No.4371969

Damn, that looks great.
I'm a sucker for quick and snappy reload animations.

>> No.4371971

>Its really atmospheric and focused more on puzzle solving and not mindless shooting.
It's atmospheric, but the puzzle solving is very trite and dull.

As for 'mindless shooting', Doom isn't THAT mindless, there's strategy involved for different enemies and encounters.

>> No.4371973
File: 1.06 MB, 800x600, shuriken.webm [View same] [iqdb] [saucenao] [google] [report]

Oh, I see. Thanks. I've never rigged or animated hands before this. Arms still spazz out at many orientations unless I'm careful.

>I also forgot if you mentioned it, but do you have plans for adding the arm blades and boomerangs? And will we still be able to super punch?
No arm blades (didn't know there were supposed to be any in MSX but I prefer punching things desu). The boomerang is already in but in a very unfinished state. Webm related.

>> No.4371976

Now is that resuable or a one time shot?

>> No.4371979

What would you prefer?

>> No.4371980


>puzzle solving is very trite and dull.

It was improved in the Portal of Praevus expansion

>> No.4371981

Do you have any sound effects ready for this?

>> No.4371982

Well when I think boomerangs in vidya, I think a resusable tool. Same thing with your grappling hook, it seems weird that they just vanish from the inventory after being used

>> No.4371987

Nope. I've done basically no sound work. Was saving that for last.

I could make it reusable and have it run on suit power like the disc in AVP2. The grapple will be infinite use and will also consume a little suit power.

oh and
>And will we still be able to super punch?
In several ways hopefully. Offhand-punch should probably remain a normal one, but selecting the unarmed weapon should unlock fuckin' space ninja mode.

>> No.4371989

Sounds great, keep up the great work anon.

>> No.4371992 [DELETED] 
File: 4 KB, 706x35, (you).png [View same] [iqdb] [saucenao] [google] [report]

>W-who's overreacting?

>> No.4371994
File: 84 KB, 392x612, 544.jpg [View same] [iqdb] [saucenao] [google] [report]

>a more fleshed out melee option

>> No.4371998

I mean the water ripple thing is inexcusable but the one anon was flat out wrong about the spent casings

>> No.4372010

>I've done basically no sound work.
May i recommend adding buzzsaw sounds from k2 to it?

>> No.4372019

So I'm reading in this thread that sgt mark gets paid to make brutal doom. Wtf is that true? Who the fuck pays him for it?

>> No.4372020
File: 4 KB, 96x96, no(se)guy.png [View same] [iqdb] [saucenao] [google] [report]

He has fans who donate money to him over Patreon.

>> No.4372026
File: 56 KB, 630x630, YJ6TgJZ.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4372037

>many people had something to say about a spectacular fuckup
What an overreaction.

>> No.4372050

>adding things I don't like is a colossal failure

>> No.4372059

A stupid number of people complain that it gets way more attention that it deserves over other mods, but then they post about it whenever possible.

A lot of mods had early/beta versions released over the last week, but all we really get is Brutal Doom because some people can't help themselves.

>> No.4372071
File: 62 KB, 640x390, pottery.jpg [View same] [iqdb] [saucenao] [google] [report]


>wah BD is over exposed too many people talk about it
>new BD build comes out or whatever
>posts non-stop about how much it sucks and how awful Mark is

I start to like Mark more and more whenever the Zdoom forum clique move in and start shit-posting about him. Yeah he said dumb edgy racist stuff and he wanks himself off but that's more bearable than a circle-jerk. It's just one dude jacking it compared to a forum's worth.

>> No.4372072

It's decorate/ACS, but you can do the same with inventory dummies.

>> No.4372078

Yeah you can. It's just annoying.

>> No.4372081
File: 66 KB, 274x436, 14.jpg [View same] [iqdb] [saucenao] [google] [report]

Come on now...
People post their early stuff here all the time. The only difference is that they actually can take some criticism and use it to make their mods better. Even in this very thread (see >>4371973 and >>4371761)

I actually enjoyed earlier versions of BD and it makes me sad that no one can talk about how with every update this mod gets even more unbalanced, glitchy and unoptimized without truning this whole thing into one big shitshow. One can wonder who's fault is that...

I suppose i'm a part of the problem even with fairly neutral posts like that so i guess i will shut up now...

>> No.4372083

you sound more insufferable than mark desu

>judging the mod in a vacuum

when you literally just railed on for several sentences about external reasons to hate BD.

I want the fucking ZD clique to leave this board and keep the circle jerk in their forums.

>> No.4372103 [DELETED] 

They won't ever leave because their own forum is so thought policed that they need to come here to vent. Also prepare to get janny'd for being offtopic

>> No.4372104

I'm from the "zd" click and I don't BDpost. I don't care much for it but I also don't care about it. It has some nice features but whole concept itself doesn't really appeal to me.

>> No.4372108

what do the other doom places think about /doom/ anyway? Are they scared because of the hacker known as 4chan?

>> No.4372110 [DELETED] 

Get out

>> No.4372117
File: 3 KB, 124x131, ohsheknowsexactlywhatsheswearing.png [View same] [iqdb] [saucenao] [google] [report]


Thanks for the feedback guys!
The weapons are still going through a lot of tweaking and I aim to make things bit more clearer, tho I dont really wanna make the armors too monotone, so some will have more radical effects, some not. Granted, currently some armors might be better than others, but not all clothes were sewn equal... not until the final weapon is ready atleast.

Once I get enough armors done, I'll sort their spawns a bit better.

The SSG replacement has been very so-so I am considering adding a second SSG replacement same way rocket launcher has the rusty launcher alt.

The kamui might last bit too long, but I dont currently have like a proper warning system for it when its gonna worn out so currently, its gonna be like it is. Its also a bit bugged in general, cause morphs are bit finicky to work with.

Still, there are fix up patch up coming and few more armors, maybe even finally the final gun? Will see how much I can pull things off.

>> No.4372124

Probably the individuals some come to vent about (usual suspects: mark, graf, edward, cooke) don't care much for /doom/, but the rest seem to be ambivalent to it. 300 mins of /vr/ seems to have gotten good reception. I don't go to doomworld so I can't speak for their opinion(s).

>> No.4372132
File: 44 KB, 604x453, 1412283515515.jpg [View same] [iqdb] [saucenao] [google] [report]

I am new to doom modding. I notice you guys don't like Brutal Doom and it isn't in your 'Play some fucking doom' image.

Got some questions.
1. What are brutal doom's problems?
2. Do you like the Project Brutality and Black Edition expansions to brutal doom? Do they fix the problems you have with BD?
3. What should people play instead of BD if they want an updated doom?

Sorry if you get this shit every thread.

>> No.4372134

Something I would suggest is adding an info binding to make the armor description pop up again.

Also giving an outline or something to the text, for most it's good but a few like the swimsuit are a bit of a pain to read.

All in all though, I've had quite a bit of fun with it.

>> No.4372145

We do get that very often and it always turns into a flamewar. You can just google "why don't people like brutal doom" or similar and you'll get your reasons.

>> No.4372156

BD makes every gun a cookie-cutter-do-it-all, instead of every gun having a specialised niche (except pistol lol).
This breaks the balance on literally all of the maps. And quite a few mappers are very meticulous in their balancing.

BD is fullof irrideemably spaghetty code that breaks in a lot of unexpected ways.
For instance any level that uses Voodoo Doll trickery is bound to break insome way because Mark is a faggot who attached seveeral crucial scripts to Player entity, and by extension to Voodoo doll.
An example of how that affects shit: Several Scythe 1/2 maps autofinish in ~30 seconds because Voodoo Doll crosses trigger lines it's not supposed to due to Mark's code being injected into it.

Another example: Mark SOMEHOW managed to write a decimal 0.1 as 0.I
It was accepted as an exception in prior versions of GZDoom.
This is a mistake that is now causing certain problems in the code

His code in general is a nightmarish twist of gotos and unnecessary jumps, which not only not add to its reliability, but also makes it very resistant to any attempts to fix this mess.

The only way to fix this mod at this point is to rewrite it from scratch, yet Mark continues to layer bandaids upon bandaids, which leads to even more bugs.

The development is rapidly going downhill after v18.

Project Brutality is good.

About "being updated Doom" - Brutal Doom is how CoD-kiddies wished the Doom to be. "Go Fuck YOurself" move is a testament to that.

If you want a graphically updated Doom play Smooth Doom, Beautiful Doom or JDoom (Doomsday without models).

>> No.4372162

Cheers for the detailed response.

What does Project Brutality do that redeems it, despite being based off BD?

>> No.4372171

Ummm... sure - i'll bite
1. Just look at this thread and you might get the idea
2. Never really played them, but from what i've heard they fix some things here and there.
3. If you want just a little bit of graphical overhaul with as little gameplay changes as possible - go for smooth doom. It adds a lot of frames to basically every animation, some optional cosmetic variations to props and enemies and just a tiny bit of gore.
But if you want to play something that changes the gameplay itself then, well - you have a metric fuckton of mods to mix and match to your heart content. Demonsteele, Trailblazer, GMOTA, Kriegsland, Guncaster and Project MSX... There's a lot. And it's worth mentioning that they can work (some better than others) with almost every mapset you can find.
Have fun.

>> No.4372173

Got sounds for the rifle in. God I wish I could post webms with sound in other boards other than /wsg/

>> No.4372185

I think I'd make the sparks fade out much faster like they would when burning out in real life. Have you tried additive blending?

love the smoke and sound.

>> No.4372187 [DELETED] 

I'd be scared of getting 'janny'd ' if I were you as well because your posts aren't anything worthwhile to the argument you're trying to fight against. especially seeing how, you know, it's more than a day old by now.

in fact, and you know who you are, it's truly remarkable how you go on about people complaining about a mod to be hysterical pussies, as you go out of your way to be as hysterical as possible about people complaining.

doesn't that kinda defeat the purpose?

>> No.4372191

add a bit a "poof" to hide that sound cutoff

>> No.4372193
File: 137 KB, 915x1083, 1506406814905.jpg [View same] [iqdb] [saucenao] [google] [report]

>it took these people half a day to move in here and damage control after everything's been said and done

>> No.4372194

The sparks actually use the additive rendering, but I'll make them die out faster for the rifle

Which sound is getting cut off?

>> No.4372198
File: 1.38 MB, 1996x2648, DSC_0665.jpg [View same] [iqdb] [saucenao] [google] [report]

artist? i love this type of art

>> No.4372210

>rocket launcher doesn't spawn and doesn't work
>as if this is an 'addition' and should be viewed subjectively
This isn't a matter of taste, you little semen bandit, it's a matter of failing basic things.

What is a matter of taste is the liquid effects, which look subjectively bad in most people's opinions, but then comes the objective facts that they can't be used with particle weather effects (and probably many other particle effects).
I'd also like to add that it's only just now that he got around to actually fix "0.L"

All of these things are trivially easy to fix, but apparently Mark is too busy to actually test the things he implements, and he for some reason't won't allow himself patches or intermediate versions, because releases have to be an event for him.

>> No.4372212

sounds that have any sort of buildup will sound like they get cutoff when rapidfired
a loud start masks that problem

see: FaN in mannpower w/haste

>> No.4372215

Shit, I was using CHAN_WEAPON for the primary fire of the gun for that reason, each shot should cut off as you fire rapidly.

>> No.4372223

I'd like that actually, breaking it down and analyzing it thoroughly.

>preaching to the choir
What if he intends to reach more than /vr/?

Make him.

>> No.4372228
File: 6 KB, 200x150, awesome_cat.jpg [View same] [iqdb] [saucenao] [google] [report]

Put me in the screenshot, negrinho!

>> No.4372230

I keep seeing this spiffy revenant and I wonder where its from...

> I want to get it

>> No.4372240

>Mod that replaces every music with D_RUNNIN
>I don't even notice the difference anymore



>> No.4372245

They don't necessarily have to have a shorter lifetime, just a much quicker fade once they die out. Keep them at full opacity for a few tics before sending them into a high value fadeout loop.

Might just be me being autistic about these things.

>> No.4372247

When did BD stop being worthwhile to upgrade, and is there any way to get the older versions before it turned to shit?

> love that pistol, the one to the right
> so aesthetic

>> No.4372252
File: 1.29 MB, 720x360, ember fuckery.webm [View same] [iqdb] [saucenao] [google] [report]

How about this?

>> No.4372270
File: 108 KB, 640x480, maka-redwatt.jpg [View same] [iqdb] [saucenao] [google] [report]

The Makarov? They're pretty decent, one of the better clones of the Walther PP (I'd say it's actually better than the Walther), has clean lines, compact, minimalist.
Technically *wouldn't* be drop-safe but still manages to ace drop-tests, which is a considerable step up from the Tokarev, which you would have to 'Israeli Carry' as it has no safety and is not drop-safe at all.
The small size, yet hefty build make them actually not terrible conceal carry weapons, easy to fit in a pocket and recoil is relatively easy. Fits easily in a glovebox or tackle box.

They can still be found relatively cheap in the US, there's talks of more sanctions which would affect availability of cheap Eastern European ammo like 9x18mm Makarov, though not all of it, and some export variants of them are in .380ACP, which performs almost exactly the same and is readily available.

>> No.4372293

why do you keep greentexting like this.

I don't intend to sound like an autist but it's legit getting to me.

>> No.4372301

Actually it bothers me too.

>> No.4372354

>This guy gets money for all this shit
A bigger thief than most companies in the games industry, holy shit!

>> No.4372379

well if other people do it then I guess its legit

>> No.4372397

How is the bfg 9000 even going to look like? Also what kind of subweapon system do you imagine for retro doomslayer?

>> No.4372398

If you are using the recent version you have to set "enable efx" to off in the openal settings and restart sound.

>> No.4372407

The BFG is going to be a berserk rune, damaging enemies will build up rage, then you hit the use item key for about 30 seconds of super punches, super speed, life steal on hit, and like a surge of 30 HP when you trigger it, to encourage people to go in swinging to turn the tide of a fight.

Subweapons will be a little different for the Slayer, by default he'll have a bomb and a throwable life steal dagger (My own take on the siphon grenade because those are too babby easy to use in Doom 4, I want to make you aim and earn that life steal), they'll operate on a cooldown after you throw them, just like Doom 4.

So the plan is subweapons will augment the bomb/dagger for a set number of throws, so like a fan of knives for like, 4 shots before going back to normal daggers, or a bouncing grenade that shoots out sapphire wand bullets on bounce instead of just exploding.

The actual berserk powerup will probably be quad damage because I really like the idea of getting that, triggering the berserk and becoming an angry tornado of fists.

>> No.4372414

pain to read? the armor descriptions are in console after you pick them up so i just look there when i wanna find out what something does

>> No.4372432

See >>4370045
It's just natural that people will complain after that. Silly.

>> No.4372534

>Project Brutality is good.
Aside from the thing about its pump-action shotgun, which somehow magically changes the type of shells contained in its ammo tube (or magazine if upgraded) at a push of a button.

>> No.4372554

Fuckin how? People have mediocre taste and choose to donate to him of his own volition

>> No.4372564

You know he'll just get "lol people are just jelly XD" stuff.

>> No.4372571

>The small size, yet hefty build make them actually not terrible conceal carry weapons, easy to fit in a pocket and recoil is relatively easy. Fits easily in a glovebox or tackle box.
Heh, just what a KGB operative would like. No wonder it was the sidearm of choice during the Cold War.

>> No.4372573
File: 10 KB, 817x201, 1509732254.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4372576

Thats the part you're upset about? not the fact that you're carrying 29 weapons simultaneously?

>> No.4372583

BFG, plus some hud stuff, plus polish and a bunch of cvar crap, testing to make sure everything works.

>> No.4372585

The feature bloat was probably the main thing I preferred from regular BD over PB. But with the new update the line is getting blurry.

>> No.4372591

Much better! It like, flows together more nicely.

>> No.4372592

Why is Doom so good, lads?

Why is it still the best FPS of them all after over 20 years?

Why do we keep coming back to it?

>> No.4372594

>Why do we keep coming back to it?
as if i ever leave

>> No.4372595

Would you consider Doomguy handsome?

>> No.4372604 [DELETED] 

I'm less anal about the sheer amount of weapons the Doomguy could carry at a time, as long as each weapon has a unique function/gimmick that "plausibly fits" to that weapon. That being said, IMO the "buckshot/slug/flak/flechette/dragonsbreath" gimmick fits more to the super shotgun and on the pump-action, while I'm envisioning the pump-action be replaced with a "combat shotgun" (unupgraded, works like your traditional 6-shell capacity pump-action; upgraded, the gun can be toggled into a high-recoil auto-shotgun mode with a matching 20-round magazine to boot; toggling the auto-shotgun mode off reverts it into 6-shell capacity pump-action)

>> No.4372607

I'm less anal about the sheer amount of weapons the Doomguy could carry at a time, as long as each weapon has a unique function/gimmick that "plausibly fits" to that weapon. That being said, IMO the "buckshot/slug/flak/flechette/dragonsbreath" gimmick fits more to the super shotgun THAN on the pump-action, while I'm envisioning the pump-action be replaced with a "combat shotgun" (unupgraded, works like your traditional 6-shell capacity pump-action; upgraded, the gun can be toggled into a high-recoil auto-shotgun mode with a matching 20-round magazine to boot; toggling the auto-shotgun mode off reverts it into 6-shell capacity pump-action)

>> No.4372609

Yeah why not

>> No.4372617

Huh, that's actually a neat idea. Gets rid of the useless shotgun ironsights and makes it so theres one less weapon to worry about.
The only thing i'd miss are the dragon's breath rounds. For some reason i don't feel the different type of shells thing would work with the ssg

>> No.4372626

But senpai most automatic weapons have inherently *less* recoil

>> No.4372629

Can one of you guys hook me up with a proper DUKE3D wad? the version i downloaded 10 years ago is some russian bootleg

>> No.4372641

Not even on the title and score screens?

>> No.4372647

You mean the original data file for use with EDuke32 or a Doom conversion?

>> No.4372652

the eduke one will be fine. the one i have replaced grabbag with some soviet-pop song. other than that i think its the same game. i figured it wasnt called a wad but idk what duke called it data files

>> No.4372658


Hearing D_RUNNIN every time I tested my map made me deaf to any DOOM music basically.

>> No.4372662

same, because i turned the music volume to 0. it's been there ever since

>> No.4372667

He most likely means full auto fire.

>> No.4372670
File: 77 KB, 480x818, 1509676496120.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll stop autisming

>> No.4372672

>not wanting to shoot 2 grenades' worth of hot magnesium plus the accompanying explosion out of a sawn-off shotgun
If anything they'd be MORE awesome.

>> No.4372676

I wouldn't stick your face up his colon just to stick it to Mark.

Especially not after all the crap he's given people like the Lilith dev for not using the latest version of GZDoom even though it wouldn't work.

>> No.4372685


>> No.4372686

>For some reason i don't feel the different type of shells thing would work with the ssg
In which way? Realism? Gameplay?

>> No.4372687

Oh, rename that to duke3d.grp. Mixtape changed the filename to its randomized one.

>> No.4372689

My favorite graf moment was when arguing something with a guy who did a pull request for.. i forget what. Anyway people started criticizing him and he ended up just deleting posts outright. So wildweasel tells him to not ever do that, and his response is "I tried to do it before anyone noticed" or something along those lines

>> No.4372693
File: 95 KB, 400x350, 1509602869962.jpg [View same] [iqdb] [saucenao] [google] [report]

Dia de los Muertos mod when?

>> No.4372696

Gameplay. I played with a PB addon which added precisely what we're describing, but it just wasn't satisfying as it could've been for me, i dunno.

>> No.4372709

>beta is released
>people play a beta
>people post their thoughts on a beta

BD is no exception.

>> No.4372720

cool thanks man

>> No.4372723


>> No.4372758

[11-3] Rename this to duke3d.grp for a Fun Time.

>> No.4372768
File: 789 KB, 922x1098, 1491284289940.png [View same] [iqdb] [saucenao] [google] [report]

why did you just uploaded duke 3D?

>> No.4372772

[11-3]eriguns v2.2.0 released

>> No.4372782

Are there any sourceports that support basic 3D geometry? Like floating platforms? Or would I have to learn to map for Quake if I want that?

>> No.4372785

yes, look up room over room

>> No.4372786


>> No.4372820
File: 91 KB, 640x480, umbra.screen.jpg [View same] [iqdb] [saucenao] [google] [report]

Tempus irae is fucking fantastic

>> No.4372829

GZDoom and Zandronum both. And Edge but no one uses that. GZDoom can do both "3d floors" (i.e platforms) and portals.

There was actually a port called RoRDoom that had true sectors over sector. As in you could draw sectors over other sectors.

>> No.4372831

i didnt i just figured it'd be good to have in the news post for a while because some guy's been looking for it for ages and so others might be too

>> No.4372838

thanks man, i mustve posted that in at least 4 doom threads now

>> No.4373093

It seems to be a machine translation from english to spanish, so it doesn't make much sense, but left says "Die monster. You don't belong in this world" and right "Perish before me."

>> No.4373101


I'm actually looking specifically for the ability to have floating platforms that can move and rotate, not simply make multi-storey buildings.

>> No.4373108

DUH because I can't play it while at work

>> No.4373114

>Muere, monstruo. ¡No perteneces a este mundo!
>¡Perece ante my tremendo Rip and Tear!
There, fixed.

>> No.4373123

>perecer antes de mi tremendous rip and tear
heavy assault kek

>> No.4373130 [DELETED] 

fuck off beaners.

>> No.4373135

Somebody didn't get the joke.

>> No.4373140

is this a reference to that fan animation?

>> No.4373141

This one? https://www.youtube.com/watch?v=pEO4eKwoM08
Also yes.

>> No.4373160


>> No.4373204
File: 123 KB, 1280x800, 1507592704243.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4373247

>nice of the mastermind to invite us over for an invasion, eh hissy

>> No.4373286

>I hope she made lotsa FIREBLU

>> No.4373295

how many of you niggas at work right now

>> No.4373301
File: 249 KB, 926x601, YES.png [View same] [iqdb] [saucenao] [google] [report]

Who wore it better?

>> No.4373308
File: 95 KB, 250x250, unf.png [View same] [iqdb] [saucenao] [google] [report]

Oh the things i would do to that butt...

>> No.4373314

To which one?

>> No.4373315 [SPOILER] 
File: 18 KB, 340x425, 1509753354684.png [View same] [iqdb] [saucenao] [google] [report]

Both of them

>> No.4373316


>> No.4373318

me, about to leave though

>> No.4373326

GZDoom and a bottle of aspirin. It's doable with hacks.

>> No.4373331

Trying to figure out a game from the Doom, Heretic/Hexen, and Wolf era. I think it was a shooter, it was a single name game, first person, possibly puzzle based...It's been killing me that i can't remember it.

>> No.4373332

Doesn't that recent Castlevania mod have something like that?

>> No.4373335

Blake Stone?

>> No.4373427
File: 79 KB, 640x400, when theres a caco in the window.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4373470

Me. I'll be home in like an hour or so. So that's cool

>> No.4373486


that's not a lot of info

>> No.4373515
File: 18 KB, 800x600, intermission.png [View same] [iqdb] [saucenao] [google] [report]

Does the Universal Doom 2 Intermission Screen Mod still work with OBLIGE?

>> No.4373563
File: 2.80 MB, 960x540, But y tho.webm [View same] [iqdb] [saucenao] [google] [report]

>tfw you try to make the BFG shoot a distributed swarm of homing shots and instead you get this

>> No.4373582

>The beta orbiter BFG

>> No.4373586

Includes a "traditional" setting, which basically makes it a sound/gore mod.

Smooth Ketchup is still better tho, since it doesn't fuck with the guns' power at all and is 100x more compatible.

>> No.4373587

Works for me as long as I've got it set to GZDoom.

>> No.4373591
File: 2.41 MB, 1280x720, The Chad Bio Force Gun.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4373597


>> No.4373604
File: 124 KB, 1382x1122, 1501373153798.png [View same] [iqdb] [saucenao] [google] [report]

Someone doom-ify this

>> No.4373609
File: 386 KB, 1366x768, Screenshot_Doom_20171104_105134.png [View same] [iqdb] [saucenao] [google] [report]

How the fuck do you dodge this? She kills me every time with this bullshit spell.

>> No.4373610

I was thinking of making a DRLA edit. Maybe I should actually get around to it.

>> No.4373614

So, /vr/oom mappers:
How many entryways to unfinished maps have you made? Be honest.

>> No.4373624

That would really depend on what they're doing.
If they're doing spy stuff in foreign countries, IRL they would probably pick an entirely different weapon of entirely different origin just for plausible deniability. They'd probably be supplied something that would make sense for the region, or outright be told to acquire a weapon on their own.

That's if they're even doing an assignment where they're expected to be shooting, which probably would be pretty rare. Most spies just blend into a workplace somewhere with a false identity and then just send information and data to their agency.

>carrying 29 weapons simultaneously
Jesus fuck, why would you make an arsenal that bloated? At least implement a system where you can pick and choose what weapons you want to carry if you're having that many, there's bound to be a massive amount of overlap and redundancy in your weapons.

It's already bad enough in Brutal Doom where you have the assault rifle, chaingun, minigun, and now he's added another machinegun, consolidating weapon types would be a vast improvement. Like, is there really a NEED for more than two hitscan machineguns? And then, consider what those machineguns do different already, strengthen their roles.

>> No.4373629


>> No.4373630
File: 65 KB, 1920x645, 2017-11-02 23_27_58-Doom computer game - Wikipedia.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4373649


>> No.4373651

Man, Wikipedia was pretty fucking ghetto in 2001.

>> No.4373662

Man, I remember those sites. I particularly remember NewDoom having some major rivalry with Doomworld once upon a time.

>> No.4373665


over 100 for ut2004

>> No.4373701

>bloodgdx requires java to run
fucking goddammit
there goes portability then

>> No.4373736
File: 61 KB, 629x631, Scrag.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4373860
File: 2.82 MB, 720x404, Some kind of homing bullshit rifle.webm [View same] [iqdb] [saucenao] [google] [report]

Nearly working as intended, just have to tighten up the aim cone a bit. This BFG has a certain amount of damage it can deal in a single fire, and intelligently spreads it among up to 40 homing shots in increments of 100, targeted at the enemy with the most remaining HP first. Shots get bigger based on how much damage they'll deal, and for most enemies any single shot from this weapon will be enough to kill them instantly. Any unused damage/shots are lost, so it's hard to use to its full effectiveness (like here, probably 75% waste if not more on the best shot), but it can easily wipe an entire room with extreme accuracy.

>> No.4373902

did you account for big shots accidentally hitting smaller enemies?
could make it save atleast some of the excess ammo that doesn't get used

cool shit
a lot of mods have their BFG be not much more than a glorified rocket launcher that does no self damage
this keeps the idea of the BFG having both crowd control and single target elimination capabilities

what does it look like against bosses?

>> No.4373914
File: 355 KB, 2552x1024, aaagh.png [View same] [iqdb] [saucenao] [google] [report]

Fuck it, here it is.

>> No.4373918

>did you account for big shots accidentally hitting smaller enemies?
Working on it, ideally the shots should pass through things that aren't their targets, but still hit walls to miss. Worst case I make the bigger shots a bit slower so the smaller ones will wipe out the tiny guys first.
>could make it save atleast some of the excess ammo that doesn't get used
Nope, that's part of the balance. However I might make it use less than 40 per shot and limit the max damage a bit. I want to incentivize Slot 6 a bit more.
>this keeps the idea of the BFG having both crowd control and single target elimination capabilities
Indeed, when used to full efficiency it's a monster, but it's rare that you'll ever find such a situation so it's more of a panic button/superweapon.
>what does it look like against bosses?
At the moment, it's a 2-shot on Cybie or the Spider. For SM, there'll be some damage left over after the calculation of the initial shot (since the weapon doesn't take their resistance into account deliberately) so there may be a few more shots at smaller guys at the same time.

Sadly it's also causing extremely rare crashes but I'll tackle those tomorrow when I get up.

>> No.4373924

Its the mods. Other games could learn by this example set by id all those years ago. Its given these games eternal life.

>> No.4373931

Do the shots track by themselves without you having to aim at the enemies first? If so, how do you do that?

>> No.4373936

You got me just before I hibernated my PC. The shots do some fun co-ordination with a thinker object which gets monsters that the player can see and assigns each shot a target and damage among other things. You can think of it more like the shots co-ordinate with each other to find the most efficient way to kill everything onscreen, assuming of course that nothing interrupts them.

>> No.4373942
File: 538 KB, 320x240, Browsing doom threads.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4374004

That's amazing!

Would you be willing to share the code to it once you finish your work?

>> No.4374030

quick and simple solution


>> No.4374080

I figured it was literally a BFG fired at you, complete with invisible rays coming out of her eyes after impact. So you need to stay out of Marisa's sight - as soon as you see the energy ball, hide behind one of the trees at the edge of the arena until you hear the ball impact, then pop out, do some damage and hide when she fires the next shot..

>> No.4374163
File: 184 KB, 800x600, Screenshot_Doom_20171104_061447.png [View same] [iqdb] [saucenao] [google] [report]

I can't overstate my love for how Nihility captures the feel and atmosphere of E2, filtered through alpha and beta resources, to make a cool and haunting mapset.

>> No.4374164
File: 156 KB, 800x600, Screenshot_Doom_20171104_061632.png [View same] [iqdb] [saucenao] [google] [report]

I particularly like the tricky secrets, and the secrets within secrets.

>> No.4374167
File: 209 KB, 800x600, Screenshot_Doom_20171104_062525.png [View same] [iqdb] [saucenao] [google] [report]

Incidentally, the pinkies are a lot scarier in the dark with the recreated fuzz effect (GZDoom) applied to them, because you just barely get a glimpse of something distorting the air, it's a lot better than them just being a dark translucent shape like it'd look in earlier versions. That does SORT OF the same thing, but the fuzz is just way better.

>> No.4374170

>has never walked into a mapset he hasn't played before since he doesn't want to spoil them with a gameplay mod
too close to home

>> No.4374171
File: 225 KB, 800x600, Screenshot_Doom_20171104_063643.png [View same] [iqdb] [saucenao] [google] [report]

The imps are interesting too, a bit.
There's the regular brown flavor, then there's the gray ones, who'll just chuck balls of fire at you like he's being paid on commission, he'll just stop and continue putting out fireball after fireball, until you hurt/kill him or get out of his line of sight.

He works like a weak but more mobile and compact arachnotron, just one of these up on a ledge while you try to deal with other monsters can be serious trouble, but of course, irresponsible rapid fire can easily lead to infighting.

>> No.4374208
File: 39 KB, 300x300, 300px-monster_quake_enforcer[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.4374225
File: 233 KB, 800x600, Screenshot_Doom_20171104_095740.png [View same] [iqdb] [saucenao] [google] [report]

Ah, the exit, I can finally...

>> No.4374227
File: 249 KB, 800x600, Screenshot_Doom_20171104_095756.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4374232

I just played Back To Saturn X Episode 1 and am completely blown away by it. Are there any more full megawads that have

1. A unique look and feel
2. An original soundtrack
3. Absolutely flawless level design?

So far I have BTSX 1+2, Valiant and Ancient Aliens. I didn't like most other wads I tried, like Scythe or Memento Mori, they feel just as incoherent as the original levels, I need some god tier wads.

>> No.4374257

Am I reading this right that even Doom 1, Heretic, Hexen, and Chex Quest will also play D_RUNNIN?

>> No.4374290


>> No.4374292

Hexenkessel is now up on idgames archive.


>> No.4374295

Did something happen to the rating system? None of the files added in October have a rating. In fact, I can't see any way to rate WADs at all.

>> No.4374320

Did you also like Rubicon, Eternal and Aeon?

>> No.4374324

Thank you for this recommendation, I needed something like this. also just use chocolate doom like the nihility thread suggests and you can have your spectres legit

>> No.4374339
File: 268 KB, 800x600, Screenshot_Doom_20171104_101841.png [View same] [iqdb] [saucenao] [google] [report]

These guys are used pretty well, they're a bit spooky, they're not too tough so you can easily take them, but in groups or in an ambush they can be real shitheads, a very particular ambush comes to mind in one map, scared the shit out of me the first time.

I'm fine with the way I'm doing things, I'm very much in love with OpenGL, freelook without auto-aim, decals, and dynamic lights, you can even see I'm using a flashlight in some screenshots (I have it on autoload). I've played plenty of vanilla and boom anyway, and sometimes go back to it (mostly through console ports).

I actually really like the faux fuzz effect in GZDoom because it actually scales to the resolution of the sprites, feels cleaner.

Anyway, if you like Nihility you should check out Alpha Accident as well, it's a single episode with a lot of similar use of development resources and dehacked, though with a different style.

>> No.4374385

Well to be fair i was reffering to the weapons you can dual wield, the real weapon count is closer to 24. And even then you can shoose to have certain weapons replace their obsolete counterparts once you find them.
All in all, PB's weaponset isn't all that superfluous, every weapon has a niche that it's good at, in my opinion

>> No.4374472

Honestly I just find it to be cumbersome to have to think about and maintain a whole bunch of weapons, some which do mostly the same thing.

>> No.4374474
File: 536 KB, 381x512, 1508101116853.gif [View same] [iqdb] [saucenao] [google] [report]

I'm setting up a classic fps blog in spanish, wish me luck fellas

>> No.4374514
File: 1.78 MB, 800x600, 2017-11-04 15-25-33.webm [View same] [iqdb] [saucenao] [google] [report]

Rocket propelled hand grenades. Model and trail are placeholder.

>> No.4374564

alright lads I'm looking for an iwad I forgot the name of
you play as a korean schoolgirl with a katana and magical powers, I think you have guns as well but they're kind of secondary
that's all I can remember about it desu, I think it may not have been completed

>> No.4374570


>> No.4374576

that's the one, thanks anon

>> No.4374579

What is dat

>> No.4374580

Lol literally every Japanese game ever!!! Good luck

>> No.4374597

If you don't mind spaghetti that's really unoptimized and badly factored this is the current version. There's some stuff besides this that it inherits from but you don't need it to reproduce the process I use.

>> No.4374602

wtf, Cosmo is furry/hairy?

>> No.4374621

How do you guys organize your wads/mods/etc?

>> No.4374624
File: 145 KB, 640x400, savescumming.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4374665

Oh also it wasn't the gun causing crashes, it was a different system for cleaning gore actors.

>> No.4374693
File: 44 KB, 272x260, aagh.png [View same] [iqdb] [saucenao] [google] [report]

Ahahahha holy shit you actually did it
I fucking love you

>> No.4374730

Did you get both of the secret levels?

>> No.4374746

/idgames archive is legacy now so it seems they disabled the ratings

I think you need to use the new Downloads section to write a review, like and stuff


>> No.4374759

Oh dear.

>> No.4374784

> something about lacking the ability to aim, so need 4x ammo
> babbymode longer invuln
> compensating with big guns and volume of fire

> faster speed + automap = blind speedrun any level
> never runs out of ammo because never misses, expert marksman
> turns weakest common hitscan weapon into the strongest one
> pistol's small mag size is the only thing keeping it in check
> only uses one hnaded guns for the sole purpose of being able to use two at once
> never missed a shot in his life
> you're pretty good

>> No.4374790

Spiritual sequel to MSX

>> No.4374801

Nope, the entrance wasn't where I thought it'd be, so I didn't find them.

>> No.4374803

generally speaking I was only finding about 1/3 of the secrets anyway. One factor of this I think is that on my system it runs complete with the slowdowns that the original doom game came with, so I tend to focus on the action and switchhunting and doorfinding more than I do the secrets.

>> No.4374826
File: 726 KB, 600x309, john startan2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4374834

I'll admit I chuckled at this.

>> No.4374858

[good lucks in spanish]

>> No.4374864
File: 2.95 MB, 1280x720, 70 percent done.webm [View same] [iqdb] [saucenao] [google] [report]

Shots now only collide with their intended target or walls, meaning one trigger pull is good to screen-clear most small-medium rooms. What's funny is that this is effectively what the BFG did before, only this one is smarter and flashier about it. Still needs more code cleanup and maybe some visual polish.

>> No.4374871

what mod are you working on?

>> No.4374876

Babel, planning to be "done" by some time before GMOTA releases. But in all seriousness I've converted the whole thing to ZS and now I'm just adding the final touches and optimizing.

>> No.4374886
File: 92 KB, 557x495, 1506068488381.jpg [View same] [iqdb] [saucenao] [google] [report]

>get new fancy computer to play all the latest games on
>"think of all the cool stuff i could have played in the last 5 years!"
>mostly skippable bullshit or not worth the effort
>when getting fucked around think "doom didn't do this".

So here I am, back at Doom threads.
Can anybody recommend a good 1-3 level wad that has come out in the last year or two I can play to ease back into things?

>> No.4374923
File: 516 KB, 1600x900, Screenshot_Doom_20171104_141245.png [View same] [iqdb] [saucenao] [google] [report]

Also here's a still shot showing that the bfg shots scale up in size as they do more damage. These are each doing 600 damage, unlike the ones in the webm which do 100 each.

>> No.4374948

I wasn't ready for this...

>> No.4374995

Well you can play BTSX2 next but I think the first episode was a bit better than it at least. There are lots of wads out there that have what you are asking for desu but I guess you could try Pirate Doom if you are looking for something far out there with original music and a look with great level design.

BTSXE1 is my favorite wad so far of the many I've played.

>> No.4375007

It's not 1-3 levels, but disjuction was pretty good.

>> No.4375016

what wad is this?

>> No.4375026
File: 427 KB, 800x599, NIHILITY.gif [View same] [iqdb] [saucenao] [google] [report]

Goes in second episode slot.

>> No.4375067


>> No.4375080
File: 280 KB, 1920x1080, memery.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4375083


Nicely done.

>> No.4375116
File: 46 KB, 427x366, 1509773224955.jpg [View same] [iqdb] [saucenao] [google] [report]

>demon steps in
>"hey doomguy, your picture sucks"
>murder rampage ensues

>> No.4375132

You should have used that "extreme weapons mod" or whatever that mod with troll weapons is named
And then punch with a fist until you break a nail and doomguy fixes it
And then screenshot this same moment but with your doomguy also doing the "ok" sign
That would have been perfect

>> No.4375249
File: 115 KB, 832x809, DOOD.jpg [View same] [iqdb] [saucenao] [google] [report]

So this is my first time trying the Doom RL Arsenal mod.

What should I pair it with, if anything?

>> No.4375304

Using Oblige tends to be a popular choice.

>> No.4375316

Playing Doom 64 at the moment, I actually like the monster design. They look creepy and intimidating for the most part, with a couple falling flat on their faces (zombies and lost souls just look silly).
What was with them hiding the unmaker and demon keys behind all those secret levels though? It seems to be a thing with N64 games where at least one feature has to be super hidden.

>> No.4375339
File: 3 KB, 655x156, README_logo.png [View same] [iqdb] [saucenao] [google] [report]

Not sure if it was mentioned before, but Dakka was updated about a month ago.


>> No.4375348
File: 79 KB, 563x587, 5532408728_8142ae143c_z.jpg [View same] [iqdb] [saucenao] [google] [report]

>Dakka's been updated

>> No.4375390
File: 124 KB, 480x270, giphy.gif [View same] [iqdb] [saucenao] [google] [report]

>Dakka was updated about a month ago


>> No.4375405

>ijon isn't ded
What the fug.

>> No.4375432

I thought the zombies look fine. Lost souls aren't too bad either. The only enemy that I thought should have looked way better is the mancubus. Especially since its original design is so much better. The Doom 3 version is pretty great to. I think the Doom 64 Imp is the best version of that enemy across all games. It even had an invisible version called nightmare imp.

As for why they hid all those keys behind the secret levels, I think that wasn't just a thing with N64 games. Developers back then in general loved putting obscure secrets in their games. Although Doom 64 made it too obscure in my eyes since there is no way anyone would find that stuff by chance without having to look it up a guide.

>> No.4375439

Replayed Memento Mori after such a long time and realized how neat it is.

>> No.4375451

>you can make multiple TEXTURES files
I had no fucking idea. I gotta remember that.

>> No.4375472
File: 2.94 MB, 720x404, 20171104 (04).webm [View same] [iqdb] [saucenao] [google] [report]

>Spaghetti refactored
>Targeting sequence optimized
>GLDEFS adjusted
>Doesn't waste ammo if nothing is onscreen
>btfos imp crowds
BFG is working pretty well now I'd say.

>> No.4375482

This is disgusting. The BFG isn't supposed to work like this no matter how much you see this as an improvement.

>> No.4375494

Hello to you too shitposter. I hope you're having a marvellous day.

>> No.4375498

get over yourself nerd

>> No.4375635

link itasi te hago publicidad, perro

>> No.4375720
File: 56 KB, 480x360, jason its not fair its not fair.png [View same] [iqdb] [saucenao] [google] [report]

Seems like it functions about the same just more efficient.
> isnt supposed to work like this
How about other weapons that function completely different that take its place instead huh? Maybe ones that don't even work the same way...

This is pretty close to the original concept to be h0nist. Stop complaining, I would accept this weapon.

I dont know if the damage scales high enough to take on a boss, if it doesnt breach 1500 damage then its bad news for that, but often times you get a ton of rockets to throw at bosses so using a bfg on them is a bonus.

> I made an uber plasma rifle replacement for the bfg slot that kinda mimiced the BFG10K and did like 80 damage per shot, it didnt even use cells, you just got 100 shots of it with a special ammo type on pickup.
> if you cant kill a Cyber with 8000 damage I dont know what to tell you.

>> No.4375726

It currently scales to 4000 damage, but I'm going to be tweaking it.

>> No.4375748

> OP plasma rifle replaces the bfg
> it has its own ammo type
> you only get ammo with a bfg pickup then its gone

What replaced the Cells ammo was Anti-Tank rockets, you still had the normal rocket launcher ammo slot but the AT Rockets did about 500 per pop and each one represented a cell ammo pickup.

In terms of one-enemy damage it roughly equaled a plasma rifle. But since it did so much blast damage it was far more efficient for groups. And it did a screen shake and it had a massive explosion effect (like a smaller version of icon of sin's death) and used the duke nukem explosion sound. It was pretty fun to shoot and it really sucked to miss or hurt yourself with it.

The only thing that really, really sucked about the AT rocket is those situations where there's a plasma gun pickup (replaced by the AT Missile launcher) and you're expected to fight in close quarters with it. Then you're fucked unless you brought an SSG or grabbed the bfg pickup earlier (the OP plasma gun).

> however in this mod I had also replaced the shotgun with the SSG, and the SSG pickup was just another OP Plasma Rifle pickup that only gave you 30 shots instead of 100.
> to make up for the fact the SSG only fired 2 shotgun blasts instead of the 20 pellet ssg blast, so having the OP plasma rifle gave you some emergency bonus damage to peel off at your liesure if you needed it.

So to recap that mod did the following:
* BFG = overpowered plasma gun 100 shots
* SSG = overpowered plasma gun 30 shots
* Cells = 500 damage rockets apiece (300 blast over 180 radius)
* Shotgun = a double barreled shotgun

>> No.4375784

it's nothing to be ashamed of, quite the opposite, it's the right thing to do.

>> No.4375792

cool status bar, the colors are very pleasant.

>> No.4375802 [DELETED] 

It's a mod, you dick eating gay nigger cunt ass nugget retard boyband liker. It can work how the fucking shit cock ass chode stabbed taint piss it wants.

>> No.4375805

babbys first 4chan post

>> No.4375857


I'm still tinkering it

about what should be the first post?

>> No.4375878

No, but it was fun to write.

>> No.4375936
File: 1.08 MB, 275x206, RIPNTEAR.gif [View same] [iqdb] [saucenao] [google] [report]

>when you get trapped in room full of monsters with limited ammo and manage to survive

>> No.4375951
File: 1.17 MB, 1360x2304, WIP Main UAC Hangar.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't fucking know where the Screenshot Saturday guy went, but here's my WIP to show.

>> No.4375958

Looks like a mix of classic Doom, Doom 3 and Doom 4 or something
What is this?

>> No.4375968

A map i started to make last year and haven't touched it for months.

>> No.4375971

Shut up, SgtMark

>> No.4375983

I know it isn't retro but quick thoughts on Doom 3? I've always wondered what /doom/ opinion is on that game since it is so different.

I honestly liked it despite its flaws. Great atmosphere, decently spooky and pretty good lighting imo. It could be made to be even better if it was made today. Some flaws would be the flashlight issue, too many jumpscares and the guns sounding weak as shit. Some areas provide some fun fights as well.

>> No.4375996

I hold doom 3 and 4 in the same regard as 'fun in their own right', despite their flawed aspects.

4 is much higher for me though. one would think 3's slower pace would allow for some intricate level design and allow for more exploration, but the overall slog it cost me to fight on through the 20 something maps really got to me before I could make a clear judgement.

>> No.4376006

Quake was able to be Homebrew'd onto 3DS, why not the Vita or Switch?

>> No.4376014

is the switch moddable?

>> No.4376023

It is, but it will take a while for a stable entrypoint to be found.

>> No.4376035


>> No.4376084
File: 317 KB, 992x900, asdc.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4376165

New thread Doom thread


>> No.4376357
File: 100 KB, 500x334, 1509326532972.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4376503

Mark, if you're not going to listen to any of the legitimate criticisms people have, why are you even here? Do you really get off that much to attention that you don't even care if it's negative?

>> No.4376645
File: 39 KB, 321x490, megasphere_spotted.jpg [View same] [iqdb] [saucenao] [google] [report]

The design is brilliant in many regards.

Each weapon is unique and fulfills different roles. Even though the plasma rifle could've just been a stronger version of the chaingun, instead it uses projectiles instead of hitscan. Other than the chaingun replacing the pistol (and even then it's only a replacement if you know that staggered chaingun shots are pinpoint accurate like the pistol, as otherwise the pistol would have its niche in sniping, however rare it'd be), no weapons are just strictly stronger versions of another.

Each enemy is similarly unique (although Barons/Knights are just bigger stronger Imps). The hitscan zombies are easy to kill, but their undodgeable damage means they are top priority in encounters, giving other foes a chance to fill the air with projectiles. Pinkies and Lost Souls give pressure quickly, but still in different ways. I could write a thesis on how each enemy changes an encounter, but you get the idea. They are also visually distinct, easily identifiable even at 5x10px.

So you have a solid foundation for all the user-generated levels which give infinite iterations on the gameplay. Even without mods, there is a ton to work with. The open source code helps a lot too, allowing the community to create ports and keep the game functioning on newer machines.

So I guess in short, there are a bunch of reasons why DooM has so much longevity.

>> No.4376659

>babe limp

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