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/vr/ - Retro Games

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4510362 No.4510362 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4503632

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 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/1514/09/1514094816594.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

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)



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.4510363

=== NEWS ===

[01-08] NASTY (Doom remake in Unity with software-style shader) alpha version released

[01-08] Ultimate Doom E4M6 pacifist, by ZeroMaster

[01-04] GZDoom 3.2.5 released

[01-04] Anon map release: Magikus (as designed by his class of daycare children)

[01-02] Anon sprite releases: Marine-helmeted shotgunner, Marine-helmeted zombieman

[01-02] Doom: Gore Prisons (as yet unreleased, not sure why this was submitted)

[12-31] Colourful hell updated to 0.925

[12-31] Arcane Dimensions 1.70 released

[12-30] Chocolate Doom 3.0 released

[12-30] Random Deaths and Decorations 1.62

[12-28] Hunter's Moon Version 2.9.4 Released

[12-28] La Tailor Girl 1.2 is out

[12-26] this just in: the monsters are afraid of doomguy's weapons

[12-25] ProjectILE updates after 2 years

[12-24] Intermission E2M9

[12-24] Project: Kate by Jimmy released

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4510369
File: 62 KB, 500x465, 181.jpg [View same] [iqdb] [saucenao] [google] [report]

>speedrunners nightmare

>> No.4510401 [SPOILER] 
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>> No.4510402

I can hear it manually

>> No.4510405
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>> No.4510407
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>> No.4510410

why does a grenade make you angry

>> No.4510415

> ...

>> No.4510437
File: 488 KB, 1920x1440, 1494971606064.jpg [View same] [iqdb] [saucenao] [google] [report]


here I am

>> No.4510443


btw, I didn't make it, it was made by my mom

>> No.4510445

pics of your mom

>> No.4510454

So was Quake meant to be slow-paced and methodical when it first came out? I'm having a real hard time imagining it as such, but the soundtrack and atmosphere seem to strongly imply it.

>> No.4510460


>> No.4510461

It's the thinking man's shooter. It's "supposed" to be played however you can leverage your environment to play it. Whether that means running through a horde of enemies to get to the end, rocket jumping your way past half of the level, or strategically eliminating enemies one by one, it's all up to you.

>> No.4510489


eh, nope

>> No.4510501

where the fuck is that revenant vrchat webm that was posted some threads ago?

>> No.4510504

People need to stop pretending that id made Quake with rocket jumping in mind. There's literally one instance of it being mandatory to use a grenade jump. I think any of the old devs from id would agree that it's an example of emergent mechanics where the playerbase discovers something very useful and consistent that was not intended.

>> No.4510514

Maybe, maybe not, but they made it with a physics engine in mind, and assuredly expected players to use it to their advantage.

>> No.4510520

Umm... I don't think Quake has a physics engine per se. Sure it's got things like gravity and player floating mechanics in water, but things like grenade bounces are just individual object behavior in arbitrary collision geometry. They hardly bounce like real physical objects. And when an entity drops an item into the level, it's just a parabolic arc and the item stops on the floor. Carmageddon from 1997 has a physics engine. Quake from 1996 does not.

>> No.4510524

>lists physics-related features of the engine
>claims it doesn't have a physics engine
This might be the stupidest post I've ever read in my life.

>> No.4510526
File: 1.76 MB, 235x150, 1515121800335.gif [View same] [iqdb] [saucenao] [google] [report]

>Carmageddon from 1997 has a physics engine. Quake from 1996 does not.

>> No.4510528

It sounds like you don't really know what a physics engine is. Just because a game has less advanced physics than a more modern game doesn't mean it doesn't have physics altogether. Your whole point that "rocket jumping was unintended" is literally in direct contradiction with saying that the game has no "physics engine per se". Just because it isn't a game like Half-Life 2 doesn't mean it doesn't use a physics engine, that's retarded.

>> No.4510529

Okay then how fast do I need to run and drop a SSG onto the ground for it to land at such a high speed that it flips on its side due to the horizontal friction and elevated center of mass? No. It's not a physics engine. Items drop in a pre-calculated parabolic arc that stops on a floor collider with no bounce from the impact. Grenades have a point collider that raycasts movement vectors from collider bounces and applies downward gravity acceleration to the movement. These are individual special cases designed to work a certain way. Not instances of physics objects interacting in a universal physics engine that calculates the behavior of every dynamic object in the level.

>> No.4510531
File: 158 KB, 150x300, rugbyvertical2.gif [View same] [iqdb] [saucenao] [google] [report]

>They hardly bounce like real physical objects.
And thank god for that, right?

>> No.4510532

You're making the blatantly retarded argument that just because the game lacks particular features commonly associated with a modern physics engine, that it must not have a physics engine. You list all of these examples of "how" physics interactions work with the apparent motive of downplaying them as actual physical interactions. It doesn't matter if they're "special cases", something like a grenade is still physically reactive to changing conditions in the environment around it. It's not like a bullet where it will travel the same path not matter how you fire it, its movement is dependent on the angle at which it hits an object, that's a fucking physical interaction.

>> No.4510535

I guess that's because I'm more of an immersive sim guy and the designers of those kind of games made sure that there is no interaction of anything vs anything that can't be universally applied because any inconsistency breaks immersion. If a player can be bounced back by the force of an explosion and a grenade can bouce off of a surface, then a grenade must be able to bounce back by the force of an explosion too. I disagree with a few specifically programmed behaviors that only apply to those specific things constituting "an engine"

>> No.4510539

> I disagree with a few specifically programmed behaviors that only apply to those specific things constituting "an engine"
Except that's literally what every engine is. It's specifically programmed behaviors. Just because two objects can have unique interactions in an environment doesn't mean there isn't a specific behavior motivating them. We can even predict the outcome of things in real life depending on behaviors motivating something, like knowing where a rocket will land based on its trajectory. Would you say that a modern 3D game doesn't have a physics engine just because there might be some tiny thing about real life physics that it can't emulate? No, because it still has a physics engine, it just isn't as advanced as real life. Same thing with Quake. It isn't as advanced as most games that come out today, but it still has physics-related inputs and outputs, like flying faster through the air of Ziggurat Vertigo when you blast yourself with a rocket instead of performing a normal jump. Archaic physics? Yes. Lack of physics? Absolutely not.

>> No.4510542
File: 33 KB, 470x388, '81 underarm bowling fag.jpg [View same] [iqdb] [saucenao] [google] [report]

So how many people attempted ball sports mods for Doom? Are there any good ones?

>> No.4510543

>Okay then how fast do I need to run and drop a SSG onto the ground for it to land at such a high speed that it flips on its side due to the horizontal friction and elevated center of mass? No. It's not a physics engine.

It is a physics engine, but it is not a ragdoll physics engine.

>> No.4510550
File: 462 KB, 1000x600, 1515410791676.jpg [View same] [iqdb] [saucenao] [google] [report]

What mods will make me feel like a Highlander?

>> No.4510552

I'd love the ball game mode from UT2004

>> No.4510557

>Would you say that a modern 3D game doesn't have a physics engine just because there might be some tiny thing about real life physics that it can't emulate?
That is a strawman. The point isn't about the absolute simulation of everything, it's about the consistency of simulating one thing. In Quake grenades are grenades, items are items and the player is the player when practically these should be similar things that respond to the same kinds of interactions. But there is no consistency between the interactions between any of these because their behaviors are individual, not the responses to inputs from an engine.
Hell, even fall damage is a specifically programmed mechanic that is not physics-based. You can bunny hop 200mph and you take no damage when you horizontally hit a wall.

>> No.4510560

Please stop posting, it's embarrassing.

>> No.4510562

nice argument there. Okay I'll stop because this is getting one-sided.

>> No.4510569

demonsteele, gmota

>> No.4510570

final doomer jpcp katana ... ?

>> No.4510571

Just so you know, the guy you're responding to isn't me (the one you were talking to), but it's pretty evident that you're in the wrong here and I just have no interest in arguing over facts. Quake has a physics engine, whether you consider it a competent one or not is up for debate, but it has one. Just stop.

>> No.4510573
File: 376 KB, 1920x1440, 1515093980710.jpg [View same] [iqdb] [saucenao] [google] [report]

Sure thing kiddo pretty evident you lost the argument, keep blabbing about something you know nothing about just to try win some internet points lmao come back when you have a real argument and not just bullshit. If Quake has a physics engine then so does Mario.

>> No.4510574

If Quake didn't have a physics engine, bunnyhopping wouldn't exist.

>> No.4510575

>If Quake has a physics engine then so does Mario.

But it does.

>> No.4510576

you can hop in mario doesn't mean it has a physics engine

>> No.4510578
File: 87 KB, 960x720, 1515072440228.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm with you, quake doesn't have a physics engine, it has specific cases coded directly into some object (very few btw)

a physics engine wasn't implemented until doom 3

>> No.4510579

Mere semantics.

>> No.4510580

hop != bunnyhopping.

>> No.4510581

dude, even sonic has a fucking physics engine

>> No.4510582

>Arguably one of the greatest video game series of all time
Article discarded.

>> No.4510583

>I have no argument and must shitpost

>> No.4510584

>You can bunny hop 200mph and you take no damage when you horizontally hit a wall.
So what?
The physics are still in, they just don't damage you on hitting another object. That collision damage is required for a physics engine is ludicrous.

>> No.4510586

I think there was a dodgeball mod for zandronum that was played for a bit a year or so ago.

>> No.4510589

Okay, if I go really deep I can accept that it has a physics engine, however that would mean that even Pong has one.
Simulated electromagnetic force that prevents solid things from going through other solid things. So yeah, Quake has a physics engine. A universal system that interacts with every dynamic object in any level. The geometry colliders.
Then again, chess has a physics engine as well because when you move a piece on the board it doesn't fall through the board.

>> No.4510593
File: 31 KB, 567x561, 34657u35htdah.jpg [View same] [iqdb] [saucenao] [google] [report]

In the year of our lord 2018, there exists a man so retarded that he thinks Quake doesn't have a physics engine

>> No.4510601

he just said that it has one. Solid walls is physics.

>> No.4510604
File: 1.99 MB, 590x412, strangerthingswadwhen.gif [View same] [iqdb] [saucenao] [google] [report]

>Then again, chess has a physics engine as well because when you move a piece on the board it doesn't fall through the board.

>> No.4510605
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>> No.4510615

if lo wang an asian old man, is he a netorare protagonist?

>> No.4510619


>> No.4510621

I don't know about mods, but shadow warrior have a really great sword.

>> No.4510629

DN3d had an usermap where you could play football

>> No.4510635
File: 3.66 MB, 5036x2833, Quake.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4510640
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>> No.4510728
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>> No.4510734

Watch Thor Ragnarok, he pretty much has the body of him, and even looks like him

but then Doom 3 guy in Quake champions Looks like Mark Ruffalo

>> No.4510757

A physics engine takes input dynamically and builds the response, on the spot.
Quake has some scripts that take variables, at most. All responses are essentially preconstructed.

This whole shit of comparing scripts to dynamic response systems is retarded, like arguing that Doom has dynamic lighting because there's lightlevels, or saying that the echo command is dynamic because there's STDIN and STDOUT, and it's so retarded I cannot seriously believe anyone with a smidgen of knowledge on the subject would seriously, not shitpostingly argue that fucking quake has a physics engine.

>> No.4510779

then explain gibs bouncing around, dead bodies maintaining their velocity which is most notable with fiends, and gibs from breakables in arcane dimensinos flying across the scene as they should

>> No.4510789

He literally explained that in the post.

>> No.4510794
File: 19 KB, 132x102, ficiks.webm [View same] [iqdb] [saucenao] [google] [report]

Hey look I made a dynamic text system.
Ha ha shitlord look, text appears.

>> No.4510802

Boy do you look stupid now.

>> No.4510805

Stop it. I dropped the issue already. It comes down to a matter of opinion. I personally do not think that a few dedicated mechanics with no consistent interaction constitute "an engine" but it seems that many do. Ultimately it's semantics.

>> No.4510832

No clue, but here's a youtube video of a revenant in vrchat.

>> No.4510849

What are some mods that utilize a bow and arrow?

>> No.4510852

Ghoul Forest.

>> No.4510857 [DELETED] 

No, if is YOU who are the fool, how incompetent, truly a vagrant on the road of life

>> No.4510858

Ghouls vs Humans.

>> No.4510860
File: 64 KB, 561x750, 1515143084611.jpg [View same] [iqdb] [saucenao] [google] [report]

That's some good lookin' wallpaper you've got there

>> No.4510887

That is not English you troglodyte.

>> No.4510905

I know what you mean. Don't listen to the other anons.

>> No.4510926

i remember one featuring E1M1 and a Doom Slayer with a dance that had the classic face and minigun

>> No.4510945


>> No.4510951
File: 172 KB, 810x656, spd.png [View same] [iqdb] [saucenao] [google] [report]

Made a Boom-compat speedmap in 2 hours.
Too many healthkits, but it should be kinda accessible.


>> No.4510975


>> No.4511019
File: 525 KB, 1280x720, Screenshot_Chex_20180108_191509.png [View same] [iqdb] [saucenao] [google] [report]

Well guys I made a post about Magikus on the Zdoom forums and nobody seems to give a fuck.

Fucking doom generals are the BEST THING EVER

>> No.4511021

don't type like that, it's cringy.

>> No.4511025

Pretty good map man, I didn't feel like there were too many health kits.

>> No.4511047

Speaking from personal experience: 95% of the people on ZDoom/Doomworld forums are ninja lurkers that would download stuff and never comment on anything at all. (based from my mod download data)

The only ones that comment on things are the regulars, and for them to comment on stuff your topic should be pretty visible, i.e. appear on the top often. Which is why ongoing releases with constant updates get muhc more attention than done-and-gone releases.

And don't forget to put your stuff out to Doomworld as well as trying to stick it into the idgames archive for preservation.

>> No.4511068


Sorry I had a few drinks with family tonight


I guess I should post on DoomWorld too. I'm not too involved with communities outside of 4chan. I just happened to have a zdoom forum account and thought "well, guys at /vr/ enjoyed the project so why the fuck not ?"

>> No.4511070
File: 158 KB, 1280x768, Screenshot_Doom_20171205_105424.png [View same] [iqdb] [saucenao] [google] [report]

My first attempt at a map. I'd appreciate feedback. bug reports, etc.

I've only tested it so far with ZDoom and GZdoom.


>> No.4511072

What are some examples of dark maps?

>> No.4511073

But in what compat was it built in?

>> No.4511074
File: 681 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

This is in PRBoom.
In ZDoom obviously looks different

>> No.4511075

Compat? I'm new to this.

>> No.4511076
File: 556 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

thats gzdoom, 4chanx mixed images
this is PRBoom
udk whgat causes this

>> No.4511078

Compatibility options

>> No.4511079
File: 291 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

Obviously this map uses some ZDoom stuff

>> No.4511083

Does Doom not like wall textures used as floor/ceiling textures? And yeah, I built it with GZDoom Builder.

>> No.4511084
File: 721 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

with absolutely no reason to do so

>> No.4511087
File: 559 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

inescapable pit is taunting you (you cant squeeze through this space)

>> No.4511098

>Does Doom not like wall textures used as floor/ceiling textures?
yeah, this is traditionally called a "zdoomism"

>> No.4511103

Alright final notes:
When starting to map in Doombuilder, chose the mode in which you are going to map - this map is UDMF (ZDoom only) and it has absolutely zero reason to be so. It would've been just fine as vanilla. If you are not into detailing, huge spaces or sudo-scripting keep it to vanilla and people will like you more.
If you do want large open areas, silent teleporters, complex architecture/detailing or feel the need for extra spicy voodoo-scripting use Boom format.
Only use ZDoom/UDMF when you ABSOLUTELY POSITIVELY have to use its features.

map notes:
Fighting Meatballs aka Pain Elementals is a chore on its own, fighting them with just a shotgun at the start of a level is irritating as well. I'd make it appear after player gets RL (for infamous LS to the face while firing rockets scenario - always cracks me up)
Fighting Hellknights with just a simple shotgun is not a challenge - it's a chore as well.
Test every pit for escapeability unless inescapeable is your intent.
obvious jumping to clearly seen powerup is no secret
You give SSG out at the very end of the level when there's no enemies left (except for final revenant)

solid first attempt though

>> No.4511131

I've made a fixed version that should fix the PrBoom issues and the pit trap: https://mega.nz/#!wJAFEYIR!lqig6fnVn2X9Enjpt0zsFqh-OXIAa_6js18tBj6eBv4

Thanks for the advice! Is there anyway I can change the mode to vanilla without remaking the map?

>> No.4511132

how do cacodemons open doors?

>> No.4511138

by HUH-ing them. DUH.

>> No.4511141
File: 409 KB, 1060x982, Olookucominapart2.png [View same] [iqdb] [saucenao] [google] [report]

What's the best Shadow Warrior source port out there? Should I just play it in DosBox?

>> No.4511145

don't use faggy words like "cringy"

>> No.4511147

Linking to news post>>4510363

>> No.4511154

redux is okay

>> No.4511161
File: 211 KB, 1060x982, ENOUGH.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4511170
File: 1008 KB, 728x696, 275.png [View same] [iqdb] [saucenao] [google] [report]

What is your go-to gameplay mod when playing mapsets?

>> No.4511171


>> No.4511198
File: 774 KB, 2560x1440, Screenshot_Doom_20180108_145956.png [View same] [iqdb] [saucenao] [google] [report]

Here's my first finished map. The textures kinda suck but I felt the gameplay was alright. Play it in gzdoom because It uses sloped floors. Any feedback would be appreciated.


>> No.4511203


Cool to see everyone releasing first maps today.

>> No.4511208

Want to give showout for your work because it scares me a lot, I find the art to look reallyu cooll but then the enemies are surreal and it spooks me. good work

>> No.4511209
File: 2.42 MB, 1914x1045, voxel lamps.png [View same] [iqdb] [saucenao] [google] [report]

It's another one of those.
What's your opinion on maps that use voxels and/or models?

>> No.4511215

>chromatic aberration
what do you think?

>> No.4511218

I'm a fan of it. I think that you need a healthkit here or there. With all the hitscanners and the demons in an enclosed space (after falling into the water cave), I was hurting pretty bad.

>> No.4511219

Are the voxels converted into a single model in GZDoom, or are they converted into individual model for eaach voxel? Isn't it beter to just use models?

>> No.4511220

Is that lamp taken from a Minecraft mod.

>> No.4511221

Thanks man, glad to hear it. Ill put in some more health throughout the cave area.

>> No.4511223

what's with the chromatic aberration

>> No.4511229

kinda wished meta doom's extinguisher had a longer range

>> No.4511234
File: 468 KB, 1840x780, voxel lamps 2.png [View same] [iqdb] [saucenao] [google] [report]

It's a single DECORATE actor - i would imagine placing each voxel separately taking too long and killing the framerate in the process.

Nah - i made it myself in SLAB6

I kinda like it, not for the effect itself, but for the fact that it gently "bends" the edges of the screen.

>> No.4511254


Art made by kids aged 6 to 10 spook you ?

>> No.4511264

To me it looks like something got in my eyes to the point my eyes begin to hurt, which is why any piece of art with it gets instantly ruined for me.
And yes, I always tweaked my TV's and monitors so they don't have any noticable traces of it.

>> No.4511267

No, I mean the way GZDoom handles voxels.
IIRC it converts each voxel into a tiny cube model, which may make 1 actor into a hundred of models.

>> No.4511269 [DELETED] 



d r o p p e d

>> No.4511273

That's reasonable. I still like how it looks in GZDoom though - especially when you tweak it in console to make it more subtle.

It really does that? I didn't know about it. Good thing i made those lamps hollow inside instead of filling it with voxels.
Also - I gave those lamps +nogravity, +pushable and +float flags and when i push one of them it just floats away intact - like it's just one object.
But then again - it's my first day with voxels - i'm still learning.

>> No.4511274

>do i fit in yet guys?

>> No.4511290
File: 81 KB, 640x480, blood_voxels.png [View same] [iqdb] [saucenao] [google] [report]

How hard is it to implement the kind of voxels that Blood and Shadow Warrior have? Not actual 3d geometry, but 2d billboarded squares arranged to a shape in 3d space.

>> No.4511314

Ken Silverman has a bunch of tools on his page just for that.
All you have to do is to make something in his SLAB6 editor and then make a DECORATE actor for it. At least that's what i did for those lamps and so far it works rather well.
Though i don't really know how well GZDoom handles more complex objects like that cross on your screenshot.


He even has few tools for importing voxels from Build engine games. Neat stuff.

>> No.4511316

If I had to guess I'd say relatively simple, instead of initiating a 3D model per voxel, just initiate a 2d sprite, get the color value from the voxel data and it should work relatively the same
But that's just in theory. For all I know the way gzdoom is structured it could be a pain to modify the code to use billboarded sprites instead of 3d models.
Hey, whatever, I'll just blame it on Graf being lazy

>> No.4511334

I was working on a multiplayer mod I called Painball a while ago, but got frustrated and dropped it; was going to be a mix of soccer, hand-egg and murdering people with your fists.

>> No.4511336

High Noon Drifter has one.

>> No.4511362
File: 475 KB, 1060x1154, texture filtering.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4511383

those aren't filters, it's just better detailed.
you know filters when you see them, trust me.

>> No.4511389

>I kinda like it, not for the effect itself, but for the fact that it gently "bends" the edges of the screen.
Can't say I agree, it makes me feel like I've taken my glasses off and it strains my eyes to look at it (astigmatism).

Bump against the controls with their mouth/teeth?

>> No.4511404

I'm going to check it out then

>> No.4511406

I get it. And, well - i am the weird one here.

>> No.4511410
File: 111 KB, 900x692, 1455853729509.gif [View same] [iqdb] [saucenao] [google] [report]

I've been wondering for a while... Is playing old DooM powerlevel? is it something you would hide?

How many of surrounding people know about you playing doom on a regular basis?

>> No.4511414

It's a matter of taste like any, it's not like I'll be playing it like that.

And it's better than bilinear filtering.

>> No.4511417
File: 45 KB, 800x450, shenhua-phone.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is this a question or post that needs to be made?

>> No.4511424


Because I'm curious about it, I want your opinion, and it's doom related.

>> No.4511426

no, retro gaming has been a fad for nearly a decade now
no, if anyone is ashamed of me playing video games then i probably don't need to bother with them

>> No.4511435
File: 448 KB, 496x708, 1453439777383.png [View same] [iqdb] [saucenao] [google] [report]

>when you stop modding for almost a year, try and pick it up again and can't remember shit

>> No.4511462

What is a powerlevel? Outside of MMO I mean.
Is this a new concept neogamers came up with?

>> No.4511464
File: 118 KB, 466x492, I feel inksecure about this.png [View same] [iqdb] [saucenao] [google] [report]

lurk more.

>> No.4511465

>neo- prefix

Go the fuck back to your homeboard.

>> No.4511472

>accusing people of neo-anything when he's so new he's never heard of powerlevel

>> No.4511473

lurk moar

>> No.4511474

You too if you're gonna perpetuate that faggotry.

>> No.4511476
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4511479

lurk more.

>> No.4511482

I like how Equinox changes the hud, to resemble a body scanner screen

>> No.4511483
File: 20 KB, 350x262, 140818devils-advocate1.jpg [View same] [iqdb] [saucenao] [google] [report]

How can you tell what is faggotry when you have to ask what a thing is in the first place? How would you know?

>> No.4511485

I'm not the one who posted the question asking what powerlevel is, if you're wondering.

>> No.4511515

bilinear filtering is only acceptable for N64-era games. doom 64 fares fine with it.

>> No.4511516

It's from Neo-Neogaf, FYI.

>> No.4511518

>If Quake has a physics engine then so does Mario.

Do you even Mario 64

>> No.4511521
File: 20 KB, 251x210, 1384652102940.png [View same] [iqdb] [saucenao] [google] [report]

I see what you're doing. I don't like it.

>> No.4511525

>responding at ALL

>> No.4511542

There gets to a point where someone says some shit so retarded that it's a genuine risk someone might get the wrong idea, anon.
Sometimes you have to call out people's shit, though it doesn't matter, I'm sure this shit will get scrubbed from the thread after awhile.

Fuck it, what have you guys been playing? Gameplay mods, mapsets?

>> No.4511547

lurk moar

>> No.4511554

But really, what's a power level tho? Never heard of it either. But then again, I only play old games since my pc is shit, and I don't play online bc my net is shit as well.

>> No.4511560

Combat Shock 2 practice. DWIronman seems to be going in a direction I really don't care for this year.

>> No.4511564

"Hiding your powerlevel" is a term used by people who feel shame for liking stuff like anime or loli porn or whatever the fuck. Anon was asking if you hide playing doom the way you'd hide watching boku no pico.

>> No.4511567
File: 1.48 MB, 1929x1085, Screenshot_Doom_20180109_121315.png [View same] [iqdb] [saucenao] [google] [report]

this replaces the chainsaw in final doomer ancient aliens. it's pretty cool, has some different behaviour.

>> No.4511570

That bow is so fucking good. Both visually and mechanically, goddamn.

>> No.4511572

>Fuck it, what have you guys been playing? Gameplay mods, mapsets?
I played some Space Hunter at a break and had plenty of fun with it.

>> No.4511575

i like doomworld a lot more than zdoom forums
also just the design of the site now

>> No.4511583

Yes that was a cool idea.

>> No.4511584
File: 9 KB, 645x773, 1490569840045.gif [View same] [iqdb] [saucenao] [google] [report]


>is it something you would hide?

>> No.4511585

How you liking Space Hunter? I've thought about giving an update later, though there's not much I'd change or add, other than buffing the plasma beam.

>> No.4511587

Quick question - what's the best way to copy things around the map after triggering a script?
Let's say i have 20 things i want to put in 20 mapspots when something happens. Doing this with thing_move requires 40 tags.

Is there a way to do it with only two tags? One for things i want to copy, and the other for mapspots to which i want to copy them.

>> No.4511594

dunno, when I was 15-16 I had SLumpEd and ZDoom on a memory stick - I used to take it into school and play/make doom mods during my break periods. Other students thought it was weird I was playing "such an old game" with "bad graphics"

>> No.4511598
File: 55 KB, 351x351, 1515144121062.jpg [View same] [iqdb] [saucenao] [google] [report]

im the kind of weird person who loves to flex their powerlevel in public
i love watching a normie's eyes glaze over as i start talking about my wads and the benefits of umdf over boom or how you should prioritize killing hitscanners first and doom is really easy to get into these days just download this sourceport oh let me tell you about this guy graf you don't know him but he's a real douche etc.

>> No.4511605

>classes start tomorrow
>no more time for Doom


>> No.4511606

There is so much autism in this one post, that it might be dense enough to create a black hole.

>> No.4511608

It's a physics engine. Not a super advanced physics engine, but a simple physics engine.

>> No.4511610


>> No.4511613

oldfag internet slang for how much of a nerd you are

>> No.4511616

Oh good, now someone can update the infographic with a high-res background.

>> No.4511617

>Does Quake have a physics engine?
who knew this would be the question that tore /doom/ apart
from now on there are those who think quake has a physics engine and those who are wrong :^)

>> No.4511618

>I'm not too involved with communities outside of 4chan

I don't like getting involved with communities. I just like playing and making stuff with friends.
Communities are weird.

>> No.4511623
File: 424 KB, 514x836, 1492002749578.jpg [View same] [iqdb] [saucenao] [google] [report]

Why did you have to remind me of this

>> No.4511625

Can you please make up your mind before posting?

>> No.4511628

What the actual fuck is that image

>> No.4511642

>post explains why it's not a physics engine
>you reply with "it is a physics engine" without explaining why
Good job.

>> No.4511643

from metal gear rising

>> No.4511645

First day around here?

>> No.4511647

does saying that offend you, somehow?

>> No.4511648

I think you meant to reply to >>4510849

>> No.4511652

Demonsteele on Valiant till level 12. Then I googled it up on the doomworld, bonked myself on the head for playing it wrong, and downloaded vaccinated edition. Alas, it felt too bland after all those spicy imps, terrorists and mancubi, so I bonked myself on the head for falling for jewish tricks.

>> No.4511658

You still conserve momentum in the air.
Grenades still bounce around with the concept of momentum in mind.
You can bunnyhop up a ramp and gain lots of height at the cost of speed in a predictable manner, and vice-versa for going down ramps.
Shooting things with rockets apply force to them. Including yourself.
You don't fall through the floor.
Walls work.
Gravity works.

>> No.4511661

>so I bonked myself on the head for falling for jewish tricks.

>> No.4511664

You just described all what GZDoom can do by now and yet no dev introduced a physics engine on it so what?

>> No.4511673 [DELETED] 

Disregard the 14'er.

>> No.4511675

I thought we were talking about quake.

About how "quake has no physics engine", and you were upset by my calling you autistic, so I came up with proof for my argument.

>> No.4511680

Now compatible with vanilla (a couple of niggling textures aside). Near-final version, so last chance to crit.

>> No.4511690

Well, Skillsaw made vaccinated edition specifically to play Demonsteele on Valiant, so I thought it must be a good idea to play the "proper" version, yet was left disappointed.
I just compensate for my bad english with shitty memes, please don't lynch me

>> No.4511692

I mean that Doom which is older than Quake has all the features you just described and everyone knows that is pure trigonometry instead of true physics that really considers Body Mass X Size, Air Density X Gravity, among other things.

All what Quake 1 have is what Doom always had, simple math stuff to fake a physics engine there like many engines in the age did.

>> No.4511694
File: 882 KB, 500x500, DUKE NUKEM 3D.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone notice how in Duke Nukem 3D, the first level of Shrapnel City's music theme sounds a lot like the end credits to Bladerunner?


>> No.4511702

A physics engine is computer software that emulates certain physical law, such as collision detection, rigid body dynamics, etc etc.

Doom has that. Quake has that. Hell, fucking Pong has that. T

>> No.4511707
File: 2.98 MB, 320x240, base5-1st-503-1.webm [View same] [iqdb] [saucenao] [google] [report]

first attempt demo:
i can see you were influenced a lot by NRFTL. only thing i wondered about was: is the blue armour meant to be secret?

>> No.4511708

>collision detection
Still basic trigonometry

>rigid body dynamics
That fits in physics engine for games and...

>Doom has that. Quake has that. Hell, fucking Pong has that
It doesn't the above you mentioned because it lacks a true physics engine like Havok or Bullet.

Basic collision is NEVER considered into physics engine when talking about games because that is the minimal thing a game needs to work properly.

>> No.4511709
File: 2.68 MB, 320x240, base5-1st-503-2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4511710

What do you think developers do when they make games? The real thing?

To make a game you have to fake everything. You think games use accurate simulations of light rays bouncing from object to object until it reaches the camera? No, they render triangles in a way that looks like they did that.

Really, every physics engine is fake. I guarantee you pretty much every game has some example of infinite energy. And if I remember correctly, that isn't possible in real life. You can't reach speeds the breaking the sound barrier simply by jumping and magically curving yourself through the air. You can't cheat death 99 times by jumping on a turtle shell. Torches have to go out eventually.

>> No.4511712

Is system shock good? Should I get it on steam?
Is whatever "remake" or "newish edition" they have good?

>> No.4511713

Just downloaded the iWADS and shiet from the PNG, what are some good videos I can watch to learn DOOM terminology and history? First time playing original DOOM, btw.

>> No.4511714
File: 97 KB, 410x324, 4990139841.gif [View same] [iqdb] [saucenao] [google] [report]

>because it lacks a true physics engine like Havok or Bullet.
>a true physics engine like Havok or Bullet
>true physics engine

>> No.4511716

welcome to the club

first stop, these videos seem like shitposts but are genuinely good

>> No.4511717

No, its just a DOS emulator.

>> No.4511719

Borderless window mode emulates rigid body collision when it doesn't allow your cursor to leave the focused window. Does it mean that any programme with that mode has physics engine?

>> No.4511720

>a true physics engine like Havok or Bullet
sorry to jump into the middle of this discussion but i wanted to say i think you have swallowed a whole lot of marketing blurb and are regurgitating it as fact, don't worry it happens to us all at one point or another

>> No.4511723


Well should I get it anyway?
Or just get it by """"other means""""?

>> No.4511724

It's possible to create infinite energy in those engines as well. CSGO is in source, which uses havok. If you've followed CSGO, I don't think I need to remind you about the infamous double doors of death on dust2.

>> No.4511725

The enhanced version or whatever GOG has is pretty great. Adds mouselook and alters the controls to be more modern. The game itself is pretty fun.

>> No.4511726

That second video tries to be like the first but is just unfunny and doesn't feel genuine.

>> No.4511730

pirate the gog enhanced edition

is it good...? i dunno, some will stomach it some won't it's not as smooth as doom... tell me how you get along

>> No.4511732

every time i must getup&dance to rungo theme
not seen this one before

>> No.4511738


>> No.4511752

does D64 do the vertical stretching thing with the screen, or are all the ripped sprites the same size you see in-game?

>> No.4511759

Why is cdoom64.wad such a mishmash of different games' levels rather than just doom 64?

>> No.4511761


Looking back on it, I'm not happy with the writing either; the only thing I still find funny now is "WOW EAT PEEN SATAN".
Probably would've been better if I'd gotten Rottking to write it, but hindsight is 20/20.

>> No.4511775

eh i see what you were going for
the music is dope anyway

>> No.4511792

>Bobby Prince
>not blatantly but legally ripping off something

>> No.4511801

Great demo. I'm going to adjust a few encounters based on that.
NRFTL was definitely an influence--I probably need to mix up the red key room a bit since at the beginning the influence was a little too strong.
Blue armor used to be the SS and was a secret. Another Anon thought it was too obvious to be a secret, but I think I'm gonna change it back to be a secret.

>> No.4511805
File: 19 KB, 1004x760, what the fuck were they thinking.png [View same] [iqdb] [saucenao] [google] [report]

This map is giving me serious PTSD.

>> No.4511815

Chaingun all the way. Keep them stunned.

>> No.4511821

I quite like it, I wish the last couple rooms weren't so poorly designed compared to the rest of the map, though.

>> No.4511824

It's even worse in Hideous Destructor.

Of course, everything is worse in Hideous Destructor

>> No.4511831
File: 808 KB, 900x675, map1hi6.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4511849

progression is so weird, press switch, no idea what it did, wander around for ages, was ages before i'd played it enough to learn the order to do things in.
now it's one of the regular set of maps i use to try out new mods.

>> No.4511851

Oh god, that texture filtering.

Please, make it stop.

>> No.4511853

I think his name is ranger.

At least, according to Q3 and Champions.

>> No.4511854

>is clearly a photoshop

your hateboner is clouding your fucking judgement

>> No.4511859

It's such an easy thing to fix
Yet he left it in anyway
The fact that it's inconsistent from the background to the characters makes it worse.

>> No.4511860

No filters here, just some sloppily touched up sprites

>> No.4511864

I don't think you know what I mean.

>> No.4511875
File: 181 KB, 1920x1080, Screenshot_Doom_20180108_210458.png [View same] [iqdb] [saucenao] [google] [report]

I missed one fucking guy. This was blind with no guide and only quick saving and loading 2 or 3 times though.

>> No.4511878 [DELETED] 


what >>4511860 said. This was made by someone who wanted to mock Quake for laughs and they probably didn't give a shit. You're butthurt over nothing, as usual, and clogging up the thread with greentext and shitty overdone memes anytime someone posts a screencap that looks remotely blurry doesn't help.

When fucking chromeabs are considered to be more desirable than bilinear filtering, which isn't even the most cancerous thing you could be doing to pixel graphics, something has gone seriously

>> No.4511879


what >>4511860 said. This was made by someone who wanted to mock Quake for laughs and they probably didn't give a shit. You're butthurt over nothing, as usual, and clogging up the thread with greentext and shitty overdone memes anytime someone posts a screencap that looks remotely blurry doesn't help.

When fucking chromeabs are considered to be more desirable than bilinear filtering, which isn't even the most cancerous thing you could be doing to pixel graphics, something has gone seriously wrong.

>> No.4511886

Personally, I like to have at least some attention to detail.

>> No.4511894

It wasn't known when that pic was made

>> No.4511913

It's pretty old, isn't it?

>> No.4511917

The pic is from when Quake had just come out and many Doom DM'ers were migrating to that game


I think the Ranger name was invented for Quake III

>> No.4511921

Final Doomer.

>> No.4511926


>> No.4511929
File: 382 KB, 800x900, doomguy_today.png [View same] [iqdb] [saucenao] [google] [report]

Huh. Interesting.

>> No.4511932

rekkr, whenever it's done.

>> No.4511959
File: 56 KB, 498x490, 1461444611272.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you may have been born after the fps wars but you will never be that angry

>> No.4511960

well from one fucking enormous doom nerd to another, you sound horrid

>> No.4511963


is rekkr really still not done? i thought it was almost finished like half a year ago

>> No.4511964

you wouldn't want to talk about doom with me? :(

>> No.4511965


>Implying that this wasn't an inside job from a ZDaemon player who time-traveled to the past

>> No.4511968

nah, it'd need more gamma for that

>> No.4511974

Waitin on some maps and such.

>> No.4511981

Can someone explain what's going on here?

>> No.4511985


>> No.4511991

The suspense is killing me.

>> No.4511992
File: 525 KB, 900x675, ZDAEMON.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4512001

Indigo is now morally gray.

>> No.4512027

>tried playing plutonia at least 5 times now
>only on level 3, die constantly, not having fun at all, find all the traps and level design cheap as fuck
>lower difficulty to hey not too rough and still dying constantly
do i just give up and play more acclaimed mapsets such as memento mori and dtwid or is this supposed to get better?

>> No.4512029

Player was destroyed by an ogre

>> No.4512040


You see, you just gotta bait out their chainsaw atta-
>smacked in the head with a rock with the word faggot taped to it

>> No.4512051

You're really bad at this game.

>> No.4512054
File: 4 KB, 89x74, bishf1.png [View same] [iqdb] [saucenao] [google] [report]

Looking at brightmaps others have made to see how it works, discovered that some are pretty neat

>> No.4512061

I could understand getting stuck at map 14 or 15 but, 03? Jesus christ, man, god forbid you play anything harder like HR or HR2, you might have an aneurysm.

>> No.4512065
File: 28 KB, 1165x634, spid.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4512068

Newfag here,

Does anyone know where I can find the Extermination Day map pack for Brutal Doom? I've downloaded the latest Beta but the only campaign options it's showing me are "Hell on Earth" and "Brutal Deathmatch." I'm using the Doom 2 WAD and GZDoom.

>> No.4512073


sergeant huehue patreon

>> No.4512076


Thanks senpai

>> No.4512079

Not original anon, didn't know it was patreon exclusive. Who knows, he might be one of the worse employees at valve, specifically the one that pitched the paid mods idea.

>> No.4512080
File: 94 KB, 683x384, Screenshot_Doom_20180108_204817.png [View same] [iqdb] [saucenao] [google] [report]

this is comedy

>> No.4512081


it's a free download for everybody

>> No.4512084

Embarassing post.

>> No.4512089


Play Hell on Earth, that'll be it.
The "Hell on Earth" campaign is map01 to map32, which a lot of mapsets usually replace.

>> No.4512090

not for pb fans

>> No.4512105

i take that as a "dont bother trying"? i will never get the meme that doom is easy, all the games are clearly designed to challenge and they have succeeded in my opinion. i just feel like plutonia is too difficult

>> No.4512109

What is happening on this screenshot? Summoned spirits are attacking the turret or something like that?

>> No.4512124

you seem to confuse physics engine with level interactivity that uses said physics engine.

Physics engine is everything that can constitute as physic in the game.
Havok and Bullet are physics engines that allow for quick calculations of said physics which in turn allows for a physic-based interactivity that games using said engines relished in showing off (ragdolls and bouncing smalll props).
All those things couldve been done with earlier engines but at performance cost nobody was willing to make.
Later, games grew out of "showing off" phases and level interactivity got toned down drastically for the most part.

>> No.4512126

As I understand, when he wrote the music for Doom, it was kind of under the assumption that if iD used those tracks, it'd be under any legal risks that'd entail.

He kind of expected them to be sued over it, but they never were.

>> No.4512137

speaking of brightmaps, how are these even done? It doesn't look like grayscale, because the background is completely black. Did the maker really go in and do it pixel by pixel?

>> No.4512157


Plutonia is extremely difficult. It started the meme of chainguns and revenants, but for once the meme is actually correct.
Keep in mind, however, that Plutonia was designed for people who thought the base game was already easy, so it's even more challenging.

>> No.4512158

But here's the thing, the attacks coming from the spirits are fake, and only suppress and distract the enemy. The little drone is confused as fuck.

>> No.4512160

It should be grayscale.
You take base sprite/texture. Color everything that should not glow pitch black. Everything else you color various degrees of white/gray depending on how bright the shining you want. white=fullbright and degrees of gray is everything inbetween.

>> No.4512165

scratch that. they can now be colored to add a tint to the glow

>> No.4512171

I've been back on some CSS lately, but I never got into CSGO, what's these deadly doors about? Is it some genuine classic Duke Nukem style doors of destruction?

>> No.4512205
File: 150 KB, 549x549, 1452477048462.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm trying to use DONTBOUNCEONSHOOTABLES and for the fucking life of me Slade won't recognize it as a function

am I retarded or am I just missing something?

>> No.4512264

slade might night recognize it, but what matters is if the engine does

>> No.4512269
File: 80 KB, 766x960, 1461975911310.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck, it's probably not Zand compatible then

back to the drawing board

>> No.4512273

design and process wise, how the FUCK do i make a map?
i can never get further than a box or two rooms at most before the whole thing comes to a screeching halt

help me design a map

>> No.4512278

But why are they attacking that turret? I mean, I've seen only hostile HERPs, but not the DERPs. Was it friendly fire?

>> No.4512289


If Slade doesn't recognize it, then it's a new enough feature that Zandro DEFINITELY won't have it.
Sorry, mate!

>> No.4512298

What I do is come up with a handful of 'features'. Like an acid pit, or a huge crusher, or a labrynth. Then I kind of make everything revolve around that idea.

I am a bad mapper who has only ever made three of them. Two of them DUMPs, and one being an extremely shitty /tg/ themed map.

>> No.4512309


why the hell does it take Zandro so long to catch up with Zdoom? I've legit never understood why it takes so long for some functions to carry over

>> No.4512331

in addition to this, I just today discovered you can shoot the invulnerability spheres to summon a friendly archvile.

couple that with three summoning talismans, and a BFG.

I embraced the power. I have become the hideous destructor.

>> No.4512336

basically one dev + barely any testers + wanting releases to actually be stable

>> No.4512338

firstly work through all the beginner tutorials so you're familiar with the basics

try sketching out ideas for a map before you start working on it, helps to have a roadmap of sorts to work off of

as far as process goes, that's entirely individual; no two people really go about putting a map together in the same way

>> No.4512339

>When fucking chromeabs are considered to be more desirable than bilinear filtering
I only said (in the post I think you're referring to), that I don't think it's quite as bad as bilinear, I never said I didn't think chromab to be one of the most cancerous fads in art since performance art.

>> No.4512345

oh yeah, another reason: every new version requires everyone to update if they want to play online, so you'd want to release versions as far apart as is reasonable to avoid annoying people with mandatory updates

>> No.4512346

Plutonia is very hard but I wouldn't call it extreme, I'd put that label on Sunlust.

>> No.4512394

Why u do this

But yeah

>> No.4512409


>> No.4512416

Tan DERPs are hostile. They sometimes replace zombiemen. They shoot pistol bullets but have the advantage of being extremely accurate and small. You can pick them up after destroying them for ammo, and you repair and convert destroyed drones into friendly drones when you load the next map.

>> No.4512419

Pretty awesome mang

>> No.4512492

it's not something I'd bring up around people like it's veganism, but I wouldn't deny it if someone asked me

>> No.4512521
File: 46 KB, 296x363, Artifacts.png [View same] [iqdb] [saucenao] [google] [report]

Okay, so I've got all of my creatures set up to 'freeze', temporarily, if hit by a certain freezing weapon. They go blue, as per the ice translation, and then for a few moments they're frozen. But then when they come back, they go to a 'normal' translation (AKA, 0:255 = 0:255). Problem is, when they come back, they're covered in weird green and white markings, like in pic related. Does anyone know how to fix this, or have some other solution in mind to undo the 'ice' translation?

>> No.4512529

Nevermind, I fixed it! "0:[email protected][0,0,0]" works, shifting everything closer to black by 0%. Thanks

>> No.4512553
File: 1.05 MB, 1168x635, You got the Thunderbolt.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4512583

Would it be possible (or even practical) to use Doom Builder with a wacom tablet?

>> No.4512590

possible, but not practical

>> No.4512596


>> No.4512601

>Tan DERPs are hostile. They sometimes replace zombiemen

I think I shouldn't have tinkered with settings, because such thing doesn't happen to me.

>> No.4512609

>Hi guys, thanks for tuning in to another video on ForgottenWeapons.bsp. I am Ian McHUHllum, and I'm here today at the House of Chthon taking a look at some rather interesting remnants of the last slipgate war. Now, on this unholy altar we have...

>> No.4512653
File: 200 KB, 677x681, starvation.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4512684
File: 196 KB, 596x327, snes doom retroachievements.png [View same] [iqdb] [saucenao] [google] [report]

2 maps to go.

Still not sure if I'm having fun or just torturing myself.

>> No.4512691

what kind of travesty is this

>> No.4512696


community that adds achievements to old games via their own emulators and retroarch

>> No.4512728

anything noteworthy or regular "kill 50 imps" type of shit?

>> No.4512734

Is this a Wizardry 4 map?

>> No.4512737
File: 82 KB, 428x519, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

I've got a weekend away from work, but it's like 4 AM right now and I've got to stop so that I can actually sleep. Expect more updates sometime tomorrow or the day after.

A major modification is that each monster drops 'demonic energy', or mana, and it's used to power altfire attacks. Pic related- it's a faster, yet more inaccurate mode for the handcannon.

>> No.4512738

Taking it in a style mod approach with that? I like it.

>> No.4512740

it's just "complete this level" & "complete this level on UV" for every level. then a few free ones for getting each weapon for the first time and finding each secret level.

no grinding; just playing the game on UV with shit resolution and controller pretty much.

>> No.4512743

Yep! Every weapon should glow ominously when using the altfire. I'm thinking I might be finding/making/molesting new weapon sprites from various sources. Excepting the super shotgun, because that's awesome.

Might end up doing things like taking the machinegun from Damage Incorporated to replace the chaingun, etc.

>> No.4512746

Got any plans for the melee and chainsaw?

>> No.4512749

My friend said that I was playing Doom wrong since I like using mouselook. Is this true, am I not truly getting the full experience?

>> No.4512750

the full doom experience is shooting and/or punching demons in the face and having fun. Are you doing that?
If so, then you are getting the full experience.

>> No.4512753
File: 348 KB, 903x751, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

The chainsaw is going to be changed into a 'talisman', which lets you convert mana either into health, or into ammunition. As far as I know. I'm still thinking about that.

The melee altfire is going to create a shockwave of magic or whatever which reflects projectiles (which everything, excepting the lasercaco, uses) and knocks things back. That's going to need some specific timing, but you could continually bounce a cyberdemon's rockets back at it with good timing (and enough mana)

Of course, that's all considering that I'm somehow able to achieve this shit.

As you can see, my 'mana' sprites will take a bit more work.

>> No.4512759
File: 2.88 MB, 2000x4500, Big sheet of hands.png [View same] [iqdb] [saucenao] [google] [report]

Those are excellent ideas for melee and chainsaw. I suggest using the open outstretched hand in this image, like have something floating over the hand.

Seeing as you're going for a weird magic theme, are you still gonna use a vanilla fist or were you thinking about some kinda melee weapon?

>> No.4512761

Thanks Anon. I do love punching demons.
Also I found that Doom 2 was a serious downgrade from Doom 1. Anyone else feel this?

>> No.4512762

I'd say it was a sidegrade in some ways but a MASSIVE step up for the modding scene, I mean shit Doom 2 is the foundation for nearly every mod and mapset out there.

>> No.4512768

>Another Anon thought it was too obvious to be a secret
FWIW i think for this type of map* i think it's good to have a range of secrets, obvious ones and not-so-obvious ones, so it's easy to get a low percentage of secrets but getting a high percentage requires more attention.

* by which i mean traditional "explore the techbase / hell temple / badlands" type of map, as opposed to the "get locked in monster arena" choreography puzzle type maps, where secrets can be seen as more of a distraction than anything.

>> No.4512771

The theme's kind of meant to be a kind of cybermage kind of thing, but I'll probably use a clenched fist of some kind. The fist altfire is supposed to be a kind of instinctive 'oh shit I'm in trouble I must release magic from every pore in my body' kind of thing, so that's probably what I'll do.

As for a melee weapon, I was really tempted to use Hexen's quietus (at least until I found out a ton of its frames don't actually work on widescreen) But I might stick with the fist, for simplicity's sake. Or the strife knife.

I'm also considering having the melee attack make enemies drop extra mana when they die, and if the talisman doesn't work out, I'll replace the chainsaw with other powerups. Or maybe quietus.

Then I also have three different 'classes', each of which is shit.
>Heavy: Slow, big, lots of health and natural resistance.
>Mage: More max mana, that's about it, It's the 'average' of the three.
>Scout: Lots of speed, less health, and natural blursphere after standing still for a moment, which is automatically lifted if he fires a non-silent weapon or a 33% chance if he takes pain.

While Doom 2's maps were nowhere near as awesome as Doom 1, it has the extra weapon, extra monsters, extra features, etc. etc. It has more for creators to use, basically. Making a mapset for doom1 when you could for doom2 would be like just arbitrarily deciding to make a mapset that doesn't use the SSG, archvile, fatso, etc. Which means you have less tools to use.

>> No.4512774
File: 11 KB, 196x89, hands.png [View same] [iqdb] [saucenao] [google] [report]

for clarification, I'm talking about these. Also I must have rotated the hand on the left when I used it for my shit. But still, those hands should help.

Just make sure to not bite off more than you can chew, I've done the same thing in the past.

>> No.4512780

I've been gnawing at this thing for the past like 5 years. Though I haven't been back to this in two years or so, A large majority of my plans I've done in DUMPs or in various unreleased projects over the past long while, so I'm pretty sure I can manage it. Eventually. Maybe after another 5 years.

The part I'm not sure I can chew is making a mapset for it when I'm done, but we'll find out!

>> No.4512782

Dev on you crazy bastard. You have my support.

>> No.4512789
File: 735 KB, 200x200, 007.gif [View same] [iqdb] [saucenao] [google] [report]

oh my god, i might actually finish Fisticuffs given this sprite sheet

>> No.4512798
File: 30 KB, 308x145, wide screen fist by Neoworm.png [View same] [iqdb] [saucenao] [google] [report]

Glad I can help in some way, you should be always building a resource folder

>> No.4512803
File: 40 KB, 558x650, 1450140293868.jpg [View same] [iqdb] [saucenao] [google] [report]


oh i have lots of sprite sheets saved, but nothing that was so perfectly suited for a number of projects i was working on


>> No.4512824

>tfw want to replay a map you liked
>but can't remember which fucking wad it's in

>> No.4512825


I finished it, understand why you feel there might be too many healthkits. I went ahead and spoiler'd a brief response on my play experience below.

I think the real problem is that, at least for me, there wasn't a natural way of getting a lot of them. I feel like the map is designed so that you can't really make many screwups, because (at least for me) if I made a mistake it typically meant so much damage that I died rather quickly. The healthkits were good if you survived, but it felt to me that the way the level was designed (monster placement and health kit placement in given room space), it was not really realistic to get to the health when you needed it. Like, I couldn't get to the kits in the last area because there would be a wall of enemies blocking my path to them. That might have just been my poor response to the surprises though.

I'll also say that I only beat it after about 6 attempts, and I had to use the secret room, so I can't say if I'm the best person to judge it. I will say though that when I beat it, I finished the map with almost 200% health and close to 100% armor, and there were still tons of health kits around. So you might be right about the amount, but rather than reduce the amount, I might just relocate them to make it easier to get to them, because as it is now, a lot of them aren't in a place where the player can use them effectively IMO.

Other than that I did want to say that I really enjoyed the map even if I felt it was very demanding of a careful, precise clearing. It was frustrating at first figuring out the best path but rewarding when I reached the end.

>> No.4512828

It's weird, they walk around unnaturally and they're really huge and making gross sounds. It's like my childhood coming to kill me, just really freaky.

>> No.4512837


I should rename my zdoom thread to "Magikus - A Dark Tale of Psychological Horror"

>> No.4512860


>> No.4512907 [DELETED] 
File: 39 KB, 344x300, cucumber quest.jpg [View same] [iqdb] [saucenao] [google] [report]

>"Games don't age!"

>plays Doom in a source port at 4k with 7.1 surround sound, mp3 soundtrack, bilinear filter and tons of gameplay-enhancing mods

>> No.4512909

>Doom with mp3 soundtrack
>mp3 being a good format
u wot m8

>> No.4512921

>I take word literally and cant grasp abstract concepts

>> No.4512923

I can't even run shit at 1080p and most of what I play are regular maps done by the people in this thread which are meant to be experienced vanilla.

>> No.4512934

Joke's on you, I actually play Doom in Dosbox in 320x240 @35fps. In fact I think that high resolutions and high framerates make the game look worse because the rendering resolution is too high for the texture and sprite resolution and the framerate is too high for the sprite animation.

>> No.4512947
File: 3 KB, 74x116, ow.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4513038
File: 475 KB, 1680x997, Screenshot_Doom_20180109_180628.png [View same] [iqdb] [saucenao] [google] [report]

fucking brightmaps, mang

>> No.4513045

That's an uncomfortably low ceiling

>> No.4513046

Not for manlets.

>> No.4513076
File: 87 KB, 560x800, P_doom_tn.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake 3 confirmed that doomguy was a 6' manlet.

>> No.4513080

>intelligent sounding

>> No.4513091
File: 1.83 MB, 862x512, gzdoom 2018-01-09 18-46-56-50.webm [View same] [iqdb] [saucenao] [google] [report]

Yip. Suppose to be an claustrophobic and unconformable path.

>> No.4513117
File: 18 KB, 347x309, merryo.jpg [View same] [iqdb] [saucenao] [google] [report]

it's alive.


>> No.4513125

>If you study the demonic chemtrails, clouds, and orbs long enough, a pattern becomes apparent. They appear to be primarily interested in blocking the sun. This seems to be the main objective of both the demonic chemtrails and clouds. The demonic clouds are drawn, almost magnetically, towards the sun. What is it about the sun that attracts them so much?

The shit you find when looking inspiration.


>> No.4513126

>6', 180 lbs
>that jacked


>> No.4513183

I love it. I'd suggest altering the texture choice for the ceiling, as there's a seam where it tiles, but otherwise I really love this look.

Quake 3 Arena is obviously not canon.

>> No.4513194
File: 204 KB, 1426x884, waterworks.jpg [View same] [iqdb] [saucenao] [google] [report]

Oi Term, is Highway2Hell gonna happen at some point or is the project completely dead?

>> No.4513210

what mods have the bruiser from doom 3: ressurection of evil

>> No.4513217
File: 45 KB, 540x434, 1506091585055.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit this looks fantastic

>> No.4513218

Did you play the first Golden Souls?

>> No.4513228

I only played a few levels of the original, but never finished it for whatever reason back when it was first released. Now I really want to go back and play it more before the sequel drops.

>> No.4513250
File: 1.81 MB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

Anyone knows if Duke World Tour supports the features EDuke 32 does? Do mods made for EDuke 32 work on WT?

If not, Does WT bumpmaps and dynamic light defs work on EDuke and how do I make them work?

Was WT campaign transfer to EDuke 32 ever completed (with new weapons and monsters)

>> No.4513252

Was The Golden Souls 1 ever finished?

>> No.4513256

Yes, that's why GS2 is even being made.

>> No.4513257

First one, No, WT is basically the same as V1.5 of Duke and infact I'm not even sure if it's compatible with mods for that. Most it has support for is usermaps IIRC

second and third answer, there's this:

but the new gun hasn't been ported over yet

>> No.4513258

3 years ago.

>> No.4513259

It's dead

>> No.4513261

>“If you tell a big enough lie and tell it frequently enough, it will be believed.”
- Adolf Hitler

holy shit, I love insane conspiracy theorists

I think the Denver airport one is probably my favourite though

>> No.4513287

>The Demons Harvest the Sun's Energy to Power their Expansion
Aw fuck, now you made me want a reverse-doom where the demons try to sap some energy from heaven and end up getting their asses kicked by the angels.

>> No.4513318

Not really?
At least that i know of

>> No.4513323

something happen to the webm?

>> No.4513337


Id's habbedig, just incredibly slowly because I'm still not a very good mapper and most of my work makes me want to vomit.
I'm making strides, though! I just stopped posting about my mapping progress because all I was doing was complaining and nobody likes reading a bitchlog.

>> No.4513346
File: 616 KB, 1360x768, lol look at this helpless dipshit.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, it has no archviles.

>> No.4513365
File: 114 KB, 288x270, quake enemies.png [View same] [iqdb] [saucenao] [google] [report]

It looks SO much better than the last time I played it. I guess the enemies are less bulletsponges like they used to be.

>> No.4513372
File: 119 KB, 640x640, 1470281041591.jpg [View same] [iqdb] [saucenao] [google] [report]

what are some good short 5-7 level mapsets? already did WTMDGEA.wad

>> No.4513376

Suspended In Dusk
Alpha Accident
Double Impact

>> No.4513380

>Alpha Accident
>Double Impact
haven't tried these. will give them a look. thanks

>> No.4513397

Chainworm Commando

>> No.4513405


Mayan Mishap
Uhhhh, UAC Ultra?

>> No.4513459

how does this relate to my comment

>> No.4513473

Anyone? I still can't figure it out and i kinda need some help.

>> No.4513476

There exists a few widescreen edits of the Hexen weapons of you still want to use them

>> No.4513504

there's the TeleportGroup special, but besides that, no

>> No.4513509


Anyone have any Desktop/Rainmeter layouts driven largely by Doom requirements?

>> No.4513546

people often use the quote function as a shortcut to reach the reply box, but forget to delete the post reference that was inserted

>> No.4513569
File: 20 KB, 250x304, 8-monster_bruiser.jpg [View same] [iqdb] [saucenao] [google] [report]

Actually surprised this thing doesn't have any sprites yet

>> No.4513605
File: 2 KB, 250x140, Cybruiser.png [View same] [iqdb] [saucenao] [google] [report]

Closest thing is the Cybruiser
Maybe with some frankensprite shit or tricks, it could happen

>> No.4513618

what if doomguy was an exorcist?

>> No.4513626

I remember seeing some mockups for Doom 2.5

>> No.4513632

*fsssht* the power of christ compels you *pfwwsssshhh*

>> No.4513656
File: 993 KB, 499x260, kickingarseforthelord.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4513674

What better way to exorcise evil spirits than 00 buck?

>> No.4513684

"Over the centuries, mankind has tried many ways of combating the forces of evil...prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon..." -- Terry Pratchett

>> No.4513685 [DELETED] 

It's dead. Bury it. You had your chance. You spat at us.

>> No.4513686

Is there no Discworld DOOM?

>> No.4513691

>patient vomits out a full-sized imp onto the floor
rrreeeevvvvvv... splat!

>> No.4513695

hey guys

what about

Bloodborne doom

>> No.4513696


Hunter's Moon does have it, but it is the model itself not sprites of it.

>> No.4513702

Mikk's making Hexen Souls; he posts about it every once in a great while. That's about as close as you're gonna get at the moment.

>> No.4513706

>>patient vomits out a full-sized imp onto the floor
can't stop laughing at this mental image

>> No.4513708
File: 6 KB, 223x225, 1491926135245.jpg [View same] [iqdb] [saucenao] [google] [report]

why don't you focus all your effort into a real game?

I know here there are very good mappers and very good artists and very good modders but very few are good at everything

gzdoom is free

I mean, look at this shit:


looks like the barebones of wolfenstein 3d

>> No.4513710

what mod?

>> No.4513712

>You spat at us.
i don't remember this

>> No.4513716

>Hexen souls

fuckin neato

>> No.4513718 [DELETED] 

Don't respond or engage.

>> No.4513721

>Doom isn't a real game

>> No.4513723

That's the plan when I'm done with my big projects. Though my games won't be first person shooters

>> No.4513725

You find it at Realm 667 beastiary it's not necessary to pick it from a mod.

>> No.4513727

You can just download it from the Realm667 Bestiary

Oh, and some free advice; don't be lazy and just stick the .zip into a pk3 and use it in your mod. Study the monster's behavior, adjust its parameters, especially things like health and damage output; a lot of the monsters there are fucking ridiculously OP.

Also, you should extract the contents anyways, because leaving it as a zip hurts load time for the assets.

>> No.4513730

gameplay modder here: doom has a billion maps for it already, and you aren't really gonna beat that kind of variety

>> No.4513735

your post isn't very clear

are you pretty much saying we should take our skills and make a tc in 'the gzdoom engine' and create a paid game?
the answer is because it's not that simple and most people just aren't interested for whatever reason, they like the Doom foundation

>> No.4513736


I'm talking about making money here

>> No.4513738


>are you pretty much saying we should take our skills and make a tc in 'the gzdoom engine' and create a paid game?


>the answer is because it's not that simple and most people just aren't interested for whatever reason, they like the Doom foundation

well, copy them, I don't think game mechanics are copyrighted (yet)

>> No.4513739


I have and I'm doing it again.
But some people don't want to overcomplicate things, they just want a simple gameplay mod that plays with Doom maps or a simple mapset that can play with Doom mods.
Not every project needs to be a huge TC.

>> No.4513742

hey I like the spirit of the idea and it would be interesting to see more of this stuff, but there's reasons why it doesn't happen so much

we might see a bit more of this stuff in the coming years, I dunno

>> No.4513748

>I don't think game mechanics are copyrighted (yet)

Oh yes, they can be.
see: Activision recently patenting a form of matchmaking that matches players who have better skill & equipment paid for in microtransactions with lower-skill players to convince lower-skill player to assume better stuff is why they lost, and '''incentivise''' them to buy the microtransaction equipment
EA is also moving towards this, no big surprise there
spoiler for notdoom

>> No.4513749
File: 332 KB, 948x1200, Julie Bell - Judgement Day.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some good classic doomish wads with custom monsters? preferably more then 1 level and not stray to far from regular doom.

So nothing like golden souls or other such total conversions.

>> No.4513753

In your dreams, honky. Get a real job.

>> No.4513765
File: 496 KB, 901x673, Picture-225.png [View same] [iqdb] [saucenao] [google] [report]

There's a lot of money I could be making if the government didn't get in my way, or didn't keep taking money from me.

I love videogames, but it's a very competitive market and you need to have some good talent and be able to turn good ideas into something concrete to make actual money.
And even then, the market is just hard, you can make a *really* good game and people can just fail to notice if you just have the shittest of luck.

I much prefer videogames staying mostly leisure for me, and modding is part of that.

>> No.4513783

Assuming you do every aspect of the game by yourself, I don't think the 500 people buying your steam greenlight product for $15 will make up for all the hours you put into it. If you did it with other people, you'd have to pay them too, reducing your already measly earnings, unless they do it out of the kindess of their hearts (lol)

All of this, of course, is under the assumption your game is even worth playing.

>> No.4513794

>buying your steam greenlight product for $15

Jeez grandpa get with the times
Greenlight is gone; it's all about Steam Direct now, the new hotness!
and it's at least as fucking dire as Greenlight ever was

>> No.4513798

Winter's Fury.
Zen Dynamics.
Ultimate Torment & Torture.

>> No.4513806

>Zen Dynamics
IIRC this doesn't work in modern GZDoom. I can't speak to the other two.

>inb4 what actually does at this point

>> No.4513809
File: 196 KB, 557x605, perfectd44mguy.png [View same] [iqdb] [saucenao] [google] [report]

Started playing HeXen, I chose Mage, and the combat was starting to annoy me at first. Then, I moved on a bit and finally got the ice shards. Cast that first ice wave and BAM! I got hooked instantly. This is amazing. The lighting is impressive, the level design is cool, the music is good, the enemies are awesome. Hexen is fucking great. It's very similar to Strife in the way that it uses inventory and level design, which is fine by me.

>> No.4513814 [DELETED] 
File: 479 KB, 1280x720, vlcsnap-2012-04-20-09h16m56s82[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.4513816

big thing about the mage early on is understanding the use of sapphire rod less as raw damage output and more for stunlocking in combo with flechettes. Mage's Flechettes are rubbish on their own; most enemies have enough mobility to walk right out of their AOE Use them in tandem with the rod, and they become much more useful.

>> No.4513823

Someone here is making REKKR, a free TC that runs on vanilla.

TerminusEst works on and off On Cosmic Tides, I think mapping was the development hiccup there.

>> No.4513828

Mage is the hardest to use, but is also the most fun

>> No.4513829

Goddammit, Zen Dynamics is broken?

Is there a patch?

>> No.4513830

Sorry, can't test ATM.
Rule of thumb; it it's old, graf brokeded it.

>> No.4513832


>I don't think the 500 people buying your steam greenlight product for $15 will make up for all the hours you put into it

sounds better than the $0 I'll get wasting the same time and making a mod that will be buried by brutal doom

>> No.4513834

ty will try these

>> No.4513838

Just checked on the latest version, it works.

>> No.4513841

>making a mod that will be buried by brutal doom

wrong thought process, homie
if that's your goalpost, you're always going to be disappointed
get better at modding because you like the cool shit other people have made, and because you want to see if you can too

besides, TBQH captain bob v's fame is on a the downturn, particularly now that he's in full hateboner mode over Project Brutality, to the point where he injected code that checks for PB being run over BD, and causes the port to crash if that's the case

>> No.4513842

fuck me there is some fucking gross disgusting dystopian shit in modern games. still can't beat doom after 2 decades.
(yes I know there's good modern shit too)

>> No.4513843

Cool. For some reason, I seem to remember hearing that it got broken. Maybe it was borked for a while, then got unborked?

>> No.4513853
File: 183 KB, 753x838, Fatsosplode.png [View same] [iqdb] [saucenao] [google] [report]

So, something terrible happened. While I was fucking with the talisman/chainsaw replacement, slade crashed. While saving. The resulting zip was corrupted and I lost all the changes I've made over the past 48 hours. I was barely able to fix it, though I lost a lot of progress and needed to readjust the sprites and shit, but it's back!

this isn't a full version change, but I'm off to play D&D and I want to know what you guys think of the new system.

Idea is, each weapon is infused with an element. Wind, Ice, Fire, Light, Death, etc. Altfires now take mana, which is gained by killing monsters. Only the pistol, SG, and SSG have been modified this way so far, but what do you guys think?


>> No.4513858

I am compiling a download of popular wads with some more descriptions and details, maybe something a bit more specific and comprehensive to go along with the Doom Downloads in the op?
Hopefully helpful for the occasional new person who pops in and is overwhelmed or confused about where they should go next, something to go alongside and reach beyond the recommendations in 'so, you want to play some fucking doom'.

after I've posted it you can tell me everything I've missed

>> No.4513863

jesus that's scary, i manually back up my stuff as much as I can now too
thanks and please include a short dnd update in your next post too

>> No.4513864
File: 426 KB, 1200x1200, 1514482755850.jpg [View same] [iqdb] [saucenao] [google] [report]

>So, something terrible happened. While I was fucking with the talisman/chainsaw replacement, slade crashed. While saving. The resulting zip was corrupted and I lost all the changes I've made over the past 48 hours.
T-thanks for reminding me that I need to make a backup right now.

>> No.4513872

I remember you used to be able to get supersampling in GZDoom by turning up the gl_multisample setting to like 16 or more, but now it's not working. Anyone know why the change and if there's still a way to do it

Before you ask, it removes aliasing between pixels when using unfiltered textures.

>> No.4513873
File: 67 KB, 605x521, 1503478418499.jpg [View same] [iqdb] [saucenao] [google] [report]

I have an idea for a doom episode called "trypophobos"

>> No.4513876

delete this.

>> No.4513878

Looking at the high amount of ammo and the firing speed of the weapons makes me think that this mod is geared towards maps with high enemy counts, or that you'll be adding in stronger enemy variants. Also, this is the first time I've seen my helmet zombie sprites in action, so that's neat.
Here are my criticisms
>minor sprite issues, such as the SSG primary fire duplicating its barrels during the firing frames
>chaingun altfire doesn't seem to shoot much faster than the primary
>BFG primary goes at a weird angle
>strange heretic-esque ghost enemies that don't take damage, appearance seems to be completely random
other than that, what I've experienced is fine. I epecially like the vortex BFG ball and the bullet trails.

>> No.4513881
File: 20 KB, 220x274, Doom3box.jpg [View same] [iqdb] [saucenao] [google] [report]

Might be the most boring FPS I ever actually bothered to complete. Jesus Christ what a pile of snore.

>> No.4513882
File: 65 KB, 353x440, madejustforme.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4513884
File: 216 KB, 1080x1080, valentine.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a lot more fun with the chainsaw.

>> No.4513885

only the hottest takes here on /vr/
also congrats on posting a game that is definitely /vr/ material
>Jesus Christ what a pile of snore.
Funny, that's not Half-Life 2

>> No.4513889

Make that a weapon.

>> No.4513890

Doom 3 is almost as good as Half-Life 2, which is to say, "It's pretty alright."

>> No.4513893

This isn't just a weapon wad- it's also monster modifications.

The ghost enemies are actually illusions made by retreating imps. Kill the source, and you kill the illusions.

Unless you're talking about the spectres. In which case, those are pretty buggy... but they're also my absolute favorite monster alteration I've ever made.

>> No.4513895

I see ILE is moving away from the vanilla+ angle. Not complaining, though. I must admit it looks pretty interesting.

>> No.4513896

>The resulting zip was corrupted
Would this kind of thing still happen if using folders instead of a compressed zip/pk3?

>I'm off to play D&D
Have fun!

>> No.4513901

congratulations on your impotence

>> No.4513903

>Would this kind of thing still happen if using folders instead of a compressed zip/pk3?
not for the same reasons, and definitely not because of a program crash
[insert version control rant here]

>> No.4513905
File: 62 KB, 599x358, 1513914636627.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4513908

I used to watch a speedrun of it to go to sleep to, no joke
In a playlist with a Metroid Prime and Unreal speedrun

>> No.4513910
File: 725 KB, 1920x1017, Screenshot_Doom_20180110_041431.png [View same] [iqdb] [saucenao] [google] [report]

are you ready to get frosty

>> No.4513917


I'm warming up inside my pants already

>> No.4513939

I didn't think it was as bad as everyone said. Combat was fun, but it was a very slow start.

>> No.4513952 [DELETED] 

Do not respond or engage

>> No.4513983
File: 41 KB, 539x767, doom purgatori.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4513986

You're gonna love the next map

>> No.4514010

Is it me or does the latest GZDoom really fuck with some skyboxes?

>> No.4514012
File: 116 KB, 700x300, 1206.png [View same] [iqdb] [saucenao] [google] [report]

Gonna request this again: move the cool gun to slot 4, plox.

>> No.4514049

the only thing i can get off to these days is automap porn
nothing else does it for me anymore

>> No.4514051

>pick slash on campgrounds
>press taunt
what did they mean by this?

>> No.4514061

Orgasm of killing, pretty much like the whore announcer of UT2004 when saying GODLIKE! and WICKED SICK!

>> No.4514091

dude same

>> No.4514093 [DELETED] 

report and ignore

>> No.4514114


>> No.4514115


>> No.4514146

Can I get some recommendations for a good ice/snow texture pack?

>> No.4514157 [DELETED] 

fuck off sarais

>> No.4514158

>short DND update
>The city we were in ended up poisoned when someone put stuff in the river, we investigated, got insta-incapacitated by cheap DM fiat by our superiors, apparently trying to 'teach us a lesson' about doing things on our own. My character doesn't like being thought of like a tame dog or a slave, so they stormed out and left the group. Now I'm rolling up a new character. Maybe.

>> No.4514176

lol not sure who that is buddyro

>> No.4514180

just ignore him

>> No.4514202
File: 29 KB, 640x366, ayy.jpg [View same] [iqdb] [saucenao] [google] [report]

>that story sounds familiar

>> No.4514207

Do your DnD sessions inspire you in your modding/mapping? After all, Doom itself was inspired by a DnD session at id.

heh sweet i haven't played dnd in a while,
last time the little girl in our group didn't really get roleplaying and ended up crying

>> No.4514210

I've never played DnD but always had a passing interest in it. I just don't think I have the time anymore.

Shoulda got in on that shit when I was young.

>> No.4514218

To be honest, I think the flame bikini's slot 1 should be less spammy but at the same time more satisfying to use. I think most of the outfits' slot 1 attacks are too samey and serve the same purpose and that they should instead be more diverse and situational.

>> No.4514223

I played it a lot as a teenager but yeah, getting schedules worked as adults with families and whatnot is a pain.

>> No.4514261

Why Campgrounds in particular?

>> No.4514293

I'm sorry this happened to you man. Remember people: Back your shit up. When was the last time you made a backup?

>> No.4514307

because it's the best DM map?

>> No.4514327

Debatable, people like Campgrounds but what everyone loves for real is the brainless Longest Yard because "oh hey scrap all the tactics skills and let's solve the fragging in pure who has the best aim rule", a.k.a who pickups Railgun first, owns.

>> No.4514332 [DELETED] 

Hmm... Is there Picture-in-Picture for Doom? Could I make a coop wad where each party member can see another party member's vision out of the corner of his eye?

>> No.4514347

It's like with Facing Worlds

>> No.4514356

Facing Worlds is even worse because that's just a literal meatgrinder and CTF goes on until either the time is up for the flags are capped. If you just want low-grav DM, Morpheus has always been there and has always been forgotten because DOOD FACING WERLDS.

Deck17 is best map

>> No.4514361


Exactly and honestly i don't what's up with most players of these games, they claim "it requires skill to play these" but lul look at the shitty maps they love, literally zero cover and nothing besides the raw shooting.

Also, Quake 3/Live have the same problem with CTF since there is Q3CTF4 and Q3TOURNEY6_CTF

>> No.4514364

It's the same audience that loves Clan Arena so much and bitches and moans to the end of the world any time it's not included. I'm sure they have fun with the one-life, no self-damage, all weapons stuff (as evidenced by that being the only fucking thing still alive most of the time in QL) but some of us do want to worry about item pickups and timing, dammit.

>> No.4514374

Only Quake Live had that fate, bless Quake 3 because nowdays if you check servers, most played gamemode is vanilla CTF with OSP for tracking stats only, besides that, the only cancer is really CTF4 and Tourney6_CTF.

I hate to death seeing some turd joining and callvoting for those maps that instawin the voting, later when the server returns to normal rotation they FUCKING CALLVOTE AGAIN, from the entire other vanilla maps or Threewave map pack they fucking stick to CTF4 that makes me mad at unsafe levels.

>> No.4514391

Hmm... Is there Picture-in-Picture for Doom? Could I make a coop wad where each party member can see another party member's vision out of the corner of his eye?

>> No.4514404

Not yet, it Probably can be done with cameratextures, but:
1) Screens need to be rather small if you want them to not obstruct gameplay
2) At that size you'd need high resolution to make out what's going on on those tiny screens
3) More than 1 extra screen would degrade performnce horribly since you'd have to render more than 2 scenes at once.

So probably the best way to do so would be a single extra screenie you can use to switch between different team members.

>> No.4514408

Whodunnit for Zandronum had the 'Murd TV' thing where you can secretly place down a camera whose output is projected into a corner of your screen.

The same source port at least has a co-op spy feature to keep tabs, changing your view to another player's.

>> No.4514419

> tfw you read +NOICEDEATH as "noice death" and not "no ice death"

>> No.4514421
File: 25 KB, 192x64, CRAWLINGWITHINMYSKIN.png [View same] [iqdb] [saucenao] [google] [report]

Well it's already a texture

>> No.4514426

where's the joke

>> No.4514487


>> No.4514521

don't worry, nerfnow hasn't been funny for ages

>> No.4514534
File: 197 KB, 1040x645, 1mess.png [View same] [iqdb] [saucenao] [google] [report]

I tend to start drawing random shapes at first and then fill stuff in. When I have my start I can add stuff until I get tired of it. If I had to think of an idea and then make that I'd probably never finish anything.

>> No.4514536
File: 115 KB, 451x396, LightElementBooleets.png [View same] [iqdb] [saucenao] [google] [report]

I was originally complaining and asking for help with status bar stuff (Having problems with drawbar, turns out my sprite names were too long), but I ended up fixing that and now I'm working on more things! I expect the chaingun replacement to take pretty long to finish up with the sprites, but I've got a shiny new mana bar and the chaingun's mechanics (Light element bullets. Grants a little bit of angel to each individual bullet! And those angels hate demons!) all done. Now, to rip sprites from things and kludge around like a monkey with a sledgehammer duct-taped to a set of fingerpaints to try and make a working weapon sprite.

>> No.4514581

i recognize that curve pattern
a_seekermissile is complete arse when it comes to verticality

>> No.4514582

that looks cool, is it released / available anywhere?

>> No.4514587

The joke is MINE

>> No.4514634 [DELETED] 
File: 80 KB, 793x577, MrHugehands.png [View same] [iqdb] [saucenao] [google] [report]

>Spent way too long making the talisman sprite
>turns out the hands are way too big for a normal weapon
>Sprite ends up TOO HUEG for any use
>Any time I try resizing it down, it just pixellates everything to hell

>> No.4514635

Seems fine to me, if need be just push it down a little.

>> No.4514638

>Spent way too long making the talisman sprite
>turns out the hands are way too big for a normal weapon
>Sprite ends up TOO HUEG for any use
>Any time I try resizing it down, it just pixellates everything to hell

I tried, but the hands are still outrageously larger than they should be, especially compared to normal weapons.

>> No.4514640

Alright boys I'm going to start working on the Doomslayer's dagger subweapons, I have three written down, and I think I want him to have 4 to pick from besides the default starting dagger. Here's what I got so far:

Spread dagger: throw like 6 daggers in a fan, each dagger does less damage and heals less on hit compared to the single regular dagger, but hitting with all 6 hits for a lot of damage and grants a big chunk of HP.

HP drop dagger: rather than giving health instant on hit, it spawns a few pickups that grant more life but the player has to go get them manually, could also be used to help friends out.

Ammo drop dagger: heals less but spawns ammo pickups like the chainsaw gauntlet.

I'd like to at least add 1 more but I'm drawing a blank at the moment.

Why not use an orb of some kind?

>> No.4514649 [SPOILER] 
File: 11 KB, 128x102, 1515590397845.png [View same] [iqdb] [saucenao] [google] [report]

I probably could, but I want to try editing Eleena's armbow one more time. We'll see how well it works. If not, I'll come up with a glowing orb or whatever.

Also, I totally didn't know this until today, since I last played Eradicator long before took an interest in such things, but Eleena is really goddamn stacked. Busty catgirls all day erryday.

>> No.4514660

I have been considering it, if I could make it a setting I'd do it that way, or I could just do the move all weapons up by one so ssg is at slot 4 and shotgun stays at slot 3 but it gets confusing real fast.

its bit hard to make the melees be variable and at same time not OP, Ive been trying to figure something for them, will have to see what.

>> No.4514674

I've wanted to get back into mapping since forever but doombuilder won't run under wine, shit just crashes. Is there anything in particular I am supposed to do?
I even tried to run it in a VM, but the emulated video card wasn't enugh.
Just holy shit is there seriously no decent map editor for unix systems.

>> No.4514687

Actually I'm already trying to do that with Build engine, but I see that's gonna take time.

>> No.4514689

Shit, that greentext shouldn't be there.

>> No.4514701

Well, here are some ideas I have

For a flame-based attack, maybe you could go with something that doesn't do much damage by itself but sets enemies on fire and does damage over time. Implementations could be a fire punch (shoryuken?), a small AoE blast within a small radius from the player, or flame breath.

For the maid outfit, maybe a broom. Primary hits with the stick, while the secondary kicks up some dust and briefly stuns an enemy who gets hits by the dust cloud.

For the schoolgirl outfit, instead of throwing a toast maybe have her throw an assortment of school materials instead. She reaches into her school bag and hurls a random item from it, and each item does different damage or maybe have some unique effect. But maybe such a weapon could be better reserved for a magician/trickster type outfit?

>> No.4514704
File: 12 KB, 181x94, 8ARhudH.png [View same] [iqdb] [saucenao] [google] [report]

there was an attempt
maybe it could be used, for posing and such

>> No.4514712

This game seems to be built better than most of its bretheren, and it's just 1$
https://steamspy.com/app/603370 - says it has at least 180k owners which is about ~100k$ in revenue for the devs considering the game was on sale for 70cents for quite some time and the share Valve takes.
So all in all, it looks like there may be a market for a sprite-based indie FPS game, if it is at least semi-decently built and not a generic asetflip shit.

IIRC Build is still Ken Silvermans property and can not be used for anything commercial, GZDoom however is GPL now and can be used for commercial purpose.

>> No.4514809

What are some wads that have a Plutonia aesthetic without trying to be some sort of sequel to Plutonia?

>> No.4514818


It has a lot of switch hunting though.

>> No.4514821

>a Plutonia aesthetic
What's that? Completely disconnected map visual themes and toxic waste that uses the textures of harmless liquids?

>> No.4514824

I've heard of people getting db to work under wine so hopefully someone else might be able to help.
I think just slade3 is your best bet though.

Someone asked anotak about a linux version of dbx, he said "i'd like to but Doom Builder relies heavily on the SlimDX library which is windows only. it would be needed to rewrite the entire renderer to use OpenGL. that is a very large project that I have not found time for. it's a large enough project that i don't think that the reward would be worth it for me to do by myself. if i had that kind of time, i'd rather write a new editor at that point desu. however, if others are willing to help me with it, i would be willing to contribute and maintain it afterward"

>> No.4514828


It's pretty clear what the Plutonia aesthetic is, so obvious that people even made "sequels" to it in the form of Plutonia 2 and PRCP which also share that visual style. I haven't played it in years but from what I remember: A grotto kind of level design with structures dominated by vegetation, water, mud and toxic waste. Buildings are generally brown. None of this applies to the obligatory later hell levels though naturally.

>> No.4514842
File: 128 KB, 640x480, Talisman.png [View same] [iqdb] [saucenao] [google] [report]

The Talisman (Chainsaw replacement) is in! Primary fire will consume mana to charge up a storm of death and doom, while altfire will consume mana in order to heal you.

>> No.4514845


isthereanydeal says it was 2 usd from march (release) to june

I say it did at least $270k

>Peak concurrent players yesterday: 55

more people than UT4

>> No.4514885

If Plutonia has 2 sequels why doesn't TNT have them considering it's actually not shit like Plutonia?

>> No.4514889

>more people than UT4
tfw Epic is now just using their resources for other games and doesn't even bat an eyelid at the existence of competitor game Quake Champions

>> No.4514892

I think that a project like this wouldn't work out very well
you've got hundreds of people all with different ideas, things they want to put in, beliefs for what makes a level good/bad, and a hundred other factors
not to mention I imagine a lot of people here aren't too big on compromising and negotiation, I think it's quite likely it'd end up being a clustered mess of ideas that nobody was really happy with, and nobody wants to play either

>> No.4514906

>I say it did at least $270k
nah that's not how it works...

>> No.4514927
File: 255 KB, 961x1327, infographie-real-hierarchy-doom-87.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4514969

oh yeah, you're right about that. Flechette was underwhelming as shit at first until I learned that you could get them to stun into the explosion. my typical routine is stun, move in and plant flechette, move back and stun again then move on if they die from it.

>> No.4514972

once you understand that the ice shards are basically 100% more powerful if you use them as melee, it becomes great. Also the sapphire rod can penetrate enemies so you can chain kills if you line em up

>> No.4514995

>not recommending ssg on the hard monsters

>> No.4515010


I wouldnt consider lost souls to be on the bottom of the food chain. Buggers are annoying as shit.

>> No.4515056
File: 6 KB, 640x480, Shit.png [View same] [iqdb] [saucenao] [google] [report]

So, this is the worst possible status bar known to mankind.

Should I give up?

>> No.4515058

In GZDoom, how do I make a toggle out of the binding? What I want is for the same button to set my autoaim to the max when I press it, then if I press it again - to 0.

>> No.4515067

It invokes a retro feel, that's for certain.

>> No.4515073


you define aliases and then do rebinds in them

here's three lines from my autoexec that lets me toggle between "old" and "new" style:

alias freelookmode "autoaim 0; freelook true; crosshair 1; rebind vanillamode"
alias vanillamode "autoaim 5000; freelook false; centerview; crosshair 0; rebind freelookmode"
bind T freelookmode

Just replace T to whatever key you want

>> No.4515081
File: 689 KB, 1611x938, file.png [View same] [iqdb] [saucenao] [google] [report]

Well apparently GZDoom now does not support expressions it supported when the Wiki was written

>> No.4515128 [DELETED] 

You're the one using double quotes twice, not the wiki

>> No.4515132

You don't have to surround the entire command in quotes.

>> No.4515137


>> No.4515138


>> No.4515139


Nope. Slim it down, pretty it up.

>> No.4515148

dont count yourself out yet mate
i feel like it needs a bit more style than just grey on grey and with no detailing

>> No.4515151

>tre/vr/'s lost in /trash/, must blast his way out.

Fund it.

>> No.4515164

you know you can already live out your power fantasy of shooting up cons by just playing nuts with SUPRWEP8.DEH

>> No.4515185

any good maps with magic or ancient themes like EPIC and EPIC2?

>> No.4515187


>> No.4515192

They have roughly the same amount of health as a Cacodemon.

>> No.4515194

Done already, hexen too.

>> No.4515206

hexen deathkings then :^)

I guess ancient aliens very tangentially qualifies, but I'd err on the side of no, and we're all still waiting for REKKR

I guess just find the few heretic/hexen map packs that people actually like, and play those

>> No.4515215

mayan mishap

>> No.4515235
File: 88 KB, 642x960, 1505952386611.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw when you dont want to show something off cause a new thread is coming soon

>> No.4515270
File: 92 KB, 520x398, 1513898398922.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4515383

What's your favorite Final Doomer weaponset?

>> No.4515416

i like the btsx one

>> No.4515447

JPCP and BTSX are the only ones that aren't shit

>> No.4515459

how can anyone be this wrong

>> No.4515467
File: 475 KB, 1360x768, Screenshot_Doom_20180110_204928.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4515470

Looks like /v/ is leaking again.

>> No.4515475

given that you're responding to an obvious shitpost, no shit.

>> No.4515476

Right back at you.

>> No.4515479 [DELETED] 
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google] [report]

truth hurts innit?

>> No.4515480

That's a perfectly legit opinion to have though.

>> No.4515481

This retarded image doesn't help at all, stop posting it in every thread. You're the reason /doom/ isn't comfy anymore, always with the drama.

>> No.4515483

Just saying, if you have to point out that you find a post suspicious, it's better to ignore it than to draw attention to it with faggy memes.

>> No.4515485


whoa that's awesome

I can't wait to try it out

>> No.4515489 [DELETED] 

The truth really does hurt!

>> No.4515493

I remember last time I tried Hunter's Moon one of the first encounters is in a fuckhuge corridor that looks like it is sseveral kilometers long.

And it's a fucking chore to traverse. Next levels had same problems. Would you add some rapid sprint abilities or other transportation to fix those parts?

>> No.4515495
File: 85 KB, 301x301, Doomguy.png [View same] [iqdb] [saucenao] [google] [report]

I feel like liking Doom is a patrician thing.

>> No.4515504

>Would you add some rapid sprint abilities or other transportation to fix those parts?

Yes i will remove the maps to make actual ones that has lore to them instead of being a pure grindfest like a slaughtermap.

>> No.4515527

Return to Hadrian E1 and E2 (they're separate releases)

>> No.4515584
File: 43 KB, 500x500, 1489773854704.jpg [View same] [iqdb] [saucenao] [google] [report]

>pistol start UV E2M3

When the rip and tear just right

>> No.4515606

i guess that means you turn to your immediate right, and go through the door for the berserk and chaingun first?

>> No.4515625

yeah, except I clear out the whole room without the chaingun

>> No.4515640

jfc he's allowed to say he didn't like some weaponsets you morons

>> No.4515659 [DELETED] 

you almost gottem

>> No.4515662 [DELETED] 
File: 432 KB, 880x594, 3ee3b419c4.png [View same] [iqdb] [saucenao] [google] [report]

Listen. The same people who post the shitposts are the ones who post "REPORT & IGNORE!!!!111" every 3 seconds the second someone has an opinion. Stop replying to either one. I'd have thought you people would figure this out by now but apparently not.

>> No.4515665 [DELETED] 

I suppose you have some evidence of these claims

>> No.4515667 [DELETED] 

I've been here since this board came to be and and I'm one of the few trying to actively stem the tide

Try again

>> No.4515684

Nice. what episode?

>> No.4515685 [DELETED] 

where does it hurt?

>> No.4515704

Double Deuce - A 2-bore rifle

>> No.4515706

maps that feel like the first half of Evilution?

>> No.4515707

is not like qc has a lot more players

>> No.4515714

Huh. Neat.

>> No.4515719

QC can find matches in less than a minute and even now has more content than Unfinished Tournament 4

>> No.4515729

Traditional Doomguy, actually. The rebalanced arsenal makes the pistol, chainsaw and chaingun a joy to use.

>> No.4515732


>> No.4515739
File: 40 KB, 1000x500, 1488449549667.png [View same] [iqdb] [saucenao] [google] [report]


In that order. JPCP was a pleasant surprise as I got accustomed to it, Plutonia is a fun take on the usual weapons, BTSX I'll give points for standing out well too. TNT is a nice kit too but something about the AA set rubs me the wrong way despite giving it a good go with something like Scythe.

Haven't tried the altered Doom set but I think I should.

>> No.4515741
File: 448 KB, 1360x768, Screenshot_Doom_20180110_232846.jpg [View same] [iqdb] [saucenao] [google] [report]

Another angle and finished my session of mapping for today, been mapping this area for 8 hours straight already.

>> No.4515753

I can hear Alexander Brandon's music in my head when looking at this.

>> No.4515754
File: 48 KB, 600x600, ape.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey doomfriends.
I've had an idea for a fps I want to prototype, and thought about using one of the many doom source ports to do so.
How "creative" can I get with doom modding? I'm aware of many mods that are more than just reskins, and also I know some of the engine limitations (like no rooms on top of other rooms), but I'm unsure on what can be done with scripting. Or how hard it is to move away from the default doom

>> No.4515761

depending on how exactly complex you want to get, especially in level design, you might be better off using id tech 2

>> No.4515767
File: 214 KB, 1360x768, sector pizza.png [View same] [iqdb] [saucenao] [google] [report]

There's quite a lot of things you can do with GZDoom.

>> No.4515768

With the know-how you can get pretty unique results from the engine and ports. https://www.youtube.com/watch?v=OOg0BhlIvyQ

>> No.4515773

Well, i was playing this for all the 8 hours of mapping: https://www.youtube.com/watch?v=MNTVAugAyOE

>> No.4515781

>that distorted as fuck view bob and fisheye
Oh god I'm gonna fuckin' hurl.

>> No.4515782

you can have rooms on top of other rooms and shitload of other fancy features, it all comes down to knowlege of editor and your mapping skill, if you want your game to be more than doom clone you want to know how to code

>> No.4515785

at least listen to good GitS OST https://www.youtube.com/watch?v=swmWZGgt4vk

>> No.4515797

Sir, you don't need to say that the 2017 movie have bad soundtrack to express your hate for it being a shitty adaptation, no matter how stupid it was, Lorne Balfe and Clint Mansell did a great job in the soundtrack part, Clint Mansell specially also did the same with the Doom movie, it sucked in all aspects but the soundtrack.

>> No.4515806

The traces will always remain.
If you want it to be nothing like Doom, use a different engine instead.

True 3D geometry is fairly limited, a lot of slopes degrade performance somewhat fierce, Room-over-room is bug-riddled.
Huge open spaces are only possible if they are not very detailed because once you get over ~5k lines in sight (only being completely obscured by wall that runs floor-to-ceiling is counts as obscured in Doom, so a huge city map would be ALL UNOBSCURED) performance will start degrading rapidly. No LODs unless you use some major skybox fuckery.

this shit >>4515768 requires a supercomputer to run smoothly. It gives about 30 FPS on a rig that runs all modern games at 80+ at max settings.
Also it is a real chore to map like that.

If you want true 3D while using sorta-kinda-oldschool engine within GPL - use Darkplaces and limit its options.

>> No.4515810

still has nothing on Kenji Kawaii or Yoko Kanno
anyway, not doom

>> No.4515812

Level design's not gonna be really complex, but some mechanics I've planned might be


I know I could theoretically go super complex editing the source code, but I want to prototype this relying only of scripting if possible. Also I know how to code, but I don't have the know-how.

Thanks for the replies

>> No.4515824

>I don't have the know-how
*engine specific know-how

>> No.4515838

>Unfinished Tournament 4

Also oh dear, page 9.

>> No.4515840
File: 38 KB, 593x817, 1509568739541.png [View same] [iqdb] [saucenao] [google] [report]

how do you design this logo around olive oil?

>> No.4515841

The intern tasked with designing a logo was a fan of Quake.
His superiors in the marketing agency as well as the client either ran with the joke or didn't know of Quake's existence

>> No.4515846

something something Spaniards and bulls
those are horns

>> No.4515847

I'm on it.

>> No.4515849

you can find matches in ut4 in less than a minute too, and people usually vote the .bsp maps over the detailed ones

>> No.4515858

New thread.


>> No.4515908


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