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4429812 No.4429812 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4424080

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.4429816
File: 90 KB, 488x400, 804ad5ddd0da1828d134ddb1fb22c339ffd228c1.jpg [View same] [iqdb] [saucenao] [google] [report]


-Seeking for possible improvements and additions
-Current points of interest for some posters include
--Infographic of recommended Quake stuff
--Build game downloads w/ all their xpacks

=== NEWS ===

[11-30] Babel creator hosts website to hold current DL links and information

[11-29] Exporting resources from Chasm: The Rift now possible

[11-27] Complex Doom v27 update

[11-27] Final Doomer 2.0 released (now 2.1)

[11-26] More /vry/spooky updates for testing

[11-26] Anon map release: whirlwind.wad (using textures from epic2)

[11-25] Hunter's Moon - Razor's Cluster Bomb

[11-25] Babel now finalized, in testing >>4419193

[11-25] Doom Retro v2.6 released

[11-25] Potential Mockaward Candidate

[11-24] The Joy of Mapping 5 starting on December 1st

[11-23] Marrub releases Lithium 1.5.3

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4429861


>> No.4429905
File: 236 KB, 1280x1024, 1487179931573.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4429934

Remember when the imp totally carmacked it?

>> No.4429974
File: 208 KB, 1750x782, how2palette.jpg [View same] [iqdb] [saucenao] [google] [report]

Can't get far with this I figure. I did get an inspiration of sort for a map. But I'd need some proper textures.

>> No.4429984

The Quake png in the op is 404, anyone have it?

>> No.4429991

I would recommend not to start detailing rooms right away. Finish the layout and map progression (lifts, keys, monsters etc.) first before doing that.

>> No.4430002

Not off hand, but apparently 'Infographic of recommended Quake stuff' is in the 'needed improvements' part of the OP, so it's been gone a while. Could possibly whip up a new one, any requests for info?

>> No.4430005

I noticed Memfis wasnt a big fan of the unalinged wooden floor panels. Should make like 20+ variations of the flat so that each sector is perfectly alligned
I'm kidding. Memfis post is just a bit funny to me

>> No.4430014

Haven't played any of them personally that's why I'm curious cause I want to jump in, based on that pastebin it seems like modding isn't huge so maybe a picture isn't necessary. I was just curious about HD textures I heard it's kind of a bitch to set up.

>> No.4430030
File: 27 KB, 512x512, 1494079200140.png [View same] [iqdb] [saucenao] [google] [report]

>HD textures

>> No.4430082

got my cream soda
workin' on quake infographic
don't remember 100% of what was on the original but it needs some updating anyway

>> No.4430265
File: 1.93 MB, 1427x3150, hitscanners and you.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you agree?

>> No.4430291


Doom's hitscanners are a pain in the ass, but they're a valid and crucial part of the bestiary.

>> No.4430295

All enemies in modern shooters are hitscanners, the point of slow projectile enemies was to dodge them, the enemies in Doom 2016 shoot projectiles instead of hitscan bullets for a reason.

>> No.4430301

Pretty much, and it is what I personally like about Doom's bestiary: it is very well-rounded and has lot of potential for various setups.

>> No.4430312

Honestly, it's scary how monotonous a lot of modern retro-indie shooters are in their weak attempts to emulate Doom. Fast movement that felt more like skating around than running, weapons with distinct uses and downsides for differing situations, power-ups that have various utilities alongside balancing the green and blue armors, a monster roster that can create a large variety of encounters and mix-ups with great effect..

And yet people completely fail to understand how to make indie throwbacks feel as good. Wrack is the perfect example, Carnevil or whatever his name was clearly had no idea how to actually make solid Doom-style gameplay, weapons, encounters or even level design despite being a bitch about the Skulltag stuff and trying so hard to be the next Doom.

>> No.4430345

Are there any more wads with amazing production levels like Back To Saturn X or Ancient Aliens for Doom or Arcade Dimensions for Quake?

Every other wad I tried so far feels just as messy and disjointed as Sandy Petersen's Doom episodes. I am looking for wads that really stand out and feel like their own thing.

>> No.4430346

Knee Deep in the ZDoom

>> No.4430347

"server temporarily down" is not "file not found"

>> No.4430363

Don't listen to this guy.

>> No.4430365
File: 3.41 MB, 1300x6971, quake infographic.png [View same] [iqdb] [saucenao] [google] [report]

I accidentally made a wall of text. Please give crits/comments/concerns/disagreements before I link it to the news post.

>> No.4430381

>Scythe MAP30

What the fuck is this

>> No.4430398

If you got through Afterlife II and Whispering Winds, it shouldn't be difficult.

>> No.4430403

Oops, Scythe I. Nevermind.

>> No.4430407

I managed but it threw me off given the megawad's focus on generally smaller maps, even the other one with a ridiculous number of enemies had a shitload of megaspheres and 1 (one) invulnerability sphere readily available. Think the map that grinded my gears the most though was Run From It, very pressed for time that it effectively became a death exit.

>> No.4430416

One correction. Enemies do take damage from trigger_hurt. You can look at void maps like coagula and see that the enemy gibs when it falls off the platform towards the void.

>> No.4430430

All in all, nicely made.

>> No.4430438
File: 3.41 MB, 1300x6971, quake infographic.png [View same] [iqdb] [saucenao] [google] [report]

Oh shit, probably shouldn't be trying to remember what does or doesn't affect enemies at 5 AM. That's fixed. Don't like having to upload a 3.5MB PNG, but jpeg absolutely murders the red text (as jpegs always do to the color red) and gif is a bit too dithered or flat, no happy in-between for the images. It would be even bigger- beyond the file limit, probably- but thank god for optipng.

Alrighty then!

New Quake infographic created (pic related), update the OP pasta if you'd be so kind because the old one is dead.

>> No.4430453
File: 17 KB, 725x561, 1503196178705.png [View same] [iqdb] [saucenao] [google] [report]

Good shit, I'll get to it. And I think it might finally be time to upload the infographics in the OP somewhere else if Desuarchive is constantly going to shit itself. Imgur?

>> No.4430472 [DELETED] 
File: 453 KB, 1368x627, textureees.png [View same] [iqdb] [saucenao] [google] [report]

Hopefully fixed some issues.
Should run properly now; if not I don't know.
Blood file is just a resource wad for those willing to use them.
Additional textures in Garosaedris.wad

This should hopefully mark the end of the issues and maintenance should be returned to Repugnus or whoever's in charge now.

Looking for a texture artist to make pic relateds into textures I imagine the Hematite could be used as a bridging texture between Blood and Lava textures.- seeing as the name is loosely "Blood Ore"
The other image with the skulls could be a blue, possibly icy or twinkling animation, SPFace/Skullwall style texture; but with skulls and crystals instead of skin and faces.; see https://www.youtube.com/watch?v=nmKukZ3nkgs for possible inspiration

>> No.4430473 [DELETED] 
File: 453 KB, 1368x627, textureees.png [View same] [iqdb] [saucenao] [google] [report]


Hopefully fixed some issues.
Should run properly now; if not I don't know.
Blood file is just a resource wad for those willing to use them.
Additional textures in Garosaedris.wad

This should hopefully mark the end of the issues and maintenance should be returned to Repugnus or whoever's in charge now.

Looking for a texture artist to make pic relateds into textures I imagine the Hematite could be used as a bridging texture between Blood and Lava textures.- seeing as the name is loosely "Blood Ore" It would be "lumpy" as a flat.
The other image with the skulls could be a blue, possibly icy or twinkling animation, SPFace/Skullwall style texture; but with skulls and crystals instead of skin and faces.; see vid for possible inspiration. As a flat, it would be jagged.

>> No.4430496
File: 453 KB, 1368x627, textureees.png [View same] [iqdb] [saucenao] [google] [report]


Hopefully fixed some issues.
Should run properly now; if not I don't know.
Blood file is just a resource wad for those willing to use them.
Additional textures in Garosaedris.wad

This should hopefully mark the end of the issues and maintenance should be returned to Repugnus or whoever's in charge now.

If you're looking for possible texture/flat bases, see pic related

>> No.4430542

>If you bought (ha ha) the game or...
I- I did.
I bought all classic quake games for five bucks like two days ago. Currently playing vanilla via steam, can't get more vanilla than that.
Still a great chart tho, I would include links directly instead of telling to check the OP, so you can post it anywhere when someone wants to start playing quake outside this general

>> No.4430549

>can't get more vanilla than that.
Objectively wrong.

>> No.4430556

Okay, you are right on that, let me rephrase that:
You can get more vanilla than using third party sourceports.

>> No.4430560

How hard is modding in Build Engine compared to Doom?

>> No.4430561
File: 124 KB, 800x600, 1503797985515.png [View same] [iqdb] [saucenao] [google] [report]

The vanilla DOOM2 armoury suffers for not having a railgun, in my opinion. When you have mid-high tier enemies a fair distance away it would fill the only situational niche I've come across.

>> No.4430569


>> No.4430572

That's a nice looking hud. Mod name?

>> No.4430574
File: 203 KB, 432x377, firefox_2017-11-30_16-16-50.png [View same] [iqdb] [saucenao] [google] [report]

Why hello there 8y

>> No.4430576
File: 428 KB, 1280x1024, 1501568842392.png [View same] [iqdb] [saucenao] [google] [report]

No idea, sorry. I like saving random WAD screenshots.

>> No.4430580

The more I've played pwads, the more I've felt like the vanilla doom armoury and gameplay suffer from huge hordes of high hp monsters. A lot of megawads feel like they really turn into a grind towards the end and leave you thinking the game should've had multiple weapons after the BFG. A railgun would be one thing it could use, not even primarily because of the range but because of the penetration.

>> No.4430593

A similar question - they say mapping for Quake 1 is much harder than for the 2.5D FPS's. Is DromEd mapping more difficult than Q1? After my current project I might try learning DromEd to enter that competition* that started yesterday.


>> No.4430597


>> No.4430635

OK, I don't mind the regular Quake textures, but what is the damn fuss/beef about HD textures in Quake 1 and 2?

>> No.4430664

what is the damn carmack*

>> No.4430670

>the enemies in Doom 2016 shoot projectiles instead of hitscan bullets for a reason.
the shield guy has a hitscan shotgun.

>> No.4430701

It's also not infinite range.

>> No.4430716
File: 30 KB, 480x448, 55974ebf0485e6988bfaa2c7aba4d3aa92db991015efd0f61e281036605bd8c8.jpg [View same] [iqdb] [saucenao] [google] [report]

>play zandronum online trough doomseeker a few hours ago
>everything works fine
>start it up now
>all video settings are reset
>640x480 and software renderer and a bunch of other shit. also player name is reset
>change everything back
>everything is reset again
>launch the game offline
>change settings
>settings are reset again

>> No.4430720

Is zandronum installed in Program Files?

>> No.4430723


>> No.4430724

yes. tried changin executable to a zandronum file in my downloads folder an it worked normally, just need to get 3.0

>> No.4430727

well it works now. don't know why it suddenly decided not to. windows was pestering me about some "updates" earlier so i guess that's what broke it as usual

>> No.4430745
File: 78 KB, 832x960, 1510437948507.jpg [View same] [iqdb] [saucenao] [google] [report]

JoM5 begins TOMORROW! Last chance to get in on some hot beginner-oriented mapping action for anyone looking to dip their toes into GZDoomBuilder.

>> No.4430759
File: 2.63 MB, 768x432, magic stuff.webm [View same] [iqdb] [saucenao] [google] [report]

Working on my wizard mod. Added spells, Entrapment and Stone Sentry.

Entrapment places an octagram on the floor and when an enemy steps near it, a beam of light erupts from the sigil. Pretty OP at the moment as can be triggered three times.

Stone Sentry is an indestructible statue that fires projectiles at enemies, which is also pretty op as it doesn't have much of a cooldown.

>> No.4430764

I think remembering all the spell moves will be a chore

>> No.4430773

Already covered. The player owns an item called the Codex, you can see it in the inventory, kind of. If you use it, you can access any of the spells you have picked up to re-read the "recipes"

>> No.4430775

I'm getting Dawn of Sorrow vibes from this

>> No.4430802

>you have to work in a team
>3 days time

No. I'm an egotistical prick of a lone wolf and the epitome of the line between auteur and autist.

>> No.4430805
File: 8 KB, 80x160, 1501564960959.gif [View same] [iqdb] [saucenao] [google] [report]

Doomguy doesn't get any help - why should mappers?

>> No.4430832

Immoral Conduct

>> No.4430836

same. if i could teamwork i wouldn't be a neet. also fuck discord, it's no more than a reinvention of irc with a completely closed protocol and marketing to retards

>> No.4430874

Have you ever taken a Big Five personality model test? I have a suspicion you would score in a low percentile for Openness.

>> No.4430882

no, i hate personality tests

>> No.4430961

That sprite reminds me of Treasure Master

>> No.4430972

That's because it IS treasure master.

>> No.4431015

If you get the first game working in Quakespasm in high resolution, the aesthetics have aged really quite well and really don't need any texture packs.
All I'll say is type each command in the console (press tilde on your keyboard, press enter after each one) and it will look beautiful:
gl_texturemode 3
r_particles 2
r_lerpmodels 0
r_lerpmove 0

Quake 2 you can sort of get away with HD stuff more cause it didn't age nearly as nicely.

Oh, and for both games, if you got them off Steam (not sure about GOG), download the soundtrack because the Steam release doesn't have them.

>> No.4431042

I recently got Mafia 1 from GOG upon release, and was surprised the soundtrack wasn't included. Something about copyright restrictions, which struck me as odd, given the songs are nearly a century old.

>> No.4431101

>I would include links directly instead of telling to check the OP
It does, you didn't see the tinyurl and pastebin link?

>> No.4431107

>r_lerpmove 0
don't actually do this unless you want monsters to be nigh impossible to hit as they run around zigzagging like fuck

>> No.4431115

I just took that test, and I think Agreeableness is probably related to that, not Openness.

>> No.4431118

Okay, you know those ugly Minecraft HD texture packs where they take models with less polys than you've got fingers and slap 1024px+ textures on their flat, square surfaces? Exact same thing happens with Quake. They generally take the same basic models and always use the same rough, blocky map geometry, and just put ultra-HD textures across everything, which not only makes the seams between texture bits super obvious, but often doesn't even match (i.e. the Quake logo on the wall of the Darkplaces screenshot in the info image compared to the tiling around it).

The irony is that usually the best looking maps- i.e. some of the stuff in Arcane Dimensions or similar mods- use much more complex level geometry, but use vanilla-sized and properly paletted textures, including the Quake standard of 1 map unit equalling 1x1 pixel of a texture on a flat, non-angled surface.

>> No.4431123

I think you're right.

>> No.4431126
File: 201 KB, 874x892, 1503109684857.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4431129

yo did those runes just call me a nig

>> No.4431130
File: 2.87 MB, 640x400, qzdoom 2017-11-30 22-11-48-27.webm [View same] [iqdb] [saucenao] [google] [report]

Thank god I can misdirect the noise because all these sectors moving in PrBoom at same time is unholy cacophony unless treated.

>> No.4431167

One's fighting the forces of hell, the other's being an architect.

Pretty sure the architects should be helped

>> No.4431182

you don't have to work in a team and you don't necessarily need to use discord and speedmapping is also great practise for mapping

>> No.4431185

At least it isn't Equinox's random bouts of pure earrape

>> No.4431204
File: 44 KB, 640x400, Screenshot_Doom_20171130_150209.png [View same] [iqdb] [saucenao] [google] [report]

requesting this image and the title "Just Out Of Your Reach Edition" for the next thread

>> No.4431214

>Wads that put keycards on pedestals
>You are supposed to touch or run into the side of the pedestal to pick it up, but it does not work

And you do not know whether it is because of the mapper or the sourceport.

>> No.4431223

How "complete" is Hammer of Thyrion, the Hexen 2 source port? How Windows 7 friendly is Heretic 2?

>> No.4431229

Yeah the archvile map in PL2 reminds me of that. You run in that maze to grab the blue skull, but usually you gotta hover around it a little to grab it. The archviles have usually teleported in by then, if you've grabbed it at all.

There's a map in one of the 1024 wads also that has a red keycard that is supposed to come down a really long descending lift. Only problem is it doesnt always get dropped down all the way and can be out of reach (it is an ambush area too).

Pic related was just an honest tease, there is no problem with picking up the red keycard. But like so many games that put an obnoxious bush in your path it just seems like you could climb up there and swipe it anyway. At least put a cattlegrid across that opening so you know the card is there, but your mind doesnt somehow believe you can just grab it right there (obvious obstacle).

I could go on about Invisible Wall tropes but designers could avert that with just a tiny bit of creativity (impassable bush? how about a rock slide)

>> No.4431246

can it at least not be in that stupidly dark colour scheme?

>> No.4431257

The repetition in the textures becomes more obvious

>> No.4431306

I honestly wish more games did a balance of both hitscanners and projectiles like doom and build engine games did. It adds a bit of variety to enemy design. Games that just do one or the other I feel tend to suffer from repetitive gameplay.

>> No.4431307

what the fuck is up with that, anyways
my speakers just fucking gave up when I turned the goddamn corner that time

>> No.4431316 [DELETED] 

IMO, Doom 2016's zombie enemies were an utter waste of space because they didn't have hitscan.

>> No.4431329
File: 2.91 MB, 375x211, what fukcing game.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone know what game this is?

>> No.4431331


Looks like Soldier of Fortune.

>> No.4431339
File: 1.12 MB, 1024x768, file.png [View same] [iqdb] [saucenao] [google] [report]

it's not.

>> No.4431423

The great debate.

>> No.4431432

Not sure I've heard any of Paddock's work. I know Rynn did the Ancient Aliens ost, and I loved that.

>> No.4431446

vivisector, got it but never finished, was too silly for my taste while trying to take itself seriously

>> No.4431450

I'd honestly be surprised if you actually haven't listened to any midis by James Paddock. He's contributed to a LOT of projects.

>> No.4431457

not him but i never play with the game music on so i almost certainly haven't

>> No.4431464

He claimed to have liked the Ancient Aliens ost, which implies he plays with music on.

>> No.4431474

Paddock did all the music for the first episode of BTSX

>> No.4431491


>> No.4431492

He didn't do all of BTSX. Just the majority. Stuart Rynn also contributed some midis, and then theres others like Esselfortium, Xaser, etc.

>> No.4431510
File: 84 KB, 1024x576, TUKIhbmh.jpg [View same] [iqdb] [saucenao] [google] [report]

they COMPLETELY missed out on having a zombie variant carrying a repeater.

that way they'd be having a weak hitscan enemy in the game in the vein of old doom, but also one that would still pose a more serious threat to the player when its 'special attack' (the triple burst fire) is triggered.

also it could drop a bullet clip upon death seeing as the repeater clearly has one.

it would be a nice nod to an otherwise sadly overlooked weapon in a mediocre halo wannabe game mode nobody plays.

>> No.4431537

Late, but I'm currently playing through Strange Aeons, a Doom (1) wad based on Lovecraft. I love it.


>> No.4431549

They missed out on a lot of things, like decent multiplayer and snap map not being shit.

>> No.4431562

[11-30] Hellscape final version on idgames

>> No.4431567 [DELETED] 
File: 290 KB, 300x486, XdqRvkvyEbFkzKujYyPz9WKeRxQKp37f.png [View same] [iqdb] [saucenao] [google] [report]

I know this isn't retro but it IS Doom, so I've got a question regarding the game.
I'm getting a Switch soon, is this version of the game worth it? How's the replay value?
The game is around 70 dollars so I want to make sure it's worth the money.

>> No.4431570 [DELETED] 

It's not worth it for the switch version, performance is subpar is really jank. If you really wanna play Doom 4, just get it on PC or PS4.
Get Mario Odyssey instead, it's fucking great

>> No.4431574

I just now remembered that there's a bomberman game out.

>> No.4431578

Luckily for me I'm not a graphic or performance whore as long as I have fun really.
Living all my life with a low end PC really makes you appreciate things.
Trust me if I had a PS4 or a decent I wouldn't even ask this. It's cheaper here to get a Switch than save for those other platforms and honestly there's a lot more I want to play there so having the option to play Doom there is a bonus.

>> No.4431581

>decent PC*

>> No.4431582

Just remember in a few encounters when you start fighting a lot of monsters the game turns into a bit of an unresponsive slideshow.

>> No.4431585

Get it when the price drops drasically ($20 range). It's full price while the other versions got a drop long ago, and the game is pretty short while lacking replayability.

>> No.4431589

>I know this isn't retro
then GTFO, retard.

>> No.4431590

Also, yeah, I getting it with Zelda and Odyssey, it's been years since I've bought a Nintendo home console.

>> No.4431591

Oh so it lacks replayability. That's the kind of answer I was looking for, I really hate finishing games and just sending them to the vault after that.

>> No.4431594

There are some secrets to find, but they're really just collectables.

>> No.4431603

It wont bring Doomguy to Smash even thought that would be fucking awesome

>> No.4431605

I guess I'll get Bomberman instead to play with my bro. I miss those whole evenings just playing the battle mode on the SNES game. Ok this is my last non-Doom post here.

>> No.4431608

if you want to be able to play it on a handheld, i would say go for it. Doesnt come with snapmap and you have to download the multiplayer though

>> No.4431791

lmao at the nerd from last thread angry at Romero

>It wont bring Doomguy to Smash

Hey, the freaking Ninja Turtles made it to Injustice and even a guy from Final Fantasy made it to Tekken. Who really knows these days?

To be quite honest I'm just hoping for a new port of classic Doom for the Switch. It may not run the new game as good as the PC counterpart, but it definitely has enough power even for a homebrew port

>> No.4431793
File: 6 KB, 178x219, 1469167510600.png [View same] [iqdb] [saucenao] [google] [report]

>Bethesda and id haven't bothered publishing the classic Doom games onto handhelds or nearly about anything
>Have to deal with unfinished source ports that are more there for proof of concept

>> No.4431796

The current gen consoles don't even have Doom ports. The Bone has to run the 360 ones through an emulator.

>> No.4431825

Pretty sure people would complain about these rereleases because of certian changes, such as censoring the Wolfenstein references or even lacking source port features (like always run)
I also think people expect a full classic collection like Ultimate/2/NRFTL/MS/Final and not just two or three of these.

>> No.4431831


Is it bad to expect them, though?

>> No.4431832
File: 218 KB, 900x600, 1496540239635.jpg [View same] [iqdb] [saucenao] [google] [report]

>Henkaku for the PSVita has an image of Doom running on it
>Try it out of curosity
>It's just the pre-existing PSP source port with no changes

>> No.4431845

>Is it bad to expect them, though?
Not really, i just hope id and Beth have better ideas and thoughts on how these ports should be done.

>> No.4431851

At least the 3DS got a Doom port.

>> No.4431856
File: 705 KB, 1920x1080, Screenshot_Doom_20171130_193108.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4431859
File: 8 KB, 375x375, khezuthingken.png [View same] [iqdb] [saucenao] [google] [report]

You mean the one that comes in the homebrew starter pack that doesn't have working music?

I think ctr-quake had music sorted, but never got around to seeing what was up with that.

>> No.4431861

That's a nerf gun.

>> No.4431865

Speaking of ports, i've seen someone playing MetaDoom mobile, which is weird, because i thought mods with ZScripts couldn't be played on phones

>> No.4431881

Not a real one.

I want a proper port of Doom to the 3DS, with all the iwads.

>> No.4431893
File: 138 KB, 1161x544, elevator_action.jpg [View same] [iqdb] [saucenao] [google] [report]

Ugh, 5 hours of mapping and still not done.
At least I am done with start, end, central elevator and some fiddly bits.

Maybe I can get this done by weekend.

>> No.4431897

Its nerf or nothing!

>> No.4431936

>How Windows 7 friendly is Heretic 2?
Not very, last I checked.

>> No.4431976


there's as much replayability in it as you can expect from an FPS with only a couple story-focused sections here and there. it ultimately depends on how much you enjoy the game. I wouldn't say it's not.

this reminds me I have to get around to playing /vr/y spooky as soon as it comes out and not completely overlook the entire thing until maybe a whole year after its release like I did with 300 minutes

>> No.4431987

>When you have mid-high tier enemies a fair distance away it would fill the only situational niche I've come across.
You use either chaingun tapping or some rockets for that.

>> No.4432029
File: 386 KB, 720x1280, 1481452669910.jpg [View same] [iqdb] [saucenao] [google] [report]

What about 300minvrguy?

>> No.4432036

>speedspriting and speedscripting
this won't end well

>> No.4432057

What kinds of weapons would he use?

>> No.4432073

Spear of Insanity, which I suppose would be similar to the Samsara SoD.

>> No.4432086
File: 37 KB, 876x519, whack.png [View same] [iqdb] [saucenao] [google] [report]

WhackEd4 says there's an "unused" plasma rifle frame and if you try to repurpose it for something else, using the plasma rifle will crash the game.

>> No.4432110

What mod is this?

>> No.4432117

Doom Incarnate on Hell on the Earth Remastered

>> No.4432130

Lately been fucking about with DECORATE to change tiny things concerning Doom.

Went ahead and created this little patch .wad for any DECORATE-compatible port. It brings back that kickass machine rifle from the 0.5 alpha of Doom, replacing the Chaingun (though it's functionally identical).

Also threw in some ZDoom sprite edits of the zombieman and chaingunguy (turning them into a pistol-toting zombieman and a zombified marine respectively), and that manly Freedoom firing sound.

What do you guys think of it?


>> No.4432146
File: 47 KB, 500x375, large.jpg [View same] [iqdb] [saucenao] [google] [report]

watch me fly to doom

>> No.4432147 [SPOILER] 
File: 5 KB, 225x225, 1512100881861.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4432159

fly me to the doom and let me play among the stars
let me see what hell is like on jupiter or mars

>> No.4432167
File: 120 KB, 511x606, dam son imp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4432169


>> No.4432184
File: 8 KB, 186x163, 1472331677167.jpg [View same] [iqdb] [saucenao] [google] [report]

that fucking face.
who made this and thought 'yeah, this looks like a convincing imp and not like a spaced out alien'.

>> No.4432206
File: 1.14 MB, 250x250, sensible chuckle.gif [View same] [iqdb] [saucenao] [google] [report]

>spaced out alien

>> No.4432212

A nice start. I love alpha mods.

>> No.4432220

>Hell on the Earth

how do you even manage...

>> No.4432228

Russian modders

>> No.4432245

>Dead up to your knee
>Consuming the flesh on you
>The alive cannot have sleep

>> No.4432260

Except you would be out of autoaim range at that point.

>> No.4432273


>> No.4432278
File: 186 KB, 507x811, elevator_action.png [View same] [iqdb] [saucenao] [google] [report]

need sleep

>> No.4432280

>The Coastlines of the Underworld

>> No.4432283

no way pardner we goin full hawtist

>> No.4432291

Pfft, pansy. Term stays up to 2-4 in the morning streaming himself making mods and custom maps where he shoots himself in the face with a rocket launcher as a door in front of him closes.

>> No.4432296
File: 64 KB, 500x375, dream_vanu2qeshbq.jpg [View same] [iqdb] [saucenao] [google] [report]

and now watch me fly through space

>> No.4432297

It's 07:00 in the morning and I haven't slept yet.

>> No.4432302
File: 45 KB, 540x618, 1467510503718.jpg [View same] [iqdb] [saucenao] [google] [report]

>demonsteele + colorful hell compatibility patch never ever

>> No.4432319

Now I want somebody to redraw this but with Doomguy posing as Carmack running from a monster closet of Imps.

>> No.4432326


>> No.4432338

Why doesn't id just license GZDoom out or something?

>> No.4432348

Replayability is found in snapmaps. And yeah the system sucks, but you can still make some great stuff.
Check out Avatar of Sin, put something like 300 hours into it. It's as close to classic DOOM as you can possibly get. 300% increased speed across the board, tripled health on most things, super shotgun, levels with proper classic backtracking and criss crossing, and a boss fight that's as close to Icon of Sin as humanly possible. Was the hardest part honestly.

>> No.4432349

Technology of the Future

>> No.4432352

>and now watch me fly through space
*Shooting Stars plays in the background*

>> No.4432356

fucking vanu

>> No.4432364
File: 395 KB, 394x394, tumblr_okmw0kwJKi1rnuwgzo1_1485848468_cover.gif [View same] [iqdb] [saucenao] [google] [report]

So there's a lot of texture settings/scaling options etc in game, I'm just wondering what would give you the highest quality option without downloading a texture pack. This is mainly for online play, I still have old school settings for offline play. Yes I'm new, yes I'm a mong, sorry if this is sacrilege or whatever

>> No.4432368
File: 432 KB, 500x394, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]

Why do you have a cut off version of that?

>> No.4432369

google searched it, i'm still filling up the folder with proper images so thanks for the real one

>> No.4432370

Well yeah but that doesn't make any sense, because when I uploaded it to my tumblr, I made damn sure it wasn't cut off.

>> No.4432376

Why would you turn your settings UP for online play?

>> No.4432382

How do I run Quake in 1080p fullscreen with quakespasm? Or can I even do that? And what should I change the FOV to? I'm new to this kind of stuff, just got into PC gaming and want to try the classics

>> No.4432393

I dunno man, I'm just trying to make it look it's absolute best without sacrificing the original game 'experience' and my original playthrough. I haven't played through the games before so when I play online I'm doing dm and what not. I haven't fucked around with the graphics options yet so I figured I'd ask, there's kind of a lot in there.

>> No.4432405
File: 34 KB, 473x527, 1396232617190.jpg [View same] [iqdb] [saucenao] [google] [report]

Where the cacoward leaks at?

>> No.4432410

Did you check options, specifically video options?

>And what should I change the FOV to?
Whatever you want. Default FOV is 90 at 4:3, Quakespasm automatically corrects it to 110-ish (hor+ method) when playing at 16:9 i.e. 1080p.

>> No.4432414

It gives me an option to play 1080 windowed mode, but not fullscreen

>> No.4432416

Is the full screen option not directly under color depth?

>> No.4432419
File: 6 KB, 225x225, keened.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4432421
File: 7 KB, 267x227, 1369531755011.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, what's up with that. On that same note why are almost any GIFs from Tumblr so fucking shitty?

>Vast majority of them are very poorly looped
>Shit that's pointless to animate is animated anyway, like people talking with subtitles over it

>> No.4432428

Ok I just realized the instructions for running Quakespasm through steam didn't work and I haven't even been using Quakespasm, I'm retarded.

>> No.4432429

Someone did it first and then it caught on. That's it.

>> No.4432430


Fuck off, don't even remind me of last year.

It wasn't entertaining in the slightest. Like telling an inside joke in front of a party full of co-workers at a Christmas party that only two people understand.

>> No.4432431

It's okay, everyone has brainfarts here and there.

>> No.4432434

I realized when you mentioned color depth, which was nowhere to be found, so thanks for that

>> No.4432436


The file limit for GIFs used to be atrocious. Now it isn't that atrocious.

>> No.4432446
File: 501 KB, 480x319, 1369871308175.gif [View same] [iqdb] [saucenao] [google] [report]

>Play Doom for the first time recently
>Surprisingly easy
>Cyberdemon is nothing, you just circle him and fire rockets for a while
>Spider Mastermind killed me once, but went down in just a few BFG shots

>mfw Thy Flesh Consumed

And Doom 2 seems tougher so far. I'm liking it more than the first. Just finished Tricks and Traps or whatever it's called, that was pretty crazy. I wish more games had segments where they throw tons of enemies at you at once but give you the tools to take them out in a satisfying way.

>> No.4432447
File: 15 KB, 1016x710, TEMP.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4432448

It's just 10 days bro

>> No.4432449
File: 47 KB, 340x293, !.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4432453

File size limit used to be 2mb, only very recently was it raised to 3mb

>> No.4432456

Thy Flesh Consumed is pretty meaty, but if you enjoy getting it rough from the level designers you should give Plutonia a try later.

>> No.4432465

The zombie replacements in general were crappy. I always thought ZSec from Doom 3 were a better approximation to Doom's former humans, since at least they actually looked like zombies. The ones in Doom 4 look like demons that shoot lasers.

>> No.4432469

Probably the wrong place to ask but what's a decent place to host a webserver? Preferably cheap with expandable storage. It is doom related.

>> No.4432514

Go to decentralised distribution. IPFS etc is the future.

>> No.4432560
File: 1.84 MB, 720x360, fire bombs.webm [View same] [iqdb] [saucenao] [google] [report]

Hello. I'm not dead. Here's a firebomb, it has a small splash radius but this bomb hits really hard and flies straight.
It also looks really cool spiraling through the air.

I felt really bad about that missed shot.

>> No.4432628
File: 1.89 MB, 270x152, dstelept.wav.gif [View same] [iqdb] [saucenao] [google] [report]

Cherish the difficulty, you will miss it once it's gone.
Playing through PL2 for the first time, just cleared Enemy Captured on my second try, with 142% of my original 200% life remaining. Really wish I knew how people made high quality 3mb webms longer than 5 seconds I can't figure it out fuck Not shown is me punching the unholy shit out of a couple fatties while using them as shields to corner corral.

Best high tier advice I can give is to use enemies as shields.Even with infighting disabled big bodies still block shots, and a cacao on the end of a chainsaw makes a perfect shield for anything short of cyberdemon rockets. Second best advice is turn on fast monsters. It's an adjustment and seems impossible at first, but you'll come to realize it's the best way to play.

>> No.4432648

Has anyone ever tried to update Doom Touch to include GZDoom 3.2?
The source code for touch is open and is out there. Should not be al that hard.

>> No.4432656

Dev of Doom touch is already working on Delta Touch, which includes GZDoom 3.2.1. So just wait until it's done.

>> No.4432657

Why are his hands so tiny?

>> No.4432658

They're held outwards a little, they just look small in comparison to the massive sword.

>> No.4432661
File: 1.40 MB, 720x480, 1276680750320.gif [View same] [iqdb] [saucenao] [google] [report]

>playing plutonia2 with fast monsters
Absolute MADAME

>> No.4432665


>> No.4432720

How about a mix of predicted and non-predicted projectile attacks?

>> No.4432769
File: 176 KB, 640x480, Necrogauntlets.png [View same] [iqdb] [saucenao] [google] [report]

Are there any sets of hands with the Gauntlets of the Necromancer on?

>> No.4432865

Ah, sweet

>> No.4432886

Have any mods that work with DRLA come out or been updated recently?

>> No.4432889

is that a bell?

>> No.4432935
File: 138 KB, 402x637, backtowork.png [View same] [iqdb] [saucenao] [google] [report]

aaand back to work.

>> No.4432945
File: 131 KB, 640x480, doom04.png [View same] [iqdb] [saucenao] [google] [report]

I got slightly drunk and gained enough confidence to try my hand at doom mapping.
Currently trying to do a "teleport disaster" sort of thing, with bits of other world smashed into facility's structure.

>> No.4432950

Ah, fuck, forgot to ask the thing:
Any tips on how to do outside areas?

>> No.4433128

What you've got so far looks fine.

usually you'll want lots of irregular shapes, some liquids, decorations, different light level and obviously lots of sky

>> No.4433157
File: 224 KB, 1536x1152, not paletted.png [View same] [iqdb] [saucenao] [google] [report]

made a bunch of shit, and making more

>> No.4433159

you sure you aren't just nicking shit from BTSX E2?

>> No.4433269

Nicking? Not really, no. Not sure if I should be offended, as I think very highly of the BTSX texture set. It is one of my many inspirations, so yes, there are similarities. Much like how the BTSX textures aren't all original designs either.

>> No.4433278

i can't ever remember seeing diagonal bricks as a wall texture. maybe a floor.

>> No.4433287
File: 72 KB, 640x480, 1512149277.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4433294

so I'm playing this game for the first time
why does my guy hug the plasma rifle

>> No.4433297

Well, It is meant to be a floor.

>> No.4433301

Can also work as ladder walls.

>> No.4433304
File: 110 KB, 521x652, SOON.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4433310

nice work anon, looking sharp as usual.

>> No.4433317
File: 819 KB, 1147x892, quakearuga.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on an Ikaruga mod for Quake II for a college project. Right now have player/enemy polarity up and running with the player doing more damage to different colored enemies.

Currently trying to get the score/combo system up and running

>> No.4433334

No, but there are bells. They ring and everything.
Soon ish? Probably later than I think, but hopefully earlier.

>> No.4433360
File: 43 KB, 960x538, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on a dumb Doom clone. Not a lot of content yet, but I figured out most of GMS2's 3d stuff that was initially vexing. It's full 3d with multiple floors and stuff already. Not looking forward to making enemy sprites or redoing the HUD.

>> No.4433364

Also this looks dope

>> No.4433409

levels are going to be grid based bullshit aren't they

>> No.4433448

the mugshot is nicely expressive in so few pixels

>> No.4433461

Basically I'm making prefabs for everything, including arbitrary wall angles and sizes, so half yes and half no. It's definitely not restricted and boring like Wolfenstein levels (or most Game Maker FPS games) but I have to build and place everything custom because I don't want to build my own WAD loader or level editor or something goofy like that.

>> No.4433467

It already doesn't look anywhere near being retarded like Project Warlock is.

>> No.4433468
File: 78 KB, 512x288, the face just before rape.png [View same] [iqdb] [saucenao] [google] [report]

Final Doom : Plutonia Experiment (it was an official iwad product for the game).

Also get the Plutonia 2 expansion (nonofficial), because you'll probably get frustrated with Plutonia and want to play something else (but similar), and PL2 is very artfully engineered and beautiful to look at.

In terms of difficulty ratings out of 10 I would place the first three episodes of doom at about a 2, thy flesh consumed id rank at about a 4 and most maps in doom2 either 3-4.

I would clock TNT at about 6 and Plutonia in at about 7, with Plutonia 2 at about 8.

If you want other hard challenges try the map packs 1024 Congestion and 1024 Claustrophobia. Difficulty 8 at least for both of these.

There's also a very beautiful expansion called Back To Saturn X (episode 1) which id rate at about difficulty 6-7.

>> No.4433475
File: 7 KB, 256x240, Untitled1.png [View same] [iqdb] [saucenao] [google] [report]


Thanks. Here's a look at the face damage just for the compliment.

>> No.4433487

As someone who has ever only played official DOOM content all of it, a lot, repeatedly, at least 40-50 times through in the last 25 years god I'm old I was always turned off by custom/modded content. I remember the first time I tried DOOM II with freeloook, looking up and down felt so wrong, and I remember everything in the map looking super fucked up, like the walls just planed wrong and sprites not tilting made me feel ill, and it turned me off towards modding ever since.

Out of the blue I stumbled in here on accident and decided to try some new things. Chewing through Plutonia II right now. I want to go back and play Quake which I never got around to, and try some of these newer DOOM versions. My question is how has freelook in DOOM changed since I tried it last, and where do I start? Official content was created with static aiming in mind, and it seems like most community WADs were too and I wouldn't want to play them differently. Do game revamps that were built around free aiming enable it automatically? That ancient aliens looks interesting, would try the final doomer thing as well, just unsure where to start.

>> No.4433489

I remember some tests saying that Actor quantity is more performance hitting that actor complexity (in polygons)

Has anybody tried combining several particls into a single animated model to see how it will improve performance?

>> No.4433491

thank you very much! you might want to call it something other than "Boom" though. Boom is already the name of a series of Doom source ports, a mapping format, and a load of other related stuff.

>> No.4433498

Yeah. Basically I had this idea kicking around for a while, it's an unofficial (but sanctioned) sequel to a game JW (from Vlambeer) made years and years ago called Boom. If I want to take it more seriously I'll probably change the name, though I want to keep "Hell on Moon" because I think it's hilarious to say.

>> No.4433514

Can you guys give me some vanilla Quake maps? I've never gone into the mapping scene for this game.

>> No.4433521

ah, i didn't know there was another Boom. that makes things more muddled already.
also, i agree, definitely keep "Hell on Moon".

>> No.4433523

Kek. Subtle.

>> No.4433527

I like it. The gb colors are a bit of a mash against the wolf/doom style though. Kinda wanna see it in ibm green. U do u tho.
Doesn't have to be. He said it was full 3d.

>> No.4433531

Do you guys always go for 100% kills? I can't seem to move forward in a map portion until everything is dead, and can't bring myself to leave a map if something is still kicking. I've sometimes wondered if it's stupid to be wasting ammo on skippable enemies

>> No.4433534

Freelook is all fucked up with the original software renderer. With GZDoom's opengl or the revamped software renderer, it looks fine.

>> No.4433539

Palette swaps are easy, I'm using a custom shader. I was thinking doing something like Downwell where you can choose/unlock palettes. I think a blood red one would look dope too.

>> No.4433542

What do you mean by vanilla? Custom maps are inherently not-vanilla, I mean.

>> No.4433549

almost always yes.

if i'm just playing a level casually for fun, without recording it, i will try to get 100% kills / secrets, unless i've maxed it a million times already and getting the last one or two monsters is incredibly tedious. the same goes for items, i will usually try to get 100% items on a map once but if i replay it i'll not bother so much.

if i am recording, it depends on the type of recording. for first attempts i usually try to get 100% kills and secrets, but not worry about items too much. for doomworld ironman recordings i do whatever i feel is safest, which is usually killing everything, but sometimes isn't, if there's some comedy way to skip an entire section of the level such that the monsters found there will never pose a threat.

>> No.4433553

Vanilla = not limit-removing
I don't know much about Quake ports but I assume it has some advanced ones with special features. I just wanna play stuff with WinQuake.

>> No.4433559
File: 412 KB, 356x506, homeless revenant.png [View same] [iqdb] [saucenao] [google] [report]

Nope, I mean I do try for it if I can but ive noticed in some maps the monsters wont all come out of the monster teleporter, or my path back has been blocked off even though I wanted to go back (usually for items, but also to kill stragglers).

I go for 90% kills. If its below that I will probably reload the save. The caveat is whether im leaving the level with maximized health and armor, thats more important for dealing with the next level. If im right there at the exit with full vitals im not going to risk chipping that just to go kill the chaingunners I didnt bother picking off.

As for secrets, fug, people have gotten so good at hiding secrets I have to check the wiki to usually figure out where most of them are. I frequently leave maps behind with 1/5 or 3/7 secrets found.

>> No.4433565

WinQuake is pretty outdated, man. Are you just using it for the software renderer? Mark V Quake includes one of those and still supports expanded limits.

>I don't know much about Quake ports but I assume it has some advanced ones with special features.
Not really, at least in terms of actual gameplay and maps- the biggest features introduced in source ports are usually graphical (hi-rez texture support, particles, stupid shit like that, along with the usual resolution and aspect ratio stuff and backported Quake 2 features like colored lighting) or just expanded limits: entity count, map size, sound channels, the norm. The nice thing about Quake is that full mods are coded in QuakeC which is part of the game itself, so you can use any source port you want to play 'em... assuming the mod doesn't include maps which are larger than the default size limit, like Arcane Dimensions.

Basically just hit up Quaddicted and start clicking stuff that looks good, generally the info blurb will tell you if you need a port with expanded limits or if the map relies on a specific mod (i.e. Quoth).

>> No.4433579


>> No.4433581

Oh, and if you just want some quick jumping points, check out the func_ Map Jams and Retro Jams. The former are usually pretty damn good but sometimes require limit-expanding/removing ports, the latter are smaller and quicker but still worth playing.

>> No.4433591


I really like the mugshot.

>> No.4433595

isn't it just the end of e1m1?

>> No.4433598

Thanks. It can't be used for anything atm though, since it uses the entire colormap. Just a test.

>> No.4433612

This makes me wonder if that Yume Nikki mod ever got finished.

>> No.4433614
File: 67 KB, 553x567, 1448892409118.jpg [View same] [iqdb] [saucenao] [google] [report]


Okay, first off, freelook is a part of source ports and has nothing to do with mods or modding Doom at all.
Likewise, the freelook changes upon whether you're using the software renderer (which looks pretty fucking awful) to the OpenGL renderer.

A lot of custom Doom mapsets are built around limit-removing PRBoom+ restrictions, to which mouseaiming is kind of not really a thing, so you can keep using the static aiming as you see fit.
In regards to "game revamps", I'm assuming you mean gameplay mods, I don't know of many that allow you to use them with static aiming. High Noon Drifter (can disable the kickback) and Final Doomer (all kickback resets the crosshair) are the only ones that come to mind, but give 'em a shot.

>> No.4433617
File: 59 KB, 640x352, WAIT A MINUTE....jpg [View same] [iqdb] [saucenao] [google] [report]

Yes. My reaction was just a meme based on how Futurama characters are all just Fry with different hair and color.

>> No.4433620 [DELETED] 

a quality post ruined by a racist meme

>> No.4433626 [DELETED] 


Fuck off, nigger.

>> No.4433629

oh i am not aware of that meme

>> No.4433643
File: 55 KB, 879x498, bt.jpg [View same] [iqdb] [saucenao] [google] [report]

it's not that popular, don't worry.

We can always go back to UNITINU and rare pepe's or whatever if you want.

Also for Doom related:
Is ANYONE else so disappointed that Hub 2 of RTC-3057 will Never be made?

>> No.4433649
File: 1.05 MB, 800x1066, daisy2.png [View same] [iqdb] [saucenao] [google] [report]


>Note that sky stretching does not happen in the OpenGL renderer of source ports such as GZDoom or Skulltag.

That's weird. I would've thought it would be the stock Software renderer that lacked the feature, not OpenGL.

I prefer Software rendering anyway, but how can I enable Sky Stretching in Software? The option for it doesn't seem to function.

>> No.4433654

>it's not that popular, don't worry.
quite the opposite. i am glad to find there are memes i have avoided!
>We can always go back to UNITINU and rare pepe's or whatever if you want.
no thank you! i don't like silly internet memes. i'm here for doom!

>> No.4433658

You are on a roll. Would be cool to get a tutorial from you on how2texture.

>> No.4433686
File: 116 KB, 640x400, Screenshot_Doom_20171201_144513.png [View same] [iqdb] [saucenao] [google] [report]

they're trying to climb out

>> No.4433692
File: 97 KB, 640x400, Screenshot_Doom_20171201_144144.png [View same] [iqdb] [saucenao] [google] [report]

why this shit

>> No.4433697
File: 116 KB, 640x400, Screenshot_Doom_20171201_144836.png [View same] [iqdb] [saucenao] [google] [report]

the cyber somehow ended up in the lake, I have no idea how but he was down there... then this debacle happened

>> No.4433703

would you please quit posting screenshots with that awful palette mod.

>> No.4433707

make your own screenshots instead of being a little bitch baby

>> No.4433736

I dont get it

>> No.4433738

Why does this look so terrible

>> No.4433770
File: 1.50 MB, 1918x1079, Screenshot_Doom_20171201_151017.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4433776


>> No.4433781


Hey, what's the palette mod?
I need to know for research reasons, and definitely not to continue posting screenshots with it.

>> No.4433791

Doom Incarnate, Beautiful Doom monsters, and Ultimate Torment & Torture: Supportive Edition.

Also are there any good WWII wads that don't swap weapons/monsters up so I can toss other mods into the mix?

>> No.4433795

Hunter's Moon Version 2.9.3 released:

>> No.4433802


>> No.4433818

>those two last mugshots
Jesus fucking Christ.

>> No.4433857

Trying to Download Momento Mori, which one do I go for? It has multiple versions on ID games.

>> No.4433859

But Lars was just Fry...

>> No.4433884

Which is the better wad to go for after beating Plutonia - Plutonia 2 or Plutonia Revisited Community Project?
They both look pretty good but I can't decide.

>> No.4433902

all my fav tracks in btsx are from rynn, not paddock

>> No.4433910

at first i thought its quak, i like the colours

>> No.4433965


>> No.4433970

either is fine, i think pl2 is better than prcp, but they're both worth playing (prcp map11 is great)

>> No.4434053

they're both good, PRCP is easier iirc.

>> No.4434073


What was the guy on the ground doing?

>> No.4434105 [DELETED] 
File: 1.80 MB, 1518x1982, tumblr_p046qhsTPo1tl5e77o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

quick question
insta-dodge on airborne monsters, yes or no?

>> No.4434115

Only good in small doses

In large groups of airborne enemies this gets annoying very quickly considering the best weapons to take them out is going to be projectile based(Rockets, Plasma, BFG and others like these) more often than not

>> No.4434117

do you just want to fuck daisy or something

>> No.4434124
File: 4 KB, 203x231, 1484693026402.png [View same] [iqdb] [saucenao] [google] [report]

I mean.
>woman of action
>firearms trained
>probably as strong and as fast as her owner
>can jump

Also instead of a default fist weapon she'd probably throw out a kick to rival Duke's mighty boot.

>> No.4434125

no. any mod that utterly fucks with the cacodemons/pain elementals flight behaviors is prone to make for very irritating battles in open grounds.

couple that with heavy gun inertia/enemy pushback and you essentially have an annoying piece of shit in your enemy roster. I'm looking at you, demonsteele, brutal doom and ww-nazis.

also I didn't know that pic got colored. nice.

>> No.4434129 [DELETED] 

hey, come on down into my basement

i've got something to show you i think you'll like

>> No.4434132

I reposted it from /trash/ my dude

>> No.4434137

Oh boy does the Hell on Earth Starter Pack not cooperate with dodging cacodemons. GET BACK HERE YOU FATTY BALLOON FUCKS

>> No.4434139

I bet you don't even have a basement you fraud.

>> No.4434149

What's the best way to play quake coop with a buddy online? I fuckin hate everything about EZquake and i want to play arcane dimensions

>> No.4434160

What do you suggest playing Final Doomer with? It doesn't seem to come with it's own maps

>> No.4434162

You play it with final doom and the mapsets they're based off u mong

>> No.4434163

>It doesn't seem to come with it's own maps
the mod's entire point is being based off existing mapsets

>> No.4434168

speaking of final doomer, the Ancient Aliens set fits surprisingly well with Epic and Epic2

>> No.4434174

Quakespasm (which AD is designed for) supports online play, but you have to either open ports or use a tunneler like PlugMeIn Tamgachi or whatever the fuck it was called. It's also gonna be laggy because NetQuake.

>> No.4434183 [DELETED] 

die furfag.

>> No.4434184

i actually tried this, but it always fails to connect. im not sure what i am doing wrong

>> No.4434186

thank you for a hearty chuckle anon.

>> No.4434192 [DELETED] 
File: 90 KB, 500x492, 1508369369770.jpg [View same] [iqdb] [saucenao] [google] [report]


You seriously have to go the fuck back.

>> No.4434193

>wants to play AD co-op
Give up, it'll never work.

>> No.4434195 [DELETED] 

that guy wants to copulate with a blood-soaked anthropomorphic rabbit and is using a reaction image from an infamous gay anime trap roleplayer comic, but i'm the one who has to "go back"? go fuck yourself, cunt.

>> No.4434196 [DELETED] 

report and ignore.

>> No.4434207 [DELETED] 

>acts like an edgy faggot over cartoon animals
>not the embodiment of redshit

>> No.4434209

>posts furshit outside of /b/ or /trash/ or wherever
>appeals to mods, thinking he's not the one breaking the rules

>> No.4434213

>posts furshit on a website not dedicated to it
>gets surprised when people complain

this is why people make fun of your kind

>> No.4434214 [DELETED] 

uh oh, forgot I can't say the truth on 4chan.

>> No.4434219

If you can't handle people giving you shit for your fetishes, you should probably learn to keep to yourself and the proper places.

>> No.4434221 [DELETED] 

tell that to the h-doom and mgq 3d faggots

>> No.4434224
File: 7 KB, 337x288, baggi.png [View same] [iqdb] [saucenao] [google] [report]

>can jump

>> No.4434226

At least H-Doom has relevance to this thread, but that's about it.

>> No.4434228
File: 280 KB, 375x450, ac25e28ae3ac43a08d229c39373b344fc6d4acda.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4434228,1 [INTERNAL]  [DELETED] 

Hey (((mods))), you forgot to delete a few.

>> No.4434238
File: 56 KB, 498x490, 1461444611272.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4434240

My point is I have played through Final Doom enough to know every map by heart, and no revamp will make them interesting again. It's honestly shocking to hear I'm the only one. Also, fuck you punk kids, I was playing DOOM when you were still in your dad's nuts.

>> No.4434243

people are still playing Doom 1/2 with mods 24/23 years later, anon.

>> No.4434245

>Also, fuck you punk kids, I was playing DOOM when you were still in your dad's nuts.
uh, ok, cool
still doesn't change anything, they were designed to be played with existing mapsets

>> No.4434249

>I was playing DOOM when you were still in your dad's nuts.
Plutonia 2 and Saturn X are good with it I guess, have fun gramps

>> No.4434250

what the fuck happened

>> No.4434251 [DELETED] 

you were born.

>> No.4434253

Hey, don't start shit wont be shit.

>> No.4434257

i ain't said shit, bro, s'all on you

>> No.4434270 [DELETED] 


>> No.4434273

Whenever I change it to OpenGL it adds a shitty filter to everything, remove how?

>> No.4434278 [DELETED] 

You bend over and get used to it like a good bitch.

>> No.4434280


Ugh, fuck that filter.
Options > Display Options > OpenGL renderer > Texture options > Texture filter mode

>> No.4434282
File: 6 KB, 381x178, 1285282241562.gif [View same] [iqdb] [saucenao] [google] [report]

plz no

>> No.4434285
File: 317 KB, 640x760, ULTIMATESUPAHFILTERS.jpg [View same] [iqdb] [saucenao] [google] [report]

B-... But filters are noice man!

>> No.4434287
File: 86 KB, 250x188, 1250462279901.gif [View same] [iqdb] [saucenao] [google] [report]

I could kiss you

>> No.4434292

Oh come on I can't even make a harmless little joke?

>> No.4434295

i reposted an image and some dude fantasizing over it got flamed for it lmao

>> No.4434296

is this 2005?

>> No.4434297

the year is 2145
everything's gone to hell

>> No.4434303

what's a good gameplay mod to load alongside colorful hell?

>> No.4434308

Brutal Doom of course.

>> No.4434312

>I was playing DOOM when you were still in your dad's nuts.
I doubt you're even 35.

>> No.4434315

nice, I was meaning to use that HD texture remaster wad and the XTREME weapons pack I downloaded of off ModDB. there's also an option in the opengl submenu that says 'texture filter mode', wonder what that does. I want it to look cool and modern for 2017 standards.

>> No.4434319

I thought it was fun with High Noon Drifter
Also, Term, could HND have Quad Damage?

>> No.4434324


>> No.4434327


>> No.4434329

Russian Overkill, Trailblazer, etc.

>> No.4434330


Quad Damage would be cool but a little out of scope, unless there's an off chance there's an item I haven't replaced that would work with it.
...Oh, wait, there's the Mystic Ambit Incant, I haven't replaced that by virtue of being multiplayer-only.

>> No.4434331


>> No.4434332
File: 720 KB, 1920x1080, AwShit.png [View same] [iqdb] [saucenao] [google] [report]

>Fiddling with settings
>Accidentally set it to 21:9 aspect ratio
>Oh god, what did I do that looks...
>Hold on a tick, look at all that peripheral view
>Keep it that way for a while
>Oh god this is a glorious cinematic experience

>> No.4434334

RLA and DoomRPG

>> No.4434336

>Mystic Ambit Incant
What's that?

>> No.4434338

>Playing Final Doomer as BTSXGuy
If there's no Super Shotgun this is rough, his regular shotgun feels a little bad despite how satisfying it sounds

>AAGuy's shotgun is so quiet compared to everything else
I changed it to Plutoniaguy's shotgun sound and it is perfect. I would have got a different sound but I don't know any, the default one is just too quiet

Final Doomer 2.1 is very good to me besides these nitpicks

>> No.4434340

Oh yeah, i barely played Hexen and Heretic, that's why i don't know what it is

>> No.4434345


It's a strange little AoE heal/buff item that only appears in multiplayer. Character uses it, they and everyone around them gets a buff.
Parias gets health, along with everyone else. Baratus gets armor, Daedolon gets ammo/mana.
Weird little thing.

>> No.4434347

That's weird, I have the same resolution but no black bars, instead it just squishes everything

>> No.4434349

Reason i thought of QD in HND was simply because of Colorful Hell
I liked how MetaDoom handled Quad, where it replaced Berserk, but had health around it, to keep the idea of the player recieving health

>> No.4434354

Someone make a Colorful Hell server like usual, preferable with a weapons mod too.

>> No.4434357

Set forced ratio style to letterbox
It's like running 3 monitors and I am fully erect

>> No.4434360

So... can we keep submitting maps for the /vr/ halloween project?

>> No.4434370

I wasn't seeing it, but then I got the latest svn and now I do.

>> No.4434402

While I'm here I should ask, should I turn off monster friendly-fire for UTNT? Is there even an option for that? I've been trivializing rooms like pic related because of it, the Mancubus killed everything else and was left with one bullet worth of heatlh.

>> No.4434407

is that even an option?

>> No.4434412


>> No.4434431

and people say trailblazer is balanced

>> No.4434452
File: 29 KB, 122x128, OMEGALUL.png [View same] [iqdb] [saucenao] [google] [report]

>That fucking shotgun animation

>> No.4434457

Literally nobody has said this ever

>> No.4434462

What kind of bizarro dimension do you come from?

>> No.4434463
File: 13 KB, 320x240, Titlepic.png [View same] [iqdb] [saucenao] [google] [report]

...No one...?

no one?

This wad wasn't popular enough to be remembered by anyone else?
It seriously has a really interesting backstory with it.

Like, the conspiracy behind the lives of the scientific experiments going on with living human corpses.

>> No.4434464

Pick one of them you fucking asshole.

>> No.4434472

That's the thing: They're corpses returned to life.
RTC -- Return Total Control.

>> No.4434484

Lovely. Just the kind of thing I needed to appease my obsession with details.

>> No.4434486

i agreed, i just didn't feel the need to say it.

>> No.4434496

What are some good texture sets for something with an Ancient Greece/Rome theme to it?

>> No.4434497

Sounds rad, keep it up.

>> No.4434501

DooD is fun, though.

>> No.4434504
File: 1.29 MB, 1920x822, Screenshot_Doom_20171201_210018.png [View same] [iqdb] [saucenao] [google] [report]

Trying to do katana-only runs is both invigorating in larger fights, and repetitive altogether.

>> No.4434506

>corpses returned to life.
Go fuck yourself.

>> No.4434508

>If there's no Super Shotgun this is rough, his regular shotgun feels a little bad despite how satisfying it sounds
Use and abuse the rebounding shots and it will become so much better.

>AAGuy's shotgun is so quiet compared to everything else
You sure this isn't something on your end? Ayyguy's shotgun has one of the most satisfyingly meaty sounds I've ever heard.

>> No.4434509

I don't think that's been in the mod for a long time now.

>> No.4434510

The rebounding shots isn't the issue, the direct hit feels a tad weak, sometimes takes pinkies 4 shots to down. It makes sense if we bring in the SSG though, that oneshots Revenants and Cacodemons very consistently

And for AAGuy the pump sound is pretty great but the shot sound was very weak compared to all his other weapons.

Sounded very quiet, which is odd because his pistol is almost deafening by comparison.

>> No.4434518
File: 8 KB, 350x350, 1367435875320.png [View same] [iqdb] [saucenao] [google] [report]

Look at you.

You think you're cool, you think you have to act tough so that no one sees the true kind hearted person you are.
And that playing Doom is just a way to enforce the fiction that you're a bad awful person.

Well I see through your clever ruse... and I love you, even though you hurt me. <3

Just kidding, Fuck you you slice of nigger shit. You can't even recognize a genius ZDoom wad when it's right infront of your fucking plebian chode of a face.

>> No.4434531
File: 54 KB, 197x190, comfyguy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4434537
File: 4 KB, 96x96, no(se)guy.png [View same] [iqdb] [saucenao] [google] [report]

Wait which universe had balanced Pillowblaster mods? I think the results would be interesting

>> No.4434589
File: 387 KB, 1581x756, fdaf.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay hey I finished that map. Sorta, still no difficulties, still rough on edges (ex. need to properly loop that track)


uses cc4tex textures, which are not included.

>> No.4434591

And before anyone asks, the format is -cl9 Boom.

>> No.4434596

I recognize this map... wad name?

>> No.4434614


are you sure you linked the right wad?

>> No.4434635

oopsie doo wrong file, fixed.

>> No.4434639

still broken i guess?

>> No.4434718

btsx e1 looks like

>> No.4434834

okay this was a terrible fucking idea and this run sucks shit

I was stuck in Useless Inventions in BTSX E2 for a good chunk of this hour thanks to some black archvile faggot that had to spawn in. I had to cheat me a nano, firestorm, and one extra power modpack to make the godawful base rocket launcher viable and finished him off with a megaton shotgun blast

/blog or whatever but fuck damn this was a fucking annoyance

>> No.4434864
File: 316 KB, 1290x749, 1512186365.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4434947

I'm glad you added those stat upgrade systems, it feels like that filled a big gap for the mod, since it always felt like it was missing something when we already had the shop and upgrades.

>> No.4434953

Can't you use Tunngle and do standard LAN connection?

>> No.4434956

Thanks, man.

>> No.4434959

Can you add long range firebolts mode to Anthrakia (plasmagun replacement). I'm playing BTSX E2 and there are a lot of places where you're supposed to take out a lot of enemies with a plasmagun from a long distance.

The range of Anthrakias flamethrower does not allow that. Maybe bind the primary fire mode swithing to zoom or something.

>> No.4434967 [SPOILER] 
File: 344 KB, 1290x749, 1512205667800.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I made the mod with stats in mind, but somehow never got around to adding them. Didn't think that would actually get posted, for some reason running off 4G data bans me from posting here, but it works today.
As a bonus, here's one of the hidden info pages, because I don't think anyone has found any of these yet.

>> No.4434974

> played through Final Doom
And that's it?
Dude, don't (You) know there was a fucking update to Final Doomer recently?
It added like three new weapon sets for 3 popular wads

>> No.4435023
File: 65 KB, 217x394, Blood_1997_Fps_Cultist_Fanatic_Caleb.png [View same] [iqdb] [saucenao] [google] [report]

Maquettes anon from the last thread here, I'm starting to draw some concepts and getting the materials to make maquettes and animate my NPCs with them, will release everything when it's done.
But I have another question, not related to modelling but for the engine that I'm going to use. Originally I was going to use doom engine to do my mod but I'm seriously curious about Build. I want to know your experience for those who tried to mod in Build Engine, and not only mapping, but also creating NPCs, HUDs, weapons, etc. I really want to create my mod in Build now, but since their games, let's say Duke Nukem 3D, has so few mods compared to Doom, it makes me think that it's way harder to mod than Doom. Am I wrong? Is it really harder? Also, it seems impossible to me to look for tutorials and guides other than mapping. Do anyone of you have any handy guide for modding in Build/Duke Nukem 3D?
Thanks in advance

>> No.4435028

Where can it be loaded down?

>> No.4435050


What areas are these?

>> No.4435063

Past level 14, and in level 31. If you try to pistolstart - you are often given a plasmarifle and a lot of plasma ammo(anthrakia and runes in HND) and need to wade through a slaughter scenario on medium to long range (later stage of level 31 in particular), yet Anthrakia is almost a melee in that regard.

>> No.4435075

I'm 25, old man.

>> No.4435094


There really isn't a handy-dandy guide. Modding Duke 3D is kind of a big questionmark of a hurdle compared to modding Doom.

>> No.4435107


This is a good start for building stuff; as for CON coding, there's no real solid guides anymore but trust me it's piss easy to get started with. Just crack open GAME.CON and take a look inside; Eduke32 adds a ton of stuff as well but it's all relatively simple.

it's true that there's much less activity for Duke than Doom, but you can accomplish nearly anything in the Build engine compared to Doom's. Do what's best for you though.

>> No.4435115


>> No.4435117

>Also, fuck you punk kids, I was playing DOOM when you were still in your dad's nuts.
Ow the edge

>> No.4435157

Wow. I do apologise. I am 39.

>> No.4435158

You'll have more available support and documentation in Doom.

Anyway, Build will be better at dynamic level geometry, like moving trains. (GZ)Doom has, I'm pretty sure, more advanced capabilities when it comes to game logic and user interfaces. Including NPCs and whatever.

>> No.4435159

Is there a mod that shuffles a megawad's map order? Like.. it warps you to a different (unplayed) map each time you finish one. I understand this would fuck with progression but it would be nice for RPG-like gameplay mods.

>> No.4435167

I've ashed about this a few times. It would make going through old mapsets less stale.

>> No.4435168

wouldn't it also need to force pistol starts

>> No.4435169


Nope, though that would be an interesting little ACS script to set up.

>> No.4435172

Most source ports have an option for that, and the ones that don't have a mod.

>> No.4435183
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4435190
File: 152 KB, 1036x740, Builder_2017-12-02_13-06-06.png [View same] [iqdb] [saucenao] [google] [report]

workin on jom5 map, planning on spending whole day on that

>> No.4435221

is kinsie still working on the consolation prize?

>> No.4435262
File: 7 KB, 347x132, firefox_2017-12-02_15-59-20.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4435292

Trying to make Jom5 map. I hope I'll manage to actually make it this time and not drop it, like my previous maps.

>> No.4435301
File: 936 KB, 1920x1080, DGrey-NoNameYet at 2017.12.02 17-29-05.569 [R2992].jpg [View same] [iqdb] [saucenao] [google] [report]

Oh right... Forgot about the screenshot. WHOO-WHOOPS!

>> No.4435409
File: 626 KB, 1920x1017, Screenshot_Doom_20171202_173500.png [View same] [iqdb] [saucenao] [google] [report]

knight not in shining armor

>> No.4435424

would you?

>> No.4435427

Well, he didn't review Final Doomer
Still, a good review. I like how he took the time in the beginning to explain the source of inspiration for the mod for people who never heard about it.

>> No.4435457
File: 57 KB, 383x288, Kirby_cfalcon_ssb.jpg [View same] [iqdb] [saucenao] [google] [report]



24 Hour temporary link for an 11 level OBLIGE mappack. Roughly 100-150 enemies each level, tons of ammo & guns, some health packs and 110% pure carnage.

Weapon mods recommended.
Includes built-in intermission screen mod.

>> No.4435461

but why would you post OBLIGE mapset when someone can make their own with a press of a button

>> No.4435474


did one of you guys do this?

>> No.4435484

Dunno, just sharing. I had fun playing through it, so maybe others will like it without going through the effort of configuring oblige to get this type of map.

>> No.4435491
File: 201 KB, 1041x798, MY_FIRST_MAP.wad.png [View same] [iqdb] [saucenao] [google] [report]

I've never designed anything with single-player in mind before, but I got a small bit of inspiration from a dream and have been picking away at this for a day or two.

>> No.4435525
File: 423 KB, 895x825, 1.png [View same] [iqdb] [saucenao] [google] [report]

I entered into JoM5. Really my first time releasing a finished map so I'm learning a lot. Not expecting to end with anything impressive, instead I'm just shooting for a basic but worthwhile map. I think it'll be one of the first levels.

I'm focusing on enemy placement and playspace flow right now, so it looks pretty spartan. I'm tweak textures/geometry and add decorations at the end.

What episode are you mapping for? How are you going about adding your music?

>> No.4435527

get GZDoombuilder or DB-X you goon - otherwise looks like an interesting start

>> No.4435531

What do they do differently from Doom Builder?
I'm trying to keep it simple for the first time around.

>> No.4435537

They're just more recent versions of Doombuilder so have more features and useful shortcuts

One of the best things I noticed when I first switched to GZ was that Things have actual pictures instead of those colored dots, very useful for visualizing how your map plays from the 2D view

>> No.4435541

>download GZDB
>visual mode has filters on fucking everything
You tricked me good, anon.

>> No.4435542

it's you, you're back
i wouldn't bother with oblige myself. but when presented as a group activity, it gains some appeal. you know someone else has played / is playing the same game, and you can compare.

>> No.4435545

that looks cool. my first map also came from a dream.

>> No.4435550

ah, its been so long that I forgot this was the default. don't worry it is optional, thankfully.

>> No.4435552

I was able to figure it out. I was taking the piss in that last post, I just didn't find the option yet.

>> No.4435558
File: 563 KB, 1280x960, doom12.png [View same] [iqdb] [saucenao] [google] [report]

Still fucking around with myfirstmap.wad. Building various chairs and compoopers is fun, but man, fuck texture alignment.

>> No.4435563

>fuck texture alignment
i am sure this is the name of an ijon map

>> No.4435564

Textures were a mistake. FPS grafix should never have advanced beyond Hovertank 3D

>> No.4435565

Very impressive for a first map attempt, I like that computer panel, for those wooden and flesh sectors though I'd raise them by a couple units to make them more distinguished and "geniune"

Also in case you weren't aware you can auto-align

>> No.4435567
File: 244 KB, 1429x751, fdaf.jpg [View same] [iqdb] [saucenao] [google] [report]

Finished that quick map in >>4434589
The file is updated, now contains difficulty settings etc. cc4tex still required.

>> No.4435572


>> No.4435575


blind first attempt. i ran out of health on map02 with 29 monsters left. lots of hitscan throwers and not much health. boom 202 compatibility level demo.

>> No.4435580

>I'd raise them by a couple units to make them more distinguished
Yeah, already doing that with the fleshy bits, just not the pictured one.
>Also in case you weren't aware you can auto-align
Ah, no, I know about that function. My beef is mainly with the fact that you cannot move upper/lower textures independently.

>> No.4435582

you're a machine

>> No.4435584

laser katana would help you a lot
or are you planning to go along with this WITHOUT that as well?

>> No.4435593
File: 2.94 MB, 1280x720, c users helios desktop quakespasm quakespasm.exe 12.02.2017 - [View same] [iqdb] [saucenao] [google] [report]

So you can't do dynamic world shadows in Quake (at least without using an ugly port like Dorkplaces) because the light maps are baked in at compiling time: you can turn lights on and off but that's about it, where the shadows fall is where they fall. You can't fake 'em either like you can with per-sector lighting in Doom because there's no sectors and so no sector lighting, and hard edges on shadows would immediately give them away as fake compared to the standard blurred-edge shadows. As it turns out though you can kind of kludge 'em by making parts of the map itself attached to whatever thing you're "moving" and making the brush cast shadows on itself, but the only works in a very limited way in that you can't slide shit around visibly and have it look good, only 'teleport' it from one spot to another (which is really two separate entity groups).

Meh. Neat little party trick I guess but serves no real purpose as it requires carving out pieces of the goddamn walls, sealing the ensuing leaks, and making sure the player isn't looking when it happens or else they'll notice the wall-jitter for the couple frames where the brushes overlap even with a stupidly high movement speed like 9999.

>> No.4435608

Well, fuck me. I've been spamming the threads with my shit lately, but anyway... Realized I don't have enough floor textures. Also, roughed up real good those diagonal bricks I posted last time. Got a bunch of floors in the works now.

>> No.4435609
File: 67 KB, 304x304, not enough floors.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4435617

I feel like those might look good in quake palette too.

>> No.4435620
File: 47 KB, 304x304, file.png [View same] [iqdb] [saucenao] [google] [report]

Not him but they're alright with a direct conversion other than the top right, which could use some tweaking but would probably work out.

>> No.4435628

What if there's a monster sitting on the map when you do that?

>> No.4435639
File: 2.43 MB, 1200x675, c users helios desktop quakespasm quakespasm.exe 12.02.2017 - [View same] [iqdb] [saucenao] [google] [report]

Not a damn thing, surprisingly. Even setting the func_door (the pillar, rear wall, and floor on each side) damage-on-hit to something higher than 0 doesn't change anything; so far as I can tell, it's moving so fast it actually literally teleports from position A (visible) to position B (behind the far wall), completely bypassing any entities between that would normally cause it to halt, like monsters or players.

If you slow down the wall enough to see it move it still hits, but that obviously causes all sorts of issues otherwise:
>[disgruntled shambler grunt] >>>/wsg/1999922

>> No.4435646

lol. did you edit the eyes onto the model?

>> No.4435647
File: 139 KB, 383x364, 1494391622671.png [View same] [iqdb] [saucenao] [google] [report]

MS Painted them

>> No.4435651

Rad. I don't plan on using this info for anything, but it's neat to know.

>> No.4435658

>those eyes

>> No.4435665

>readinb about how the quake soundtrack has pre-emphasis
>find the rip that has the audio 'corrected' to how it apparently should sound
>it sounds like complete muddy shit and flat as a board compared to the 'wrong' rip without the emphasis removed

>> No.4435668
File: 2.94 MB, 800x434, telescope.webm [View same] [iqdb] [saucenao] [google] [report]

Made this last night from a texture a mapper made... It may or may not get used, it's up to him (it's a little placement sensitive).
Faux 3d trickery is fun.

>> No.4435678

>Sharing Oblige maps.
What next? Is somebody going to rock up with some original content do not steal Slige maps?

>> No.4435680

can you post a link to this "corrected" audio?

>> No.4435682

i think it's a great idea, someone posts an oblige wad and others compete over how far they can get on a blind run of it

>> No.4435691
File: 90 KB, 315x406, file.png [View same] [iqdb] [saucenao] [google] [report]

They included the spectrogram for both standard and de-emphasized and I checked myself in Spek and it's legit, but man do things sound muddy on the de-emphasized version. I thought "well hey, maybe it's just supposed to sound even darker and more gloomy than it already does" but after repeated comparisons, nah, it just sounds like crap.

I'm a stickler for vanilla graphics but I'll stick with "non-vanilla" audio in this case.

>> No.4435695
File: 309 KB, 711x397, file.png [View same] [iqdb] [saucenao] [google] [report]

lol why does it has second eyes on its back

>> No.4435696

Is this a bunch of middle textures?

>> No.4435702

The very top of the Shambler's shoulders uses the same part of the UV map as the top of its 'face.' You can slightly see the blood around its mouth copied to the shoulders, too; it's a limitation of the model itself and can't be fixed without making/editing a new one, something beyond my ability. You don't notice it on the standard skin 'cause it's just copying pale fur/flesh to fur/flesh there, no defined eyeballs, plus normally you're not looking down on a Shambler as it's considerably taller than the player.

>> No.4435705

It's 2 textures and 38 lines.

>> No.4435707

Don't you look down on a shambler!

>> No.4435712

But can it run within vanilla limitations? Would that not create too many visplanes?

>> No.4435714

Is there a way to set gzdoom up to force me into pistol starts when the level changes? I've bound a key to the nextmap command already, but I was wondering if it's possible to automate this.

>> No.4435718


>> No.4435720
File: 59 KB, 683x672, TEMP.png [View same] [iqdb] [saucenao] [google] [report]

Works just fine, but the visplane limit is one of the reasons you might have to worry about placement. 38 isn't many, but on top of stuff in a detailed area it could stack up. In the average room it wouldn't be an issue though.

You can walk right up to it and the illusion doesn't really break either. Minor limits there. Small limits with the light level, depending on distance, but nothing that ruins the whole thing, just nitpicky stuff.

>> No.4435723

visplane limit? isn't it all 2s lines with middle textures?

>> No.4435724

Wow, thanks a lot! I did not expect something this useful.

>> No.4435725

It was in the news not long ago.

>> No.4435728

Yeah, and it's only rendering half of them, or less, at a time, looking at it now. It's actually lighter than I thought, looking at it. It's just something that can add to the visplane limit, but not even that significantly...

>> No.4435731

no sorry you misunderstand
i don't think you mean visplane limit
i think you mean drawseg limit
if you were hitting the visplane limit the game would be crashing

>> No.4435732

All those lines split the area into numerous visplanes.

It still has to render the floor under it, which becomes split. Check it in the builder. post screenshots

>> No.4435735

>if you were hitting the visplane limit the game would be crashing
if you hit the drawseg limit all that happens is stuff starts disappearing

>> No.4435737

it won't get split if it's all the same height/texture/lightlevel

>> No.4435740

flat, sorry
you know what i mean

>> No.4435741
File: 2.17 MB, 360x199, such_is_life_in_the_zone.gif [View same] [iqdb] [saucenao] [google] [report]

Ah fuck. You're right. I swap them in my head sometimes for some reason, and apparently went retarded this morning.

Anyway. It doesn't cause many issues.
That's good to know, too.

>> No.4435756
File: 9 KB, 320x268, 1451126884961.jpg [View same] [iqdb] [saucenao] [google] [report]

Thnx btw. I understand a bit better how it renders things now. I was under a slight misconception.

Learn something new every day.

>> No.4435760

Hope he does FD, but still a nice mod

>> No.4435762

>What episode are you mapping for?
>How are you going about adding your music?
I just listen to various tracker music I have on my drive and pick whatever I think might fit my map best.

>> No.4435772

Will JoM5 overall be winter themed, or is that just your map?

>> No.4435782

>doesn't remember /v/oblige
Shit I just realized it was 6 years ago almost.

>> No.4435785

Where did the idea that BJ was Commander Keen's grampa came from?
Was it a game manual or something?

>> No.4435810

There's not a ton of things similar so he really had to explain it ahead of getting into it.

The only similar things would be Fort Boyard or maybe Takeshi's Castle.

...Takeshi's Castle might actually work as a mod in a similar way.

>> No.4435812
File: 170 KB, 1280x1024, Screenshot_Doom_20171202_150456.png [View same] [iqdb] [saucenao] [google] [report]

I've said it before but it's generally ready for public playtest


>> No.4435814

I am not sure, but his canon name is William Joseph "Billy Blaze" Blazkowicz II, his father being Arthur kenneth Blaze.

>> No.4435815

official hintbook

>> No.4435825

From this discord:

Episode 1: Christmas bases! Snowy caverns, villages, mansions, wooden shacks, toy workshops. Common hazard: grey water and ice.
Episode 2: Swamps! Wetlands, mud flats, salt mines, canyons. Common hazards: nukage (damaging) / light-green "slimage" (non-damaging).
Episode 3: Undersea! Ocean bases, shipwrecks, sunken cathedrals. Common hazard: blue water.
Episode 4: Sky bases! Airships, hanging gardens, cloud factories. Common hazard: sky. :) (Non-insta-death damaging sky floors preferred.)

I think only Episode is explicitly Christmas-themed. Looking like it'll be well over a dozen maps, though.

>> No.4435831
File: 68 KB, 682x741, 1491876111589.jpg [View same] [iqdb] [saucenao] [google] [report]

How much did Final Doom cost on release? Like 30 bucks, right?

>> No.4435839

it's still not boom-compatible. you need to, at least, merge the texture definitions from gothortx into the ones in your wad.
also please remove the slew of backup copies of your wad from your zip, nobody needs those.

>> No.4435846
File: 27 KB, 640x400, blue.png [View same] [iqdb] [saucenao] [google] [report]

probably would have had something more substantial, but chasing bugs in my dehacked file really put a crimp in my style

>> No.4435854

I really like that, I rarely see blue used much in wads. Is that just a room or is the whole level like that?

>> No.4435856

Those are interesting themes.

> Common hazard: grey water and ice.
How is ice a hazard? Is it going to be damaging for some reason?
Or is it considered a hazard just because it's slippery?

Also, here >>4435762 you said you're working on a 4th episode. Which is Sky Bases. And yet your screenshot looks more like a snow base.

Sorry if I'm asking annoying questions

>> No.4435861

Only hazard I'm using is Ice. I don't know what other authors'll do.

>> No.4435863

Ah, I meant, only hazard I'm using is grey water (just grey slime).

>> No.4435869
File: 19 KB, 1280x800, black.png [View same] [iqdb] [saucenao] [google] [report]

Just a room, sorry. Tried to make each area look as striking as possible

>> No.4435882
File: 92 KB, 450x500, kak.gif [View same] [iqdb] [saucenao] [google] [report]

If I were to try making MIDI music for DOOM, would it be in-line to shamelessly sample from 80s and 90s metal like the vanilla games? I feel like that would do a great deal for helping the song fit in, but I also don't know where the community cares about music plagiarism more now than in 1994.

>> No.4435884


Yes, fucking do it.

>> No.4435901

I've just recently gotten back into Doom after not playing since the early 2000s, and I've got a question: why does it seem like so many people dislike Doom 2 compared to Doom 1? Aren't they functionally identical outside of a different campaign, the addition of the SS and a few monsters?

>> No.4435907

Level design.

>> No.4435910

Doom 2 has worse maps. That's basically it. Arguably worse music too, with some exceptions.

The monsters are great.

>> No.4435914

Doom 1 has better level design and weapon balance. Doom 2's monster variety more than makes up for it imo though. Doom 2 is better for pwads in general, especially if they limit the use of the SSG.

>> No.4435925
File: 63 KB, 640x480, 1512246792.png [View same] [iqdb] [saucenao] [google] [report]

some impressive detailing and visual effects, but a simple and fairly dull layout, just a few rooms filled with cluttered detail

need a way to re-open the bars from outside, after the red key lock-in

pictured: weird shit

>> No.4435926

Still after the update?
lmao i don't know shit then. Let repugnus or whoever deal with it. I'm not creating a clusterfuck.

>> No.4435942
File: 41 KB, 640x720, 1512249053.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'm not creating a clusterfuck.
Isn't it a bit late to be saying that :)

>> No.4435943

>Final Doomer's Ancient Aliens BFG-replacement plays X-Files jingle when you pick it up


>> No.4435948

>Asking somebody to do something that will knowingly fuck up the entire compilation
Yeah, no.

>> No.4435951

it was a joke

>> No.4435952

Well what Doom 2 does is give the community a mountain of new assets to make things out of, it's been absolutely invaluable from this point of view.
The thing with Doom 2 is the levels, they aren't all perfect. It has a bunch of great levels, but also some pretty mediocre ones, and even bad ones.

In my opinion, Doom 2 starts quite strong, the first third is solid, the levels are fun, but as soon as I reach level 12, a lot of my enjoyment drains, because I'll know the levels from now on will simply not be as good, aside from a few standout examples.
I don't like Map 12: Factory, and a lot of meh levels follow.
A lot of people don't like Map 21: Nirvana, and Map 24: The Chasm (though I quite like The Chasm).

>> No.4435958


some of your screenshots seem to have visual issue (namely second and last ones)

>> No.4435965

the second one is a missing sky transfer which probably didn't show up when the author only tested it in GL mode.
the last one is.. i don't know, it was just HOM, nothing was being drawn there. not sure what's wrong, would need to look in a map editor, can't be bothered.

>> No.4435967

Oh, I was using the Laser Katana. The weapon name just doesn't differentiate since a chainsaw pickup acts like an upgrade rather than a separate weapon.
Going with pure katana would simply be redundant and take extra long for no good reason.

>> No.4435976
File: 440 KB, 1280x1024, Screenshot_Doom_20171202_162228.png [View same] [iqdb] [saucenao] [google] [report]

>only tested it in GL mode.
this is wrong, zdoom was used
second one shouldn't even HOM
there be two maps

>> No.4435990
File: 231 KB, 960x540, Screenshot_Doom_20171202_233335.png [View same] [iqdb] [saucenao] [google] [report]

>sweating anime girl.png

>> No.4436019
File: 375 KB, 1280x1024, Screenshot_Doom_20171202_164633.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, doesn't show on my end regardless of port.

>> No.4436093

I want to get into making sprites but I don't know where to start... what program do you guys use to draw guns and stuff?

>> No.4436096

Depsite what many think, I don't think Shub Niggurath is inherently evil with next to no traits besides those related to her being rotten and vile. Sure, she is ugly to many and corrupts minds of different kinds of organisms, but I don't think the getting corrupted is 100% her willingly distorting mortal minds, its(at least partly) a natural process that happens to occur when mortals come into direct contact with her and in addition the other Great Old Ones. Perhaps the same could be said for the Strogg, particularly in the first 150-200 years or so of their existence; they simply wanted to ensure their survival, then they ended up become too psychotic and full of megalomania over time.

>> No.4436102

>turn on fast monsters
Took this advice. Hated it at first, shit felt impossible. But after just a few hours of it, I can never go back. It makes a lot of things harder but it also makes dodging feel so much smoother. And I feel challenged again. Cacodemons aren't just floating sponges anymore, they're a real threat. A panel opening to a group of imps actually scares me now. And dear god Pinkies are horrifying instead of boring.
This is the true DOOM experience, isn't it? Why wasn't there ever a difficulty that gave fast monsters without the respawning bullshit? I'm playing like this forever.

>> No.4436104

It's not right to call Shubby evil because the Outer Gods- with the possible exception of Nyarlathotep- exist outside the real of human understanding of thought and emotions and can't be classified as 'good' or 'evil' because those concepts literally don't exist for them.

>> No.4436108


>> No.4436109
File: 111 KB, 466x492, 1510352574819.png [View same] [iqdb] [saucenao] [google] [report]

>floating sponge
it's clearly a hellcat jellyfish

>> No.4436114
File: 169 KB, 1280x720, 50c2e669-fb79-47ac-8d07-8394e26897fc.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4436118

i never really picked up on the cacos tiny vestigial hands and feet before. so cute

>> No.4436121

They actually look really similar
Really, just remove limbs and side teeth and flatten the top a bit, and you'll get an HD Caco

Also, the pic kinda works as a "Original vs HD textures" meme

>> No.4436132

DOOM 2: no doomguy, you ARE The demons
pretty much said in the monster bios

>> No.4436134

The pupil-less eye and nubby flat horns unsuitable for goring bother me. Also get some bloody crimson in there instead of all pink like a monocular kirby

>> No.4436139

Any mods with satisfying, non-magical medieval weapons?

>> No.4436140

Oops, regarding the elevator-map, now I actually fixed the midi loop.

>> No.4436168
File: 130 KB, 1728x972, file.png [View same] [iqdb] [saucenao] [google] [report]

Was going to try and make this here Cryobow (oldass Doom sprite from Realm667)to be more heretic-y by changing the steel to a bone and making a groove in the middle so that user could see the arrows being loaded...

And then I realise that I cant fucking draw for the life of me.
Somebody fucking kill me.

>> No.4436170
File: 193 KB, 1595x741, 1512255384.png [View same] [iqdb] [saucenao] [google] [report]

Well, I don't really have anything to screenshot this week, unfortunately. My life has been consumed by Animal Crossing.
I added a bit of backstory for both characters in the form of info pages.
Here's part of the dialogue compiler I rewrote a few days ago. The code here handles conditional statements in a rather simple (and error-prone) way.

>> No.4436172

Friend of mine wants to use Doom Explorer

Is it the best way to play with friends?

>> No.4436176

Non-magical medieval weapons are gonna be a rarity to find, you won't find a lot that'll work in an FPS without being magical.

>> No.4436193

How about I expand the scope, and say non-magical renaissance weapons so that guns and bombs can be included?

>> No.4436203


In that case, you hit a snag because weaponsets with non-magical guns are a dime a dozen.

>> No.4436225

But not renaissance-era guns.

>> No.4436237


Yeah, that's the tricky niche.
The only things I can think of are LWM's blunderbuss, the Ranger's flintlock pistol (which is extremely questionable in realism), maybe some kind of bolt-action rifle...

>> No.4436246

I'd take the eye thingie from the infernal run multiplayer mode and slap it on the caco model

if only I had the game and the know-how on model ripping/editing/enough time to dispose of

>> No.4436251

>This is the true DOOM experience, isn't it?
It definitely is. UV + Fast has always been the peak of play. The only downside is when playing user-made content, a good amount of them are made without fast monsters in mind at all, meaning enabling it can make parts of them impossible. TUTNT is a great example, you will have to cheese a good deal of it, and bosses are made completely impossible.

>> No.4436257

I dislike Fast for the one reason that it makes Arachnotrons a joke compared to other monsters.

>> No.4436263

Personally I just keep UV with some heightened damages on both sides via CustomDoom as my peak.

>> No.4436267

>Depsite what many think, I don't think Shub Niggurath is inherently evil
On the Internet, nobody know that you are an Elder One.

>> No.4436275

Well, yeah, duuuh. That's the entire point of lovecraftian horror - some shit exists beyond what our human minds can wrap themselves around, and while that shit is not safe to interact with, it's neither good or evil. It's just there. Living it's own interpretation of a thing we call "life".

>> No.4436287
File: 2.03 MB, 400x225, 1.gif [View same] [iqdb] [saucenao] [google] [report]

Guilty until proven innocent fallacy

>> No.4436295

They usually get shot off by accident ingame, so you may have missed them.

>> No.4436303

I always thought arachnotrons were fucking useless

>> No.4436328

They're good at area of denial. If multiple arachnotrons are bearing down on you, it's hard to keep painchancing them enough at the same time to move freely, so they can really strangle movement options. It's mostly when they're isolated that they become pathetic.

>> No.4436335

They can kill you quickly and are unique in that they have a line of fire. They make for good snipers.

>> No.4436337

Pretty much. They are also extremely valuable at infighting due to their high damage output.

>> No.4436341

I thought that they were meant to be sentries with legs or something

>> No.4436345

Is there a wad of Doom that's designed like a tower defense fps with co-op?

>> No.4436348


>> No.4436361

thank you, that's the one

>> No.4436363
File: 58 KB, 960x539, Untitled1.png [View same] [iqdb] [saucenao] [google] [report]

Today I added some placeholder DoomRL enemies, Z-adjusted raycasting, animated health-based mugshots, and totally revamped the collisions (which are better but still broken).

DESU today just made me sad because I realised how much I have left to do/fix.

>> No.4436367

They're bulky and get in your way, also they'll lay down a stream of fire if left uninterrupted, say you're fighting about 10 pinkies in a valley, and off on some cliff ledges, like 5 arachnotrons are laying down fire towards you, they're either hurting you or denying you the area you're trying to move in..

>> No.4436372
File: 69 KB, 495x358, 1490728490934-2.jpg [View same] [iqdb] [saucenao] [google] [report]

>decided to try that UV+fast thing that big boys keep talking about
>half of the time spent under 20hp, but not a single death yet
>Oh boy, this is FUN!
>cue the E1M9

Also, it feels weird how chaingun becomes a new workhorse instead of shotgun.

>> No.4436435
File: 413 KB, 1290x749, 1512264704.png [View same] [iqdb] [saucenao] [google] [report]

what have i done

>> No.4436438

That is hard to read

>> No.4436442

you're hard to read.

>> No.4436447

I'm a complex individual.

>> No.4436464

That looks hideous, which I suppose was exactly the point.

>> No.4436505

>I don't like this difficulty increase because it only increases difficulty for all monsters but one
That seems silly. It's not like it debuffs them in any way.

>> No.4436520
File: 12 KB, 200x200, doom_cacodemon_sprite_by_ness71-d39wccf.gif [View same] [iqdb] [saucenao] [google] [report]

*flies in through the window behind you*

>> No.4436527

D44m made them a way bigger threat because now they can splurt all over your face.

>> No.4436530



>> No.4436534

Floating Hell Knights

>> No.4436546

I'm gonna pet it.

>> No.4436589
File: 30 KB, 640x400, shotgun optic wip.png [View same] [iqdb] [saucenao] [google] [report]

Early WIP of the shotgun sight. Had to learn how to rig a spiral cord for the slavtech aesthetic.

The screen in the sight will look like a dead monitor rather than purple until you aim (also pressing a button near the trigger guard the cord will be attached to) at which point a camera texture with some silly shader is drawn over it. Useful for slugs since the shotgun works double duty as a sniper rifle with those.

>> No.4436598
File: 58 KB, 640x400, shotgun optic wip aim.png [View same] [iqdb] [saucenao] [google] [report]

Aiming frame (with poorly clipping hand)

>> No.4436602
File: 4 KB, 189x198, nice_cacodemon.png [View same] [iqdb] [saucenao] [google] [report]

Hello, friend.

>> No.4436638
File: 45 KB, 189x198, 1380953606905.jpg [View same] [iqdb] [saucenao] [google] [report]

Pain Elemental's HAVING AH BABY!

>> No.4436642

Is that the KS-23?

>> No.4436645

Yeah. All done except sights.

>> No.4436649

fuck off janette, you forgot to bring the cookies to soccer practice last time

>> No.4436650

And this is for the expanded MSX project, unless I am mistaken?

>> No.4436657


>> No.4436679
File: 59 KB, 531x467, 1505622614177.png [View same] [iqdb] [saucenao] [google] [report]

What's the best way to fix the texture seam you get in software rendering when using multiple flats to make up one big image?

>> No.4436704
File: 86 KB, 540x567, chaingunner spawn point.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4436718
File: 21 KB, 600x370, blam, blam, makes the boners scram.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4436723

So, I decided to try out OG Guncaster after long time of not touching it. Since when has Guncaster had gore system? I thought it was only Brutal Guncaster thing?
Knowing this fact, wouldn't it just be better to play Brutal Guncaster since it also comes with extra weapon and weapon modifications?

>> No.4436746
File: 884 KB, 1920x1080, Screenshot_Doom_20171122_232158.png [View same] [iqdb] [saucenao] [google] [report]

Oh yeah, can totally confirm

>> No.4436797

>rocketjump to area
>A secret is revealed!

>> No.4436853

New thread.


Depends on how much more bloat you want.

>> No.4436873

>Absolute mad man tries to play it vanilla

Uploader here. I'll make the effort to make my next OBLIGE upload to be vanilla compatible since the mapset I provided is not fair for vanilla play, HP drop wise.

I play the mapsets myself with tons of mods that tend to be on the OP side of things, mainly to splatter monsters by the hundreds with extreme rainbow gore as a relaxing fun time than a challenge.

>> No.4436881

Dat cybie.

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