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/vr/ - Retro Games


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4590638 No.4590638 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4586121

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.4590639

=== NEWS ===

[02-15] Doom Delta 2.0 release candidate
https://forum.zdoom.org/viewtopic.php?p=1040288#p1040288

[02-15] Extreme Entryway Alpha 10
https://www.doomworld.com/forum/topic/99211-extreme-entryway-alpha-10/

[02-14] Anon mod release: Dual Laser from r667 modified with ZScript
https://my.mixtape.moe/lzktoa.wad

[02-14] Trenchbroom 2 released
https://twitter.com/kristianduske/status/963512141407051776

[02-14] Someone wants to play and record your maps
https://desuarchive.org/vr/thread/4583207/#4585861
https://www.doomworld.com/forum/topic/99183-looking-to-play-and-record-your-maps/

[02-14] Tangerine Nightmare released; nine limit-removing maps
https://www.doomworld.com/forum/topic/97784-tangerine-nightmare-final-version/

[02-14] Anon release: Hideous-Distraction, contains three levels designed for Hideous Destructor
http://s000.tinyupload.com/index.php?file_id=70259629754623391500

[02-13] Anon finds Chex Quest wad 'Galactic Conquest', serving as an expansion
https://forum.zdoom.org/viewtopic.php?t=53279

[02-12] Arcane Dimensions 1.70 patch 1 released for Quake
http://www.simonoc.com/pages/design/sp/ad.htm

[02-11] Updated flashlight mod: choice of emit location, crouch support, multiplayer
https://forum.zdoom.org/viewtopic.php?t=59429

[02-11] Doom running on an Etch-A-Sketch
https://youtu.be/VnmIXK3PYFw

[02-11] 24for$24 concluded with two entries
http://www.mediafire.com/file/bfc9zhiv5pfq89x/contest_sewer.wad (winner)
http://www.mediafire.com/file/pg5q7rinqumzlfx/aaaaaaaaaa.wad (runner-up)

[02-10] QC: Doom Edition released
https://inmost-dens.tumblr.com/post/170721544189/

[02-09] Anon mod release: "a wad which adds the rarely deadly peng to the game"
http://s000.tinyupload.com/index.php?file_id=78836465059929579920

[02-09] Anon map release: The Growth (1024x1024)
https://mega.nz/#!OYhmWaYa!Ij6rkScFNs8cPK4LOFkKj9dte0p9gIbXM1hvNAZBaq0

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4590650 [DELETED] 
File: 380 KB, 628x1084, 1375837728443.png [View same] [iqdb] [saucenao] [google] [report]
4590650

is it only me or is the quake champions mod pretty bad

>> No.4590664
File: 802 KB, 1360x768, Screenshot_Doom_20170731_19372A.png [View same] [iqdb] [saucenao] [google] [report]
4590664

>>4590650
>shotgun struggles with 1shotting an imp
Yeah, it's not too pretty.

>> No.4590667
File: 60 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]
4590667

DoDfag here.
I think I'm finally done with my map.
I'm doing a couple of test runs to make sure I'm not being stingy with ammo and health while still being fair and fun and also looking for bugs and missing textures.

I think I'll share it here one more time for gameplay tips to make it more fun.
I did my best to apply what little I know about game design to make a fun map (avoiding frustrating situations, not being cryptic, not making the player feel he's in an impossible situation, teach through gameplay how things work in the map, etc)

>> No.4590678

>>4590270
Doom's community is like 50% autistic furries, somebody will DL it.

>> No.4590682

What are some weapons wads that you recommend?

>> No.4590686

>>4590667
cool, you'd been pretty quiet so i feared it was abandoned

>> No.4590690
File: 186 KB, 1000x1144, 1517307318290.png [View same] [iqdb] [saucenao] [google] [report]
4590690

I don't read this thread since a month ago

my doomette was born and my hours of gaming/internet/life were reduced to -1/week

>> No.4590702

>>4590686
Nah, I spent a couple of days drawing some stuff while my mouse's batteries charged.
Sometimes I think I don't have enough life for my hobbies, I like drawing and videogames a lot but those keep me away from watching series and stuff.

>> No.4590704

>>4590650
>caring about possum 'pinions

>> No.4590707

>>4590702
>Sometimes I think I don't have enough life for my hobbies
no, you don't. there's not enough time in the world even if you don't go and do something like this guy >>4590690

>> No.4590709

>>4590664
whazzat

>> No.4590712
File: 128 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]
4590712

Come to think of it: is Doom Delta the first time someone actually makes the character designs for the Doom Bible cast?
Because out of any project based on the Doom Bible i've seen, i don't think i've seen anyone doing aything with these characters besides just player stats

>> No.4590713
File: 100 KB, 1920x1080, Screenshot_Doom_20180215_164019.png [View same] [iqdb] [saucenao] [google] [report]
4590713

I'm really keen on this aesthetic

>> No.4590716

>>4590709
looks like btsx e2, not sure which level.
the chaingunner in its natural habitat, though.

>> No.4590718

>>4590716
oh of course there's a chaingunner there

>> No.4590719

>>4590713
mod? (the keen one, not the weapon)

>> No.4590723

>>4590690
congratulations on the child

>> No.4590724

>>4590713
it's a bit flat isn't it, i mean there's no distance fade, monochromatic surfaces, etc

>> No.4590726

>>4590719
Map 31 of Doom 2 the way id did
>>4590664
It was based on a multiplayer focused game, but i still wished he did more with the enemies added
>Vore replaces Arachnotron, but not the Revenant
>Melee and non-melee enemy replacements are out of hand

>> No.4590729

>>4590690
Congratulations man!

>> No.4590746

>>4590682
Russian overkill
Trailblazer
La tailor girl
DRLA
Combined arms
High noon drifter
Final doomer

>> No.4590747

>>4590650
who is this fluid

>> No.4590748

How do the dolls/little doomguy figures appear in Doom Delta?
Are they rare score items or do they have specific spawns in certain areas?

>> No.4590749

>>4590747
druid?

harley from poppy o possum

>> No.4590752

>>4590650
it's fuckawful. DBT going overboard with difficulty again.

if you try to resurrect because you're tired of the bullshit, the mod tracks it.

>> No.4590753

>>4589983
There ought to be a roleplaying mod for Doom multiplayer that isn't fucking trash. Something like a multiplayer dungeon crawler, with more emphasis on player interaction than mindless killing like in those shitty Coop or Survival servers. Perhaps have it so that only certain classes can get to certain areas, or something of that nature. It'll never happen though, because Zandronum's community probably associates all roleplaying with furfaggery,

>> No.4590759

>>4590753
Now that I think about it, this would be pretty fucking cool in general. Have it so that there are two "teams", one team being the players, the other being a dungeon master. The dungeon master has to place monsters, npcs, traps and items in certain spots of the map. He can take control of an NPC or certain enemies to provide the character's extra challenge. Sort of like a hybrid between Dungeon Keeper, Hexen, and Dungeon Master.

>> No.4590767

>>4590752
Ever since D4T, he made the difficulty menus so weird, where you have like different version of hard and medium, that are related to the amount of enemies in a level, so those options are also related to how the stuff actually works.
What's worse is when these two mods were made with accessibility in mind, which is why they're playable on phones.

>> No.4590795
File: 310 KB, 1600x900, Screenshot_Doom_20180215_162859.png [View same] [iqdb] [saucenao] [google] [report]
4590795

>fix the movement stops at walls problem
>make the scopes bigger and less intrusive
>but now they're always on
>and getting hit with one fireball basically ruins your entire being

It's like one step forward and two steps back with this fucking mod

>> No.4590796

>>4590795
you're playing an outdated version.

>> No.4590797

>>4590796
What?
But I just got this like 2 days ago from the Zdoom forums
From the git

is that not right?

>> No.4590802

>>4590650
I agree with you, strange furry creature

>> No.4590806

>>4590795
what's the map you're playing?

>> No.4590808

>>4590795
How would you make weapons for HD? I want a version of the marksman's rifle, but without the scope. The bolt action mechanic is fucking orgasmic.

>> No.4590809

>>4590806
He's at the built-in firing range for hideous destructor where you get to practice with every gat in the game.

>> No.4590815

>>4590809
oh it looked like some cool old school E1-with-crates thing. now i'm sad

>> No.4590820
File: 1.16 MB, 1047x849, RIP-AND-TEAR-HQ.jpg [View same] [iqdb] [saucenao] [google] [report]
4590820

posting this here because I was unaware of this recently:
the legendary Doom Comic was re-scanned by someone a few years ago. Doomworld now hosts a new scan, and has a download link for the full resolution scans.

Here's a Rip & Tear crop for you, from the full res scans.

>> No.4590826

>>4590820

Yup. The rescans are a thing of true beauty.

>> No.4590827

>>4590820
that's a huge rip

>> No.4590830

>>4590820
I swear i can sense the smell of old comic book paper

>> No.4590832
File: 33 KB, 400x364, 1513272840043.png [View same] [iqdb] [saucenao] [google] [report]
4590832

>>4590729
>>4590723

t-thanks

>> No.4590836

Any pre-Wolf 3D FPS worth playing?

>> No.4590840

>>4590827
that means it must have huge panels

>> No.4590845
File: 10 KB, 153x161, better talk now, maggot.jpg [View same] [iqdb] [saucenao] [google] [report]
4590845

>>4590796
hey, I asked you a question
You wouldn't let a friend down, would you?

>> No.4590851

>>4590845
Not him but it's likely worth checking anyway. Hideous Destructor's update schedule is on a nearly-daily basis, dude works on it obsessively.
I let everyone down. It's all I've ever done in life.

>> No.4590853
File: 59 KB, 600x807, TunnelRunner.jpg [View same] [iqdb] [saucenao] [google] [report]
4590853

>>4590836
Not a shooter, but it's a first person classic nonetheless. The music is MUY MUY BIEN. If you're going to play it, perhaps consider the fan redux, which is much the same but with textures and higher resolution graphics all around.

>> No.4590869
File: 10 KB, 275x183, tunnel.jpg [View same] [iqdb] [saucenao] [google] [report]
4590869

>>4590836

this probably wouldn't be considered a fps by today's standards, but Tunnels of Armageddon was amazing when I was little. the apple IIGS version has the best visuals & sound

https://en.wikipedia.org/wiki/Tunnels_of_Armageddon

>> No.4590871

>>4590845
i don't see a question in the post

>> No.4590874

>>4590808
Really, I want someone to make a version of HD that's a bit more fun and accessible, but still hits all of HD's points.
>emphasize having a plan of action and not being retarded
>Every weapon, even the pistol, has advantages and uses in certain situations due to weight
>encumbrance
All of these together make co-op a pretty engaging experience (if you can find people as autistic as you enough to play it)

As far as weapons go, I would add
>C4 you can stick to walls that would go up with moving walls
>some way to remotely hit switches. Maybe even shooting them
>more involved mechanic of melting down rounds of one type into another
>a little red wagon to drag all of your shit around in
>a higher powered sniper rifle. Like a barret
>being able to turn the scope off again


>>4590871
>>4590797

>> No.4590876

>>4590874
If I knew how to do it, I'd like to turn HD into a WW1 mod.

>> No.4590882
File: 93 KB, 880x660, stif.png [View same] [iqdb] [saucenao] [google] [report]
4590882

>> No.4590885

>>4590874
oh my apologies, i followed the chain of replies which didn't include >>4590797 . no idea about the answer. i've never played the mod.

>> No.4590898

>>4590650
of course it's bad. everything that guy makes is pure shit.

>> No.4590901

>>4590690
based
we should chip in to buy her a plush cacodemon as a present for anon-spawn

>> No.4590904

>>4590898
>>4590650
man, been getting a lot of these lately and not a single actual explanation

it's like the whole "dreadnought is still unfinished" debacle long ago

>> No.4590932

>>4590690
hey, you reproduced, so you dont get to complain
now go be a breadwinner and stop lurking here

>> No.4590936

>"legendary Doom comic"

man, things have truly changed huh?

>> No.4590943
File: 1.74 MB, 1400x1000, do-it-for-him.png [View same] [iqdb] [saucenao] [google] [report]
4590943

>>4590936
Speak for yourself.

>> No.4590947

>>4590943

I'd like to think of myself as the voice of the people, so thanks for the compliment.

>>4590712

That seems to be correct, Doom Delta might actually be the very first successful modding attempt at bringing the characters from the Doom Bible to life.

>> No.4590953
File: 41 KB, 599x245, hell boiz.jpg [View same] [iqdb] [saucenao] [google] [report]
4590953

So there's something I've always wondered and thought it would be fun to discuss: What do you guys think the overall demon hierarchy is in Doom? Possibly including the exclusive ones from 3, 4, and 64.
Who would you say was top dog? Icon of Sin, Spider Mastermind, Mother Demon, or Maledict? Does the Cyberdemon outrank any of them in your eyes?
Lost Souls are apparently at the absolute bottom of the pecking order but everything in-between with Revenants, Mancubi, and Imps really fascinates me. What do you think the chain of command is?

Also: do you consider Arch-Viles and Summoners to be the same thing?

>> No.4590957

>>4590947

A bit more than that, really.
Doom Delta is actually the very first Doom Bible project to actually be released and not die a terrible death.
Whoever thought all you'd need for that to happen is not make maps?

>> No.4590965
File: 639 KB, 1280x960, Screenshot_Doom_20180213_044447.png [View same] [iqdb] [saucenao] [google] [report]
4590965

>>4590667
>DoD
Hey Dodfag. Thought your map was pretty cool; I'll have to disseminate it's code and glance at your redskull and cutscene trickery; see if i can replicate it and use it in my map in time. Hope you win.
I've still got a bunch of work to do on my end for the MC map; Incident 666

>> No.4590969
File: 398 KB, 1920x1080, DRS09ZbX0AIBFFQ.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]
4590969

>>4590953
apparently the demons rip out imps' hearts to create lost souls. at least, that's what this bit of e3m6 is meant to show
https://twitter.com/SlappyCromwell/status/942579851067871233

>> No.4590970

>>4590953
Summoners are a close cousin of Archviles.
Cacodemons are high on the hierarchy in the same way that Egyptians worshiped cats; otherwise they're just intelligent hell-animals.

>> No.4590983

>>4590969
This is how you do story telling in Doom.

>> No.4590990

>>4590983
with something easily-missed that nobody will pay attention to except for over 20 years after the fact?

>> No.4590994
File: 111 KB, 880x660, doom boom.png [View same] [iqdb] [saucenao] [google] [report]
4590994

>> No.4590995
File: 191 KB, 1024x802, souls lost in endless thyme.jpg [View same] [iqdb] [saucenao] [google] [report]
4590995

>>4590969
That's so cool, I never realized! I love the maps that tell a story. Makes you wonder why they also come out of Pain Elementals...

>>4590970
Yeah I'd say they're relatives in some form. But part of me feels like Summoners are outright meant to replace/retcon Arch-Viles completely. We might find out if they ever make a new Doom game.

>> No.4590996

>>4590990
Yes. Are you implying that cutscenes are a good addition from modern sourceports?

>> No.4590997

>>4590983
did you get it just from the map then? i had no idea until i read those twitter posts.

>> No.4591001

>>4590996
yes. are you implying that story is bad?

>> No.4591002

>>4590995
It's possible they're extinct by NuDoom because doomguy singled them out.

>> No.4591006

>>4591001
Cutscenes are the worst addition. They're worse than filters, worse than ZDoomisms, they're worse than anything that Graf could come up with. A .wad with a cutscene is a .wad that is quite literally from hell, not in a cool way either.

>> No.4591008

>>4591006
show me on the doll where the cutscene touched you

>> No.4591010

>>4591008
I bet you're the sort who enjoys map "enhancement" scripts.

>> No.4591012

>>4591006
you look me in the eyes and say winter's fury is objectively bad and i'll jab my fingers in them

>> No.4591013

>>4591001
i never pick up on this stuff, i only realised there are no marine corpses past e1m4 after 18 years or so. on the other hand it;s kind of irrelevant to playing tha game

>> No.4591014
File: 115 KB, 472x297, cute-codemon.jpg [View same] [iqdb] [saucenao] [google] [report]
4591014

>>4590970
>basically wander around doing whatever they want
>bite/eat things they probably shouldn't
>glowing eyes
>hiss at the first sign of enemies
I can't believe it took me this long to realize that Cacodemons are basically Hell's kitty cats.

>> No.4591016

>>4591010
it's okay. you're among friends. the cutscene won't hurt you here. i promise.

>> No.4591021
File: 112 KB, 625x657, manpon.jpg [View same] [iqdb] [saucenao] [google] [report]
4591021

>>4591010

>> No.4591026
File: 18 KB, 257x243, 1514936130245.jpg [View same] [iqdb] [saucenao] [google] [report]
4591026

>>4591008
I'd rather skip it altogether

>> No.4591028

>>4591006
I think you're overreacting.

>> No.4591031

>>4591012
Watching a video, it certainly does look pretty bad.

>> No.4591035

>>4591014
Exactly. They're basically hell's cross between cats and jelly-fish.

>> No.4591036

>>4591031
> hasn't played winter's fury
get a load of this pleb

>> No.4591060

>>4590994
>I WAS A WIMP BEFORE BERSERK PACKS
>NOW I'M A MAN AND A HALF AND EVERYONE LOVES ME

>> No.4591065

>>4590969
this is cool shit, but many people (like me) probably ran up and thought "what the fuck is this"

>> No.4591085

>>4590953
Arch-viles definetely rank very high, or at least that would be a reason as to why hardly any monsters engage in infighting with them

>> No.4591086

>>4589873
what I'm gonna end up doing is cutting down shell damage (on both the shotgun and SSG) to 96, and making it so you can slam-fire both fire modes of the shotgun. dunno if I'll nerf the grenades, since half their purpose is to keep the shotguns useful when you're in a map that buries you in cells and rockets (same reason the flamethrower is damn strong).

that way I won't really need to worry about swap-cancelling the reload, as it'll be about the same speed as slam-firing, and the method I'm gonna use for slam-fire accuracy will be the same as the pistols. and it'll help bring the shells in line with bullets. very particular about that 96 number too - I balance towards 67% power as well as 100% power, and at 67% power, that's 64 damage, still enough to oneshot an imp.

also, I'm gonna give the shotgun a visual and audio makeover. it sounds weaker than the pistols do. that's awful.

>> No.4591103

>>4591085
And why they have their own wall texture, even where they don't appear.

>> No.4591106
File: 131 KB, 880x655, barone.png [View same] [iqdb] [saucenao] [google] [report]
4591106

dame in the making

>> No.4591115

>>4590650

I find it very fun in small deathmatch/duel servers, but unfun in crowded dm servers because of the sheer amount of shit going on at once, and unfun in singleplayer/co-op, as it feels all the weapons were designed with pvp in mind

>> No.4591116

>>4591065
same

i doubt i even noticed the corpse, as they have no gameplay effect, and i hardly noticed the heart pillar because there's plenty of space to avoid it being an obstacle

plus, the monsters wake up and move as soon as they see you so you don't see the arrangement

>> No.4591136

why is blood so unforgiving bros

>> No.4591137
File: 49 KB, 500x323, BOSSBACK.png [View same] [iqdb] [saucenao] [google] [report]
4591137

Alright people, I think my map is ready. Is playable from beginning to end, should be balanced, should be fun, should be a nice experience.
Please tell me everything you have in mind: design tips, fun tips, bugs or missing textures that I missed, anything.

https://my.mixtape.moe/ytklho.wad

Some little tips:
There're items in the middle of the trees at the beginning for those who explore.
There's always at least one way to cheese potential hard rooms.
There's a secret hidden, just one. Look for a weird texture. That's not a mistake.
Monsters like to sneak on your back.

This is actually my first Doom map but not my first attempt.
I tried my hand at making maps almost ten years ago when I was 16 but back then I just didn't have the brains and patience, I got frustrated too fast.
My first attempt was a map based on Land of the Dead and gave up too soon since I wasn't able to replicate what I imagined.
One year later I got the idea for a Dance of Death wad which stayed the same all these years: A dude trapped in a temple in the middle of the woods, owned by the undead having a party. Since he was still among the living he had to pass trials to earn his freedom.
Now I finally was able to finish this thanks for GZDoom Builder being made for dummies like me in mind and you guys for helping me with scripts and MAPINFO, you made it possible.

>>4590965
Oh I'm totally not winning, not seeing the winners of the first contest (one of them being fucking Xaser, a pro) but I just hope I made a fun experience. Not too many wads are based on songs. Besides, this is literally my first map and I went too ambitious for it but thank you very much for your words anon.

>> No.4591138

>>4591106
cute
question to the audience: where would you take her on a date?

>> No.4591139

>>4590650
And yet I bet you love MetaDoom

>> No.4591143 [DELETED] 
File: 1021 KB, 288x162, yes_yes.gif [View same] [iqdb] [saucenao] [google] [report]
4591143

>>4591138

>> No.4591151

>>4591143
where's that?

>> No.4591153
File: 63 KB, 600x550, 1517729887214.jpg [View same] [iqdb] [saucenao] [google] [report]
4591153

>>4591151
Whoops!

Today I learned that I can't read.

>> No.4591168 [SPOILER] 
File: 115 KB, 539x460, 1518745768757.png [View same] [iqdb] [saucenao] [google] [report]
4591168

loaded together commonly

>> No.4591169

What's the steam group?

>> No.4591173

>>4591153
Better luck next time Chara

>> No.4591181
File: 203 KB, 1031x775, Pinky Blocks the Way.jpg [View same] [iqdb] [saucenao] [google] [report]
4591181

>>4590953
The way I see it from top to bottom:
Demonic Voice (NuDoom)
Icon of Sin
Maledict
Spider Mastermind
Mother Demon
The Titan
Cyberdemon
Baron of Hell
Hell Guard/Guardian
Hell Hunters (Helltime, Berserk, Invuln.)
Hell Knight
Arch-Vile/Summoner
Cacodemon
Sabaoth
Bruiser
Vagary
Arachnotron
Mancubus
Pain Elemental
Pinky/Spectre
Wraith
Imp
Maggot
Revenant
Hell Razer
Possessed (Shotgun Guy, Commando, etc.)
Cherub
Tick/Trite
Lost Soul

I don't think strength 100% determine a demon's rank (despite evidence to the contrary) and I feel like anything remotely human is valued pretty low with the exception of Sabaoth. If the enemy type also come in swarms, there's a good chance they're not valuable as well.

>> No.4591184

>>4591181
Yeah, this seems like a fair DOOM hierarchy
"Gatekeepers" should probably be below Cyberdemon, though.

>> No.4591186

Redpill me on complex doom, what is it? Why does every populated server use it?

>> No.4591194

>>4591186
It's a randomizer mod where the gimmicks are an inventory system and the ability to use most of the enemy's arsenal
There's a controversial add-on called LCA which adds "Legendary" monsters and weapons, and the creator of the mod has shown his ambivalence towards it quite a few times. This add-on is very popular with the zandronum community.
I don't know why Z& always has populated servers for it at all times, but it does.

>> No.4591195

>>4591186
randomizer mod ala colorful hell with lots of monsters, weapons and items, because all the servers are survival, it's pretty much a gamble if you make it or not (eg: a legendary monster appears in front of the spawn point making you eat shit).

people get off to that rush caused by the gamble.

>> No.4591197

>>4591194
Kind of sucks when I'm just looking for some old fashioned doom coop, I'd even prefer brutal shit over this nonsense, at least things are understandable then. Anyone down to play on a VP server?

>> No.4591206

>>4591197
"oldschool" styled servers have been making a comeback recently, likely because of those VP servers. There's also the funcrusher duel maps that get a few people occasionally.
Which server are you going to be in?

>> No.4591208

>>4591184
When you say Gatekeeper, are you referring to the final boss of Doom II? I dunno, he seems pretty important. He IS John Romero, after all.

>> No.4591210

>>4591014
>tfw JPF made them into angry lightning belching float cats

>> No.4591216

>>4591206
I'm looking at the VP ones, is there a server that allows mouselook and doesn't have a bunch of retarded mods?

>> No.4591220

>>4591216
If by mouselook you mean "look straight up at the ceiling," then no. It's quasi-oldschool. And there aren't any gameplay mods, the servers are just a collection of well-known PWADs.

>> No.4591223

>>4591168
>H-Doom will never get all the monsters replaced
>You'll never have female demons compliment the human girl's ass while she desperately looks for something to cover her self

>> No.4591241

>>4591208
I mean the sub-icons in Plutonia/TNT

>> No.4591251

>>4591223
Is HDoom even still in development? I downloaded it like a year ago, checked back a few months ago, and it hadn't been updated.

>> No.4591259

>>4591251
The creator is currently working on something else.

>> No.4591263

>>4591259
HWolfenstein?

>> No.4591264
File: 3.77 MB, 2300x2000, 1518411706360.png [View same] [iqdb] [saucenao] [google] [report]
4591264

>>4591241
Ah, gotcha. The Icon is sometimes referred to as a gatekeeper so I got confused. Haven't actually played Plutonia/TNT yet.

>> No.4591271

>>4591263
HQuake. Pronounced "Qwhake," like Hank Hill would say.

>> No.4591276

>>4591264
Every time I see this picture I think he has completely white soulless eyes

>> No.4591280

>>4591251
>>4591263
Assuming he put HDoom on hiatus for this, HDoomguy is occupied with working on MGQ3D now.

>> No.4591282
File: 122 KB, 1024x768, 0000002406.jpg?t=1447351110.jpg [View same] [iqdb] [saucenao] [google] [report]
4591282

>>4591263
Will she be in it?

>> No.4591284

>>4591137
Help DoDanon, I'm stuck at the second open area with the tree, right after the maze. I flipped the switch within the maze but I don't know what to do now. The door is still closed, and the demon-textured wall is too.

>> No.4591287

>>4591138
Going Down map 30.

>> No.4591314

>>4591137
I'm >>4591280
Just wondering, am I supposed to jump?

>> No.4591332
File: 10 KB, 697x617, untittled.png [View same] [iqdb] [saucenao] [google] [report]
4591332

because nobody ever art trades

>> No.4591334
File: 1003 KB, 1293x525, vvcap 2018-02-16-00-14-02.png [View same] [iqdb] [saucenao] [google] [report]
4591334

>>4591284
>>4591314
You guys are stuck here?
Because I forgot to add the steps going towards the switch... my bad.
While testing the map I instinctively jumped (even tho I disabled jumping in the MAPINFO so people wouldn't get stuck in parts they shouldn't).

Yeah, in that part IDCLIP yourself towards the skull.

>> No.4591337
File: 792 KB, 1292x521, vvcap 2018-02-16-00-17-33.png [View same] [iqdb] [saucenao] [google] [report]
4591337

>>4591334
Ok, thanks for remininding me of adding the steps there.

>> No.4591345

>>4591337
Yes, precisely. Fortunately, it was a matter of changing "allow jumping" from "default" to "on".
Great map all in all, had fun playing it. You might want to reconsider enemy placement in future maps tho, I killed the cyberdemon without shooting at it, just letting him infight. For those kinds of encounters it is best to spread enemies and make them come from the sides.

>> No.4591348

>>4591337
Oh, and btw, the mancubus in that area was stuck. I don't know if that's just luck or what but I think you should check that.

>> No.4591353

>>4591345
Yeah I was worried about the final Cybby fight but in general he never was too difficult so I thought I could at least make that fight amusing with all the infight and the different mini armies.

I'll totally check that mancubus, he usually gets stuck wherever I place it.

I thought outright disabling jumping was better because literally telling you in the wad with a PRINT or HUDMESSAGE script is almost like "I didn't fix this part so please don't break it".

>> No.4591370

>>4590726
>Vore replaces Arachnotron, but not the Revenant
To be honest, other than the homing attack, the Vore fills more the long range powerhouse role of the Arachnotron. Boners, unless used as turrets, prefer to be close range brawlers that also happen to shoot homing missiles sometimes.

>> No.4591375

>>4591168
Jesus Christ, just what I wanted! Thanks!

>> No.4591386
File: 107 KB, 192x192, Animated_Gretel_Grosse.gif [View same] [iqdb] [saucenao] [google] [report]
4591386

>>4591282
No, but she will.

>> No.4591387
File: 105 KB, 500x1500, 12d.jpg [View same] [iqdb] [saucenao] [google] [report]
4591387

>>4591013
Do what >>4589983(me) did and do some motherfucking roleplaying. Through it, I managed to pick up a thing or two that I didn't notice/really think about during my previous playthroughs of AA, such as the fact that the army was trying to eliminate the aliens in both the Mohave desert (episode 1) and the mothership (episode 2), implying that the government knows about the aliens, and how much of a threat they pose.

>> No.4591393
File: 404 KB, 1366x768, Screenshot_Doom_20180214_182515.png [View same] [iqdb] [saucenao] [google] [report]
4591393

>>4591386

>> No.4591396

>>4591386
THICC

>> No.4591408
File: 470 KB, 1366x768, Screenshot_Doom_20180216_005416.png [View same] [iqdb] [saucenao] [google] [report]
4591408

>>4591314
>>4591284
>>4591345
>>4591137

Ok I noticed a couple of other stuff I can't believe I missed.
Once you clear the last arena of enemies I forgot to texture the door behind the wall that lowers and also to unpeg its textures.

Also maaaybe I was a bit too stingy with the shells by the time the players reaches the last maze.
And finally the stuck mancubus, yeah.

Also as a little note, as I said before the last fight was designed with infight in mind since the Cyberdemon is easy no matter what so might as well acknowledge it.
In the craziness of this battle it literally looks like a Dance of Death.

The thing I was never able to fix were the polyobject doors, I found no way to keep them open so instead I gave them a bunch of seconds before closing. You'll notice it if you hang around that area more than you should.

Also did you find the secret without IDDT?

>> No.4591410

>>4591408
Did you try having a script delete the anchors or start spots?

Probably won't work, but....

>> No.4591425

>>4590712
Rise of the Triad?

>> No.4591440

>>4591408
Sadly, I used IDCLIP, because I usually try to stay away from water-like floors, even if they're not damaging.

I think I started to go a bit low on shells halfway through the maze, yeah, but I think you could drop shells here and there to encourage exploration.

It does look like a Dance of Death, I found it funny how many enemies there were at once.

>> No.4591483
File: 101 KB, 880x660, spookster.png [View same] [iqdb] [saucenao] [google] [report]
4591483

>> No.4591492
File: 153 KB, 880x660, ettin eatin.png [View same] [iqdb] [saucenao] [google] [report]
4591492

>> No.4591493
File: 277 KB, 1600x900, Screenshot_Doom_20180215_233429.png [View same] [iqdb] [saucenao] [google] [report]
4591493

I redid the weapon descriptions, I think this is a decent hint that berserk should affect the chainsaw. Also new version on the weekend unless I find out that it's terribly broken. New shit includes:
>Weapon descriptions
>Better chainsaw behavior on Demons/Spectres
>Enemies recover from being afraid faster (mostly), but still scare at the same rate (fear falloff when afraid/not afraid is now split instead of based on the same number). No more mancubi wandering around for half a minute from fear.
>Menu changes (for the better), can now set player and enemy tracers in a more coherent fashion
>Archvile can no longer summon unlimited hordes, and supports only 6 guys max (killing them will free up slots)
>Minor balance changes to some other stuff
Getting very close to a 1.0 on this. Probably going to cut down and generalize the AI/monster base I made and release it so everyone can use it if they want.
Anyhow, I seem to always post these right before hopping straight into bed, which is what I'm doing. If I can make it satisfying I might also see if I can make a "monsters Only" version but that'll be a bit tougher since I'd have to totally rework fear to not need to rely on weapon fire as a supplement for that version.

>> No.4591502

>>4590638
I downloaded Powerslave EX. It came with the v.1.0.1 patch. I was also able to find the v.1.0.2 patch.

How exactly do I apply the patched? Do I just copy them over the existing files?

>> No.4591510
File: 61 KB, 880x660, cac.png [View same] [iqdb] [saucenao] [google] [report]
4591510

the cac in stack

>> No.4591537

>>4591386
ew

>> No.4591575

>>4591181
Imp and Pinky above Revenant?!

>> No.4591581
File: 89 KB, 640x480, Outlaws_PC_27.png [View same] [iqdb] [saucenao] [google] [report]
4591581

>>4590690

Congrats :)

>> No.4591591

>>4591493
>the stronger the user the quicker it can cut
does that mean berserk boosts the attack power of the chainsaw?

>> No.4591593
File: 506 KB, 1366x768, Screenshot_Doom_20180216_025926.png [View same] [iqdb] [saucenao] [google] [report]
4591593

Alright, everything should be alright now.
I forgot some silly things as making the last door... well, a door. Now the map should be bug free, everything should work as intended and flow naturally and also no more tight situations in the maze. A couple of boxes of shells make these fights more manageable.
If most of you guys think the map is fine now, I'll submit it tomorrow.

This would be the complete package: map done and tested and the corresponding .txt file.

Thank you all for the scripting help, testing and giving ideas to make it more fun. You made this happen.

https://my.mixtape.moe/kdvubq.rar

Enjoy.
The .txt has useful info and tips.
(sorry for redditposting, I can't help linebreaking)

>> No.4591625

Someone should suggest the following for Icarus: Have the 'roulette' streams having him play single level of a random megawad and spin the wheel after every single level and try to play through it that way, IR, he'd play through Going Down but change the gameplay mod after every level and do pistol starts or whatever.
Ultra-Violence mode: No Russian Overkill, Jesus fucking Christ.

>> No.4591636
File: 190 KB, 1200x675, 1480566887356.png [View same] [iqdb] [saucenao] [google] [report]
4591636

MOGEKO DOOM, speaking of mogeko where's that anon who said he was making mogeko themed skins.

>> No.4591646
File: 1.30 MB, 700x506, GLLights.webm [View same] [iqdb] [saucenao] [google] [report]
4591646

>> No.4591662

>>4591646
is this still vanilla?

>> No.4591663

>>4591662
is vanilla doom capable of dynamic lights?
no? no.

>> No.4591679
File: 147 KB, 1366x768, Screenshot_Strife_20180213_172323.png [View same] [iqdb] [saucenao] [google] [report]
4591679

it glows

>> No.4591680
File: 282 KB, 1366x768, Screenshot_Strife_20180213_172658.png [View same] [iqdb] [saucenao] [google] [report]
4591680

OOOH

>> No.4591683

>>4591663
i was under the impression rekkr was a vanilla project

>> No.4591687
File: 320 KB, 1366x768, Screenshot_Strife_20180213_172752.png [View same] [iqdb] [saucenao] [google] [report]
4591687

it's you

>> No.4591696

>>4591687
How are you gentlemen?

>> No.4591697

Man, Strife is such a good looking game. Damn shame about the gameplay.

>> No.4591698
File: 382 KB, 1366x768, Screenshot_Strife_20180213_172554.png [View same] [iqdb] [saucenao] [google] [report]
4591698

>>4591697
interesting premise, terrible gameplay mechanics good looking visuals

>> No.4591701

>>4591698
Plus the setting is really fucking interesting, I love when sci fi and medieval shit blend

>> No.4591707
File: 141 KB, 640x480, Screenshot_Strife_20180213_151622.png [View same] [iqdb] [saucenao] [google] [report]
4591707

>>4591701
so disappointed they lost the source code

>> No.4591715
File: 348 KB, 1366x768, Screenshot_Doom_20180214_223708.png [View same] [iqdb] [saucenao] [google] [report]
4591715

they agreed to disagree

>> No.4591716

>>4591697
>Damn shame about the gameplay.
wrong

>> No.4591717

Also damn, has it been three years since Strife Veterans Edition released?

>> No.4591720

>>4591717
Speaking of Veteran Edition is it better as a standalone game or is the Gzdoom version better? The only thing I see is graphic wise.

>> No.4591721

>>4591716
Most of the weapons are pretty limp, combat in general doesn't feel terribly good. The story stuff is cool up until you realize there's a few "fuck you" choices that bring the game to a permanent stop.

And don't you dare defend that fucking sewer maze or I'll call you a crazy asshole.

>> No.4591725

>>4590638
What's the most entertaining FPS to watch?

>> No.4591728

>>4590995
if it's one thing I want to see comeback in doom 5 is the arachnotron

>> No.4591732

>>4591725
Quake 3.

>> No.4591740

>>4590957
>Whoever thought all you'd need for that to happen is not make maps?
It's hilarious since people map all the time, to the point of absurd creations on time constraints. If someone really wanted to do some Doom Bible project it's not unreasonable to just go and say, "Hey, use Doom Delta with this Bible-style project" instead of trying to make Total Conversions doing their own shit.

When you get too ambitious and bite off more than you can chew, death is all but inevitable.

>> No.4591741
File: 145 KB, 640x328, REALM-Employers2.png [View same] [iqdb] [saucenao] [google] [report]
4591741

>>4591593
You're welcome man. Fun premise and excellent theme.

>> No.4591745

Is there a way to pirate quake 3? if so, whats a good download?

>> No.4591753
File: 538 KB, 700x600, blood.gif [View same] [iqdb] [saucenao] [google] [report]
4591753

>>4591136
Reason 1: During testing, the devs kept getting good at the game, and thus decided "Gosh, this is too easy, we should make it more challenging!". You'd see this mindset a lot in Japanese platformers of the 80's and 90's too.

Reason 2: the damage scaling for difficulties is actually bugged. On higher difficulties you take less damage, and on lower difficulties you take more damage.

Aside from having the damage scaling fixed, I kind of like how harsh the game is.

>> No.4591754

>>4591745

https://mega.nz/#!o7wRXToB

>inb4 v&

>> No.4591756

>>4591251
>>4591259
I think I saw some recent wips on his patreon.
It's definitely on a very slow burn right now though.

>> No.4591757

>>4591754
>decryption key needed

>> No.4591758

>>4591754

!u6jEHea_uHlaoLS6zL1tQVdNABYI51EQy4VThpOXU00

oops

>> No.4591760

>>4591697
The gameplay is a bit of a mixed bag, but damn if it isn't pretty to look at.
The graphics are extremely nice, lots of frames and lots of attention to detail.

>> No.4591762

>>4591758
thanks anon

>> No.4591764

>>4591716
>>4591721
I feel Weapons Of Rebellion makes the gameplay a bit nicer.

>> No.4591767

>>4591754
>>4591758
BASED

>> No.4591769
File: 469 KB, 1440x2009, Heirarchy1.jpg [View same] [iqdb] [saucenao] [google] [report]
4591769

>>4590953

>> No.4591770

>>4591753
I watched some max runs just to see how others go about the first episode and holy shit, all the play styles I've seen are insanely aggressive. Jumping and crouching and circlestrafing through the air like madmen. Throwing dynamite at any moving object and setting everything on fire.

>> No.4591771
File: 266 KB, 961x1327, Heirarchy2.jpg [View same] [iqdb] [saucenao] [google] [report]
4591771

>>4590953
>>4591769

>> No.4591773

>>4591139
metadoom isn't absolute dogshit with its enemy/weapon balance.

>> No.4591775

>>4591753
Do the difficulty levels work like Doom in that you have more monsters to fight on higher difficulties?

>> No.4591780

>>4591168
>have never played Hdoom before
>now I really want to

>> No.4591781

>>4591775
Yes, along with more health

>> No.4591783

>>4591781
So what's the actual 'hard' mode then if you're harder to kill on what's presumably the harder difficulties? Is the extra head count significant in a way that easily counterbalances the health boost?

>> No.4591784

>>4591783
oh no, you're not the one with more health

>> No.4591785

>>4591784
The player damage scaling, I meant.

>> No.4591789
File: 2.87 MB, 640x480, blood.webm [View same] [iqdb] [saucenao] [google] [report]
4591789

>>4591770
Yeah, it's fucking great, you gotta play like you're a mad badger on meth.

>> No.4591791

>>4591783
Hardest is still hardest, as it'll throw more enemies at you than what you're actually meant to be able to handle; you were supposed to play that difficulty setting on co-op.

>> No.4591794

>>4591785
The damage decrease bug doesn't completely negate the higher monster count, that is if you know what you're doing.

>> No.4591795
File: 49 KB, 469x485, Lewd Imp.jpg [View same] [iqdb] [saucenao] [google] [report]
4591795

>>4591780
DOOMED

>> No.4591797
File: 25 KB, 374x312, Hank_madness7.png [View same] [iqdb] [saucenao] [google] [report]
4591797

>>4591789
I remember my blood playthrough. Good times.
>>4591593
Speaking of dissemination, I'll have to crack your wad open in SLADE and see if I could supplement the cutscene script/code to use with the MC map with Voodoos what with being a literal retard

>> No.4591804

>>4591139
I've never tried it out, what's wrong with it?

>> No.4591809
File: 40 KB, 640x480, ztn.jpg [View same] [iqdb] [saucenao] [google] [report]
4591809

>>4591725
>>4591732

Quake 3 / QuakeLive duels

https://www.youtube.com/watch?v=8--FybgMgto

>> No.4591814
File: 240 KB, 350x263, CG2FHhF1.png [View same] [iqdb] [saucenao] [google] [report]
4591814

Is A.L.T.'s music credits listed anywhere? There's a sweet tune on MAP11 but I don't know what it is.
https://www.youtube.com/watch?v=ZoZuZ56Lfng

>> No.4591887

>>4590716
i meant weapon mod

>> No.4591895

>>4591887
Not him but that's Bullet-eye

>> No.4591897

>>4591887

Looks like Bullet-Eye.

>> No.4591924
File: 351 KB, 1633x1186, uzis 9mm.jpg [View same] [iqdb] [saucenao] [google] [report]
4591924

Shadow Warrior 2013 was a lot of fun, time to give it a second whirl on New Game + (a feature more games like these need, IMO).
It gives me some ideas for things by the way.

>> No.4591929
File: 1.47 MB, 1920x1080, ExtremeTerror.png [View same] [iqdb] [saucenao] [google] [report]
4591929

>>4590639
>>4590639
>>4590639
[02-14] Someone wants to play and record your maps
https://desuarchive.org/vr/thread/4583207/#4585861
https://www.doomworld.com/forum/topic/99183-looking-to-play-and-record-your-maps/


Send me more short maps!

>> No.4591935

>>4591929
Alright alright bud I think people have got the message, give them some time to actually create some more maps now.
It's 1:40AM anyway go to bed :^)
You every try your hand at some mapping yourself?

>> No.4591947
File: 1.41 MB, 1920x1080, Screenshot_Doom_20180216_075003.png [View same] [iqdb] [saucenao] [google] [report]
4591947

Can't quite figure out what I want to do this room. Should I just throw in random shapes and see what comes of it?

>> No.4591948 [DELETED] 
File: 71 KB, 640x419, 1512454866788.png [View same] [iqdb] [saucenao] [google] [report]
4591948

>>4591593
the term "reddit spacing" is only used by 14'ers (themselves mainly from reddit ironically) in an attempt to fit in when they lose an argument. I wouldn't exactly worry about the stigma here.

>> No.4591949

>>4591935

Can't sleep but too tired to play long maps :(

>> No.4591951

>>4591947
Add some geometry so it's not just a flat open area

>> No.4591952

>>4591935

Also yeah I have, I made one map years ago that I'll upload at some point.

tramadol.wad

>> No.4591954
File: 264 KB, 540x421, 1515892615220.png [View same] [iqdb] [saucenao] [google] [report]
4591954

>>4591952
ha, i see what you're about mate

>> No.4591960

>>4591947
This is a problem i've been coming up against a lot as a new mapper, i usually just go and have a look at some other wads to see what people's solutions to this are.
But yeah just putting in some shapes and see how they evolve, think about what they loosely might be or what purpose they serve, doom mapping can be pretty abstract though so you don't have to adhere to much realism. The freedom is refreshing but can leave you stumped in the beginning I think.

ah i see what wad this is, that one with the sweet rotating skybox

>> No.4591964

>>4591948
Spacing is only bad when you actually space between every fucking sentence; paragraphs exist for reasons.

>> No.4591965

More Bloodborne in DOOM footage:
https://www.youtube.com/watch?v=TPSorg_94LY

I'm thinking of having a small gameplay release at some point, for those who are interested in getting a very early taste of what's to come.

>> No.4591971

>>4591965
Yeah I'd def like to have a play around with it to see if this idea actually works because it looks pretty interesting

>> No.4591975

>>4591591
Yes

>> No.4592041
File: 897 KB, 1920x1080, Screenshot_Doom_20180216_093234.png [View same] [iqdb] [saucenao] [google] [report]
4592041

I'm on to something, I think.

>>4591960
I think my biggest hurdle at the moment is that I can't easily think of ways to make a room not constantly flat and bland, but I suppose that'll just come with practice.

>> No.4592049

>>4592041
I'm pretty sure I've seen that exact map and that exact sky before.

>> No.4592053

>>4591954
>tfw there will never be a mod where all the music is sampled from the laughter of Rich Evans.

>> No.4592074

>>4591683
It is. Vanilla doom ignores lumps that it doesn't know what to do with, so I can (apparently) add in fancy effects that only show up in gzdoom.

>> No.4592101
File: 422 KB, 693x390, templething.png [View same] [iqdb] [saucenao] [google] [report]
4592101

>>4592041
This looks like something I'd build, what the heck.Maybe it's just UT style design.
I still need to recover my UT99 maps from my old windows XP hard drive..

>> No.4592107

>>4592049
torm's sapphire
>>4592041
now use the same music too

>> No.4592120
File: 11 KB, 232x197, 1376198741320.jpg [View same] [iqdb] [saucenao] [google] [report]
4592120

>>4592107
>mfw looking up sapphire
Ah shit, that is pretty similar. Guess I'll try and think of something else.

>> No.4592125

>>4590638
>>> So that means even if you'd give them a tip they'll most likely come chasing after you to give the extra tip's back to you there, correct?

>> No.4592129
File: 68 KB, 400x400, 1483850031907.jpg [View same] [iqdb] [saucenao] [google] [report]
4592129

Who knows what does Joel mean by "manually" submitting other files that aren't .wads?

I want to add a .txt file.

>> No.4592138
File: 139 KB, 1600x1650, sapphire.png [View same] [iqdb] [saucenao] [google] [report]
4592138

>>4592120
Don't worry Sapphire is full of lazy Tormentor667 copy+paste, and plays like crap

>> No.4592141

>>4591139
What does Meta and QC even have in common, outside of being both based off existing stuff?

>> No.4592152

What add-on do you wish was a standalone wad? For me, it would be LCA. My dream is to see a standalone LCA wad that is compatible with Colorful Hell.

>> No.4592169

>>4592138
look at all those fucking BOXES

>> No.4592171
File: 241 KB, 378x357, Kit smile.png [View same] [iqdb] [saucenao] [google] [report]
4592171

Is it just me or is MetaDoom some seriously fun shit?

>> No.4592173

Rank the mappers anons:

Romero > Mcgee > Petersen > Willits

>> No.4592184

>>4590650
>>4592171
my dick may be strong but these qts don't belong here.

>> No.4592191 [DELETED] 

>>4592184
Fuck off.

>> No.4592201 [DELETED] 

>>4592191
Just report and hide.

>> No.4592202

>>4592171
It executes its concept with some confidence and "poetry", that nobody else could have done, but i still think it needs some tweaks
>make alt fires use less ammo (6 bullets for a micromissle, what the fuck)
>lower hell razer's health
>option to bring a long lasting berserk, without ditching the quad
>bfg and chainsaw show up first in their slots
>melee weapons should follow the progression randomization, like almost any other weapon
>backpacks could give bfg ammo

>> No.4592203

>>4592041
I'm no mapper, but I'd say that if your map is platforming heavy (as in jumping between floating rocks) a simple room with a flat floor might be refreshing to the player, since you can forget about running a bit too fast and falling into oblivion.

Not that room tho, that room looks totally rad, keep up the good work!

>> No.4592205

>>4590650
I'd say the SP part of the mod was rushed, since it's a multiplayer focused mod, which also pretty much sums up the current state of Quake.

>> No.4592215

>>4592184
it's just a reaction image, guy

>> No.4592225
File: 12 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]
4592225

>>4591948
I remember when I first heard the term "reddit spacing," it was really weird cus I remember in high school I used to read rage comics (yeah yeah I know, it was like 8 years ago), and I noticed some users spacing their comments and didn't think anything of it cus I thought it was just some non specific thing. Then when I heard that it had an actual term and had a reddit stigma attached to it I was like "WHAT THE ANUS???"

Not that the whole "reddit spacing" thing is a valid argument or w/e, it's just weird that something so minute as spacing text in a certain way had a coined term or something.

>> No.4592228

>>4592184
>>4592191
>>4592201
>>4592215
I was saying that in earnest my dudes. I have no actual issue with people posting stills from a webcomic.

>> No.4592232

>>4592101
>he doesn't know

>>>/wsg/2097398

>> No.4592236

>>4592232
I don't know what? I already mentioned the UT style.

>> No.4592239

>>4592228
Yeah, some weird responses from Anons there.

>> No.4592240

>>4591728
How would the Arachno's work, with the "push forward" combat formula?

>> No.4592242

>>4592240
Except Doom'16 follows "stay in arena and kill everything" combat formula, not the "push forward" combat formula.

>> No.4592243

>>4592240
they fly for one
they can attach to a number of surfaces and more or less operate as stationary guns
also their legs spin around like huge death fans closing in on you

>> No.4592246

>>4592239
I didn't push the 'too pure to be posted' angle so people dismissed it as posting in actual bad faith.

>> No.4592249
File: 7 KB, 144x75, 2613.png [View same] [iqdb] [saucenao] [google] [report]
4592249

The Duke 64 shotty is way too small, how big does it need to be to look normal compared to the other guns?

>> No.4592253

>>4592242
a couple maps do but they're far and few in the campaign.

>>4592249
for a spas-12 it is pretty tiny. look up images or videos for reference I guess?

>> No.4592264

>>4592249
>Duke's hand is almost twice as large as the forend
Can't unsee

>> No.4592265

>>4592253
Out of 13 maps there are only 3 that are remotely non-linear. And even then they still lock you in combat area. All levels lock the doors to important places until you finish the combat, so it's quite the opposite of what you say.

I've just recently replayed nuDoom on Ultra Nightmare.

>> No.4592269

>>4592249
>>4592264
YAOI HANDS
Yaranaika?

>> No.4592272
File: 166 KB, 480x1060, CALEB CONFIRMED FOR HDOOM.jpg [View same] [iqdb] [saucenao] [google] [report]
4592272

why are build engine hands so lewd?

>> No.4592273

>>4592265
13 maps? that doesn't sound like much. how long does it take to finish the whole game?

>> No.4592279

>>4592273
~8-9 hours, but then again that's because you are pretty much locked into evey encounter.

>> No.4592281
File: 9 KB, 128x163, 2618.png [View same] [iqdb] [saucenao] [google] [report]
4592281

>>4592253
>>4592264
It's funny that the hand look relatively normal in the fourth frame

>>4592272
SIDEBOOB FINGERS

>> No.4592298

>>4592281
>SIDEBOOB FINGERS
Wow you're right, kinda missed opportunity there on the guy that did the image. Ahh well..

>> No.4592301

>>4592265
... you've pretty much elaborated on what I meant.

>> No.4592305

>>4591754
>v& for something romero is neutral about

>> No.4592337

Speaking of Meta, what happened to the codex feature?

>> No.4592358

>>4592273
https://howlongtobeat.com/game.php?id=2708
took me over 12 my first playthrough

>> No.4592362

>>4592337
Nothing, dev is just busy, no word on it.

>> No.4592391

>>4592305
romero had left id long before q3

>> No.4592416

>>4592391
no wonder it turned out so well

>> No.4592532
File: 62 KB, 686x636, huge.png [View same] [iqdb] [saucenao] [google] [report]
4592532

I really need to catch up on this damn thing

>> No.4592550

Funny how people were hyping DBT's Quake Champions to be better than the original game and it turned out to be the other way around.

>> No.4592552

https://www.youtube.com/watch?v=nO_kY0WVBGE

>> No.4592553
File: 4 KB, 211x211, leler.png [View same] [iqdb] [saucenao] [google] [report]
4592553

>> No.4592556

>>4592553
thank you based PEposter

>> No.4592589

>>4592171
I think its bloated and overblown

>> No.4592590

>>4590690
grats buddy!
name her daisy!!!

>> No.4592603

>>4592552
Hated this mod.
It takes every unique thing about Heretic weapon set, and makes it "Lol brutal lazer blast!"

>> No.4592609

>>4591754
where are seeders

>> No.4592612

>>4592171
I want to abuse that fox!

>> No.4592615

>>4590932
>hey, you reproduced
don't know why this made me giggle

>> No.4592617

>>4592612
she's dating a swole possum who could fuck you up if you tried.

>> No.4592618

>>4592617
worth !

>> No.4592620

>>4592550
Well to be perfectly frank except for D4T most of his mods have been overambitious and underwhelming. I somewhat expected the same for QC:DE but had hoped D4T had given him enough experience to avoid it.

>> No.4592625

>>4592603
?
All the weapons act pretty much the same, the phoenix rod even has its flamethrower function when using the tome of power. And how the hell can you call the ghost summoning a "laser blast"?

>> No.4592640

>>4592612
Horrible ass creature

>> No.4592641

>>4592532
that's one ugly son of a bitch

>> No.4592647

In Quake Scourge of Armagon (or whatever) how do I bind the new weapons to my keys? I can only select them by scrolling through weapons.

>> No.4592656

>>4592640
I would inhabit that creature's ass if that's what you mean

>> No.4592657

>>4592171
>>4590650
man this comic went to shit real fast.

>> No.4592674

did kurt cobain like doom?

>> No.4592683

>>4592625
Amber Wand: Was a hitscan, now a pew-pew laser
Dragon Claw: now a pew pew lazer as well
Crossbow - was 1 power bolt, 2 individually aiming side bolts, fixed pattern unless there's a target in aim range. now randomly spread pew pew lasers
Phoenix Rod - turbolaser from StarWars
Skull - explosive pew pew laser

etc. Basically primary modes of every gun except firemace feel like different variations of the same

And don;t get me started on the reloads.

Sure, the basic idea of the mod is good, but actual design that grew from it is terribly flawed.

>> No.4592687

>>4592620

DBT is better at hype and marketing than he is at development.
D4D turned out so great because of the technology behind it, which was handled by someone else. Who was fucking WEIRD, but damn good at making code do shit.
Without that, all he has is a good artist and a hype machine. The hype machine will ensure people play it, though, so mission accomplished there.

>> No.4592692

>>4592674
Well, he did like the SSG a lot.

>> No.4592707

>>4592657
I disagree I think it's still very good, although not a comic anymore

>> No.4592728

>>4592674
he liked shotguns

>> No.4592758

>>4592647
They use new impulse commands, as do most mods that add new weapons. IIRC most ports will auto-bind the number keys correctly when playing Scourge/Dissolution/other mods, but I checked just now and the Plasmagun and Mjolnir hammer are impulse 225 and 226 respectively. Sticky grenades are just pressing the GL key twice (impulse 6).

>> No.4592768

>finally get shotgun
>low ammo
>only enemies in the room are imps

fuck

>> No.4592789

>>4592552
>sexy mage ladies
Did he just called Corvus that?

>> No.4592790

What are some of the biggest, demon filled slaughtermaps known to mankind?

>> No.4592791

>>4592789

He runs around either pantsless or shirtless depending on the game. Corvus is pretty sexy.

>> No.4592813

>>4592790
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/nuts

>> No.4592815

>want to work on gameplay mod
>all of the big name weapon mods seem to be either huge overhauls or full of different systems
>i'll never be able to make anything that intricate

is there even a place in this day and age for a gameplay mod that changes the weapons and nothing else

>> No.4592816

I've converted player sprites for a skin into truecolor PNG, but they become paletted in-game. Why?

>> No.4592817

>>4592813
Already have that one, along with its sequels.

>> No.4592818

>>4592815
High Noon Drifter says yes.

>> No.4592828

>>4592818
>im fucking plying
HND is quite complex, moreso than many other mods that change the entire game. ex: Faspons.

>> No.4592832

>>4592818
fair enough, i guess.

>>4592828
can you elaborate? playing hnd was incredibly simple for me.

>> No.4592845

>>4592790
World Orifice
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/orifice

>> No.4592847

>>4592790
SlaughterMAX
https://www.doomworld.com/forum/topic/94050-slaughtermax-rc1-available/

>> No.4592849

>>4592828
i agree with the other two, high noon drifter is pretty simple.

>> No.4592870
File: 2.39 MB, 1149x1770, Ash.png [View same] [iqdb] [saucenao] [google] [report]
4592870

>> No.4592873

>>4592849 >>4592828
not him, but I'm pretty sure he means complex as in the code and not complex as in the gameplay
I'm betting there's a ton of shit under the hood

>> No.4592882

As flawed as QC:DE can be, you know what's the best part?
It's that its playerbase might be stronger than the one of the game it's based off.
>>4591425
Except that ROTT's cast is different from the one planned in the Doom Bible.

>> No.4592885 [DELETED] 
File: 351 KB, 650x900, Hahaha_nahooy_poshel.png [View same] [iqdb] [saucenao] [google] [report]
4592885

>> No.4592887
File: 481 KB, 1366x768, Screenshot_Strife_20171227_172522.png [View same] [iqdb] [saucenao] [google] [report]
4592887

>>4592885
hey bastard

>> No.4592896
File: 2.81 MB, 680x384, 1518821554239.webm [View same] [iqdb] [saucenao] [google] [report]
4592896

GREATEST DOOM EVER MADE.

>> No.4592905

>>4592816
I really don't get this. I looked at the skulltag skins in SLADE and they were paletted for Doom, and when looked at in Heretic they look mostly normal. When I take my skin and convert it to a PNG with the palette, it turns out fine in the editor but is all fucked up ingame.

>> No.4592906

>>4592832
>>4592849
>playing
I'm talking about what went into making it.
>>4592873
Yeah thanks, was watching muh animu fullscreen and forgot about the thread.

>> No.4592907

>>4592873
oh, in that case, very likely.

i was more asking in terms of gameplay, though.

>> No.4592909

>>4592873
>>4592906
okay sorry for misunderstanding

>> No.4592921

>>4592882
in what way?

>> No.4592926

>>4592906
>I'm talking about what went into making it.
But the post said "gameplay mods that only replace weapons", and HND fits the bill.

>> No.4592928

>>4592921
ROTT has at least more than one character and so far, only both females of both groups share similar names
Tom Hall may have taken the concept with him, but he still changed the cast.

>> No.4592936

>>4592926
The code and assets.

>> No.4592937

>>4592896
mod name?

>> No.4592942

>>4592936
that's still not what i was talking about, but all right.

>> No.4592945

>>4592896
Deepdream Doom?

>> No.4592947

>>4592896
pretty

>> No.4592950

>>4592896
This would actually be pretty neato play, as a whole new aesthetic for doom. Like lilith.

>> No.4592963

>>4592896
dxm doom?

>> No.4592970

>>4592921
in none.
it's a doom mod, player gatherings are extremely reduced.

>> No.4592982
File: 47 KB, 742x722, floor2.png [View same] [iqdb] [saucenao] [google] [report]
4592982

>>4592532
>>4592641
it's a big son of a bitch too.
probably needs a lot of work but i want the map to be good, yes?

madness combat is very room-corridor-room but i don't want to make rooms and corridors for the sake of rooms and corridors. i've gotta figure out a way that sticks to the madness combat architecture and feel whilst also playing as a nice doom map. There IS multiple routes, however.

I also have to work on the second floor for the auxiliary buildings and the underground. Still, the second floor for the main AAHW Demon Research Base is nearing completion.

>> No.4592990
File: 61 KB, 776x1024, 1515097721882.jpg [View same] [iqdb] [saucenao] [google] [report]
4592990

>>4590690
Jesus Christ why would someone do this to themselves...
I'm thankful my wife and I don't have the biological urge, I already don't have the time and money for my hobbies without having to take care of my evil spawn on top of that.

>> No.4592998

>>4592552
>Gives up and uses ID(K)FA halfway through the video
Come on, man!

>> No.4593007

>>4592896
Just like Id's original vision!

>> No.4593016

>>4592998
Because it'd take too long and it's better to just show off the mod's stuff.

>> No.4593020
File: 375 KB, 420x420, 942e2eeb4a84a0a9334b8909be82d469.png [View same] [iqdb] [saucenao] [google] [report]
4593020

>>4592998
I think that's the first time I've ever seen someone on 4chan say "Come on, man!" I have no idea why that's weird to me.

>> No.4593024

>>4592990
>>>/r/childfree

>> No.4593032
File: 84 KB, 600x450, disgustedwarclub.jpg [View same] [iqdb] [saucenao] [google] [report]
4593032

>>4593016
It's something he commonly does lately and it fucks up his own experience of the mods he plays, sometimes causing him to completely miss things, too.

>> No.4593036

>>4592683
>implying hitscan was better

>> No.4593039

>>4592832
it started out as a very barebones weapons-only set but quickly grew to have a ton of features

quick melee, weapon altfires, what amounts to a super mode transformation bfg, sliding, hat throwing, powerups

late reply because i got banned for a post i didn't even make
and now it's lifted, cool

>> No.4593040

>>4593016

I'd much rather he actually shows off the mods stuff with how they're gotten, rather than cheating for it.

>> No.4593049
File: 12 KB, 177x145, HNI_0090.jpg [View same] [iqdb] [saucenao] [google] [report]
4593049

>>4591006
Darkest Hour says hello.

>> No.4593085

>>4591006
>>4591001
You don't need cutscenes to tell a story if you actually put in some fucking effort. Cutscenes are the laziest possible way to tell a story in games.

It screams "I have no idea how storytelling in videogames work, so I will instead treat my players to an in-flight movie and hope they don't die of boredom."

You almost never need cutscenes. Narration, objective text, interactive dialogue are better storytelling tools 90% of the time and Doom supports them vanilla (see Strife). Hell, with some effort you could add item descriptions Dark Souls style if you're so fucking inclined.

I mean, fuck, consider how Doom 2016 does storytelling. Cutscenes are MINIMAL, there are what, five proper cutscenes where control is taken away from you in the entire game?

Honestly, old games used to actually put some effort in their storytelling, shit like where Castlevania starts putting lab equipment to foreshadow Frankenstein, or how System Shock 1/2 basically invented enviromental storytelling. But of course Kojima had to go and fuck everything up with MGS, and now everyone thinks story=cutscenes.

>> No.4593091

>>4593040
>>4592998
Dude, he fucking sucks at Doom. Watch him stream sometimes. I suck at Doom and I'm better than him.

>> No.4593095
File: 60 KB, 768x768, 607681_1.jpg [View same] [iqdb] [saucenao] [google] [report]
4593095

>>4592963

A mapset I've been planning for a while will be maps all made on different drugs - one of which being DXM. I'll do 900mg then make a map and see how it turns out.

>> No.4593096

>>4593085
>and Doom supports them vanilla (see Strife).
and strife's implementation is awful like holy shit that dialogue system is so fucking bad.

>consider how Doom 2016 does storytelling
shittily with a bad story?
here is doom 2016's story: uac steals energy from hell, man is pissed off about it.
wow, what a good story. amazing.

>> No.4593104

>>4593096
That's why doom '16 had such a great story, it fit perfectly with what it was trying to do and came off as quite self aware in doing so (and they give you plenty of optional stuff to dive into the 'deep lore')

>> No.4593109

>>4593096
You can make anything look bad with reductio ad absurdum
>Citizen Kane is just "wow the guy had a sled when he was a kid, what a good story"
>The Bible is just "Wow god was a dick but then he was nice lmao"
>Your favorite TV show is just "dude what it's just people pretending to be other people on a screen, fucking gay"

>> No.4593117

>>4593104
no, it had no fucking story at all. being self-aware about it doesn't suddenly make it a good story. it's funny, yes, but that's a different thing entirely.
that's the problem with the whole wanking about environmental storytelling or "let the player figure out the story" approach, because in every case the story ends up being fucking shit because they have to either browbeat the player with it or make it so entirely barebones that anyone can figure out anything.

>>4593109
tell me what doom 2016's story is. like, the actual story of the events that happen in the game. not the DEEPEST LORE, not the backstory, not entry logs, the actual story of the events that happen.

>> No.4593121
File: 79 KB, 728x420, 1498671252991.jpg [View same] [iqdb] [saucenao] [google] [report]
4593121

>>4593085
>>4593109

>> No.4593125

>>4592896

I can only assume this was processed as a gif or a video after processing all the frames using that weird filter. [NO] way in hell this is GZDoom.

>> No.4593128
File: 191 KB, 402x402, ___.png [View same] [iqdb] [saucenao] [google] [report]
4593128

>>4593121
>I disagree so I'll just post reaction images
reaction image related
>>4593117
Try googling it because the first 10 results for "Doom 2016 story" do a pretty good job of summarizing it.

>> No.4593130
File: 371 KB, 1280x960, Screenshot_Doom_20180216_191825.png [View same] [iqdb] [saucenao] [google] [report]
4593130

>>4592982
Nevada's underground is now accessible. Contained below is the Secret BFG and Mag Kelzad; in-case you fail the BFG secret.

>> No.4593134
File: 52 KB, 788x526, dod.jpg [View same] [iqdb] [saucenao] [google] [report]
4593134

>>4593095
haha good luck I trust you've had some experience with it then, 750mg at 94kg i couldn't have handled that even though i was still lucid enough if i concentrated, any light and music at that stage made me feel sick. my partner got totally sucked into another reality at 750mg even tho she's heavier than me.
I salute your noble effort though, psychonaut.

>> No.4593136

I'm currently playing Zero Tolerance for Mega Drive, an interesting little shooter that is generally somewhere between wolfenstein and doom in rendering technology, but what it lacks in rendering technology it more than makes up for with way ahead of its time level design.

The game is essentially split into 2 levels, a space station and a die-hard style skyscraper, and you are free to come and go up and down floors as you please. I don't think the engine supports rooms over rooms, so it's swapping the levels in memory when you go down or up a staircase. Still a really impressive game, and as you go down the skyscraper the perspective on the skybox even changes.

If you haven't heard of this game, I highly recommend it, but that's not why I'm posting. The russian community for this game is massive, they have a level editor, a hacked version of the sequel (you can find a beta of it, with fucked up levels, and music), and some custom level packs. Any Russians or Zero Tolerance fans here know where I can find this stuff? My russian googlefu is weak.

Pic related, it's Zero Tolerance for Mega Drive.

>> No.4593137

>>4593096
You missed most of the story.
Read the codexes and watch holograms. UAC is parody of modern corporation and corporate culture. It's careless, stupid, kills its own employees... and all of that is unnecessary because solar, nuclear and fusion energy could EASILY sustain human energy needs. They went into hell for no reason at all, other than some moron thought they could make more profit and disguise it as 'betterment of mankind'.

Doom 4's subtext is about rage... rage about the entire thing. Rage that it happened. Rage that the world is in this ridiculous state. Rage that we let this happen. Rage that noone is gonna do anything about it.
It's a helpless rage, too, as it's not like UAC or Hayden are held accountable. Olivia Pierce is removed, but she will just be replaced with someone more loyal, and Doomguy is trapped. Corporate greed that LED to this happening in the first place (represented by Hayden) wins, and persists.

It's not particularly deep story, but it is pretty well told.

>> No.4593138

>>4593128
that is the laziest possible counterargument and i should just call you a faggot for that, but for the sake of discussion i'll do just that

>The game is set on Mars, with a UAC facility being invaded by the forces of Hell.
>The game starts as an unknown man who is chained to an altar awakens in a UAC basement on Mars. He is released from his imprisonment and gains his "Praetor Suit", the man the moniker "Doom Slayer" after singlehandedly bringing hell to it's knees, and couldn't be killed, requiring an elaborate plan to capture, and seal him. Making his way across the Martian surface, he enters an industrial building that houses a satellite. After re-aligning the dish array, he hopes to learn the source of the demonic invasion, and preps himself to stop it.
>Dr. Olivia Pierce is the antagonist of the game, apparently responsible for enabling Hell's invasion, swayed by the promises of power.[3]

this is not story
this is backstory followed by who the antagonist is.
you can do better.

doom 2016's story is funny and self-aware, but as story quality goes, it's complete wank. it knows it's wank, and that works in its favor, but it's still utter wank.
when it comes to telling story, environmental storytelling does barely anything except as foreshadowing or as theorybait. trying to use it to tell a tangible story does not work because people react in different ways to different images and will have different interpretations of how things happen, leading to theories rather than actual storytelling.
strife had a cool fucking bitch-ass story, but holy shit that dialogue system is so fucking bad and it's so easy to lock yourself out of areas entirely by accident. the engine is practically choking on itself on the dialogue system and anyone that's ever tried to modify it knows how awful it is.

>> No.4593140

>>4593117
That's PLOT, and not STORY you retard. Story includes themes, message, characterization and THEN plot.

Doom has a simple PLOT, but interesting STORY.

>> No.4593143

Is it intentional or accidental that you only take 1 usable item between Heretic levels?

>> No.4593145

>>4593140
Ah yes, the Capcom school of writing.

>> No.4593146

can we just talk about how fun the tribarrel chaingun was instead

>> No.4593147
File: 78 KB, 643x820, 0a1.jpg [View same] [iqdb] [saucenao] [google] [report]
4593147

>>4593138
>read 1/10 results
>too stupid to find out information for himself
>probably doesn't even own the game
>writes a fucking novel about it

>> No.4593149

>>4593147
>i have no counterargument and must shitpost

>> No.4593151

>>4593149
>pretending that refusal to learn means information doesn't exist

>> No.4593152

>>4593143

It's intentional.
Heretic's inventory only lets you hold one per intermission, to encourage you to use your items in the level more.

>> No.4593153

>>4593151
it's not my job to write your fucking argument for you.

i win. move, bitch.

>> No.4593156

>>4593137
it's hilarious the uac are basically fracking hell

>> No.4593157

>>4593136
>Pic related, it's Zero Tolerance for Mega Drive.

I think you forgot it, anon.

>> No.4593159

>>4593153
https://www.youtube.com/watch?v=bFtcLJVN8yg

>> No.4593160

>>4593138
Seriously though, why NOT the entry logs etc? By your dumbass logic nothing interesting happens in System Shock 2 either because you disqualified the audio logs which make up bulk of the game's story. And you also disqualified every single 'walking simulator' - games that are ENTIRELY about story.

You're stupid, dude. Complex plot (a lot of weird and twisted event happening) doesn't equal a good story.
Battlefied Earth has much more complex PLOT than Finding Nemo, but BE is one of the worst movies of all time - while FN won one Oscar and was nominated to three others, INCLUDING nomination for best screenplay.

>> No.4593164
File: 14 KB, 320x224, SpaceStation - Zero Tolerance.png [View same] [iqdb] [saucenao] [google] [report]
4593164

>>4593136
>>4593157
Thank you, I will give a bonus screenshot for reminding me.

>> No.4593169

>>4593160
>By your dumbass logic nothing interesting happens in System Shock 2 either because you disqualified the audio logs which make up bulk of the game's story.

the greatest moment in system shock 2 is when shodan reveals herself to have been playing you the whole time
they tried to redo this over audio with bioshock and it ended up being wank, because the cutscene holds a much better impact. hell, the previous cutscene with that guy telling you about a man and a slave had much better impact, and it wouldn't work as an audio log either.

>And you also disqualified every single 'walking simulator' - games that are ENTIRELY about story.
good
fuck walking sims

yes, complex plot doesn't equal better, but i'm not talking about complexity, i'm talking about cutscenes and how they can be used to deliver story.
battlefield earth and finding nemo are both pretty much 100% cutscene by virtue of being a movie, and finding nemo's cutscenes are better with better writing, better acting, better direction, and better portrayal of environment and character issues.
battlefield earth is pretty much the fucking phantasmagoria 2 of movies

>> No.4593172

>>4593145
No, everyone's school of writing that applies to any fucking medium. Watchmen, considered to be one of the best comics ever made, has a relatively simple plot with not much happening.
And like I said here - >>4593160
Finding Nemo also has a simple plot, but it was nominated for an Oscar for best screenplay.

Simple stories can be good and resonate with people. "Capcom school of writing" is when backstory and writing doesn't actually affect the things that happen in the game - e.g. it's not like Cammy's personal issues with M.Bison ever influence gameplay.

But in Doom'16, your objectives and goals are very directly influenced by the backstory and current story. So, you're wrong.

>> No.4593174

>>4593160
>And you also disqualified every single 'walking simulator'
I've never played a walking sim with a good story. Just saying.

>> No.4593175

>>4593164
impie should remake this one too

>> No.4593178
File: 39 KB, 320x224, skyscraper - zero tolerance.png [View same] [iqdb] [saucenao] [google] [report]
4593178

>>4593164
Here's a shot of me getting killed. By a sniper. In the skybox...

This honestly blew my mind when it happened. I love how immersive this game is for an FPS on a 16-bit console. Pardon the lack of upscaling, I play on a trinitron.

>> No.4593182
File: 460 KB, 540x726, Clipboard07.png [View same] [iqdb] [saucenao] [google] [report]
4593182

>>4593169
What the FUCK is anything that you have written have to do with cutscenes? What the hell are you rambling on about?

Please explain what you mean cause I literally have no idea what you mean right now.

>> No.4593184
File: 7 KB, 320x224, ZTMap.png [View same] [iqdb] [saucenao] [google] [report]
4593184

>>4593175
I am new to this thread. Who is impie and what did he remake?

Levels in Zero Tolerance are pretty good.

>> No.4593185

>>4593182
I'm beginning to suspect this guy is just out resident shitposter, if you know who I mean. Best to ignore him.

>> No.4593186
File: 109 KB, 360x354, Clipboard08.png [View same] [iqdb] [saucenao] [google] [report]
4593186

>>4593174
Yeah, but that's because pretentious idiots are writing them, and not because there is anything inherently wrong with the concept, technically.

>> No.4593190
File: 7 KB, 320x224, ZTengineering.png [View same] [iqdb] [saucenao] [google] [report]
4593190

Better example of a ZT level.

>>4593182
How do you not know what he meant?
He says SHODAN double-crossing you in SS2, a creepy scene where she traps you in a room and the walls fly away, is objectively better than you finding an audio log in Bioshock of some guy brainwashing you with "Could you Kindly?" or some bullshit.

One is audio/visual and takes advantage of the fact that it's a vidya.

The other is just audio.

The scene in SS2 is classic, the scene in Bioshock is no better than a random chatlog from Doom 3.

>> No.4593192

>>4593184
https://mikestoybox.net/doom-maps/

>> No.4593197

>>4593182
the original argument is that cutscenes are bad and that doom 2016 had the best way to tell a story by over-reliance on environmental storytelling.
the counterargument is that, no, doom 2016's story was pretty bad. it was bad and funny and took the piss really well, but in terms of actual story quality it was (intentionally) piss. environmental storytelling is extremely limited both in what it does and how it can actually tell a fucking story.
strife's story was good but that was despite the medium of its storytelling, the cutscenes that it had were a better way of doing that than the horribly-implemented dialogue boxes.
system shock 2's cutscenes were the strongest part of the game.

now we're talking about walking simulators and finding nemo for god knows what reason.

>> No.4593201
File: 1.93 MB, 320x224, Zero Tolerance.gif [View same] [iqdb] [saucenao] [google] [report]
4593201

>>4593136
Ah, Zero Tolerance, I played that a year or two ago. I found it oddly compelling, an extremely ambitious game.

>Still a really impressive game
Yeah, it does some flashy stuff for being a Wolf style corridor shooter on a 16 bit machine.
Makes me think a bit of Rise Of The Triad for all the neat features it has. It's very detailed, walls you can damage, blood splatter sticking to walls and slowly sliding down, etc.
I also liked how when you killed enemies with flamethrowers they'd turn into smoldering and smoking piles.
The snipers on the rooftop was a really cool thing too, like they'd only be able to shoot at you from certain positions, and they were an animated part of the sky texture, which was a really clever way to pull that off with a such a simple engine, they were really thinking outside the box to achieve all sorts of features.

Wish there was a proper port on PC with a higher resolution (and mouse turning).

>> No.4593203
File: 60 KB, 880x660, terminous.png [View same] [iqdb] [saucenao] [google] [report]
4593203

>> No.4593206

like all arguments do eventually, this one too has gone off the rails

>>4593201
dope

>> No.4593207

>>4593185
Let's save the paranoia for actual shitposting instead of "this guy disagrees with me and also said fuck a few times".

>> No.4593212

>>4593203

CUTE

>> No.4593218

>>4593134

It'll be interesting, for sure. I've had .a lot. of experience with dex, I once got my hands on 50g of powder which has been one of the highlights of my life.

>> No.4593220

>>4593128
it angers me how handsome this man is. he should quit making terrible mods for ancient games, and become a male model.

>> No.4593223

>>4593220
I assure you that is the best possible angle shot of Brazillian Robbie Rotten.

>> No.4593227

>>4593190
>>4593184
I actually wasn't all that fond of the levels in Zero Tolerance, felt more than half of them were rather boring, but I kept playing just because the game kept impressing me with all it's neat ideas and problem solving.

Had a lot of redundant items, too. There's nightvision goggles, which help you see in the dark, that's useful sometimes. But then there's the flashlight, which just sets the brightness of blocks/tiles on the middle of the screen to fullbright. I mostly found nightvision earlier on, and held on to it for when I needed it, and then later on I would occasionally find flashlights, despite the fact that nightvision wasn't that rare. It felt quaint to me.

>> No.4593228

>>4593220
He could be a gay pornstar.

>> No.4593235
File: 128 KB, 300x300, 14505931_300x300.png [View same] [iqdb] [saucenao] [google] [report]
4593235

>>4593223
>Brazillian Robbie Rotten

>> No.4593238

>>4593201
I used to be obsessed with source ports of random games until I realized there's no source for the vast majority of games. After I played daggerfall all the way through on dos a few years back, I find that I can slog through pretty much any 16-bit 3d game, no matter how terrible the draw distance and resolution is.

Of course, 4 years after I beat it, there's a new daggerfall engine and it looks like this:
https://www.youtube.com/watch?v=gYBNTwqx4sI
[Stoned Youtuber Warning]
>>4593227
Don't take this the wrong way, but I'm going to assume you're younger than me. Back in the mid-90s through early 2000s, people put flashlights in their games because that fullbright trick fooled a LOT OF PEOPLE into thinking you were doing real per-pixel dynamic lighting.

Games like Arena and Daggerfall on DOS used similar tricks to do full per-pixel dynamic lighting, but you obviously can't do that on console.

>> No.4593242

>>4592758
thanks my dude

>> No.4593251
File: 147 KB, 1920x1080, DOOT.jpg [View same] [iqdb] [saucenao] [google] [report]
4593251

>>4591575
Revenants are just recycled demons, of course they're lower!

>> No.4593252

>>4591138
MyHouse.wad

>> No.4593260
File: 1.21 MB, 1231x1080, haha nice.png [View same] [iqdb] [saucenao] [google] [report]
4593260

>>4591769
>>4591771
Never seen these before. Very cool! Thanks man.

>> No.4593264

>>4593251
>Archvile revives revenant
>turns back into a healthy mancubus

>> No.4593267

>>4593190
>One is audio/visual and takes advantage of the fact that it's a vidya.

>The other is just audio.

Uh, that is my exact argument against regular plain canned cutscenes, that they don't utilize videogame medium...

>> No.4593268

>>4593197
That's.. not a cutscene? You can still interact with the game, and stuff while it's going on. As a real cutscene - actual movie - there wouldn't be as much of an impact if it wasn't interactive and you couldn't watch as your world is LITERALLY falling apart and replaced by omnipresent Shodan that is on the floor, walls, ceiling... watching you. You turn away, but there's still Shodan. That is what makes this moment unforgettable - interactivity (in this case that just mocks you, and underlines that you are only her helpless pawn).

So System Shock 2 reveal was stronger BECAUSE it was more interactive and better utilized videogame medium.

Bioshock reveal was weaker because it was LESS interactive, as its interactivity was limited to pressing "play" - it's initiated by the player but not much else. So audio logs are only slightly better than cutscenes.

I don't call just for ENVIRONMENTAL storytelling - again, that's just one way you can tell story through gameplay. Interactive sequences like the Shodan reveal or similar sequences from Half Life 2 - you could easily replace most regular cutscenes that take away player's control with that.
And we were talking about cutscenes specifically in context of taking away player's control, since this is the specific feature (ability to take away from player and change camera angles) of GZDoom we were discussing. So these first-person slightly interactive sequences don't count and I'm not talking about them - I'm a huge fan of them honestly.

Example of something you can do in these sequences that you can't do in regular cutscenes with pre-programmed camera - you can leave other stuff for the player to notice. For example, CoD4 Modern Warfare's opening sequence let you freely look around and focus on ANY of concurrently occuring sequences (people running away, execution of dissidents, militiamen walking around). That'd be impossible in a cutscene, and is only doable because of interactivity.

>> No.4593271

>>4593268
>>4593197
And Strife's dialogue boxes were terribly implemented, but it's not like you CAN'T implement them well. Alpha Protocol, Walking Dead, Fallout 2, Planescape Torment are some examples of games that use interactive dialogue to a great effect.

>> No.4593278

>>4593267
>>4593268
Upon deeper inspection you're both fucking wrong.

In-engine cutscenes are great as a premise, and some of them are well done, but the point the other guy makes about them being open to interpretation is right too. What matters is how you execute this. There is a right way (System Shock 2, Your CoD example, MGS3, Half-Life 1), and a bad way that is boring, stilted, and awkward, where you tell instead of showing (Doom 4, Doom 3, Half-Life 2, Bioshock).

The audio logs in Doom 3 convey way more than the cutscenes in Doom 3 or 4 ever did, but that's not because cutscenes are bad, it's because Doom 3 and 4 have some real lazy terrible cutscenes.

And yes, Half-Life 2 is bad.

>> No.4593284 [DELETED] 

>>4593268
Stop replying, we already know he's a known shitposter >>4593185. No matter how much you prove him wrong he will never cease.

>> No.4593286

>>4593268
>>4593267
Basically my argument is:
>Just audio/just visual? Poor storytelling.
>Audio+visual? Alright storytelling.
>Visual+interactive or audio+interactive? Slightly better, but not by much.
>Audio, visual AND interactive storytelling?
GOD TIER.

>> No.4593290

>>4593286
i have to head off to work soon so i can't reply to the arguments, but i can agree with this at least

>> No.4593298

>>4593264
But until then it's still a disgusting, spooky skeleman.

>> No.4593303

Guy who was talking about Zero Tolerance here.

I don't mind playing shooters on a gamepad, so I assume this is a good place to ask if there are any must-play sprite based shooters on playstation. I'm talking about games with levels the PC version doesn't have. I know there are a shitload of Duke Nukem games on the console for example. Are any of them good?

>> No.4593310

>>4591771
>not using the super shotgun on archviles and mancubules
What's wrong with you? They die in only a few slams.

>> No.4593317
File: 16 KB, 238x223, not welcomed here.png [View same] [iqdb] [saucenao] [google] [report]
4593317

>> No.4593326

>>4593317
When did System Shock 1 get ported to SNES?

>> No.4593332

>>4593317
what this

>> No.4593346

>>4593242
you're welcome my dude, later quakes and goldsrcs and such have nice slot x or weapon x commands, but for q1 it's impulses all the way down

>> No.4593350

>>4593317
#Fortune

>> No.4593365

>>4593238
>Don't take this the wrong way, but I'm going to assume you're younger than me. Back in the mid-90s through early 2000s, people put flashlights in their games because that fullbright trick fooled a LOT OF PEOPLE into thinking you were doing real per-pixel dynamic lighting.
Makes sense.
I'm like 25, but I think the first game I played with an actual flashlight function in it was Half-Life.

I kind of figured it might have been for tech demo reasons, but it still feels a bit redundant.

>> No.4593367

Speaking of cutscenes, this is the greatest cutscene ever made in Doom. If you disagree, then you're wrong.

https://www.youtube.com/watch?v=9Gg6cZU8kDc

>> No.4593378

>>4593367
it doesn't even make me chuckle but I like it a lot

>> No.4593387

>>4593365
Yeah, that's exactly why Half-Life has it too.

Gamers were super impressed with dynamic lighting coming off of flying objects (fireballs in daggerfall, rockets and stuff in quake) in 1996, and flashlights got a similar effect much cheaper. PS1 is ground-zero for this, the pseudo-per-pixel dithered fullbright flashlight in Silent Hill 1 is hilarious. You aren't really controlling a light source, you're controlling a lens flare that selects pixels on the floor and wall to change the brightness on.

>> No.4593409
File: 550 KB, 1920x1080, Screenshot_Doom_20180216_212028.png [View same] [iqdb] [saucenao] [google] [report]
4593409

D2TWIDD is fun at first but loses its appeal

>> No.4593418

>>4593409
Why doesn't skulltag nor GZDOOM give users the option of posting screenshot as either PNG, BMP or JPG?

>> No.4593437

>>4593409
That's a real nice super shotgun

>> No.4593442

>>4593409
So they succeeded?

>> No.4593448
File: 17 KB, 326x220, HNI_0039.jpg [View same] [iqdb] [saucenao] [google] [report]
4593448

The B&W SHODAN pic makes me wonder about an N64, Acorn Archimedes, or Sega Saturn port of SS1. The Acorn Archimedes port would mostly be spot-on. The N64 port would have a different soundtrack and require the 4MB expansion pack, and most voice audio outside the intro and ending cutscenes would be replaced by textboxes. Due to the N64's many buttons, it wouldn't be as tedious to use the interface and toggle patches. The Sega Saturn port would run on a different engine and have the PC soundtrack + CD audio logs intact, yet be more of a hassle with even support for the 3D/NIGHTS controller than the N64 port due to the very nature of the game.

>> No.4593460
File: 310 KB, 1600x900, fug.png [View same] [iqdb] [saucenao] [google] [report]
4593460

>>4593409
Yeah when I was testing Babel in it I hit a few maps that really felt more like a chore than a fun time. Especially towards the end it felt like they just tried to throw as many hitscanners as they could into the smallest possible areas. Fucking MAP23 was hell to pistol start.
>*turn around corner*
>"You expected some squishy imp?"
>"Too bad, it was me! Chaingunner-squad san"
>*BRAKKABRAKKA*
>BabelGuy was perforated by a chaingunner.
Real test of patience and reflexes.

>> No.4593462

>>4593409
That's most 32 level megawads desu.

>> No.4593467

>>4593387
In 1997 Turok have done even better with lighting guns and explosions, and just as Silent Hill they added fog from far distances due to hardware limitations from N64 as well https://www.youtu.be/ODP-QU3OHB8

>> No.4593474

>>4593448
As someone who used to think you could port Daggerfall to PS1 (you can't), the biggest problem with any DOS game with roleplaying elements is saving. Consoles didn't have hard drives, which is a big part of the whole design of japanese console RPGs. Instead of saving an entire characters stat page and his progress through a bunch of different areas that are interlinked, you gate him with the storyline so you only have to keep track of who he is, and then you use predefined characters so you only have to put their ID and level in the save, not all their stats.

You could port SS1 to PS1 or N64, but an N64 version would have ugly muddy textures, a PS1 version would have texture warping, and both would require writing a hardware rendering engine.

And then, it'd take an entire memory card to save.

No one would buy it.

>> No.4593501

>>4593474
>N64 port would have ugly muddy textures very often in lots of places
Even with the 4MB expansion pack?
>PS1 port would have wobbly 3D graphics
True. Though both a PSX and Sega Saturn release could come bundled with a memory card as part of a limited edition sale. Also, you don't see Animal Crossing fans complaining about how the Wii and Gamecube titles require a hefty amount of memory on like, a memory card.
>Hardware rendering
What is the main difference between that and say, making use of a custom game engine for one of the ports?

>> No.4593520

>>4593442

I mean, if you think about it, they definitely did.

>> No.4593525

>>4593409
what gameplay mod is that?

>> No.4593529

>>4593525
Accessories to Murder, by wildweasel

>> No.4593530

final battle of D2TWIDD was pretty good but the last 5 levels all blurred together

>> No.4593538

>>4593501
The problem isn't total ram, it's the limit on the size of any one texture. The n64 is designed essentially to stretch tiny textures, we're talking textures the size of an SNES sprite, over large areas and then cover them with really basic anti-aliasing to hide it. This is why random N64 games look muddy. There are two ways around this, you either make things flat colors then shade them, which the console is great at (mario 64) along with some general low detail textures that don't look bad stretched, or you build a model out of flat shaded polygons like mario, then map tiny ass textures onto it for every individual body part (Banjo, Zelda 64). To my knowledge, and I did 10 minutes of googling before I typed this, the ram cart doesn't increase the size limit on single textures, which means that games that use hi-texture mode are just loading a shitload of tiny textures into ram and then just arranging them to look like a normal texture map you'd have in the PS1 and PC games ported to the system for the Expansion Pak (Resident Evil 2, Brood War). So essentially to port a game like SS1 or even Doom 2 to N64, you'd have to split every wall flat into 16x16 blocks that the CPU would have to arrange into a grid at a massive performance cost. This is why Doom 64 is so blurry looking, they didn't do this.

Go watch a video of Goldeneye, then a video of Zelda 64 to see what I'm talking about. Focus on faces. I'll admit to being the guy in the goldeneye thread right now calling it a bad game and the n64 a bad console so you know my biases.

>Sega Saturn and PSX release
>bundled with a memory card
wouldn't work. Animal Crossing worked because it was a massively hyped game that Nintendo could guarantee sales on because Nintendo controls exactly what their fanbase gets hype about and buys, and have done so since at least 1987. Animal Crossing type games on non-nintendo hardware would be very expensive, and sony/sega wouldn't have covered it because no guaranteed sales.

>> No.4593547

>>4593501
Continued from my last post because I hit length limit:

>Hardware Rendering
Hardware Rendering means you're using a 3D graphics mode present on the hardware. Software Rendering means you've written your own engine that runs in the CPU that generates what graphics to show on every frame, then dumps them to the screen. If you work on a system without explicit 3D support, (DOS, Sega Genesis, SNES games without SuperFX, Famicom, Game Boy), it's the only way to do actual 3D.

Daggerfall on DOS in 1996 software rendered a couple of effects that 3d hardware engines barely got around to implementing 2 or 3 years ago, (outside of ID games of course, which had most of these features since 2003, still this was using OpenGL and software trickery.)

The tl;dr is if I'm making a 3D game for DirectX or OpenGL or PS1, I'm writing in C and I'm directly telling the hardware what to draw. In a software engine, I've written a program that just dumps its output to screen, and I hope and pray too much stuff doesn't happen at once, or I'm going to drop to 4 FPS.

In more Doomy terms, the first game most people played on PC that was hardware accelerated was Quake, which is why it was so big of a deal and overshadowed games like Daggerfall.

>> No.4593548
File: 464 KB, 1920x1080, Screenshot_Doom_20180216_224344.png [View same] [iqdb] [saucenao] [google] [report]
4593548

This is my favourite room

>> No.4593551
File: 30 KB, 804x423, WHAT ARE YOU DOING.jpg [View same] [iqdb] [saucenao] [google] [report]
4593551

>>4593223
>>4593128
Holy shit

>> No.4593554

>>4593128
>google image search marq for a laugh
>Results: The Nutshack
fitting

>> No.4593560

>>4593548
Something tells me it wouldn't look as good without dynamic lights.

>> No.4593567

>>4593548
>>4593560
It looked good in DOS, it probably didn't look so good early in the history of zdoom.
See my post here:
>>4593547
A lot of old software engines did color inverting and pallette swapping tricks to "fake" lighting and atmosphere, while not to the extent that Bethesda games and System Shock used them, Doom had dynamic lighting.

Dynamic lighting and non-square rooms were what pushed doom over the edge into realism enough that it pissed off senators, while Wolfenstein was largely ignored.

>> No.4593570

>>4593529
I hope searching this doesn't put me in an FBI watchlist.

>> No.4593595

>>4593570
>browsing 4chan
I wouldn't worry

>> No.4593608 [DELETED] 

>>4593548
i wanna play thia

>> No.4593612

>>4593548
i wanna play this map

>> No.4593620
File: 19 KB, 180x245, Auditor_basic.png [View same] [iqdb] [saucenao] [google] [report]
4593620

Going to be broadcasting vinesauce contest map development, if you want to check that muscle spasm

>> No.4593629
File: 528 KB, 927x380, clickety clack.png [View same] [iqdb] [saucenao] [google] [report]
4593629

https://www.youtube.com/watch?v=2XfG_Hqk0Sk
What's that message I see when he reloads sometimes? Is that gun DRM?

>> No.4593639

And I'm so retarded I forget to turn the broadcast's audio off on my end that it causes ear-rape

>> No.4593647

>>4593570
that doesn't even make sense

>> No.4593673

>>4593629
Since it's hideous destructor, I assume you're talking about the rifle ammo. There's two types of it. One for pistols and SMGs (I think) and one for the Z66 assault rifle. The former type shouldn't be mixed with the Z66 because of some backstory in the manual (tldr it's just shit to make you more miserable) about conflicting caliber standards or something. You can still load the wrong ammo, but the HUD will glitch out and not give you an accurate reading on your remaining mag capacity.

>> No.4593683
File: 484 KB, 1920x1080, Screenshot_Doom_20180217_002619.png [View same] [iqdb] [saucenao] [google] [report]
4593683

>>4593673

>> No.4593685

>>4593673
That seems like some kind of bureaucratic autism which a military force might engage in some day in the future.

Like it makes no sense that it wouldn't interchange fully, but some technicality somehow makes a retarded thing like that happen.

>> No.4593690

>>4593685
Yeah, it does seem like something that would occur because of some stupid political reason. The entire HD manual has this type of dry wit to it.

>> No.4593692

Holy shit Autodoom is a thing that exists: https://autodoom.net/about/

A bot that will run around and play Doom maps for you, it's so fun to watch.

>> No.4593695
File: 63 KB, 600x400, bot.jpg [View same] [iqdb] [saucenao] [google] [report]
4593695

>>4593692

>> No.4593701

>>4593629
The slight changes to the AI like zombies dodging and rushing you are cool, but man does this look seriously unfun to play between the painfully slow movement speed (and intense screen bobbing) and how half the time you die in one hit or have to crawl for cover and heal yourself. I get that's the whole point of Hideous Destructor but boy this looks like a real slog. I can't imagine how some later maps or some of Doom 2's monster heavy maps would fair.

>> No.4593706

>>4593701
The video is from late 2016, a lot of shit has changed since then (I don't even know if that AR is still in the game). The recent update actually makes it usually playable now

>> No.4593707

>>4593701
The answer is that it doesn't work well. HD is incredibly interesting from a technical standpoint but for the majority of Doom levels it either doesn't work well in certain parts or just plain doesn't work at all. The more open areas and/or enemy-dense rooms, the less likely it is to work well on that map.

>> No.4593734

>>4593692
>Watch a bot
Neat.
>Play co-op with a bot
Doubly neat!
Though watching that demo video was very dizzying with how much the bot turns and spins so smoothly.

>> No.4593736

>>4593692
Meanwhile ZDoom is stuck with the ancient cajun bots forever

>> No.4593743

>>4593706
Sounds like it might be bearable then.
>>4593707
This seems like something you'd have to design maps specifically for it to make it playable, I can see some ep1 and maybe ep2 levels being playable but judging by that video any level can easily become a chore.

>> No.4593749

>>4593743
>This seems like something you'd have to design maps specifically for it to make it playable
There's a couple.

>> No.4593752

>>4592896
I'd love to play Doom like that.

>> No.4593754

>>4593036
Hitscan on first PLAYER weapon? Yes.

>> No.4593756
File: 1.85 MB, 512x448, dk2bananas.webm [View same] [iqdb] [saucenao] [google] [report]
4593756

>>4593752

>> No.4593757
File: 24 KB, 280x280, dzone.jpg [View same] [iqdb] [saucenao] [google] [report]
4593757

Does anyone have links to or is willing to upload the D!Zone wads? I can get the CD images on archive.org but if someones already ripped/compiled the wads then it would save me heaps of time and effort.

>> No.4593761

>>4593756
https://www.youtube.com/watch?v=z8WvSGNEV24

>> No.4593763

>>4593743
Someone here was working on a set of three or so maps for it. There's also two other ones I know of, both featured on the zdoom project thread. One has you storming a small and fairly basic two-story office building, and the other one is a big nighttime cave thing.

>> No.4593772

>>4593238
DFU is not a port, it does not even use original game data to build a world, or its calculations - it's a remake on unity using original's assets.
Basically it will be is as good at recreating original as ZBlood at recreating Blood.

>> No.4593774

is there a way to have GZDoom look like chocolate doom?
I like some of the features of GZDoom, but like the classic appearance a bit more

>> No.4593776

>>4593774
use software mode or opengl with software lighting and tonemap palette with low resolution

>> No.4593781

>>4593286
thats not how storytelling works you little piece of shit

>> No.4593782

>>4593774
>Sector light mode: Software
>ToneMap Mode: Palette
From there it's a matter of preference.

>> No.4593783

>>4593756
is it a reshade or something like that that allows to apply such filter to a game on the fly?

>> No.4593786

>>4593692
>play coop with a bot

Oh shit I need this

>> No.4593792

>>4593763
It seems like it'd work best in tight urban maps like that office one. Hell, it's kind of a topical and touchy idea to bring up right now, but all those "my high school.wad" maps would probably work well enough with HD assuming that the map in particular isn't mostly straight corridors.

>> No.4593794

>>4593776
>>4593782
Thankyou

>> No.4593796

>>4593792
Yes, most of the maps I played HD with were more "realistic" affairs, as it helped boost my idea of "tactical urban warfare," whatever that phrase may mean. I don't know what you mean by touchy subject though, unless you mean columbine memes.

>> No.4593797

>>4593692
I'm curious to know how it finds paths. Doom levels are rather confusing at times.

>> No.4593804

I'm compiling a list of ideas for interesting enemy encounters for Doom maps/maps for similar style of FPS (Quake etc) because I don't want combat in my maps to be just "here is a room full of imps, kill them all".

This is what I currently have so far - anyone else has any ideas? And yes, some of them are taken from existing Doom maps, I'm trying to think of any ways you can mix up Doom's combat.


1. Hitscanners around a corner. Peek out, shoot, go back as they shoot at a wall, rinse, repeat.
2. Projectilers fire at you from a distance, as you dance around a certain floor area to dodge their attacks.
3. Melee enemies run at you from opposite end of the room, you have to take them out before they get close.
4. Battle royale! 1 or 2 hitscanners, big group of projectilers and handful of melees all have a go at you at once. You have to kill the hitscanners first, then any melees that are immediate danger, then the projectilers.
5. You are set in a middle of a room, while enemies shoot at you from above with projectiles. You need to survive for a certain amount of time - OR find a way to kill them all.
6. Hitscanner maze. Maze filled with hitscanners, player is given ample weapons to kill anyone on sight, so whoever shoots first - wins.
7. You are inside a set of columns, facing off against a siege of hitscanners. Maze is designed to give you barely enough cover, BUT also so hitscanners will constantly accidentally hit each other, causing infighting.
8. You are temporarily stripped of all your weapons, and you are being chased by a horde of demons to a place where you will be given your weapons back. Then perhaps you are lifted just outside their reach, and free to mow them down with impunity.
9. In a dark room, you're set upon a sorta-maze (pretty spacey though, so you have maneuvering space) filled with spectres.

TBC because list is too long to fit in one post.

>> No.4593805

>>4593797
I have no coding knowledge and am just shooting in the dark here, but from the looks of it I'm guessing that it "sees" all the geometry and finds a path based on recognizing walls, sectors, and how they connect to one another. It goes in a few circles and seems to be doing a lot of scanning as it moves about, so I'm guessing it's processing and learning the area while remembering where to go and what to avoid like damage floors. If it hits a dead end it goes back and doesn't return but if it keeps finding a new area to explore it'll keep going, it might even be exploring based off automap data.

>> No.4593806

>>4593804
9. In a dark room, you're set upon a sorta-maze (pretty spacey though) filled with spectres.
10. You land in a big room filled with cover, surrounded by hitscanners on a gallery. After you kill all hitscanners, most of the cover disappears, room widens to reveal a row of projectile users you have to dance around. Then, when you kill projectilers, all walls and cover disappears, to reveal a small horde of melee enemies at two ends of a room.
11. Weapon room! You have small amount of shotgun ammo, you're given a Chaingun and Rocket Launcher/BFG and a handful of powerful enemies nearby - and a small horde of weak enemies in the distance. Ammo is scarce, so use the right weapons for the job! (There is a ammo secret nearby as a mercy if you need it)
12. You're in a room around 4 Mancubuses on a platform, and you have to circlestrafe around them to kill them. Then, the room becomes recontextualized when as you kill them, outside walls open and horde of arachnotrons come crawling in. ... I hope noone thought of that one yet :P....
13. There is a boss enemy - Cyberdemon or Spiderdemon - right there in plain sight, and you don't have the firepower to take it. Luckily, it's standing right under a crusher! You only have to stay alive from enemies going at you and projectiles thrown from behind invisible walls on balconies - until boss dies, unblocking your progress...
14. There's a horde of unaware demons in front of you. There's a pile of barrels spread between them. Evil smirk ensue.
15. There's a ton of unaware enemies forming a corridor, with rows of barrels next to them. You can't attack the demons without blowing the barrels right in your face - and dying. The trick is to run for it and outrun the barrels.
16. Chain of barrels leading to a group of enemies that can't be taken out easily due to walls or distance.

>> No.4593808

>>4593806

17. You have two giant bosses next to each other - Cyberdemon and Spiderdemon, or two Cyberdemons, et cetera. They are way too much to handle, so you gotta lead them to infight one another.
18. A tough projectile enemy is far away in the distance - not very threatening, but it's a good way to introduce them.
18a - melee enemy is at medium distance, after a winding path that will take them a long time to traverse.
18b - hitscan enemy is near you, behind a slit in good solid cover, turned around.
19. You're in a super tight corridor, and a group of melee enemies is running straight towards you. Can you mow them down before they reach you?
20. Group of melee enemies pushes you backwards - into a damaging floor.
21. Group of melee enemies pushes you backwards - into line of fire of hitscanners.
22. You have to dodge projectile attacks on an area strewn with damaging floor.
23. 2-3 Revenants on a pedestal, and a checkerboard of damaging and normal floor all around him in a circle. Can you dodge the rockets long enough without the floor draining your health to kill them?
24. Two sides of a wall - on one side, there's a group of hitscanners waiting to snipe you, so you got to take cover from them. But on the cover side, there's a horde of imps (group of mancubus?) ready to fry you - which you can't touch before you press the switch hidden behind the hitscanner gallery. Corridor behind imps is the way to progress.
25. Simple one - there's a giant group of imps surrounding an Archvile, and piles of chaingun/plasma ammo. You've got to kill the archvile first, or face perpetually resurrecting army of imps.

26. While running up to a lone Gladiator (from Q2 - really, any enemy that you deal by running CLOSE to them) in the middle of arena, trap is triggered that reveals monsters closets all around you.

>> No.4593812

>>4593808
And:

27. There are enemies above you - shooting at you below perpetually, and you can't hit them back (in Doom because of lack of mouselook - in any other games because they're hidden behind a fake wall? Idea needs work...) You need to quickly run through the 'danger zone' to be able to go upwards through a lift, and face them.

That's all I have so far.

>> No.4593813
File: 223 KB, 865x1234, 15097652506442.png [View same] [iqdb] [saucenao] [google] [report]
4593813

gimme cute doom wad like mogeko's castle grey garden and wadanohara

>> No.4593814

>>4593692
I'm trying to play coop with a bot but the commands aren't working

what do?

>> No.4593821
File: 25 KB, 380x547, autodoombots.png [View same] [iqdb] [saucenao] [google] [report]
4593821

>>4593814

Create a shortcut to autodoom.exe and add -server and -bots 3 as a command line arguments.

>> No.4593825
File: 88 KB, 640x360, Screenshot_Doom_20180201_190130.png [View same] [iqdb] [saucenao] [google] [report]
4593825

>>4593692
>>4593734
>>4593736
>>4593786
>>4593797
>>4593814

If anyone can figure out how to have multiple bots (i.e coop) but not have to control one PLEASE let me know. I wanna see 4 bots running around fucking shit up.

>> No.4593831

>>4593629
why are pinkies so tiny

>> No.4593834

>>4593825
It works on the oblige maps

>> No.4593837

>>4593831
I think that's a special monster variation.

>> No.4593838
File: 219 KB, 880x660, spear of.png [View same] [iqdb] [saucenao] [google] [report]
4593838

and i shall be the one to wield the spear

>> No.4593842

>>4593813
Silver looks different than I remember

>> No.4593843
File: 97 KB, 1220x931, oblige.png [View same] [iqdb] [saucenao] [google] [report]
4593843

>>4593834

With -bots 2 I still have control over a marine even on Oblige wads.

>> No.4593845

>>4593838
>commander keen with a fork gets assaulted by firebrand

>> No.4593849

>>4593821

Also if you add -solo-net (one word) as an argument it'll play like coop so the bot will respawn when they die :)

>> No.4593869
File: 2.32 MB, 640x360, hideous destructor.webm [View same] [iqdb] [saucenao] [google] [report]
4593869

Does anyone have any more recent .webms of Hideous Destructor? This one I think is a bit dated.

>> No.4593872
File: 26 KB, 448x409, file.png [View same] [iqdb] [saucenao] [google] [report]
4593872

New version of BloodGDX released, fixes a bunch of shit.

>> No.4593876
File: 33 KB, 225x220, AAAHHH.png [View same] [iqdb] [saucenao] [google] [report]
4593876

>>4593869
What the FUCK

>> No.4593884

>>4593869
Looks like Caco's been getting some tips from the Nightmare Cyberdemon!

>> No.4593886

>>4593869
Is this the Dark souls of Doom mods?

>> No.4593890
File: 121 KB, 1027x768, xenofuckstick mcgee.png [View same] [iqdb] [saucenao] [google] [report]
4593890

>Open map
>Glare at it not knowing what to do with keys, likely wanting some kind of teleporter to voids
>Stare for a few minuites
>Close
>Repeat
welp

>> No.4593904

Any doom Wads with Toccata and Fugue in D Minor?

>> No.4593909

>>4593890
Man, what the hell is going on with this map? It looks like five maps in one.

>> No.4593915

>>4593909
It's stupid huge, and has multiple levels/heights.

Bottommost: starting area/s
Leftmost: Top floor, main base.
Rightmost: Underground

>> No.4593916

>>4593886
Very yes

>> No.4593917

>>4593915
Topmost: Nitty gritty; the main deal of the map. Outdoors and the bottom floor of main base.

>> No.4593925

So what are some underrated fps on pc (and consoles) before 96?

>> No.4593926
File: 69 KB, 1431x1071, txt.png [View same] [iqdb] [saucenao] [google] [report]
4593926

Does anyone know if Eternity Engine supports maps higher than map32? Also, is it possible to remove the text screens in between episodes - i.e between map06 and map07 so it goes straight into map07?

>> No.4593930
File: 81 KB, 488x153, tumblr_inline_p3p4qwDd1H1uzkzy5_540.png [View same] [iqdb] [saucenao] [google] [report]
4593930

>>4593876
Someone described it to me as some sort of electrolaser or something, where it starts out extremely wimpy, but the faint laser acts as a conductor and sends a humongous bolt of lightning through it.

>>4593886

>> No.4593932

>>4593925
Rise Of The Triad

>> No.4593945

>>4593925
To reiterate I mean REALLY obscure

But thanks for the reply >>4593932

>> No.4593952

>>4593926
Is this an innuendo for IMP.SE?

>> No.4593954
File: 278 KB, 640x480, dd_title.png.jpg [View same] [iqdb] [saucenao] [google] [report]
4593954

>>4593945
The only obscure FPS of the time that comes to mind to me of this late hour is Depth Dwellers, but please do not play that game.

Oh wait, I thought of something that isn't utter shit; Killing Time.

>> No.4593965

>>4593925
>>4593954
Does Exploding lips count? It's also bad but fuck if it isn't memorable.

>> No.4593967

>>4593965
Wait that game is 1999. It looks and feels way older than that.

>> No.4593969

>>4593926

Looks like it needs to be removed via MAPINFO?

>> No.4593983
File: 344 KB, 620x451, C'mere babeh. You're so tense, lemme rub your shoulders, hun.png [View same] [iqdb] [saucenao] [google] [report]
4593983

>not now, Barry

>> No.4593987
File: 442 KB, 530x400, 1506940939002.png [View same] [iqdb] [saucenao] [google] [report]
4593987

New thread?
What's the post limit.

>> No.4593990
File: 81 KB, 800x498, 1381897809592.jpg [View same] [iqdb] [saucenao] [google] [report]
4593990

>>4593987
Make an effort to lurk, thanks.

>> No.4593991

>>4593990
Jesus christ, delete that

>> No.4593995
File: 101 KB, 700x2000, gain-elemental.png [View same] [iqdb] [saucenao] [google] [report]
4593995

>>4593987
/vr/ moves at a pretty leisurely speed, we'll probably hit page 9 at around 600, possibly as much as 700 posts, depending on the time of the week and month

>> No.4594005
File: 787 KB, 1022x764, hideous destructor grenade.webm [View same] [iqdb] [saucenao] [google] [report]
4594005

>> No.4594007
File: 25 KB, 105x124, Imp-tan.gif [View same] [iqdb] [saucenao] [google] [report]
4594007

>>4593990
>/d/oom
Not /d/ enough

>> No.4594008

>>4594005
> explosive propulsion boner face fisting

>> No.4594013
File: 2.25 MB, 800x480, hideous destructor plasma.webm [View same] [iqdb] [saucenao] [google] [report]
4594013

>>4594008
Gotta watch out for them boners, man, you don't know what they'll pull.

>> No.4594014

>>4591814
They didn't list the music used, shame because there are few songs I wanted to know where they are from.
MAP11 music is zoetic.mid by vital.

>> No.4594025

Speaking of music, what's a good megawad (or nominally long mapset) that uses Rise Of The Triad music?

Which isn't Hell Revealed.

>> No.4594027

Should I play Heretic on Skill 3 or 4? As in the highest or second highest?

>> No.4594034
File: 2.43 MB, 640x368, lookoutshesgotagun.gif [View same] [iqdb] [saucenao] [google] [report]
4594034

>>4594014
>zoetic.mid by vital
Eyy, I don't know how you figured it out, but thanks Anon!

>> No.4594049

>>4593796
Could you recc any of those maps? Been struggling to find something decent to play with HD.

>I don't know what you mean by touchy subject though
They're probably referring to the school shootings constantly happening in the US, like the one this week where 17 people were killed...?

>> No.4594053

>>4593804
>>4593806
>>4593808
>>4593812
thanks for posting all these so i can steal them...
yeah that's why people don't usually do this, but thanks

>> No.4594054

>>4594025
I think requiem does for some of its maps iirc

>>4594049
chainworm kommando

>> No.4594073

>>4594013
Holy shit ZDoom demos are working?

>> No.4594076

>>4594073
were they not? i thought the problem is just that it's constantly being updated so playback on different versions breaks, but it's easy enough to record a demo yourself and play it back yourself on the same copy of zdoom?

>> No.4594084

>>4594054
I remember playing it years ago and not being impressed, maybe I should give it a second shot.

>> No.4594096

>>4593792
>it's kind of a topical and touchy idea to bring up right now,
I don't really see why.

>but all those "my high school.wad" maps would probably work well enough with HD assuming that the map in particular isn't mostly straight corridors
I can't think of many other ways to do a school unless you start deconstructing it into something more abstract.
Schools don't really make good layouts for FPS games as they are.

>> No.4594097

>>4594053
>you should feel bad because I am creatively bankrupt

>> No.4594108

>>4594096
see
>>4594049

>> No.4594116

>>4594097
Thank you for greentexting my post? In which I also thank the poster and offer a reasoning/warning as to why people don't often go into such specifics with their future ideas?

>> No.4594117

>>4594108
I don't really care.

>> No.4594123

>>4594117
OK, it's really cool that you don't care.
Anyway, now you know what that poster meant by
>it's kind of a topical and touchy idea to bring up right now

>> No.4594130
File: 169 KB, 512x512, selfie.png [View same] [iqdb] [saucenao] [google] [report]
4594130

>>4594123
Well, the Columbiner dipshits aren't going away in at least 50 years, and they're like the only negative element that would actually attract at all in this day and age, so I don't think you should stop yourself from making a map you think would be cool just because of some faggots.

If you think a school would be a good basis for a map, then make it, it might even be good. One of my favorite maps I played last year was a large demonic university, complete with lecture halls and all.
If it makes yourself uncomfortable, then why not make a scenario for the map where you're rescuing school kids from the demons? Not only would it remove any kind of ambiguity or (fictional) moral question, nobody could complain about it without looking like a really huge fag.

>> No.4594137

>>4593474
Not that I disagree with you, but there are numerous PS1 games that filled memory cards and still sold well. Sim City 2000, Civilization II, A-Train

>> No.4594138

>>4594130
thanks for the write up, but i think you're replying to something that was never meant to be implied
it was merely a statement that that having an fps set inside a school would be a topical and touchy idea
I personally don't care and doubt anyone in this thread would either

but yes, i agree with your post and would refer anyone to it on the matter

>> No.4594148

>>4594053
Talk is cheap nerd, let's see you back up your claims

>> No.4594152

>>4594148
My claims?
It's gonna take a while to implement all these ideas into some maps, I'm not speed mapping or anything...

>> No.4594156

is the thread autoupdater not working for anyone else? tried disabling 4chan X and changing browsers, still didn't work.

>> No.4594158
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]
4594158

IT'S SATURDAY WHICH MEANS IT'S TIME TO SEE
WHAT ALL OF YOU HAVE MADE THIS WEE...K
DAMN IT
FORGET POETRY POST SCREENSHOTS

>> No.4594178

anyone here on linux got any experience with gzdoom and making it actually work

>> No.4594203

>>4594158
Here's my progress this week.

;_;

>> No.4594204

>>4594178
i am able to build and run gzdoom on debian unstable. i didn't do anything that i'd call "making it work" beyond installing build dependencies though. so if it's broken for you i probably won't know why.

>> No.4594229
File: 1.34 MB, 720x360, one last addition for fists.webm [View same] [iqdb] [saucenao] [google] [report]
4594229

>>4594158
I upgraded the fists a little more and if I add anything else more to this I am going to put myself in time out.
The idea here is landing enough punches within a span of time will give you a buff, upgrading your punch damage and defense for a short time, you can switch weapons or get your sword back and still enjoy the increased defense though.

>> No.4594232

>>4594229
When this gets finished, I will download it.

>> No.4594236

>>4594232
>neverever

>> No.4594249
File: 7 KB, 250x237, 1513799321322.jpg [View same] [iqdb] [saucenao] [google] [report]
4594249

>>4594232
>When this gets finished

>> No.4594261

>>4593763
Yeah, me. Episode 2 is being worked on right now. I can post an early version if you'd like.

>> No.4594354

>>4592202
The issue with the 7th slot isn't the soul cube showing up first, but the BFG showing up last, because the Unmaker is kind of the plasma rifle's lost cousin, that even works differently from how it did in Doom 64.
https://www.youtube.com/watch?v=Y-tqD9eHuoE
Also, MetaDoom's Hell Razers could at least drop the bigger bullet ammo pick ups, to compensate for their health.

>> No.4594419

How many lurkers here are gud enough to single segment Go 2 It?

>> No.4594429

>>4594419
pl32? i've done it. i can't do it every time, but i can do it.

>> No.4594471

>>4594419
go 2 it gives you plenty of hiding and doesn't even have traps iirc, takes a while to do if you play it safe but it's actually very easy compared to previous maps like map14 and map15 which are brutal in comparison.

goes to show that number of monsters doesn't equal difficulty.

>> No.4594528

>>4594419
i did it a couple months ago and left 2-3 megaspheres behind each time.
I still think it's annoying how the map places them throughout.

>> No.4594587
File: 18 KB, 642x507, portadoom_launcher.png [View same] [iqdb] [saucenao] [google] [report]
4594587

>>4594158
Building a launcher

>> No.4594594

>>4594471
14 isn't that bad. 15 is very hard until you figure out the optimal route (snipe chaingunners in front of skybox wall, then run for BFG and Invul secrets to cheese the eastern section), at which point it becomes just average in difficulty.
Go 2 It has a few cheesable traps (Pain Elementals, Arch-Viles, AV+Revenants+Chaingunners) and a partially-cheesable main fight in outdoor area. Problem is, even if you cheese the latter, you still have six Cyberdemons you'll have to painstakingly hit&run through rocket crossfire. Or take a few minutes to cherry tap them with Plasma Rifle from bottom level, which is a lot more reliable, but also a lot slower and can still end with you splattered if you screw up. Or I guess you could just run past them and grab a key if you don't care about 100% kills.

>> No.4594637

>>4594419
>not Go 4 It

>> No.4594642

>>4594637
i did that once, after about a million attempts. never done it again.

>> No.4594645

>>4594594
I said in comparison.

>> No.4594648

Okay, that's the areas for the keys in place and the set up for their locks. All that remains is detailing the auxillary buildings, underground, bug/balance playtesting, and then setting up the fight with Employer Horus (r667 gatekeeper) and Employer Baphomet (Icon of Sin that also spawns cybers/spiders), as well as general detail passes, but that'll be after the properly-playable beta

>> No.4594651
File: 53 KB, 617x685, fuuuck.png [View same] [iqdb] [saucenao] [google] [report]
4594651

>>4594648
hhhhuuurrf hddgduurrr im fukken retarded

>> No.4594656

>>4594594
>>4594645
yeah i always wonder why 15 gets labelled as super hard but then i remember i've played it a million times and know exactly how to start off and get myself kitted out with weapons/health/armour with the least risk. its like e4m2 in that respect, much easier when you know the moves for the first two minutes

>> No.4594669

u.nhnnnnnnnnnnhhhhhg ghhhhh caco baaallll

>> No.4594687

>>4594027
Like Doom 1, it's pretty easy on medium.

>> No.4594701

Does anyone have a link for the DoomRPG Launcher? The one on the ZDoom forums thread is kill.

>> No.4594754
File: 522 KB, 1360x768, Screenshot_Doom_20180217_192220.jpg [View same] [iqdb] [saucenao] [google] [report]
4594754

>>4594158
Just finished this room right now.

>> No.4594756

>>4594669
do you think the cacodemon gets embarased when doomguy sees it's butts? haha

>> No.4594760

>>4594754
That's going to make people's PCs cry, Zaneion.

>> No.4594765

>>4594760
Well, i have the fame of managing such stuff run even in low standard hardware, so far everyone who played the demo of this map didn't complain about lag at all, so i'm not worried about this part.

>> No.4594767

>>4594760
it looks to me like a bunch of high res textures and bright maps. doesn't seem to feature too great a mass of lines and sectors

>> No.4594772

>>4594767
That's right, this room is likely one of the most cheap the map have, so far only the parking lot area is what can brick some computers but i think that is all though.

>> No.4594773

>>4594754
Looks pretty.

>> No.4594787

>>4593838
I swear if I didn't know SOD, this wouldn't even come close to familiar.

>>4593845
dammit I kek'd. Also, case in point???

>> No.4594831
File: 13 KB, 140x145, EE.png [View same] [iqdb] [saucenao] [google] [report]
4594831

Anyone got experience with Eternity Engine editing?

>> No.4594849

>>4594760
>>4594767
That's a good point -- even basic integrated GPUs have way more fill rate than they need and the shaders do a lot of the work. If your geometry is simple enough, even high-res textures and bloom isn't too taxing.

>> No.4594875

>>4593954

I really wish someone would do a port of Killing Time.

I want to replay it, like, now.

>> No.4594878

>>4594754
Is this some cyberpunk shit
Please tell me this is some cyberpunk shit

>> No.4594883

New thread

>>4594881
>>4594881
>>4594881

>> No.4594931
File: 446 KB, 1920x1017, Screenshot_Doom_20180218_010710.png [View same] [iqdb] [saucenao] [google] [report]
4594931

>>4594158
tight armor

>> No.4595590
File: 278 KB, 578x578, 1513724757855.jpg [View same] [iqdb] [saucenao] [google] [report]
4595590

>>4594931

>>
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