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/vr/ - Retro Games

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File: 144 KB, 807x1181, STARTAN.jpg [View same] [iqdb] [saucenao] [google]
4541384 No.4541384 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4533871

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.4541391

=== NEWS ===

[01-23] Anon release; Main UAC Hangar demo

[01-22] Babel updated

[01-17] Anon release: gp.wad, requires cc4tex

[01-15] Quake Champions Doom Edition trailer + release date "02-10-18"

[01-15] La Tailor Girl updated to 1.3

[01-14] Latest version of Cyberpunk Shootdown re-uploaded

[01-14] Anon wants to make music for your map:

[01-14] Smooth Doom update

[01-13] Crispy Doom 5.1 released

[01-13] Doom LMP Uploader: encode/upload demos to youtube

[01-12] Nuclear Chunks: a new Plutonia map each Friday, by Khorus

[01-11] Tangerine Nightmare RC2

[01-11] Anon map release: Toxic Complex

[01-11] ProjectILE update:

[01-11] DAKKA news/updates:

[01-11] Anon map release: 4hr speedmap for his friend's birthday

[01-09] Anon map release: his first map, second release removing some ZDoom-isms

[01-09] Anon map release: Boom-compatible speedmap

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4541394

>text captcha is dead
fucking gookmoot, I don't want to use the buttnet pictures
off to some forum I go

>> No.4541405

We heard you the last three times.

>> No.4541408

It's Google's fault though.

>> No.4541416

>Anon release; Main UAC Hangar demo
Is this not from Zanieon? (not that it matters)

well hey you can always buy a 4chan Pass™ :^)

>> No.4541418
File: 55 KB, 351x351, revenants.jpg [View same] [iqdb] [saucenao] [google]

>Dump a bunch of images in a thread
>Unironically consider getting a pass with these fucking Captchas in the way
>The very next day 4chan fucks up

Every time.

>> No.4541421

I did. $20 is nothing to me and I hate captcha, so it's worth it.

>> No.4541427
File: 168 KB, 800x484, Brutal_Doom_Cover.png [View same] [iqdb] [saucenao] [google]

How did it get so popular?

>> No.4541429
File: 79 KB, 1280x720, 1505807352979.jpg [View same] [iqdb] [saucenao] [google]

>tfw i downloaded La Tailor Girl expecting just some lewd
>tfw i got a fun as fuck mod plus lewd
La Tailor Girl it's a bless

>> No.4541434

Fancy gore and adopting more shiny modern things. Starting off with an assault rifle probably helped a lot. I'm not sure if not being CoD was one factor at least back then when it was more hip to dislike it. considering the mod just tacked on more modern FPS-like features overtime.

>> No.4541435

also for some reason casuals like the to reload their weapons

>> No.4541446

It's fun to kick monsters teeth out of their heads. That's all.

>> No.4541448

Low standards.

>> No.4541449


but also one of the biggest things is simply the coverage it got, then that makes it more popular which leads to more coverage which leads to more popularity and so on.

>> No.4541451

It can be fun to play for a few minutes, but I can't fathom how people can play Doom exclusively with this mod.

>> No.4541461

idk dude, going ham on a room full of monsters and watching them blow into pieces and being left with everything coated in blood and guts is pretty satisfying

>> No.4541463
File: 111 KB, 900x692, 1515448807183.gif [View same] [iqdb] [saucenao] [google]


>> No.4541467


It's fun and satisfying, simple as that. And it's easy to promote, both because its featurelist are simple bulletpoints that sound good and because its past accomplishments keep piling up.
The problem isn't its popularity, it's Mark's and the fanbase's general reaction to criticism. This is now compounded by the fact that Mark said some dumbass things so now he's being paraded around as a sexist racist Nazi white supremacist who kicks puppies and playing his mod is supporting Hitler. So now controversy is bringing around more interest and jading people to the criticism, which is only making the criticism even louder, which makes the cycle go around.

>> No.4541468

/doom/ sure is influential.

>> No.4541471

How the fuck are you supposed to play Blood when half of the enemies take out 30% of your health on wakeup? Is this game just a meme?

>> No.4541472

hey even the official doom twitter retweets our memes

it starts off quite hard and actually gets more fair i think

>> No.4541473
File: 110 KB, 808x457, 1480568911451.png [View same] [iqdb] [saucenao] [google]

Sorry, couldn't resist.

>> No.4541478

the official doom twitter retweets whatever they want no matter how obscure.

>> No.4541479

Use cover, get them before they 'wake up'.

Treat it like real life: you don't want someone pointing a gun at you ever, so make sure it never happens, or at least you are shooting the guy before he gets a chance to shoot you.

Alt-fire dynamite around corners at cultists and alt-fire flaregun at groups of them is a good way to deal with them.

If you alt-fire dynamite at as many cultists as possible before they even see you, Blood will become a whole lot easier.

>> No.4541484

Brutal DooM (by Sergeant Mark IV) is an amazing modification to "DooM" that has excessive gore the way the original designers intended, incredible new spritework, advanced monster AI, entirely new weapons that can actually reload, and beautiful special effects and audio. It also brings brand new mechanics to the old FPS that were sorely needed, like jumping, crouching, and looking up and down! Brutal DooM shows how the hard work and determination of but a single individual can do so much to bring an old game back from the dead.

>> No.4541486
File: 2.86 MB, 640x480, blood2.webm [View same] [iqdb] [saucenao] [google]


>> No.4541489

> shotgun uppercut a zombie into the sky and the body splatters when it hits the ground

>> No.4541490

nice, you should get into Journalism™

>> No.4541495

Yeah it's pretty gay and I don't get why people like it so much. Pretty much your options are play on easy and just take the chip damage or play slow and tedious and cheese every encounter.

Doom's hitscan enemies are actually pretty great because they are kind of slow to react and bad at compensating for your movements and just pretty predictable, so you can actually control them pretty well and it ends up just another thing to do to avoid damage on top of dodging fireballs and everything else. Meanwhile Blood's hitscan enemies you pretty much have to see in advance and ambush to avoid taking damage.

>> No.4541497 [DELETED] 

>Yeah it's pretty gay
Are you 12?

>> No.4541502

There is literally nothing wrong with reloading.

>> No.4541504 [DELETED] 

go back, expat

>> No.4541507 [DELETED] 
File: 40 KB, 250x357, 1498279428680.jpg [View same] [iqdb] [saucenao] [google]

sorry didn't mean to oppress you
I'll be more diligent in checking my privilege

>> No.4541508
File: 57 KB, 900x600, 1516590069413.jpg [View same] [iqdb] [saucenao] [google]


>> No.4541509

>Pretty much your options are play on easy and just take the chip damage or play slow and tedious and cheese every encounter
or.... you know what I'm going to say right?
Git güt my friend.

>> No.4541513
File: 2.86 MB, 640x480, blood.webm [View same] [iqdb] [saucenao] [google]

>Pretty much your options are play on easy and just take the chip damage or play slow and tedious and cheese every encounter.

>> No.4541514

But it also isn't necessarily superior to no reloading.

>> No.4541520

I at no point said Brutal was good.

True, depends on what you want to do with a game/mod.
Wolfenstein 3D for instance isn't a game which would benefit from reloading mechanics in it's base forms.

>> No.4541521

That's the whole issue though. Being good is too easy and super boring. I like a game that makes me work to git gud and is being gud feels satisfying.

remember when I said
>Blood's hitscan enemies you pretty much have to see in advance and ambush to avoid taking damage
that's all you're doing by memorizing enemy positions. I don't understand how that is supposed to be fun.

>> No.4541523

Seconded. Use the weapons properly and learn movement and health management.

>> No.4541526

i mean i do feel similarly to you, just not the game for us
that's why I play zbloody instead desu

>> No.4541528

>that's all you're doing by memorizing enemy positions
You're not though, the webm shows you can dodge enemy fire and have high speed gameplay at the same time. All you need is reaction.

>> No.4541529
File: 2.98 MB, 640x480, blood 1997.webm [View same] [iqdb] [saucenao] [google]

Jump and crouch like a madman when facing gunmen, also taking cover is 100% valid.
Make yourself a small target, and make yourself a hard to aim at target, if you can do both, you're golden.

Also, Blood is just not meant to be easy in any way.

>> No.4541532 [DELETED] 
File: 359 KB, 676x1000, 60252656_p0.png [View same] [iqdb] [saucenao] [google]


>> No.4541534

Blood's hitscan isn't instant, you can bait them out.

The game that actually has bullshit instant hitscanners is Shadow Warrior, fuck them in that game.

>> No.4541536

This is now /blood/, a blood general

wait, imagine a fucking world where blood's source was released instead of Doom's and we were all playing blood gameplay mods with blood maps from the bloodowards...

>> No.4541537


If you can get a below 200ms average after 5 tries, you're good enough for Blood.

>> No.4541538

>not owning a shitload of games
how niggardly.

>> No.4541541

Please teach me how to react to enemies a full second before I even spot like in that webm.

>> No.4541542

258 avg
I feel like this isn't good

>> No.4541543
File: 17 KB, 853x407, fug.png [View same] [iqdb] [saucenao] [google]


>> No.4541549

Except you don't? The webm clearly shows the player baiting the gunners, which isn't possible unless you make them see you first, he then takes cover. Meaning, again, what you need is reaction.

>> No.4541550

nah i think around there is really a good normal reaction time

i got down to 219 after some goes

>> No.4541551


>> No.4541552
File: 19 KB, 730x474, sheeit.png [View same] [iqdb] [saucenao] [google]


>> No.4541562
File: 217 KB, 1500x1300, homodoom.jpg [View same] [iqdb] [saucenao] [google]

Made my first two maps. Well first two maps I consider decent. Can I get some feedback on how they play (level design/difficulty/texturing)? They're pretty short so I hope it's not a tall request.


>> No.4541567

Not sure if smug or aroused

>> No.4541569

All I see is D2iNO Dead Simple

>> No.4541570
File: 91 KB, 480x515, 1465841346565.jpg [View same] [iqdb] [saucenao] [google]

>tfw there's an alternate dimension in which doom's source code was never released

>> No.4541571

What does that mean? It should replace the first 2 maps of Doom 2

>> No.4541573

>git gud
nice meme
The only thing challenging about memorizing enemy positions or peaking around corners every two feet is trying not to kill yourself from boredom.

The webm clearly shows the player preparing to bait before actually executing even though there's no way he would know they were there if he were playing blind. You just can't avoid taking damage from hitscans unless you know they are there in advance, and if you haven't memorized the maps that means you just go really fucking slow.

>> No.4541580

is there a demake of doom 3?

>> No.4541583

there exists two (I think)
The modification for classic doom that brings in new sprites based off of D3, but I haven't seen any files or discussion related to it in many years
And then there's the one that simply allows D3 to run on older machines

>> No.4541585

jesus christ...

anyway i played 'em, not good at giving criticism but here are some thoughts:
the second one is obviously better, i guess probably just because you've learnt more after that first one. it's got more detailing and better use of textures, i guess there's just more to it in general.
Not difficult or anything on uv, feel free to get meaner.
Would like to see another one maybe a bit longer again, some more traps, more tight spaces and more enemies :)

>> No.4541586

Brutal Guncaster is better

>> No.4541595

Thanks. Forget to mention there were a few secrets, did you find any of em?

>> No.4541603

I thought you were talking about high resolution high quality video presentation or editing. Even though VP9 webms support higher profiles, compatibility problems arise[1]. It should be easy to test by adding pix_fmt switch to ffmpeg command generated by GUI tool.
[1] >phoneposters

>> No.4541604
File: 84 KB, 1600x1046, Doom_2_INO_MAP07_map.png [View same] [iqdb] [saucenao] [google]

Oh no, I was referring to your image and a terrible map. Sorry not up to giving feedback or anything

>> No.4541606

The maps both felt pretty empty for how many enemies were in both. You should also pay attention to your textures on map 2, there were a lot of misaligned ones in the first blood room. Enemy selection was also fairly basic, there are a lot of cool monsters in Doom and you only used like 5.

>> No.4541607

project brutality > all

>> No.4541609


So, no maps?

>> No.4541610

i found a couple in the first one, the chainsaw and armor i think it was? i think they were hidden just fine.

>> No.4541612

No problem, I just didn't remember INO and was confused what you meant.
Cool. There was also a super shotgun and chainsaw in map 2, maybe those are too difficult to find.

>> No.4541615

doom 2.5 has some I think, but I don't remember the reception being too stellar

>> No.4541617

sometimes opinions on difficulty and monster usage can depend on the context of where your map fits in too. i agree with what the other guy said, but for example if these were the first maps as part of a larger set, then you probably want to have them a bit easier and not just introduce all the monsters at once.

>> No.4541648
File: 977 KB, 320x240, doombabby.webm [View same] [iqdb] [saucenao] [google]

DONT bully

>> No.4541652

>set size limit on webm4retards
>says it will cut off the end of a video if needed
>cuts off 75% of the video
what's the fucking point? you're just supposed to lower the fucking bitrate
fucking 0.1Mbps upload speed can't upload shit over a mb or it just errors out

>> No.4541670

Yeah, that was my mindset regarding monsters. Although it would be silly to strictly make maps in the order they'd appear.
Hmm, maybe I should've had pistol starts in mind...

>> No.4541672 [DELETED] 

You first, 14'er.

>> No.4541679

if you're gonna keep posting this, you clearly weren't a regular at all.

>> No.4541681


>> No.4541687
File: 1.16 MB, 1047x849, RIP-AND-TEAR-HQ.jpg [View same] [iqdb] [saucenao] [google]

Since I just found out that the Doom Comic was finally re-scanned in hires... like two years ago, here's a hi-res Rip & Tear, in case anyone else missed it.

>> No.4541709

>memorizing enemy positions. I don't understand how that is supposed to be fun.

Never play a shmup then.

>> No.4541724

Stop playing Blood like Doom.

>> No.4541728

Did you do this on your first or maybe second try? If so, that's pretty impressive. If not, you didn't prove anything, as he was complaining about the game being too trial & error.

>> No.4541730
File: 642 KB, 1920x1080, Screenshot_Doom_20180123_211840.png [View same] [iqdb] [saucenao] [google]


very linear, basically a hallway the entire map but is forgiven because its your first map and the monster placement allowed for a fun minute of blasting


this feels like a much more developed level, with architecture that feels more like a fun "doom level" rather than a hallway which i appreciate. i also appreciate the teleporting monster sequence.

as for texturing, there's a lack of cohesiveness in both of these maps, but if you transitioned them nicely using some metal texture and proper alignment, it could work. also it's probably a good idea to make the exit switch an actual switch instead of a door but that's just nitpicky. i suggest you study how wads like hellbound and doom 2 the way id did use the base textures, also maybe check out memento mori or skilsaw maps for fun level design.

pic related is the only major bug i found while playing. its a distortion caused by a missing texture

>> No.4541737
File: 538 KB, 700x600, blood.gif [View same] [iqdb] [saucenao] [google]

So what you're saying is that you're bad at videogames and mad that Blood doesn't play softball with you?

Sorry, it's not that kind of game, if you're not up for the challenge it's not gonna let you progress.

>> No.4541746

Which is not, it's all about reaction time as shown by those webms, also it's not like Blood's easy either way.

Remember when people thought Hell Revealed 2 was the be all end all of Doom difficulty and now it's child's play compared to the more ridiculous wads released later? This happens for everything. Rhythm games whose hardest song 10 years ago is now warmup for every player, MMORPGs who's quest bosses were a challenge even at maxed level who are now a joke.

In that way, you learn to react to Blood, if you look at the second webm you'll notice the player sidestepping to get out of the cultists' bullets, then attacking before they do their next attack. Even if the player already knew about it spoilers he did, that moment between the cultists seeing you and shooting you is long enough for you to react without prior knowledge of them, I mean, Doom does it with hitscanners around the corner of a hallway or the common "sergeant right behind a door" complaint that people here often spout, granted Doom's hitscanners are dumber, but it's still perfectly doable in Blood.

Shadow Warrior has meaner hitscanners than Blood and you can still blast through that game blind, I never got stuck because of the enemies rather it was the at-times unintuitive level progression because like Blood it's also reaction-focused.

I think the problem is that the poster is playing Blood the way he plays Doom, and that's like playing Bloodborne the way you play Zelda.

>> No.4541748
File: 1003 KB, 1920x1080, dont even have to tell you.png [View same] [iqdb] [saucenao] [google]

What do you want her to be?

They're not my .webms, and there was some occasional saving and reloading on my first run of Blood, but I hardly felt it unfair, you get with the flow of it, you get to expect ambushes and how to deal with them.

The only *really* bullshit part of Blood is that the strangling hands have their damage tied to your CPU clockspeed, meaning if your PC is from this millennium, they will instakill you if they grab you, but it's not like you can't just blast the floor they're on and be rid of them in a jiffy.

>> No.4541752

>The only *really* bullshit part of Blood is that the strangling hands have their damage tied to your CPU clockspeed, meaning if your PC is from this millennium, they will instakill you if they grab you, but it's not like you can't just blast the floor they're on and be rid of them in a jiffy.
does the recent blood source port deal with that?

>> No.4541754
File: 375 KB, 682x1920, shinobu is the cat's pajamas.png [View same] [iqdb] [saucenao] [google]

I kind of play Doom a little like Blood, tbhfam. High mobility and running from cover to cover is my jam.

>> No.4541758

I haven't actually tried that port, so I can't say.

>> No.4541759

Thanks. Yeah I just realized map01 is 99% flat, might as well have been made in the Wolfenstein engine. Will check out Hellbound and revisit D2TWID to analyze texturing, that was probably the hardest part.

>> No.4541817
File: 139 KB, 424x470, I_feel_slightly_more_than_I_am_displaying_currently.png [View same] [iqdb] [saucenao] [google]

>Slade says there's a library missing
>only last night it was working fine
>uninstall 2017 library
>reinstall 2015 library
>crashes at the end
fucking hell, not this garbage again.

>> No.4541823
File: 62 KB, 640x400, DOOM16.gif [View same] [iqdb] [saucenao] [google]

>trying to recreate pre-release arachnotron
>resize the mastermind by 50%
>is the exact same size as the arachno, but looks much shittier
>decide to just select the brain part of the tron and change the hue to tan
>paint.net either doesn't have that feature or I'm retarded

>> No.4541843

update windows nigger

>> No.4541848
File: 1.76 MB, 400x225, Quake - Electric Eel Fishing.gif [View same] [iqdb] [saucenao] [google]

Be honest: Would you buy a Quake fishing game spin-off?

>> No.4541858


>> No.4541859


>> No.4541873

Fuck yeah.

>> No.4541882
File: 215 KB, 726x533, [inflation intensifies].png [View same] [iqdb] [saucenao] [google]

Well I haven't bought Quake Champions for a start

>> No.4541892

heh i got the reference.

>> No.4541893

for once i'm glad i'm in the right universe. doesn't happen often.

>> No.4541901


>> No.4541904

oh no don't tell me future mods are gonna adopt that horrendous "hd" aesthetic.

>> No.4541907

I like BD.
And hate it at the same time.
I like it because it provides Player->enemy interaction (locational damage and reactions based on weapons)
I hate it for all the extraneous shit that is tacked onto that idea.

>> No.4541910

Yes, in GDX they don't instakill you rvrn if your FPS is in 2k values and you can ply them off by mashing "use" button.

>> No.4541912


>> No.4541913

IDK. Setting size limit to 2.95 always works for me.

>> No.4541918

when does it get released? you had me cum right there

>> No.4541920

Memorisation is not hard.
The game that requires you to memorise most of the encounters to "get gud" is just showing off terrible gamedesign.
The players showcasing the webms did not get gud, because memorising encounters and defusing them beforehand is not gud.

>> No.4541925

Normalmaps can be amazing for adding a bit of extra depth to the texture. Case in point - Duke WT. For all its faults, its normalmaps did amazing job of adding modern "depth " to the textures without ruining the aestetics or messing with the original textures underneath.

However, the thing I wonder is how will they react to sector lights? There should be a special line property for telling a texture how to react to sector light. IIRC duke defaulted to "light from above", but having extra options would be great.

>> No.4541929
File: 2.94 MB, 320x240, babbyswad-655-1.webm [View same] [iqdb] [saucenao] [google]

pretty good, bit sloppy, on map02 the red door doesn't open from one side because there's a walk trigger in front of it, also why is it at such an extreme coordinate range? i didn't pistol start map02, i just carried on from map01, because of >>4541670

demo: http://s000.tinyupload.com/?file_id=00890782260851411199

>> No.4541931
File: 2.78 MB, 320x240, babbyswad-655-2.webm [View same] [iqdb] [saucenao] [google]


>> No.4541935
File: 5 KB, 264x237, 1502328454312.png [View same] [iqdb] [saucenao] [google]


>> No.4541937


>> No.4541945

looking forward to seeing how terrible this looks in 8bpp software mode ;)
(good job i guess but not to my tastes at all sorry)

>> No.4541947

I doubt that will get added into software. dpJudas isn't that much of a masochist.

(I'd love to see that happen, though, just for giggles)

"at the moment, sector lights causes no bumps or specular light
as to whether it should fake some direction, I'm not sure"

>> No.4541949

Thanks for the demo, interesting seeing how other people proceed through the levels. Looks like I should make it more obvious to go into the shielding suit room first lel. Also figure out a way to make it so the guys that are supposed to teleport in don't just shoot you through the wall in that one stairway.
>on map02 the red door doesn't open from one side because there's a walk trigger in front of it
I just tested it and it works fine from both sides. The trigger isn't connected to the door, it releases the chaingunners in the starting room.
>also why is it at such an extreme coordinate range?
The position on the grid? No idea why I did that.

>> No.4541950

"from above" seems like most logical choice.
Anyway, have anybody ever done normalmaps for standard Doom textures in any other port?

>> No.4541951

How do you speedup the footage like that? Can I do that in webm for retards?

>> No.4541956
File: 6 KB, 128x128, norm.png [View same] [iqdb] [saucenao] [google]

I tried making some a year or two ago and tested them in UE4

>> No.4541957

I didn't realize until more recently that (I think) most maps are actually designed with pistol start in mind?
I've started doing it now in most cases for the extra challenge anyway.

>> No.4541963

try gimp?

what episode is this

are they gonna be able to use this in a way that looks good? or just for these hd looking textures?

>> No.4541972

>I just tested it and it works fine from both sides.
try using something other than (g)zdoom

>> No.4541976
File: 8 KB, 476x274, 1516786472538.png [View same] [iqdb] [saucenao] [google]

you have a walk trigger that covers most of the door line. in doom, use key press tracers stop at the first special line, so they get eaten by the walk triggers and the door doesn't work. zdoom fixed this bug, leading to no end of newbie mappers who don't use other engines creating maps that unintentionally require zdoom.

the zdoom developers won't fix this, of course, they'll just blame it on the mappers for being new and clueless, and/or lazy for not doing proper testing, while taciturnly encouraging it to continue, so more and more players have to switch to zdoom to play anything.

>> No.4541979

thanks for taking the time to explains this

>> No.4541984

Oh sorry, didn't know about that. Will make sure to test with PrBoom in the future.

>> No.4542001

So in Quake, if you use a higher FOV, the bottom of the standard nail gun becomes invisible and it's gross to see. Also the bottom of the shotgun has this gross straight line that looks weird. Any chance there's a fix for this?

>> No.4542002

Doom modding in itself is unexplored compared to modding for other games like Skyrim, yet BD is the most popular mod ever.
Not even its fans know why it's popular, so it all comes down to lack of questioning.
There's like a hundred more mods, that are more interesting, amazing or just better, yet nobody bothers to know about the.
BD is probably a forced meme.

>> No.4542004

dakka and gmota guys what do you record with?
How can i get nice looking vids like yours?

>> No.4542005

This looks great and all, but what about when there's 3d actors in the room?

>> No.4542007

might be because some versions had shit like the free shareware doom 1 episode or zandronum, that caused it to be someone's first doom experience

>> No.4542012

Which sourceport and which aspect ratio/resolution, and how much of the HUD do you have enabled.

>> No.4542013

Because it is good.

>> No.4542015

quakespasm, 1080p 16:9, not much of the hud I don't like that shit it interferes with muh immersion.

>> No.4542020
File: 1.62 MB, 1920x1080, quakespasm 2018-01-24 05-04-23-23.png [View same] [iqdb] [saucenao] [google]

Alright, what field of view specifically? Because this is 130 and I'm still not seeing the nailgun getting cut off and didn't see the 'line' on the shotgun either.

Remember, Quakespasm has a cvar fov_adapt that automatically widens your actual field of view compared to the fov command when using a widescreen resolution, and it's enabled by default meaning this 130 is closer to 150. With all default cvars (fov_adapt 1, fov 90), you're actually seeing about 107 degrees horizontally.

>> No.4542026
File: 312 KB, 1668x1080, steelballers.jpg [View same] [iqdb] [saucenao] [google]

I once had the idea that for example a modern Duke Nukem game could have reloading with zero impact on firing speed. It could work something like this:
-Dual pistols would shoot in what appears to be an erratic right-left pattern but would actually make sure that one side empties way in advance of the other, so that the other side could keep firing while the other reloads.
-Pump-action shotgun would pump to load a new shell when there are shells in the tube, and Duke would reload a shell when there aren't any left. Loading a shell would take exactly the same amount of time as pumping. Duke would load the tube full when there is a break in combat.
-Ripper would have three magazines and Duke would simply replace one of them in sequential order as they get empty, even in the middle of firing.
-RPG would be quickly loaded with a new round every time after firing.
-Shrinker, expander and freezethrower would be reloaded with a new battery/fuel pack during equip animation.
-Devastator would be discarded entirely when coming across a new one.

>> No.4542030
File: 1.11 MB, 640x360, 1491101386030.gif [View same] [iqdb] [saucenao] [google]

You really need to make a demo of this with maps for some original 128x128 and 64x64 textures and flats so we can see how it looks like for the real thing.

I really liked the lightmaps used for Duke Nukem World Tour, it really looked good on the original textures.

It's not rote memorization, it's acclimation.
If you can go through Doom 3 on your first run and get used to and no longer jump from the jumpscares, then in fact anticipate them and deal with them accordingly, perhaps even before they happen, then you can acclimated to Blood.
And that's just the same concept; Doom 3 isn't even remotely as challenging as Blood.

There's nothing about Blood that's actually unfair or requires you to bullshit the game.

>> No.4542036
File: 216 KB, 2000x2000, Dial-up for Murder - MIDI Dreams - cover.png [View same] [iqdb] [saucenao] [google]

Just shitposting my Doom-esque MIDI-based album:


>> No.4542037

still good the second time 'round :) you find anyone to collab with yet?
im still not good enough but i've learnt a few things since last time..

>> No.4542038

That sounds fucking cool. You should make something like that for Duke Nukem 3D or Doom.

Also, I want to say that the reloading sequence for the pistol in Duke Nukem 3D is kind of the best kind of reloading for a detachable magazine weapon in a shooter of this kind.
You still have rapid firepower, and since the pistol has it's own pool of ammo you don't have to fret over whether or not to use the Ripper or the Pistol, but the reload pause also makes sure you can't just use the Pistol as a substitute for the Ripper, because it can't maintain a continuous volume of fire like the Ripper.

I like how the Pistol is actually still kind of a viable and dependable weapon despite technically being the weakest weapon in your arsenal, it's one of those things that the game does to set itself apart from Doom that I appreciate.

>> No.4542039

Yeah I've made a few new tracks for a couple of people, including one using REAL synths and (not just inbuilt soundfonts)

>> No.4542040

cool, post the projects sometime

>> No.4542042

Will do. I'll pop it all on the bandcamp eventually.

>> No.4542045

wasn't it made in a time where the series was sort of absent and the reboot or doom 4 just didn't exist?
maybe that's why

>> No.4542049
File: 71 KB, 250x250, confused cyborg.png [View same] [iqdb] [saucenao] [google]

>one side empties way in advance of the other, so that the other side could keep firing while the other reloads.
How are you going to reload with one hand while the other is busy firing a gun?
>Loading a shell would take exactly the same amount of time as pumping.
You have to also pump to load in the new shell, though?
>Ripper would have three magazines and Duke would simply replace one of them in sequential order as they get empty, even in the middle of firing.
Okay so basically Duke doesn't give a shit about the laws of physics.

>> No.4542050

or just do the thing where you make the animations defy reality intentionally, e.g. having a third hand pop up to help reload a clip or something

>> No.4542052
File: 317 KB, 240x184, mightyfootengaged.gif [View same] [iqdb] [saucenao] [google]

He'll probably use one of his four legs to do it.

>> No.4542054

I actually played map02 with pistol start and I found it pretty fun. I enjoyed the challenge of conserving ammo

>> No.4542057

>mod for doom that adds in reload animations for all weapons but you never actually need to stop firing so they don't really serve any purpose other than looking cool

>> No.4542060

Rise of the Triad 2013 did this for the hitscan weapons; it was mildly amusing.

>> No.4542061

ah yes that was one of the ones i was thinking of, and i remember some of the newer battlegrounds had a very small chance for an alternate reloading animation like that

>> No.4542063

>How are you going to reload with one hand while the other is busy firing a gun?
I've seen these "side straps" (dont know the technical term) that hold clips maybe he could use that to reload one handed. Not sure if you see what I'm talking about.
>You have to also pump to load in the new shell, though?
That is true... Hmm, maybe have him load & pump super quickly when he has to do both. Douk has fast limbs.
>Okay so basically Duke doesn't give a shit about the laws of physics.
I'm not seeing an issue with that.

>> No.4542065
File: 25 KB, 124x304, Swish.gif [View same] [iqdb] [saucenao] [google]

I've always wanted to make an animation smear sword.

>> No.4542073

There is a weird brown pixel on the right of his helmet on the last frame.

>> No.4542074

Yeah, that's a weird compression thing but I'll make damn sure it's not visible in game

>> No.4542080

Ok, otherwise it's pretty sweet.

>> No.4542087

I'm just imagining Duke walking on his hands and flailing violently with his legs.

>> No.4542089

I mean Fallout 4 pretty much got away with having everyone operate guns with one hand on the trigger grip.

>> No.4542098


Oh! Hi Sebulba!

>> No.4542117

Doom RPG mod is dead?

>> No.4542121
File: 15 KB, 295x240, doomslrlr.png [View same] [iqdb] [saucenao] [google]

He looks weird with the grey helmet, looks like an alien head since the rest of him is green.

>> No.4542123

Which one, the Yholl one?
Also, pc ports of mobile Doom games when?

>> No.4542126

i thought it worked fine til u fuckin posted that

are you thinking of drla?
they're still working on those mobile ports but they're on hold atm still i believe

>> No.4542130

Shhh it's fine. I'm not an artist.

>> No.4542132

I mean it's three frames and smears are pretty lame. Is it even finished? I guess if you're just going for low effort it's fine.

Also this is the first thing I saw as well. I don't even know what's supposed to be going on there. It looks like you're going for a combination of roman helmet like face flaps and a mouth grill and it doesn't make sense. You should fix it.

>> No.4542135
File: 6 KB, 310x316, knightcolours.png [View same] [iqdb] [saucenao] [google]

I dunno I just think grey gauntlets would look good with the grey helm, or green helm with green armour.
I can't unsee the alien mouth, fuck

>> No.4542136

i like the helmet being a different color to the green

>> No.4542137

grey does not look like alien

green does.

previous anon was wrong imo

>> No.4542138

Metal Slug did it decades ago.

>> No.4542139

You are a true artist.

>> No.4542146
File: 2.97 MB, 320x240, babbyswad-02-249.webm [View same] [iqdb] [saucenao] [google]

true, it's fine if you know about the secret chainsaw
which is fair enough, i suppose
pistol start encourages finding a few secrets to get you going
demo: http://s000.tinyupload.com/?file_id=06530954475604853645

>> No.4542149

Games with no weapon sway look weird.

>> No.4542156
File: 191 KB, 1280x720, headbob disabled.webm [View same] [iqdb] [saucenao] [google]

>Games with no weapon sway look weird.

>> No.4542158

heh, i get that a lot. i don't think anyone else records boom demos with player_bobbing off

>> No.4542160

gotta agree, i feel disconnected from the game, like im just a floating head

>> No.4542161

It doesn't even feel like a floating head, just a camera on a dolly. I get the same feeling when playing Wolf3D.

>> No.4542164
File: 5 KB, 125x306, iamnotanartisteither.png [View same] [iqdb] [saucenao] [google]

Gray helmet and gauntlets works great.
Maybe add grey boots to go with that ?

>> No.4542171
File: 24 KB, 219x234, shit.gif [View same] [iqdb] [saucenao] [google]

Are you sure about that?

Can't do gray gauntlets, then it won't match up with the first person frames.
I've thought about editing the boots but at this point I really don't want to go through the 90+ frames and edit all of those damn boots.

>> No.4542173

It needs to look like he's twisting the blade

>> No.4542175

is that a gunblade?
i can totally see him firing that thing after that last frame

>> No.4542179

Design stuff aside, I do like the animation in >>4542065.

>> No.4542184

I like animation smears, and three frames is more than sufficient for a player sprite with an attack animation that's going to be called on rapidly, and it's supposed to be a low res Night Sentinel helmet, I think it looks fine.

Better? Or more twist?

Just a big sword, I WOULD have him swing it down further at the end like a proper swing but I'm not good enough to do that.

>> No.4542185
File: 680 KB, 1920x1080, uacultramap03.jpg [View same] [iqdb] [saucenao] [google]

Ah fuck

>> No.4542187

>Are you sure about that?
Art isn't always perfect. But it is always art. I like it.

>> No.4542189

what's with the afterimages? scary

>> No.4542190

>Night Sentinel helmet
Why do the lines come together into a big ball? Just make them straight, you don't have nearly enough resolution for the slight angle they have?

>> No.4542191

They're vibrating.
[archviling intensifies]

>> No.4542192

avatarfagging is against the rules

>> No.4542195

i thought it was like that thing where you get a few people in a line and they move around in a circle

>> No.4542196

I'm assuming it was done as a shading thing, or a shading thing. Either way I'm content with how the helmet looks, really the visor was the part I was worried about the most, and Kinsie did a fine job there.

>> No.4542203

a conga line??
shit a conga line of archies would be funny

>> No.4542206
File: 240 KB, 680x418, c72.png [View same] [iqdb] [saucenao] [google]

>a shading thing or shading thing
Fuck, I meant perspective, I'm tired and multitasking.

>> No.4542209

VERY fast martian running at incredible hihg speed

>> No.4542213
File: 31 KB, 550x528, keke.jpg [View same] [iqdb] [saucenao] [google]


>> No.4542214

that's not what i was thinking of but it works
i was thinking of the thing the other four do at the train station when Ami shows up, in Toradora

>> No.4542216

Ohhhh haha, interesting point of reference
you're lucky I'm a weeb so I actually know what you mean

>> No.4542225

it's a fair chance people on 4chan watch anime

>> No.4542231
File: 82 KB, 662x698, someverycooldudes.jpg [View same] [iqdb] [saucenao] [google]

yeah but you know how the doom crowd is mostly made up off tough cool guys who are too handsome for anime

>> No.4542260
File: 741 KB, 1920x1017, Screenshot_Doom_20180124_160333.png [View same] [iqdb] [saucenao] [google]

I'm currently rebuilding La Tailor Girl's HUD to use fullscreenoffsets in order to be one size fits all, while I was at it, I added some extra feature and moved the ammo counter to the other side so messages dont get blocked out by it.

>> No.4542261

>moved the ammo counter to the other side so messages dont get blocked out by it
thanks, in my version the messages go over the ammo counts so i always seem to be waiting for them to clear to see how much more ammo i should pick up, was very frustrating.
this is my current favourite mod. i've just finished redoing plutonia UV max pistol starts with it.

>> No.4542264

Thank you for your contributions to the animedoom community.

>> No.4542267

feature request: the pistol altfire recharges even when you don't have it out

>> No.4542286

here's a horrible thought: if he lived on nothing but pizza and diet coke while making doom/quake/etc, imagine how constipated he was

>> No.4542325

This is like something I'd put in the second or third room of a .wad just to fuck with people.

>> No.4542331

Being a scrub at videogames is also against the rules.

>> No.4542332

Dude had mad muscles, he could force that rockhard turd out with little effort.

>> No.4542342

-Duke reloads with one hand the same way he carries ten weapons with full ammo. It's impossible but he does it.
-As another anon said, Duke could cock the shotgun fast when loading a new shell
-The Ripper has three barrels that shoot in an erratic pattern and at most two barrels at a time. The same way as the pistols, the gun could make sure that one magazine runs empty first. The reason why it can keep shooting even during reloading is that it's a ridiculous futuristic gun from a ridiculous futuristic game.

>> No.4542346


>> No.4542397

the mod's popularity might be a result of video games as a subculture not being explored due to the series being associated with good game design and having modding as its legacy
but at the same time it's >>4542007 since the hell on earth starter pack was impled to have the free episode of doom 1 and >>4542045 because doom as a series was silent, so for some people brutal doom was the closest thing they had to a modernized doom, despite being, you know, shit

>> No.4542407
File: 354 KB, 1024x1575, about to get violent.jpg [View same] [iqdb] [saucenao] [google]

Tariffs got fucking doubled on the country I'm importing my hobby goods from, and I'm so fucking angry right now, I need a .wad where I have lots of great opportunities to just Berserk and chainsaw the fuck out of lots of mook enemies.

I really need to punch a guy so hard that he explodes.

>> No.4542419

Not able to import your anime figures anymore anon? Fuck tariffs, that shit is gay

>> No.4542423

Romero, Petersen, Allen Blum and Bradley (as evidenced in Cybermage and maybe Wizards&Warriors) were the best and most distinctive leveldesigners of 90s and early 00s.

>> No.4542437

Brutal Doom.

>> No.4542454

Can someone recommend me some good rpg/horror/survival doom wads?

>> No.4542459

didn't you make this post a few days ago?

>> No.4542460
File: 40 KB, 204x204, ded.gif [View same] [iqdb] [saucenao] [google]


>> No.4542469

Anybody here upload vids to youtube at 1080p 60fps? if so pls help me out. I tried uploading a playthrough and it looks like fucking shit. Youtube encoded it really badly. The video I uploaded was recorded with shadowplay then compressed on handbrake (handbrake settings were done via following a YT guide). I tried doing some tests by then uploading a raw file and youtube still encoded it like shit. Then I tried rendering with sony vegas (following another youtube guide) and uploading that and again it looked like ass.

All I want is video quality like this guy's: https://www.youtube.com/watch?v=sLcrZLOavZ0

Any advice? Thanks.

>> No.4542482

i did,but you didn't answer my question

>> No.4542483

I recall otherwise. I also recall being thanked.

>> No.4542485

well shit bro,sorry

>> No.4542486

The helmet seems to lose a chunk of its top in the second frame, and the final frame looks odd. His shoulder cuts off where the helmet is. But everything else is great. I like how the visor goes dark. This is certainly better than my recent spriting attempts.

>> No.4542491

Fuck brutal doom, Russian Overkill is the go-to mod for a bad day. How about a berserker kit that let's you become a tank from l4d at will?

>> No.4542495

>Fuck brutal doom
Well that's rude.

>> No.4542497

The pauldrons are big and pointy, and they cover up his head with some angles, I assumed when he hits the floor with the angle he's at, his left shoulder would be covering a bit of his face, I also skimmed a bit off the top of his helmet on the second frame cus his head is leaning further back, I could always put it back on.

What're your spriting attempts though?

>> No.4542515

Grab Dakka. You don't get a chainsaw but the punching is really good.

>> No.4542519
File: 306 KB, 794x597, punched that imp right in the mouth.jpg [View same] [iqdb] [saucenao] [google]

Among other things. I really can't express in words how much I hate European Union.

Fuck BD, also I was asking for mapsets.

Thank you. I've never really tried out RO. Isn't that just huge guns for slaughtermaps? Not quite what I'm looking for, I mean just mapsets where they hand out Berserk on each map and there's lots of zombies, imps and pinkies for me to give really hard knuckle sandwiches.

>> No.4542543
File: 2.78 MB, 800x600, 1516565616379.webm [View same] [iqdb] [saucenao] [google]

I've been trying to recreate and polish up sprites from the alpha and the concept art. It went fine for the imp, but everything else is awful.

>> No.4542557 [DELETED] 
File: 81 KB, 500x425, 1515672015021.jpg [View same] [iqdb] [saucenao] [google]

>"Feels like I'm wearing nothing at all!"
>"Nothing at all!" (x2)

>> No.4542560

quit shinobuposting.

>> No.4542563
File: 5 KB, 105x143, fat.png [View same] [iqdb] [saucenao] [google]

I suppose he slimmed down

>> No.4542582

To put things in perspective, while playing Russian Overkill with colorful hell, when I got to MAP09, I noticed that there was an item labeled in my inventory that had no icon labeled "extreme invincibility". I decided to plop down this beacon that would drop a blimp sized bomb on it's location and see if this "extreme invincibility" would let me survive the blast. The only survivor was a yellow imp.

>> No.4542596
File: 83 KB, 589x732, htwad.png [View same] [iqdb] [saucenao] [google]

kissu my assu


>> No.4542613

>10MB lump of screamer audio
nice try

>> No.4542617


>> No.4542618

any spoopy doom wads? Want them fro late night drunk times

>> No.4542623


>> No.4542624

what screamer

>> No.4542628

it's been like this since a year for me.

>> No.4542629

Good work anon, I really like it. You might want to lower the volume a bit on the loudest tracks though, and make it more or less the same as the other tracks.

>> No.4542634

wait never mind it's just the music

>> No.4542635

Are you using many soundfonts? I feel like the rhythm guitars could benefit from something like WeedsGM3, although I get it if you're aiming for a classic sound there

>> No.4542636

I decided to go in this direction for the dakka bfg alt-fire, and I fuckin love it
the sounds are temporary, although I'd be more than happy to leave the firing sound there


>> No.4542645

Not everybody has the means of Midi conversion, doctor.
Did what i could, but there's a reason the map is practice before I set into whatever the poll decides when I'm free to do so. Plus I needed a break from Boom-Only, and needed to do some more conceptual stuff for the future. This was also my first real using of the DBX pen-tool outside of tests- but still wish GZDB had that so I didn't have to deal with DBX's horrible interface and controls.

>> No.4542651

I've actually had a similar idea, but it was for a spell.
Basically put: Spawn projectiles (was icicles in my case) while you are holding altfire. Projectiles hang in the air until you release the button. When you do release it - they speed away homing either on random targets or where you were pointing at when you released the button.

>> No.4542661

wow you made a map that crashes gzdoom 3.2.5 software renderer. only sergeant mark eday beta has managed that before you.

>> No.4542669

>he actually downloaded it
Aren't you afraid of getting a virus from that freak?

>> No.4542671

are there any scary doom wads, i need them for my drunken nights

>> No.4542675

no i'm using Linux, i am protected :))

>> No.4542678
File: 20 KB, 722x457, why.png [View same] [iqdb] [saucenao] [google]

why am I so shit?
And yet I'm pretty sensitive to input lag

>> No.4542680
File: 48 KB, 771x168, file.png [View same] [iqdb] [saucenao] [google]

didn't have any issues

>> No.4542682


Damn I thought I did an OK job at getting the volumes somewhat consistent. Can you recall which ones were quieter and needed boosting?

>> No.4542686
File: 159 KB, 832x960, donutmonster.jpg [View same] [iqdb] [saucenao] [google]

Take it easy, have a donut.

Huh, I never noticed how different the animations were (aside from the death frames) for the pinkie during development.
Definitely improved in the final versions, though the exploding death animation is very interesting.

>> No.4542693
File: 50 KB, 500x300, screwattack.gif [View same] [iqdb] [saucenao] [google]

What neat experiments with AI or Neural Networks do y'all think would be possible in Doom?

>> No.4542695

just so you know, there is an explicit rule against what you are doing (global 13)

>> No.4542702
File: 356 KB, 1280x1024, Screenshot_Doom_20180124_131742.png [View same] [iqdb] [saucenao] [google]

doesn't display properly in gzdoom anyway. those aren't greyscale like they should be in zdoom (pictured), it's just black.

>> No.4542703

There's also rules about backseat moderating.

>> No.4542704

I am using the default soundfont on my computer which is pretty much identical to the soundfont computers shipped with in the (late?) 90s - I'm aiming for a faithful rendition of what MIDI files sounded like in that period because I really like it. If I was looking for "higher quality" I would have just used real guitars.

>> No.4542706

My bad, listened to it again and no issues, only "The Chiken" gets a bit loud during the second half. Don't mind it! Looking forward to listening to more of your work!

>> No.4542712

I guessed so. It has its merit, to compose good music with a classical palette, but I've worked a bit with some small soundfonts and I they don't drift too far from that normal sound.
Also, there's no need for a DAW or sampler to use them, but in any case, sounds great so far.

>> No.4542715

feel free to report me, and we'll see who gets banned first. see you in hell!

>> No.4542716

I had a listen to that WeedsGM3 soundfont - the guitar sounds way too different to what I'm used to! That's my favourite GM sound. Got any other recommendations?

>> No.4542718
File: 82 KB, 600x800, TriHard.jpg [View same] [iqdb] [saucenao] [google]


>> No.4542721

Is "The Spirit World" the worst map in Doom 2?
I'd say so.

>> No.4542724

Good spotting, thanks, The Chicken does get a little bit louder than the others. Will fix eventually.

>> No.4542726

That's my favourite map.

>> No.4542729

for me it's the part of Nirvana up to the yellow doors.

>> No.4542730

Well then, you have a quite poor taste

>> No.4542731
File: 71 KB, 221x195, 3f1.png [View same] [iqdb] [saucenao] [google]

MFW I play Doom with the Spyro Sound Font Collection

>> No.4542732

Actually it's you who has it, sorry to say.

>> No.4542735

Quite the opposite, I fear.

>> No.4542736

Post a video you nig

Where on 4chan are we allowed to post webms with sound?

>> No.4542738

were you just bored and felt like thinking of a reason to use a reaction image you thought was cool? you even added that "MFW" so as to try to fit in.

>> No.4542741

/wsg/ and /gif/

>> No.4542742

No no no, it's quite obvious that it is you the one with bad standards, I'm afraid.

>> No.4542743
File: 1.38 MB, 2560x1080, Base Profile Screenshot 2018.01.24 - [View same] [iqdb] [saucenao] [google]

inside is grey

>> No.4542745

Good Heavens, how can you be so delusional about your poor taste?

>> No.4542746

It annoys people. But the Spyro Sound Font is a real thing.

>> No.4542748

Deary me, I've never seen such delusions from tasteless masses.

>> No.4542752

That's fine. The red's supposed to be more from the sky than anything (hence the red light-ray fog from the holes).; though the transitional fade between the lighting could probably be better. Oh well, most of this was experimentation with map layout anyway

>> No.4542760
File: 26 KB, 640x480, 1516819609434.png [View same] [iqdb] [saucenao] [google]

just to make sure: it works for you in traditional software rendering mode? because from this position, when i walk forward a few paces, it segfaults in swrenderer::RenderDrawSegment::RenderWall.

>> No.4542770
File: 620 KB, 2560x1080, Base Profile Screenshot 2018.01.24 - [View same] [iqdb] [saucenao] [google]

Yes I play in software render mode, it looks darker on the screen than when I play for some reasons.

>> No.4542780

fair enough, thanks for clarifying
guess i've got some debugging to do

>> No.4542787

are there any scary doom wads? I need them for my drunk nights

>> No.4542789

that looks and sounds great
i'm also curious about the map, is it your own test map or something publically available?

>> No.4542793

>What neat experiments with AI or Neural Networks do y'all think would be possible in Doom?
train a neural net to detect the doom monsters visible in an arbitrary screenshot

>> No.4542803

it's DAKKTEST in the pk3 itself, and I tack things onto it whenever I need to test something new. it's got a lot tacked onto it by now.
I'll probably separate it out come an actual release, but it's only 200KB when compressed so whatever

>> No.4542804

Ghouls Forest series, if you like jumpscares.

>> No.4542807

cool thanks.
leave it in, for changemap shenanigans.

>> No.4542810

I'll be sure to keep tabs on this conversation so I can do what I can, map-side, to prevent it in the future.
This captcha system really needs to fuck off. Broken and faulty as hell.

>> No.4542832


>> No.4542838

You're welcome. Vanilla sounds are great, but having more instruments to choose from can (almost) never be a bad thing.

Can't remember other soundfonts by name, but google Virtual Midisynth and there's a page with a few recommendations. You can also use soundfonts to play Doom (WeedsGM3 resembles the original better than the rest IMO)

>> No.4542859

I like the idea of Ghoul, but I'm not fond of horror. Or jumpscares. Mostly jumpscares.

Best to Worst Ghouls:
SJAS: You can mostly hear this dumb fucker coming so if you get spooked, it's your own fault. Had a guest appearance in a jokewad: It Only Gets Worse! Probably also the flagship ghoul.
EyeSore: Unlike the others, he doesn't gib you instantly. Pretty cool.
Choke: Does a pretty good John Carmack impression.
Creeper: Dead baby. Lowest due to his screen-occupying fuckery. Hard to hit, but still fun.
Yurei: Nice mechanic, but I hate her jumpscare; and it's just a bunch of spammed images.

>> No.4542863

Yurei had a cool bossfight in gvh, no dead baby images either.

>> No.4542871

I wanna see some neural networks and learning algorithms n shit get shoved in the monsters, so that they would learn to use tactics and outsmart you.

>> No.4542881

also thank you

>> No.4542883
File: 15 KB, 109x101, 33.2 cum.png [View same] [iqdb] [saucenao] [google]

so the super shotgun has
>a single trigger
>internal hammers
>supposedly cocks upon opening
is there a type of irl shotgun that resembles it at least marginally or is the SSG its own brand of sci-fi weaponry?

>> No.4542892

Oh yeah. She had a fucking awesome bossfight and I hope to make something along the lines of it and/or the terrywad bosses- assuming I ever understand how to do so.

Assuming I do, though, the resulting bosses would be obscene bullet-hells.
That'd probably have to wait for DRLA Episode 3 or 4 though.

>> No.4542896

it shoots two barrels at the same time so it's already retarded fiction by default, shit like that would break your hand.

>> No.4542897

Not sure what I did, I just listed off my favored ghouls. Still, you're welcome...?

>> No.4542912

it's because i was the one who wanted the scary doom wads

>> No.4542916

not him but i appreciate your politeness.

>> No.4542918
File: 613 KB, 1600x889, Baikal MP220.jpg [View same] [iqdb] [saucenao] [google]

Not really, particularly given that you point it with two hands and presumably shoulder it, as it still has it's full stock.

Possibly some Stoeger, I mean you could always modify the action to fire both barrels on one pull.
Pic related is a Baikal, I figure it can be a decent base.

>> No.4542923

When will freedoom be finished?

>> No.4542926


hmu i can give you some help.

>> No.4542927

so..do you have any other scary good wads to recommend?

>> No.4542928

n e v e r
no but seriously it's more like a programming project that is constantly iterated on.

>> No.4542930

the answer would be no since the sole premise of a shotgun that fires both barrels at once is extremely impractical, simply put, nobody needs that much firepower. double shotguns weren't made for that. their purpose is to have two successive shots ready at the same time, not two barrels that go off simultaneously.

now, you COULD try that in real life for experimentation's sake, but you need a two trigger gun. I wouldn't recommend doing it, at least now continuously: you have the risk of fucking up the stock, the barrels and your shoulder in the process.

>> No.4542935

not really, i don't think Doom does scary very well. there's some really dark levels in Earth.wad with no automap and randomised monster placement, they could be scary but i found them more annoying than anything.

>> No.4542936
File: 157 KB, 500x314, nova.png [View same] [iqdb] [saucenao] [google]

>back in 2008-2012 when ghoul 3 servers were still a thing
>I manage to survive till yurei
>too many heartbeats pass and I get scared so I press the spectate button before she lands her attack
>think I'm safe and some other player will die instead
>spook still happens on my screen

>> No.4542945

>nobody needs that much firepower
Ever tangoed with a deadite?

>you have the risk of fucking up the stock, the barrels and your shoulder in the process.
He can run birdshot or low pressure target loads.

>> No.4542946

well fuck,still thanks!

>> No.4542953
File: 2.60 MB, 1920x1017, 1488635201225.png [View same] [iqdb] [saucenao] [google]

Does anyone know how I can get High Noon Drifter working with other wads like this Sawdust map pack? The starting pistol works but none of the weapon pickups do, for example the shotgun here is just the default Doom shotgun and not the HND version, but I've seen youtube videos where it appears to work.

>> No.4542956

Doom 1, E2M6

>> No.4542957

go buckshot or go home.
you ain't hunting birds of boars, you're hunting barons son.

>> No.4542961

try changing load order

>> No.4542968

Link to earth.wad
(there are other versions, e.g., there's a version for zdoom, but i haven't played it)

>> No.4542971

heh true.

>> No.4542973


>> No.4542976

Go get russian anti-bear expansive/fragmentation slugs like "Кoмфopт-32" then. Turns everything inside the target into a mush.

>> No.4542979

have that one,next

>> No.4542980

Ah. Well, enjoy being scared.
I think there's Buttpain too

On note of this, I'd like to decompile the assets that Lil White Mouse made and use them for my own purposes. I might use a modified Harbinger (Seriously, that Multi-Segmented boss is amazing) for the end of one of the DRLA mapsets end-bosses.

>> No.4542981

I like how you press on the right things 10 times in a row but it still says you did it wrong, garbage captcha desu

>> No.4542982

I did, but the same thing happens no matter which order they're in.

>> No.4542983

>Macca rounds

>> No.4542985

Oh fucking GOD. I hate that too. That's probably part of why I've flipped out at people and in these threads a bunch.

>> No.4542986

We need AI mods for Doom. Just having the demons pushing you against a corner would stop them being such harmless punchbags

>> No.4542987


>> No.4542990

few know about this but imma let u in on a family trade secret
pasta ammunition is effective against unholy spirits

>> No.4542992

hahahaha anime hahaha what's that hahaha sounds like gay weeb shit hahahahahaha *sweating profusely*

>> No.4542993

have you tried that "babel" mod? Makes enemies retreat and shoot in synch.

>> No.4543000

It seems like the more you post the more aggressive it gets, makes me quit for a few hours everytime

>> No.4543003

I wonder if BUILD AI could be replicated, where the enemies just beeline the player while drifting everywhere. I feel like I've seen a mod where pinkies do it.

>> No.4543005

there's a nazi zombie mode that's utterly broken due to how the AI just stand there or gets stuck in corners, maybe its due to the mod itself being bad?

>> No.4543007

Sounds right up my alley. Thanks anon!

>> No.4543008


Seems like this means Sawdust has its own weapon replacements. Somehow.
So go into the map, edit out the weapon replacements, and save it as a different file, then load that.


Lasting Light is pretty good and creepy.
Unloved isn't scary but is filled with good atmosphere.

>> No.4543030

They've actually got a bunch more shoot triggers too, seems like killing guys aggros their friends. Demons also do that super speed thing when you kill their friends.

>> No.4543043
File: 65 KB, 180x247, 180.png [View same] [iqdb] [saucenao] [google]

*spawns a turret behind you*
*triggers an earthquake that makes you fall into lava*

see you around kid

>> No.4543080

The funny thing is, I know this instance, but not the game off-hand.

>> No.4543081
File: 35 KB, 405x601, fisticuffs.png [View same] [iqdb] [saucenao] [google]

Raven games have amazing spritework and I feel slightly weird defiling it

>> No.4543115

have both of them,thanks
anymore to recommend?

>> No.4543116

I made horrible realization about Guncaster's weapons. The "Pulverizer", aka Chaingun replacement, sucks. Marginally better than OG, but it still lacks the 'oomph' other weapons provide, not to mention it eats shitton of ammo and pickups don't give it much.

>> No.4543126

Is there any good resource wad for Things that emit sound effects? Like running water and such?

>> No.4543141

not that I'm aware of, but unreal/UT99/quake 2 are good sources for ambient sounds

>> No.4543143

Oh and alternatively, what's the most efficient way to make a sound emiting Thing?

>> No.4543152

in zdoom: https://zdoom.org/wiki/Ambient_sound
in vanilla: replace a prop you aren't using with an invisible actor that calls A_Scream periodically, and have its death sound be the ambient sound

>> No.4543167


Whats the story behind this?

>> No.4543169 [DELETED] 
File: 632 KB, 1049x642, Bear roasting.png [View same] [iqdb] [saucenao] [google]

Are you, or do you guys think the modding community is jelly that Bethesda seems to only care about TES modding and gave the finger to Wolfenstein and Doom fans?

>> No.4543175

dpJudas pushing the limits

>> No.4543180


I don't understand what you said.
But considering you're talking about people being jelly, I'm thinking "No".

>> No.4543185
File: 166 KB, 960x640, nintchdbpict0003481076121.jpg [View same] [iqdb] [saucenao] [google]

I think he's referring to pic related. They walk around it n shiet.

>> No.4543186

oh boy, spec maps, for that "everything is plastic" look

>> No.4543189

was already posted. read the rest of this thread and you'll know as much as i do.

>> No.4543190

it's /v/ e-celeb bait. the image alone confirms it.

>> No.4543192

What's to understand? TES get modding tools, Doom and Wolf do not, but both games used to be heavily modded, so much that the first got its own tools and was specifically made so that you would not have to overwrite files.

>> No.4543194

Given that the TES modding community is kind of treated as a substitute for actually patching and fixing problems, and that TNO and Doom 4 have rather complex engines and assets which would be challenging to mod for (contrasting with just how easy it is to mod for classic Doom), I'm going to go ahead and say no.

Proper mod support for TNO, Doom 4, and I guess also Rage, would be pretty cool, but the layman isn't going to be making megatextures and shit, there'd be a very small community of modders for these games.

>> No.4543196

oh boy what's mark done this time?

>> No.4543202

Sorry bud

>> No.4543204

who cares, this is all offtopic

>> No.4543206

Calling the virgin inflatobear an e-celeb is extremely generous of you, most people regard him with contempt and pity.

>> No.4543207

no problem mate. sorry if it seemed like i was telling you off

>> No.4543210

Doesn't matter, it's off-topic and doesn't belong.

>> No.4543215

Assume I am a retard. Is there some example of ZDoom's sound emiting Things that I could check?
I am asking this because I love proper sound design in maps but haven't really seen it in any Doom map I've played.

>> No.4543220

Well, Wolfenstein, and to a much greater extent, Doom, were set up so that you could interchange data, true, but the really cool modding tools weren't released by id, they were developed by the community, and even further once the source code was released.

Source code for the newer games would be awesome, but the legal landscape is absolutely fucking poisonous these days, software patents ruins it for everyone. You can get sued for absolutely insipid bullshit reasons, and I understand why devs and publishers want to protect themselves from paralegal predators.

>> No.4543224


>> No.4543230

Only Carmack cared about releasing the Source Code, and reworking the code they could not give, wonder if anyone actually did anything with Quake 4.

>> No.4543235

nihility infinite teeth has only ambience and is vanilla, check that out.

>> No.4543238
File: 48 KB, 380x243, mami makes an observation.png [View same] [iqdb] [saucenao] [google]

It's also an extremely good mapset.

>> No.4543260

barebones ambient sound example in zdoom

>> No.4543261

Average 315 ms... it's not looking good bros

>> No.4543268

Aw nig, huge thanks.

>> No.4543285
File: 398 KB, 699x455, file.png [View same] [iqdb] [saucenao] [google]

tfw you get killed by a doom marine on stronghold

>> No.4543286

so, if kinsie ever plans on updating metadoom, i guess these could be things to work on
>making something about the use of ammo and how people complain about it being wasted too fast (decreasing ammo wasted on alt fires maybe?)
>bfg and chainsaw appearing first on their slots, to keep things more vanilla styled
>melee weapons to have actual progress based randomization like most other weapons
>backpacks giving bfg ammo or at least argent core spawns next to them
>hellrazers having less health
>grenade launcher's grenades dealing a bit more damage
>making the imp lord less of a pain in the ass, even while keeping his teleportation ability
>that codex feature drpyspy was working on, although doom delta and sprite making means he's busy as fuck

>> No.4543297
File: 2.86 MB, 800x450, laser show.webm [View same] [iqdb] [saucenao] [google]

something about this seems off

>> No.4543305

>open my wad in Slade
>Slade has stopped working
>open Slade again
>Slade has stopped working
>does this any time it's opened
>uninstall and re-install
>still doing the same thing
the fuck

>> No.4543308

it's fucky like that
most of the time half of the toolbar icons won't show up

>> No.4543315
File: 101 KB, 1024x768, file.png [View same] [iqdb] [saucenao] [google]

Why does slade insist in recognizing both of these as the same sector

>> No.4543320

there's custom campaigns. check out youtube.

>> No.4543326

Unreal HUD? Looks cool.

>> No.4543328

What's a simple way to make a disconnected sector that has the same number/tag as another sector? Been trying to do it with geometry but Doom Builder just makes new sectors out of everything.

>> No.4543329

Not sector tag my bad, just the sector number.

>> No.4543330


Seems like it'd be a touch difficult to aim.

>> No.4543351

Nevermind, just found out there was a simple command for it (J).

>> No.4543427


I think that at this point is easier to port the doom logic into unreal engine 4

>> No.4543485

>DBX's horrible interface and controls.

>> No.4543486

Okay but please be aware of your aspect ratio when recording.

>> No.4543493
File: 1.44 MB, 640x480, lavashake.webm [View same] [iqdb] [saucenao] [google]


>> No.4543515

>that shake
Has there ever been a game where quakes are represented by a screen shake that doesn't actually give an unfair advantage to the AI who don't experience that shake and therefore can aim and shoot at you more effectively than you can retaliate during the effect? For example, the crosshair and gun model animation compensate for the shake so you aren't actually aiming all over the place? Or that enemies also experience the shake and can't hit for shit when that happens?

>> No.4543523

what wad is this?

>> No.4543530

looks like Hunter's Moon.

>> No.4543531
File: 173 KB, 1280x739, You WHAT I'll have you know that DBX is a pain in the ass and very clunky, compared to the smooth-functioning GZDB.png [View same] [iqdb] [saucenao] [google]

I'll frag you.

>> No.4543535
File: 26 KB, 255x217, 1437342416573.jpg [View same] [iqdb] [saucenao] [google]


>> No.4543537

I think Saturnine Chapel is a kind of scary, or at least it instills some kinda fear in me with the atmosphere and fuckin TIGHT encounters

>> No.4543554

>The only thing challenging about memorizing enemy positions or peaking around corners every two feet is trying not to kill yourself from boredom.
Blood is a slower game if you want to survive and not take too much damage. You do have to carefully creep forward, constantly on the look out for enemies. Running into an area without knowing what's in there is usually suicide.

>> No.4543556
File: 296 KB, 1280x1024, Screenshot_Doom_20180124_192916.png [View same] [iqdb] [saucenao] [google]


I hope you at least enjoyed playing it and have some comments to give me on it?

Primary concerns is "is the layout good?" and "is it entertaining to play"? Visuals come second, as always; so that's why most areas are in a state of arguable detail and I got lazy with trying to deal with the bricks. Texture alignment is also less of a concern as I'm working on other things so this was made in the course of 3 days while I needed a break.

Suffice to say, yes, it's another "Git Gud at Mapping" map; so I'm not going to get better if you don't yell your issues/complaints at me.

>> No.4543585

dude i want a gun that does this one purpose

did you accidentally join them?

>> No.4543589

I don't know, even after deleting and redoing the LINEDEF that separates them it happens.

>> No.4543594

well- OK, I won't say you don't have a point, pretty good comparison there...
perhaps you should post this on the dbx doomworld thread and see what anotak has to say about your criticism? But I suspect they actually prefer what dbx looks like anyhow...

>> No.4543609

what is going on here?

>> No.4543618

banned from doomworld

Comparing DBX (which Shajeshogjjth used to make the cave/outdoor sections) to GZDB. GZDB has more features and is generally easier to use/get the results, where as trying to fiddle between modes and editors and being unable to do a lot of editing in 3D with DBX is problematic.

>> No.4543636

Ha, I forgot. You could just create a new account though...?
I just finished your map btw, and I enjoyed it. How long did you work on it? I like the change of pace having to use a pistol for so long provides, and having a reasonably full on start with it.

>> No.4543651

Oh. Oh fuck.

>> No.4543654

It took roughly three days in-between tf2 contracts, match-making and respawn timers but it ultimately was 'released' due to needing to take notes on what I had, and wanting to keep working on the aforementioned contracts.

Glad you like it, though. I initially wanted ammo to only spawn out of the zombies but I figured that could become tedious.

Mostly though, I just needed more concepting and visualization for future hell-themed maps, so getting this down and out of my head was a good excercise to further myself.

My self-criticisms, posted from DoomerBoards:
still don't quite get what i'm doing. not quite satisfied with the fiddling with horizons and scaling for stuff in the distance. not satisfied with the mountain ranges; break-ups and support textures still experimental. some rough ideas for balance/etc. some layout/secret complaints

First time also doing "distant visual structures" like in BTSX and the like. Hope people got the idea of what I was trying to do, though.

>> No.4543662

>Doom in Garry's mod
>Has iwad support
Why didn't I know about this years ago?

>> No.4543664

Yeah I do like the visuals in it, you've got something going on there.
Gonna upload the start of my second run after I've converted it down (HDD got filled up recording, fucking fraps spitting out a 4GB file after minutes)

>> No.4543665

what mod is that

>> No.4543669

Project Babel, pretty into it, running it with whatever I play atm

>> No.4543670
File: 3.93 MB, 1920x1080, hl2 2018-01-03 23-24-30-04.png [View same] [iqdb] [saucenao] [google]

The map loader addon is a bit wonky, but it can at least try loading WADs like Scythe 2. The base mod however is worth it just for the entities.

>> No.4543676

ijon i have a very important request for you concerning dakka:
add more randomized pickup messages for weapons

>> No.4543683

Well hey. I appreciate it. I'm still working out the kinks though- ae; cave transitions, supports, etc.
I realized I forgot to untag a secret sector for the chaingun.

I'll be sure to enjoy your recording, and am glad you liked my weird brainstorming thing.

>> No.4543713

>You could just create a new account though...?
A: he would be caught instantly
B: he burned his bridge, now he's gotta deal with it
i'm glad he's trying to (finally) fix his shit, but what's done is done

>> No.4543724

yeah unfortunately im not so good at giving criticism, dont really have the mind for it. missed that chaingun tho, missed that megasphere with the 2 revs the first go around as well.

OK im gonna have to call my isp again and have a go at someone because these speeds are still fucking illegally slow.

>> No.4543740

Well hey. I still appreciate it.

From my perspective, at least, I've always been trying to fix it.

>> No.4543778

"jewalky commented on Mar 14, 2017 (edited Mar 15, 2017) at https://github.com/jewalky/GZDoom-Builder-Bugfix/issues/12

Now that I actually have a Linux VM here and having read the renderer-related code in GZDB, SlimDX is actually the main problem here.

As CodeImp was quite a good coder, the D3D-specific code is mostly limited to Renderer directory (total 295kb of code). That doesn't sound too overwhelming, so I might try porting this to OGL.

edit: CodeImp was a good coder, but MaxED not.
MaxED's modifications use DirectX all over DataManager (for visual skies), VisualThing (for models and voxels), and god knows what else. These are the most obvious parts. So removing it from there isn't going to be easy nor fast."

Hmmm, perhaps we are a little closer to seeing doombuilder on linux.

>> No.4543779
File: 1.21 MB, 1920x1080, Screenshot_Doom_20180124_212550.png [View same] [iqdb] [saucenao] [google]

E3M4 of strange aeons. the fuck am i supposed to do?

>> No.4543786
File: 741 KB, 1920x1080, Screenshot_Doom_20180124_213051.png [View same] [iqdb] [saucenao] [google]

nvm. fucken hate it when the level only progresses through a secret.

>> No.4543792

>Called a SECRET
>Some enterprising asshole makes it mandatory
Who the fuck does this?
also the doomguy grunt in the Kayak commercial is making me laugh.

>> No.4543794

Wait, what commercial is that?

>> No.4543819
File: 24 KB, 640x480, Every goddamn time I turn around a corner there they are, Fifty fucking pink piles of shit where only one lost soul normally is. GREAT.jpg [View same] [iqdb] [saucenao] [google]

Might just be a canadian thing; but it's a hotel ad site. You will hear pipes banging as a man tries to fix a sink and then, sure as day, the classic pain sound for the doom marine.

Still can't find it though.

>> No.4543874
File: 104 KB, 725x420, 1751855-armagoncentroid.png [View same] [iqdb] [saucenao] [google]

>tfw my favorite quake track and mob aren't from the base game

>> No.4543881

the music in the expansion packs didn't follow the original style at all, but they're still pretty good by themselves

>> No.4544039
File: 327 KB, 1600x900, Screenshot_Doom_20180125_000200.png [View same] [iqdb] [saucenao] [google]

Somehow, ZScript HUDs seems to use a different aspect ratio than SBARINFO, so placements and positions that were originally the center of the screen or carefully arranged can be in completely different areas.
It's actually kind of fun to figure out. Like rearranging Tetris blocks.

>> No.4544042

A problem with void maps is sky seams. I guess one could always try to mask it with a moving sky, though.

>> No.4544046
File: 282 KB, 1280x1024, Screenshot_Doom_20180124_195132.png [View same] [iqdb] [saucenao] [google]

surprising nobody, i forget my image. Thanks for the free post, reshitcha.

>> No.4544058

hey I haven't picked up on the name of this project yet, what is it sorry? looks fuckin wild

>> No.4544068


Don't really have a name for it yet, unfortunately.
I've just been calling it things like Booster, Cyberrunner 2: Now With Less Engine Breakage, Megaman OC Mod, or Initial Doom.

>> No.4544109
File: 217 KB, 1600x900, Screenshot_Doom_20180125_005120.png [View same] [iqdb] [saucenao] [google]

Houston, I've got good news and I've got bad news.

>> No.4544112

at least you got high fps!

>> No.4544116
File: 245 KB, 1920x1040, payday.png [View same] [iqdb] [saucenao] [google]

It seems my mapping process consist of spending 6 hours fine tuning an outdoor area that the player will just dash on through.

>> No.4544123

I think about this when I'm playing AAA titles all the time, think about the level of fucking detail in something like Call of Duty, lots of it you will never even see

>> No.4544128

you probably should not be finetuning things before the layout is done

>> No.4544131
File: 1.77 MB, 1920x1080, vkquake0005.png [View same] [iqdb] [saucenao] [google]

is the water transparency supposed to look like this or is it just me? Looks the same both with vkQuake and Quakespasm

>> No.4544132

Yeah I plan on leaving the fine tuning to after the layout is done.

>> No.4544138

You need vis patches

>> No.4544156

Thanks, did a little digging and found I could get similar results by entering "r_novis 1". Gave it a whirl and it looks good now, can't see enemies or architecture underwater so I'm good. Had no idea about vispatch before...

>> No.4544159
File: 242 KB, 1280x1024, Screenshot_Doom_20180125_012907.png [View same] [iqdb] [saucenao] [google]

Compblue makes for waterfall.

>> No.4544162

i like weird uses of textures

>> No.4544171


>> No.4544185

I do too. Hope you like sky2 rocks.
now it sounds like "highway to the danger zone" lmfao

>> No.4544209

the imps song is my secret favourite doom track,
something about that weird bass progression, it all staying so low and repeating notes... been stuck in my head all week, have to keep drumming it out on any surface nearby

>> No.4544229

"Doom XLR"
Or maybe "Engine of DOOM"
"V8 Doom"
"Optimus Doom"

>> No.4544274

Reply to this post with other terrible opinions

>> No.4544279
File: 1.81 MB, 230x250, 1503406785489.gif [View same] [iqdb] [saucenao] [google]

just started playing Strife, feels pretty fresh because I'm so used to Doom, and not used to the RPG mechanics
what does /vr/ think of it?

>> No.4544281


its not good

>> No.4544284

One of the most important video games of all time that ushered in the greatest genre of all time: the FPSRPG.

>> No.4544285

probably the first notable FPSRPG and the finest demonstration of the problems with FPSRPGs

>> No.4544286

the best version https://www.youtube.com/watch?v=Eqf-gcOp7bI


>> No.4544287

The grenade launcher is a lot of fun when you finally get the hang of its physics and stop blowing yourself up. The thing does huge damage, especially the phosphorous grenades that continually explode with the same damage as a Doom rocket every fucking tic or something ridiculous like that.

>> No.4544308

It tried to do something much more complex than a standard FPS on a Doom engine, without modifying it eough to support it. Result is a mess. What is possible now and seems simple enough thanks to powerful scripting engines, was not possible back then within the limitations of Doom.

>> No.4544312
File: 245 KB, 1600x900, Screenshot_Doom_20180125_035421.png [View same] [iqdb] [saucenao] [google]

Fuck it, back to SBARINFO.
For folks who thought the rear view mirror was obnoxious, there's now an option for side view mirrors. Also an option to disable it entirely.


Tireburner sounds pretty cool, I like that.
Probably will change it down the line, but for now it's a decent name to refer to the project by. Thanks.

>> No.4544330

Fun, but I wish the spots where it's impossible to not set off the alarm weren't there.

>> No.4544343

What's a good editor for removing custom weapon definitions and such from a wad file? Don't need to edit maps or anything at the moment.

>> No.4544358


>> No.4544361

Thanks, it worked. Just commented out the new weapons and player pawn for sawdust and now it works with High Noon Drifter

>> No.4544370

heh a 94style classic

>> No.4544371

A guy here working on a HL1 mod, total conversion, and I'm wondering what you all love about retro shooters, specifically what you love about them that you rarely/never see today?

>> No.4544376

No reloading

>> No.4544380

Projectile based enemies, being able to melee bait enemies, infighting, actual weapon variety and not just 7 variants of hitscan.

a useful starting weapon.

>> No.4544381

fucking cool man, and thanks for putting the work into different options for people!
you should make a neocities like project babel has :)

>> No.4544382

>Projectile based enemies
So do you mean as in more enemies that fire dogable projectiles as opposed to hitscan bullets?

>> No.4544383


>> No.4544384

Yes. Hitscan enemies should be used sparingly.

>> No.4544386
File: 213 KB, 640x480, 1516573820606.png [View same] [iqdb] [saucenao] [google]

> MRW I'm not the OP pic

>> No.4544387

And when used, hitscanners should generally be pretty weak and die quickly to low-tier weapons.

>> No.4544393

"Fun and atmosphere", not "atmosphere or fun".

>> No.4544396

Define atmosphere for me, cause for some people that can mean different things

>> No.4544397

-tens of thousands of freely available high quality maps, impossible to run out of new stuff to play
-engine is open source, can be modified without restriction
-basic game is pretty simple, only so many different ways to progress. at worst you have to look in a map editor for a hidden linedef. no textadventuresque obfuscated puzzles that require looking up solutions online.

>> No.4544404

>-tens of thousands of freely available high quality maps, impossible to run out of new stuff to play
>-engine is open source, can be modified without restriction
Remember that this is, in itself, a mod I'm talking about

>> No.4544405

* Speed of movement (even if the game is slow-paced) -- can't stand walking simulators like DOOM3
* Exploration and environment
* Concrete actions & items -- none of this XP / currency nonsense
* A weapon that will obliterate an enemy at extremely point-blank range

>> No.4544406

>* Speed of movement (even if the game is slow-paced) -- can't stand walking simulators like DOOM3
Are you sure you don't have that backwards? Doom 3's movement is plenty fast, but its pacing sucks.

>> No.4544407

Non-linear map design- multiple routes and multiple ways to tackle every situation; optional areas and secret routes.
Story told THROUGH map design.
Chunky design- sprite artwork and gameplay.
Inventiveness over profit.

>> No.4544410

mmm, i think we all have a pretty similar idea in our hearts

>> No.4544413

sorry, i just answered the question without that consideration
the part about why do i play retro shooters rather than newer stuff is irrelevant to me because i don't play anything besides doom
perhaps i should have refrained from answering as i cannot provide you with a helpful perspective
i am sorry

>> No.4544414

I just thought you were making a joke lol

>> No.4544415

Locations having a sense of place or story to them, ambient sounds (active Doom monsters are pretty much ambient sounds in this regard), pacing, game's parts coming into a theme well, stuff like that.

>> No.4544416

No need to be sorry man. And if you don't really play anything besides doom, then yeah, that's a helpful perspective, cause I'm trying to better learn what people like best in retro FPS', which according to you is all you play

>> No.4544417

Be consistent in your tone and pacing. Don't try to do EVERYTHING you think is cool at once, use what works well together and discard what doesn't.

>> No.4544420

Faceless, demon, helmeted or otherwise mook-like female enemies with big fat titties.

>> No.4544421

Level design
Enemy variety, especially in behaviour department
Cool guns

Level design should work same waay as an exploration in Metroid game - you have small area available to you at first, then as you flip the switches and find the keys (as an analogue to abilities in Metroids) you uncover more and more areas around the map - areas should be at least somewhat interconnected for this to work right.
There also should be secrets, at least 3-4 per map, not necessarily labelled (in Unreal for example secrets are not labelled at all)

Enemy variety also means distinct sound design, silouhete and color - basically each enemy should be instantly recognisable by both sounds and visuals. Hitscan enemies should be weak in both power and health. Projectile enemies above basic fodder tier should have at least somewhat interesting patterns or fire leading shots (look at Mancubus for that).
Enemies should cover different niches. Think of each possible niche and fill it with two-three enemy types. - like Doom has several fodder enemies, some distant pressure providing enemies (hitscan zombies), heavy hitters like Revenants and Barons, floating enemies like Cacos, spawner enemies, reurrecting enemie, annoyance enemies, tricky enemies, stealth enemies, enemies that vary their patterns etc.

Guns - try to stay away as far as possible from generic "pistol/ass rifle/minigun/rocketlauncher" dsigns, or at least put an interesting twist on them if you cant. Take a look at Unreal weaponset as an example of "twisted arsenal".
Even if you absolutely have to employ generic guns, try and add a few unique ones.

>> No.4544425

Why do YOU want to make a 'retro' FPS?

>> No.4544429

I enjoy the more open designs and free-form gameplay of a retro FPS. Despite how far gaming tech has gone since the likes of quake as far as graphics and technical aspects, I feel that a lot of shooters today feel more restricted than ever.

>> No.4544430
File: 943 KB, 640x480, Unreal2movement.webm [View same] [iqdb] [saucenao] [google]

>in Unreal 2 you play as a man with a limp leg who has to hop on one foot all the time in order to get anywhere

>> No.4544431


Oh my that looks unplayable.

>> No.4544432

Is that what Unreal 2 looked like? Man, I don't remember that at all.. how many Tournament games did they do in between 1 and 2?

>> No.4544436

In addition to level design department - follow Romero's guidelines - they are still pretty solid.

Do not hesitate to make an area more abstractif that would improve the gameplay.
Do not make areas more realistic if that would harm the gameplay/navigation.
Do not add too many little details player would trip over.

Detailing of any kind should be consistent in density. Densely detailed areas can be fine if the whole level is detailed with the same regard. Areas with significantly more detail make less detailed areas look barren and jarring in comparison.

Every area should have something unique to it, so even if areas are made of similar assets/textures each one is still immediately recogniseable as a different one.

Landmarks - each area of significance (like doors or important puzzle pieces) should have some unique design feature,structure or other recogniseable pattern near them.

Effect of the switches should be made apparent either through visual or audio cues. If you can not manage that in a subtle yet recogniseable way - add spycams and monitors that directly show the area and an effect the switch had.

If player can see an area that is not a distant backdrop, thereshould be a way of getting there either through normal gameplay or a secret.

Systematically lock player in a combat encounter that can only be finished by killing allmonsters.
Once or twice per 1 gameplay hour is a maximum. Using it as a common progression mechanic feels like padding and is an extrememly ovrdone trope by "retro" devs that think "Constantly locking player up with lots of dumb mobs in small room is totally retro guys!".
That is not "retro gameplay". That is what hipsters think "retro gameplay" is because the most retro games they ever saw are Painkiller and Serious Sam.

>> No.4544437

I believe this was between UT2003 and UT2004?

>> No.4544439

I rememver U2 movement being a lot faster than that.
Are you sure you didn't miss the run button?

>> No.4544442

Lemme go find my play disc and I'll check.

>> No.4544445

Were there ever any fan made campaigns for Unreal that are worth looking into?

>> No.4544449

Avoid making the player mandatorily backtrack through content they've already cleared, unless doing so presents a new challenge. Ducking down a side corridor and back for a powerup is fine. Getting a key and needing to work your way all the way back through a now-cleared empty level isn't. Providing shortcuts back to the main path can work, or you can make the player fight again in a previous room, as long as it's novel and interesting (different enemy types, or now enemies have the terrain/wall advantage that you once enjoyed coming through the room from the previous direction, etc).

But, don't be afraid to break the above rule every once in a while. Doing the same thing too many times gets boring (See: Skyrim's hundreds of identical closed-loop linear dungeons)

>> No.4544460
File: 1.07 MB, 320x240, Unreal2mvmnt.webm [View same] [iqdb] [saucenao] [google]

>dodging wasn't enabled by default
what the fuck
Anyway, here's "running" and dodging.

>> No.4544463
File: 1.28 MB, 320x240, Unreal2walk.webm [View same] [iqdb] [saucenao] [google]

Meant for >>4544439
Here's walking.

>> No.4544465

Check for "sprint" buttons then

>> No.4544468
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]

Jesus christ how slow

>> No.4544472

doomguy couldn't move that slow even by crawling using his pecs alone

>> No.4544473

There is no sprint, >>4544430 is footage from a speedrun.
Even checked the steam manual! http://cdn.akamai.steamstatic.com/steam/apps/13200/manuals/Manual_english.pdf

>> No.4544474
File: 11 KB, 642x507, reticulating_splines.png [View same] [iqdb] [saucenao] [google]

Making an MS-DOS styled DOOM launcher to solve the "allow selecting compatible gameplay mods for an arbitrary collection of WADs" problem in PortaDOOM.

The idea is that the launcher lets you select your load-out of settings / mods and saves these (for that WAD), also allowing you to create a desktop shortcut for future re-use.

>> No.4544476

Did Romero say these last few or are they your own advice?

>> No.4544478

Good shit man,

>> No.4544480

i get his complaints tho

>> No.4544501

don't forget to put in giant mouths made out of linedefs wherever you can fit them

>> No.4544513

What is ZIMMER supposed to be?

>> No.4544516

These are personal.
Way too many devs try to get away with this claiming that this is "le lol retrodumb olde schoole gamedesign"

Even Doom'16 fell into this trap.
Most saddening of it all is that it get praised for it and thus reinforced the trope.

>> No.4544518

dunno but it works as grass or wood. sector trees. or rock with a bit of plant life on it. it's a good set of textures, quite versatile for anything earthy / natural.

>> No.4544520

I did still enjoy those sections in DOOM'16 though because I enjoyed the gameplay that much, and I felt it just lent itself towards it better than old DOOM.

>> No.4544523

locking player in arena is my biggest gripe in the game, I dont like executions, but if I wanted to play painkiller I would load it up.

>> No.4544525

because of the verticality and jumping and the melee system

>> No.4544529

this is why I bound a key to "setspeed 2.5" in unreal 2

>> No.4544536

can it run brutal doom

>> No.4544537

it can crawl brutal doom

>> No.4544540

If you sell guns, you can't stop people shooting themselves in the foot.

>> No.4544576
File: 1.19 MB, 720x360, features real time... weapon swap.webm [View same] [iqdb] [saucenao] [google]

Oh man I am so stoked about this, it's such a small thing, but man I love player sprites that change depending on weapons.

>> No.4544603
File: 351 KB, 943x495, tempofield.png [View same] [iqdb] [saucenao] [google]

Since you cant please em all
I'll let em choose

>> No.4544626

y cant brutal crawl?

>> No.4544627

cause he dropped soap

>> No.4544628

That looks pretty baaad.

>> No.4544651
File: 706 KB, 948x1019, tempofield.png [View same] [iqdb] [saucenao] [google]

your a baaa

>> No.4544653

man i kinda wanna try playing this like a third person shooter with, with a gamepad and all...

good lad, couple of you doing huds today it seems

>> No.4544667

some scary doom wads? (with or without jumpscars)

>> No.4544668

Anyone else can't close webms after the latest firefox update?

>> No.4544683

the other spots look good!

>> No.4544687

someone asked the same thing earlier in the thread (so I would start there)

>> No.4544692

Iiii thought Unreal 2 was before 2003... But prolly not.

Unreal 2 wasn't terrible. Just painfully mediocre in every single way. Except that girls ass.

>> No.4544707

I like the multi-grenade launcher, the napalm flamer, the mechanic dude lighting his cigarettes with his hands-free cybernetic welding arms, and the biological planet creature and the machine world. Also that game has a BFG weapon that is grown out of living tissue using some weapons grade mutagen. The game is pretty terrible, but at some points it is cool.
Also iirc Unreal 2 has that perpetual unintusive upgrade system where you at first collect new weapons but later you get modifications to them that just make them better. So it's an already impressive arsenal that expands even further. I think all FPS game upgrades should work like that. Arcade-esque points that you need to collect to unlock perks or something is just retarded. Therefore I actually think that Unreal 2 did something better than D44M.

>> No.4544739

I hugely prefer free roaming fights and to limit encounters where you're locked in, but I don't think those kinds of locked in fights were a huge strike against the game.

I would like to see less of them in the sequel though, and more free fights.

>> No.4544759

Xash is an open source version of Goldsrc

>> No.4544776

pretty late response, but here's how I record things:

if I'm using OBS (for when I want multiple audio tracks), I'll record with x264, set to CRF 20, high profile, veryfast preset, and film tuning.
if I use NVENC with OBS (I usually don't), it'll be with 40000 kbps, two-pass, high profile, high quality preset (I'd use high444p if OBS actually supported it).
shadowplay only uses NVENC and only lets you set bitrate, so I just have it set to 50000kbps for more or less transparent recordings. since shadowplay doesn't hit my framerate at all, I prefer using it.

this doesn't matter too much for uploading to 4chan, since the 3MB cap cuts out most detail anyway, but it's nice to have clean recordings for other uses.

for reencoding, I just use the webm for retards program, scale it down to 800x<whatever>, and then either do a two-pass with a target size of 3MB, or do variable size encodings with maxed out tolerance (aka. how much the target CRF can be strayed from) and with whatever CRF gets me right under 3MB. they look pretty similar in the end; might as well stick with two-pass and target size.

if you can't fit your video into 3MB even at max CRF, you'll want to either lower resolution further, reduce the tolerance, or both. the lower the tolerance, the more smeared shapes become and the more colors run together. it's really just a balancing act.

I made some 26 second long webms for comparisons, take a look: https://my.mixtape.moe/dnyfjq.zip

>> No.4544785


There's some spooky monsters on Realm667 that could make for a more specifically frightening doom experience

>> No.4544802
File: 51 KB, 460x215, Wrack-PROPER-PROPHET.jpg [View same] [iqdb] [saucenao] [google]

Why didn't it take off?

>> No.4544805

Ah OK, I think I've been making things harder on myself than what they needed to be, thanks a bunch!

>> No.4544807
File: 497 KB, 1300x956, old-rough-cement-wall-plaster-construction-industry-FWRBEJ.jpg [View same] [iqdb] [saucenao] [google]

It looks sort of like some kind of really old fashioned cement plaster material applied with very rough tools.
Possibly made with dyes (or some kind of colorful stone material). Perhaps it's painted?

>> No.4544820

Related: http://slhck.info/video/2017/03/01/rate-control.html

If you can't record at visually transparent settings, I'd suggest at least doing it at 2x/3x the resolution, and resizing at final encoding step if needed.

>> No.4544836

great info here, never bothered to actually figure out what this stuff really meant

>> No.4544838
File: 2.47 MB, 640x360, doom wrack.webm [View same] [iqdb] [saucenao] [google]

nobody likes carnevil after what he did.

>> No.4544842

>after what he did.

>> No.4544845

If anyone else can't close webms anymore after the latest firefox update, right click and select "hide controls", then you'll be able to.

>> No.4544846

I hate that HUD so much
it's so goddamn intrusive with the constant popups, the fonts are just awful, and *do I really need to be told my gun's low on ammo*

>> No.4544850

>shotgun weapon
>rifle round graphic

c'mon carnbarn

>> No.4544858

Shit enemy design and variety, very basic and unsatisfying death animations.
Shit gameplay balance.
Shit 6-gen console like interface.
Weapons lack any "oomph" behind them in sound or actual animation but try to simulate impactfulnes by adding ridiculous sway to your camera on every action.
Bland cartoony design of everything including textures. Textures are actually pretty high res but lack any detail 'cause of the style.
High res textures for no reasons+extra polygons where not needed+shit optimisation = game running like shit on machines it should be flying on.
Crap, mostly linear level design with resources snuck only into the furthest corners. Picups are tiny in size in comparison to everything else.

It botched literally everything it tried to deliver.

The fuck is this shit? Is this from the game itself or is it a fan made level? Or is it a bastard mod for Doom? Because I don't remember seeing this in the game (I played through it)

>> No.4544864

It has a level creator according to the trailer.

>> No.4544869

>new chocodoom update no longer links together music and FX when using Native MIDI
time to see if I can get it working on chocoheretic

>> No.4544903

Original guns, not just "Here's an AK-XX with a futuristic paint-job"
Also, a good shotgun.

>> No.4544915

that's not how you use 'but'.

>> No.4544924

>I don't like executions

>> No.4544929
File: 61 KB, 500x280, skillsaw.jpg [View same] [iqdb] [saucenao] [google]

oh god hell revealed is complete ass beyond Map15
still gonna push through though

>> No.4544934

I remember having more fond memories of it but it really does go to shit in the latter half.

>> No.4544936

I know I'll get called a casual, but it's way more tolerable if you play them on HMP.

>> No.4544938

oh yeah the first 15 maps are moderately difficult. some bullshit moments here and there but they're tolerable. that cacodemon trap room in Map15 can go fuck itself though.

>> No.4544980

Can someone make a "brutal doom redpill" infograph detailing all of the sins of Sgt mark 4 and his mod, as well as stuff like how you aren't supposed to run it with other mods? I saw some dumbass on /k/ an hour ago that thought he could load both hideous destructor and brutal doom, and get some kind of PTSD simulator that would "make red orchestra look tame in comparison"

>> No.4544982


>> No.4544990


>> No.4544992
File: 11 KB, 129x128, e1sky.png [View same] [iqdb] [saucenao] [google]


I never remember U2 being this slow.

Nearly done with TF2 contracts- then on to the SC2 skins-

I do wish DOOM had a proper RTSFPS mod, though. Mix elements of Shotgun Frenzy, Stronghold, ZDOOM Wars, and so on.

Have a scrapped E1 sky. It didn't tile right.

>> No.4545006

What did he do?

>> No.4545014

Okay, Mark

>> No.4545025

This, what happened?

>> No.4545039

E1 as in knee deep in the dead or is this from some rejected project

>> No.4545040

there's no shame in turning difficulty down a notch

>> No.4545060
File: 14 KB, 256x128, SKY1.png [View same] [iqdb] [saucenao] [google]

knee deep in the dead. i built the sky out of some of the mechadon bits. as due to the tiling issues i just recolored the default
i'm probably going to pick the map back up after my other projects.

>> No.4545067

more like the aliens interrupted his gameplay of MK2 during his trip back to earth


>> No.4545071

i wish somebody made a video about why they think bd is bad, but make it just like "here's some opinions" and not some clickbait shit

>> No.4545094

is the best method for a skybox still a camera in a box?

>> No.4545109

who FUCKING cares

>> No.4545124

You mean a literal skybox and not a classic Doom engine sky? With actual cubic skyboxes I have always used just a square rendering using a 90° FOV camera that gets pointed at the 6 sides of the environment.

>> No.4545130
File: 7 KB, 69x69, heartanimmanupix.gif [View same] [iqdb] [saucenao] [google]

I'm sorry that Sgt. kidnapped, raped and make you play his mod 24/7 in his mod dungeon. I can only hope that time will heal your bleeding ass.

>> No.4545147

i've been sort of working on a brutal doom faq to add to the op for years, but as with all anon projects it is effectively on indefinite hiatus

>> No.4545148

Posts like these only make people want to LIKE BD just to spite you.

>> No.4545151

stop giving him attention dipshits

>> No.4545152

oh please finish that

>> No.4545164

quite a combination of words

>> No.4545187

Does anyone have that post calculating Doomguy's runspeed? I need it for reference.

>> No.4545194

If I remember my stories right, Carnevil basically flipped a bitch, took the Skulltag source code and everything involved with it, proclaimed it was his and ran off to make money with Wrack. This is why Zandronum had to basically be made to continue MP stuff for Doom.

>> No.4545271


Is the GLDEFS method where you specify 6 or 3 sides of a cube the best?

>> No.4545278
File: 116 KB, 985x369, RUNNING AROUND AT THE SPEED OF SOUND.png [View same] [iqdb] [saucenao] [google]


>> No.4545292


>> No.4545293

This sounds fucking retarded, but at least bring up nice things to say about either the mod or Mark, to not sound biased or shit like that.

>> No.4545295
File: 51 KB, 640x768, 0172b22360fc21d02d87e573c2fad619ffdf5b09.jpg [View same] [iqdb] [saucenao] [google]

I can't believe Doomguy was Sonic the whole time

>> No.4545298

Doomguy accelerates faster than Sonic.

>> No.4545304

>Doomguy accelerates
he's on top speed all the time

>> No.4545307

There's a slight amount of acceleration when changing directions.

>> No.4545309

Unlike a lot of FPS protagonists, Doomguy actually has a sense of momentum and speed build-up. Yeah it's quick, but if you just let go of the movement keys he also sort of awkwardly slides to a stop instead of stopping on a dime ala something like Quake. Plus he has to get a brief moment to build up momentum in an opposite direction.

The fucking Doomguy has more physics than most 3D FPS protagonists despite not even being able to jump.

>> No.4545326
File: 1.74 MB, 1280x720, gzdoom 2018-01-25 16-54-42-442.webm [View same] [iqdb] [saucenao] [google]


Cool, thanks.
I was able to put this calculation into some old code to get a speedometer.
The calculation is a little bit weird since with her speed being 1.05 she moves slightly less than 57 MPH except with straferunning, but maybe straferunning was calculated for that post.

>> No.4545336

So... You're into robot-car girls now, huh?

>> No.4545343


People generally seem more interested in female characters over male.
Compare High Noon Drifter, Corzo and Basilissa. Basilissa is simply one weapon, Corzo is the main character the whole way. But Basilissa is the one who gets the focus, the art, the questions, and etc, Corzo's mostly been kind of ignored.
People like tits, it seems. But I like tits too, so it balances out.

>> No.4545346

> that speed
> 106 km/h
who do you think you are fooling

>> No.4545350

real men like ass

>> No.4545352

I wanted to make a badass Skeleton Warrior.
How do I make a badass FEMALE skeleton warrior?

>> No.4545353

> robot
> girl
pick one

>> No.4545356

corzo is literally terminusest13 avatar, negated, in a hat+poncho

>> No.4545357

make her a skeleton that is female

>> No.4545358

Without making him/her fully armored and putting tits on his/her armor?

>> No.4545362

it checks out
assuming doomguy's normal running speed is 57 mph, and straferunning is a 120% speed increase, that's roughly 109 kph

>> No.4545363


S'what the calculations say, dude.

>> No.4545364
File: 109 KB, 800x549, un7fzltvhp8e5xqubz0v.jpg [View same] [iqdb] [saucenao] [google]

put a bra on it

>> No.4545365

give them a viking hat with blonde pigtails

>> No.4545367

> stealth self-insert with giant titty monster

>> No.4545369
File: 520 KB, 566x800, file.png [View same] [iqdb] [saucenao] [google]


>> No.4545371


Ahaha, shit, you're right.

>> No.4545374

There's Basilissa fan-art!!?? Where may I find this, for purely educational reasons, naturally.

>> No.4545376
File: 502 KB, 800x1402, file.png [View same] [iqdb] [saucenao] [google]


>> No.4545380

but yeah you see why he is relatively ignored? he is barely more than a stick man in a hat
naturally 88alice draws something for every mod of terminus. also draw him in frilly dresses.

>> No.4545382

can't be envious though. not like i have made creations to inspire artistes. good job on being an muse terminus.

>> No.4545384

i would say it's more akin to nerds tend to be naturally disposed to attractive women, while men tend to be glossed over.

>> No.4545385


Yeah. I'll just have to do more to make my next guy interesting.

>> No.4545393
File: 6 KB, 632x384, PH_DOOM2.ANS.png [View same] [iqdb] [saucenao] [google]

I am implementing ANSI escape sequences in QB64 for a DOOM launcher. This is both strangely contemporary and anachronistic at the same time.

>> No.4545394

t b h i don't like how most of them get rid of the skull mask

>> No.4545396

C-Can someone ask that artist if he can draw doomguy getting dominated by Samus Aran or Bayonetta?
Asking for a friend

>> No.4545401

can you post direct image link or tell how to bypass paywall? thanks

>> No.4545402

Use bugmenot

>> No.4545406

i tried that before. all credentials failed. they must monitor it and disable them quickly.

>> No.4545413

No, it works (just used it myself right now), but you have to be aware that when you copy/paste you get some white-space attached!

>> No.4545416

doomguy's 51 pixels tall from head to heel (sprite origin), which thanks to doom's 5:6 pixels translates to 61.2 pixels on the floor
according to quake 3, doomguy is 6 feet tall, and as far as I know we don't have any other height for him, which means a foot is 10.2 pixels long when on the floor, and 8.5 pixels vertically
and zdoom tics and vanilla ticks are different, but this is a zdoom mod, so tics are 28ms long, which means you get about 35.714 of them in every second.

so here's what I got for run speeds, using a speedometer mod to get units/tic and doing unit conversions for the rest:
- forward: 15.1042 units/tic, or 52.885 feet/second, or 36.058 mph
- SR40: 19.336 units/tic, or 67.703 feet/second, or 46.161 mph
- SR50: 21.360 units/tic, or 74.790 feet/second, or 50.993 mph

21.36 units/tic is the absolute highest speed I could get for SR50. I don't know where 819.52 units/second came from - if I had to guess, wallrunning, but that's a bug.

>> No.4545418

this might also tie into how a lot of hentai seems to feature intricately drawn and designed women while the men to just be blank blobs or (You) standins or offscreen

i'm sure there's a lot of psychology behind it

>> No.4545421


I had a neighbor who murdered his wife's lover with a double barreled shotgun, with both shots at the same time and point blank, dude was literally split in half

>> No.4545429

> t1000_pretzel_man.jpg

>> No.4545436

have we been lied to this whole time about doomguy's speed?

>> No.4545439

>super shotgun gibs enemies ON

>> No.4545443


>PlayerSpeedRatio=1.000000 -> PlayerSpeedRatio=2.000000

there are two instances

>> No.4545450


>> No.4545452


>> No.4545454

>which means a foot is 10.2 pixels long when on the floor
this is incorrect, id has consistently stated 8 map units (8 pixels) is a foot

>> No.4545460

without having the calculations behind it, I don't know, but those are the numbers I got.

this is the python function I'm using now:
>def upt2mph(units_h, units_v, footlength_h, ticsPerSec=1000/28):
> units = (units_h**2 + (units_v*1.2)**2) ** 0.5
> return (units * ticsPerSec * 3600) / (footlength_h * 5280)

going by hitbox dimensions instead of sprite dimensions - aka going from 51 pixels to 56 pixels - crunches the distances down by 9.8%, so 10 feet is now 9.11 feet.
by the way, this means that doomguy's hitbox is at least 2.86 feet wide.

I'm literally taking doomguy's sprite height - in the game itself - and doomguy's height - which is also provided by id - to calculate the actual length of a foot.
if you use that measurement, that means doomguy is 6.375 feet tall - which directly contradicts what quake 3 says. it also says he's 3.5 feet wide based off the sprite, and 4 feet wide based off the hitbox. tell me that isn't ridiculous.

>> No.4545462
File: 135 KB, 693x500, tumblr_nzdtamIcno1syxgg9o1_1280.png [View same] [iqdb] [saucenao] [google]


>> No.4545463

>if you use that measurement, that means doomguy is 6.375 feet tall - which directly contradicts what quake 3 says.
correction: I forgot about the 5:6 pixels, so once you apply that, that means doomguy is actually 7.65 feet tall.
yeah no I call bullshit on that

>> No.4545472

And people always forget Blazko is even faster,

>> No.4545473

and yet it is what id says
>Game units are the same scale we have had since way back in the Wolfenstein days - 8 units equals one foot.

from q3a shader docs

>> No.4545478

i can confirm your units/tic values are accurate. they can be proven from the source code.

suppose v is the players movement speed at terminal velocity (when acceleration due to input is balanced by speed reduction from friction).

- the input from each tic is read. at maximum speed, this input is 50.
- input is multiplied by MOVEFACTOR = 2048 = 1/32 in fixed point, and added onto v as an acceleration.
- then friction is applied by multiplying by FRICTION = 0xE800 = 29/32 in fixed point.

so at terminal velocity, friction balances input, and v remains the same from one tic to the next. thus we solve for v

v = (v + 50/32) * (29/32)

which gives v = 725/48 or 15.10416666...

the other two values can be obtained by multiplying v by sqrt(50^2+40^2)/50 and sqrt(2) respectively.

>> No.4545479

How much does his reasure weigh?

>> No.4545482

From the same game that says Doomguy is 6'. God dammit, id can't even internally keep their values consistent.

>> No.4545483

well I'm gonna go with the measurement that doesn't result in 7.5 foot tall former humans/sergrants, 8.1 foot tall chaingunners, and 6.75 foot long super shotguns

>> No.4545485

embrace it. the mapping community has had fun with the illogical size measurements for over 20 years.

>> No.4545489

>Dead Simple, a level so good...
My god. This man is diagnosably mentally insane.

>> No.4545491

Dead Simple is a great way to introduce the best new enemies. Its influence is bad, however.

>> No.4545503
File: 1.05 MB, 1233x1113, tumblr_ok0cnny0jT1w0zjvdo1_1280.png [View same] [iqdb] [saucenao] [google]

Why is he gunning down Mechanists? Was this map made by a Pagan!?

>> No.4545506
File: 142 KB, 640x960, 1516923380355.png [View same] [iqdb] [saucenao] [google]

tell that to adam hegyi

>> No.4545509
File: 754 KB, 1920x1080, 1501295754377.jpg [View same] [iqdb] [saucenao] [google]

what is going on here?

>> No.4545513

looks like "bugfix" is a lie!
seriously though, i don't know.

>> No.4545515

Only time I've ever worked with slopes was nearly a year ago, following some video tutorials on youtube. It seemed kind of a headache so I decided to forego using them in my maps.

>> No.4545519


that's not then problem, I did the map in gzdoom builder but the bugfix version doesn't show the sloped 3d floors properly

>> No.4545521

id is known for building solid foundations for their games gameplay and tech wise, their stories are either extremely basic or are vaguely elaborated upon over time. then either their lore doesn't line up completely or it contradicts itself, or they reboot stuff and leaves thousands of people confused as to when does things happen. symptom of afterthinking shit instead of planning on ahead as you should.

it was only half a decade ago or so that they bothered coming up with storylines decently longer than you could fit in a folded napkin. nudoom and quake champions' gameplay (and TNO as well to some extent even though machinegames is more the culprit) may have some weaker points overall, but their worldbuilding and lore writing seems to have upped a couple notches. they seem to be reusing a lot of earlier stuff trying to tie stuff up.

>> No.4545524

So apparently GZDoom intergrates some MBF features ages ago, how do I enable them? I only know how to summon the helper dogs

>> No.4545529


Well, shit. Now I'm really second-guessing this speedometer. If there aren't really any consistently accepted values for height/distance, this'll just cause more problems than it's worth.
A better meter might just be miles/kilometers travelled that stays with you through the mapset. That's still extremely subjective but not as much.

>> No.4545535


>> No.4545537
File: 856 KB, 1920x1080, 1510148303938.jpg [View same] [iqdb] [saucenao] [google]


well, going back to gzdoom builder I guess

>> No.4545620

Top tier waifu there.

>> No.4545626

In addition to what's already been said, not being locked out of any previous area of the map. I like Doom 4 but it does this quite a lot.

>> No.4545664
File: 189 KB, 512x458, quake_guy_by_natan77.jpg [View same] [iqdb] [saucenao] [google]

>Unlike a lot of FPS protagonists, Doomguy actually has a sense of momentum and speed build-up. Yeah it's quick, but if you just let go of the movement keys he also sort of awkwardly slides to a stop instead of stopping on a dime ala something like Quake. Plus he has to get a brief moment to build up momentum in an opposite direction.
What're you talkin' about, dude? Quake absolutely doesn't have 'stopping on a dime,' the slowing down is just less noticeable because you're moving slower than in Doom. There's multiple cvars related to the entire system, like sv_accelerate (how fast the player reaches maxspeed) and sv_friction (how quickly you lose speed when you let go of a movement key). If Quake made you stop moving the instant you stopped holding a key or touched the ground, bunnyhopping wouldn't exist.

>> No.4545669

that's a neat sketch of the bad guy from X-Men!

>> No.4545707

Dead Simple is an adequate boss map.

IMO the best enemies added to Doom 2 was skellie and achie, simply because of how those enemies make for radically different behaviors, letting you create scenarios that weren't possible in the first game.
Honorable mention to the hellknight for bridging the gap between the baron and the lower mooks.

Otherwise, fatso and lil' spidey are good in their roles, but their behaviors are only somewhat novel, they're large projectile spitters. Fatso lets off wide volleys of projectiles, and lil' spidey stands in place spitting a steady stream, but ultimately it's conventional projectiles.

>> No.4545709

Yeah, "adequate" is a good description. It's not very fun or interesting, just adequate.

>> No.4545726

we have the best autism, folks
doom attracts the best kind of people

hey it's a video game dude, the speedometer looks cool, just use whatever values look good.

>> No.4545732

I like both archie and the pain elemental because their existence stops you from just circlestrafing around every big monster crowd until everyone kills each other.

>> No.4545787

Doom is almost like a chess match. The player can make a move; the monsters can also do the same. You have a variety of ways to deal with any situation.

Great gameplay comes first, story comes second.

>> No.4545792
File: 1.48 MB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]

JPHUD completely breaks Reelism if you transform into a dog or a mecha, is there any workaround? I like to have the nice HP bar..

>> No.4545803

I personally use TopHPBars

>> No.4545810
File: 118 KB, 332x450, 1477780568300.png [View same] [iqdb] [saucenao] [google]

Hy guys I'm new here don't bully please. I'm trying to play Comatose on zandronum and the performance is horrid. I'm not an expert on this, I just started playing some wads. What can I do to make the game run smooth with large wads like this?

>> No.4545825

I prefer JPHUD over both TopHPBars and Damnums, but the latter two seem to be a lot better when it comes to compatibility with other mods and older/newer versions of GZDoom.

>> No.4545827

Go with Prboom+, ZDoom derivatives like GZDoom and Zandronum are rather suboptimal when it comes to running extremely detailed maps like Comatose, to say the least. Why? Well, I hope another anon with more knowledge can explain this.

>> No.4545836


Zandronum isn't very well optimized.
If you absolutely must stick with Zandronum, make sure all of your filters are turned off. If needed, play in Software mode.

>> No.4545849

Thanks. I will try Prboom+. Zandronum was fine until I tried Comatose. Guess large maps are a no no for it.

>> No.4545862

Are you playing with software or hardware?

>> No.4545868

what do you mean? I'm on a high end PC

>> No.4545869

>asks for help with performance
>doesn't list his specs
>doesn't tell us if he has the same problem with other wads
don't ever do this again

>> No.4545880
File: 1.67 MB, 1543x6892, 1514994979128.png [View same] [iqdb] [saucenao] [google]

i5 2400
Radeon RX 560 2GB
And yes I'm sorry I was pretty vague. I saw this little thread on /v/ about doom wads a couple days ago and It peaked my interest in Doom again. I've been playing some wads, mostly megawads, with zandorum and was having no problems with fps. Until I tried this large wad, Comatose.
I should have posted the specs from the start, sorry.

>> No.4545884

welcome back to doom
huge community, lots of good shit, lots of crazy shit, lots of weird shit
we're a rambunctious set of faggots sometime, but hope you enjoy your stay

>> No.4545887

To be honest, if someone is having trouble running Comatose in a ZDoom based sourceport, the answer should be pretty obvious.

>> No.4545893

Ha I didn't mean to have such a go at you... glad you're back into Doom, I got back into it the same way months ago and am still playing (and now making wads) to this day.

Have you seen how it runs with prboom+ now?
Also it won't well in most cases even on powerful machines (on those more advanced sourceports in particular) because this map is like literally the fucking largest it can be, it's fucking insane. The 'engine' just can't handle it well. You won't have this problem with most anything else.

>> No.4545896

Two modes that gzdoom runs the doom game through. Software mode uses the same rendering method that ye ole doom used, while hardware mode uses fancy opengl that every graphics card these days comes shipped with. Z& defaults to software mode. If you can't look up and down without the ceiling suddenly looking like shit, you get some weird mixture of nearsightedness and color blindness, and if explosions bigger than what is seen in vanilla doom look like shit, than you are running in software. Go to rendering settings and fix that shit ASAP.

>> No.4545902

Thanks and yeah I tried prboom+, it runs a little better but still has bad framerate. Might as well try another map I guess, looked cool tho
Oh ok that's good to know. Will try it

>> No.4545905

it's technically impressive and interesting, but it's not actually a great map to play anyway

also post a screenshot so i can yell at you if you're using a filter

>> No.4545959

Thanks it does it I guess, damnus have nice settings but TopHPBar is so simple i can barely see the bar most of the time, at least I can still see their hp without Reelism not working

>> No.4545974

No wonder there's that option to hide "nood" sprite. Damn babbies and their phobia to mammaries. On the flip side, the previous ammo counter in the HUD never bothered me because I always set to Centered messages anyway

>> No.4545982
File: 5 KB, 225x225, HUUH.jpg [View same] [iqdb] [saucenao] [google]

haha 666th post epic

>> No.4545985

Unironically, an HD Brutal Doom crossover could be fucking epic

>> No.4546001

I just now discovered Oblige. It's amazing. Feels like Doom is a rogue like. Landed in a map called City of Shadows, you start in what looks sort of like a church, with a last stand at the Alamo vibe. I had set the gen to have a high amount of monsters, not knowing there would be like 2000 something. I started in Brutal Doom, kept getting my ass kicked so in a sense, I felt like Neo, scouring for some gameplay mod that would give me an edge without feeling cheap. Found a mech suit mod where you can even get out, reminded me of Metal Warriors for the snes. I mowed into the crowd a bit more but wasn't very cautious, as I was mostly just playing around with the new mod. Then out of curiosity I installed Hdoom. Played with that for a bit, Ive been getting punked by Lost Souls all day and it felt good to make one suck my dick. Then I ran both together. At first my church was overrun with the generic zombie gunmen, but as the battle to clear what is essentially now my home came to its conclusion, there I saw her, the floating female lost soul. I gunned her down, hit the "sex" button, and there in all of its glory I was getting blown atop the corpses of my slain foes.

Fucking doom man.

>> No.4546006

gib map

>> No.4546010

Will upload tomorrow. Typed all that out while shitting and thinking about it. In bed now. Still haven't beaten the map due to there being a shit ton of enemies. I set the gen to have no key doors, but I don't know where the exit is.

>> No.4546015

Make regular run speed be "40 km/h" since that is a speed limit on most city roads, at least in EU.

>> No.4546020
File: 141 KB, 300x225, 300px-Quake_II_Lower_Mines_Starting_Area.png [View same] [iqdb] [saucenao] [google]

not my pic but holy shit this level fucking blows

>> No.4546021

Lads, how can I get DoomRL Arsenal and DOOMRPG working again? I accidentally updated doomrpg

>> No.4546026

whats that anon? hate being challenged and feeling insecure when map isnt straferun friendly with plenty of cover?

>> No.4546034

Why not make it 50kn/h since that is the speed limit on most city roads, at least in NZ.


>> No.4546035


>> No.4546041

sad work has ceased on it!

>> No.4546046

Gotta wonder why "floating head in a jar" memery didn't took off. Are Quake II enemies really just that forgettable?

>> No.4546051

I do think it's trash when they so shit like putting in a bridge that spasm like fucking Josh Nichols

>> No.4546059

BD is fun if you're in the mood for it. I wouldn't play it 24/7 but it has its appeal at times.

>> No.4546060

New thread.


>> No.4546064


>> No.4546069

there's plenty of challenging and more interesting areas in quake 2 that don't involve awkward geometry navigation and/or shit platforming.

>> No.4546102

Comatose would run like ass on many PCs due to the way it is build.

It was designed to push Boom format to its limits - it is a wide open map with as many linedefs, sectors etc. visible, and as little visual blockers as possible. There's even a dedicated zone made specifically to dump some extra detailing linedefs for explicit purpose of hitting the linedef limit beyondwhich PRBoom crashes.

It will run mostly fine only on PRBoom+/GLBoom+.
My rig which is an oldass 2.4Ghz Core Duo with Geforce 8600 (12 year old gpu) runs Comatose at ~40-50 fps, while most other maps give me 700-1400fps.