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/vr/ - Retro Games

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4411982 No.4411982 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4407270

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.4411984


-Seeking for possible improvements and additions

=== NEWS ===

[11-20] TNT:Evilution UV Speed D2ALL in 38:58 by ZeroMaster

[11-20] Anon wad: sky by Lud/YukiHerz from zdoom forums, for ultdoom

[11-20] A Quake Champions mod for Doom has single player support

[11-20] Anon map: Moonwalker1.wad

[11-20] FKER Enemies Only updated for High Noon Drifter compat

[11-19] /vry/spooky: gothortx sky1 fix

[11-19] The Alfonzone: 62 maps for GZDoom, designed for gameplay mods

[11-19] Source engine-style devtextures for Doom

[11-18] OBLIGE's final bugfix update: 7.70

[11-18] Defrag World Cup is back for the first time since 2014

[11-18] Golden Souls 2, Demo 3 released

[11-14] Dark Tide, a huge gothic castle map by Lutz

[11-14] La tailor girl first full release

[11-13] EZDoomJukebox, a Python-based .pk3 jukebox generator

[11-11] GMOTA 1.0 pre-release

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4411987

Didn't this guy draw multiple cute Sorlags?

>> No.4411990
File: 2.61 MB, 1830x2440, sorlag.jpg [View same] [iqdb] [saucenao] [google] [report]

I only got this and the one in the OP, which I found on an /aco/ thread.

>> No.4411991
File: 1.54 MB, 2448x3264, 1502928020384.jpg [View same] [iqdb] [saucenao] [google] [report]

They drew this one too but I think that's it.

>> No.4411993

On the off chance anyone here is experienced in map making for Marathon (Aleph One), how do you add fog? I tried taking a fog MML and adding it to my map to test and the game refuses to load the map.

>> No.4411995
File: 33 KB, 468x311, hehehehehehe.jpg [View same] [iqdb] [saucenao] [google] [report]

>tail wagging
stupid lizard

>> No.4412008
File: 412 KB, 356x506, 1511007055266.png [View same] [iqdb] [saucenao] [google] [report]

I would like to say that these threads have been a continued source of motivation, inspiration, conversation (and tech support) in the time that I have been using them and I really value what you have all been able to bring to the community.

>> No.4412015

Okay, so final thoughts - GMOTA in Heretic is ridiculously fun, even if doesn't work fully. Probably this is related to Heretic having a ton of melee enemies which are more fun to mow down in melee, and flying enemies - jump slashing the gargoyles never gets old.

Hell, I might even see if I could mod GMOTA to fully work in Heretic, if CK will be okay with that.

>> No.4412017

>Hell, I might even see if I could mod GMOTA to fully work in Heretic, if CK will be okay with that.
I'd be perfectly fine with that, though you may want to wait til I launch the v1.0 update because I am in the process of breaking a lot of things and rebuilding them from the ground up.

>> No.4412023

You're not the only one who feels that way. This is my home board and home thread for a reason.
I love you guys

>> No.4412046

Okay then!

>> No.4412049

that's the guy who drew the phoneposting mancubus
i recognise the style

>> No.4412051

They also drew that ab-tastic Crash, right? What a damn hero.

>> No.4412052
File: 480 KB, 634x608, even worse.png [View same] [iqdb] [saucenao] [google] [report]

well I'll be damned, you're right

>> No.4412068

So can I get some map set suggestions? I really just want something new to play, is all.

>> No.4412073


Better than the usual reactionary joke wads.

>> No.4412076

Alien Vendetta if you haven't played it.
Ancient Aliens is good too.

Suspended in Dusk was great, too.

>> No.4412078

Is the game borderline unplayable without keys which you rarely get?

Bonus points if he has a bitcoin/paypal address people can send to to get a key from him.

>> No.4412083

Any thoughts on Sunlust?

>> No.4412086

>Is the game borderline unplayable without keys which you rarely get?

It is. It's not actually better, it's fucking awful in the sense where going through maps with only fist/pistol is tedious as hell.

>> No.4412087

If it isn't, I'm sure all you'd have to do is edit the rate one way or another and have EA realism mode.

>> No.4412091

It would be better if there was also a chance of getting the same weapon you already had but with a different color.

>> No.4412094

Was going to recommend that too but I forgot it's name, yes Sunlust is good too.

>> No.4412102
File: 223 KB, 640x480, doom_texture_poison.png [View same] [iqdb] [saucenao] [google] [report]

Does anybody know what texture packs contain signs like pic related?

I've seen ones for "heat" or "crusher" before.

>> No.4412117

someone unironically convince Sergeant Mark IV to add it to Brutal Doom v21

>> No.4412134

It's already half in Combined Arms and that roguelike mod half of this thread seems to love.

>> No.4412142

The difference being you don't need keys for those.

>> No.4412143

i think the crusher one is from uac ultra. not sure about heat. poison and radiation are from the iwads.

>> No.4412150
File: 1.24 MB, 3264x2448, 1375827749992.jpg [View same] [iqdb] [saucenao] [google] [report]

I only got...

>> No.4412152
File: 3.83 MB, 3120x4160, IMG_20170625_185914.jpg [View same] [iqdb] [saucenao] [google] [report]

these two.

>> No.4412154

Is this a meme or something?

>> No.4412157

Actually one of the roguelike ones did have chests that required keys or an unlocking minigame.

>> No.4412161

Well at least in Combined_Arms that shit isn't pulled, you just break the crate open and get a weapon.

>> No.4412170

Modern gaming is full of lootboxes, locked items (usually cosmetic) that you receive while playing a game that you can only open by paying real money, and the item you get is random. It's essentially gambling since you're paying real money for the chance to get the virtual item you want. For a while it was only in multiplayer free-to-play games like Team Fortress 2, but more and more it's been added to full priced $60 games like Overwatch and even single player games like Assassin's Creed: Origins. It's getting ridiculous and there's currently a vocal backlash against the practice, as well as against the practice of intrusive microtransactions in full-priced games as a whole. Some governments are even looking into the practice to determine if it should be regulated the same way regular gambling is.
Lootboxes and microtransactions are part of why I mostly stick with /vr/-era games.

>> No.4412184

Is there a Doomario Kart mod?
If not, there should be.

>> No.4412187

Sorlag but she's in a Q1 mod.

>> No.4412189

It's a cursed project, all attempts have failed and caused a lot of discourse.

>> No.4412202

what, in DoomRLA? i don't remember this
in doomRL, the actual roguelike, maybe, but it's that sort of game

>> No.4412203
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]

In DRLA you just melee or shoot crates to open them, mod is already heavily randomized as is with colored modpacks impacting what you can assemble. However, getting a part of a set of items makes getting the other part(s) much more likely.
Combined Arms's implementation are just sticking random bonus weapon in boxes that aren't really part of the core set, but yes it too is RNG.

Recently the concept of lootboxes came under fire with some single player games getting them on top of the new Battlefront essentially providing paid advantages through them in multiplayer. New CoD includes daily objectives that involve watching other players open theirs.

There was. Best left in the past.

>> No.4412206

Played through half of D1E1, seen a handful of crates, even one replacing a soul sphere but no key drops even though I cleared each map with just the pistol.

It's not terribly hard so far but I can see this getting frustrating.
Calling it cursed doesn't quite cover it, any project attempting it gets sucked into the abyss and most of the people working on it never see light of day again.

>> No.4412208 [DELETED] 
File: 38 KB, 361x107, tabletennismanager.jpg [View same] [iqdb] [saucenao] [google] [report]


I have developed a little table tennis game and would like to introduce it to you. It is the Table Tennis Manager and it is a massively multiplayer online game (MMO) in which the goal is to lead a table tennis team in a sportive and economical way as a manager and to advance into the Premier League.

You can have a look at the game here and play for free:

Here is a small trailer:

I hope you like it!
If you have any questions, please feel free to contact me.

Apart from that, I wish you a lot of fun while trying and playing!

P.S. For Android there is also a small app here: https://play.google.com/store/apps/details?id=en.pixcept.ttm

Many greetings

>> No.4412212

didn't he do the one daisy pic

>> No.4412213
File: 57 KB, 640x480, Screenshot_Doom_20171121_152924.png [View same] [iqdb] [saucenao] [google] [report]

>[11-20] FKER Enemies Only updated for High Noon Drifter compat

There still seems to be a sprite name clash here. Those are FKER's mancubus grenades on the right, not HND's pinpulls.

(Also why does GZDoom omit the player sprites and HUD from screenshots? Have I accidentally set some option I shouldn't have or is this a bug?)

>> No.4412214
File: 1.65 MB, 5000x5000, 1444236518062.jpg [View same] [iqdb] [saucenao] [google] [report]

Its only a matter of time before tons of RangerxSorlag and/or BittermanXSorlag fanfics and drawings come about

>> No.4412215

you put flying sweatdrops on ANYTHING and it makes it moe

>> No.4412216
File: 1.05 MB, 800x1066, daisy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4412221
File: 1.91 MB, 3264x2448, 1503195903183.jpg [View same] [iqdb] [saucenao] [google] [report]

Time to shill the pairing on /trash/, then.

>> No.4412223
File: 117 KB, 469x357, 1509718889177.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4412227

>Hey how you doin lil mama? lemme whisper in your ear

>> No.4412228


>> No.4412231

mainly does porn though. don't know the artist name but the style seems consistent enough to tell apart.

>> No.4412259

Just checked UAC ultra, nah it's not there man.

>> No.4412307

Oops, I'll get that when I get home later tonight. Good catch.

>> No.4412310

Do not fug the bunny.

>> No.4412316
File: 432 KB, 1280x1707, 2012,+3-19+Bunny+Stretches+Her+Legs+After+a+Run+through+the+Park.jpg [View same] [iqdb] [saucenao] [google] [report]

You can't stop me.

>> No.4412321

>mainly does porn though.
So do most artists, such is the economy.

>> No.4412325

Why the fuck are you talking about it like it's a bad thing?

>> No.4412341

why dont the chainsaw and bfg show up first in their slots in metadoom?

>> No.4412343

How do I interactive portals? I want to test my bullets.

>> No.4412360

So terry traps are actually psychological warfare by the demons? Amazing.

>> No.4412362

Actually it's even better than the paypal thing. There's in-game item shop, but when you try to buy anything, game says that Doom servers are temporarily offline, and apologizes for inconvenience.

Which is actually a flash of brilliant satire about a next level on which lootboxes don't work, especially in single-player games.

>> No.4412370

mockaward for sure

>> No.4412431
File: 54 KB, 1280x800, X1YBekV.png [View same] [iqdb] [saucenao] [google] [report]

something called cybershade, saw it in the doomworld pictures thread. not mine.

>> No.4412435
File: 25 KB, 640x400, tGvPfG7.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4412439
File: 36 KB, 640x400, Z1JPdOL.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4412443

>It is kind of bullet hell, slaughter kind of game
oh i had hopes, but i hate slaughter maps

>> No.4412448 [DELETED] 


>> No.4412458
File: 263 KB, 1280x1024, tedium.png [View same] [iqdb] [saucenao] [google] [report]

It's actually pulling from two; Zealous machine and Hive Mother; respectively.

>> No.4412478

what did he mean by this?

>> No.4412495
File: 94 KB, 564x825, DMCNhLeXcAAs1j6.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd just like to interject for a moment. What you’re referring to as Zandronum, is in fact, ZDoom/Zandronum, or as I’ve recently taken to calling it, ZDoom plus Zandronum. Zandronum is not a source port unto itself, but rather another free component of a fully functioning ZDoom system made useful by the ZDoom corelibs, rewritten source files and vital system components comprising a full source port as defined by Romero.
Many doomers run a modified version of the ZDoom system every day, without realizing it. Through a peculiar turn of events, the version of ZDoom which is widely used for multiplayer is often called “Zandronum”, and many of its users are not aware that it is basically the ZDoom system, developed by Graf Zahl. There really is a Zandronum, and these people are using it, but it is just a part of the port they use.
Zandronum is the parser: the program in the system that reads wads and pk3s. The parser is an essential part of an source port, but useless by itself; it can only function in the context of a complete source port. Zandronum is normally used in combination with the underlying ZDoom source: the whole system is basically ZDoom with Zandronum added, or ZDoom/Zandronum. All the so-called “Zandronum” ports are really modifications of ZDoom/Zandronum.

>> No.4412503


>> No.4412515

except for the fact that it's actually quite terrible to play

>> No.4412516
File: 3.13 MB, 1921x2452, 001.png [View same] [iqdb] [saucenao] [google] [report]

I'm nowhere near as good as proper drawfags, but hey.
Why would that stop me?

>> No.4412518

Besides the hair looking like moss, that looks really good, Anon.

>> No.4412529

so was extreme doom weapons or whatever it was called. and yet there is, cacowards 2013...

>> No.4412531

draw a caco wrapped in a snug blanket

>> No.4412532

you are better than i am and thats all that matters

>> No.4412534

That's looking alright anon, keep it up.

Can you draw some HUH for us next?

>> No.4412540

yeah, and that was terrible, too

the mockawards have really been consistently terrible, giving awards to bad wads
it needs to stop

>> No.4412546

Reminds me when Minecraft had an Aprof Fools joke
They added a chest that spawns near you on world creation and opening it leads links you to a website with a fakeshop
And when you click on some stuff there a dinosaur spooks you

>> No.4412547

I think you're missing the point.

>> No.4412558
File: 102 KB, 1024x683, 1499621850050.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4412569

They're making a mockery of the mockawards!!!

>> No.4412576


>> No.4412595
File: 212 KB, 1920x1080, 1509452424364.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the deal with using music from other games in regards to it being allowed?

I've seen WADs use Megaman music and they're not pulled down, so I was wondering because I thought it was totally out of bounds.

>> No.4412601

It's a twenty year old game. Companies don't much care for piracy in it as long as it's not too glaring.

>> No.4412612

MIDI or OGG/MP3? MIDI, no problem at all. OGG/MP3, people hate bloat. Most companies (excepting Nintendo) won't care.

>> No.4412625

Doom Rampage Edition Redux when?

>> No.4412629

Yeah, I've seen some great remixes but they're mp3/ogg. My level isn't a straight vanilla level though anyway so players seem to be a bit more tolerant if you're using a GZDoom map in terms of file size.

We're all still, myself included, anal about file size even though we download it in 30 seconds or less anyway, but we've still got the holdover from the dialup days.

>> No.4412631
File: 30 KB, 344x344, 1494166423417.jpg [View same] [iqdb] [saucenao] [google] [report]

Complex Doom with the legendary monsters addon looks kinda fun, but I'm not sure if I agree with decision of having million different variants of Double barreled shotgun. If you necessarily want to have million variants of guns that do the same thing then just make different player class(es) that have their own 'complex' weaponry or just limit how many guns you can carry per slot.

>> No.4412636

That or add some way to make the order toggleable and configurable.
Say I want to disable slot1-weaponD and take it off the rotation, or make slot3-weaponC the first one to pop up, someone should make a mod to allow that.

>> No.4412645

I can see what he means.
Scuba wrestled with this a couple years back in that there's not really a lot of good, enjoyable jokewads coming out.
Ludicrium is truly funny and fun to play. Brutalist Doom...is really only good for the palette.
It Only Gets Worse is a legitimately hilarious and enjoyable mapset. Extreme Weapons Pack is a chore to play, something that you Give All and look at the weapons, chuckle and then close to never open again.

A lot of jokewads, especially nowadays, are just memes or trying to ride a trend.

>> No.4412659
File: 617 KB, 1366x768, spasm0001.png [View same] [iqdb] [saucenao] [google] [report]

Halp! How do Increasing the gamma, brightness or contrast in QuakeSpasm doesn't increase the base brightness of the maps! -- black areas are still pitch-black. Is there any way I can make things a bit less total black?

>> No.4412671 [DELETED] 
File: 63 KB, 700x350, man-pointing-gun-blog.jpg [View same] [iqdb] [saucenao] [google] [report]

why do quake players keep coming here asking quake stuff

especially after all the "doom is shit", shittalking?

realize the error of your ways?

>> No.4412673

Uh, I play Doom. I made PortaDOOM. I like both games.

>> No.4412675

Don't respond to him.

>> No.4412681 [DELETED] 

Don't mind S'Arais he's a nolifer who's been shitposting here for years.

>> No.4412685 [DELETED] 

parasites who can't sustain their own thread so they come over here and try to steal our drawfags.

>> No.4412698
File: 320 KB, 1600x900, Screenshot_Doom_20171121_161951.png [View same] [iqdb] [saucenao] [google] [report]

So I've known about 8-Bit Deathmatch for years but never actually tried it. Decided to give it an honest shot and...
It's not bad, I guess?

The graphical style is garish as hell, but the core gameplay is pretty neat. There's a lot of talk of the whole "mobility as defense" for Doom, but making every weapon a slow-ish projectile really emphasizes the movement and dodging. Shame the player speed is toned down a bit.
I'm sure my opinion will change once I get online thanks to the playerbase, so I decided to try it offline first. I've been having fun, which is surprising.

>> No.4412702

>I'm sure my opinion will change once I get online thanks to the playerbase, so I decided to try it offline first.
On one hand fighting bots and unbalanced bosses isn't the true experience. On the other hand the playerbase for the mod is/was cancer, so that isn't much better.

>> No.4412712
File: 200 KB, 1280x1024, Screenshot_Doom_20171121_162206.png [View same] [iqdb] [saucenao] [google] [report]

Except that's not my post. Stop shitsmearing my name for drama brownie points.

>> No.4412718 [DELETED] 

you forgot a few.

Would a dynamic music system be hard to implement in either GZDoom or Quakespasm?

>> No.4412721

this is gonna go over the head of 99% of the people here

>> No.4412726

Thanks a ton anon!

Discovered more than one game crashing bug with that.

>> No.4412729

> having million different variants of Double barreled shotgun
Dude, there is only like three
2,4 and 6 barreled
And pretty sure that Hexa (with 6 barrels) is from LCA, not from original Complex

>> No.4412730

It would, backseat moderator.

>> No.4412735

not very hard. just write it in acs. playsound is all you need.

>> No.4412737

stop backseat jannying

yes and no, the actual writing of the music system would be easy, just a matter of keeping track of the player's current status (probably with inventory items) and then doing SetMusic a lot
the actual seguing of music into each other seamlessly would require a LOT of work on the music end

>> No.4412743

CGA Doom?

>> No.4412746

By the way, something isn't right because the map gives error reports in the console.

>> No.4412764

I think it would seriously be easier to ask Graf for it as a feature and just hope he says yes, rather than try to make it work properly with ACS and scripts.

>> No.4412765

I don't think Red goes well on the mini terraces there, I'd use the same wall texture (but lined up so it looks like it's all one seamless lot) or a darker one.

>> No.4412772

Not gonna lie, I like the aesthetic you're doing here with this map. I agree with the second guy, I wouldn't texture the floor of the tiny steps red, I'd texture them to fit the sidedefs, it'd look much smoother.

>> No.4412774

fuck graf he's a cuck

>> No.4412776


Funnily enough I was just about to point out the exact same thing. You've yet a lot to learn about texturing, sarais. Hopefully, we'll get there in time.

>> No.4412780

It wasn't him that posted the quake thing, but myself.

>> No.4412786

>implying quake ever has been or will be popular in porn
there's characters like hunter and slash and mynx and there's STILL so little content it's unreal

>> No.4412790
File: 194 KB, 1280x1024, Screenshot_Doom_20171121_165956.png [View same] [iqdb] [saucenao] [google] [report]

Oh piss. I forgot those. Thanks.

For clarification, between the transparent-orange midtexture and the techwalls, yes?

Changed to Redwall instead of the weird Plasteel-Glass Redwall1 texture (that i'm rather fond of). This is the part you meant, right?

Sorry lads. Hopefully my first serious quit-fucking-around-and-get-your-ass-cracking map is worthwhile.

Still trying to figure the best of the lot.

>> No.4412795 [SPOILER] 
File: 37 KB, 360x268, 1511301922229.jpg [View same] [iqdb] [saucenao] [google] [report]

No, he's a cock.

>> No.4412798
File: 51 KB, 341x290, skeletonsarescary.jpg [View same] [iqdb] [saucenao] [google] [report]

>forgot my flats twice in a fucking row
I bet the revenants did this

>> No.4412804

matching flats with adjacent sides is what the boring conventional doom community mappers would do. it takes a genius like Sarais, master of the anus, to show us the way forward, by putting redwall and floor1_6 fucking everywhere

>> No.4412805

No, the tiny bits near the floor. The 3 terraced parts on the floor and cielings with the techwall as the wall and the red as the flat.

>> No.4412810
File: 210 KB, 1280x1024, Screenshot_Doom_20171121_170944.png [View same] [iqdb] [saucenao] [google] [report]

Well, now that I haven't cockslapped myself with my flats and have them actually changed for the example, it should look better now, yes?

>> No.4412821
File: 208 KB, 1280x1024, Screenshot_Doom_20171121_171254.png [View same] [iqdb] [saucenao] [google] [report]

Here's it's adjacent sister room, so to speak. I originally had them as non-liquid flats; but for whatever reason I decided to swap them for blood/fantabase liquid flats. Gave it a more "nectarine/honeycombed/sticky" feel; despite them basically being hybrid control rods/processors ala nuclear reactors. I'll likely swap them back.

Also Redwall1 is a real bitch to convert to an Ornwll1. Opurwall exists; but it's not got the same grain/gradient as in Redwall1 (which is why i like that texture)

>> No.4412823

Yeah, that looks cool!

>> No.4412824

You're running the newest version of QS, right? 0.93 just officially dropped the other day (surprised there's no news about it) and there's now separate sliders for both brightness (gamma) and contrast. They're in Options just under Screen Size, try fiddling with them?

Note however that they can only go so far and it's possible that the author intended for some areas of a map to be pitch black. That's even a thing in the id1 maps, using your shotgun/nailgun's muzzle flash to navigate in the dark.

>> No.4412825

Better yes, though I woulnd't use the tech wall myself but now I'm back seat driving.

>> No.4412829

Hey dude, thanks. It's much appreciated. Even if the whole doom community hates my guts; hopefully at least enough people appreciate my efforts that I don't go to my grave having accomplished nothing of note.

Not saying that's anytime soon to my knowledge; but hey, that's the same goal as anybody I guess.

Also the "honeycomb" room was originally consisting of 3 archviles. The one on the button was changed to a PE because of navigation and dealing with three archviles when you accidentally open up the rooms for the other two with the Floor Button/Switch, ontop of CRUSHERS is utterly unfair/bullshit.

>> No.4412832

Yeah, I was kind of trying to think of a good midtexture; I may pull it off again.

I don't terribly mind; Hell, I appreciate the feedback.

>> No.4412835

Oh just a shitty test map.

>> No.4412845
File: 75 KB, 769x228, skullring.png [View same] [iqdb] [saucenao] [google] [report]

With the absence of the techwall; I'm also uncertain if I want to use a single ring of Skullwalls. Second opinions, eh? I'm not fond of the strip of Metal1 in the texture; so i'll probably need to crop that out; but don't know if it'd cause an alignment/seam issue with itself. Intrigue.

>> No.4412851

>Even if the whole doom community hates my guts; hopefully at least enough people appreciate my efforts that I don't go to my grave having accomplished nothing of note.
I hope you try, but I'll be fair to you when you behave.

>> No.4412856 [DELETED] 
File: 76 KB, 144x3408, 1511303399.png [View same] [iqdb] [saucenao] [google] [report]

>Also Redwall1 is a real bitch to convert to an Ornwll1. Opurwall exists; but it's not got the same grain/gradient as in Redwall1 (which is why i like that texture)
true, there isn't the same range of oranges.

>> No.4412862
File: 42 KB, 640x704, scrap967_a.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4412863
File: 2 KB, 128x128, REDWALL1.png [View same] [iqdb] [saucenao] [google] [report]

Also that's Redwall, not Redwall1

>> No.4412867 [DELETED] 
File: 52 KB, 144x3408, 1511303648.png [View same] [iqdb] [saucenao] [google] [report]

hue rotation in different colorspace, maybe slightly better

>> No.4412873

oh. whoops.

>> No.4412878

Intrestingly? I think your gradients could be used as a diseased/infected flesh texture of a sort. Especially in it's sickly gray-green stages.

>> No.4412882
File: 10 KB, 144x3408, 1511303868.png [View same] [iqdb] [saucenao] [google] [report]

all right let's see what redwall1 ends up like

>> No.4412883

Hey, it happens.
From the bout I tried last night (I lost count) it kept looking the wrong coloration (more of a brownish-yellow) or just too bright (making it look just straight yellow; which obviously when you're after orange, is problematic.

>> No.4412892
File: 48 KB, 769x412, pain.png [View same] [iqdb] [saucenao] [google] [report]

You can see here what I mean; It is possible to get one that is exceptionally close if you eyeball it; but I eventually gave up and settled on pic related. Either the shades are wrong or there's really poor smearing and its colors melt into eachother. There's a tiny little line of brightness that also needs to be factored in; and looks not-so-good ingame if you don't get it.

>> No.4412902
File: 75 KB, 315x703, suggestions.png [View same] [iqdb] [saucenao] [google] [report]

I think I made something good out of what the other anon who filled in some of the gaps in the layout gave me to work with; so that too is ever so helpful. I'll likely change the rooms over time so they might not look exactly like this; but it was a good guideline and something to trace/work off of/compare; which is really useful for me learning.

>> No.4412912

I want to snuggle up with it like a dog.

>> No.4412913
File: 335 KB, 1280x720, Screenshot_Doom_20171121_221513.png [View same] [iqdb] [saucenao] [google] [report]

First time player through Plutonia here.

Why. No really, this map is unnerving as hell

>> No.4412920

no wonder when it's so fucking dark, is this the anti-zdaemon or something?

>> No.4412924

did you touch the gamma?

>> No.4412929
File: 15 KB, 1280x720, 1511304995.png [View same] [iqdb] [saucenao] [google] [report]

shit man this map is so unnerving. you could cut the atmosphere with a knife

>> No.4412935

It's the Smooth Doom upgrade thing in the OP. Yes, it does fuck with the colour for some reason.

>> No.4412936

Was this the Doom 3 Alpha?

>> No.4412937

https://forum.zdoom.org/viewtopic.php?f=46&t=58180 GENTLEMEN BEHOLD! Its an HD sprite mod that is actually promising and doesnt suck currently. Please discuss. I hope this guy finishes it.

>> No.4412940 [DELETED] 


>> No.4412941
File: 188 KB, 456x332, CHGGA0.png [View same] [iqdb] [saucenao] [google] [report]

check this shit out

>> No.4412945

looks like it's underwater

>> No.4412950

but its good for WIP innit?

>> No.4412968

It does but Doom is a game that benefits from more animation frames than a higher resolution.

>> No.4412974
File: 2 KB, 250x140, BruiserDemon.png [View same] [iqdb] [saucenao] [google] [report]

Say, Yholl, do you plan to keep the DRLA Bruiser Brothers as powerful as they currently are? They seem kinda OP for vanilla level bosses. Hell, they tend to give me even more trouble than higher tier monsters like the Terminator or the Nightmare Cyberdemon.

>> No.4412978

I agree with you completely. Thats the problem I have with it as well. Smooth Doom spoiled me too much and I want the guy making this HD shit to make more frames

>> No.4412986

Yeah, something with high resolution but the same number of frames as vanilla Doom would look pretty jarring.

>> No.4412994


>> No.4413001

looks like he waifu2x'd the shit out of it

>> No.4413002


>> No.4413005

it's always either a mess of small details and ~realistic texturing~ or a smudged mess

>> No.4413006

cute. doomguy is like, "why are you wearing a scarf when you don't have a neck!?"

>> No.4413007
File: 59 KB, 610x509, 1480289181809.jpg [View same] [iqdb] [saucenao] [google] [report]

Aso someone who has played the mod since the demo, I always thought the community was really nice. Even nicer than the regular Skulltag/Zandronum community.
Then I joined their discord server and learned about lots of drama I was never aware of.
Alright then. I still like many people in there.

>> No.4413019
File: 12 KB, 425x471, template6 doom.png [View same] [iqdb] [saucenao] [google] [report]

>nowhere near as good as proper drawfags
still better than most stuff
>that is coming from someone who feels their drawfagging would be inferior to yours
pic relate
from an long dead drawthread

>> No.4413023

this thread is blessed

>> No.4413029

Nah its good man look at the shotgun

>> No.4413030

some folk have eccentric tastes.

>> No.4413049

I know what you mean. Shot-chan's way better.

>> No.4413051

likeable despite obvious amateurish

>> No.4413070

why hasn't there been any zelda doom mods ive looked everywhere

>> No.4413071

Because you haven't made one yet.

>> No.4413078

DoomCenter has a room with a Super Nintendo in it, and using it teleports you to a re-creation of that room in ALTTP where Link's uncle gives him his sword, and he still does in this version. It's the closest to a Zelda Doom mod that there is, as far as I know.

>> No.4413090

IIRC, someone made some Zelda level for Joel's map competition last year.

>> No.4413095

i've been playing the d2 master levels and it seems like a lot of them have dead ends , things like poison pits that you can't get out of if you fall into them. no teleporter, no lowering platform, no switch. some of these are placed when you are 80% through a level . i don't remember any doom 1/2 levels with this kind of design and it's really fucking annoying .

>> No.4413098


This took me three minutes to find.
You clearly haven't looked very hard.

>> No.4413106
File: 48 KB, 320x320, 1511297838105.jpg [View same] [iqdb] [saucenao] [google] [report]

I miss old school FPS "rifle grip" miniguns, nowadays all you see is always some variant of the Terminator"chainsaw grip" minigun.

>> No.4413109

I remember Doom 64 had a chainsaw grip chaingun. I think it's more aesthetic.

>> No.4413123

Zelda mods are kinda cursed too. They never seem to get off the ground or get very far before the creator stops for one reason or another

>> No.4413124
File: 361 KB, 1280x1024, Screenshot_Doom_20171121_193654.png [View same] [iqdb] [saucenao] [google] [report]

How often, if at all, is the new barrel thing used in the /vr/y spooky project? I was looking to replace it with, say, a beating heart out of Distrophia; naturally this would look out of place if there's lots of barrels in other maps.


Here's a weird computer/pumping sort of room. Kind of out of place in the setting and I'm having a hard time finding a nice floor.

>> No.4413134

artist name?

>> No.4413149
File: 783 KB, 485x632, Loss.png [View same] [iqdb] [saucenao] [google] [report]

Predator Minigun >>>>>>>>>>> Terminator Minigun
I hate that a single barrel just sticks out im glad that smooth doom fixes it

>> No.4413165
File: 151 KB, 1280x1024, Screenshot_Doom_20171120_023240.png [View same] [iqdb] [saucenao] [google] [report]

if you nerds wanna watch me work on this damn thing just go check the old purple quote box
just dont get a muscle twitch

>> No.4413167


okay where is the sprite

>> No.4413169

This is exactly what I was talking about with the Smoothdoom addon doing this.
It makes everything dark as hell.

>> No.4413173

lol at yaranaika face

>> No.4413176

part of the project for some reason but ayy.

>> No.4413179

i can see you replying to me.
"part of the project blah blah" it's a bit small

>> No.4413190

zelda gameplay in doom would require a total tc of the mechanics, barring designing the actual game. it's possible but really difficult

>> No.4413194

any good launchers that work with ubuntu?

>> No.4413198

Super Shotgun Launcher.
Be warned tho, configure the Save Files path. Leaving it blank means you'll lose the savegames when you close G/Q/Zdoom.

>> No.4413221
File: 1.74 MB, 327x251, SelfishSilverAlpaca-small.gif [View same] [iqdb] [saucenao] [google] [report]

>Predator Minigun >>>>>>>>>>> Terminator Minigun

>> No.4413226


>> No.4413286

Fixed it, please let me know if you see any more conflicts with other mods or HND. There are an absolute shitton of sprites in FKER so I predict more collisions.

>> No.4413292

That just looks like a photoshop filter.

>> No.4413313

the "master" part is there merely for the sake of advertising. it's on the same quality tier as d!zone for a good chunk of its content, the only difference being it's officially endorsed by id.

play the PSX TC, it grants a totally different look and vibe to most maps. they also have exclusive music composed by Aubrey Hodges.

>> No.4413336

Have the /vr/ retro FPS threads ever had vocaroo events? You know, with links and stuff

>> No.4413343

what the fucl is a vocaroo event

>> No.4413350

Basically its an event where users post audio clips of their choosing via vocaroo. Sometimes users even post their own voices in action.

>> No.4413351

A thief thread had one a while back where a few anons tried their hands at a Garret voice.

>> No.4413352

what would be easier

Making an FPS with one of the FPS engines, Quake II/III, UDK, GoldSrc/Source, etc.



>> No.4413356

sounds stupid

depends on what your current skillset is
i.e. if you already have experience with id tech mapping, and can learn C, use quake/goldsrc
if you have literally nothing but ideas go unity and use pre-made game bases like everyone else because >unity

also working with an actual older engine will obviously have much lower system requirements, not that most people care about that kind of thing nowadays

>> No.4413357

If you are using your own assets, then FPS engines, but be prepared to have no advanced physics or lighting effects.

If you want to make a game with physics/ragdolls and lighting, or an assetflip - Unity.

>> No.4413369


I'd have to learn C even if it was literally just, replace the guns, enemies, and levels/textures?


Which engine is easiest if I do go that route, I know avoid Quake 1 engine because animating in the game is a bitch

>> No.4413373

No, replacing the elements of the game can be done via decorate and MAYBE zscript or whatever it's called. BUt that's for more advanced stuff.
C would be if you wanted to change say how innertia works in the engine, or add fundamentally diferent physics/AI.

>> No.4413382

Depends on what game you want to make.
Sprite game - GZDoom (it's GPL now)

Proper 3D models and detailed environments: Q3 or GoldSrc (I don't know of their GPL status).

Xash3D http://www.moddb.com/engines/xash3d-engine Is basically a goldsource with bells and whistles (backwards compatible with all GoldSource formats and halflife), and also GPL. I remember hearing that someone managed to port one of the earlier versions to android for funsies, so that's possible.

Darkplaces is an option too. Animating for it is same as for Q3 if you don't care about backwards compatibility with other engines (and if you are making your own game hten why would you).

If it is not really an FPS that you want to make, but an RPG: https://openmw.org/en/ - this is an open source re-implementation of Morrowind with all of its features and more.

>> No.4413387

>No, replacing the elements of the game can be done via decorate and MAYBE zscript or whatever it's called.
For Doom, which was not one of the engines they mentioned.

>> No.4413389

>you may like to pull this into your zip on googledrive?
I also updated the readme to include the credits for RjY's sky that I put into the wad itself but not into the readme directly accessible from the zip
The zip is the same filename, so the link is the same as before:
but the files are in a folder "vryspooky_3" instead of "vryspooky_2" like in last version; I didn't change the actual file names of the files at all, including the updated gothtxor_1.wad, partially because I'm lazy and pressed for time and it would mean I would have to update the .bat files and also because it's probably easier for most to just copy+paste the new to replace the old.
I don't know if it matters, but the sky now replaces all the vanilla skies for the project; I think Sarais said he didn't mind but I don't know if HexenMapper cared or not. It's potentially worth mentioning in case he does.
Given it's now one day away from being a month from the original submission date for this, unless there's something I've broken, I am done with the halloween project until at least august 2018.
For the other person (Sarais?) still updating maps/creating new maps for this, or for anyone else reading this, feel free to take this version and do whatever you want with it.

>> No.4413419 [DELETED] 


>> No.4413425


Will DOOM ever get another koolaid movie starring Le Rock?
https://en.wikipedia.org/wiki/Rampage_(2018_film) ...Rampage got a movie.

>> No.4413452

For a game with a premise and style like Rampage, I think Dwayne Johnson is actually a pretty perfect casting choice.

A lot of things about the Doom movie was pretty fucky, pretty much only Karl Urban and the first person sequence was really actually good. It doesn't even really fit the style and tone of Doom 3

>> No.4413454


>> No.4413587

Oh, I noticed this now.

Looking it up, it basically demoted the blue portals from interactive to visual and simple teleport. That's due to the interactive type of line portals needing to have the same height.

The difference between interactive and visual + teleport?

>The only difference is that 'teleporting' portals do not offset spawn positions of projectiles etc., because those require starting a tracer from the spawning monster to the intended spawn position so they generally are relatively expensive. (meaning, that teleporting portals are never actively looked for, but anything that happens to hit one will be processed, that includes hitscans.)

>> No.4413609
File: 3.82 MB, 1556x1977, I remembered way too late that I don't actually know how to work with colours.png [View same] [iqdb] [saucenao] [google] [report]

"A Boy and His Blob", 1989, colorized.

>> No.4413624

Heck you, Master Levels is great. Exept that one green wall on Black tower thats kindof confusing. Maximum Doom on the other hand is basicly dzone

>> No.4413641

I wouldn't say Master Levels is dzone tier, but I also don't think they're masterpieces, a lot of the levels are pretty mediocre, a few are actually outright bad.

A lot of them are very similar to each other, that's my biggest complaint.

>> No.4413648
File: 257 KB, 1280x1024, Screenshot_Doom_20171122_011834.png [View same] [iqdb] [saucenao] [google] [report]

rate my spooky

>> No.4413650

fukken saved

>> No.4413651

Understood. As soon as this map is ready I'll merge it

>> No.4413669
File: 321 KB, 1280x1024, Screenshot_Doom_20171122_013804.png [View same] [iqdb] [saucenao] [google] [report]


The sky ain't workin' doc.

>> No.4413673

>that Hexa barrel setup
I really feel that empty central space is such a waste; they could've snuck up another barrel through there.

>> No.4413697

whoops I zipped and uploaded the wrong file
same link should have the correct file now

>> No.4413702
File: 6 KB, 225x225, keened.png [View same] [iqdb] [saucenao] [google] [report]

thanks doc

>> No.4413706

>Low poly Sorlag going down shub-human corridors

>> No.4413727

>last level of Vanguard
>my petite slaughter-virgin doomer puss gets torn apart by massive hordes of hell
I think that's the first time I've ever decided not to 100% a level.

>> No.4413734

whenever I stumble upon a map with enemy counts in the thousands I don't really care about finishing every single monster. I just wave off what's in my way with what I have at the time and doze off the remainders if I can afford backtracking.

>> No.4413754

>instead of Knights and Death Knights, non-marine humanoid enemies are Hunter's tribe

>> No.4413758

For this manner, I presume it's only possible to replace a pre-existing actor in boom?

>> No.4413764

> eldritch jungle
> fight amazonian warriors with guns
> play as big lizard girl

>> No.4413778

you're thinking of maximum doom

>> No.4413820
File: 27 KB, 376x440, 1511103499084.png [View same] [iqdb] [saucenao] [google] [report]

A magical cyberdemon grants you a wish.

You may bring back any DooM related project that is dead and have it instantly completed exactly as the creator(s) intended. Does not apply to still alive projects.

There is one exception, Mordeth is beyond his power to revive.
What do you pick?

>> No.4413821

Demon Eclipse

>> No.4413824

unloved II

I just love it's aesthetic, same with unloved I which despite it's flaws I felt was a real breath of fresh air. II ended on a real cliffhanger as well, I was so interested to see what would happen if you go down that pit you need all the keys to reach

>> No.4413825


The Killing Time remake.

I just REALLY want to play that game again with comfy zdoom controls.

>> No.4413828

Death-Destiny's Plutonia remake

>> No.4413829
File: 272 KB, 1762x1140, doom_spidermastermind.jpg [View same] [iqdb] [saucenao] [google] [report]

A second wish granting demon appears with an alternate power.

The Spider Mastermind will utterly destroy any doom project or mod/map "thing" people do that annoys you completely, any who attempt to revive it or anything too close to is instantly destroyed in a blast of hellfire.

Though be warned, Brutal Doom stuff has grown too powerful to stop and uttering it's name will grant Sergeant MK IV immortality.

>> No.4413831

Well hell. I have some good music for the spooky project but can't convert them.

Another time.

>> No.4413834

Complex doom and all derivatives

>> No.4413835

crappy mock wads or terry maps....shit, i can't choose
terry i guess because you don't know they're terry maps

or what about people that make the entire level invisible on the automap? or have really long unskippable cutscenes?

>> No.4413836
File: 19 KB, 75x75, 1491721566051.gif [View same] [iqdb] [saucenao] [google] [report]

A third wish-granting demon appears with a tertiary power.

The Cacodemon will cause any concept or idea you wish to happen become a reality with relative ease in mere moments; even the most painstaking and redundant tasks are able to be laughed off.

Too much so. Infact; anything you make will inexplicably turn into a joke wad on the unsuspecting player at any moment; taking them off guard.

>> No.4413837


>> No.4413839

I want Sarais gone forever. Make it happen.

>> No.4413840


now with cleaned code and the Prisoner from Unreal

>> No.4413841

Doom Kart, because it's the project that can never be completed, it should create one hell of a paradox.

>> No.4413845

Something something about web-slinging/shooting.

>> No.4413864

I'd need a list of abandoned/dead doom projects and get a laugh seeing which really out there things I could bring back.

I'll only apply it to things that were *actually* attempted (even shittily), not somebody who just mused a "oh it'd be cool if [x]" on a forum.

>> No.4413882
File: 111 KB, 973x822, beholder___dungeons_and_dragons_by_artdesk-d7eye4x.png.jpg [View same] [iqdb] [saucenao] [google] [report]

A very embarrassed beholder, which got lost on the way to teleporting somewhere else, appears before you.

In exchange for directions to the nearest comic book convention (his intentions unknown) he will grant you a wish.

Any known member of the Doom community will be "supercharged", that is to say anything they turn to will be made exactly as they like in record speed as if they have a midas touch. There is a catch, however.

With every project they complete they will become more and more obnoxious and because of their talents the community will have to tolerate them no matter what. Their madness will be an exaggerated version of their personality as it is now.

Who undergoes this fate?

>> No.4413884

I slay the beholder, because no one man should have that level of power.
Plus this community doesn't need any more turbo charged ego-inflated buttholes.

>> No.4413891

anything by tiberiumsoul.
fuck off with all of his shit.

>> No.4413895


I don't play multiplayer and now with his newfound powers he'll ascend to new heights.

Sorry multiplayers, I did it for the lulz.

>> No.4413896


Sgt Mark IV

I think the shitstorm would be worth a watch.

Sarais would be a good choice too.

>> No.4413904

This, sodium chloride would never be the same again.

>> No.4413923

i think he already has that power, man

>> No.4413947

> nobody replied MSX

>> No.4413948

I have faith in that anon that's working on reviving MSX

>> No.4413953

The Chasm in Doom 2 has an inescapab;e death pit in the exit room

>> No.4413984

earlier than that, if you fall off the stairs into the middle on the way up to the red key on map06, you're dead. but the first inescapable death pit in doom is at the start of e1m3.

>> No.4414020

Why does GZDoom not work properly for me? It just won't go fullscreen. Meanwhile ZDoom seems to work just fine.

>> No.4414027

What GPU do you have?
Does gzdoom work in fullscreen if you use software mode?

>> No.4414080
File: 78 KB, 533x800, 1413604437026.jpg [View same] [iqdb] [saucenao] [google] [report]

You guys think this will suffice for a hatchet equivalent subweapon for the Doomslayer?


>> No.4414131
File: 1.39 MB, 1872x3328, If doomguy owned a bar 1.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4414132
File: 1.33 MB, 1872x3328, If doomguy owned a bar 2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4414145

yeah that looks cool

>> No.4414168

>Map 9 has inescapable death pits around a tiny ledge in a chaotic area
>Map 10 start off with a chaingunner point blanking you from behind
How is this good map design?

>> No.4414219

What if there was a Quake equivalent of Plutonia?

>> No.4414232

watcchc your back and get gud.

>> No.4414245

I expected this response.
Yeah, you can deal with it once you know what's going on easily, but it's still pretty cheap and bad design.
Still more fun than TNT so far, at least.

>> No.4414246

No, I didn't. I'm going to now, because this patch/upgrade/add-on seriously messed with the brightness for some reason.
I'm honestly surprised no one mentioned anything when that anon first released it. Its effect on the sounds and projectiles is wonderful but fuck this darker palette.

>> No.4414248
File: 984 KB, 1136x640, vb1EwH7.png [View same] [iqdb] [saucenao] [google] [report]

I like TNT.
it's comfy.

>> No.4414289
File: 41 KB, 719x608, 1507784980892.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm playing doom 64 and I cant seem to jump. I'm hitting the correct key and nothing is happening guys wtf

>> No.4414290

use legs

>> No.4414303

no use ass

>> No.4414306

but broken

>> No.4414326

It's not like jumping is that useful in Doom 64.

>> No.4414336

how do u jump with ass dumpAS,

>> No.4414339

if you clench your cheeks hard enough and keep a stiff body you will ascend
I go to work like this

>> No.4414356
File: 657 KB, 1700x2100, final doom ad.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, the choice of texture and occasionally 'realistic' architecture, really gives a sort of rustic and retrofuturistic feel, and a lot of the music is very strong in it's atmosphere, some provide a very dreadful and imposing droning tone, you really feel that you're alone in your struggle, that everyone else is dead and it's just you, conveyed particularly effective in large, mostly sparsely populated maps.

It's the future, there's plasma rifles and space ships, but there's plenty of old rusty, riveted metal panels, there's wooden crates, cargo trailers, brick and mortar, simple wood floors and wood paneling, rough concrete and asphalt, shitty, ragged and patchy lawns, exposed circuitry and piping, the occasional use of fabled mint-green marble (outside of hell), there's even tape reel computers, TAPE REEL COMPUTERS.
You can almost smell the rust, the damp dirt and gravel and sand, all the old dust, old diesel and worn down rubber gaskets, you can nearly feel the cold concrete against your arms, the condensation on the pipes, the warmth of circuits and their smell, suggesting they're running a bit too hot. Fluorescent lights hum from above and from wall fixtures, wood creaks under your boots, echoing in empty hallways, some machines run in the distance, pistons and fans making loud noise, possibly masking you and the monsters from each other, at least to a point, at least till you see each other.

A completely generic shotgun is one of the standard armaments of the UAC, not even a modern tactical one, but one with wood and no special accoutrements, it looks like something you'd pick off a rack in a sporting goods store in the 1970's. These probably gathered dust in some crate in a warehouse for decades, maybe a century, before the UAC bought them up as cheap arms.

>> No.4414369


>> No.4414424
File: 334 KB, 200x200, 1503871108722.gif [View same] [iqdb] [saucenao] [google] [report]

this made my fuckin morning

>> No.4414428

> dat teleport effect

>> No.4414429
File: 199 KB, 980x948, 1423361943253.jpg [View same] [iqdb] [saucenao] [google] [report]

MM8BDM is unfortunate. The game itself is pretty good for multiplayer, but the community that you need to play multiplayer is horrid and has only gotten worse and worse over the years. Lots of underage, lots of forced drama, and people only play a few mods, can't even find a populated vanilla server a lot of the time.
I still like MM8BDM but I can't bring myself to even check the server list a lot of the time.

>> No.4414505

> A completely generic shotgun is one of the standard armaments of the UAC, not even a modern tactical one, but one with wood and no special accoutrements, it looks like something you'd pick off a rack in a sporting goods store in the 1970's. These probably gathered dust in some crate in a warehouse for decades, maybe a century, before the UAC bought them up as cheap arms.

And a Double Barreled Shotgun is also quite generic, right? Just a huntsman weapon, the one that a civilian can own and hunt animals with.
Except you're hunting not animals, but demons.
Instead of boars, you shoot pinkies; instead of ducks, you shoot lost souls; instead of bears, you shoot mancubi; instead of deers you shoot hell knights.

>> No.4414518
File: 105 KB, 1020x569, Super Shotgun.jpg [View same] [iqdb] [saucenao] [google] [report]

>the one that a civilian can own and hunt animals with
Sort of, the SSG has like a 12" barrel or something, which typically is very restricted in many jurisdiction, even the US (though oddly not Canada, if the gun came that way from the manufacturer).

I'm thinking that the SSG is a whole bunch of old Stoeger and Baikal tier shotguns that was bought for super little, and in an effort to make them distinct in their role from the regular shotgun a lot of armorers and crew just had the barrels sawed off, to make for a more compact weapon.
You could just as well hunt with that pump, too.

>> No.4414523

I'm pretty sure this already applies to me.
Except the toleration part.

>> No.4414542


Nah you havent achieved max power yet.

>> No.4414554
File: 312 KB, 581x542, 1457229269930.jpg [View same] [iqdb] [saucenao] [google] [report]

Brutal DOOM
Burn the world
>Captcha: Do not STOP

>> No.4414565 [DELETED] 

thanks retard.

>> No.4414601

Doom 64 didn't have jumping.

>> No.4414613
File: 1.31 MB, 180x180, 1503922642718.gif [View same] [iqdb] [saucenao] [google] [report]

There's the WOAH WAD, Some Simpsons WADS, and even a Tim Allen WAD where LITERALLY EVERYTHING is replaced by Tim Allen. Only a matter of time until a WAD involving Nickelodeon characters or a WAD where all enemies, keycards, and most map textures are replaced with emojis, emoticons, and Robbie Rotten, complete with new death animations unique to each enemy in the WAD and a mix of both original music tracks in either Midi and/or Adlib with some being basically Midi versions of songs like All-star, Nutshack theme, and maybe also a couple of Pink guy songs. It would be both weird and interesting to see.

>> No.4414626
File: 250 KB, 1251x779, wanananana scary.png [View same] [iqdb] [saucenao] [google] [report]

That's true. I haven't made any gameplay mods yet.

Added even more textures to the additional 2 map wads. There's a bunch of them and I'm only using a couple; some of them are ones I think would suppliment well and be useful for any other potential mappers. They're mostly unsettling red textures.

>> No.4414649

ground branch this so goddam much
alando guns
hrxtc project

hell revealed 2, try to make it a plutonia clone with all the higher echelon monsters the first 5 levels
resurgence with the lol 12 enemies in your face with no room to breathe & that's on map01
Blade of agony

>> No.4414652

Oh hey, I came here to post that.

>> No.4414660


>> No.4414665


>> No.4414671

There was a wad with an interesting HOM use; giving the player an illusory fake level as they walked around an area with differing geometry than what they actually saw. Presuming this could be replicated in Doom/Boom, it might be useful for the spook project.

Blood textures will be coupled with the zip when the map is done; but not integrated with the rest of the maps. It's there for convenience.

Currently undergoing balancing passes. Mancubi wandering where they shouldn't.

>> No.4414728

Is it me or is Plutonia easier in the second act? I'm suddenly storming though after getting my ass kicked. Now on map 20 UV.
Yes, I'm playing it continuously, that's probably helping a lot.

>> No.4414736

stop even thinking these thoughts

>> No.4414743

>Yes, I'm playing it continuously, that's probably helping a lot.
yeah it is

>> No.4414747

is it me or does that thumbnail look like one of those muslim headscarves

>> No.4414753
File: 223 KB, 793x1024, 418404 - Flamingo Klingon featured_image star_trek worf.png [View same] [iqdb] [saucenao] [google] [report]

I see it, bro, I see it.
Don't worry we're safe.

All we have to worry about is net neutrality not being a thing anymore.

>> No.4414757
File: 884 KB, 1920x1080, Screenshot_Doom_20171122_232158.png [View same] [iqdb] [saucenao] [google] [report]

>Tfw it's impossible to die

>> No.4414765

Trailblazer is nice. It makes your really powerful but still leaves you vulnerable enough on the crazier wads.

>> No.4414768

What's a good gameplay mod for Going Down? (WAD)

That shit isn't TOO hard but it's ridiculous in some of the later levels.

>> No.4414769

That's Trailblazer + Colorful Hell, right?
What's the mapwad?

>> No.4414774

worf shagging a flamingo?

>> No.4414776

God I fucking hate trying to make code portal compatible. The complete lack of documentation in all relevant functions and checks makes it all the worse because you'll either have to attempt trial-and-error, try to make sense of commented source code, or barrage the devs with questions.

>> No.4414778

I felt WAY more vulnerable when playing through JPCP with vanilla monsters. Colourful Hell skews the favors ridicolously in your favor with Trailblazer that it basically becomes power fantasy where you're so overpowered you can't die.


>> No.4414779

.mirrorS arE morE fuN thaN televisioN

>> No.4414780

because it's fuckin' the FUTURE in Star Trek I dunno. Who knows what laws and customs have changed on Earth up to that point.

>> No.4414783

Trailblazer, funnily enough.

>> No.4414784

It at least makes some of the later, much lower effort levels a lot more bearable.

I honestly don't think a lot of people who love the fuck out of Going Down play it all the way through, or even much of the way beyond getting underground.

>> No.4414794

I played through Going Down fully. I really didn't find the later levels fun when you got to hell and shit.

>> No.4414796
File: 129 KB, 1179x751, bloody.png [View same] [iqdb] [saucenao] [google] [report]

Coming along real nice. Gameplay's ALMOST done and ready for public play/testing. After that I'll collect feedback on both of the maps and tweak them applicably.

>> No.4414797

whats your target sourceport?

>> No.4414802

>I honestly don't think a lot of people who love the fuck out of Going Down play it all the way through, or even much of the way beyond getting underground.

Hey, people play Ancient Aliens on UV and enjoy it. Apparently. I'd had enough of that wad's shit on UV after about the third map in Ep2. Wormhole Junction can go fuck the entire Mojave Desert's population of cacti. I bumped the difficulty down at that point.

>> No.4414803

/vr/y spooky is supposedly made for Boom; so Boom.

>> No.4414809


Also, here's those musics I had in mind for an infested/ruined cityscape or hellish forest with flesh-trees and stuff.
it's entirely an intermission map, so no enemies; but i'll see if i can think of any gameplay for the map outside of them that can still harm the player and make it fun; especially the voodoo dolls

As follows:
https://www.youtube.com/watch?v=iNDJPebuF1c - unknown

https://www.youtube.com/watch?v=QH1wZH_WNsw - unknown

https://www.youtube.com/watch?v=WcV5tn2txhU - most likely candidate for the hellish forest thing.

https://www.youtube.com/watch?v=_fFnRv6rKBk - possibly used for the icon of sin (With voodoos and shit)

tl;dr: voodoos if i make a fourth or fifth map; but i'm probably gonna stop at 3 for the time being.

>> No.4414812

The maps are more creative when you're in the building and it's does interesting things with the same amount of floor space.

Once you get underground, while the first chunk has some interesting stuff, it starts to go downhill qualitywise.

>> No.4414831

>That one Anon that complained vanilla Plutonia was too hard while running Trailblazer

>> No.4414835


>> No.4414839

When did that happen? I think you are making that up.

>> No.4414847 [SPOILER] 
File: 14 KB, 600x104, 1511390274964.png [View same] [iqdb] [saucenao] [google] [report]

pic related, hello there
Just don't, fuck portals, if Graf isn't going to document them just do your best and slap a warning label on it. Nobody can fault you for not reverse-engineering code yourself just to figure out how to do some otherwise simple shit.

>> No.4414849

>Trailblazer is nice. It makes your really powerful but still leaves you vulnerable enough on the crazier wads.

What's good about it is that, like DRLA, it makes getting more powerful partly a choice. Your weapons don't get anymore badass unless you choose to upgrade them & construct blueprints.

>> No.4414851
File: 49 KB, 320x200, tumblr_ndjxk8PJFD1tlb4xko1_raw.gif [View same] [iqdb] [saucenao] [google] [report]

HDoomguy's Forsaken Planet

A 60’s/70’s/80’s-inspired sci-fi horror mod that was forgotten in favor of a meme porn mod that's novelty wears off in minutes.

>> No.4414852

Didn't Aeons of Death have portal gun, though?

>> No.4414853

He means linedef and/or floor-ceiling portals.

>> No.4414854

i think he's all but distanced himself from anything that isn't the overrated titty mod unfortunately.

>> No.4414862

Not the same thing >>4414847 is referencing a portal you can place in a map, and the portal gun from ZPortal & AEOD just makes use of some teleport functions.

>> No.4414867

Right as I type this I found out he's working on a fucking monstergirl quest mod.

He's fucking gone.

>> No.4414873
File: 75 KB, 640x360, ku-xlarge.jpg [View same] [iqdb] [saucenao] [google] [report]

>monstergirl quest mod
for what purpose

>> No.4414876

MGQ a gud

>> No.4414913

Yeah I'm considering giving up soon if some of the geniuses don't provide a solution.

>zdoom wiki
>[...] Unlike something like (a.pos-b.pos).length(), this function is portal-sensitive.
No, it is most decidedly NOT.

>> No.4414962

An anon did a retouched version (MSfiXd) and another one is working on a complete overhaul. That's more love than a lot of abandoned projects get.

>> No.4414973

The steam version of Hexen II just does not work

What do people usually do to play it?

>> No.4414992

Fuck yeah, Bloodstain! My favorite!

>> No.4415008

Whether Plutonia is good depends on your definition of 'good'. If you subscribe to the flow theory that challenge should correspond exactly to skill level of the player for maximum enjoyment - Plutonia is DEFINITELY not for you.
I'd compare it's design philosophy to Kaizo SMW romhacks, it's more about turning map into a sort-of puzzle where you have to figure out what exact actions in what exact order you need to take to succeed (and once you figure it out, map becomes easy). If you want just a freeform Doom experience, Plutonia is NOT for you.

>> No.4415012 [DELETED] 
File: 25 KB, 603x519, 1471797904535.jpg [View same] [iqdb] [saucenao] [google] [report]

Heretic but the enemies are mostly replaced with Hebes, Goons from Somethingawful and Golems and the backwards talking are reverse versions of sayings like "resistance is futile, Goy", "kill the Goy pig", "You are an insect", "bow before the elders of ZION GOY", and "Death to the vile Goy filth." Death animations would be accompanied with "UGH!" for the Golems, screams of "OY VEY!" for stock Hebes and mohels, yells of "OY GEVALT!" for Rabbis and priests, and finally blood curdling "NOOOOOO!!" for when the Elders of Zion are wounded fatally.
Oh, and Hexen but with Eldritch abominations, ghosts, zombies the Great old Ones and one of the Lovecraftian Outer Gods taking the place of the regular enemies of the game.

>> No.4415020


>> No.4415021 [DELETED] 

You Nazis really got butthurt by this new Wolfenstein, huh.

>> No.4415038

don't respond or engage.

>> No.4415040

it's surreal the amount of faggots like that polluting the internet as of late.

turns out /pol/ ain't no meme.

>> No.4415049

Makes me enjoy Wolfenstein even more tbhfam.

>> No.4415053

kek classic 4chan

>> No.4415054
File: 171 KB, 637x431, 1357282843960.png [View same] [iqdb] [saucenao] [google] [report]

it absolutely was a meme, but the old adage came true in the worst way

>> No.4415070

straight outta doomworld

>> No.4415071


>> No.4415103


>> No.4415105

Doom and Quake are better than most of the Wolfenstein games, anyway.

>> No.4415116

literally just a guy being an idiot, although i wouldnt be surprised if there was some other idiot like "OMG HOW COULD HE SAY BAD THINGS ON THE INTERNET DOT COM?>?>?>?>>>>"

>> No.4415129 [DELETED] 

>Implying I wouldn't like to see a WAD of either Heretic or Hexen with the respective changes mentioned in that deleted post of mine someday.
>eating Viceland's bullshit.

>> No.4415135

Fuck off, Nambona.

>> No.4415148


>> No.4415160
File: 1.59 MB, 1920x1080, quakespasm 2017-11-22 02-17-18-74.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4415185

> 26 ammo in GL
> this many knights
> afraid
shut your face and make some ground beef like a man

>> No.4415198
File: 9 KB, 245x212, 1408206619760.png [View same] [iqdb] [saucenao] [google] [report]

You do a disservice to /vr/ and to video games in general to compare the old Wolfenstein games to the new one.

>> No.4415202
File: 159 KB, 1280x720, Screenshot_Doom_20171110_080715.png [View same] [iqdb] [saucenao] [google] [report]

Lithium 1.5.3 released

>> No.4415213

ok let's stop talking bullshit for now: thoughts on quake 3's source code?

>> No.4415217

>//what the fuck?

>> No.4415220

Cool ! Great job.

>> No.4415237

Awesome! Going to have so much fun with this, expect feedback soon.

>> No.4415264

glHexen 2

>> No.4415268

Subjective, but I honestly just love Doom and Wolfenstein a lot. Quake too, by the way.

Sounds like a personal problem to me.

>> No.4415293

Is there anything wrong with playing classic Doom through Steam? Can you still set it up so when you load the steam version you can still use GZDoom?

>> No.4415301 [DELETED] 

I guess you can replace dosbox.exe with a renamed bat launching gzdoom?

>> No.4415309

shut up and bleed 2

>> No.4415328

That's swell and all, but what was the thought process behind that screenshot?

>> No.4415336

Doom Absolution.

>> No.4415337

Can someone give me a solid gameplay mod to mix in with hellcore 2.0?

>> No.4415386

I just picked a random screenshot from my folder, heh. I can't make fancy preview images right now so that's the best I can do.


>> No.4415391

iirc GZdoom automatically finds your doom wads if you have the steam version installed

>> No.4415396

ultimate doom 64/super doom 64

>> No.4415401

I use zdl

Put zdl into the steam folder that has dosbox.exe in it
delete dosbox.exe, rename zdl.exe to dosbox.exe
Steam will now launch zdl, do whatever you want from there.

for whatever stupid reason, only Ultimate Doom will take steam screenshots, not Doom 2

>> No.4415434 [DELETED] 
File: 71 KB, 690x121, logo.png [View same] [iqdb] [saucenao] [google] [report]

Don't suppose anyone can shed some light on how to compile Doomseeker in Arch?

>> No.4415474

run ./configure meeting it's deps until it tells you it's all-ok.
Then run make.

>> No.4415528
File: 654 KB, 1203x800, the plutonia experiment.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw first time playing through plutonia

God damn did they love revenants and chaingunners, getting my ass kicked. Any tips for dealing with these two specifically?

>> No.4415530

Countersniping using tap firing with the chaingun. Always have an exit plan for any room you go into, and learn to bottleneck crowds

>> No.4415542
File: 17 KB, 655x515, Strange Journey.png [View same] [iqdb] [saucenao] [google] [report]

I drew something other than Pain Elementals.

>> No.4415574

no mod can salvage that awful mapset's terribly inconsistent gameplay. it varies between "huge empty space where the fuck is everyone" to "aieeeee mental slaughter" often within the same map

>> No.4415594
File: 141 KB, 1201x764, nearly there.png [View same] [iqdb] [saucenao] [google] [report]

We're slowly getting there. Just finishing up the last bit towards exiting the map and doing some last bit of detailing; then we're gonna go on the lighting and we should be good.

>> No.4415597
File: 566 KB, 469x163, getdown.gif [View same] [iqdb] [saucenao] [google] [report]

Despite the difficulties I've had and posted about playing TNT for the first time, I'm really starting to love this mod, I think even more than DOOM1. The atmosphere is just so good, and outside one or two maps so far the chaingunner use hasn't been nearly as bad as memed. They're plentiful but I think I'm starting to develop an eye for where they're likely to be and I can check for them without getting blindsided a lot of the time.
I just finished MAP13 and I think that's my favorite map so far, it was so diverse in architecture and enemies while still feeling tight. That room near the end threw me for a loop, where there are chaingunners straight forward when you open a door so you're tempted to run forward to one of the side hallways, where you find some Hell Knights blocking the way, and if you shot at anything you wake up a Revenant who sneaks behind you and sandwiches you between regular and homing projectiles, it really felt like a great trap room since you could have easily played in a different way and not gotten conned while the placement of the visible enemies goads you into making that mistake, while still being able to avoid all damage if you play well enough even if you fall for it like me. I love rooms like that, maybe I'm just thinking so highly of it because I got stuck on MAP11 with its mass of teleporting monsters for so long but this is great. I apologize if this comes off too much like blogging, if it's annoying I'll try to post only when I have a question about sections of a map, but the whole wad has been a great experience for me and greatly improved how I think about moving through a level and dealing with different groups of enemies.

>> No.4415603 [DELETED] 
File: 39 KB, 1674x649, vr autism.png [View same] [iqdb] [saucenao] [google] [report]


>look up sorlag in google out of curiosity since I don't play Quake
>waifufag shit in the top search results

/vr/ will always be the most autistic board.

>> No.4415608

kimura-sensei IN SPACE

>> No.4415618

yeah, /vr/ is responsible for the shit you find on google

you fucking retard

>> No.4415621

Hey buddy, all I did was post a piece of art someone asked for. Sorlag ain't even my waifu.

>> No.4415630

No one else is autistic enough to type that shit into a search bar.

>> No.4415643

A lot of that would probably be /arena/'s doing.

>> No.4415646

except that it appears on a wide variety of other sites

you're a complete fucking moron

>> No.4415649

Not sure if the regeneration stat is working, or the ACC one for the Cybermage

So far though despite the uncertainties on these I've been enjoying this a lot

Will try to fill out all my thoughts on it after finishing some episode for Alfonzons mapset

>> No.4415668

Also to note you can't reload the ion cannon without zooming in, a bit of a bug but no big deal

>> No.4415701

>Firemace in Elf Gets Pissed is replaced with something called the Lightbringer
>normal shot is a piercing projectile that bounces off surfaces, lasts quite a while too
>tome-of-powered shot is, after a short startup time, a hitscan blast to all visible enemies within a certain range; think Doom's BFG if it skipped the big ball and went straight to the invisible tracers

This should've been Heretic's final weapon from the start, now I wanna use it on all the other Heretic mods. I wonder if I can make it a separate weapon mod, if it hasn't already been done that is.

>> No.4415752

Should be fairly easy, all you're doing is taking the weapon, it's assets and anything it uses like a projectile and putting them in a standalone mod.

>> No.4415774

>and the Prisoner from Unre
not even the messy fan mods even tried, they add in gordon fucking freeman but not Prisoner 849

>> No.4415801

No saves and pistol start? Not that it matters, but those two will give you a hard time. Allowing yourself the occasional checkpoint and carrying guns over just turn Plutonia into a slightly more frantic and compact Doom 2.
Bait them into punching if you can, otherwise run away and swing around corners with the rocket launcher or if they're close super shotgun. The faster you kill these guys the better because Plutonia does like sending them in groups and there's nothing worse than a fuck ton of homing fireballs wizzing around
Tap fire your own chaingun for accurate sniping, try to have a wall or pillar you can keep popping out from to break their line of sight once they start returning fire.

>> No.4415843
File: 363 KB, 1920x1017, Screenshot_Doom_20171121_150043.png [View same] [iqdb] [saucenao] [google] [report]

oh yeah I dont remember did I show this here or not but I implemented a pivoting camera script to la tailor girl for reasons
should be... useful I guess?

>> No.4415857
File: 34 KB, 311x83, firefox_2017-11-23_13-53-36.png [View same] [iqdb] [saucenao] [google] [report]

How aboiut adding a "Breast Expansion Costume"?
Could be based on the costume of Manyuu main character

And apparantely captcha wants a lacrosse costume

>> No.4415926
File: 455 KB, 1920x1080, Screenshot_Doom_20171110_212604.png [View same] [iqdb] [saucenao] [google] [report]

So what level set do I play through today with the new Lithium? I've played through the usual top rated stuff like Ancient Aliens, BTSX, Scythe, etc.

>> No.4415927


>> No.4415940
File: 904 KB, 640x480, 2017-11-23 14-39-56.webm [View same] [iqdb] [saucenao] [google] [report]

Fucking finally - my superfast projectiles work completely with portals now.

Uses hitscan for hit detection and spawns the trail actors once then warps them, so in total it should be fairly nice on performance and versatile with visual effect capabilities while allowing for ridiculous speeds of several thousands units per tic.

>> No.4415945


>> No.4415995

>First time Plutonia UV player here
Holy fuck that amount of Revenants at the end of Map 20. Also, due to a series of panicked movements and an accidental teleport use I ended up berserk punching an Arch-vile to death. It was very satisfying.

>> No.4416014

any plans on bullet physics like gravity and ricochets?

>> No.4416019

Gravity no (or put in there for later use but not in the mod), ricochets yes. Doom maps aren't typically of the size where bullet drop really factors in much at all, so saving on performance for that sake seems wise.

>> No.4416054

A bug in Lithium, your score can affect your framerate very fucking badly

Not sure what is causing it but at 5 million+ score slowdown starts happening, turns to a slideshow at around 6 million

>> No.4416068

What exactly was in post 4415603?

>> No.4416075

>what is desuarchive

>> No.4416080

Some dumb shit best left ignored.

>> No.4416371



>> No.4416384
File: 348 KB, 1920x1080, Screenshot_Doom_20171123_123932.png [View same] [iqdb] [saucenao] [google] [report]

Dunno what to think about Dead Marine's beta yet, but I really do like its wall gore style.

>> No.4416390

Isn't that just Ketchup? Say what you will about BD, its stand alone gore system is pretty satisfying

>> No.4416404

I've not used Ketchup in long enough that i'm not sure. It does seem like the decals are unique but I may be wrong.

>> No.4416405

I prefer classic nashgore with decals.

>> No.4416409

Sounds cool and I've always been curious about mapping, but I don't want to produce some garbage or Sarais style gibberish for it.

>> No.4416418

Nashgore is also great. I wish there was a little more choice for gore mods though.
>Ketchup is great for the pure mess you can make, but the splatter and squelch noises are too loud. Some say it doesn't fit with Doom's style either.
>Nashgore is fun but can look weird sometimes. Also the effect on the map slowly vanishes over time which is a real shame.
>Droplets is subtle but the non-red blood looks really off, like someone blew up a pastel coloured spray can near that surface and with stupid amounts of it covering that wall or floor for a single shots worth of damage. Also can be too subtle sometimes, leaving you wondering if the mod is even working.

>> No.4416431
File: 735 KB, 1920x1080, Screenshot_Doom_20171123_132000.png [View same] [iqdb] [saucenao] [google] [report]

I guess this is a heavily modified mix of nashgore and ketchup, then?

>> No.4416439

>those decals

>> No.4416452

You guys finally got me to download a Doom wad, man I am having a blast. I played it as a kid back in 93, didn't realize it would still be so fun. Thanks and Happy Thanksgiving!

>> No.4416453

>Play with Ketchup
>Gib an enemy with berserker punch
>FPS drop

>> No.4416459

Good to hear you're having fun anon, which one did you go for?
I run a shitty laptop and don't have that issue. But it does happen to me if I BFG a large group that happen to gib. Russian Overkill naturally also does this, but playing RO without a silly gore mod feels weak. I need to see these insane overpowered guns utterly destroying the target.

>> No.4416486

I can't seem to refind my motivation to get back to work on my project again.

It's really frustrating because I had such an excellent and strong drive during spring and summer.

>> No.4416497

Ultimate Doom, I finished Knee Deep in the Dead, now halfway through Shores of Hell. Really taking my time to try to find all the secrets instead of racing through the levels.

>> No.4416501

>I need to see these insane overpowered guns utterly destroying the target.
you don't really "need" to

>> No.4416505

Sure I do. It's so underwhelming to see the demons die a boring old vanilla gibbing death when I used a gun so powerful it tanked my framerate just to pull the trigger.

>> No.4416528
File: 1000 KB, 1920x1080, Screenshot_Doom_20171123_223430.png [View same] [iqdb] [saucenao] [google] [report]

>Romero Death/Forced pistol start
>Have so much HP and explosion resistance that you lose nothing

>> No.4416532

>First time though Ultimate Doom in decades
Man, that sounds like fun.

>> No.4416535

>death exits with demonsteele
the fuck you mean 'death'

>> No.4416537

Once I finish Plutonia I'm going to play Trailblazer with something. All these brutal beat downs are leaving me wanting a curbstomp.

>> No.4416553

If I ever get the gumption, I really want to make a nice, semi-realistic (just in that the blood spatters like you'd expect, not over-the-top, ect.) gore mod. Ketchup is pretty good, but it could be better (blood just kinda explodes outta monsters, rather than shooting backwards with a small splash back forwards) and it could be made by someone's who's not a cockmonger.

I've got a fair bit of programming experience and enough art ability to make decent sprites, but I've not yet had a foray into Doom modding, so don't get hyped.

>> No.4416565

I've noticed that the SmoothDoom Ketchup patch seems to tone down Ketchup and merge its crazier moments with Smooth Doom's gore system. Maybe it's just me, but it looks pretty good, with gibbed enemies no longer bursting like blood filled balloons and now actually bursting apart and leaving recognisable yet mangled corpses in most cases.

>> No.4416567

There are plenty of monster death variations out there that could aide you. Make it compatible with smooth doom and you got yourself a winner.

>> No.4416574

Whoops, you aren't supposed to be able to reload it at all. Forgot to remove the reloadable flag from the zoom state. Thanks!

Regeneration only regenerates a certain percent. If you have 20 STM you'll regenerate up to 20 health.

>> No.4416579
File: 108 KB, 825x589, doomsgiving.jpg [View same] [iqdb] [saucenao] [google] [report]

Happy Doomsgiving.

>> No.4416584

>not thanksgibbing
if you had
one time
one opportunity

>> No.4416591

Yeah, though I have problems with the green and blue blood not working for some reason :\ I get errors on launch, regardless of having everything up-to-date...

But yeah, if your mod doesn't have SmoothDoom compatibility why even bother, eh?
For sure I'll look into whatever resources are out there already. No need to reinvent the wheel if someone's already made it, eh? I'll honestly probably at least look at the Ketchup code if I ever need to figure out something.

>> No.4416598
File: 122 KB, 690x1085, evil eye chan.jpg [View same] [iqdb] [saucenao] [google] [report]

Happy go fuck yourself, then, I'll go surf lolicon and chug a bottle of Wild Turkey, the Imp's in the oven.

>> No.4416605

to seize everything you ever wanted

>> No.4416613

>Green and Blue blood not working
Sure, regular Ketchup has that issue, but the Smooth Doom patch should. You might want to check to see if you have the latest version of the patch.
>But yeah, if your mod doesn't have SmoothDoom compatibility why even bother, eh?
Pretty much, it's one of the best Doom mods out there and I see no reason to play vanilla now it exists. I mean it IS vanilla but with more animation frames and a SSG that can gib.

>> No.4416657

>I'll go surf lolicon
When I first read this I thought you were going to go surfing using a loli as your surfboard.

>> No.4416661
File: 1.22 MB, 1920x1080, Screenshot_Doom_20171123_234034.png [View same] [iqdb] [saucenao] [google] [report]

>Press Switch
>Like a magician, the game pulls out shitton of Hell Knights/Barons, Revenants and about 8 Archviles out of a hat
>"Invulnerability has been stored"

>> No.4416662 [DELETED] 

I have a theory that everyone who thinks Doom II has better levels than Ultimate is a casual who hasn't even UV pistolstarted through the games and runs around killing everything with an SSG.
Doom II fans please state your pedigree in playing the games correctly to test my theory.

>> No.4416663

I don't get how colourful hell supposedly makes trailblazer easier.
I'd have thought it makes it more fun though.

>> No.4416670

cs isn't retro

>> No.4416674

is that speed of doom map27

>> No.4416676

Is Colorful Hell good?

>> No.4416678

Those are annoying when it's on a new set of maps and you don't even know what might be a death exit.

>> No.4416679

>UV pistolstart
Why are so many anons on this thread so obsessed with this style of play? It's an extra challenge you set yourself, it's not like people who play continuously are cheating or doing it wrong.
I've tried both styles and I prefer continuous, if I find a BFG in a secret area I'm keeping that thing, plus it feels more like a journey where you progressively get better equipment.

>> No.4416680


>> No.4416682
File: 16 KB, 500x438, screaming skull.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw ended up on a late Plutonia map with very little health and i cant find any medkits

I'm not even on UV how am i so bad?

>> No.4416683
File: 54 KB, 640x480, 1511473971.png [View same] [iqdb] [saucenao] [google] [report]

>>4416674 (me)
i checked, it isn't. some similarily in shape and textures, but clearly a different map.

>> No.4416686

i have a theory that you are a shitposter. please test the pedigree of my theory by writing an entire post without any 4chan buzzwords like "casual", "autistic" etc.

>> No.4416697


- because it's how nearly all maps were designed to be played or at least had almost all of their testing done that way. sandy petersen admitted to this for the original games, most pwad designers also openly state that even in a plural map wad the maps were designed one at a time and tested with pistol starts

- corollary: carrying weapons forward makes later levels far too easy, when they were tested and balanced for a player with 100% health and 50 bullets, and you show up with 200%/200% and 600 cells+BFG

- for me it means i can start any level in any megawad under a standard set of conditions. if i played your way i'd never replay Industrial Zone because i'd have to wade through The Pit first.

>> No.4416702

pretty sure that's bloodstain

>> No.4416704

I find some of the enemies look too weird for comfort. also the keys break maps sometimes.

I'm better off with the weapons only version. plus I get to use the 64 guns too which gifty removed temporarily in the official version.

>> No.4416707
File: 1.14 MB, 1600x1200, 1511475014.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4416748

They are pretty ridiculous, yeah. The only reason I haven't already altered them is because their code is absolutely horrifying, took me 3 days straight to make them originally.

I'll put it on my ever-increasing list.

>> No.4416768


10/10 pic.

>> No.4416769
File: 261 KB, 1280x1024, Screenshot_Doom_20171123_175012.png [View same] [iqdb] [saucenao] [google] [report]

/vr/y spooky zip V3. Map is done in gameplay terms; Now available for public testing. I'll do the rest of the detailing and lighting after. Now it's time to collect feedback on maps 03, 08 and 09.


>> No.4416776

>Sarais style gibberish for it.
don't worry i'm permanently banned from any future installations of the project

>> No.4416784 [DELETED] 

Idea: A DOOM WAD for ULTIMATE DOOM where most of the default enemies are replaced with goons from SomethingAwful, green anons, red anons, 4chan and 4X2chan staff users and 2D sprite versions of the enemies from Quake1's 1st episode. The 1st and 2nd episodes would take place in different parts of the world(EP1 would be set in Western Europe, with EP2 taking place in North America). EP3 would take place in 4chan itself, starting in a dark room after teleporting into cyberspace. Lastly, Episode 4 would be taking place on Antarctica as you strive to find a way back to your home town. The bosses for each episode would be different. Episode 1: a duo of 4chan Moderators taking the places of the Barons of Hell(they would be large human sprites with purple 4-leaf clovers as heads). EP2 would be a 4chan developer user taking the shape of a giant robot with a blue 4-leaf clover as a head. EP3 would have a giant red 3-legged Eldritch creature with a head similar to that of Moot. Episode 4 would be the Spider Mastermind, but its non-machine parts would be dither in color.

>> No.4416785

Further notes: Forgot to credit the anon who came up with part of the map layout. Whoever that may be; please make yourself known or edit yourself.

>> No.4416789
File: 7 KB, 140x100, 1507860951724.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4416790

>nambona once again fails to understand why people hate him

>> No.4416795 [DELETED] 

Who is that guy? I'm not him!

>> No.4416797
File: 1.49 MB, 994x1462, Colorful Cancer in a Stain of Blood.png [View same] [iqdb] [saucenao] [google] [report]

And now I'm done with Colorful Hell + Trailblazer in Bloodstain. My experience in a form of cancerous collage.
Time to take a break before starting some other gameplay mod + mappack.

>> No.4416802

>colorful hell is literally a rainbow filtered image of hell
I kek'd

>> No.4416852
File: 252 KB, 1920x1080, Screenshot_Doom_20171123_204732.png [View same] [iqdb] [saucenao] [google] [report]

GZDoom prints to console some errors in MAP04 and MAP07

Also MAP01 doesn't have music (I believe it had in previous iterations I could be wrong) and MAP03 have default music. I didn't discard an issue in my end tho

>> No.4416858

I didn't touch those maps, so I don't know.

>> No.4416859

And yes, there was default music in maps 03 and 08, I didn't pick one there. I picked one for this map and it's gotten extremely grating; and my mind seemed to wander near the end.

>> No.4416862
File: 30 KB, 320x320, 1730965-b1_cultist1111.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4416867
File: 6 KB, 166x303, indfdsex.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4416872


>> No.4416874


Ah sorry. I thought you were managing the compilation and not just adding new maps. I'll check them later.

>> No.4416879

>Warping projectiles
genius. At last, realistic speed bullets. It still uses hitscan to inflict damage though? or does the projectile inflict the damage?

>> No.4416880

Nah, one of the mappers. I did two maps that are in a separate wad.

>> No.4416901 [DELETED] 
File: 15 KB, 634x129, lel.png [View same] [iqdb] [saucenao] [google] [report]

wanna know the problem with burning bridges?

>> No.4416902

>At last, realistic speed bullets.
Matt/vaecrius did it first so he gets all the cred for the amazing idea. My implementation is a bit different than his though.

>It still uses hitscan to inflict damage though? or does the projectile inflict the damage?
The projectile does the damage, but with direct function calls on the victim rather than running into them and executing the normal code (which it physically can't with both NOINTERACTION and NOBLOCKMAP)

>> No.4416905


>> No.4416909
File: 713 KB, 1920x1080, Screenshot_Doom_20171123_134846.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4416910 [DELETED] 


I think his stunt went past "burning bridges", the bridge was obliterated beyond an atomic level.

>> No.4416914

What happened?

>> No.4416915 [DELETED] 

I've no idea what this is.

>> No.4416916

Just report.

>> No.4416919

s'arais trying to wriggle his way back into jom5 again
he won't make it, prepare for the fallout once he doesn't

>> No.4416920

literally no one but him gives a shit

and if he comes back just report the shitter. it's seriously that easy.

>> No.4416930 [DELETED] 

that wasn't my post
this was

>> No.4416940 [DELETED] 

Fuck off

>> No.4416947


>> No.4417010


>> No.4417032

anyone got a download for redneck rampage?

>> No.4417039

I did, but I got threatened on the internet about that sort of thing so now I don't.

>> No.4417045


>> No.4417068

you prefer to get bullied for being a little bitch on the internet instead?

>> No.4417071

Yep, latest version of everything, I triple checked... Green/blue blood works whenever the enemies gib, but otherwise they don't leave any blood decals.

>enemies look weird
The variants? Because those can be disabled in the menu
>keys break maps
How so? You can also flag the rotating keys off if that's the problem.

>> No.4417089

no, the animations.
and keys do break event scripted maps. but that's more my fault for insisting guess.

>> No.4417114

It doesn't matter anyway, because I apparently lost the install file for it.

>> No.4417131
File: 168 KB, 300x280, Lusty Lion.png [View same] [iqdb] [saucenao] [google] [report]

>Use the gmota BFG slash
>Wonder why it doesn't work sometimes i slash things at a certain angle but other times i fucktomize crowds
>Realize that it uses the same BFG tracer cone logic
Downright fucking amazing stuff there, i didn't tought that the supreme slash was like the BFGTracers

>> No.4417401

That "Shut up and bleed" thingy. I can't play it on first two difficulties cause it makes me feel like a wuss, but I also can't play it on harder difficulties cause it kicks my ass. Also survival horror mods for Doom are crap in general, since they tend to be tedious grinding, which ruins the "horror" part.

>> No.4417417

Use Custom Doom, and give yourself some buffs/debuffs.
Like, play it on HMP but set it so you only take 75% damage, for example. Or play it on HNTR and take 1.5 damage.

>> No.4417418

Shut Up And Bleed has a really great premise and some cool ideas, but it suffers from arsenal and item bloat something terrible.

I really love the monsters because they're cool and creepy and intimidating, I like that they're dangerous, but this also is a bit of a problem because this means it won't actually work that great with some mapsets (something I think the original author actually acknowledged). It lends a wonderful atmosphere, even to just the original three episodes of Doom, because it just changes so many things in a neat way.

I think if the arsenal and items were consolidated down some, and some rebalancing was done (I know one of the ideas is that you're supposed to be at a disadvantage, but I think it could still work better in this regard), and then you made some custom maps for it, it could be something really amazing.

>> No.4417536

What are some good megawads that have moderate difficulty? Don't want "50 chaingunner ambush" sort of maps but i also dont want a walk in the park

>> No.4417548

Jenesis is pretty good.

>> No.4417557

Interception was pretty good and moderate in difficulty IMO.

>> No.4417565

I'll give both a look tomorrow

>> No.4417670
File: 37 KB, 800x391, cs-3445-xmas_lodge.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is goldsource so comfy?

>> No.4417686

jenesis is worse than plutonia for ambush traps and awkwardly placed chaingunners

>> No.4417690

Not him, and I also have the same question...
But I think the reason is that colored enemies, even just green ones, drop lots of stuff.

>> No.4417706 [DELETED] 

Because it's NOT RETRO.

>> No.4417707

>not retro

>> No.4417708
File: 61 KB, 450x550, C_1jqEGUIAA39hQ.jpg [View same] [iqdb] [saucenao] [google] [report]

CH monsters drop extra health/armor bonuses and ammo pickups. Trailblazer uses those for powerups and upgrades.

>> No.4417709

I don't know, but yeah I think it is comfy too. Goldsource, UE1 and the Q3 engine all have a like a character of their own.

>> No.4417710
File: 82 KB, 600x800, TriHard.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4417731

All late 90s/early noughts game engines are comfy as fuck. Half-Life is the only game that can make me say "I wish I lived in the middle of the desert"

It probably has to do with the fact that there are graphics good enough to where objects aren't just abstract shapes, but not developed enough to let you use some imagination.

>> No.4417732

Q3 always feels weird to me because I'm so used to id tech 2/GoldSrc. It's like there's fancy animated shaders and semi-advanced physics and skeletal animation and major graphical improvements of all sorts and all that good stuff, but you can still tell it's id tech underneath because it FEELS the same, y'know?

Also most of the console commands are ever so slightly different (usually the prefixes) compared to id tech 2 and GoldSrc/Source so that always throws me for a loop, like splitting cl_* cvars into cl_* and cg_* categories.

>> No.4417743

I can't put my finger on it, but I think id tech 3 has a certain crispness to both it's physics and rendering that I really like.

>> No.4417751

Crisp is a good word for it. It's kind of like id's own parallel to Valve's Source- both are directly descended from the Quake engine, but the two went about different ways of accomplishing their goals: id rewrote shit left and right for id tech 3, added conditional config scripting, new editors all around, etc, while Valve just continued adding features to tech 2/GoldSrc, with even the newest Valve games using many of the same standards for mapping and texturing (and the entire console system being directly cloned from Quake 1- not only did they never include conditional scripting like id themselves did, but deep within the engine it's still trying to set Quake 1 variables on game startup, like cl_forwardspeed and _backspeed in TF2 which the player can't change anyway due to the class system and lack of an Always Run option, or a run key at all).

Mostly though both of them did their graphical updates by focusing on model quality, smooth blending between different textures (i.e. gravel and grass) without needing a dedicated in-between texture, solid sound design, end-user customization, and NOT post-processing shit to hide flaws. I think that's part of why sometimes you can see a screenshot of a map you've never played in your life or even seen and immediately recognize it as running on Source in particular- there's just something warm about it, the baked-in lightmaps and simple shadows of Quake 1 taken to eleven. Both of them also have the best goddamn mouse input of any game engine I've ever used, as is true of all id tech derived stuff, really- I don't know what the Unreal devs were thinking with forced mouse acceleration under certain drivers or why Cryengine always has the tiniest bit of input delay or why mouse aim in Gamebryo is so, so fucking awful even once you turn off VSync, or so on or so forth, id got that shit dead on the money with id tech 2 and everyone should have been looking at them since.

>> No.4417757

>without needing a dedicated in-between texture
that use it extensively now tho for those really fancy blends in cs:go, they started using this around ep2 iirc

>> No.4417758
File: 54 KB, 400x100, Desertnight.png [View same] [iqdb] [saucenao] [google] [report]

This sky texture right here. Any map with this plus some burzum or something = better than real life.


>> No.4417760

That's my mistake then, I don't own CS:GO and don't know exactly what changes they've made to the NEWEST AND IMPROVED™ versions of Source other than shit like getting rid of player spraytags.

>> No.4417765

I agree with all that, especially how recognizable source is.
>but deep within the engine it's still trying to set Quake 1 variables on game startup, like cl_forwardspeed and _backspeed in TF2
Huh. I know both Source and the CoD engines have quake code lurking in them, but not that it was to this extent.

>Both of them also have the best goddamn mouse input of any game engine I've ever used
Modern versions of the Unreal engine can have great mouse input too. Last one I played, Tribes: Ascend, had absolutely perfect mouse responsiveness.

Jesus christ how awful they feel in almost every regard. Moving over any kind of complex game geometry feels clunky and awful and jumping feels universally terrible.

>> No.4417768

over time they have been only applying more and more ducttape to the point it became a meme in source community, for example did you know that source is limited to only 1 real time cascaded shadow light in the scene? hl2:ep2 used it exclusively for flashlight to have those really nice shadows, because of that you can see only your own flashlight in l4d, not other players. however they also wanted to have this effect where muzzleflash lights up entire room and casts those dramatic shadows, and with game being targeted for xbox360 they had to come up with solution that doesnt involve increasing limits for those lights. they decided to have muzzleflash as a type of flashlight with its own settings, when you fire a gun, each muzzleflash toggles that special "flashlight" for a few frames and turns it off, if you had your normal flashlight on, game cycles between the two to get around the dynamic light limits.
valve does shit like this all the time

>> No.4417771
File: 7 KB, 128x128, STARTAN2.png [View same] [iqdb] [saucenao] [google] [report]

This texture has been ruined forever. Prove me wrong.

>> No.4417774
File: 51 KB, 512x457, 1465795157308.jpg [View same] [iqdb] [saucenao] [google] [report]

>I know both Source and the CoD engines have quake code lurking in them, but not that it was to this extent.
CoD has been further removed, especially networking-wise, but Source is still very, very much Quake at heart. Here's a good example, one that isn't as well-known as the "Hammer was originally a Quake map editor called Worldcraft" stuff: I already said the whole console system is 1:1, but another thing you might not realize is the old -game option sticking around under the hood. Ever wonder why, say, TF2 has both \hl2 and \tf2 folders in its root directory, with the actual exe- named hl2.exe- being in that directory and not either subfolder? That's why: it's a ten-year descendant of quake.exe, \id1, and \hipnotic or \rogue or whatever your mod's folder name is!

For bonus points, you can open up the TF2 .vpk (archive file, and you guessed it, their own version of the old .pak file system) files, and under \cfg, sure as shit, there's a little file called valve.rc, which is a plaintext config file similar to config.cfg and autoexec.cfg, just with the extension changed so players don't screw with it. If you're familiar with Quake modding, that'll sound very familiar- quake.rc fills the exact same role in the original engine, that being the third of the three primary configuration files (config for the engine, autoexec for the user, quake.rc for the mod-maker or developer).

Yeah, I've heard horror shows about the duct-tape holding the engine together at this point. TF2 is another great example of that- it doesn't look any better (in fact, it looks far worse since they disabled using lossless texture quality back in... '09?) but it runs like complete shit because they've crammed so much hat-and-weapon-effects shit in and if there's two things Source doesn't like, it's particle effects and dynamic lights. For that matter, I have to wonder if the real time shadow limit has something to do with the original Quake's 4-light-styles per point limit?

>> No.4417778

*\hl2 and \tf folders, rather, no extra 2 there. I've been awake far too long.

>> No.4417803

the shadow limit doesnt have anything to do with "4-light-styles per point limit" you mentioned, things work a bit different in source, simplified list looks like that:
- regular lights: same thing that you have in quake games, those have 4 light styles limit per lightmap, only named lights count as styles, regular ones dont
- dynamic lights: brightens things around it, can cast shadows (shitty ones tho). usualy used for cheap brightening during explosions and gunshots
- cascaded lights: fancy lights that cast per-pixel shadows, expensive to render so valve games have limit of one at any time, mods ofter remove the limit however, most notable example is garrysmod.
source 2 gives me hope as its actually pretty damn good, regardless, this talk is non-retro, lets stop here

>> No.4417928

Okay, so. I'm getting back into modding and I'm making a gameplay mod where you play as a wizard/warlock/mage. However, I need some cool spell ideas, yeah we can have staple spells like fireball and magic missile but I'd like to have some spells that feel fresh.

any ideas?

>> No.4417930

Most importantly make the spells interact with each other. Summon Stone Wall should be able to interact with Fireball by overheating if hit, and Ice Blast should explode a heated wall. Those are just examples but you get it. Allow for emergent gameplay.

>> No.4417932
File: 726 KB, 600x309, john startan2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4417935
File: 482 KB, 405x720, 1509924546435.png [View same] [iqdb] [saucenao] [google] [report]

Man why.
why am i so lazy and stupid.
After watching the new Punisher show i had a idea for a Doom mod. Thing is i never made something for doom. I played arround with this one doom mapping tool, building a swastika with lava. But man, a Punisher mod with Badly digitized People and Weapons as sprites and ultra violence would be so cool.

Too bad im just a kraut with a small sauerkraut brain to pull this one off.

>> No.4417937

Good idea, or if a lightning spell hits water it creates an area of effect!

>> No.4417938

Or a map where you fall from the worldtree into the darkness of hel while "yeg faller" plays in the background.

>> No.4417952

To be fair, first person games are not what Gamebryo was designed for. Civilization IV is a Gamebryo game that uses it as it was intended to

>> No.4417982


Some simple map I'm working on in Quake

How do you make large open areas interesting? It feels like making small rooms and corridors is easier with the default textures.

>> No.4418001

But Morrowind, a primarily first person game, was the second game ever released that used it.

Speaking of Morrowind and engine technicalities: Do you know how friendly NPC followers worked in it? They recorded your movement and exactly copied it. So if you were faster than a follower you could move in a straight line from them, jerk side to side a little, and watch them do the same at that spot several seconds later. That's some real laziness right there.

Compare that with Kingpin which had really excellent AI for it's time with followers that actually helped, or Freedom Fighters released just two years after TESIII which had probably the best pathfinding in a shooter ever.

>> No.4418016

Sergeant Mark IV gets taken away to a far-off galaxy for life.

>> No.4418020

>Do you know how friendly NPC followers worked in it? They recorded your movement and exactly copied it
In fairness, that does kind of make sure that they follow your path and don't try to pathfind in an absolutely retarded way.

At least in theory, anyway.

>> No.4418026

hexen souls

>> No.4418042

>At least in theory, anyway.
>in theory
That's the key phrase. It works absolutely horribly in practice. Kingpin's AI seems to record player input too (have not looked at the source code if it's even available) but doesn't use it exclusively.

I love listening to people talk about the internal workings of engines by the way. If you're the guy that wrote about Source and what it has inherited from Quake, please feel free to do so as much as you want as far as I'm concerned.
Speaking of which:
Quake style consoles is the best fucking thing ever and I'm really happy that zdoom has it. Any PC game that doesn't feels rather hobbled to me.

>> No.4418068

>Quake style consoles is the best fucking thing ever and I'm really happy that zdoom has it.
Honestly, this is one of the few things that make me use other engines than PrBoom+(besides more serious mods).

>> No.4418096

Who is this Nambona guy I sometimes see get brought up? All I know about him other than his existence is that he is neither Sarais nor Sergeant MarkIV.

>> No.4418103

he's probably from doomworld or some shit but from what i've seen he makes terry wads that are terrible even by terry standards. pretty sure i remember something about anime wads that turn out to be terry traps but i think that might be someone else

>> No.4418128

>he's probably from doomworld
replace "probably" with "banned". he's banned from doomworld. also banned from /idgames uploads. loves terry/trap/troll wads, his own usually feature azumanga daioh pics/audio. doomguy2000's right hand man, spammed his master's youtube tirades about /idgames "censorship" here on his behalf. namefagged/tripfagged/shitposted here for some time, so often gets fingered when there's an sewage outbreak.

>> No.4418147


>> No.4418159

That sounds really good, did you make that/

>> No.4418171

Well, sorry for posting Icarus again, but hey, it's related

>> No.4418173

b-but another guy on the internet knows about him! shilling! SHILLING! SHILLIINGGGGGG!!!!!!!!!! WAAAAAAAAHHHHHHH!!!!!!

>> No.4418181


>> No.4418185


Last time someone complained that someone was posting Icarus' videos too much, to the point of shilling.
Pretty dumb tbqhwyf.

>> No.4418191

Yeah, I remember that
That's why I said "sorry"

>> No.4418204

literally nothing to apologize for
he covers doom stuff, doom stuff is relevant
probably the only complaint someone could make is that he's too positive, but i'd much rather have someone who enjoys playing doom (even bad mods) rather than someone who tries to shit on everything

>> No.4418205

My problem with him is using the word 'satisfying' and similar words way too much. But otherwise he's an okay guy.

>> No.4418225

I wonder what his youtube channel is? Also, what was the last straw that got him banned from doomworld?

>> No.4418239

At least he can give attention to some good stuff, at times.
Next week better be a Final Doomer episode, if it does come out this weekend.

>> No.4418246

Is there a "catalogue" or something that lists all mosnter variants in Colorful Hell?
Or a video.

>> No.4418261

is it just me or is the "SO YOU WANT TO PLAY SOME X" image host down? i'm getting a cloudflare error

>> No.4418262

All I need to memorize from it is the color hierarchy and what each color-tier do.
From lower to highest: vanilla<green<blue<purple<orange<red<nigra/white
Green guys mostly have poison-based DoT attacks, blue dudes are usually plasma-themed, purple fags have gimmicky bouncy projectiles, orange wackos are pyro wannabes (fire-based DoT, with a mix of explosive attacks) and red shmucks are edgy-as-fuck boss wannabes.
It's as simple at it could get.

>> No.4418267

Um, no, I know all that
It's not about "remembering"
I'm just interested in all of the different versions of the monsters
Especially the later variants, that have different textures and attacks.
And repeatedly spawning them one by one through console is not really an option.

>> No.4418295
File: 57 KB, 250x315, 1510592341083.png [View same] [iqdb] [saucenao] [google] [report]

>Have to walk through an area that hurts you

>> No.4418302

>Combat arena over damaging floor

>> No.4418310

>you get a hazmat at the beginning
>but that section is a corridor full of specters

>> No.4418313

>You get the hazmat suit AFTER the section for backtracking purposes
>The area is now dark

>> No.4418316
File: 1003 KB, 500x500, 1490075451063.gif [View same] [iqdb] [saucenao] [google] [report]

>thankfully, you have been provided with a hazard suit

>> No.4418326


>> No.4418334

Truly beautiful, this magnificency only works when played together with Woah and Lootbox mods.

>> No.4418342

A mod to surpass Brutal Doom.

>> No.4418351
File: 375 KB, 1920x1080, Screenshot_Doom_20171124_225820.png [View same] [iqdb] [saucenao] [google] [report]

Decided to play Trailblazer + Colorful Hell on Maps of Chaos
And yeah, you do get lots of stuff from colored enemies.

Also, aren't Red variants supposed to be really really rare? Like rarest outside of B&W variants?
Cause I know there are a lot of zombies, but still I somehow got atleast ten of these Unmaker fuckers spread through the first map
Does the difficulty level affect the spawn rates?

>> No.4418353

Prepare to see alot of flying red Barons/Knights.
Then there's that variant which is like a gargoyle that can withstand quite alot of punishment.

>> No.4418380

>Updates to latest version of GZDoom
>None of the mods i currently have broke so far
This is the greatest feeling

>> No.4418389

sperglord edition has been borked for eons now
also mod that still works, mod that probably has tons of missing options due to its respective menu getting greyed out by graf's design choices

>> No.4418404
File: 26 KB, 107x89, 1503916075538.gif [View same] [iqdb] [saucenao] [google] [report]

>It's guarded by five archviles

>> No.4418410
File: 112 KB, 1087x1080, hhhhhhhhhhhhhhhhh.jpg [View same] [iqdb] [saucenao] [google] [report]

>Planned Features: a written apology.

>> No.4418425

Fully open areas are a matter of breaking it up with smaller shit. Basically, think "paintball arena," not "football field," although with more obstacles and variation than triangular blocks, obviously. Bigger areas also work great as mini-hubs with multiple branching paths (i.e. on for silver and one for gold keys) that then meet back up in the main area, especially with enemy repopulations in the big room after clearing out the side paths.

The default textures can be kind of limiting, but Quaddicted has a huge list of texture wads for you to draw from (https://www.quaddicted.com/files/wads/).

>> No.4418471
File: 227 KB, 800x450, Screenshot_Doom_20171012_103051.jpg.35b17dccf079ccefdd11f30b2d03c379.jpg [View same] [iqdb] [saucenao] [google] [report]

Good concept, but could use some derivatives

>> No.4418480
File: 9 KB, 320x180, ironsword-2_320w.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey wait yeah, wasn't someone gonna make a playable Kuros from Wizards & Warriors?

>> No.4418492

Are the so you want to play some image links dead? I keep getting cloudflare errors.

>> No.4418502
File: 1.67 MB, 1543x6892, Play Doom.png [View same] [iqdb] [saucenao] [google] [report]

I still have this.

>> No.4418506

Fuck me, I wanted the Duke one.

>> No.4418507

Oh, sorry.

>> No.4418510

It's fine.

>> No.4418514
File: 843 KB, 1543x2581, 1403195896088.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4418519

I'm gonna make a map in a shipping mall. Without zombies.

>> No.4418524

Thanks, dad

>> No.4418531

I like to think that Doomguy's underpants are based off STARTAN and his socks are FIREBLUE.
Would you unironically wear clothing, based off Doom textures?

>> No.4418539


>> No.4418541

>A coat called "It's STARTAN to get cold outside!"

>> No.4418543
File: 77 KB, 500x470, 1510335779978.png [View same] [iqdb] [saucenao] [google] [report]

that's adorable

>> No.4418546

Maybe a t-shirt with a texture or flat print on it, some kind that won't rub off in the wash or crack.

Obviously it would be scaled up and pixelated.

>> No.4418564
File: 53 KB, 510x735, DNaxCcbXkAI2Ns9.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4418574

my goodness

>> No.4418576

is that domika

>> No.4418609

Quake Live: every server is some weird custom match. How do I play with default deathmatch etc?

>> No.4418656

[11-24] Doom Retro v2.6 released

>> No.4418683

What was/is the general consensus on Doom Retro exactly? I remember when it first came out /vr/ ripped it to shreds cus it was bad somehow, not to comment on its quality.

>> No.4418720

It doesn't do anything that you can't already do for a GZDoom mod using ACS, Decorate or now ZScript, and the author went around begging for money for it.

I think he might have sockpuppeted on here a bit when people said it was gay.

>> No.4418726 [DELETED] 

i guess that's code for "someone said it had even remote merit, and that hurt my feelings"

>> No.4418736 [DELETED] 

>and went around begging for money for it

>> No.4418743 [DELETED] 

yeah, because someone enjoying a source port is something i'm emotionally invested in

you're a fucking moron

>> No.4418758 [DELETED] 

>I think he might have sockpuppeted on here a bit when people said it was gay.
I think that just got confirmed.

>> No.4418760 [DELETED] 

Oh fuck off, you paranoid cunt.

>> No.4418898
File: 2.00 MB, 715x1079, Screenshot_1.png [View same] [iqdb] [saucenao] [google] [report]

New thread when? We P7 now

>> No.4418903

it's cozy here

>> No.4418929

It's really good but for the same "retro" style of graphics and limits, there is no reason to not use some type of Boom instead.

>> No.4418953

Rob Liefeld? is that you?
what did you do to ranger?

>> No.4418958

Can't be, there's no pouches.

>> No.4418976
File: 388 KB, 800x942, who gave damn a 7.png [View same] [iqdb] [saucenao] [google] [report]

hoh shit

>> No.4419121
File: 532 KB, 1125x633, sexy doomguy.png [View same] [iqdb] [saucenao] [google] [report]


The GBA ports had a pretty great soundtrack tbhfam.

>> No.4419127
File: 31 KB, 735x571, 1471574663397.png [View same] [iqdb] [saucenao] [google] [report]

Soon. Unless time is short I decided to let the threads sit around for longer given /vr/'s slower speed, I think Page 9 is definitely the 'oh shit we need something new' mark.

>> No.4419150

Attempting to play Quake through Quakespasm. I have run into a rather annoying problem. Whenever a Play, seemingly at random my view seems to go to an extreme (usually looking all the way up or down).
What could be causing this and how do i make it stop?

>> No.4419159

Do you have a joypad plugged in that you're accidentally hitting? Do any other games do it? Do you have lookspring and lookstrafe disabled in options? Which specific exe are you using, and what version of Quakespasm?

>> No.4419168
File: 230 KB, 800x600, Screenshot_Doom_20171125_070522.png [View same] [iqdb] [saucenao] [google] [report]

I really like that you see existing graphics and textures that kind of does exist in the vanilla and development material, but used in interesting ways.

>> No.4419169
File: 204 KB, 800x600, Screenshot_Doom_20171125_071134.png [View same] [iqdb] [saucenao] [google] [report]

And here's the final encounter.

>> No.4419170
File: 68 KB, 554x439, 1510548257055.jpg [View same] [iqdb] [saucenao] [google] [report]

I was going to say Hdoom.
But that shit has been dead for awhile now.

>> No.4419171
File: 246 KB, 800x600, Screenshot_Doom_20171125_071349.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4419173
File: 201 KB, 800x600, Screenshot_Doom_20171125_071357.png [View same] [iqdb] [saucenao] [google] [report]


And that's that for Infinite Teeth, really hoping to see Nihility fleshed out into a full 3, or even 4 episode pack.

>> No.4419174
File: 116 KB, 311x300, 1510808641915.png [View same] [iqdb] [saucenao] [google] [report]

>using bfg on cybie
>not using the rocketlauncher as god intended

>> No.4419180
File: 63 KB, 800x600, Screenshot_Doom_20171125_071416.png [View same] [iqdb] [saucenao] [google] [report]

I think the best part about Nihility is not just the effective and visually interesting minimalist style and otherwise lonely tone, but how it just feels so strongly somber, sad, bitter and cruel.

The level names kind of suggests things, and the intermission screen insinuates a setup of dark self-hatred.

>> No.4419182

New thread, hope you had a good Thanksgiving.


>> No.4419191

You go ahead and face that encounter with the rocket launcher if you want. I did it with the Plasma just before, but decided to just reload and face him again to grab some screenshots.

The thing is that it's not like the encounter in the original E2M8, it's not just an open arena with all sorts of cover, cover is more sparse here, and area for movement too, on top of that, lots of monsters teleport in, not just imps and shit, but the improved lost soul is fucking MEAN in Nihility, it chucks balls of fire at you relatively rapidly, charges forward at you, then immediately starts opening up at you with more fireballs, then keeps headbutting you, etc.
On top of that, you have the gray hellknights, which take lots of abuse, and stop in place to let loose a neverending volley of painful red fire, as well as the fact that the cyberdemon will randomly teleport around in a few spots, finally there's the risk of accidentally picking up the blursphere, which VASTLY changes the entire scenario, because you have all these guys letting loose streams of deadly projectiles and you can't predict their trajectory anymore.

It's not too hard as long as you put your mind to it, but the encounter can easily go wrong if you slip up.

>> No.4419213
File: 1.03 MB, 1543x3000, LETSPDUKE.jpg [View same] [iqdb] [saucenao] [google] [report]

I did actually make an updated one, not perfect but a little bit more up to date.

>> No.4419247

An Xbox 360 controller is plugged in but, it's on the desk by itself.
No other games do it to my knowlege. still need to test it out on other quake source ports though. Lookstrafe/Lookspring are off.
Version is 0.92.1 (64bit)
It appears im a version behind...
Also I'm playing in windowed so there might be an issue with the cursor escaping the window and attempting to reset itself. Will try playing in fullscreen and updating.

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