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/vr/ - Retro Games


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4551335 No.4551335 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4546054

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
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.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
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/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.4551338 [DELETED] 

=== NEWS ===

[01-23] Zanieon releases demo of his map, Main UAC Hangar
https://forum.zdoom.org/viewtopic.php?f=42&t=53887

[01-22] Babel updated
https://babel-mod.neocities.org/

[01-17] Anon release: gp.wad, requires cc4tex
https://www.dropbox.com/s/jvcy01vckqejdpv/gp.wad?dl=0

[01-15] Quake Champions Doom Edition trailer + release date "02-10-18"
https://youtu.be/ccM_t9vv3Ek

[01-15] La Tailor Girl updated to 1.3
https://forum.zdoom.org/viewtopic.php?p=1036072#p1036072

[01-14] Latest version of Cyberpunk Shootdown re-uploaded
https://www.dropbox.com/s/m1837juflyi2u0e/cyberpunkshootdown-v4.2.pk3?dl=1

[01-14] Anon wants to make music for your map:
>>https://warosu.org/vr/thread/4521250#p4522475

[01-14] Smooth Doom update
https://www.doomworld.com/vb/post/1837660

[01-13] Crispy Doom 5.1 released
https://www.doomworld.com/vb/post/1837447

[01-13] Doom LMP Uploader: encode/upload demos to youtube
https://www.doomworld.com/forum/topic/98777-doom-lmp-uploader/

[01-12] Nuclear Chunks: a new Plutonia map each Friday, by Khorus
https://www.doomworld.com/forum/topic/98752-nuclear-chunks/

[01-11] Tangerine Nightmare RC2
https://www.doomworld.com/vb/post/1836694

[01-11] Anon map release: Toxic Complex
https://www.doomworld.com/forum/topic/98745-toxic-complex/

[01-11] ProjectILE update:
http://www.mediafire.com/file/9476i5x9040keox/ProjectILE_Zdoom_11.pk3

[01-11] DAKKA news/updates:
>>https://warosu.org/vr/thread/4515853#p4516417

[01-11] Anon map release: 4hr speedmap for his friend's birthday
https://my.mixtape.moe/odkpwm.wad

[01-09] Anon map release: his first map, second release removing some ZDoom-isms
https://mega.nz/#!8IRlWCzS!svHMzkM2pjNfTLturNDx4AqPjvhAGKlw2EhjmB43PZI

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4551351

>>4551338
Netronian Chaos updated to V3, includes monster replacements

https://forum.zdoom.org/viewtopic.php?f=43&t=57964&start=210#p1036981

>> No.4551352
File: 2.43 MB, 648x5000, dark souls.jpg [View same] [iqdb] [saucenao] [google] [report]
4551352

>>4551263

>> No.4551360

>>4551351
i do apologise, i was sure i'd put that in.

>> No.4551362

=== NEWS ===

[01-27] Netronian Chaos updated to V3
https://forum.zdoom.org/viewtopic.php?p=1036981#p1036981

[01-23] Zanieon releases demo of his map, Main UAC Hangar
https://forum.zdoom.org/viewtopic.php?f=42&t=53887

[01-22] Babel updated
https://babel-mod.neocities.org/

[01-17] Anon release: gp.wad, requires cc4tex
https://www.dropbox.com/s/jvcy01vckqejdpv/gp.wad?dl=0

[01-15] Quake Champions Doom Edition trailer + release date "02-10-18"
https://youtu.be/ccM_t9vv3Ek

[01-15] La Tailor Girl updated to 1.3
https://forum.zdoom.org/viewtopic.php?p=1036072#p1036072

[01-14] Latest version of Cyberpunk Shootdown re-uploaded
https://www.dropbox.com/s/m1837juflyi2u0e/cyberpunkshootdown-v4.2.pk3?dl=1

[01-14] Anon wants to make music for your map:
>>https://warosu.org/vr/thread/4521250#p4522475

[01-14] Smooth Doom update
https://www.doomworld.com/vb/post/1837660

[01-13] Crispy Doom 5.1 released
https://www.doomworld.com/vb/post/1837447

[01-13] Doom LMP Uploader: encode/upload demos to youtube
https://www.doomworld.com/forum/topic/98777-doom-lmp-uploader/

[01-12] Nuclear Chunks: a new Plutonia map each Friday, by Khorus
https://www.doomworld.com/forum/topic/98752-nuclear-chunks/

[01-11] Tangerine Nightmare RC2
https://www.doomworld.com/vb/post/1836694

[01-11] Anon map release: Toxic Complex
https://www.doomworld.com/forum/topic/98745-toxic-complex/

[01-11] ProjectILE update:
http://www.mediafire.com/file/9476i5x9040keox/ProjectILE_Zdoom_11.pk3

[01-11] DAKKA news/updates:
>>https://warosu.org/vr/thread/4515853#p4516417

[01-11] Anon map release: 4hr speedmap for his friend's birthday
https://my.mixtape.moe/odkpwm.wad

[01-09] Anon map release: his first map, second release removing some ZDoom-isms
https://mega.nz/#!8IRlWCzS!svHMzkM2pjNfTLturNDx4AqPjvhAGKlw2EhjmB43PZI

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4551375

>>4550953

not yet

>> No.4551383

>>4551362
Colourfull Hell updated to 0.929

https://forum.zdoom.org/viewtopic.php?f=43&t=47980&p=1037858#p1037858

>> No.4551392
File: 1.85 MB, 2160x1440, Screenshot_Doom_20180128_163917.png [View same] [iqdb] [saucenao] [google] [report]
4551392

>>4551335

What wad has the comfiest space stations? Does Hexen and Heretic have any exceptionally comfy hub worlds?

>> No.4551396

>>4551392
I think that most of the serpent rider trilogy could be considered "comfy," though I don't know exactly what you definition of it is.

>> No.4551398

>>4551392
vrack, vrack 2, vrack 3, deus vult 2 map19
(if you want comfy, don't play them on UV)

>> No.4551407
File: 284 KB, 1600x900, spasm0001.jpg [View same] [iqdb] [saucenao] [google] [report]
4551407

Just setup Netradiant to start mapping for Q1 again. I used to map for Q3 back in the day (nothing big, just stuff for me and friends), but I want to get a bit serious and make a Q1 mapset/mod in the style of Arcane Dimensions.

Ideally I want to build something that takes the general theme of Quake 1 (like the gothic, Lovecraftian theme) and amp it up to 11 with new/improved weapons, enemies, and gameplay elements.

Anyone down? Here's a real early WIP shot of a map I'm working on. Really just getting a feel for the architecture style and textures more than anything else.

>> No.4551426
File: 241 KB, 440x427, 1515831745433.png [View same] [iqdb] [saucenao] [google] [report]
4551426

Just discovered Netronian Chaos, love it. Any good cyberpunk/dyspotian/futuristic themed level sets for me to play, to go with it? Something blade-runnery would be perfect.

>> No.4551437 [DELETED] 

welcome

>> No.4551441
File: 21 KB, 640x480, 1517180510972.png [View same] [iqdb] [saucenao] [google] [report]
4551441

welcome.

>> No.4551446

>>4551426
Dark 7, old ZDoom mapset.

>> No.4551456

>>4551407
how do we monetise?

>> No.4551460

>>4551456
I'm releasing the first episode of my new WAD pack tomorrow. Only $2.99 for episode 2 and if you wait a week levels 1-3 of episode 3 will be only $.99

>> No.4551461

>>4551407
Any new levels for Quake is always good. Is it an episode or a single map? Is it a solo or team thing?

>> No.4551462

>>4551461
A whole games worth of level sets, but I'm only releasing the first for free.

>> No.4551464

>>4551460
I'll call my VC buddies now

>> No.4551468

>>4551464
For an additional $2.99 I'll be releasing an HD red doomguy and a new shotgun texture. The grip is going to be mahogany.

>> No.4551470

>>4551407
New weapons and enemies? Sounds ambitious. Never touched it but I hear that it's harder to bring in new guns and monsters for Quake. Still I'd be really excited to see what you come up with. Have you thought about what they would be?

>>4551446
Thanks, though it looks a bit too vanilla.

>> No.4551471

>>4551468
how much for the all new remastered 100% heavy metal doom soundtrack

>> No.4551472

you guys hot any hot new QC Doomguy memes

>> No.4551473

>>4551468
Can I get that in cherry birch?

>> No.4551474

>>4551470
>>4551471
I'll be releasing a "Game of the year" package in about 2 weeks with everything included for $14.99
Yeah, the new weapons and enemies are what's really making me do this. I think it's fair trade for fair work.

>> No.4551478

>>4551473
I'm here for the fans. Be sure to donate to my patreon.

>> No.4551486

>>4551461
>Is it an episode or a single map? Is it a solo or team thing?
I'd like to make an episode though I'm pretty rusty with Radiant. I also admittedly played way the fuck more Doom than I did Quake 1, so I feel a bit of a fish out of the water getting used to Quake 1's mechanics again.

Right now it's just me though. It'd be cool to put together a team because all I can really do is map, and as I stated above, I'm pretty rusty.


>>4551470
>New weapons and enemies? Sounds ambitious.
Yeah I'm starting to realize that. Something I never liked about Quake 1 was how unsatisfying the weapons felt, aside from maybe the nailgun or lightning gun. I'd be happy with starting off with changing their sounds and maybe improving the firing effects (visible bullet holes, adding a muzzle flash of sorts).

>> No.4551490

>>4551486
More on the new effects, that's why I'm deciding to go ahead with this DLC format.

>> No.4551491

>>4551470
>Thanks, though it looks a bit too vanilla.

...Er, how?
Because I assure you, it is very much a ZDoom-only mapset.

>> No.4551494

>>4551486
A team would be nice, but from what I've seen, any community quake project from here ends up dying

>>4551478
Do you accept gofundme?

>> No.4551496

>>4551494
Just go to the Western Union and send a moneygram.

>> No.4551505
File: 232 KB, 1600x900, spasm0002.jpg [View same] [iqdb] [saucenao] [google] [report]
4551505

>>4551490
Again I've only had this idea for a couple of days so it isn't super fleshed out, but here's a good way I can describe it. You know how satisfying the SSG feels in Doom 2? Loud boom, muzzle flash, and a satisfying reload animation. Compare that to the Quake SSG. It can pack a punch, but it *feels* weak compared to Doom 2's SSG. And if you compare the vanilla Quake 1 weapons with something like Brutal Doom, the difference is astounding. I love playing BD because of how the weapons feel. They're loud, explosive, and satisfying when they connect with an enemy. I never got that feeling with Quake 1's weapons. (I did fucking love Quake 3's shotgun though).


Here's another shot of that hallway I was working on. Reworked the lighting and beveled the corner a bit, looks cleaner now.


>>4551494
Yeah seems like this is more of a Doom community, not that that's a bad thing. I was making Q3 and Jedi Academy maps like 13 years ago. I'm too much of a brainlet to transfer to Doom's sector-based mapping style.

>> No.4551510

>>4551496
My SmartCar broke down during a rally.
I'll tell you what, I'll send a messenger pigeon with my bitconnect and an IOU.

>> No.4551512

i dont know who here was it that said hell revealed turned to absolute dogshit from map14 onwards but holy shit I'm not arguing that at all

the thing apparently orgasms at the prospect of repopulating areas to the point of cutting off paths entirely

>> No.4551513

>>4551505
why would you compare quake's weapons to brutal doom's

like, ever

>> No.4551517

>>4551513
I get it, Doom seems more combat focused while Quake's more of an atmospheric game. I just think Quake would be way more enjoyable with punchier weapons with some additional features like alt fires and whatnot.

>> No.4551523

>>4551505
sectors are much easier to understand than brushes, you aren't dumb

>> No.4551528

>>4551505
>>4551517
yyyyeah, not to be rude but I would turn off the alt weapons or find a way to edit them out if they were designed the way you describe them.

also this captcha makes me want to shove cockroaches up my fucking urethra.

>> No.4551534

>>4551491
It seemed to use a lot of stock textures, whereas I wanted something sleek and shiny. In what way is it Zdoom-only? Coloured lighting and 3d floors?

>> No.4551539

>>4551510
I need you to press down the key with the four squares on the bottom left of your keyboard, followed by the letter R.

>> No.4551554

>>4551534

Oh, I see.
Yeah, it runs the full gamut of ZDoom features. Scripts, colored lighting, 3D floors, deep water, etc.
If you want something super shiny, try the Vrack trilogy. Equinox is also really shiny, but bring your own music.

>> No.4551562

>>4551528
fair enough. nothing wrong with refreshing some of the weapons and gameplay mechanics to appeal to a broader audience. I'm not talking "press X to hide behind cover" type of shit, just speaking pretty generally about stuff like reloading, alt fires, etc.

>> No.4551571

>>4551554
Thanks a lot.

>> No.4551576

>>4551562
oh no, that kind of stuff is fine, just not in quake imho.

>> No.4551581

>>4551539
It restarted my computer, but I don't really see how that helped. The only difference is my Weatherbug is now beeping like mad. Something about terminal hail. We may have to reschedule.

>> No.4551586

>>4551581
Sir, if you hang up this call then I'll be forced to report you to the Windows Authority. I am here to help you, sir.

>> No.4551594

>>4551586
I don't need your help. I am not a number, I AM A FREE MAN

>> No.4551596

>>4551426
Mutiny?

>> No.4551601

>>4551576
DoE has "alt-fires" though; would it really matter so much if it got changed to a separate trigger rather than a separate weapon

>> No.4551607
File: 137 KB, 623x527, 1515267069375.png [View same] [iqdb] [saucenao] [google] [report]
4551607

>>4551471
>that ROTT 2013 soundtrack
Who hears the original score and thinks "heavy metal"?

>> No.4551618
File: 265 KB, 1600x900, spasm0003.jpg [View same] [iqdb] [saucenao] [google] [report]
4551618

>>4551601
yeah exactly. there's a lot of purism with the quake and doom community and it's a bit stifling.

here's another shot of a moat/sewery type area. again, no real plan here for a specific layout. Just trying to relearn some concepts. criticism is welcome.

>> No.4551623

>>4551618
also I'm very aware that it's retarded to have a flame right next to a wood support beam.

>> No.4551630
File: 894 KB, 1360x768, Screenshot_Doom_20180128_161907.png [View same] [iqdb] [saucenao] [google] [report]
4551630

Well this is something.

>> No.4551636
File: 754 KB, 1360x768, Screenshot_Doom_20180128_162106.png [View same] [iqdb] [saucenao] [google] [report]
4551636

>>4551630
Got to level two and it's already broken. Waluigi is stuck in this pose and can't walk anymore, only jump.

>> No.4551639

>>4551630
your .exe is knee deep in the directories, dylan

>> No.4551645

>>4551639
Lel didn't realize the internal screenshot function would capture the notification that it took a screenshot

>> No.4551647
File: 1.11 MB, 360x202, demo is amused or aroused.gif [View same] [iqdb] [saucenao] [google] [report]
4551647

>>4551630
hello dylan

>> No.4551653

>>4551645
try "screenshot_quiet=true" in gzdoom.ini

>> No.4551665

>>4551653
Thanks

>> No.4551675

What are some good mods with human enemies? Demonic enemies are alright, but killing humans is something that I enjoy the most no edge intended, I just can't explain why. Netronian Chaos and WildWeasel's mods were a blast to play, is there anything more?

>> No.4551692

>>4551601
alt fires that are outright more powerful than base fire.

>> No.4551704

>>4551675

There's a gameplay mod called Mutiny where you're fighting against the UAC.

>> No.4551718
File: 13 KB, 384x154, mapinfo doomednum.png [View same] [iqdb] [saucenao] [google] [report]
4551718

If I wanted to add use a Strife peasant in Doom, can I reference it in a MAPINFO lump, as in pic related? Or do I need a DECORATE lump?

I know ZDoom has all the guts of the Peasant, and I thought I could access it best via DoomEdNumbers

If I were to use DECORATE, as I understand it, I'd be creating a new actor, when technically I shouldn't need to do that if I don't need the Peasant to behave any differently.

>> No.4551727
File: 1.80 MB, 2160x1440, Screenshot_Doom_20180128_164740.png [View same] [iqdb] [saucenao] [google] [report]
4551727

>>4551392

From RTC-3057, which had a beautiful, fresh aesthetic and pretty comfy human spaces, including eating areas, a food prep/kitchen area, even a walk-in freezer.

>> No.4551728
File: 1.23 MB, 2160x1440, Screenshot_Doom_20180128_165432.png [View same] [iqdb] [saucenao] [google] [report]
4551728

>>4551727

From a wad called Hellcore 2.0 that had a cool aesthetic in its first map.

>> No.4551736

>>4551486
>adding a muzzle flash of sorts
Every Q1 weapon already has a muzzle flash, though?

>> No.4551743

>>4551486
>though I'm pretty rusty with Radiant
Have you given Trenchbroom a whirl? It's more aimed at newbie mappers who haven't worked with the three-grid system of Radiant and similar, older editors, but building directly in 3d feels so good, man.

>> No.4551763

>>4550831
I've thought about it, and I've decided that I want to keep Doomslayer as simple as possible, so no parry or reflecting. If you want to avoid taking damage from a projectile, you'll need to either get out of the way or kill the monster before it even shoots.

>> No.4551767

https://www.youtube.com/watch?v=7SCP5w4MbWY

>> No.4551774
File: 133 KB, 460x215, quake__dimensions_of_the_past_by_wario64i-daf9njd.png [View same] [iqdb] [saucenao] [google] [report]
4551774

>>4551335
Is the free "5th episode" of Quake from 2016, "Dimension of the Past", worth playing?

And how is it in general compared to the original, or even the 2 mission packs?

>> No.4551796
File: 1.87 MB, 755x648, CTfJYMu.png [View same] [iqdb] [saucenao] [google] [report]
4551796

Have you ever gotten a doom-related dream?

>> No.4551798

>>4551796
Yeah, I got a cacoward.

>> No.4551802
File: 131 KB, 960x640, 4L_A68DSobk.jpg [View same] [iqdb] [saucenao] [google] [report]
4551802

I like doom 2016

>> No.4551812

>>4551796
a few days ago I had a dream where I was moving some boxes in doom-styled environment with similar jagged-blocky geometry
since I have started taking pills for depression I get bizarre short dreams like that and I remember them better after waking up, so far they are all mostly amusing

>> No.4551813

>>4551796
Scary, silent hill-ish wad with creepy looking monster replacements. Can't remember anything more than that.

>> No.4551821
File: 30 KB, 483x417, 1510013589917.png [View same] [iqdb] [saucenao] [google] [report]
4551821

>>4551812
You should design a simple map layout with DoomBuilder and try to recreate as much as you remember in your dreams.

It may tell you something interesting about yourself along the way

>> No.4551828

>>4551796
No, but I've had multiple dreams of non-existing shooting games with bizarre weapons and gimmics you could only come up with in a dream.

In one of them there was a level where you needed to get a keycard to get into some huge hangar building, but you had to run to the door across a huge open yard in a pouring rainstorm while some huge turret in the distance was taking shots at you. Then later in the game there's a "it's a you're put in prison -episode" level where the player character is going to get executed, but then a secret hatch opens in the floor of the cell and you go into a tunnel. Then there's a loading screen where you enter a map called "dm_paradox", and you have to get into a huge turret in a pouring rainstorm and you're actually in the past and you have to kill yourself running across the yard to the hangar to prevent the future where you get caught and executed. 11/10 GOTY all years.

>> No.4551861

>>4551802
it's a good game, that's fine

>> No.4551871

>>4551828
Fuck that's actually kind of a decent idea, except the part where it doesn't make any sense because you die either way.

>> No.4551904

>>4551821
it wasnt much and reminded me of some mapset I played with final doomer a while ago, dont remember what it was tho

>> No.4551939

>>4551743
I'm not new to Radiant, just rusty. I used to map for Quake 3, Jedi Outcast, and Jedi Academy back in the super early 2000s. I'm picking Radiant back much quicker than I could possibly learn another program. I have heard good things about Trenchbroom though.

>> No.4551956
File: 272 KB, 1280x1024, Screenshot_Doom_20180128_220258.png [View same] [iqdb] [saucenao] [google] [report]
4551956

>>4547743
Nobody?

>>4551335
>>4551362
Added the last secrets and detailing bits- though they probably look a bit funny.

>>4546054
>>4546057
RC2
https://www.dropbox.com/s/2q5hoeea28vu6wy/Shajeshogjjth-RC2.wad?dl=0

Poll for what I work on once i have the stuff in other games done is still going, nearly half-done.
http://poal.me/e827xb

>> No.4551976

>>4551828
Timesplitters 3 did this in the campaign, helping your past self at least.

>> No.4551993
File: 1.99 MB, 720x360, holy animation cancelling batman.webm [View same] [iqdb] [saucenao] [google] [report]
4551993

So now you can interrupt pump/reload animations for the shotguns by switching weapons, throwing subweapons, or using the new altfire sword attack.

Just mind your ammo.

>> No.4552007

>>4551993
You attached the firemace to a shotgun? That's pretty funny.

>> No.4552013

>>4552007
I thought a shotgun mace was a cool idea.

>> No.4552018

>>4551993
Man that cancelling is exactly why I had to track weapon reload state in Babel, but being able to turn 2 shotguns into some kind of flak AA gun might be fun in GMOTA.

>> No.4552025

>>4551993

Hey I remember that in eDuke32.

>> No.4552027

>>4552018
I was thinking about Babel as I implemented the cancelling and how you track the need to reload the guns, but I went for speed and simplicity here.
Plus Doom 4 let you animation cancel

>> No.4552030

>>4552027
Did it? I still haven't gotten around to playing Doom 4 myself except for a small section of the early game on a friend's PC. Shit's OP man.

>> No.4552078

>>4552030
yeah, you reload the super shotgun off screen as you continuously blast rockets or unload the gauss on someone's face. couple that with quick gun switch perk and faster glory kills + speed boost runes and you're essentially a multitool cowboy in space armor.

if you decide you want everything to go fuck itself you whip out the BFG and use the weapon wheel time freeze exploit to dish out damage in the thousands to every enemy in the room.

>> No.4552084

>>4552078
Sounds pretty fun honestly, I'm just a really cheap bastard so I don't want to buy the thing until it goes on sale.

>> No.4552102

>>4551796
I had a nightmare that I played a bad mwith an annoying helmet HUD. Not even joking.

>> No.4552128
File: 18 KB, 720x478, 1450313904435.jpg [View same] [iqdb] [saucenao] [google] [report]
4552128

>>4551796
boy do I have one in particular that is extremely recurring.

so I'm in this huge ass slaughtermap, with bloodcurdlingly terrifying monsters running towards me at the speed of light. think SUAB except every monster is the spider mastermind replacement or the equivalent to that for almost every monster. they laugh at me and make creepy faces and noises. they don't seem to infight.

the map itself is terrifying as well. think Quake E4 mixed with Doom 64's hell levels except with extremely high brightness. like the polar opposite of Doom 64's maps. I can perfectly see every single one of the monsters standing there.

what do I do? I instantly try and noclip through the map, but for some reason I never go outside of the actual map geometry, and only stand still between walls instead. which are THIN AS FUCK I might add. I literally stand still there, crying and gasping for air as every monster seems to be perfectly capable of seeing me just standing there like a panicky shit.

I somehow manage to pull down the console amidst engaged panic attacks, and type 'freeze', 'kill monsters', among others. 'nextmap'. none of them work.

I must finish the map but I never manage to. my weapons refuse to fire.

>> No.4552135
File: 375 KB, 867x636, 1345757728335.png [View same] [iqdb] [saucenao] [google] [report]
4552135

>>4552128

>> No.4552138

>>4552128
holy shit

>> No.4552142
File: 151 KB, 446x940, mapinfo peasant.png [View same] [iqdb] [saucenao] [google] [report]
4552142

Shouldn't I be able to use MAPINFO to inherit any of the actors contained in zdoom? I've done pic related but cannot see any of these actors in Doom Builder. I thought there was a way to do this without creating a new actor via Decorate.

>> No.4552143

>>4552142

Normally, yes, but also keep in mind that many game-specific actors are defined to only appear in their game.

>> No.4552229

>>4551486
What Quake needs in terms of weapons and enemies:
Quake definitely needs a better melee:
Axe should be improved, maybe increase fire rate and range a bit.
There should be a second melee, something slower and much more damaging, like a sword or something, which would act like enemy melee acts - continuous chainsaw-like damage while its swinging.
At the same time this kind of damage should be removed from enemies since it prevents player from approaching them at all during the whole length of their melee animation - the frames where enemies actually do melee damage need to be reduced to only a few frames near the impact/end of an attack.

Other changes I think would improve the gunplay:
Shotgun firerate increase, increase in pellets and spread in a way that would keep pellet density at default level, so that it deals more damage up close and ~same damage as before at a distance.
Supershotgun should have a quick reload animation that will keep its firerate at current level. And increase pellets/spread according to SG changes, but with even more spread so SSG would become much more lethal upclose and somewhat less powerful at medium range and further.

NG: double the max Nails player cancarry
Increase damage slightly.
SNG: reduce damage slightly (still higher than NG), reduce consuption to 1 nail, add some spread.

GL: increase explosion range a bit
RL: increase rocket speed

Lightning Gun: reduce firerate by at least 30%, better by 50%, increase damage per cell a bit. Maybe add a non-hitscan altfire.


In theory all dual-weapons can be merged into being one gun with altfire and new guns could be added, but IDK.

>> No.4552234
File: 316 KB, 1280x800, uni01.jpg [View same] [iqdb] [saucenao] [google] [report]
4552234

>>4552128
https://www.youtube.com/watch?v=0gMhgZxQ9-k

What Ambient Horror (unloved, distrophia, etc.) maps are the best?
I distinctly recall that UNI was being remade in Doom
Speaking of, didn't sarais used to play that?

>> No.4552243
File: 1002 KB, 250x251, what are birds.gif [View same] [iqdb] [saucenao] [google] [report]
4552243

>>4551796
>A dream where Doomguy and Ragna the Bloodedge are going through Raccoon City fighting against hordes of actual raccoons.

i don't even play blazblue

>> No.4552248

>>4552229
stop posting any time, everything you just wrote is awful

>> No.4552251

>>4551596
Just to say I read this post and I like the look of the WAD. Thanks!

>> No.4552263

>>4552143

So, if I want to use a Hexen or Strife actor in Doom, or vice versa, Decorate or ACS script (that tells actor to spawn) are the best methods? In other words, I cannot use inheritance, because the original actors do not belong in the given game.

>> No.4552268

>>4552248
How making weapons fill their roles, and making said roles more defined is awful?
SG in Q is a sniper-accurate. It definitely should not be.
SSG is also much more accurate than it should be, but also not as satisfying as D2 shotgun. Bumped damage and increased spread would help with that.

NG and SNG are just 100% precise "Damage" and "x2 Damage", they are completely uninteresting beside SNG having good sound.

GL is just logical since RL and GL use same ammo,but rocket also has to use fuel to fly. Since GL does not use said fuel it would explode more vilently, but that would be too much of a disballance so it would be better to increase its blast radius instead. It would end up with GL dealing slightly less damage in larger radius and RL dealing more damage in less radius (as in vanilla).

In Q each "upgrade" weapon makes previous gun pretty much obsolete since they are straight up better versions of a previous gun. The changes I propose would give the obsolete guns some purpose.

>> No.4552269

>>4552248
you are a retard that hates fun

>> No.4552273

>>4552229
>There should be a second melee, something slower and much more damaging, like a sword or something, which would act like enemy melee acts - continuous chainsaw-like damage while its swinging.
>a sword
>not a hammer

Come on son.

>> No.4552281

>>4552268
>SG in Q is a sniper-accurate. It definitely should not be.
except by making it inaccurate you give the player no reliable hitscan weapon beyond pissing range, the single shotgun is quake's minigun, your medium range hitscan workhorse with common ammo and useful against most everything
>Bumped damage and increased spread would help with that.
ssg doesn't need to be more powerful or it'll become a doom-esque "use this gun for everything because it does stupid amounts of damage and you'd be a retard to do anything else", the massively increased fire rate compared to doom's is intentional
>NG and SNG are just 100% precise "Damage" and "x2 Damage", they are completely uninteresting beside SNG having good sound.
okay but your fix doesn't change that at all, especially if you make the SNG use the same ammo rate as the NG, that makes it even more objectively superior than the standard sng, 'some spread' would have to be very, very wide anyway because of quake's generous hitboxes
>RL: increase rocket speed
q1's 1000ups rockets are already some of the fastest in the series and most maps become absolute ezmode once you get the RL- hence why most mapmakers only give you the GL instead- and making them even faster will make them even more of a mainstay once the player has an easier time hitting airborne enemies that can easily dodge them like scrags
>50% LG firerate reduction but only a bit of increased damage
LG is your panic oh-shit gun and/or "i have to kill a shambler but don't want to fuck with nails because there's other enemies around," it's supposed to mow down stuff like butter and is balanced by how rare nails are
projectile altfire/projectile weapons using cells have been done by mods as well as scourge of armagon's plasmagun

>>4552273
scourge had the hammer, too

>> No.4552285

>>4552281
*how rare cells are, obv

>> No.4552290

>>4552018
dakka does a very similar thing to that webm, except you only truly cancel the reload if the weapon stays in your pocket for a second
fire two shots from the SSG, switch to the shotgun and fire a couple shots, switch back to the SSG and it's magically reloaded
great for plowing through mancubi, as five shells is exactly enough to kill one of them

>> No.4552296
File: 301 KB, 1200x898, Brutal Doom sgt mark still being salty.png [View same] [iqdb] [saucenao] [google] [report]
4552296

>Haven't checked on Brutal Doom in ages.

>Decide to download latest build just to see how it's changed this time.

>See this.
I hope he realizes whenever he does this it just proves everyone right that he's a salty faggot. Also Brutal Doom is hard? Since when? As long as you aren't playing on the completely bullshit realism mode it's by no means impossible. I feel like he's just talking out of his ass here. You know, like always.

>> No.4552298
File: 9 KB, 212x300, Low quality doom guy model.jpg [View same] [iqdb] [saucenao] [google] [report]
4552298

>>4552296
>Whinny.

>> No.4552302

>>4552296
what's this, the 12th time or so this post has been made?

>> No.4552305

>>4552269
nice post.

>> No.4552307

>>4552296
the only thing I'm mildly bothered by out of everything he spruced up here is his poor grammar

>> No.4552308

>>4552281
SG: More pellets, but pellet density is the same.
The damage at close range would still be greater, damage at medium-long range would be the same as it was for both SG and SSG.
By SNG spread I was thinking same as chaingun in Doom, which is substantial enough to knock it off the "sniper" niche without chaintap, and leave that niche to base NG.

LG will keep its panic weapon function since increased damage would make up for loss in firerate.


Still, I don't see other ways things can be improved while keeping a semblance of balance, aside from replacing the whole weaponset altogether.

>> No.4552315

>>4552308
>The damage at close range would still be greater
and that requires rebalancing all the enemies as well, arcane dimensions bumped up the shotgun damage by just a tad and wound up rolling it back because it meant one-shotting grunts with the starter weapon

>LG will keep its panic weapon function since increased damage would make up for loss in firerate.
less of a panic weapon though because you're getting more firing time out of it- lower firerate is not only clunky for a continuous-beam weapon, but seeing those hard-earned cells get eaten up like popcorn is a hell of a psychological thing for the player

>> No.4552326

>>4552315
x1.5 damage on SG would not oneshot grunts, it would still require 2 shots, but it will 3-shot laser goons instead of 4-shotting, and everything else would be 50% easier to kill at close range with SG's... Which is not that huge of an improvement considering GL/RL would still be better at that.

>> No.4552337

>>4552326
>x1.5 damage on SG would not oneshot grunts
it actually would, 24*1.5=32 versus grunt's 30 health assuming all pellets hit which is actually pretty easy

>everything else would be 50% easier to kill at close range with SG's... Which is not that huge of an improvement considering GL/RL would still be better at that.
at 50% easier, an ogre dies to two super shotgun volleys and that's just silly, this is 'sneeze at things and they die' silliness, also gl/rl are not for close range that's how you kill yourself

>> No.4552339

>>4552337
wait how'd i fuck that math up, 24 times one and a half is 36 which is more

>> No.4552395

>>4552339
that is at very low range since the spread would be increased to accomodate.
Well, I guess you can knock SG damage down to 1.2 so it does not oneshot anything ever.

>> No.4552402

>>4552234
Holy fuck. I remember playing this map in Svencoop.

Another map you should check out is The Room Demo for svencoop. Incredibly atmospheric coop puzzle room well worth checking out. I love these sorts of maps.

>> No.4552417

so
what does beast vision do exactly?

>> No.4552447

>>4552417
highlights enemies

>> No.4552457

>>4552447
ooh

>> No.4552495

>>4552302
only the 2nd

>> No.4552507
File: 538 KB, 700x600, 1381642664056[1].gif [View same] [iqdb] [saucenao] [google] [report]
4552507

Is it possible to change the behavior of enemies? Specifically, the way they move?
I'd like to be able to smooth it out so it's more like the enemies in Blood that have smooth turning angles.

>> No.4552525

>>4551774
It's good. Not amazing. It has a lot of really easy secrets I recall. Fun to do in a playthough of Q1 but not as much 'wow factor' as the vanilla game and expansions. I recommend

>> No.4552535

I remember there being a small weapon mod for quake that allowed detonation of the grenades and laser-guided rockets.
Does anyone know where it is or has a link?

>> No.4552536

>>4551802
Ye it's a good video game

>> No.4552538

>>4552507
no
enemies are hardcoded in g/zdoom+z& and cannot be modified

>> No.4552539

>>4551796
I had this dream I was in a doom type world. An atmosphere like 64 with a large level with a thick red fog and a castle full of monsters in the distance. I woke up and wanted to make a map for it but I never did because I never made one and my memory of the dream is very limited now

>> No.4552543

What if there was a community map pack project where mappers made levels based of doom dreams

>> No.4552545
File: 86 KB, 900x517, 1517137423376.jpg [View same] [iqdb] [saucenao] [google] [report]
4552545

>> No.4552547

>>4552507
extremely easily, pick up slade and start editing decorate

>> No.4552552

>>4552538
Man, that's a shame. Being able to add more "angles" to actors could have made 3d models for enemies viable. The way the snap to each direction right now looks too janky to use.

>> No.4552558

>>4552545
Nice 2016 meme

>> No.4552585

>>4552552
> he fell for it

>> No.4552595

>>4551796
A Cyberdemon getting choked to death, by a dickgirl Carmelita Fox

>> No.4552597

>>4552296
>I'M NOT OWNED

>> No.4552612
File: 373 KB, 640x400, screenshot_doom_20170715_232550_by_mazoyah-dbge5k8.png [View same] [iqdb] [saucenao] [google] [report]
4552612

What's the backstory to the crickets you hear in the various UAC bases and Hellscapes?

>> No.4552616
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]
4552616

>>4552612
>that hud
>that weapon
What's all this now?

>> No.4552618

>>4552558
>old doom style drawing
>mentions rabbit
>2016

>> No.4552621

>>4552296

I hate how controversy is the new marketing. Everything has to be supported by a set of alternate reality game-style marketing campaigns. The marketers of today end up LARPing as these smarmy, vacuous carnival barker characters they construct purely for driving the controversy, ensuring there is always something to talk about, tangentially related to the given IP.

>> No.4552626

>>4552612
i don't hear any such thing. check the list of mods you have loaded.
>>4552621
that's nothing new, grand theft auto was marketed very successfully by planting sensationalized stories in national newspapers

>> No.4552648

>>4552243
>Ragna the Bloodedge
Please don't tell me that's his actual name.

>> No.4552650

>>4552296
>game journos
>the people who love/write for his mod and are partically responsible for its popularity
nice one there, hoping they won't do a "callout" article or anything

>> No.4552653

>>4552648
It is, think both GG and BB had the same creators, since GG had its dude named Sol Badguy

>> No.4552658

>>4552650
>partially
i'd say "mostly"

>> No.4552702

>>4551675
You can play the Bratwurst mod if you like to shoot up some nazis. Enemies are mostly humanoid.
https://forum.zdoom.org/viewtopic.php?f=43&t=52102

>> No.4552703

>>4552653
Daisuke wasn't as involved with Blazblue as much as he is with Guilty Gear

>> No.4552704

>>4551392
I want to make a map where the player has a limited amount of air. As in, he goes on spacewalks and has a limit of time to re-enter an area that has air or he starts taking damage.

>> No.4552707

>>4551392
>>4552704
mir.wad ?

>> No.4552739

>>4552702
There's also the kriegsland enemies only pack if you want something a bit more TNO-ish

>> No.4552740

>>4551874
nah, I always do pistol start UV max

>> No.4552746

>>4551407
>new/improved weapons
Please make finished versions of that really nice double lever-action shotgun that was made for Darkplaces or Arcande Dimensions or whatever.

>> No.4552753

>>4551486
>I'd be happy with starting off with changing their sounds and maybe improving the firing effects (visible bullet holes, adding a muzzle flash of sorts).

Well, the models are rather crude models all things considered, but the sound design on some are really good. The Super Nailgun has an excellent booming noise in my opinion, so I wouldn't replace that, or I'd get a suitable replacement.
Likewise, the grenade launcher and rocket launcher has very satisfying THOMP noises when firing, and a great KABOOM when the bombs go off.

>> No.4552756 [DELETED] 

let's face it Brutal Doom is the reason why people still remember this game, only a handful of weirdos was still into Doom but once BM came out even normies flocked to the game

>> No.4552757

>>4552756
i see you are reading the same /v/ thread i just did.

>> No.4552760

I for one legit came back to Doom because of BM but lately I'm playing vanilla and it's surprisingly refreshing. Using mouselook counts as vanilla right?

>> No.4552767

>>4552756
There were hundreds of players playing online at any moment before BD and there still is that number today on doomseeker. The mod scene was also still massive.

>> No.4552773 [DELETED] 

Doom is fucking boring and easy
>inb4 Ultra Violence
I did play it on UV and it was still shit because the game is full of enemies you can kill with one shot and there aren't that namy of them anyway

fan made maps shit all over vanilla

>> No.4552774 [DELETED] 

>>4552773
This but unironically.

>> No.4552780 [DELETED] 
File: 46 KB, 700x421, 963.jpg [View same] [iqdb] [saucenao] [google] [report]
4552780

woah such hardcore encounter not like in those new shit games!

>> No.4552782 [DELETED] 

/v/ is leaking

>> No.4552785 [DELETED] 
File: 20 KB, 400x400, >implying you aren't samefagging.jpg [View same] [iqdb] [saucenao] [google] [report]
4552785

>>4552773
>>4552774
>>4552780

>> No.4552786

>>4551802
thats not even the stereotypical worst doom game. 2016 was my favorite doom game. But doom 3, doom 3 is not nearly as good.

>> No.4552787

>>4552785
I'm not, I'm >>4552774 and I genuinely believe fanmade maps are better than vanilla ones, that was reached ages ago with TNT and Plutonia (which were later made into official maps) and pretty much most megawads released since like SOD, AV, MM and Scythe.

>> No.4552789
File: 133 KB, 658x572, doom_folders.jpg [View same] [iqdb] [saucenao] [google] [report]
4552789

>> No.4552791 [SPOILER]  [DELETED] 
File: 989 KB, 500x280, 1517240991877.gif [View same] [iqdb] [saucenao] [google] [report]
4552791

>>4551630
Hello Dylan

>> No.4552792
File: 64 KB, 540x358, Creepypasta.jpg [View same] [iqdb] [saucenao] [google] [report]
4552792

>>4551796
I played Ghouls Forest/Torn City back during the Skulltag days, and my first encounter with the Creeper was him sneaking up on me when I didn't know he existed.

Scared the jesus out of me back then, and I learned how he moves; he glides/crawls along, stuck to the floor, and he noclips, he passes through walls and moves effortlessly over obstacles, nothing stops him from moving once he homes in on you, and he's hard to hit.
It hit me with a particular paranoia, which stuck with me for a while, mostly in my dreams, sometimes, every once in a while, I dream I'm being chased by him. I look at the automap, and as if I have IDDT on, I see him chasing me, I glimpse him down on the floor/ground, moving towards me, and I just run, desperately avoiding him until I reach the bounds of the map and can't move further, where I have to make a daring move to dash past him and hope he doesn't catch me.

It bothers me that it even sticks with me, because it's such plain and banal horror, jump scares are kind of cheap and doesn't stick with you. I think it's because it's an enemy that violates bounds and can't be escaped, who sneaks and is hard to detect.

>> No.4552798 [DELETED] 

the reason why Doomguy is so good at killing is because he's a Muslim, he had lots of experience with killing infidels and now the religious fervor leads him on a Jihad against satan

>> No.4552801

>>4552787
That's quite a common opinion.

>> No.4552803
File: 29 KB, 528x600, 1463800984220.jpg [View same] [iqdb] [saucenao] [google] [report]
4552803

I like doom.

>> No.4552804

>>4551505
You'll never make Quake's weapon's feel like Doom's without changing the the entire game.

They feel weaker because they ARE weaker relative to the health pools of your enemies.

Quake's enemies have higher health to compensate for the fact that there's vastly fewer of them in smaller, shorter maps, which in turn was due to hardware limitations.

>> No.4552812

are there any comfy maps on some tropical islands or some green plains? You know kinda like Serious Sam

>> No.4552814

>>4552812
The Golden Souls, kinda.

>> No.4552817

>>4551796
a month or two ago i really got into playing complex lca doom on the nightmarerus servers and would often have dreams about being hunted around doom styled cities by the flying cyberdemon repacements.
>>4551812
same here. started taking pills for depression/anxiety combined with work related stress. now i'm getting bizarre dreams and seem to remember them far better than before

>> No.4552819

Can anyone suggest some more atmospheric maps? Not necessarily horror but just more atmospheric maps that can go with different gameplay mods?

>> No.4552821
File: 88 KB, 1049x698, yup.png [View same] [iqdb] [saucenao] [google] [report]
4552821

>>4552789

>> No.4552824

>>4552612
You mean The Imp's Song?

>> No.4552827

>>4552128
That's terrifying, and awesome.

I kind of want to make something vaguely based on that, except you can actually kill the monsters.

>> No.4552831 [DELETED] 

>>4552819
>gameplay mods
every gameplay mod for Doom is dog shit
>Demonsteele
agoogoo anime shit in my demon killing game xD
>Project MSX
we want the Halo audience
>D4Doom
for those who have ancient PCs and can't run new Doom

you wanna know what's more fun than mods that mutilate Doom? Suicide. You should try it sometimes brohomet

>> No.4552835

>>4552831
D4D is for people who want Doom 4 with actual map design. D4T is better anyway

>> No.4552836

>>4552612
Crickets? Do you mean the Imp chirping noise?

>> No.4552837

>>4552831
I only asked for atmospheric maps anon.

>> No.4552838

>>4552773
Hit up Plutonia on UV and Fast Monsters, it'll give you something to chew on for a while.

>> No.4552840 [DELETED] 

>>4552837
and you also basically said ''I'm a living proof that abortion is a good thing''

play Temple of Lizardmen 3

>> No.4552845

>>4552840
I'll give Temple a try. No need to be so salty anon

>> No.4552847

>>4552831
>bro

>> No.4552858 [DELETED] 

>>4552847
sorry for trying to be friendly I bet you're the kind of guy who posts on /pol/ about how dem jews are the reason why he can't find a job or a woman and plays edgy shit like Brutal Doom with maximum blood enabled because everyone mocks and humilates you in real life so you need to escape into some fantasy world where a meathead parody of masculinity that Doomguy in BM is tortures some zombies and you sitll play on the easiest difficulty because you suck so much that a former humans you meet near the beginning of E1M1 were the reason you couldn't progress the map
>le rip and tear rip and tear XD
the only thing that you will tear is the pants on your fat ass

>> No.4552859 [DELETED] 
File: 59 KB, 500x456, you.jpg [View same] [iqdb] [saucenao] [google] [report]
4552859

>>4552831
here you go anon, you're really putting in a lot of effort for this

>> No.4552860 [DELETED] 
File: 67 KB, 680x1020, 1470818796519.jpg [View same] [iqdb] [saucenao] [google] [report]
4552860

>armchair diagnosticians in my doom thread

>> No.4552862 [DELETED] 

>>4552858
>projecting this hard
Who hurt you anon?

>> No.4552863 [DELETED] 
File: 64 KB, 1280x720, maxresdefault (9).jpg [View same] [iqdb] [saucenao] [google] [report]
4552863

>>4552858
>>4552840
>>4552831
>>4552798
>>4552780
>>4552773
No more /v/tards! No more /v/tards!

>> No.4552865 [DELETED] 

soundtrack in PC Doom is so bad I turn the music off

PSX soundtrack
>atmospheric ambience that makes you feel isolated, combined with the HUD image of Doomguy cautiously looking around you truly feel like you play a badass survivor who uses wits and precision to go through the nightmarish surreal land

PC soundtrack
>DUN DUN DUDUDU DUN DUN DU XD
>Doomguy looks around not in search of enemy or supplies but for something he can use to commit suicide with

>> No.4552868 [DELETED] 

the fuck is this lmao
https://www.youtube.com/watch?v=re0A23CSvpw

>> No.4552869

>>4552868
The Imps Song

>> No.4552873

do you think Doomguy's helmet has speakers? I wonder if he listens to music. I bet he likes reggae

>> No.4552875

>>4552858
Anon, did you forget your pills today?

>> No.4552880

So how accurate were the events of Doomworld Chronicles?

>> No.4552882
File: 1.13 MB, 640x480, sunspire2.webm [View same] [iqdb] [saucenao] [google] [report]
4552882

>playing doom wad
>each level uses Alexander Brandon music for some reason
>okayish level design for 3 levels
>4th level
>lush jungle, with the front of a large and grungy industrial base embedded in the side of a cliff, covered in vines and rust
>Unreal vibes off the charts
>just hook it to my veeeins
>wake up

>> No.4552885 [DELETED] 
File: 6 KB, 204x247, images.jpg [View same] [iqdb] [saucenao] [google] [report]
4552885

since I was a teenage girl I fantasized about Doomguy his focused face, muscular arms, abs, unwavearing bravery and being in his 30's (best age for a man) mesmerized me, since Doom takes no skill I often played with one hand while fingering myself with the other, I often orgasmed to the sounds Doomguy makes when he gets hit it's such a manly grunt full of grit and primal survival instinct I wish there was a male sex doll shaped as Doomguy

>> No.4552887
File: 32 KB, 202x550, doom3.jpg [View same] [iqdb] [saucenao] [google] [report]
4552887

>>4552865
>implying the ambience of PSX Doom even counts as music

>> No.4552890

>>4552882
Was about to ask what wad but you crushed my dreams.
Love Unreal.

>> No.4552894

>>4552831
Mark are you still mad people don't like BD

>> No.4552896
File: 10 KB, 360x204, Jackie Chan cleans up spaghetti sauce.jpg [View same] [iqdb] [saucenao] [google] [report]
4552896

>>4552885
Is something bothering you anon?

>> No.4552901

>>4552792
Play doom: Project Horror. It has enemies that do that but don't jumpscare the fuck out of you, and you're actually able to fight back.

>> No.4552905

>>4552890
My own dream crushed my dreams, Anon. It sucks.

>> No.4552907

>>4552780
Its one of the early levels of the game, and unlike today people hadnt had years or decades to get familiar with the genre yet. of course its not super challenging

>> No.4552908

>>4552901
any good mapsets to play with it?

>> No.4552912

>>4551796

I dreamed last night that I was playing Doom but the level was clearly Quake 3

>> No.4552915

>>4552908
Doom 1 works fantastic with it. Just avoid maps that have a lot of monsters in them as it'll result in you getting dickfucked by massive amounts of noclipping monsters.

Also get a flashlight mod. The RNG drops for flares and flashlights significantly harm the mod's gameplay.

If you want something that feels like you're exploring an abandoned facility, play Freedoom 2, specifically version 0.6 or 0.8.

>> No.4552918

Is it impossible to play Doom fun on mobile?

>> No.4552920 [DELETED] 

Anons I have a gamebreaking glitch in E1M8 when Barons get close to me they take my armor off and I have a mesage ''the weak should fear the strong'' on my screen, one baron fucks me in the ass, the other facefucks me and then spectres have a way wtih me

>> No.4552924

>>4552920
Ah you're playing the rare Romero version he gave as free handouts during Quakecon 2002 to anyone who met him in the men's bathroom.

>> No.4552927

>>4552920
tell id, hopefully they fix it in the next patch

>> No.4552928
File: 58 KB, 600x855, 1323210621001.jpg [View same] [iqdb] [saucenao] [google] [report]
4552928

>>4552924
Genuinely laughed at this comment

>> No.4552957

>>4552887
that's why he said ambiance and not music

>> No.4552963
File: 2 KB, 147x31, the fuck is this.png [View same] [iqdb] [saucenao] [google] [report]
4552963

Ever found a wad in your folder that you don't remember downloading?

>> No.4552970

>>4552963
Wasn't it linked in here before?
https://www.doomworld.com/forum/topic/98003-the-alfonzone/

>> No.4552978
File: 7 KB, 207x68, Untitled.png [View same] [iqdb] [saucenao] [google] [report]
4552978

>>4552963
this definitely isn't the only one but it's got the most bizarre name of them

>> No.4552982

>>4552978
That's real guns advanced right? You don't remember playing some server with that? It's the call of duty wad.

>> No.4552989 [DELETED] 

I want a mod that lets me kill americans

>> No.4552990
File: 207 KB, 640x1918, kaiba.jpg [View same] [iqdb] [saucenao] [google] [report]
4552990

>gzdoom doesn't support console commands from scripts

>> No.4552992
File: 1.32 MB, 1920x1080, sexualized town.png [View same] [iqdb] [saucenao] [google] [report]
4552992

Are there any good "GTA" style WADs? A huge city for me to walk around in, lots of guns, pedestrians, cars to drive, etc.

I remember one like that, you started off in a little house with a SNES controller and there was a city with people, there was a beach, a McDonalds with a drivable hovercar in the parking lot, and an arcade where you could actually play the games. If memory serves it was part of Grezzo 2, which I couldn't appreciate fully because I'm not Italian.

>> No.4552993

>>4551956
Perhaps try to make a raised invisible moving floor that is very close to the ceiling, so that it creates the visual effect? I know it's hardly the same, but dunno

>> No.4552997

>>4552992
Grezzo 2

>> No.4553001

>>4552982
Well I tried loading it up now with both doom 1 and 2 and it just launched the vanilla game

>> No.4553002

>>4552992
the map you're refering to is called Doom Center

>> No.4553006

>>4553001
It probably needs other wads to work.

>> No.4553016
File: 75 KB, 1760x152, Image1.jpg [View same] [iqdb] [saucenao] [google] [report]
4553016

>>4553001
RGA2 is one of those somewhat annoying mods that requires you to load up a bunch of different mods in order to work, this is done so you don't have to redownload a shitload of sprites and graphics for all the guns each time the programming for the mod is tweaked. My guess is you just loaded a graphics wad that only gets used if you have the base gameplay wad running so it does nothing by itself.

>> No.4553019

>>4552982
>>4553006
>>4553016
I don't remember downloading it, and now I have, realise I have no interest in it at all
thanks anons

>> No.4553026

>>4552740
Then drop the pistol start or the UV difficulty. I know, it's not the same, but it's such a shame to miss more than half of Doom II just because of a level.

I recently beat the whole thing UV pistol-start, and the pit along with suburbs were the worse. Hellish if you're trying UV Max. You have to rely too much in the berserk pack.

>> No.4553029
File: 7 KB, 284x177, 1516731885896.jpg [View same] [iqdb] [saucenao] [google] [report]
4553029

>>4552885
I look like a chubby balding bearded and out of shape version of Doomguy. You want some fuck?

>> No.4553039

>>4551351
>try this with 200vr.wad
>that part where you get put in a small area with the two barons
I couldn't even get past that in ITYTD, I really hope he tunes those down somewhat.

>> No.4553060

>>4553039
this bit on map25?

>> No.4553062

>>4553060
Not even that, I mean the third map, right after the chaingunners show up.

>> No.4553063
File: 32 KB, 640x480, 1517250470249.png [View same] [iqdb] [saucenao] [google] [report]
4553063

>>4553039
>>4553060
oops i blame newcaptcha for this

>> No.4553071
File: 122 KB, 960x480, 1517250704261.png [View same] [iqdb] [saucenao] [google] [report]
4553071

>>4553063
this bit then?
(i am confused because in both cases they are hell knights)

>> No.4553106 [SPOILER] 
File: 355 KB, 1920x1017, 1517252234274.png [View same] [iqdb] [saucenao] [google] [report]
4553106

do you like wool?

>> No.4553108

I like to think Doomguy being descendant of Blazkowicz is canon

>> No.4553145
File: 370 KB, 588x473, firefox_2018-01-29_19-17-38.png [View same] [iqdb] [saucenao] [google] [report]
4553145

>>4553106
>underboob

>> No.4553161

>>4553106
I like being cozy

>> No.4553193

>>4553106
why is everything besides the hud so dark? is this normal for you? it's almost just a black rectangle. is something wrong with my setup?

>> No.4553196 [DELETED] 

>>4552863
>Responds to them anyway

Your fault and your fault alone.

>> No.4553202

>>4553106
Beep beep

>> No.4553203 [DELETED] 

>>4552782
>DKG is leaking bad currywurst induced diarrhea from his ass again

Fixed that for you. And before you ask, no. I hate that faggot too.

>> No.4553215

>>4552901
Interesting.

And you could fight back against the Creeper, if you notice him first. Sjas and Jitter were less subtle though so they were easier in that sense.

>> No.4553238

>>4552887
it's dark ambient

>> No.4553245

thank you

>> No.4553249

>MetaDoom makes give the D64 Caco a triple fire
>D64 had a weapon, that was meant to shoot up to three projectiles at once
Like poetry, it rhymes

>> No.4553250

>>4553238
I think it's boring.
The slow tempo tracks of the original are far better than both PSX and N64 Doom's tracks.

>> No.4553256

>>4552887
It is, people even made a mod to play doom on pc with PSX Doom music, it's that fucking good.

>> No.4553263

>>4551796
Doomguy was at some dark blue colored sky night, fighting demons at an industrial area
He goes to one of those big shipping containers being held by a metal rope from those carrier things and then it starts spinning, so he tried to get a hold of that and not fall
Then it was day and he was close to a fancy hotel at Egypt, where i was driving a fancy car and he jumped on one of the empty seats and told me to drive

>> No.4553264

>>4552993
Honestly tried that and with 3d floors and the like. No luck.

>> No.4553271

>>4553256
there's a mod that recreates psx doom in pc doom, including the music
https://www.doomworld.com/forum/topic/57957-psx-doomfinal-doom-tc-version-2135-now-released/

>> No.4553273

https://forum.zdoom.org/viewtopic.php?f=19&t=50250
>>4551362

Memoirs of Magic demo is out.

>> No.4553275

>>4553273
jesus.

>> No.4553301

>>4552296
>/vr/
Is this meant to make these generals look that bad? Because it might as well bring someone here, see actual criticism and think "Wow what the fuck is wrong with you Mark"
>Gaming journalists
As in the people who actually love his works and promote him too much
I wonder how they'd feel about this, knowing that they kissed someone's ass so much, only to get shat on unless it turns out most of them don't actually play his mod

>> No.4553341

>>4553108
The funny thing about the id software lore theory is that most of these games were associated with the idea that "story in a game is like story in a porn", yet pulling this out of nowhere makes something so deep, not even Metal Gear Solid, Kingdom Hearts or maybe Drakengard/Nier could pull it.

>> No.4553374

Why is my FPS capped to 35 on newest stable gzDOOM version? Halp.

>> No.4553378

>>4553374
cl_capfps 0

>> No.4553387

>>4553378
I tried that, but it doesn't work. I disabled rendering interpolation and FPS increased from capped 35 to 37 with drops. The hell? I have GTX 950 so it should be running smoothly (and it did few weeks ago). I feel like gzDOOM isn't utilizing my GPU.

>> No.4553389

>>4553202
I understood that reference.

>> No.4553392 [DELETED] 

>>4553275
>these are the people who call others easily offended

>> No.4553393 [DELETED] 

>>4553392
what.

>> No.4553395

DUH

>> No.4553398

>>4553395
darggh

>> No.4553405

>>4553387
the only other thing I can think of is that you have multisampling and other stuff cranked up to max, but you should still be getting more than 35fps on IWAD maps if you have a 950
maybe try a fresh config? I dunni

>> No.4553407 [DELETED] 

>>4553392
those fucking '14ers, right???

>> No.4553410

>>4553395
HEURGHH

>> No.4553412 [DELETED] 

>>4553407
mentally diseased

>> No.4553418

>>4553405

I tried new config and it works fine now. Not sure what was the cause. Multisampling and other FPS heavy settings were disabled.

>> No.4553419

>>4553395
hahaha
yeeahhhh

>> No.4553421
File: 747 KB, 1920x1080, shot0015.jpg [View same] [iqdb] [saucenao] [google] [report]
4553421

>>4551335
http://www.mediafire.com/file/xyvul71j1lbj12e/thegloom.pk3

This is a Quake 3 level. Can someone test it out for me? I stopped working on it back in 2012 but recently picked it up again, there's a portal error in the room with the armour but I think that's it really. All I need to do is sort out the spawn points, teleport points and the items & weapons placements.

>> No.4553430

>>4553419
haha, yeah, haha

>> No.4553447

>>4553421
I got missing textures out the ass, though I think that's something to do with my install. Looking at your screenshot and the massive gray rectangles, I'm assuming that I'm missing some kind of rain textures.
The fog effects are neat, the swastika surprised me, and the quad damage jump puzzle was neat.

>> No.4553457

>>4553447
Oh yeah, it's probably the threewave textures. I haven't touched Q3 in so long, I'll find them and give the map another go

>> No.4553468

>>4552773
>inb4 I'm a faggot
Just recently discovered that playing pistol start is the "correct" way to play Doom. Forget about the bragging rights, it simply changes the gameplay completely. Maps like suburbs become much more challenging.

Now, if you find UV pistol start easy, good for you. Try NM or fast monsters then.

>> No.4553472

>>4552789
Started using Doom Launcher but setting up categories is tiring. Also, there might be a few duplicates because sometimes I'm lazy and download directly from idgames.

>> No.4553473

>>4553468
You're aware that post wasn't in good faith, right?

>> No.4553474

>>4553472
I have like 9 versions of each wad, I could delete the old ones but there's still servers using the old ones.

>> No.4553476

>>4552821
you're killing me, anon

>> No.4553481

>>4552838
I've never tried fast monsters besides Scythe. Are vanilla maps supposed to be playable (specially Plutonia) with fast monsters?

>> No.4553505

So is monster placement unchanged in nightmare mode? Just faster monsters and respawning?

>> No.4553513

>>4553505
i spent half a minute being fucked around by captcha to tell you "yes, that is correct"

>> No.4553515

>>4553513
Thanks, sorry. RIP legacy captcha.

>> No.4553516

>>4553513
use audio captcha.

>> No.4553517

>>4553516
i can never hear it over my music!
at least this post is "free"

>> No.4553535
File: 69 KB, 1268x1280, 1493864454339.jpg [View same] [iqdb] [saucenao] [google] [report]
4553535

is there a single player campaign for doom that has the single player of another series demaked and doomified?

>> No.4553540

>>4553535
there's a heretic one I think.

if not someone should make one.

>> No.4553541

>>4553535

That seems like a lot of work for very little payoff.
Closest I can think of is either Herian or ZBlood, neither of which are good.

>> No.4553547

>>4553535
there's this
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/arcadia
it's not without its problems though

>> No.4553567
File: 94 KB, 2000x1333, plutguy.jpg [View same] [iqdb] [saucenao] [google] [report]
4553567

>player killed himself
>player killed himself
>player killed himself
>player killed himself

>> No.4553573

>tfw you notice a really stupid bug in your mod that's also really obvious visually
Fuck. Welp, Babel update in however long it takes me to make a patch-fix to this. Not game breaking though, just looks funky.

>> No.4553576

>>4553573
Please tell us more, maybe some of us could help?

>> No.4553580

>>4553567
that looks wonky. why is the stock upsidedown? apologies for being clueless about guns due to being from a country where they don't let us have them.

>> No.4553581

>>4553576
Nah it's just that the particle trails on the revvie homing shot are off because of an optimization I did, the spawning position is based on initial velocity, but since their velocity changes it can sometimes be in totally the wrong position. I've just fixed it up now actually, gonna just test it a bit then upload.

>> No.4553585

>>4553581
Awesome. Though may I suggest adding version numbers to new releases? It makes organizing and testing different versions much easier.

>> No.4553590
File: 1.01 MB, 1600x900, Screenshot_Doom_20180129_180125.png [View same] [iqdb] [saucenao] [google] [report]
4553590

>>4553585
I suppose, I've been source controlling it locally and in a private repo for a bit now, but I can add hashes or something to the releases. Not this one though :^)

Also fix't https://babel-mod.neocities.org/

>> No.4553591

Any mods that give a separate ammo pool to the pistol? I'm aware this doesn't always work well in Doom, but I'm still curious.

>> No.4553594

>>4553591
as in, just give the pistol its own ammo type and nothing else? it wouldn't be very hard to make; the hardest part would be deciding how much ammo a clip/ammo box gives. I'd personally do 10 pistol/5 chaingun for clips and 25 pistol/50 chaingun for boxes; since most maps neglect bullets in favor of shells, the extra ammo wouldn't a big problem.

>> No.4553608

>>4553476
Sometimes when I have multiple wads selected, I accidentally deselect them and need to find them all once more.

>> No.4553609

>>4553594
Yeah, pretty much that. I feel that's pretty much all what needs to be done to make the pistol useful. The moment it doesn't share ammo with the chaingun, it suddenly becomes an actual ammo saving/emergency weapon.

>> No.4553614

what are the best city maps?

What are some open maps that reward me for exploring?

>> No.4553617
File: 63 KB, 500x385, 1472146992924.jpg [View same] [iqdb] [saucenao] [google] [report]
4553617

>playing Impatience
>"oh cool, you actually get to play as an imp!"
>grab shotgun
>suddenly you're playing as Doomguy again

>> No.4553623

>>4553614
DOOMCITY.WAD

>> No.4553635

>>4553614
Doom 2 MAP 13 :^)

>> No.4553639

>>4553580
nasty recoil

>> No.4553640

>>4553301
>gaming journalists
>actually playing videogames

>> No.4553641

>>4553609
https://my.mixtape.moe/qweqkt.wad
the bullet display on the status bar is now a bit weird (left side is pistol bullets, right side is chaingun bullets), but it works

>> No.4553642
File: 143 KB, 552x449, IDCLIP.jpg [View same] [iqdb] [saucenao] [google] [report]
4553642

>>4553580
That's actually a good question. I'm not familiar with all the exacts of the M79 LAW and it's designs, but I'd figure it's because it's a grenade launcher with a tall ladder sight, as you may have to launch a grenade at far distances.
Since you rest your cheek on the comb of a stock to aim down the sights, the stock can't be too low, or you can't quite get a proper "cheek-weld", not easily anyway.

I figure also since 40mm grenades are relatively heavy projectiles, the force coming back as recoil can be rather brisk (recoil is affected by a lot of things, but primarily the weight of the weapon versus the projectile weight and it's speed), so you wouldn't want your cheek to be resting on a stock that slants backwards like on a normal gun, when that force suddenly comes back, as you'd smack yourself in the face pretty hard.

>> No.4553643

>>4553447
>>4553457
I used an auto map packer thing to get all the textures in, maybe that's it. The rain texture came with the GtkRadiant texture packs and I guess it's not in Quake 3 by default.

Thanks about the fog effect, I want a mix of atmosphere and good gameplay. The swastika was a Wolfenstein reference, but I might remove it cuz it looks a bit cliched. I want the quad damage to be real hard to obtain, because it's a small map.

>> No.4553648

>>4553641
>>4553609
turns out i need to copypaste the fullscreen hud over too
also now you start with 25 chaingun bullets as well
https://my.mixtape.moe/spstxp.wad

>> No.4553652

>>4553643
That's it. GtkRadiant. The name was just out of reach, and now the memories are flooding in. I've been wracking by head for the last hour because finally opening up Q3 after all these years reminded me that about half my custom maps used those textures.

>> No.4553656
File: 621 KB, 1920x1080, shot0016.jpg [View same] [iqdb] [saucenao] [google] [report]
4553656

>>4553643
Here's a re-upload, I hope there's no other missing textures. And hopefully no leaks: http://www.mediafire.com/file/3gktu4wb7p2h17s/thegloom.pk3

The pic is the original version of the map, basically was a huge square with some weird bridges. I made that way back in 2010. The current version's way smaller, I think it'd do great as a duel map once I get all the spawn points and item placements sorted properly.

>> No.4553682

most of megawads are the same shit
>20 tech base maps
>10 hell maps
and even the difficulty progression is the same
>10 warm up maps
>now monster closets with 5 revenants appear
>10 last maps is a slaughterfest

it's just reskinned Hell Revealed over and over again

>> No.4553685

>>4553682
That's untrue. BTSX becomes a slaughterwad like halfway through.

>> No.4553687
File: 141 KB, 707x600, 5a2c8add3d4b2_DQG3bwYVwAAoBfM.jpglarge.jpg.906430a4a1c63a44c44cfe6c2c95ad01.jpg [View same] [iqdb] [saucenao] [google] [report]
4553687

>>4553682

>> No.4553689

>>4553641
>>4553648
Cool stuff, thanks!

Don't mind if I do: >>4551362

>> No.4553693

>>4553687
Kek

>> No.4553703
File: 1.81 MB, 1200x1200, with-doom-we-come.png [View same] [iqdb] [saucenao] [google] [report]
4553703

>> No.4553704

>>4553682
>similar formula now means the same shit
Level design, my friend, you know, the thing that matters the most? The latter half of HR is dogshit, I enjoy Scythe, Sunlust and Speed of Doom for example far more.

>> No.4553705
File: 77 KB, 1115x670, 1402423292025.gif [View same] [iqdb] [saucenao] [google] [report]
4553705

>>4553687
I just realized..

Doomguy is sterile from the radiation he's made contact with, and most likely won't ever be able to continue his legacy through procreation. If you think about it, he has been forced to go through some of it. (E1M5's beginning) Considering the recent lore though, perhaps he was never meant to... I'm not sure yet, I still haven't played Doom 2016.

Your thoughts, /vr/DOOM?

>> No.4553706

>>4553682
>and even the difficulty progression is the same
>megawads get progressively harder over time
woah it's like every game ever.

>> No.4553707

>>4553705
hdoom makes a lot more sense now

>> No.4553708

>>4553705
I suppose the moment he grabbed the next medikit he also got cured from whatever side effects the slime had on him.

>> No.4553713

>>4553708
You sure have a lotta faith in our future's medicinal abilities, bruh.

>> No.4553714

>>4553713
They can heal him from being baked in supernatural hellfire and even fucking lava. He'll be okay.

>> No.4553716

>>4553705
he is virgin, he only find pleasure in killing demons

>> No.4553721

>>4553378
Is it okay to just remove the FPS cap? I though beyond 60 it was pointless and drew more system resources.

>> No.4553725
File: 350 KB, 768x578, 1469744642489.png [View same] [iqdb] [saucenao] [google] [report]
4553725

>>4553716
>>4553714
oh yeah.
Huh... why can't I think of these reasonable explanations this easily?

>> No.4553729

>>4553721
cl_capfps caps it to 35 if set to true
vid_maxfps is the one that caps it to whatever framerate

>> No.4553738

>>4553705
That means he can fuck Crash as much as he wants and not have to worry about unwanted pregnancies.

>> No.4553745

>>4553682
1. many are like that but not most
2. there's nothing wrong with many wads being like that, as those are appealing aesthetics and a satisfying progression

>> No.4553757

>>4553473
Sort of. I like to think otherwise.

>> No.4553763
File: 497 KB, 262x200, JX9cYVL.gif [View same] [iqdb] [saucenao] [google] [report]
4553763

>>4553608
Good lord JAYSUS that's cringy.
Do you hate ZDL that much??!!

>> No.4553768

>>4553763
I just find this easier. I have a couple of things that are just always in my autoload, so it's not that big a deal.

>> No.4553789

>>4553387
you need to enable interpolation, not disable it.

>> No.4553798

>>4553682
>never played Going Down

>> No.4553803

>>4553540
>>4553541
>>4553547

oh, I was thinking about doing one but I still have not decided which game to choose, goldeneye maybe?

>> No.4553805
File: 17 KB, 233x200, Harold.gif [View same] [iqdb] [saucenao] [google] [report]
4553805

anyone wanna play marathon with me?

>> No.4553869

>>4553617

That's the problem with a lot of "play as the monsters!" mods in general. With the same tech-based gun weapons, you're ultimately playing as a reskinned Doomguy.

>> No.4553871

>>4553869
have you played high noon drifter?

basilissa comes with her own magic casting and punching system and it's really quite satisfying

>> No.4553873

>>4553871

I have, yeah.
People have asked me to make her a full character, which I probably won't.

>> No.4553876

>>4553869
>>4553871
>>4553873

Well, Master Of Puppets is the only "PATM" mod i have ever seen that actually cares about making the monsters properly playable to players.

Besides that, others mods that does that consistently doesn't rely on that and usually have only one or two monsters to be playable, Basilissa... Zanieon's avatar...

>> No.4553878
File: 8 KB, 271x288, 1453426542844.png [View same] [iqdb] [saucenao] [google] [report]
4553878

>>4552229
>At the same time this kind of damage should be removed from enemies since it prevents player from approaching them at all during the whole length of their melee animation - the frames where enemies actually do melee damage need to be reduced to only a few frames near the impact/end of an attack.
No.

>> No.4553885

>>4553878
Well then, if you don't do that then you can't have a good melee combat at all, since all enemies essentially have chainsaws.

>> No.4553893
File: 1.64 MB, 616x466, im_already_doomed.gif [View same] [iqdb] [saucenao] [google] [report]
4553893

>>4553873
>spoilers
Why do you have to hurt me like that.

>> No.4553895

>>4553885
Back up earlier, stupid. If enemies actually did damage the entire length of their attack animation, you wouldn't be able to do the Shambler Dance or the Ogre Shuffle, which you can clearly do.

>> No.4553904

>>4553869
Hearts of Baron also suffers badly from this.

>> No.4553906

>>4553895
have you forgotten about the knights

>> No.4553909
File: 81 KB, 626x266, Kurashiki - binchi.png [View same] [iqdb] [saucenao] [google] [report]
4553909

>>4553893

Initial attempts have had her height end up being a huge issue. Normally you'd circumvent this by crouching, but a lot of recent Boom/MBF mapsets manually disable crouching, which throws a wrench in that.
You CAN manually re-enable crouching, sure, but that still leaves the other end of the coin--ZDoom mapsets that have sections where you have to crawl through areas. A smaller amount, to be sure, but not insubstantial.
At that point, the best solution would be to just make her normal-sized, and that defeats the fun of playing as a gigantic titan in the first place.

>> No.4553916
File: 235 KB, 800x600, Lightninggun.png [View same] [iqdb] [saucenao] [google] [report]
4553916

Since I missed screenshot saturday because I was working, I might as well show you guys my progress here. On monday night. An hour before my graveyard shift.

I'm not happy with this one, very much. The mainfire is just vanilla plasmagun, and the altfire is a forked lightning like in pic related. Though I'm really tempted to make the lightning the mainfire, and do something more exotic for the altfire, such as shooting living ball lightning that attacks enemies for you or something. Or maybe take a hefty chunk of mana and forces you to blow all of your ammo at once. Or something.

God damn, does needing to eat and pay rent really kill your ability to make mods.

>> No.4553919

>>4553916
solidarity, my brother

nothing kills creativity like a 9 to 5

>> No.4553921

>>4553906
Yes, I forgot about knights because they die so quickly it doesn't matter.

>> No.4553925

>>4553906
You still have a bit more range than them, so if you're quick on your feet you can fence them to death even with the crappy axe.

>> No.4553931

>>4553909
Give her the ability to summon Squashed Corzo to crawl into small spaces.

>> No.4553932

>>4553909
Make her be able to change from Baroness Mode to a lesser form by putting her mask on/off. Lesser form would be only slightly taller than Doomguy.
Other option - give her an ability to send out small-sized minion that can get into tight areas, like a special extra-adorable lost soul or something (took that idea from Medievil 2)

>> No.4553934

>>4553932
>like a special extra-adorable lost soul or something (took that idea from Medievil 2)
Could even be the one from Demonsteele, for DEEPEST LORE.

>> No.4553937

the more I think about it, the unmaker wouldn't have been an ill-fitting addition to doom's base arsenal at all. think a ultimate version of the plasma rifle or BFG once you got all the artifacts.
would have worked wonders on slaughtermaps.

>> No.4553938

What do you think about the gameplay trope where player is initially given a very powerfull character/all abilities of his character for tutorial and demonstration purposes, then said abilities get removed as he moves on to a real game?

My idea involves hero with a lot of powerful abilities fighting out of hell in 1st level with a boss battle at the end, then he comes back to life, but not as a libving person he has hoped, but as a very angry undead, loosing all his powers and weapons.

>> No.4553968
File: 1.79 MB, 2160x1440, Screenshot_Doom_20180129_220706.png [View same] [iqdb] [saucenao] [google] [report]
4553968

When the doom hits

>> No.4553971

>>4553968
Looks nice. What wad?

>> No.4553975

>>4553909
>tfw 2 thicc to be playable

>> No.4554008

>>4553909
Kurashiki truly is a treasure.

>> No.4554017

>>4553971

Shadows of the Nightmare Realm

>> No.4554031

>>4553938
Does your character live again?

>> No.4554063

>>4553968
looks like a toaster murderer

>> No.4554071

>>4554063
are you talking about the fog effect? I've seen it before.

>> No.4554072

>>4553909
how about having her able to duck (reacinh doomguy's height) regardless of the setting and crawl (reaching crouching height) only if crouching is enabled?

>> No.4554075

>>4554072
unless zscript finally fucking allows you to modify thing hitboxes, that's impossible
crouching halves your height, this is immutable

>> No.4554078

>>4554071
If that's the case the in-engine fog generation costs low performance, sprite-based fog is the actual FPS megastreak.

>>4554075
DECORATE can do it: https://zdoom.org/wiki/A_SetSize

And if Decorate can do it, ZScript can do it even in a more customizable way.

>> No.4554080

>>4552990
> console commands from scripts
> script runs (bind mouse1 "")
> except systematically for every single key

>> No.4554081

>>4554078
>DECORATE can do it: https://zdoom.org/wiki/A_SetSize
well shit
last I checked into it, graf was cockblocking it because of "what if the thing gets STUCK OH NO"

>> No.4554082

>>4553938
it's a bit of a cliché in old school JRPGs, but hey, it's not that bad.

>> No.4554093

>>4554078
anytime you've been underwater in a doom sourceport wad, chances are that same fog effect is being applied there to simulate underwater visibility alongside muffled audio.

>> No.4554102

>>4553938
make sure you put a prologue level in before anything else that has completely different controls and gameplay against a fake final boss
+ cheesy voiceacting

>> No.4554105

>>4554081
IIRC the feature was blocked by Edward850 which said changing the hitboxes on the fly could lead the engine into the "undefined behavior" which includes crashing.

>>4554093
Yeah, the builtin fog generation is an ancient feature, Hexen is who introduced it IIRC.

>> No.4554108

remember when there were populated servers with Skulltag's Alpha and Delta Invasion at all times?

>> No.4554116

>>4554108
Oh yeah man, that age was great, people was playing anything but Invasion wads that wasn't crappy, despite Armageddon 2 having its flaws like bosses with extreme annoying mechanics and OP attacks, it was a blast.

>> No.4554120

>>4554116
did you know that there was an armageddon invasion 1? can't find a download link anywhere.

>> No.4554128

>>4553909
Basilissa confirmed too big for Smash

>> No.4554130

>>4554120
There was, but that first wad was also made of 10 maps, except they were alot more small and short in playtime, it lasted for few months before the second wad arrived that lasted a lot more, alongside Alpha & Delta Invasion.

>> No.4554132

>>4554105
who is hexen? is he a cool guy?

>> No.4554140

>>4554132
He made ACS for the doom engine, he's a nice guy
gets a bit lost sometimes though

>> No.4554143

>>4554108
i kind of wish invasion mods were still a thing for gzdoom
sure there's Stronghold, but you can't really use that with weapon or monster mods...

>> No.4554152

>>4553931
>>4553932

The ability to have a miniature hellish morph ball would be interesting.

>>4554072
>>4554075
>>4554078
>>4554081

You're correct in that A_SetSize can have the player's height be changed, but crouching is...a strange beast.
I tried it once before when working with an implementation of sliding, where Sprint + Direction would make you dodge and then Crouch while dodging would make you slide, but hitting the Crouch button would always force the player's height at a certain value, no matter how much I wanked about with A_SetSize.
Looking into the player's ZScript definition, it seems that crouching is applied as an actor morph to a player, which overrides other settings. Which is dumb, but it can't be helped.
If I could figure out a way to work around it, I'd love to have a crouch and a lying-down-prone state for two layers of additional shortness.

>> No.4554160

>>4554152
>If I could figure out a way to work around it
leave the vanilla crouch unused, use your own custom keybind (could have a one use for all thing if you can detect press length or added button presses) ?

>> No.4554190
File: 52 KB, 372x471, 1503892784776.jpg [View same] [iqdb] [saucenao] [google] [report]
4554190

>>4554140
I heard he has this weird obsession with wandering all around the houses he visited... I once invited him over for dinner, told him I had called some friends to come over too. as they kept coming he became increasingly and visibly more nervous. he kept running from bathroom to the hallway, from garage to the front door and back at random intervals, as if looking for something. it piqued my curiosity to say the least. once he seemed to have stopped whatever it is that he was doing, I walked up to him and asked if everything was alright.

he replied with something like
>'three fourths of the friends you called have already eaten somewhere'.
just as I was asking what he had meant by that, he pulled up this weird scroll from his back pocket. he glanced at it really quickly, but I could make out what it was... it seemed like an ancient blueprint of my own house from a top down view. he put it away casually and headed straight for the door.

that was one of the weirdest gatherings I ever had. generally speaking. one guy wouldn't stop humping my walls with his pants all the way down, other one would pester me about whether or not did I have, I don't know, bubblegum or something. other guy would just jump frantically on top of the sofa going
>HUH HUH HUH
repeatedly. he was wearing a helmet too so I took it as a sign to not say anything rude to him about it.

>> No.4554208

>>4554190
oh by the way none of them actually ate anything.
wallhumping dude ran over to the kitchen, eyed the meatballs I was cooking, punched the casserole like crazy until he started bleeding. he'd do these weird guttural noises every time. ate up all the painkillers in the bathroom and took my first aid kit with him.

I spied this weird trench coat dude with like, an old cowboy hat and BB guns on his hands outside my window just staring at me. he was in this really weird stiff pose. I figured he was just some crazy old guy when he started gasping and going
>huh, just me.
repeatedly.
as I opened the door to check what the hell he was doing standing there, he dropped down to the floor completely and crawled on his elbows straight towards the doorframe, always facing me. he wouldn't stand back up. he's still there.

>> No.4554225

it's 12:41am over here and all I can hear coming from downstairs (the porch, specifically) is a faint voice going
>ah, it's stuck
has anyone dealt with this kind of situation before?

I'm posting this to /x/. maybe they'll advise me on what to do.

>> No.4554228

>>4554225
Sounds like you've just started MAP01 of a wad, only it's in real life and it's starring you.

Grab your pistol with 50 bullets and head out there, anon.

>> No.4554229

>>4554190
>>4554208
>>4554225
this is actual fucking gold

>> No.4554323

>>4554225
bro people can be weird as shit
I was in a public restroom having a piss in the urinal when some dude screamed that what he saw was no ordinary wang

>> No.4554358

>>4554323
did you wash wang, or watch him wash wang?

>> No.4554363
File: 894 KB, 720x360, Watch that rebound.webm [View same] [iqdb] [saucenao] [google] [report]
4554363

I'm still waiting on sprites but it's given me more time to fine tune and tweak existing shit. I'm thinking of how to improve the fists. Currently all I've done is bring back the mana gain on hit, just like with the sword.

I'm thinking about looking into ways of making the fists good for crowds of wimpy enemies, seeing as the sword by default is good on single targets, if you get the fatal draw then you can decimate crowds but some mapsets are stingy with the BFG.

I've also realized how dumb it was to have the SSG tier item, that mage gauntlet, rely on having a Shotgun tier item before you can use it. So I'll need to think of a different SSG pickup for Blaz, preferably something passive.

>> No.4554369
File: 2.85 MB, 800x450, macross.webm [View same] [iqdb] [saucenao] [google] [report]
4554369

I've been in a bit of a rut trying to decide what to do with the remaining BFG fire mode
then I remembered that the mod's name is "dakka" and I should probably go in that direction

I'm gonna have to tune down the effects for sure, but this is probably a good direction to go

>> No.4554371
File: 249 KB, 962x1040, ttt.png [View same] [iqdb] [saucenao] [google] [report]
4554371

>>4553909
caco finally gets a piggyback ride after being forced to be the heavy lifter many times

>> No.4554372

>>4554369
So it's like the beta BFG, just angrier and far cooler looking?

>> No.4554376

>>4554372
the plan is that whatever this hits takes half the damage instantly, and half the damage as overcharge damage a second later. every further hit from this adds on more overcharge damage and resets the timer.
if the timer hits zero, the overcharge damage will just be applied normally, but if the target dies while overcharged, it'll explode in a wave of green bullshit and take out everyone near him.

might be fun!

>> No.4554413

>>4554376
sounds convoluted
definately go with shorter trails so it looks like a lot of individual shots instead of one big beam

>> No.4554506

>>4554363
>I'm still waiting on sprites
the project killer

>> No.4554509
File: 322 KB, 491x335, Martial arts.png [View same] [iqdb] [saucenao] [google] [report]
4554509

>>4554506
I'm going to take matters into my own hands if I haven't since significant progress after I finish my polishing.
I had to take matters into my own hands while waiting for Mike, and I'll do it again if need be.

>> No.4554528

>>4554509
matters in to own hands huh
is that what you kids call it nowdays?

>> No.4554543
File: 307 KB, 1296x759, Expand bone.jpg [View same] [iqdb] [saucenao] [google] [report]
4554543

>>4554528

>> No.4554545
File: 1.80 MB, 1280x720, gzdoom 2018-01-30 05-25-40-181.webm [View same] [iqdb] [saucenao] [google] [report]
4554545

Wall-clinging and jumping, Mega Man X style.
Though obviously given 3D space, it's gotta be limited to only one per jump. But I included a cvar for infinite, because fun.

>> No.4554549

i know im outing myself as a massive pleb with this but how do you guys handle saving? do you just make one save at the start of each map and deal with it or save scum throughout the entire thing?
i have no clue how it was handled in the original game thats why im asking

>> No.4554550
File: 78 KB, 584x800, 1512450951892.jpg [View same] [iqdb] [saucenao] [google] [report]
4554550

fml I wish I could work harder on my game.

>> No.4554552

>>4554549
you can save as often and wherever you like and iirc the manual tells you to save often

(there was a bug in the original game where if you saved while hanging off a ledge you'd fall through it when you reloaded, but bugs are bugs, not rules about where you can and cannot save)

that said it is widely agreed that not saving and trying to do levels in one go will lead to becoming a better player (because you have to learn to not die if you don't want to repeat the entire level again) but you don't have to care about that if you don't want to

>> No.4554559

>>4554549
I tend to ironman maps, but I've recently been trying to get into the habit of saving whenever I pick up a key.

>> No.4554567

>>4554549
in original game if you died, map restarted and your inventory was cleared, as in pistol start. zdoom port family autosaves wheny you enter a new level so you load that on death

>> No.4554568

>>4554545
>The side mirrors are at different angles now
Good, that bothered me a bit
You'd better put in a ninja "tpp" sound when grabbing the wall! Also since when did Megaman X involve grabbing walls? You slid down them

>> No.4554575

>>4554568

There is! Right now, though, it involves the Use key so you also get the usefail thud, which drowns out the tpp. Damn shame.
X had to grab the wall to slide down them!

>> No.4554603
File: 1.64 MB, 1600x900, Screenshot_Doom_20180130_043056.png [View same] [iqdb] [saucenao] [google] [report]
4554603

>> No.4554608

What gameplay mods do you guys use? I just started SaturnX with Complex doom and I'm really enjoying it.

>> No.4554616

>>4554575
>spoiler
Well, I don't recall him sticking to them like that, anyway.
>>4554603
Reminds me of when I was new at mapping in UT2004.

>> No.4554619
File: 1.68 MB, 720x360, Punch a guy so hard that their friends get dizzy.webm [View same] [iqdb] [saucenao] [google] [report]
4554619

Okay I don't need to edit the fists anymore, with these adjustments they're now great for crowd control, when you punch monsters, any nearby monsters nearby will flinch, interrupting their actions, meaning punching guys is when outnumbered is a pretty safe option. Combine that with the double lariat you perform by holding the attack button with a gem's worth of energy.

I also made it so cracking your knuckles resets the sword timer, in case you really really like using the fists.

>> No.4554620

>>4554323
I had a weird restroom experience too. I was in a stall taking a shit, and I hear someone come in, I don't pay it much mind, until he tries my door, it's locked and he goes "Nope!", then he tries the next stall, says "Nope!" again, then the next one, and the next one, until he gets into the last unoccupied one (I guess).

He seemed distracted, I think I heard like a voice on a phone or something.

>> No.4554624

>>4554619
Those left hooks kinda vanish on contact, is that a bug?

>> No.4554626

>>4554225
>ah, it's stuck
What is that from? I remember hearing it in a bunch of wads back in the ZDaemon days.

>> No.4554635
File: 874 KB, 720x360, Slower comboing.webm [View same] [iqdb] [saucenao] [google] [report]
4554635

>>4554624
I think what's happening there is I'm attacking so fast I'm cancelling out the full animation. I recently added that so you can punch even faster.

>> No.4554638

>>4554635
You sure? I'm referring to the first five seconds of the video. the left punches start and then vanish, then there's a bit of wait before the right punches. The combo(?)'s a lot slower in than the video you're showing in >>4554635.

>> No.4554642

>>4554638
Yeah, the first jab you throw snaps out really fast and that animation can be cancelled, I even double checked the sprites and everything. Might be the recording.

>> No.4554645

>>4554642
Yeah I guess I'll just have to take your word for it. FOR NOW

>> No.4554663

>>4554608
I tend to play whatever's compatible with colorful hell. Currently doin a playthrough of alien vendetta with colorful hell and HND.
>Tfw no demonic horses to ride

>> No.4554674

>>4551352
Wouldn't Dark Souls of fantasy RPGs be just... Dark Souls?
Also half of the games on this list aren't even particularly difficult compared to rest of their genre reeee

>> No.4554675

>>4554603
Not sure if this is D3 with a new hud or GZDoom

>> No.4554676

>>4554635
>ORAORAORAORA

>> No.4554679
File: 832 KB, 720x360, ATATATATATTATATATTAATATATATATATATTATTAT.webm [View same] [iqdb] [saucenao] [google] [report]
4554679

>>4554676
I'm more of an ATATATATATATATATATATATA guy

>> No.4554680
File: 897 KB, 600x810, ffd.png [View same] [iqdb] [saucenao] [google] [report]
4554680

>>4554676
>not ATATATATATATATATATATATATA

>> No.4554681

>>4554674
just like dark souls is the second easiest soulsborne game.

>> No.4554684
File: 1.02 MB, 427x240, 2018-01-30_06-33-33.webm [View same] [iqdb] [saucenao] [google] [report]
4554684

>>4554675

>> No.4554691
File: 104 KB, 800x600, doom2004.jpg [View same] [iqdb] [saucenao] [google] [report]
4554691

>>4554684
We've almost come full circle

>> No.4554692

>>4554684
Is this a project you're working on? What are you hoping to do with it?

>> No.4554698

>>4554692

this is just me messing around with the new normal/specular map stuff, but I think it'd be really interesting to see a port of the doom 3 maps to gzdoom

>> No.4554709
File: 53 KB, 261x378, Lightninggun.png [View same] [iqdb] [saucenao] [google] [report]
4554709

>>4553916
Ten hours later, I've come to a decision.

The unaugmented fire is a simple spread of forked lightning, firing out all crazy-like. The mana-augmented altfire, however, is a slow, huge blast of lazer-like precision that knocks you back and destroys everything in front of you. (It's also got some weak, invisible tracers that are quite a bit less accurate, but you can kill weaker enemies by just shooting adjacent to them, if close enough.)

Loving the rings, though. Increased the sparsity a whole ton, and they slowly expand.

>> No.4554753

>>4554608
Unironically, Brutal Doom Monsters Only. Combined with whatever good or bad weapon mods my grubby hands could hold of.
>muh corpse obstruction
>muh bloat and framerate
>muh bad blood splatter graffix
Tis be a rare case of "fuck you, I like blowing dead demon things to bits and pieces". It also serves as a litmus test of sorts to weapon mods with "flamethrowers" or fire-based weapons

>> No.4554776

>>4554608
>>4554753
I wish there was a monsters only version of Shut Up And Bleed.

>> No.4554836

>>4554698
Is this even doable? 3D floors and slopes can only take you so far, at some point you will run into map geometry issues.

>> No.4554885
File: 1.09 MB, 1267x1920, caco ride.png [View same] [iqdb] [saucenao] [google] [report]
4554885

>"I just want to let her ride on the caco."

>> No.4554890

>>4552296
I guess he just shits on everyone, even if they say nice things about him

>> No.4554891
File: 307 KB, 1920x1017, Screenshot_Doom_20180130_183834.png [View same] [iqdb] [saucenao] [google] [report]
4554891

>> No.4554897

>>4554885
i saw that earlier and wasted half an hour trying to find where the girl is from. seems to be some web comic named Junk Gaming Maiden, apparently unknown in the west
>>4554891
that's a big carrot (why is the rest of the shot so dark)

>> No.4554901

>>4554608
I was wondering this myself. What's a good mod that updates the gameplay a bit but doesn't change too many things like throngs of new enemies or ridiculous weapons or just general over the top nature. Looking for something to go through older maps like Going Down with.

>> No.4554909

>>4554901
weapons of saturn keeps things pretty simple
it has a nice shotgun i end up using more than the ssg
and the rocket launcher is SATISFACT

>> No.4554913

>>4554901
Final Doomer's Doom 2 set?

>> No.4554915

>>4554901
Accessories to Murder is nice, though I don't like the enemy sprite changes

>> No.4554920

>>4553250
Same here. I feel the PSX and N64 Doom ambient makes the game feel like it's trying to be some sort of a slower paced horror game, instead of a ballsy FPS where a bad ass marine fights demon hordes head-on with zero fucks given, but with the occasional horror-tinged slower song every now and then.
Not that the atmosphere generated by the PSX/N64 ambient is bad per se. Just not my cup of tea.

>> No.4554925

>>4554920
n64 doom is slower than og doom though.

>> No.4554927

>>4554915
>>4554913
>>4554909
Thanks for the suggestions, I'll check them all out. Weapons of Saturn I already have but for some reason struggle to get working. Does it not work with Zandronum?

>> No.4554931

>>4550195
>Chill out dude, what if he stops developing GZDoom?

/doom/ and the community itself would praise, as someone more capable and less asshole-ish would assume it, like Kaiser if he still has free time

>> No.4554936
File: 321 KB, 800x800, 2zpm9u8.jpg [View same] [iqdb] [saucenao] [google] [report]
4554936

>>4554891
>all those outfits
>still no gothic-lolita getup

>> No.4554938

>>4552296
the fred durst of doom

>> No.4554942

>>4554938
more like the yanderedev of doom
there's even a few parallels between the two

>> No.4554946

>>4554890
Brazilian southeast autism mixed with his skinhead shit

>> No.4554952

>>4554891
"YUM!"

>> No.4554954

>>4554938
>>4554942
>>4554946
stop doing what he's accusing you of doing. you're falling for his provocations.

>> No.4554957

>>4554936
suiguintou's summon feather storm would be too similar to wedding dress's summon rosepetal storm wouldn't it?

>> No.4554962

So, I'm having a ton of issue with this particular trick I want to make my mod use.

A remote-controlled drone. The way I have it working right now is that when the player activates the drone, they morph. The drone instantly summons a SpecialSpot of a variety that makes it look like the player, and later on, when the drone gets lower than a certain amount of health (which can be done by either taking too much damage or altfiring with the drone's gun), it should teleport to that SpecialSpot and then trigger a fake death (which automatically undoes the morph).

The way it would work in practice is you find this item and use it, then you get to roam around as a little remote drone buddy. then if you take damage or turn the drone off, you're standing back where you were before.

Problem is, game keeps crashing whenever I invoke A_Teleport.

>> No.4554981

>>4554920
Yeah, trying to add horror atmosphere to the original maps doesn't really work very easily, you need to do more than change the music.

Adding spooky atmospheric music kind of works, but I don't really think the atmospheric music in PSX Doom is that strong.
E2M6 is scarier than all of PSX Doom in my opinion, just because E2M6 is the spookiest level in both games.

>> No.4554989

mr pyspy who's the 64 skelly?

>> No.4555001

>>4554989
me.

>> No.4555006

>>4554957
It doesn't have to be a Junk expy though; I'd imagine a Victorian/gothloli suit more oriented on sentry/minion ("dolls") summoning shenanigans, aka puppeteer.

>> No.4555007

https://youtu.be/en5nfPFo54c

>> No.4555009

>>4555007
>props that block paths

>> No.4555016

>>4552296
The problem with Brutal Doom isn't that it's hard (and honestly corresponding difficulties aren't much harder - BD UV is about as hard as vanilla UV.

The problem with Brutal Doom is that it breaks game balance, has technical issues, and adds too much modern shooter mechanics, and is generally poorly designed.

The funny thing is that I was actually thinking of making a mod that makes Doom harder while preserving vanilla experience. Like, something that would either replace some monsters with special 'elite' versions of themselves (a'la Complex Doom LCA addon) or spawn extra monsters nearby existing groups (so if you have a group of 3 shotgunners on UV, this mod would spawn extra shotgunner next to them).

>>4553301
He can safely deride game journos because Brutal Doom hasn't been relevant in literally years. Any last shreds of relevance it had vanished with the release of D44m.

The irony is that the same applies to the fanbase - most people who were so big into BD have either got bored with Doom and moved on back to their CoDs, or got inspired to check out other mods, and became a regular Doomer. I mean, BD is still one of the most popular mods, it just is no longer THE Doom mod that eclipsed rest of the fanbase in popularity. Marky Mark just didn't notice that yet and is riding that delusional high where he believes he is some great auteur.

>> No.4555024

>>4555016
Not sure if he sees himself as a big figure of Doom modding, considering he neither represents it or even cares of most people in it

>> No.4555025

>>4555006
that on the other hand overlaps with the maid uniform's roomba summon

>> No.4555031

>>4555025
(that said, i am not the author, maybe he'll do it anyway)

>> No.4555038

>>4555007
You know, I genuinely don't understand what is the purpose of adding vehicles to Doom. Doomguy already moves fast as fuck, very few maps are big enough to warrant them, and vehicles just make it more awkward to move around.

Instead of vehicles why not add something that actually fits Doom gameplay, like e.g. disposable power armor suits that work like the ones from Mechatron mod, where you get extra health pool and overpowered guns, but the suit can't be repaired and once it's gone it's gone forever.

Hell, even Mark's modern FPS fetish could justify this because there were mecha suits in Titanfall.

>> No.4555041

>>4555024
It kinda feels as if he sees himself above regular Doom mods, like some sacred improver that magically breathes new life into the old game or some shit like that.
Or not, fuck if I know what goes on in his head.

>> No.4555043

>>4555038
>You know, I genuinely don't understand what is the purpose of adding vehicles to Doom.
you can run over monsters in a tank. a whole horde of revenants, splat splat splat splat splat. even a cyberdemon dies in half a second, it's hilarious.

>> No.4555072

>>4555016
>making a mod that makes Doom harder while preserving vanilla experience
BURL TUMD, Faspons, and Babel have beaten you to it, but if yours is sufficiently different than those I'd like to play it.

>> No.4555082

>>4555025
Roomba summon's kinda unpredictable though.
Id' imagine it's more about altfire functions, similar to wedding cake and domoarigatomisterrobotto, but with more active features. (for example: one weapon alt-fire hurls a floating sword with a friendly Lost Soul of an AI; another weapon summons a turret that teleports near her if she's gone a good distance from it; or a weapon that deploys a reflective orb that targets enemies but doesn't shoot on its own, but instead you have to shoot the orb to redirect your projectiles at the orb's target)

>> No.4555091
File: 255 KB, 800x600, Screenshot_Doom_20180130_190611.png [View same] [iqdb] [saucenao] [google] [report]
4555091

>>4555009
That reminds me when I was playing Mark's mappack for BD, Hell On Earth Starter Pack (I wanted to give it an honest shot). That was map 3 of Battle for Los Angeles and at one point I had no idea where to go afterwards. The map was fucking massive so I was pretty much running in circles, right? Well, guess what he did.
He has hidden the switch crucial to progression behind a goddamn houseplant. Pic related, it's behind that houseplant behind the desk in the far back. I assumed this entire room was just an optional soulsphere room.

And you can't blame me for thinking that, in the very next level entire path going off of red keycard door is just an optional bonus with some goodies, and the path to progression involves dropping from an unmarked window behind the blue door and then over a wall.

>> No.4555126
File: 520 KB, 1078x635, doom54.png [View same] [iqdb] [saucenao] [google] [report]
4555126

Does anyone else prefer extremely slow-paced, relaxed maps? MAP01 of Epic 2 is a perfect example. Peaceful MIDI music as you explore an Egyptian tomb. You spend a few minutes solving puzzles before you fight your first enemy.

Honestly I would really enjoy if someone made a wad that was just 32 levels of the aforesaid MAP01 - serene MIDI music, few or no enemies, maybe some puzzle solving, but mainly an environment oozing with atmosphere for me to explore. I'd even enjoy walking around a level without any enemies or even puzzles, as long as it was pretty enough. I'd disable crosshair, r_drawplayersprites, and the HUD, and just admire the pixellated textures and geometry.

Anyone relate?

>> No.4555128

>>4551335

Whats the best resolution for Doom if I haven't done anything to specifically enhance any of the graphics? Should I limit it to 600 x 800?

>> No.4555146

>>4555126
I'm pretty certain there was a cacoward winner or mention one year where it was just one or two giant maps filled with puzzles, scenery, and no monsters

>> No.4555158

>>4555072
Thanks for recommendations. What I used to do before is use Custom Doom and increase enemy damage.

Real fun way to play Doom is to turn up enemy damage to 1000% and then try to fight some hitscanners. You can even do proper perfect runs, Megaman style, it turns out.

As for the mod, I was primarily thinking of using the vanilla approach to difficulty. I.e. instead of using fast monsters or anything that modifies vanilla ruleset, simply spawning more monsters. That, or replacing small monster groups with appropriate minibosses (so 3 pinkie demons would be replaced by Super Pinkie who is basically a bossfight).
There are two primary logistical problems with this.

Number one is writing a script that would insert new enemies into maps without getting them stuck inside walls, or something like that.

Problem number two is pacing. I mentioned Complex Doom LCA addon as inspiration, but I actually hate playing with LCA because levels tend to devolve into a string of random miniboss battles. Some levels will feature no Legendaries, some will feature five - it's kinda terrible. So I thought if I could stagger the pacing, so minibosses would be more likely to occur at the end of a level, or in later maps of a mappack.

Neither of those are trivial, and I don't know if they are even possible to solve.

>> No.4555167

>>4555128
High resolution can be useful for spotting hitscanners in the distance.

>> No.4555170
File: 521 KB, 854x480, caswall.png [View same] [iqdb] [saucenao] [google] [report]
4555170

>>4555007
So did Mark credit Epic/Digital Extremes for using a castle wall texture from Unreal?

>> No.4555171

>>4554691
wadisthis

>> No.4555178

>>4554684
So, models have decent lighting now?

>> No.4555180

>>4555171
It's Doom monsters/weapons in UT2004 Invasion.

>> No.4555193

>>4555072
where can i find burl tumd in this day and age?
the zdoom forum link is dead

>> No.4555196
File: 271 KB, 1600x900, youcantmakethisshitup.png [View same] [iqdb] [saucenao] [google] [report]
4555196

>>4555091
Ther are also several spots in there where a text appears on screen telling you explicitly what to do. It does so 4 times, and 3 times it's an obvious shit like "jump from here into next window" when you approach a window, "the castle wall can be climbed" when you storm the castle with the marines (the steps are fucking obvious), and best of all "a door has opened in nearby room" - i.e. in literally the previous room.

4th one was "Climb on rail fence to jump on the roadway", which is extra dumb because all the rest of the rail fences are pass-through for unknown reason - this couldve been eliminated if all rails were made non-passable then solution wouldve been obvious, but nope - gotta have handholding.

>> No.4555203
File: 1.38 MB, 1600x900, co.png [View same] [iqdb] [saucenao] [google] [report]
4555203

>>4555196

>> No.4555207
File: 165 KB, 1600x900, co2.png [View same] [iqdb] [saucenao] [google] [report]
4555207

>>4555196
it's the door that opens in the next fucking room ~6m away.

>> No.4555216
File: 24 KB, 302x232, blender_2018-01-19_00-05-53.png [View same] [iqdb] [saucenao] [google] [report]
4555216

>>4554989

I don't understand the question

>> No.4555226

>>4555170
>Mark
>credit
You're kidding, right?

>> No.4555248

>>4555146
oh yes what was it called? the giver?

>> No.4555250

>>4555196
>>4555203
>>4555207
See, the thing is that it's lazy. Actually good design would involve making sure that player knows where to go entirely because of lighting, colors, and context clues - but despite Mark putting SO MUCH attention on the visuals, he can never bother to make sure that visuals help the gameplay instead of just looking cool.

And I'm not sure why did he even do these. Did he just assume he needs to put these there? Were these really necessary? Who were his playtesters that they required this much handholding, 12 year olds?

And there are so many better ways to do that.
>If he wanted to mark a path, just make a literal path leading to the rocks using a different ground texture. Level designers at Naughty Dog love this technique.
>If he wanted to make sure that it's clear that you can climb the fence, put a service ladder texture on it.
>To show the player what exactly that switch did, just put a security camera that shows activated place Duke 3D style, or use a slightly subtler hint that will make player feel not like a moron, like "You hear a creak of door opening!"
>To tell the player they need to jump in a window, make everything inside the window brightly lit, the wall outside the window dark and put enemies inside the window so the player will pay attention to it.

But of course, all of these require some design knowledge and effort, and Mark can't be honest with himself about his abilities (and need for improvement) because he believes all his critics are just haters.

>> No.4555254

>>4555226
heheh yeah, that guy never gives credit.

>> No.4555271
File: 696 KB, 1920x1017, Screenshot_Doom_20180130_202710.png [View same] [iqdb] [saucenao] [google] [report]
4555271

>>4554897
beats me, thats the default on map01 for some reason

>> No.4555274

>>4555216
amazing

>> No.4555291

>>4555180
I can never find the damn mod the only thing I can find was only Doom 3 monsters

>> No.4555301

>its a ceiling comes down out of nowhere and kills you episode
N I C E level design!

>> No.4555313

>>4554413
well, I want this fire mode to involve "overload the enemy with energy and make them explode" one way or another. I guess going half/half on direct damage:delayed damage probably isn't a good way to do it, though.

I could either move all of the damage to direct damage and just have the shot explode the enemy if he dies, or move it all to delayed damage and let you fill up a target with as much plasma energy as you want, just in time to explode and kill everyone nearby. if it's the second one, I'd probably have them explode whether they'd die or not.

>> No.4555317

>>4555301
a ceiling can not come out of nowhere

>> No.4555324
File: 83 KB, 460x645, 1445452256472.jpg [View same] [iqdb] [saucenao] [google] [report]
4555324

>>4555301
>D2INO Map06

>> No.4555327

>>4555317
youre right, ill just avoid all ceilings in the future

>> No.4555341

>>4555128
I find that resolution to be pretty apt.
Make sure you have filters turned off too.

>> No.4555346
File: 1.17 MB, 800x450, ceiling outta nowhere.webm [View same] [iqdb] [saucenao] [google] [report]
4555346

>>4555317

>> No.4555354

>>4555196
That's just terrible.

If you expect a player to not anticipate that these actions are necessary, and get stuck, then maybe a brief (optional) tutorial map would be in order?

>> No.4555363

What do you guys think of Complex doom? Been getting back into the Doom modding scene and been thinking about giving it a go though not sure whether to get v26 with LCA or just v27

>> No.4555379

>>4555363
a neat randomizer mod that happens to have an incredibly awful fanbase and reputation

>> No.4555383

>>4555363
Too popular so it's hated by default, don't bother with it, we prefer to play colorful hell.

>> No.4555390

>>4555146
>>4555248

Yeah, The Given.
Man, I fucking hated The Given.

>> No.4555392

>>4555383
Fuck. Off.

>> No.4555398

>>4555363
It's okay, but a bit unfair at times

>> No.4555402

>>4555363

Played it for about half an hour, hated the BFG zombies.
Aside from that, haven't really bothered much with it, so I can't really comment.

>> No.4555403

>>4555250
>but despite Mark putting SO MUCH attention on the visuals, he can never bother to make sure that visuals help the gameplay instead of just looking cool
Hence why I think he should map for the Boom format, as he can't shove in too many bells and whistles but still make it pretty.

I mean, Dead Cargo was a pretty good map, it was straightforward and had good action, we know he can make a good map.

>> No.4555419

>>4555158
One of the many LCA addons has a "strength gauge" that gradually increases as you acquire more weapons, runes and just generally as time passes. It restricts monster spawning based on this in an attempt to give you more of a chance against the cruelly unfair monsters. Might want to look into that for your pacing issue.

>> No.4555420

>>4555419
>LCA
Into the trash it goes.

>> No.4555428

>>4554909
Same guy you replied to. Weapons of Saturn is exactly what I'm looking for, thanks for the rec.

>>4554915
This mod is also pretty damn good but I see what you mean. The zombie sprites are awful.

>> No.4555429

>>4555363
V27. The legendary zombiemen have more health than the goddamn barrons and can kill you quicker than a spider mastermind. They are also wayy more common than the wildcard monsters in CH. To put things in perspective, you're lucky if you don't run into a legendary monster in the first three maps.

>> No.4555432

>>4555301
Pay attention to grinding noises.

>> No.4555465

>>4555203

love this! it looks like an epic hell

>> No.4555485
File: 36 KB, 512x384, F4BAA707684C122EB7110E3CD7C0463FD084D60E[1].jpg [View same] [iqdb] [saucenao] [google] [report]
4555485

Does anyone want to play this? All the servers I can find on Darkplaces are empty

>> No.4555489

>>4554549
Usually I do the former, but if it's an especially hard map/wad I savescum. Often the readmes tell you to save frequently anyways.

>> No.4555531
File: 992 KB, 1920x1080, Screenshot_Doom_20180130_153557.png [View same] [iqdb] [saucenao] [google] [report]
4555531

Colorful Hell, Universal Gibs and meaty guns are a good mix.

>> No.4555558

>>4555324
you didn't see a crushing ceiling coming on a map named "the crusher" in a "what if all we knew about the doom2 was the map names" project?

j e s u s f u c k i n g c h r i s t

>> No.4555574

>>4555531
meaty guns?

>> No.4555609

arent there TF specific bots?

>> No.4555670
File: 119 KB, 671x403, F90e12b1569c8b437367584087a630fa.png [View same] [iqdb] [saucenao] [google] [report]
4555670

what are /vr/'s thoughts on the idea of a mod that uses something like thaumcraft's study system

>> No.4555680

>>4555670
Explain

>> No.4555687

Just tried Back to Saturn X for the first time. Got through the first 5 levels and this is great, especially the soundtrack. What do you guys think of this wad?

>> No.4555692

>>4555558

Not him, but I was a little busy thinking how in the fucking world that map was made and accepted in modern times and the author thought it was okay to publish it.

And after all that, here comes D2INO's MAP07. And that, my friend, was the point of no return.

>> No.4555696

>>4555680
players start with a book,and demons drop magic aspects. the book lets them combine aspects to make new weapons and add effects to them and create buffs, and the book tells them how to make all the simple stuff. they need to not be atacked while they're studying though.

>> No.4555698

>>4555291
>>4555291

You need to install the Unreal 1 mod for UT2004, it includes both of those mutators.

>> No.4555707

>>4555692
i liked map06, aside from the actual crusher part it's quite a good puzzle mid nineties style level with better fewer texture misalignments. but then the end, i hate mapless mazes, and it's timed (must find invulnerabilities before ceiling comes down) and full of archviles, so yeah, no thanks.

not sure what to make of map07, it goes on forever, i spent much of the time lost (the automap doesn't help much).

i maxed both of them on HNTR eventually, but in DDT mode, couldn't be bothered to learn them

>> No.4555709

>>4555687
it's neat

>> No.4555714
File: 325 KB, 1280x960, Screenshot_Doom_20180130_175926.png [View same] [iqdb] [saucenao] [google] [report]
4555714

Somewhere in Nevada, Hell...

>> No.4555715

>>4555531
>meaty guns
the fuck is that?

>> No.4555769
File: 382 KB, 1437x1077, crispy.png [View same] [iqdb] [saucenao] [google] [report]
4555769

Does anyone know if it's possible to get Zandro to look like Crispy Doom? What I'm wanting is to have to have two configs, one for modern wads (i.e pretty.cfg) and one for classic wads (i.e classic.cfg) so I can exec them as needed?

I wanna play old school wads in coop but I don't like how the GL features etc in Zandro take the classic feel away.

>> No.4555775

What are some recommended singleplayer HL1 mods?

>> No.4555779

>>4555775
Hazard Course 2.

>> No.4555780

>>4555531
BIG
MEATY
GUNS

>> No.4555785
File: 347 KB, 1920x1080, ss_4311086491a85224e2f734add9f456b88d3c4bc0.1920x1080.jpg [View same] [iqdb] [saucenao] [google] [report]
4555785

>>4555775

Half-Life: Caged if you haven't played it already. It's amazing.

http://store.steampowered.com/app/679990/HalfLife_Caged/

>> No.4555812

>>4555485
>play on weekends
>use FTE

>> No.4555813

>>4555715
BIG MEATY GLOCKS

>> No.4555826

>>4555769
Zandy doesn't have the features of the new GZD builds, so the best you're going to get is playing on software mode, if you aren't already

>> No.4555832

>>4555826

I'm running software mode now, do you know if that preserves the lighting effects similar to Crispy? Like areas further away seeming darker even though the sector lighting is still the same?

Thanks for the help btw.

>> No.4555835

>>4555698
I have the unreal 1 mod and no doom weapons mutator

>> No.4555856
File: 115 KB, 640x360, Screenshot_Doom_20180131_125658.png [View same] [iqdb] [saucenao] [google] [report]
4555856

>>4555826
>>4555832

Sweet, I got it. Just running software mode, no mlook, autoaim maxed and low res. Looks close enough that it does the trick, thanks :)

If you have any other tips for a more authentic Doom experience in Zandro I'd be happy to hear em.

>> No.4555863

>>4555531
alright faggot what is the arsenal mod? Stop beating around the bush.

>> No.4555865

>>4555863
that's just weapons of saturn, anon

>> No.4555890

>>4555856
hmm. annoying. can't identify the wad immediately. i'm going to guess: is that dystopia3?

>> No.4555945

>>4555698
I did install the unreal 1 mod and no Doom 2 monsters and the weapons

>> No.4555994

>>4555865
ty

>> No.4556002
File: 58 KB, 600x450, BEDFULL.jpg [View same] [iqdb] [saucenao] [google] [report]
4556002

What are the best weapon mods for Doom lads?

>> No.4556005

>>4556002
Combined Arms

>> No.4556007

>>4556005
Already have that one, it is pretty good.

>> No.4556010

>>4556002
subjective as hell, people argue over that a lot

>> No.4556014

>>4556002
Final Doomer

>> No.4556039

>>4556002
High noon drifter is pretty gud.

>> No.4556069

Anyone know why my Zandro (launched via Doomseeker) isn't saving my settings? I host a server, jump in, change settings (software rendering etc etc etc) and it's all fine and dandy but then when I close the server and host another one it goes back to my old settings?

Is there another config ini that's not in the Zandro dir?

>> No.4556090

>>4555812
Why does it have to be FTE, though? What's wrong with darkplaces?

>> No.4556093

>>4556090
the netquake protocol's really bad for online play; quakeworld handles ping and lag much, much better

>> No.4556097

>>4556090
>>4556093
ezquake is also an option but its server list setup is fucky

>> No.4556142
File: 442 KB, 1600x900, Screenshot_Doom_20180130_204116.png [View same] [iqdb] [saucenao] [google] [report]
4556142

Have you ever punched so hard you Hitler?

>> No.4556146
File: 326 KB, 1920x1080, zandoclassic.png [View same] [iqdb] [saucenao] [google] [report]
4556146

Can anyone recommend good Vanilla (Doom2.exe) weapon/sprite wads? Enemy wads would be cool too.

>> No.4556152

>>4556146
Are you looking for simple reskins or something more?

>> No.4556161

>>4556152

Reskins, just to mix it up a bit

>> No.4556190
File: 587 KB, 1920x1080, requiem.png [View same] [iqdb] [saucenao] [google] [report]
4556190

Just a heads up for anyone who missed the boat by 20 years - Requiem is one of the best megawads I've ever played. I'm not even exaggerating, the level design is phenomenal, the new textures are used well, monster placement is great - highly, highly recommended!

https://www.doomworld.com/idgames/levels/doom2/megawads/requiem

>> No.4556192
File: 96 KB, 640x480, 1508264159719.png [View same] [iqdb] [saucenao] [google] [report]
4556192

>>4555945
>>4555835

I'm not him, the mutators are there

https://www.utzone.de/forum/downloads.php?do=file&id=3435

>> No.4556212

>>4556161
If you're looking for randomized enemies, vanilla doesn't support that (I think).
I've never heard of someone doing reskins just to spice things up, but it sounds like a neat idea. Try searching through zdoom forums for any, and if worst comes to worst, you could just open up SLADE and replace the stock assets with new ones yourself.

>> No.4556217

>>4556192
there we go
the one on the epic games forums doesn't have it for some reason

>> No.4556231
File: 643 KB, 1920x1080, req2.png [View same] [iqdb] [saucenao] [google] [report]
4556231

>>4556212

Yeah, I was hoping for just regular graphics patches (think Simpsons Doom but not retarded/jokey). If I can't find anything I might cobble something together. If I do I'll post it here.

>> No.4556245

>>4556142
Is it possible to make the rear view mirrors actually mirrored? Would make them a *lot* easier to read, too.

>> No.4556252

>>4556231
Now that I think more on it, I may have been doing exactly what you were asking about. I was in the process of editing sprites from the alpha versions of doom and running through a few levels with them to see if they fit. I don't really know what possessed me to make them, but you could probably classify them as reskins, since they're the same enemy with minor cosmetic changes.

>> No.4556265

>>4555193
>where can i find burl tumd in this day and age?
I gotchu fampai
https://mega.nz/#!fpt2DbzL!V81u-LrmpbiGndzAhyBk54-qg2nsdnHOILWBNtKY_60

>> No.4556275
File: 533 KB, 1920x1080, req3.png [View same] [iqdb] [saucenao] [google] [report]
4556275

>>4556252

Oh cool, flick me a link to the wad if you're keen?


Also, anyone know if it's possible to make weapon spawns stay after pickup but not all items respawn (i.e SSG stays on map but healthkits dont?)

>> No.4556278
File: 634 KB, 1600x900, Screenshot_Doom_20180130_215504.png [View same] [iqdb] [saucenao] [google] [report]
4556278

>>4556245

Well that didn't work.

>> No.4556291

>>4556278
If you can do that kind of transformation you can probably reverse it, try the other axis.

>> No.4556301
File: 3 KB, 164x228, corntooth.png [View same] [iqdb] [saucenao] [google] [report]
4556301

>>4556278
It's only one monster so far, and it's the imp. The sprites are just a recolor of the retail sprites made to look the way it appeared in the 0.2 tech demo, sans the weird bright yellow mouth part.
https://www.mediafire.com/#z67733w9f1y5n

Also, certain deathmatch rules (DM 2.0 I think) allow weapons to stay but not items.

>> No.4556305

>>4556275
>>4556301
flubbed

>> No.4556319

>>4551335
Hunter's Moon Version 2.9.5 Released:
https://forum.zdoom.org/viewtopic.php?f=19&t=30942

>> No.4556321

>>4556301

The mediafire link doesn't work. Re: DM rules, I didn't realize they also affected coop. Do you know if there's a way to force pistol start on each map exit too?

>> No.4556332

>>4556321
This usually happens when I share entire folders. Mediafire is wack.
http://www.mediafire.com/file/zjldyartl2mhhui/alphaimp.pk3
Just take out the credits and rename to file to a WAD
I don't entirely know if there's a dmflag for pistol starting, but there may be a cvar for it. That is, if your on Zandronum.

>> No.4556360

>>4556069
Open doomseeker as administrator.

>> No.4556362
File: 13 KB, 480x360, hqdefault (4).jpg [View same] [iqdb] [saucenao] [google] [report]
4556362

Are there any megawads/TCs that take place during the cold war/nam?

>> No.4556373



do you like caco

>> No.4556375
File: 78 KB, 505x604, 01nVvqh.jpg [View same] [iqdb] [saucenao] [google] [report]
4556375

DN3D World Tour was removed from steam. What happen???????????????????

>> No.4556392

>>4556375
Randy is introducing a new version with commentary and levels solely by him, and he doesn't want anyone downloading the old versions

>> No.4556393
File: 426 KB, 1920x1080, wtf.png [View same] [iqdb] [saucenao] [google] [report]
4556393

>>4556360

I've started Doomseeker as admin and the issue still persists ;/ Reverts to OpenGL, mlook etc

Any other suggestions? It's a real pain to have to join the server, change all the settings, quit then join again...

>> No.4556404
File: 316 KB, 922x2259, 1505383600890.jpg [View same] [iqdb] [saucenao] [google] [report]
4556404

>>4556392

>> No.4556410
File: 398 KB, 1920x1080, SOLVED.png [View same] [iqdb] [saucenao] [google] [report]
4556410

>>4556069
>>4556393

!SOLVED! You need to set Doomseeker to run as Admin and Zand.exe to run as admin. Thanks for the help everyone :)

>> No.4556413

>>4556410
do you have zandronum in program files or what

>> No.4556414

>>4556392
>introducing a new version
FFFFFFFFFFFFFFFFF

>> No.4556419

What is the most aesthetic Doom wad?

>> No.4556421

>>4556392
I know this is obviously a joke (a funny one at that), but I wish Gearbox would just fucking sell the Duke IP already/someone buy it already somehow.

>> No.4556423

>>4556413

C:\Games\Doom Engine Games\Zand 3.0

>> No.4556451

>>4556421
I bet Randy wouldn't let the Duke IP be sold even if it meant Gearbox going bankrupt. And honestly I don't think anything worthwhile will be done with the IP anymore even if it were sold to someone else, though I guess you never know what could happen. Not gonna hold my breath though.

>> No.4556452

>>4556421
There's talks of a Duke movie starring John Cena.
Gearbox has the corpse of Duke crucified in their office, and they aren't going to be letting go any time soon.

>> No.4556503

>>4556419

Ancient Aliens.

>> No.4556506
File: 81 KB, 737x408, Retro.png [View same] [iqdb] [saucenao] [google] [report]
4556506

I'm wanting to go through the idgames archive in chronological order so I can play the very earliest wads first - what's the best way to do this? The levels category is separated alphabetically so simply sorting by date only shows the earliest uploaded wads for 0-9, a-c, etc etc

Is there any way to see the full list and sort that by date? I want my early 90s nostalgia wads.

>> No.4556516

>>4556090
FTE has Darkplace's graphics options plus the superior Quakeworld network support and also it's the only Quakeworld sourceport in which TF skins appear properly for me

>> No.4556552

>>4556375
>>4556392
>>4556404
https://www.youtube.com/watch?v=NpYt4qobkgw

>> No.4556562
File: 2.50 MB, 1920x1080, Screenshot_Strife_20180130_135003.png [View same] [iqdb] [saucenao] [google] [report]
4556562

>> No.4556585 [DELETED] 

Hey, so, I've heard a lot about this S'aris guy. Apparently, he is known for making doom mods and I was wondering if anybody knew anything about them? I've heard that they are absolutely unplayable, but I was wondering if anybody had any other information on the subject.

>> No.4556593

Should there be more body type diversity in Doom's sprites?

>zaftig zombiemen and zombie women
>child zombies
>pregnant zombies
>manlet zombies and imps
>chad chaingunners and arch viles

>> No.4556594 [DELETED] 
File: 95 KB, 625x626, 1441476147833.png [View same] [iqdb] [saucenao] [google] [report]
4556594

>>4556585

>> No.4556595
File: 1.47 MB, 1920x1080, Screenshot_Strife_20180130_135010.png [View same] [iqdb] [saucenao] [google] [report]
4556595

>>4556585

Did you accidentally light him on fire?

>> No.4556603

https://twitter.com/ThatTomHall/status/958352500431572992

It's confirmed.

>> No.4556605
File: 25 KB, 1280x720, John Carmack watching Daikatana.jpg [View same] [iqdb] [saucenao] [google] [report]
4556605

>>4556603

>> No.4556610 [DELETED] 

No, I didn't set him on fire. But, a friend of mine found him losing his everloving mind, just totally freaking out on /trash/ and he introduced me to him.

>> No.4556615 [DELETED] 

>>4556594
>weeb aids and abets it

Every.
Fucking.
Time.

>> No.4556616

I've tried asking this before to no avail so I'm not expecting anything different this time around, but is there an easy way to edit damage values across the board? I'm trying to play BD on realism mode but 9x extra damage received makes map 2 of Doom 2 nearly impossible, a couple pellets from a shotgunner is enough to kill you even with mega armor and 80+ health.

>> No.4556619

>>4552704
You can kind of do that with the Ultimate Doom Visor. There's an option that makes it so having under a certain armor percentage breaks your suit and open areas in maps make you switch to an O2 tank that can run out. I think if you run out of air you keep taking damage till you die, but it replenishes if you go back "inside" by getting a ceiling over you.

>> No.4556627

>>4556593
>zaftig
Is that some sort of scrotnig Tharg-speak?

>> No.4556629
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google] [report]
4556629

>>4556603
>Billy Blazkowicz is the grandson of BJ Blazkowicz
>this somehow needed confirmation

>> No.4556632

>>4556629
doomguy being related, you donut

>> No.4556634

>>4556593
>The Virgin Vile
vs
>The Chad Gunner

>> No.4556638

>>4556616
It's almost like that difficulty mode is dumb and stupid
That said, I fucking hate how messed up the other difficulties are
Respawning enemies aggravates my autism something fierce, but UV is way too damn easy.

>> No.4556641

>>4556638
I know it's stupid, but I love the idea of it. I like being forced to be really thoughtful of where I am and where the enemy is and what types are around and I like playing slow and carefully. But I swear a few years ago the damage the player took was more like 6x or 7x, which imo is way more reasonable and manageable, as opposed to 10x damage. I like that two or three fire balls from a baron or mancubus can take me from 200/200 to 0 or 10/50 because I was careless or caught offguard, I don't like that a shotgunner can do the same thing from across the map.

>> No.4556654

>>4556641
I remember Realism's damage being more reasonable, if anything I think the movement speed nerf it used to have was the biggest problem, I think there were some maps you couldn't clear because you couldn't move fast enough to jump some gaps or escape a crusher

>> No.4556657

>>4556634
The Virgin Vile
>relies on resurrecting worthless enemies that were already killed by Doomguy rather than fighting head on
>damage from the player will likely interrupt and pause his attacks and resurrections
>can only deal damage if the player is kind enough to stand out in the open for 20 seconds straight
>obvious battle cry alerts even the most oblivious player to its presence
>runs around in small circles upon seeing Doomguy, as if in a blind panic
The Chad Gunner
>immediately opens fire on sight of Doomguy
>instant hitscan weaponry deals heavy damage accurately at range
>battle cry melds in with generic demon grunts, difficult to discern one has entered the fray
>will fire until killed or incapacitated by heavy weaponry
>has no regard for the safety or well-being of his fellow demons, only concern is murdering the player

>> No.4556664

>>4556634
>>4556657

Virgin Vile
>Doesn't understand why anybody would hate it.
Chad Gunner
>This motherfucker will snipe you from miles away with a fully automatic chaingun.
>Knows full well everybody hates him, uses this hatred to ascend into memehood

>> No.4556667
File: 174 KB, 1920x1080, gzdoom 2018-01-31 02-31-47-93.png [View same] [iqdb] [saucenao] [google] [report]
4556667

>>4556654
In BD's campaign there's definitely a lot of encounters and jumps that are obscenely difficult to make in realism mode. But I still love it, and I don't mind the slow movement speed. It's just the unreasonable level of damage you take combined with hitscan enemies. Even a generic zombie gunner can do upwards of 40 or 50 damage with a single shot, but at least they're inaccurate. I've had countless levels lost simply because a shotgunner was ready to fire from around a corner or across a map as a door opens, and this is only if a few pellets hit. I've been at ~200/200 just to eat a meatshot from a shotgunner and get dropped to like 20 health or even killed.

I mean look at this shit. Granted, I was taking fire for 2 or 3 seconds before I died, and there was a door opening sound about 1 second before that that I should've reacted to, but still, it's totally nuts. I know obviously BD and realism mode wasn't balanced around any of the original wads, but all it needs is one or two numbers changed and it'd be fine.

>> No.4556668
File: 177 KB, 2048x908, DCzHo73VoAE4QU_.jpg [View same] [iqdb] [saucenao] [google] [report]
4556668

>>4556657

>> No.4556670

>>4556668
We need more of these

>> No.4556672

>>4556668
revenants really are a fucking beautiful meme of an enemy. It's a fucking giant skeleton with rocket launcher shoulders that punches the shit out of you if you get too close. And then it fires homing missiles if you dare hurt it while it's trying to knock you out.

>> No.4556673

>>4556670
>>4556664
>>4556668
Chad Gunner:
>Likes to hide in skyboxes.
>Considers purchasing a jet-pack just to make your life more hell.

>> No.4556686

>>4556278
Oh...well, damn.

>> No.4556721

the virgin spider mastermind
>thinks his big brain makes up for his pathetic limbs
>fires tiny bullets
>hoarse, feminine screech
the chad cyberdemon
>absolutely fucking ripped
>shoots massive rockets
>manly roar

>> No.4556730
File: 383 KB, 1280x1024, Screenshot_Doom_20180131_015008.png [View same] [iqdb] [saucenao] [google] [report]
4556730

I'm probably going to have to scrap this again.

>> No.4556737
File: 64 KB, 556x350, 1382457412882.jpg [View same] [iqdb] [saucenao] [google] [report]
4556737

how do shotgunners and chaingunners fire preemptively before I even peek my head around corners or do -anything-

it happens way too often too, what the fuck

>> No.4556738
File: 134 KB, 1024x768, 1514053360740.jpg [View same] [iqdb] [saucenao] [google] [report]
4556738

Who has that "so you want to play Duke Nukem?" image?
/bant/ just had its 3900000 get be Duke nukem and i feel like dukeposting

>> No.4556739

>>4556737
you'll hate blood

>> No.4556741

>>4556737
MC Kawaiide

>> No.4556759

New thread.

>>4556754
>>4556754
>>4556754

>> No.4556787

>>4556506
http://www.gamers.org/pub/idgames/fullsort.gz
this lists the archive by file datestamp. it does not look inside zips though. a lot of really early stuff was not in the archive to begin with and was uploaded later, especially around 2004-2006.

>> No.4556901

>>4556451
Well, the World Tour levels were pretty good, if someone could buy the rights to it and then pay Levellord and Blum to make another episode or two, that could be nice.

>> No.4557332

>>4556616
I'd say Custom Doom, but chances it works with BD are slim.

>> No.4557339

>>4556673
WE NEED JET-PACK GUNNERS NOW

>> No.4557342
File: 843 KB, 1543x2581, duke nuken guide.jpg [View same] [iqdb] [saucenao] [google] [report]
4557342

>>4556738
Dunno if there's a more recent one. Have fun.

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