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/vr/ - Retro Games

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4599146 No.4599146 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4594881

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
Doom Downloads:
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

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



Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/









>> No.4599147

=== NEWS ===

[02-19] Anon map release: Wild West Deathmatch

[02-18] La Tailor Girl v1.45 released

[02-18] Anon mod test build released, with request for feedback

[02-18] Universal Gibs updated

[02-18] Anon map release: Dark7 Europa
Bonus altered HXRTC HUD:

[02-18] Golden Souls 2 map37 sneak peak

[02-17] Babel Dev's Dual Laser updated

[02-17] Babel updated: Now With Chainsaw That Doesn't Suck, And Much More

[02-16] Anon map release: Dance of Death

[02-15] Doom Delta 2.0 release candidate

[02-15] Extreme Entryway Alpha 10

[02-14] Trenchbroom 2 released

[02-14] Someone wants to play and record your maps

[02-14] Tangerine Nightmare released; nine limit-removing maps

[02-14] Anon release: Hideous-Distraction, contains three levels designed for Hideous Destructor

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4599152
File: 2.35 MB, 320x240, average Hideous play attempt.webm [View same] [iqdb] [saucenao] [google] [report]

I actually thought "wait, in this situation you'd take your clothes off, is that how it's done?" while I was typing the thing
I will make an attempt

Berserk packs
blue potions
blue spheres
armor bonus
green armor
blue armor

What would they all be?

>> No.4599153

What's the last map you played?
What's the last /vr/ map you played?

>> No.4599154
File: 29 KB, 500x375, tuco-01.jpg [View same] [iqdb] [saucenao] [google] [report]

WWDM server is up.
Wild West Deathmatch on Doomseeker.

>> No.4599156
File: 51 KB, 416x388, petunia.jpg [View same] [iqdb] [saucenao] [google] [report]

>WAD is 32 maps long
>the back half of the WAD all have 200+ enemy counts

>> No.4599157

never played one

>> No.4599159

But that probably doesn't have milk as health pickups to make your bones bulletproof.

>> No.4599164

Plutonia 2's map03
One of the contest maps from a couple weeks ago.

>> No.4599165

How long until people at doomseeker get bored of QC DE after realizing it's shit?

>> No.4599170

Tekwar now playable on modern machines thanks to M210 (aka Tekwar GDX)

Quake 2 High Resolution weapon Pack Released

Half Nuked(A Duke Nukem 3d Mod for Classic HL) Released

i think its all for now, but these 3 on the same week were interesting, next thing we need now is a Source Port of Space Hulk: Vengeance of the Blood Angels

>> No.4599171

there has been many a time where I crouch down and spam the quick turn key, only to solemnly stare at my health dropping from 85 to 15 over the course of 25 seconds

>> No.4599172

It's flavour of the month, so probably whenever a new flashy mod comes out.

>> No.4599175

>half nuked comes out
fuck ye
>don't have half life
fuck ne

>> No.4599178


And again, realistically it sucks to fight people who throw fire
But realistically, IRL if you were going to war against those types, you'd find some way to help you douse yourself and not be completely useless.

>> No.4599180

can you pour health bottles overyourslef?

>> No.4599182

>-getting set on fire by a fireball basically ruins your life.
Fire is so goddamn manageable in 2018 HD you have no idea. You have a button that just takes your armor right off instantly and 8 times out of 10 that's all you have to do. The other two times, you stop, crouch, and turn back and forth, ideally in water. That shit used to kill you dead from full health in one second while you couldn't see shit and had no hope at all. You had better odds fighting five hell knights over two imps.

>> No.4599183

QCDE is fine, but it would be better as a Samsara "remake"
Also, Doomseekertards will probably go back to shit like 8-bit dm and fucking complex in less than 2 week because

>> No.4599187

There's absolutely nothing wrong with 8bitdm.

>> No.4599190

is that the fucking Duke64 Theme extended and uncut on the video

>> No.4599191


>> No.4599197

>QCDE is fine, but it would be better as a Samsara "remake"
It may never happen, but it would be nice.
Maybe Prisoner 849 finally gets in or at least the code behind Duke's pistol becomes less problematic.

>> No.4599208
File: 74 KB, 230x228, friedrich.png [View same] [iqdb] [saucenao] [google] [report]

This is exactly it. It's not incredible it's not a travesty.

It's just average with the hype around it turning into the hot new thing

>> No.4599209

Are sure we are playing the same mod? Or even the latest version?

>Things are more difficult and clunkier now.
This is exactly how I would describe older versions of HD.

>They nerfed your jumping (and climbing) ability
Yeah, but it doesn't really cause any problems.

>Medpacks are WAY more involved now
I would say the exact opposite. Get a fine suit of armor and just try to avoid getting killed within a few seconds - considering how powerful is health regeneration you wont even need to use a medkit. Maybe you'll have to bandage yourself sometimes, but I've been doing just fine without medkits.

>They nerfed running speed
It's fine as it is. You are not supposed to be a Sonic The Hedgehog or something like that. It's good enough to avoid a lot of nasty situations.

>Often times I see doomguy unable to run or kind of crippled in situations that it doesn't seem appropriate
I think breaking your legs, putting on a suit of armor and running out of stamina is appropriate.

>The way the scope works right now almost makes it useless
How exactly? I'm using iron sights for close-middle range combat and optic sights when it comes to long range engagements.

>The weapon recoil is unrealistic
I've probably got used to it, because I see no problem with it.

>they made the iron sights on some of the weapons worse and more complicated and less cool
I'm not sure what to say about that. I have no problem using them whatsoever.

>they removed contextual sound effects in certain situations, making the game worse
Care to point out any examples?

>they changed the sound effects of the rocket launcher and Brontornis, making them worse imo
"imo" is the key word here

>getting set on fire by a fireball basically ruins your life
And this is where I actually can agree with you. I hope HD dev will implement a proper way to put the flames out - because right now it's a fucking chore to wave camera around. I'm just
dodging fireballs and using cover when dealing with imps.

>> No.4599210

the last thing i played was Dark7 Europa, which you can find in the news post
the thing before that was map09 of Oscillation, which is on /idgames

>> No.4599213 [DELETED] 

do you really have to post a furry image everytime

>> No.4599214

SSGL doesn't ever remember my saved lists or saved games. Is there a better launcher?

>> No.4599215

so all these posts bashing it in the past couple of threads are just hype backlash? fair enough, i wondered if it was some obsessive with a grudge

>> No.4599226

doesen't it work on pirated version?

>> No.4599238

there's a lot of shit that could get into a new samsara without problems, mainly because most of it were made already in DOOM or the Barebones Exists

Like The Librarian from Deathwing
>Power Sword(melee)/Thunder Hammer+StormShield(chainsaw with Alt fire as Defense)
>Storm Bolter(pistol)
>Stalker Bolter(Shotgun)
>Heavy Flamer(Plasma)
>Plasma Cannon(BFG)

i see it more as protest against QC and id at most, though id and willits are reverting to the physics to QL/VQ3 on the latest stream because of CTF(it will be the fuckhueg patch with Athena/Major) mode and maps, also they tested CA and Freezetag

>> No.4599280

probably someone from column a and someone from column b

we all know that whenever something passes a certain threshold of popularity, it suddenly becomes shit

>> No.4599281
File: 522 KB, 1622x1264, teotihuacan.jpg [View same] [iqdb] [saucenao] [google] [report]

>just map my shit up, senpai

>> No.4599290

It's more that it's hype about nothing. The mod is very run-of-the-mill, in fact there's a good argument to be made that Samsara is superior in every meaningful way. It's worse to promise and underdeliver than to not promise at all, and that's what's probably inspiring the backlash.

>> No.4599294


>> No.4599303

ah yes, misri halek...

>> No.4599315

good shit, needs some work though

>> No.4599324

Yeah. It is the first version though, and most of the playtesting I had done beforehand was with the retarded Zandronum bots who couldn't play map03 or map05 properly. Version 2 will include some changes, as well as a new bank robbery map.

>> No.4599351
File: 337 KB, 1400x875, Screenshot_Doom_20180219_160701.png [View same] [iqdb] [saucenao] [google] [report]

Too bad it's not exactly playable without cheating.

>> No.4599372

why do you have 10 abs

>> No.4599383

Planisphere is a cool map and looks like a lot of fun to explore but it seems like something I'd use a lot of medikit summons and resurrect commands for just to dick around and maybe attempt to finish it. Plus I wonder how hard it would tank my laptop if I even tried to play on it, it seems resource heavy with the map size and monster count.

>> No.4599394


Sometimes a dude just works out so hard he grows a 12-pack.

>> No.4599417
File: 2.86 MB, 640x480, Resurrected Marine p2.webm [View same] [iqdb] [saucenao] [google] [report]

You can't climb up things you used to. This bugs me.
BUT there's apparently a ladder powerup? So I suppose that's ok

As for the medpacks, I'm not sure how I feel about how the whole health thing works right now. It seems to me they made medpacks more involved to use, but then also gave you extreme health regen.

I know you aren't supposed to be sonic, I was just sad about it

With the unable to run thing, I'm talking about situations where I run for a little bit, then stop, then can't run again or something like that.

The scope right now is either always on (kind of a distraction and blocking the view) or only on when you hold the zoom key, which means firing zooms it in, making it useless except as binoculars.
Before it toggled on and off, now it's hold on.

It used to be that the weapon would kick more if you were in an "unready" state (ie, running around or aiming wildly or something)
It would kick less if you were standing still, much less if crouching or using level geometry to brace the weapon.
Now it kicks wayy too much unless you have it braced, and it's much more difficult to stroll down the hall and blast people. And long range is even worse, since the weapon kick at long ranges basically means you're aiming 30 feet above them

The rocket launcher ironsight sprite is less cool

You used to make a noise when you picked up a mag or something, now you don't

Now there's an explosion sound when you fire the rocket launcher as well as when the rocket hits. Bit less fun to listen to. This is autistic, but it's still my opinion

>> No.4599428

Someone should make a Doom map of this

>> No.4599435

Would be cool for an Ancient Aliens-esque map.

>> No.4599437

Haven't even tried ancient aliens, is it good?

>> No.4599438

Ok, I'm going to go get set on fire in HD and post results.

>> No.4599448
File: 131 KB, 740x283, p0081_2e.gif [View same] [iqdb] [saucenao] [google] [report]

For shits and giggles, I've started up a Samsara CTF server with maps 3 and 5.
Wild West CTF: Samsara Edition. Picture absolutely unrelated.
It's graphically pleasing. Gameplay is okay if you like the newer-style of .wads.

>> No.4599454

I really like it, although I don't play it with vanilla guns
some of the third episode maps are very cramped and labyrinthine though, but overall it's pretty good

>> No.4599474
File: 88 KB, 1191x670, new_retro_wave_remake_logo_by_crepet9000-db4zysp.jpg [View same] [iqdb] [saucenao] [google] [report]

A long time ago, there was a poster here saying they listened to NewRetroWave while playing Doom and it fit really well, the mapset they suggested was Back to Saturn X and I ended up trying it out.

Well I ended up trying that and I have to say, that was a fucking top notch suggestion of music because I've been listening to NRW ever since and I even got the shirt....in fact I got two.

So if the poster of that is reading this, thank you...and you're right, it does go great with Doom.

>> No.4599502

It's very good, especially if you play it with the dedicated weaponset in final doomer.

>> No.4599505

>can't get a 9 second UV speed e1m1
am I retarded?

>> No.4599509

What is final doomer?

>> No.4599521
File: 2.25 MB, 640x400, firetest 1 actually 20fps.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4599524

A collection of weapons based around various mapsets. Started with having two sets between TNT and Plutonia, and expanded from there a couple months ago for Beyond Saturn X, Japanese Community Pack, and Ancient Aliens.

>> No.4599525

How come I can only view webms on nsfw boards?
On blue boards I have to click the filename and view them in a new page

>> No.4599528

>Some maps in TNT have objects that hint towards secrets that are difficulty specific, like candles that only appear on HMP or lower to hint at a hidden wall
Huh, never thought of trying something like that for my own maps.

>> No.4599530

Difficulty differences like that are one of the many reasons I think Doom is such a great and interesting game.

>> No.4599557
File: 40 KB, 640x480, 1519085454222.png [View same] [iqdb] [saucenao] [google] [report]

it took me 6 attempts just to get under 0:12

>> No.4599572

And you've finished all 6 attempts of that just under 12 seconds there?

>> No.4599574

>picking the armor back up when it's still visibly and audibly on fire
come on anon

>> No.4599580 [DELETED] 

Hello, My name is Mianna Günter right over here!

>> No.4599583

Whats the difference between Polymost, Polymer, and Classic in EDUKE32?

>> No.4599590

Classic is pretty much the original renderer, warts and all. Polymost is the standard one that fixes some rendering issues and tries to keep it more of a consistent 3D, basically the preferred method for most. Polymer amps up dynamic lighting and functionality, attempting to go all out in enhancing the game visually, but tanks performance pretty hard if you don't have a good computer.

If you run the High Resolution Pack for whatever reason, you'll probably want to run it in Polymer.

>> No.4599594

So then they both run on the same video game engine correct?

>> No.4599597

They're just renderers built on top of Duke3D's Build Engine using the source port's capabilities, yes.

>> No.4599605

I think Ill stick with Polymost since classic refuses to run above 60 FPS

>> No.4599616 [DELETED] 


[Verse 1:]
Look, I just shed tears homie and now I ain't too proud to admit it
Just seen my father for the first time in a minute
And when I say a minute I mean years man
Damn, a whale could have swam in them tears senpai
Cause as I left them I reflected on my younger days
When it was just me and my brother and my mother played
Father, cause no other man bothered
Not even my biological, it never seemed logical
But I accepted it cause I ain't know no better
Thought I was brighter than a Polo sweater
No pops was like Martin with no Coretta
So many things you could have told me
And saved me the trouble of lettin' my mistakes show me
I feel like you barely know me
And that's a shame cause our last name is the same
That blood type flowin' through our veins is the same
My mama left you and maybe your anger's to blame
But that's no excuse, only you and God know the truth
And why you only call monthly, barely ever saw me
Spend some summers with you and played with my cousin Maury
Maybe I should be tellin' you fuck you cause you selfish
But I want a father so bad, I can't help it

I break down, I break down
Can't help but break down
I break down

>> No.4599619

no i got six 0:12 then one 0:11. so it seems likely an 0:10 would take ages. never mind an 0:09.

>> No.4599625

I know that the 3D Realms was released on April 1, 2003 and the source code was ported to Duke Nukem 3D for PC.

>> No.4599629 [DELETED] 


[Verse 1:]
Look, I just shed tears homie and now I ain't too proud to admit it
Just seen my father for the first time in a minute
And when I say a minute I mean years man
Damn, a whale could have swam in them tears senpai
Cause as I left them I reflected on my younger days
When it was just me and my brother and my mother played
Father, cause no other man bothered
Not even my biological, it never seemed logical
But I accepted it cause I ain't know no better
Thought I was brighter than a Polo sweater
No pops was like Martin with no Coretta
So many things you could have told me
And saved me the trouble of lettin' my mistakes show me
I feel like you barely know me
And that's a shame cause our last name is the same
That blood type flowin' through our veins is the same
My mama left you and maybe your anger's to blame
But that's no excuse, only you and God know the truth
And why you only call monthly, barely ever saw me
Spend some summers with you and played with my cousin Maury
Maybe I should be tellin' you fuck you cause you selfish
But I want a father so bad, I can't help it

I break down, I break down
Can't help but break down
I break down...

>> No.4599630

Quake2XP, vanilla Q2, OR Yamiga(not sure how exactly its spelled) for sourceport Q2 gaming?

>> No.4599639
File: 2.93 MB, 640x512, playing with fire.webm [View same] [iqdb] [saucenao] [google] [report]

let me show you how it's done

>> No.4599641

Yeah it was ported on to the game there just right after they've released the game engine.

>> No.4599642
File: 2.92 MB, 640x512, the spicy shuffle.webm [View same] [iqdb] [saucenao] [google] [report]

and for when it's your body that's on fire and not your armor

>> No.4599658

Vanilla has more bugs than macragge on the 1st tyrannic war in modern machines, mainly because of gl related problems or rainbow software

Any Q2 Sourceport is a good to go, Though Q2XP and Yamagi are the best ones.
Yamagi Suports High res models and textures and its purely vanilla and compatible with everything, Q2XP is pretty much HDQ2 since everything is being remade by hand, and its compatible with everything too

it depends of your own taste


>did 4chanx died?

>> No.4599660
File: 493 KB, 1280x960, Screenshot_Doom_20180219_194726.png [View same] [iqdb] [saucenao] [google] [report]

Posting another revision of the Joel Map.
Current objective: Balance & Bugtesting

Any suggestions for the map are appreciated.


Removed a frame for the static which should hopefully make it less seizure-iffic.

>> No.4599670
File: 188 KB, 1600x1200, clip.png [View same] [iqdb] [saucenao] [google] [report]

we be clip studio paint now

>> No.4599672

use greasemonkey

>> No.4599680


>> No.4599698

What exactly does the chainsaw replacement for Final Doomer TNT do? As far as I can tell, it just heavily reduces your damage taken while active? A full list of weapon details would be nice.

>> No.4599702
File: 196 KB, 1200x675, Screenshot_Doom_20180219_200142.png [View same] [iqdb] [saucenao] [google] [report]

Here's a screenshot of map06, still WIP. It's going to be a bit more sprawling than the others, with multi-story buildings(not floor-over-floor though). One team is going to be the heavily armed the lawmen, guarding the bank, the other is going to be a bunch of drunk, rowdy bandits from the saloon and the three-room motel across from the bank.

>> No.4599707

Hold reload to see weapon details.
Shield protects you from attacks, Hazard keeps you safe in lava/acid/blood, and Vision is a portable nightlight. I never really liked it as a Chainsaw replacement of all things.

>> No.4599712 [DELETED] 

You Breakdown, it's actually song written by a rapper named J. Cole there.

>> No.4599714
File: 596 KB, 1600x1200, clip2.png [View same] [iqdb] [saucenao] [google] [report]

now i'll be able to draw the comics

>> No.4599727
File: 2.90 MB, 640x512, stay hydrated, doomguy.webm [View same] [iqdb] [saucenao] [google] [report]

water can help too

>> No.4599732

>Hold reload to see weapon details.
I had the reload key bound to G for some reason, this helps a lot. Thanks. And yeah, that chainsaw replacement seems pretty situational (obviously) but I can see some good uses for it in TNT.

>> No.4599818
File: 349 KB, 1600x1200, the caccos.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4599834

Go ahead! Godspeed drawanon!

>> No.4599837

I'm pretty sure that it could help.

>> No.4599875

I remember shooting at the imps in that area once. One of them showed its pain state, began to slowly rise into the air, and then unleashed a macross missile fireball nightmare at me. What the fuck happened?

>> No.4599895

Imps have a bunch of different attacks. That's one of the nastier ones they can do.

>> No.4599937

What is another map like this?

>> No.4600008 [DELETED] 
File: 706 KB, 1920x1080, Screenshot_Doom_20180219_215251.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know how to get the BFG secret in ancient aliens map26? the encounter after the blue UFO involves four archviles and a truckload of enemies. I already have an illuminator, but I don't have any cell ammo.

>> No.4600032
File: 1.06 MB, 1280x720, doom04.png [View same] [iqdb] [saucenao] [google] [report]

man look at all this fucking brown
(current mapping speed: 1 room a day)

>> No.4600040 [DELETED] 

And just to clarify, I'm using vanilla BFG cell usage, the illuminator costs a staggering 150 cells to fire, and AA cells give half as many cells as vanilla doom. Unless I can get up there and unload that illuminator, I'm boned.

>> No.4600091 [DELETED] 

Nvm, found it myself.

>> No.4600096

>>> Ash... yes it was there!

>> No.4600106
File: 211 KB, 1200x675, Screenshot_Doom_20180219_222428.png [View same] [iqdb] [saucenao] [google] [report]

You don't know the true meaning of brown, you lily-livered bumbling oaf!

>> No.4600112 [DELETED] 

I break down, I break down
Can't help but break down
I break down

[Verse 2:]
I never thought I'd see my mama on that shit man
It's fuckin' with her body, now she sick damn
I wanted a big house with a white picket fence and a pool
Who would have ever thought that it would come to this, man?
Quicksand is what this life feel like
That shit these rappers kick is nothin' like real life
You made a milli off of servin' hard white, yeah right
My mama tell you what addicted to that pipe feel like
Stupid niggas, I heard the cops be shootin' niggas
I swear to God, wish I could bullet proof my niggas
Can't get no jobs, but they still recruitin' niggas
We tryna stand tall when it gets to crucial niggas

Break down! We break down, we break down, we break down...

[Verse 3:]

>> No.4600119
File: 746 KB, 1920x1080, Screenshot_Doom_20180219_222731.png [View same] [iqdb] [saucenao] [google] [report]

sgt mark
why the fuck is there a god damned ugly ass helicopter model out here? more important why is your fuck ugly helicopter tanking the framerate of a machine with an i7 and a GTX 1070?

>> No.4600120

So which level or mod is this played in?

>> No.4600125

Cleaned up another couple of bugs and been adding supplies in. As much as I want to use https://www.youtube.com/watch?v=q0RYY78JfWY for the boss music, I don't have the room on the wad.

>> No.4600127
File: 687 KB, 400x333, 1449932954682.gif [View same] [iqdb] [saucenao] [google] [report]

Does anyone have a good mapping tutorial they'd reccomend to a newcomer?

>> No.4600128

It's the WIP map06 of Wild West Deathmatch.

>> No.4600129

It made you feel invincible right there.

>> No.4600137
File: 297 KB, 1920x1080, gzdoom 2017-12-20 17-45-00-11.png [View same] [iqdb] [saucenao] [google] [report]

I haven't played Doom in a while but I remember being stuck here the last time I played BTSX when trying to go for the secret exit. How do I get this key?

>> No.4600140


>> No.4600145
File: 139 KB, 655x521, Night_Stalker.jpg [View same] [iqdb] [saucenao] [google] [report]

After Man/Man After Man Doom mod when?

>> No.4600149

quite interesting design to the map there i see.

>> No.4600157

Not a big fan of voxels, oftentimes they'll look pretty out of place next to sector architecture and object sprites.

>> No.4600172

just look it up on youtube

>> No.4600173
File: 52 KB, 500x749, Mandrill7.jpg [View same] [iqdb] [saucenao] [google] [report]

>map set on phobos
>there's grass

>> No.4600174

is this in Doom 1, 2, or 64 here?

>> No.4600179 [DELETED] 

does that baboon own a nintendo switch by any chance?

>> No.4600183 [DELETED] 

You will immediately cease and not continue to access the site if you are under the age of 18.

>> No.4600186
File: 13 KB, 443x680, rail.jpg [View same] [iqdb] [saucenao] [google] [report]

>dude everything has to be on youtube

No, fuck you. I don't want to watch a video for information that could just be explained in a paragraph or two.

>> No.4600189

Is it "appropriate" or respectable to play Plutonia for the first time with the Final Doomer weapon set? It's the only iwad I haven't played yet and I want to UV max it, but I'm anxious about how difficult that's going to be and was wondering how much of an edge the Final Doomer weapons would give me.

>> No.4600192
File: 46 KB, 691x624, 1404536644391.jpg [View same] [iqdb] [saucenao] [google] [report]

Yet you complain about that despite the overcast day and jungle mountains in the vanilla game's skybox? Let's face it, the UAC probably did some terraforming a little bit after they arrived on mars.

>> No.4600193
File: 590 KB, 1400x875, Screenshot_Doom_20180219_213535.png [View same] [iqdb] [saucenao] [google] [report]

Mark really shouldn't be slotting in random high-res textures and replacements into his "map enhancement" mode. Hell, fuck the high-res text font that makes everything clash on the menus and on unmodded hud fonts too.

Just add clutter, objects and lighting if need be, but all these random replacements he's slotting in to Brutal Doom v21 just eat up space and performance for no good reason. If he really wants his fancy lights then he should alter textures to accommodate while keeping the vanilla style, rather than walking into a room with a shotgunner and the walls and floor all the vanilla textures but he's got high-res lights shining down above him.

>> No.4600194

Damn, didn't know people were so sensitive about jokes around here.

>> No.4600198 [DELETED] 

>baww the mods deleted my /v/eddit meme :(

Speak for yourself.

>> No.4600201

no, fuck you for asking other people to do your work for you that you could easily find out yourself?

more likely because it was off topic, you have to understand the threshold of what's allowed

>> No.4600203

I didn't get it

>> No.4600204

I don't even get what the meme is

but i don't go to /v/ so maybe that's why? never seen it before

>> No.4600206
File: 1000 KB, 500x300, Dipper ice cream.gif [View same] [iqdb] [saucenao] [google] [report]

Call me a Hot Take Cathy but is it possible that QC might be average now but get good later?

>> No.4600207

It's related to /pol/shit, that's as much as should be said about it.

>> No.4600209

It's possible. But like with a lot of things, if you find it average now you probably aren't gonna end up loving it later on even with some updates.

>> No.4600216
File: 140 KB, 300x400, doom e1m1 sky.png [View same] [iqdb] [saucenao] [google] [report]

They deliberately made the mountain skyboxes gray leaving no noticeable green at all

>> No.4600218

i'm glad i'm falling out of the loop

>> No.4600223
File: 49 KB, 354x688, HONK.png [View same] [iqdb] [saucenao] [google] [report]

>no, fuck you for asking other people to do your work for you that you could easily find out yourself?

Sorry but I'm just pissed off with the current state of YouTube where too many shmucks pad out video lengths for the simplest of shit just because of that fucking algorithm.

>> No.4600231

I should probably replay Mandrill Ass Project.

>> No.4600235

i mean that happens but that's not really an issue if you just need to look up that particular map of btsx and skip through a video...
(if you put the map name up i would've just looked it up myself because i don't remember)

>> No.4600239

Is Phobos actually that mountainous?

>> No.4600253

Alright then just chill out there man.

>> No.4600257
File: 37 KB, 640x480, Episode1_intermission.png [View same] [iqdb] [saucenao] [google] [report]

N-No Anon you're wrong the UAC terraformed the place so now there's forests everywhere

>> No.4600260

Plutonia is a good mapset to test yourself and know your limits. I'd recommend you play it with Final Doomer and eventually play it again with the vanilla weapons.

>> No.4600262


>> No.4600264

Yeah I'm just going to pretend that I didn't even see you're post right now.

>> No.4600273

>does that baboon own a nintendo switch by any chance?
speak for you're self there kid.

>> No.4600279
File: 694 KB, 854x480, BDWindows.png [View same] [iqdb] [saucenao] [google] [report]

Seriously though, Mark is an idiot that also put breakable glass windows on a moon without an atmosphere.

>> No.4600282

What's a meme now?

>> No.4600284
File: 46 KB, 248x287, aahaha faggot.png [View same] [iqdb] [saucenao] [google] [report]

why the fuck does the green armor have a diaper

>> No.4600290

I can see the UAC putting atmosphere on Phobos. There's a reason why the marines all wear helmets though.

>> No.4600297

Alright I just got blocked off of 4 Chan because I was posting some types of shit like WTF?!

>> No.4600301

so that they don't make out mid-mission?

>> No.4600302

Crotch protector.
A.K.A., critical hit nullifier.

>> No.4600304 [DELETED] 

does that baboon own a Nintendo switch by any chance?

>> No.4600310

Seriously though that shit is fucked up there man!

>> No.4600312

Why are you imitating the other post, and replying to the wrong post at that?

>> No.4600328 [DELETED] 

mainly because i'm just doing it for the fun of it. I've got nothing else in mind to post anything.

>> No.4600337

Doom 3 and 4 were set on Mars and it was very much unlivable air outside, and that's on a planet that actually has an atmosphere.

>> No.4600339
File: 76 KB, 967x510, city1.jpg [View same] [iqdb] [saucenao] [google] [report]

What's a good semi-realistic weapon/monster wad? I'm looking for something to playing Going Down with to make it feel more Die Hard-y

>> No.4600341

Phobos and Deimos are actually just two giant rocks orbiting Mars, they has no atmosphere and barely has gravity, there's literally no way to terraform a 11km wide space rock.

>> No.4600349 [DELETED] 

well mainly because i'm just doing it for the fun of it. I've got nothing else better in mind to post anything at all.

>> No.4600356
File: 32 KB, 678x339, phobos_deimos.jpg [View same] [iqdb] [saucenao] [google] [report]

When you actually look at this image you think what the fuck id staff has smoked to make Ultimate Doom set its story on those.

Welp at least Doom 3 and NuDoom got it right by setting the UAC Facilities into Mars instead of its satellites.

>> No.4600365


>> No.4600374


Perfect, thanks.

>> No.4600387

There's also trailblazer, but I'd recommend either playing on nightmare or switching on colorful hell because it's a pillowblaster mod.

>> No.4600390

My guess is that they wanted to follow through with the "second episode actually takes place floating above hell" twist and figured that it would be easier to explain one of the Moons being teleported there rather than a chunk of Mars.
Then again, they literally could have just set episode 1 on Mars and episode 2 on Deimos and still have used that twist. Alright, I don't know what they were thinking then.

>> No.4600397

xxx-mercenaries :^)

>> No.4600413
File: 42 KB, 750x750, 1509376954770.jpg [View same] [iqdb] [saucenao] [google] [report]

Why hasnt somebody made a mod with enhanced skyboxes? The sources of the skyboxes were found not too long ago.. https://www.doomworld.com/forum/topic/85756-found-doom-sky-source-files/

>> No.4600428
File: 607 KB, 1920x1080, Screenshot_Doom_20160722_151748.png [View same] [iqdb] [saucenao] [google] [report]

if I keep posting sick screenshots then I won't be able to post Poppy reaction images

>> No.4600429

> mann.co armor
it's on fire, that means it works!

>> No.4600432

because hi rez stuff looks out of place and shitty in Doom. At least I think it does.

>> No.4600438
File: 68 KB, 800x600, Blood.jpg [View same] [iqdb] [saucenao] [google] [report]

So I'm playing Blood on my retro rig I just put together. I know I'm supposed to mash "use" or "open" to get the choking hands off, but they won't come off. Is this a bug, or am I doing something wrong?

>> No.4600445

I know on Dosbox, if your cycles are high enough, getting them off is a bitch. Maybe your machine is so powerful something similar is happening?

>> No.4600446

> ep1 set on mars
> ep2 set in hell
> ep3 you return to mars only to see a massive crater with demon buildings in it where ep1 used to be

>> No.4600447

If the cycles are high, then getting them off becomes near impossible

>> No.4600452

It could work if maybe it was blurred made to look far away

>> No.4600457

> last thread someone was apparently mad at zdf mods
it was this pardo guy wasn't it

>> No.4600460

How would one create a Bosseye/Bosstarget that uses the player's position/TID as their target? (ae, it fires at the last known player position instead of at a monster target)?

Been trying to remember how to assign projectiles to the Spawn Aimed Projectile line special and I don't remember how.

65535 = SpawnShot

Actor Spawnshot 30666
SpawnID = 65535

What am I failing to do here?

>> No.4600462
File: 889 KB, 1920x1080, gzdoom 2018-02-20 18-36-13-27.png [View same] [iqdb] [saucenao] [google] [report]

For over the past hour I've tried cross-referencing two videos that went for MAP15's secret exit as well as the Doom Wiki to find all the secrets up until this point and I still don't understand how to raise the ramp. Tricyclic Looper is a rather large and intricate map, and this is just getting frustrating at this point. Apparently every other secret isn't good enough? Christ.

Now please tell me about even more transparent secret map entry methods in other megawads so I can feel better about myself. Go nuts.

>> No.4600472

there's always scythe 2 map31 -> map32
god *fuck* that secret exit. map32 isn't even worth it either.

>> No.4600478
File: 303 KB, 1152x1536, b882053d90354efd82daaf50e5c6ba23.jpg [View same] [iqdb] [saucenao] [google] [report]

Because originally it was set on moon of Tei Tenga.

>> No.4600491
File: 250 KB, 500x500, No HUUHs today Will.png [View same] [iqdb] [saucenao] [google] [report]

Isn't that the one where you have do a mapper-intended skip that bypasses 95% of the level (otherwise locking players out) in order to go into a Deathmatch-style level with those Evil Marines and you have an incredibly short window to reach the secret exit for that Scythe MAP01 with a TWEEST? Yeah that was dumb, I guess Alm thought people knew MAP15 would have the exit either way and some would scan over the most obscure shit to find it, but still.

Given Scythe 1's MAP28 Run From It as well, honestly fuck these speed-based exits. I get that these players are genuinely good at Doom but still some of these windows you're given are tighter than a nun's cunt.

>> No.4600493

technically you can hit the switch that opens up the secret exit even when it's buried in the ground, but yeah it was the speedrun exit that I was referring to
literally anything less than perfection locks you out there, it's crazy

>> No.4600495

What are some recommended half life maps that mainly focus on action

>> No.4600497

Yes but shh. Best not to antagonize the faggot hornet's nest

>> No.4600518

Aside from this though, I added these little floating cube dudes to these voids. I thought they were cute and don't serve any real purpose aside from decoration in the form of Hell-Fauna

>> No.4600520
File: 594 KB, 1280x960, Screenshot_Doom_20180220_012103.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4600550
File: 203 KB, 1600x1200, real pain.png [View same] [iqdb] [saucenao] [google] [report]

i thought using clip studio paint would make drawing fun again but it's not maybe i do suck

>> No.4600562

when i wanted to know something specific i usually googled it or asked here (like about traps n stuff)
but i guess i must have figured out a lot of doom builder just through trail and error... the basics are pretty simple
also would just recommend opening up like e1m1 or whatever and just seeing how some shit works

i think this is a decent written one, even though it's for udmf mostly still applies to boom, which i would recommend you start with over udmf
working with boom it'll look pretty much the same as this guy's screenshots but with just less options/clutter

>> No.4600567

he said it was btsx in his post, which would imply doom 2

>> No.4600580

>never played one
Fuck you.

>> No.4600590

what mod

>> No.4600593

friedrich is best boy

>> No.4600598

you do

>> No.4600601
File: 205 KB, 1366x768, Screenshot_Doom_20180218_164622.png [View same] [iqdb] [saucenao] [google] [report]

why unloved maps so dark

>> No.4600604
File: 3 KB, 195x213, lol look at this hapless dipshit.png [View same] [iqdb] [saucenao] [google] [report]

You don't suck. Don't get discouraged

>> No.4600605

turn up the ambient light level.

>> No.4600608

because it's a spooky wad

>> No.4600614
File: 41 KB, 480x360, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4600615


>> No.4600626
File: 76 KB, 445x500, 1513564141740.jpg [View same] [iqdb] [saucenao] [google] [report]

quake 2 is boring

>> No.4600635

quake 2 has the best soundtrack in the series

>> No.4600638

>Gameplay mod keeps the same running speed but makes you walk slow as shit
I know I'm not crazy in thinking that I'm walking around like a brick house on wheels. Why would you ever do this?

>> No.4600642


You can go outside on vanilla E1M1 so there's probably some semblance of an atmosphere, given that a sleeveless shirt generally isn't great in a vaccum.

>> No.4600645

how is a slower walk speed an issue at all?
if it's too slow for you, just run
slower walk speed lets you do those 2 pixel ledge shuffles without falling off

>> No.4600648

pretty much what the other poster said, because everyone runs in doom by default, it's more useful having your alternate speed be more different, like for those wee ledges or something

>> No.4600662

Or when trying to maneuver spaces full of detail/props.

>> No.4600667

Because I walk a fair amount while exploring new maps to be careful (unless they're very open spaces or have high-action blood-pumping music) and while fighting in small areas, and the default walk speed is slow enough that I can be more precise with aiming but fast enough that I can dodge projectiles in close quarters. That, and because the slow as dirt walk speed just doesn't feel good at all regardless of how much I use it. It feels like I'm walking with 50lb prisoner weights holding me down and that's not a good gameplay feeling.
>slower walk speed lets you do those 2 pixel ledge shuffles without falling off
You can just tap the keys for that, or maybe even use crouching for slower movement, I can't think of coming across those types of ledges often though outside of Chasm.

>> No.4600669

>You can just tap the keys for that
then use movement like in the scenarios you described as the default walking speed being useful?

>> No.4600692

I use the same movements, like strafing and dodging for cover in tight areas, but it's not as easy when you move so slowly and it's not always best to be running at full speed. The default walk speed is just fine as is and has viable (if situational) uses to it, reducing it further may help in other situational moments but I feel that it's overall less useful to have such a large speed disparity between walking and running by making your walk speed so slow. It took the original brisk jog and made it to a near crawling speed.

>> No.4600727

Is Quake like Doom in that I have to play it on Hard? Is it like Doom where Hard adds in more enemies and is actually more fun and still fair?

>> No.4600728

Because GZDoom handles voxel graphics like utter shit. Instead of implementing real voxel support, GZDoom will seriously just render every individual voxel as a 1x1x1 3D model.

>> No.4600730

This looks like an attempt at "realism" from a person who never ever saw what realism is like.

>> No.4600736
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4600743

Hand damage, frequency of mashing required, and quite a lot of other things in Blood depend on your FPS. If your FPS is above ~40, you gonna have a hard time.

>> No.4600745


>> No.4600748

Now that's just bullshit.

>> No.4600750

What's the best way to play Rise of the Triad these days?

>> No.4600752

Hate to say it but yeah
Played through the Quake series for the first time not too long ago
Had a fucking blast with Quake 1 and the expansions
Quake 2 somehow just feels like a slog compared to the first.

>> No.4600753

how so? haven't played it, only the first one.

>> No.4600757

>leaving no noticeable green at all
Looks modestly green. The misty sky also makes it look kind of terraformed.

>> No.4600759

Looks like it's meant to be a groin plate.

>> No.4600760

Quake's recommended difficulty is Hard, and yes, most maps will change both enemy and item pickup locations and quantity between difficulties. Really creative mapmakers can even set up entirely alternate routes in a map depending on easy/medium/hard due to the spawnflag system.

>> No.4600779
File: 2 KB, 87x118, PHOBA1.png [View same] [iqdb] [saucenao] [google] [report]

The old books had it set up with the UAC finding a whole bunch of old structures on the moons, including artificial gravity zones and teleport pads, on Phobos this was all in the Stickney Crater, which the UAC built a large translucent dome over, then filled it with air.
They did mention that the sky was pitch black though, nothing to look at.

Phobos being the name of a Greek god, the personification of fear, Deimos being his brother, the personification of terror, Id could have just thought that was cool (might have been a late Tom Hall idea, don't know if he was still around after they scrapped Tei Tenga).

>> No.4600785

That's the Wild West Deathmatch thing? Nice!

I like that Western theme is getting popular, I was actually thinking myself of making a Fistful of Doom-inspired megawad for HND.

>> No.4600786

Is there any "So you want to play some fucking Quake 2" infographic?

>> No.4600787

No, but feel free to make one.

>> No.4600789
File: 139 KB, 572x599, 572px-Legacy_of_Heroes_MAP08_map.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4600790

I think that's supposed to be the spaceship you arrived on?

>> No.4600792

Hard to say
I guess compared to Quake 1 it just feels repetitive.
Unlike with Doom and Quake where the level theme and design changes as you progress I don't recall it changing all that much over the course of the entire game.

>> No.4600804

I don't know much about the proper ways to play Q2 now tho.
What I want: Play Q2 with textures/models it had on launch (maybe with the polygon wobble fix, if that exists), and combine GL lighting with non-filtered textures without the weird texture downscaling bug.

Is there a method that allows me to do so?

>> No.4600805

So, all other residing modders, what are your ways to combat things like weapon X, Y or Z clearly being too effective when compared to other weapons? Unless you're making a mod like Guncaster/Trailblazer/RO and it turns out some weapon manages to be weaker than anything else.

>> No.4600810

Find ways to restrict use of stronger weapons without it being too annoying or bullshit, like an overheat mechanic, longer animations between shots that can be interrupted with other actions other than firing, low ammo count, limited range, etc.

>> No.4600812

...make it less effective?

>> No.4600818
File: 123 KB, 1280x1024, It's half the size of ZDCMP2 holy fuck.png [View same] [iqdb] [saucenao] [google] [report]

what did he mean by this?

>> No.4600835

I don't really know what you mean, too efficient in what way?

>> No.4600837

A weapon basically being Shotgun/SShotgun and every other weapon (Minus something like rocket launcher and BFG) is left into the dust.

>> No.4600842

are you suggesting that the author should light someone on fire to see what it's like in reality? that's a bit hardcore even for hideous destructor

>> No.4600847


>> No.4600850

I mean, good? That's how things are supposed to work in Doom. You start with not-very-effective weapons like pistol and fists, and get more effective weapons like supershotty and BFG as you go.

Just come up with your weapon ideas, implement and test how good they are; then make less-effective weapons lower in the chain; and higher-effective weapons higher in the chain.

>> No.4600851
File: 716 KB, 1280x960, Screenshot_Doom_20180220_053135.png [View same] [iqdb] [saucenao] [google] [report]

The digsite now looks more like a digsite and underwent a bit of a geometry revision. Map is now structurally done, time for refinement.

>> No.4600852

Make it the BFG.

>> No.4600859
File: 480 KB, 1280x960, Screenshot_Doom_20180220_053505.png [View same] [iqdb] [saucenao] [google] [report]

The right/blue side.

>> No.4600860

Nevada underground, facing yellow/archvile teleport

>> No.4600861
File: 419 KB, 1280x960, Screenshot_Doom_20180220_053625.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4600862
File: 470 KB, 1280x960, Screenshot_Doom_20180220_054234.png [View same] [iqdb] [saucenao] [google] [report]

Ditto, blue

>> No.4600867
File: 487 KB, 1280x960, Screenshot_Doom_20180220_054835.png [View same] [iqdb] [saucenao] [google] [report]

awaiting horde

>> No.4600873

oh hello dr lalve
whens the heavy guide coming out?

>> No.4600875
File: 355 KB, 1280x960, Screenshot_Doom_20180220_055445.png [View same] [iqdb] [saucenao] [google] [report]

maybe if multi-image upload was a thing
second floor

>> No.4600881

These malnourished Revenants need their rocket launchers back

>> No.4600884

as i think you've found out by now, it's too complex a map to be able to explain in "a paragraph or two".
i agree, but the problem is more that mixing high resolution graphics into the existing ones has bad results. the guy who posts here making those black and neon maps seems to be making high-resolution work pretty well, by replacing absolutely everything.
i just tried that again now and couldn't even do that with -nomonsters. map15 to map31 is trivial in comparison, you don't even need strafe50 to reach the yellow key (although it makes it a lot easier to do)

>> No.4600885

Where should I start when I want to learn how to mod Doom competently but haven't got any coding experience whatsoever?

>> No.4600886

>malnourished Revenants
they're skeletons how can they be malnourished
get your favourite mod and take it apart to see how it works

>> No.4600890
File: 332 KB, 600x565, 1493334876415.png [View same] [iqdb] [saucenao] [google] [report]

>as i think you've found out by now, it's too complex a map to be able to explain in "a paragraph or two".

I still haven't found the trigger for raising the ramp to get up to the switch that'll let me get the blue key. There's still a few landmarks that could be used to explain the general location of where this 'trigger' could be, but unless I get the secret then I can't actually put that into practice.

>> No.4600908
File: 2.66 MB, 320x240, ur14dead0216.webm [View same] [iqdb] [saucenao] [google] [report]

okay so pursuant to last thread's discussion i tried Unholy Realms 14 from pistol start again. this was a pretty typical result. i thought i was doing pretty well, then bang. i must be playing it wrong.

>> No.4600913

in your place i would long have resorted to using the map editor.

>> No.4600916

Though I don't know how to operate any interation of Doombuilder (though that could be useful), that just seems taking it a bit far. I was under the presumption that plenty of you lot would've already gone through BTSX Ep1 and would know how to get to MAP31.

>> No.4600918

Experiment with Realm667 weapons, open them up in slade and figure out what makes them tick, do the same with monsters. Have some resources:



we need a "So you want to mod some fucking Doom" infograph

>> No.4600924

>Make a reloadable weapon with idle animation using decorate
>Animation plays only if you don't have any ammo left

>> No.4600925
File: 2.71 MB, 320x240, btsx_e1.15.bluekey.webm [View same] [iqdb] [saucenao] [google] [report]

all right. does this help at all?

>> No.4600927

Resisting the hand is tied to clockspeed I think, so if your computer is better than the devs', it'll just kill you.

Just blast them with explosives when you hear/see them.

>> No.4600928

>Resisting the hand is tied to clockspeed I think
this is why it needs a proper source port, to remove this kind of lazy programming

>> No.4600929

I like it better than the rest of the series.

>> No.4600930

have you tried not fucking up?

>> No.4600937
File: 94 KB, 640x960, missingswitch.png [View same] [iqdb] [saucenao] [google] [report]

>>4600925 (me)
>I still haven't found the trigger for raising the ramp to get up to the switch that'll let me get the blue key.
specifically, this is the switch you are missing, i think

>> No.4600940

How did you manage that? Let me see your code.

>> No.4600956

>unsafe start
>pillar revenants and monsters on high ledges spam
>radsuit time limit
>teleporting monster ambushes
Wow I hate trial-and-error modern style mapping

>> No.4600960
File: 1.83 MB, 400x232, aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.gif [View same] [iqdb] [saucenao] [google] [report]

I do remember hitting the switch before but nothing happened. And it turns out the build on Doomworld's /idgames was outdated when I played it (1.1.2) as I tried out the one in its own thread (1.1.4) there instead and that exact route in your video ended up working in that build. But goddamn this shit is infuriating when it's a bug all along so I'll just pistol start and redo the map in the new version, I guess.

In either case I don't remember a raising door to that courtyard at 0:43 in your WebM; instead there's two switches opening up smaller doors. But regardless thanks for your help.

>> No.4600967

Nvm, got it to work like expected.
But just a quick question, is there a way to 'hide' the select/deselect animation if you don't have any ammo for the weapon?

>> No.4600983

Thanks I've already downloaded slade and looked at some weapon stuff to see how complex it is or isn't, some of it seems pretty simple while other stuff just makes my head spin. I get lost when it goes off into these huge trees. I have no idea how to even read that. And yes, such an infographic would be great.

Are there any definite written tutorials for learning the language you need to mod Doom? Is that ZDoom wiki complete or does it have lots of stuff missing? I don't want to have to gather just bits and pieces from youtube videos that are half full of nonsensical babbling. In depth documentation aimed at total newbies is what I'm looking for. Something that will answer all possible questions that might arise so that I don't have to bother people in this thread or on forums with questions.

Maybe even recommend some general coding tutorials that would help me understand fundamental stuff I should know in order to pick up Doom modding faster.

>> No.4601005

Vanilla Doom is mostly played in UV, but if it stops being fun for you, try it on HMP. For custom maps, usually read the text file, but it's usually the same general idea.

>> No.4601008
File: 117 KB, 1920x1017, Screenshot_Doom_20180220_151247.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4601017

oh good point. now you mention it, i don't think i've got the latest version of the wad.
yes i seem to have 1.1.1. i recall now, every time i downloaded it, they seemed to release a new version the day after. evidently i had decided to leave it to settle.

>> No.4601018

played q2xp over these lasts 2 days, i'll stick with Yamagi/KMQ for now since the last build was beta, also the Soundtrack cutting before the end(which never works in any source port unless is VQ2), but Q2XP is impressive as fuck, it felt like "what if id had remastered Quake 2 for real during Q4's promo"

And i really hope this one ends well, Quake 2 Evolved had a fuckload of potential but the guys Quit out of nowhere, also Art-Turo's mods are compatible with KMQ

and then tom went to 3dr to create ROTT

>> No.4601023


>> No.4601039

>Looks modestly green
It doesn't, it straight up removes the green from the top image.

I mean you can tell it's not green by the transition screen between levels that shows everything is brown/gray (phobos/deimos respectively) instead and there's no terraforming visible.

>> No.4601040

I want to play DUMP 3 on Nightmare but I don't want fast monsters or respawns, I know these are part of the difficulty setting but is there a way to disable them?

>> No.4601041

yes, it's called UV

>> No.4601045

You can't play all the maps in UV, only 48 of them. And I want to finish them all with the hub keeping track of which ones I have finished already.

>> No.4601049

Uh, that's just how many maps to complete before the final portal opens. Maps that you finish close themselves off in the hub.

>> No.4601057

I already know that, I just want to finish all of them in the same "run". I mean, going through all of them in order with map mapXX would work too but it's boring.

>> No.4601067

What's stopping you from doing them all in one run?
>Maps that you finish close themselves off in the hub.

>> No.4601072

Oh sorry! I read it wrong, now I get what you mean. Thanks for the help!

>> No.4601079

Good luck, some of the maps are reaally not well tested, especially on UV (like that one tower defense map)

>> No.4601126

What is your least favorite monster in Colorful Hell?

>> No.4601132

How do I make an animation play upon using an inventory item?
I want a handgrenade that is a part of inventory system, yet still plays an animation.

>> No.4601138

better to just have it baked in to the weapons and use wrf_allowuse* flags in a_weaponready

that or figure out a_overlay
but you might encounter triple hands

>> No.4601181
File: 1.28 MB, 2887x1624, System Shock.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4601205
File: 290 KB, 480x480, cyber ass.png [View same] [iqdb] [saucenao] [google] [report]

>you can tell it's not green by the transition screen between levels
I honestly think the choice of sky textures was an afterthought, because in the first episode you have greenish (in my opinion) hills and mountains with a misty white sky, while on the intermission the mountains are distinctly brown.
In the second episode, you have brown mountains with snow tops and a bright red sky, while the intermission screen shows fully grey mountains and no snow at all.
Episode 3 shows the glowing red mountains and clear red sky; the intermission does show red clouds in the distance, but the mountains and environment in general doesn't really fit the skybox, with tan sand dunes and rather normal looking mountains.

Initially, episode 1 had a brown mountain line with a pitch black sky, as that would realistically what you'd see from inside the Stickney crater (assuming that's where the bases are built). The second episode was the same graphic colored blue, which was probably a remnant of early development when the game was set on Tei Tenga and you'd cross the terminator of the moon to the the other side, where there's constant night. The episode 1 sky would have been realistic, but they considered it really boring to look at, so they just whipped something up that would be more interesting visually, probably the same for episode 2.
Episode 3's sky was possibly a stretch of sand dunes, a pitch black sky, and a blanket of clouds, which was intended to be animated at some point, as there's frames for lightning strikes in a set of them. Possibly they thought it didn't look good enough, or they couldn't get it to work like they wanted (or it affected framerate on slower machines, maybe).

>> No.4601221

This one

>> No.4601227

Nice one there.

>> No.4601239

Nazi Zombies are coming at there's.

>> No.4601250

N64Q2 is something that i would like to see being remade on the same vein as D64

>> No.4601294

I only posted about it twice because I think it's underwhelming in comparison to D4D.

also it's unfun in single play.

>> No.4601298
File: 1 KB, 31x29, nonotbees.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4601304

It's like he's trying to innovate, but doing in a desperate way, that shouldn't be done
Probably the same reason why he can't come up with a mod with a different concept: he's not that creative

>> No.4601307

>Samsara remake is made
>Somebody adds Caleb

>> No.4601309

Does not touch the weird texture downscale Opengl did.

>> No.4601313

when it comes to making maps for dn3d, is it possible to make duke swim in lava, so he can use both the boots and the swimming mask?

>> No.4601315

look >>4598573
Q2E fixed that by increasing the Vanilla textures resolution a bit, and they ended up looking better on GL

>> No.4601316

Either try what that first guy said, or have using the item give the player a token item that causes the weapon to jump to a state where it plays an animation and throws the grenade along with taking away the token. This method is Zandronum friendly but far clunkier and time consuming to make because you'd need to add inventory checks all over the damn place.

Alternatively make reload, zoom, or one of the weapon state buttons (newer GZdoom only) throw the grenade

>> No.4601317

Q2E is a HD texture pack, not a vanilla pack. At least that's what it gets me when I downloaded it.

>> No.4601331

BloodGDX fixes it.

>> No.4601334


>> No.4601340

Colorfull Hell but with variants for the SS guards

>> No.4601348

if i remember well, they rescaled and polished it, hence why some of the monsters looked better in GL

>> No.4601352
File: 2.72 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google] [report]

screenshots showing HD retexture, not vanilla textures tho

>> No.4601360

I just want a mod that adds muzzleflashes

>> No.4601361

>color diversity

>> No.4601394

Hege cactus wants to keep dehacked compatibility since the SS is pretty much that one monster nobody cares about, and usually is just treated as a wildcard for custom monsters. Even then, SS are only encountered in the secret levels in vanilla doom 2, and are almost never used in other mapsets, secret or otherwise.

>> No.4601403

Same probably goes for Keen too
If you think about this, this is another reason why the nazi removal in BFG edition is bad

>> No.4601405

I mean, that is IF anyone were to use those versions of the games, to play wads and mods with

>> No.4601410

Here's what I'm calling v1.1 of Dark7 Europa. Fixed the lumps and p_starts and all that jazz. Some textures was misaligned so I fixed that as well. Here's the updated link and just wanted to say thank you for playing my maps and have a good day today.


>> No.4601452 [DELETED] 

The world is already diverse as it is. Multiculturalism is overrated.

>> No.4601456

very good, yes, very good
a good style, but the unreal noises rattled me

>> No.4601459

Just finished playing it. Here are my thoughts:

Firstly, the map's actually pretty decent in design
Some of the texture choices were really weird, you could pick better ones for some areas.
I don't think the midi fits the level at all, and the new sfxs were kind of goofy
The Cybie fight was weird, if only there were more monsters, maybe. The Archvile was not a nice touch, I didn't even need to kill him, the Cybie did it for me and killed everyone he resurrected as well (I guess I was lucky)
and... I don't mean to sound like an ass or anything but... the "snow" looks like cum. I never liked the flat, but I guess that's just my opinion.
The map was easy, didn't really offer much of a challenge, but it was still enjoyable. You have a future, keep mapping.

>> No.4601479

Pretty good map and really reminded me of Dark 7. I agree that it is easy but not every map has to be a challenge. Nice work and good job.

>> No.4601498

That map though.

>> No.4601519

Yeas I know pretty much there.

>> No.4601520

I wonder if there are any known DOOM WAD/PK3 makers that started out making TerryWADs but later on improved enough in both skill and outlook to make proper WADs...

>> No.4601589

Okay cool me too as well I meant.

>> No.4601591
File: 2.82 MB, 808x480, gzdoom 2018-02-20 21-48-43-66.webm [View same] [iqdb] [saucenao] [google] [report]

Thought I would finally make a system to fade lighting based on a another sector's ceiling/floor level.

>> No.4601601
File: 22 KB, 270x259, Hank-hill-sells-propane-and-propane-accsesories.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a slow version of the King of the Hill theme.

>> No.4601614

I don't hear it.

>> No.4601618

Cool! Very novel. I don't think any source port has that.

>> No.4601620

we duke3d

>> No.4601679

Actually it just made me realize that it wouldn't sound to far off in a Rare game

>> No.4601681

It may sound like blasphemy... But are there any HUD mods for quake? I want something akin to Boom's, or GZDoom's althud - something with all the information moved to the sides.

>> No.4601685


which, coincidentally enough, is why terrywadders hate his ass

>> No.4601692
File: 1.04 MB, 1360x1536, Screenshot_Doom_20180220_163731.jpg [View same] [iqdb] [saucenao] [google] [report]

I know its not Screenshot Saturday, but here's my stuff for the moment, kthxbye.

>> No.4601694

Where is it...

>> No.4601695

what the fuck. This is gorgeous

>> No.4601723
File: 306 KB, 1600x1200, doobie.png [View same] [iqdb] [saucenao] [google] [report]

doom guy drinking a forty in hell basket

>> No.4601725

and paris is there.

>> No.4601730

and Daedolon

>> No.4601732

Baratus when?

>> No.4601748

These fucking things jesus christ
I'd rather fight the fucking bullshit ass scientist than these

>> No.4601770
File: 159 KB, 325x318, 980x.png [View same] [iqdb] [saucenao] [google] [report]

does anybody happen to have version 1.3 of trailblazer and would be so nice to upload it somewhere?
i recently had a hard drive failure and lost all my mods and wads so now i had to download 1.4b but its bloated like fuck with trash

>> No.4601776
File: 2.62 MB, 1680x996, gzdoom 2018-02-20 23-22-49-11.webm [View same] [iqdb] [saucenao] [google] [report]

I hope one day we can smooth the lighting changes of sprites. Or at least have sprites partially lit.

>> No.4601781

I know some ports have 3D models. How are they be treated by lighting?

>> No.4601784

So it's the exact same thing that shows up in Q1 source ports that have model interpolation enabled. The jitteryness isn't just from them moving everything around by hand per frame, but also how the old model formats store the coordinates of each bit and bob of the model- some fuckery about not being accurate enough to look proper even if animated better, func_ has more info someplace but I forgot where.

>> No.4601790

>how are they be treated by lightning
Why am I slowly becoming Jamaican?

>> No.4601791
File: 81 KB, 800x600, 001.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4601793

did you have a close encounter with Brutal Doom's plasma gun?

>> No.4601794

you're henry zebrowski

>> No.4601796

set the speed to 2x

>> No.4601804

I did.

>> No.4601818
File: 321 KB, 1280x960, Screenshot_Doom_20180220_164425.png [View same] [iqdb] [saucenao] [google] [report]

dunno what more to do with this map, music swapped out for something else, two more posters.

>> No.4601827

does anything else need to be added? perhaps it is complete.

>> No.4601836

you know what they say, perfection isn't achieved when there's nothing left to add, it's when there's nothing left to take away

>> No.4601837
File: 9 KB, 330x190, 1506655186440.jpg [View same] [iqdb] [saucenao] [google] [report]

Is this an UT99 map?

>> No.4601882
File: 26 KB, 400x456, imageedit_7_4370520070.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4601889

now see how many of those you recognize

>> No.4601915
File: 1.98 MB, 540x293, uruseiyatsuram6.gif [View same] [iqdb] [saucenao] [google] [report]

All of them, because late 85-98 is my favourite anime era.

>> No.4601920

>people figured out how to get bump/normal mapping for textures
Now we gotta figure out how to get, what was it, relief mapping for sprites? People went out of their way to make brightmaps, I imagine it'd be neat to have dynamic lighting with proper effects on sprites themselves.

Or enter a dark room with only one light source, and then see the shadow of an Imp from behind you cast over the room if sprites were to also create shadows.

>> No.4601928
File: 1.25 MB, 1920x1080, UAC Main Hanger.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4601931
File: 6 KB, 64x72, WALL03_3.png [View same] [iqdb] [saucenao] [google] [report]

I remember this being used on only one map
What one?

>> No.4601934

house of pain

>> No.4601937
File: 288 KB, 1600x1200, ol doom.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4601948

Where abouts? I can't find it

>> No.4601949
File: 60 KB, 640x480, 1519167138040.png [View same] [iqdb] [saucenao] [google] [report]

e2m3: refinery. the thing at the start with the cacodemons.

>> No.4601954

Ah, okay.
I spent the past ten minutes looking for it in House of Pain.

You got me

>> No.4601956
File: 464 KB, 1280x960, Screenshot_Doom_20180220_174338.png [View same] [iqdb] [saucenao] [google] [report]

These. As par the norm, I'm going with gut instinct on what I should do.

i mean, this wasn't nessasary and I could of left them as-is but ...ehhh, the effect's better.

>> No.4601957

So we got a Male marine and a Female marine..

Trap marine when?

>> No.4601958

Door_Raise has a lighttag parameter which does something very similar - not for moving floors though.


>> No.4601959 [DELETED] 

You are not welcome here, /v/.

>> No.4601961
File: 1.92 MB, 1680x996, gzdoom 2018-02-21 00-49-24-74.webm [View same] [iqdb] [saucenao] [google] [report]

Trying to fake light-water caustics. What do you guys think?

>> No.4601969

Just head to map08!

>> No.4601973

wow looks good anon

>> No.4601974
File: 17 KB, 324x289, c60.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4601975
File: 11 KB, 204x142, perfectly normal marine dancing.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4601980
File: 776 KB, 1280x960, Screenshot_Doom_20180220_180445.png [View same] [iqdb] [saucenao] [google] [report]

I'll post the current revision and see the opinions of others. 8 days for reworks so git to it bois. scribe away.


the map is entirely complete-able, balance and difficulty depends on what route you take, so be aware of this; as i gotta balance and re-play it a bunch.

>> No.4601986
File: 456 KB, 1600x900, q2xp0010.jpg [View same] [iqdb] [saucenao] [google] [report]

Been testing Q2XP beta build for a while, following Anon's suggestion.

and besides a few things like soundtrack being cut at the end loop, and the lack a few more options at the menu, this shit is pretty darn impressive.

>> No.4601987

now how the hell do you do that shit? i want those moving lights.

in other words, still no clue on how to make an actor equivalent to the GADDs of Rise of the Triad. (especially the "Clump together and move to specified patrol points up/down WITHOUT wandering elsewhere)

>> No.4601991

now you made me think of that guy who gets aroused by tile patterns
he'd probably love the doom engine

>> No.4602009

I'd really like to see a "reimagining" of Doom 1 in this style - more in terms of progression - Human facility overrun by demons -> hellified human facility -> High Tech Hell.
Making hell a more grim-high-tech and neon place, taking more after Giger and BLAME! than classic hell descripton.

>> No.4602014

Play the last map you played with -fast, post results.

>> No.4602017

Is the whole game + expansions playable in Q2XP?

I think animated decals would be better fit for that. Definitely more resource efficient at least.

>> No.4602024

Doom, The Way /vr/ Did when?

>> No.4602031
File: 1.45 MB, 1920x1080, hellcomplex.png [View same] [iqdb] [saucenao] [google] [report]

Offer still open - https://www.doomworld.com/forum/topic/99183-looking-to-play-and-record-your-maps/

>> No.4602040

The disparity between detailed section befor the door and the rest of the structure is staggering.

>> No.4602041

>Broken up rock with BigBrick instead of Ashwall
This really triggers me.

>> No.4602042

I'd take you up on that offer if my map had more than five rooms (out of probably 13?) right now

>> No.4602061


Impressive anon

Darkplaces could had been like this if the Dillweeds on QuakeOne and LordHavoc weren't such incompetent dildos with the code.

Tenebrae came up close, but the project died fast, and it was superior since it wasn't the clusterfuck that DP is, i would give my ass for a AD using Tenebrae lightning and shadows.

its 100% playable, Though Art-turo said that he wont be working on Reck and GZ weapons for now

>> No.4602089

>R667 now has a section for Friendlies/Fauna
Get to work making some hellish wildlife, Friendo!

>> No.4602094
File: 362 KB, 1600x1200, sacko.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4602104

Where would you even get sprite rips for animals anyway?

>> No.4602115

Now that I think about it, you could probably get some from Redneck Deer Huntin', although they're obviously not going to match many themes whatsoever.

>> No.4602130

Currently playing it. How do lower the bars to drop down to the area below? It didn't have those bars last time.

>> No.4602138

Kill the keen inside the monitor.
you'll lock yourself out of the BFG secret though, so i'm not cluing you into the secret or alternative routes

>> No.4602140
File: 16 KB, 697x617, untiled.png [View same] [iqdb] [saucenao] [google] [report]

im the only doom person to draw and its sad

>> No.4602145

>i would give my ass for a AD using Tenebrae lightning and shadows.
But half the appeal of AD is seeing what gorgeous shit is possible while still being largely within Quake's default graphical limitations (texture size, palette limitations, etc), even if it's closer to Q2 once you add in all the colored lighting.

>> No.4602157
File: 18 KB, 815x597, martian holding noodles.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4602159


No, Charcola draws a lot as well. Same with HegeCactus.
Both tend to be lewd, though.

>> No.4602161
File: 1.70 MB, 1344x756, apooch.png [View same] [iqdb] [saucenao] [google] [report]


Just post on the DW thread whenever you want me to give it a go. I have played maps that were only posted on /vr/ but if you have a DW account I'd prefer to have it all centralized there.

>> No.4602168
File: 12 KB, 838x472, kate.png [View same] [iqdb] [saucenao] [google] [report]

Read the first post in this thread then play this wad - https://forum.zdoom.org/viewtopic.php?f=42&t=58858

It's short but holy fuck. It actually made me cry. There's a video in the thread if you don't want to play it but honestly, I really, really recommend it.

>> No.4602171

wasn't this posted already like a week ago.

>> No.4602174


>> No.4602180

i mean in these threads

>> No.4602182
File: 19 KB, 150x150, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4602184

so did he

>> No.4602185

hence its why i wish to see how it would be, tenebrae shadows and lightning were neat addictions to vanilla since the weren't added shit by hand like DP

>> No.4602186
File: 38 KB, 546x551, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4602189

>I'd prefer to have it all centralized there.
but of those beanned from doodwirl?

>> No.4602191

So I open up the first level with this and I'm greeted with poor framerate, motion blur, and lens flares shining off of about everything. I assume you made some changes in your settings?

>> No.4602192

I played Going Down for the first time and spent literally hours enjoying this map pack. One of the greats

>> No.4602193

yeah i cry too

>> No.4602201
File: 45 KB, 320x240, INTERPIC.png [View same] [iqdb] [saucenao] [google] [report]

Here's version 2 of my Wild West Deathmatch .wad. Features some changes to the original 5 levels, two new maps, an interpic and intermission music. Map07 hasn't been set up for multiplayer play however. Changes include increasing map05's size, and various movements/additions/deletions regarding thing placement. One thing I notice that will be changed next update is the lack of lighting in map06.

Server is up on Doomseeker. Wild West Deathmatch is its name.

>> No.4602210

1060 here and no problems, and im playing with everything up

>> No.4602212

Completed it. 8/9 secrets I think. I liked it, specially the floating rocks at the start, the rest of the base after it, the custom doors at the end and the cave area.
I didn't understand the mecha enemy (or was it ally?) but after dumping lots of bfg plasma without him dying I simply ignored him. I also didn't get the ammo spawners at first. Knowing the secret that leads to them gives you a great advantage.
Also, you can miss the blue and yellow skull keys if you don't know what you're looking for because they don't stand out much.
I wouldn't have needed to kill Keen (although I already had the bfg) but the teleporter at the beginning wouldn't teleport me again and I hadn't got the red skull key.

>> No.4602213


My bad, I just found out about it. I'm guessing it's generally the same core group of people who post to this thread? I haven't been following it for very long (maybe last, 3 or 4 threads).

>> No.4602218
File: 639 KB, 1839x1051, still2.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know why dynamic lighting (i.e red ambient light from torches etc) isn't working for me in GZDoom? I'm running opengl and got all dynamic lights enabled but don't see shit. Zand is fine but GZ doesn't show.

>> No.4602219

Did you load lights.pk3?

>> No.4602220
File: 683 KB, 1920x1080, still.png [View same] [iqdb] [saucenao] [google] [report]


Mine looks like this but should look like this - https://static.doomworld.com/monthly_2018_02/Screenshot_Doom_20180220_213730.png.d6f608fbee9ac16c456474129c00c127.png

>> No.4602224


I hadn't. Thanks, such a simple fix.

>> No.4602231

I'll have to look into these, Can you provide a possible map overlay or rough estimation of your route? There was a mecha ally, yes, intended to help manage the enemys/boss around the Icon. Not sure how you managed to complete the map without the red skull as you need all six keys to activate the lift. I'll try and make the key places stand out more, even with the torches and the like, so i'll inset some cubes.
Not sure why your teleporter wasn't working, it should be set to repeat indefinitely.
I'm not entirely sure on the map come yet, but I'll revise it some more and see what other fixes and the like I can do up for you. I'll see what else I can figure out to make the ammo spawners on the second floor more clear (I figured they'd be necessary given the boss and everything and it's a good place to restock)

With 8/9 secrets, I'm presuming on gzdoom that you've missed the two respective switches to release MAG Kelzad.

>> No.4602235
File: 419 KB, 1366x768, Screenshot_Doom_20180218_162701.png [View same] [iqdb] [saucenao] [google] [report]

me at the computer

>> No.4602247
File: 414 KB, 1366x768, Screenshot_Doom_20180218_162745.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4602265
File: 258 KB, 1366x768, Screenshot_Doom_20180218_164001.png [View same] [iqdb] [saucenao] [google] [report]

imagine him approaching you in your hallway

>> No.4602268

Sorry, I meant I hadn't got the red skull key until late in my run. I used GZDoom indeed, but I did release Kelzad (is he the enemy behind the two cybs at the end?) and hit most of the switches in the map.
From the start I went straight to the area with the ammo spawners. I ran around in circles awhile between that area and the first one until I found the teleporter in the first area. Then I ran around the whole map a couple times, and when I came back to that teleporter it work, so I killed Keen.
The ammo spawners thing is obviously shouldn't be an issue and it is clear once you get it, but guess I'm not used to such tricks. The map was well balanced otherwise.
Besides that, you might want to move the items in the room with the rocket ammo spawner, because you could only grab them by running into them (which is a glitch, kinda)

>> No.4602269

>hey buddy i got a question

>> No.4602284


>> No.4602289

Maybe if your drawings weren't so half-assed you'd get the (you)s you're craving. You have said yourself you're not feeling it anymore and yet you continue to half heartedly post and make remarks about how you're not drawing enough.
Either start drawing more and actually commit to it, or stop passively attention whoring and fuck off. We have enough attention whores as is.

>> No.4602292

oh look it's a fucking door with health
no one likes fighting barons, stop putting them in your maps

>> No.4602293

Made a map with exactly this. It was based off of those old 3D Maze Games.

>> No.4602297

this needed to be said

>> No.4602301

I didn't know Sorielfag played doom but I'd expected him to be a Breddit Doom shitter.

>> No.4602304

Well placed barons can be fun.

>> No.4602312

I don't want to be so harsh but I cannot be quiet about this anymore. This is third artist I've seen who has the talent and ability to make cool shit but they half ass it and just fucking meander around. It makes me unreasonably angry to see such talent go to waste.

I've said my peace. What are you people playing or working on right now

>> No.4602314
File: 143 KB, 1920x1080, ancient.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4602315

I wanted to say this but I feared getting banned due to the very strict moderation this thread has that doesn't allow for rude posts. Thank you.

>> No.4602316 [DELETED] 

oh, it's a samefag.

>> No.4602317

t. doomworld "elite"
barons are good for creating real tension in close quarters. hell knights aren't durable enough for the job, arachnotrons and mancubi are too fat to be an interesting fight in limited space, and archviles are too extreme without ample cover.

>> No.4602320


Barons are useful. They are add to priority list and gameplay when used well. They really add to combat when used in conjunction with other monsters.

>> No.4602321

>arachnotrons and mancubi are too fat
Do you mean their physical size?

>> No.4602325

Are you body-shaming, you son of a bitch?

>> No.4602327

yes, they're like twice the width of the player while a baron is closer to the same size. in a tight hallway, you can maneuver around a baron with some difficulty, but it's just a dps race with a mancubus or arachnotron.

>> No.4602330

You can shut your trap too, just because a few posts are in agreement of something it doesn't mean samefagging. Go be productive in some way, or take YOUR shitty passive aggressive attitude back to /v/

>> No.4602336

We have attention whores? After That Guy left, its been pretty shit-free here.

>> No.4602338

He's still here all the time we just don't mention his name and things carry on as usual

>> No.4602340 [DELETED] 

Fuck off, Cyber and take your orbiters with you too.

>> No.4602342


I'll probably regret asking but who are you referring to?

>> No.4602343


Seriously, don't.

>> No.4602345

Look, sorry but I just want you to either give it your all and put your heart into what you do, or take a step back, pull yourself together and just try not have a pity party every thread. I like your drawings, I love when people make content for these threads, and I love you guys.

But you gotta get your shit together

>> No.4602347

>namedropping on an anonymous imageboard
you have fucked up now

>> No.4602348

We had a massive spergparty about a certain xenofag a few threads ago.

>> No.4602349

Please ignore the naysayers. I like your art and it seriously pains me when shitters start targeting content creators. I've seen too many driven out on other threads before.

>> No.4602350

Still, aside from hasty meatball drawfag and That Guy, we don't really have attention whores at the moment. I suppose I'm doing a bit of it with my current mapping project, but I haven't attached a real identity to it other than my Zandronum name.

>> No.4602352
File: 222 KB, 1920x1080, Screenshot_Doom_20171223_222928.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4602354

Fucking owned

>> No.4602357

I'm feeling the need for a comfy doom wad, nothing too hard and no slaughter, just comfy running and gunning. Any recommendations?

>> No.4602360 [DELETED] 
File: 5 KB, 230x219, 1511823284528.png [View same] [iqdb] [saucenao] [google] [report]

>Doom is a fast-paced game

>> No.4602362

Golden Souls.

>> No.4602364 [DELETED] 

Fuck off /v/, you've never played Deathmatch.

>> No.4602368

>Brainlet wojak is a good meme

>> No.4602369 [DELETED] 

this is literally actively making it worse

>> No.4602371

there is a distinction between recognizing the often-repeated patterns of one autist and just throwing out some random name when you get called out on your bad posting. anonymity provides little protection if you make yourself known in other ways.

>> No.4602372 [DELETED] 

Good job feeding the troll, geniuses.

>> No.4602373
File: 276 KB, 1066x600, 1512075428811.png [View same] [iqdb] [saucenao] [google] [report]

I enjoy them, stay mad.

>> No.4602374 [DELETED] 

Yes, he was merely pretending to be retarded, he troll me.

>> No.4602376

Pirate Doom.

>> No.4602378
File: 6 KB, 228x221, 1511586651889.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4602379 [DELETED] 

Yes, that's obviously what he was doing, an inflammatory comment about a game in a thread for that game's fans, you saying an overused "comeback" won't change that.

>> No.4602383
File: 29 KB, 387x450, 1510797453703.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4602385

I unironically love these pics.

>> No.4602391
File: 141 KB, 971x565, 1512075576342.jpg [View same] [iqdb] [saucenao] [google] [report]

Good man

>> No.4602392

There's a monster design in this one.

>> No.4602393

Not him, but any comfy wads that dont have custom weapons/monsters? Just regular doom?

>> No.4602397

You could try the DUMP series. Quality might be a little bit hit and miss but if the map sucks you can just choose another

>> No.4602401

any of nicolas monti's works
that guy's style is just right and his midi choices are on point

>> No.4602404

He's an attention whore?

>> No.4602410

Not him, but where might I get his maps?

>> No.4602413
File: 294 KB, 800x600, Screenshot_Doom_20140802_041316.png [View same] [iqdb] [saucenao] [google] [report]

This may be a weird answer, but Lainos' maps are comfy to me in a gloomy and melancholic way.

>> No.4602414

yes, the issue is simultaneously posting his drawings all the time while lamenting how he sucks and how he should just stop
yet he keeps posting...
i don't mind him posting but own your shitty art and change your attitude if you're going to do so

>> No.4602415

they're all on /idgames i'm pretty sure

>> No.4602418

I can still draw? As long as I'm not so negative about it huh

>> No.4602419

Not him, but will play his maps. What weapon/hud replacement tho?

>> No.4602426

I mean i can't tell you what to do, but I would like your posts more...
i think your drawings are fine and have more potential too

>> No.4602429

Serious Sam is a good game, hoping 4 comes out this year

>> No.4602435 [DELETED] 
File: 9 KB, 913x913, 1518677291145.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4602440
File: 637 KB, 894x1192, 20180220_223425.jpg [View same] [iqdb] [saucenao] [google] [report]

shitty doomsman

>> No.4602443

>arachnotrons and mancubi are too fat to be an interesting fight in limited space,
Also almost anything can negate their actions, particularly with the Arachnotron.

>> No.4602446

Chainworm Kommando.

>> No.4602447

>you will never play a doom wad where you play as Guts

>> No.4602448

Accessories To Murder and NCHud.

>> No.4602451

Not bad. Doomguy's looking pretty fucking haggard there

>> No.4602456
File: 1.49 MB, 1920x1080, sewer.png [View same] [iqdb] [saucenao] [google] [report]

FDA/Review of sewers.wad if anyone wants to check it out. The video is long as shit but the map is good so def worth checking out. Written review in descrip but doesn't contain as much info as video, meant to be watched and read.

Any critiques about the video let me know please.


>> No.4602461
File: 354 KB, 548x510, how-to-draw-anime-characters1.png [View same] [iqdb] [saucenao] [google] [report]

I give it a two or three on the anime scale

>> No.4602463

i like my manga a 4 usually, a 3 if it's more serious

>> No.4602479

Spitball me some weapon mods fellas.

>> No.4602482
File: 130 KB, 1000x1000, Quake_Bande_Originale.jpg [View same] [iqdb] [saucenao] [google] [report]

Best Quake mods?

>> No.4602485
File: 309 KB, 700x700, Quake_2_-_W32_-_Album_Art.jpg [View same] [iqdb] [saucenao] [google] [report]

Willing to accept ANY Quake game.

>> No.4602493
File: 129 KB, 1024x768, arcaned.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.4602494
File: 418 KB, 1600x1200, fun fun.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4602496

6 is cute

>> No.4602497

>Colourful doom
>With Plutonia Experiments fucking bullshit assfuck "Haha fuck you" permanent respawning chaingunners

>> No.4602502

we can get pretty close with these upcoming updates to GMOTA

>> No.4602503

Noodle limb pain elemental seems pretty unhappy, the beefy arm one is looking pretty pleased with himself though

>> No.4602506

Can't wait to sodomize an archvile with Dragonslayer.

>> No.4602520


>> No.4602523
File: 184 KB, 1280x1024, routes.png [View same] [iqdb] [saucenao] [google] [report]

Ah. The intended route is: Red card> Red door + Keen Shoot, Through opened floor-bars > MARBFACE Switch room > Room with crates and red skull > Freeform (get keys in any order) > Second floor to restock > Control room for keys > Lift > Horus+Baphomet

Kelzad is the dude in the caves/underground that requires flipping two switches to release.

Green = Spawn
Red = Red Card/Skull
Yellow/Blue: key routes
Cyan = Post-Six-Keys
Turquoise = End of map
Linedef Secret Pink = Secret/BFG + Kelzad Route

>> No.4602526

Will a skeleton with an arm cannon voiced by Shao Khan suffice?

Quiet you, it'll come soon enough

>> No.4602531

Kegan, you can't just make everything into skeletons.

>> No.4602538
File: 161 KB, 1105x975, 249321513_Kelzbo.png [View same] [iqdb] [saucenao] [google] [report]

kelzad is this dude, so MAG kelzad would be basically just this here egg boy with his head lopped off and stuck on large machine thing

>> No.4602540

>Kegan, you can't just make everything into skeletons.
You fool, What have you done?! Revenant Doom!

>> No.4602550
File: 212 KB, 1600x1200, LE clothes girl.png [View same] [iqdb] [saucenao] [google] [report]

kate bush wow

>> No.4602568

Not with that attitude. Be a skelecan. Not a skelecan't

>> No.4602575

I don't play Quake, but why not play version 1.7?

>> No.4602585


My bad,I just googled arcane dimensions and thats what came up. Get 1.7 / whatever the latest release is.

>> No.4602591


Somehow I managed to miss him, even though I saw the message indicating he was released. Is he perhaps the guy in the large machine thing in the lift before the Icon chamber?

As regards the intended route, I tried that but restarted as soon as I got that "secret denied" because I though I could do better. In the end I got a heavily non-linear gameplay, basically exploration, which I liked really.

>> No.4602593

im pissed off there is no pron of le talior girl

>> No.4602598
File: 595 KB, 1920x1080, iconic.png [View same] [iqdb] [saucenao] [google] [report]

Another FDA, much shorter this time.



>> No.4602606

Man between her, Basilissa and the Hell Dame and Baroness, we're spoiled for choice

The creator is a big damn tease

>> No.4602609 [DELETED] 

Just stop drawing

>> No.4602617
File: 95 KB, 655x515, who yoooou 2 redux.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4602618

Fuck. Off.

>> No.4602627

Both are pretty non-linear; ultimately.
He is the large machine thing in the underground contain area that gets teleported to the lift, yes.

>> No.4602629 [DELETED] 

No he needs to go back to /ic/'s /beg/ if he wants to actually draw. Right now he's just spamming this thread with shitty scribbles, either fuck off and draw better or kill yourself.

>> No.4602631
File: 89 KB, 600x450, Sealab_2021.jpg [View same] [iqdb] [saucenao] [google] [report]

Been watching Sealab 2021 today. Any underwater wads worth playing?

>> No.4602632
File: 136 KB, 408x335, 1461237159285.png [View same] [iqdb] [saucenao] [google] [report]

>I don't play Quake

>> No.4602634
File: 15 KB, 800x800, C4JXQANW8AA4yWy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4602637

Pirate Doom has underwater sections...I think.

>> No.4602639

Arcadia Demade is the only one that springs to mind. Made by one of the level designers for Bioshock IIRC.

>> No.4602664

That's the spirit, give us all you got.

>> No.4602665

Did you see that freaking chopper explode?

>> No.4602667

this is still your best work, time to stop reposting it and do something as good :)

>> No.4602668

it's my favorite reaction image i made it myself but i will

>> No.4602678

2 3 and 4 are best

>> No.4602691
File: 105 KB, 896x960, scrap057_a.jpg [View same] [iqdb] [saucenao] [google] [report]

lets go super anime

>> No.4602702


>> No.4602710

Mutiny showed a little bit of (pretty good) underwater effects but didn't put you down in it.

Lainos made a map called Sonar, which is an underwater base, and in which you do go out in a water filled cave (if I recall right). It's a large sprawling base.

>> No.4602714 [DELETED] 
File: 38 KB, 380x448, Image1.jpg [View same] [iqdb] [saucenao] [google] [report]

guess what's happening here

>> No.4602715 [SPOILER] 
File: 38 KB, 380x448, 1519194147466.jpg [View same] [iqdb] [saucenao] [google] [report]

guess what's happening here

>> No.4602719

Alright, just got done with Blood Episode 3.

Why the fuck was this whole episode so easy? Aside from the backtracking enemy encounters were predictable as fuck, and the boss was a huge pushover compared to the first one. What the heck?

>> No.4602720


Looks like a friendly back massage.

>> No.4602726

episode 1 is the hardest episode

>> No.4602734

Not sex, unless you have a completely fucked up understanding of anatomy.

>> No.4602739 [SPOILER] 
File: 565 KB, 2432x2816, 1519195342286.jpg [View same] [iqdb] [saucenao] [google] [report]

not and i sure do

>> No.4602741

Destination Unknown has one or two levels with underwater sections (no scenery, just literally "screen turns blue and you feel underwater"). Not much ambience to it but it has nice gameplay. It's a coop mapset tho

>> No.4602743

You got me there. I mean I'm not playing anything else besides vanilla, and I won't until I finish my Doom backlog

>> No.4602772

>Metal Gear Imp

>> No.4602817

>tfw i posted basically the same thing and everybody shat on me

>> No.4602823

i don't recall

>> No.4602824

doomguy preparing to crack an imp thot's skull (colorized)

>> No.4602829

i call it, the making chocolate pudding at 4am in the morning

>> No.4602834
File: 393 KB, 546x489, Frodo.png [View same] [iqdb] [saucenao] [google] [report]

You ever watch any of the Rankin Bass cartoons?

>> No.4602862
File: 525 KB, 1280x960, Screenshot_Doom_20180221_031443.png [View same] [iqdb] [saucenao] [google] [report]


Removed the "bfg denied" message as it discouraged using a specific path.
Changed torches/keys so they stand out more
Added an additional red key
Changed some things in the main building so you can clear it out early in accordance with secrets
1/3 screens

>> No.4602863

>Hell Dame

>> No.4602864
File: 660 KB, 1280x960, Screenshot_Doom_20180221_031500.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4602865
File: 339 KB, 1280x960, Screenshot_Doom_20180221_031522.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4602868

> baroness > baron
> hell dame > hell ____
fill in the blank

>> No.4602871

Hell ____ what?

I mean I've seen pics of Baroness, Basilissa and Tailor Girl.

But I don't recon seeing any "hell dame"

>> No.4602875

hell knight > hell dame
baron > baroness
you get it now?

>> No.4602884
File: 1.54 MB, 1368x770, greymood.png [View same] [iqdb] [saucenao] [google] [report]

One last FDA/Review for the night - Greymood by MysteriousHaruko. You can also check the YouTube description for text review/more info.


>> No.4602890

>Recolors the rock flat to snow
>Doesn't make the ashwalls match

>> No.4602901

looks nicer with such contrast imo

>> No.4602902

the bricks above have a trim on the floor
why couldnt the snow floor have it too

>> No.4602925

>doom classic complete

$14.85 USD Price of individual products:
$14.95 USD Cost of this package:

>> No.4602927

>buying doom

>> No.4602931

Well it looks like I might not be. Steam requires a phone number now for some reason and I can never remember my own number.

Since when does steam require a fucking phone number to buy a game. Were parents getting pissy about kids using daddys credit card?

>> No.4602932

don't think it requires a phone number, you can probably skip it
are you talking about the 2 factor auth stuff?

>> No.4602936

I had to put one in. Maybe it's an Australian thing.

>> No.4602941

Oh well I found my number and installed the game. Time to see what all the fuss is about. Hopefully it can handle modern computers.

>> No.4602943

>game opens in a dosbox
Well that's one way to port a game I suppose

>> No.4602946

Ah fuck. Something with the resolution is crashing the game. Fuck it I will fix it in the morning.

>> No.4602948

hmmm I'm in NZ, googling I can't actually see anything about you NEEDING to put in a phone number for anything
it might be more related to your payment method than steam itself perhaps

...why not use a sourceport?

>> No.4602950

>it might be more related to your payment method than steam itself perhaps

>> No.4602960

Berserk is like Doom's version of the spinach from Popeye or the magic potion from Asterix
>A young Doomguy falls into a big berserk box and gets the ability forever, even after finishing levels

>> No.4602975

>or the magic potion from Asterix
These demons are crazy, I tell you.

>> No.4602990
File: 146 KB, 380x540, poor little doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4602998

cyka blyat

>> No.4603005
File: 488 KB, 1920x1080, Screenshot_Doom_20180221_140546.png [View same] [iqdb] [saucenao] [google] [report]

Smells like time travel.

>> No.4603025

i think they're all pretty cute

>> No.4603047
File: 265 KB, 1136x810, IMG_2356.jpg [View same] [iqdb] [saucenao] [google] [report]

Is ketchup broken for anyone else? Each time I try to run it GZDoom returns an error like "Script error, "ketchupV5.decorate.blood.txt" line 545: Expected ',', got '|'.
I've also tried to run it with stuff like smooth doom and GMOTA but no dice either

>> No.4603056

If you open it up in Slade and find the line it's talking about, you can change the 'I' into a 1 and it should work.

>> No.4603057

doesn't ketchup replace monsters? why would you load a gameplay with it?

>> No.4603059

Welcome to god-tier coding.

>> No.4603061

It's sad to see you board the jelly train, anon.

>> No.4603064

No? At least, not that I'm aware. I was led to believe that it was compatible with a lot of gameplay wads, so long as I use the splatters only version of ketchup.

>> No.4603065

Hold up, Private John Thomas made the same mistake in Ketchup as well?

>> No.4603070

>implying he wouldn't just copypaste the code wholesale
i expected better of you anon

>> No.4603074

>Private John Thomas

>> No.4603082
File: 636 KB, 1920x1080, TheGloom.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone want to try out my Quake 3 map?

>> No.4603091


>> No.4603095

Make an add on that makes her nude when her clothes are removed.

>> No.4603118


>> No.4603123

How much of a engine rewrite would it be to make wads like nuts.wad run well in gzdoom?

>> No.4603137

A lot, it runs like shit because of how the engine handles things.
PrBoom+ runs it better, but can't do flashy things like ZScript or ACS.

>> No.4603154
File: 300 KB, 1366x768, Screenshot_Doom_20180220_213811.png [View same] [iqdb] [saucenao] [google] [report]

After some test and bugs thanks to Vertigo in DoomWorld, I'd dare to say the map has no mistakes and bugs now.

I also fixed some ammo location (I ended up giving way too much shells near the end) and supposedly fix the fact you could get killed during the final cutscene. The map should be done and balanced by now.
If the lights doesn't look like in the screenshot, there's something wrong with your openGL settings.
And also you can jump even after disabling it in mapinfo, shame on you.


Thanks to everyone who played my map for the bazillionth time before!

>> No.4603159

I think I'm doing Out of the Silent Planet and Caught Somewhere in Time next, I see map ideas in both but the later has too many greedy ideas.

>> No.4603195
File: 2.86 MB, 640x480, SONOFBITCHMUSTPAY.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4603198
File: 93 KB, 392x267, 1500583904378.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4603201
File: 1.85 MB, 480x360, engine pecularities.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4603210

the glitch occurs when you die while moving and your hitbox in on a sectir but your hitboxes center axis isn't

>> No.4603217
File: 2.57 MB, 1024x768, rocket caco jump.webm [View same] [iqdb] [saucenao] [google] [report]

I actually didn't know that.

>> No.4603268
File: 2.93 MB, 750x422, ranger has a seizure.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4603281
File: 122 KB, 1280x1024, Screenshot_Doom_20180221_114017.png [View same] [iqdb] [saucenao] [google] [report]

>gathering every loaded rifle in the map in preparation for 13 enemies at most
I might be slightly overpreparing.

>> No.4603290
File: 381 KB, 430x410, 1505174131598.png [View same] [iqdb] [saucenao] [google] [report]

>caring about rifles so much
Looks like you love wasting your time

>> No.4603294

>Jackhammer powered locomotion

>> No.4603296

I can't play it as I'm out to work in a little while, but it does look ace as fuck.
hope you get some testers, anon.

>> No.4603298

>too warm
>too wet
>Toulouse Lautrec

>> No.4603303

>me playing team fortress 2

>> No.4603305

Not a glitch. Chaingunners were an intended feature of the game.

>> No.4603324
File: 1.28 MB, 320x213, 1493591157783.gif [View same] [iqdb] [saucenao] [google] [report]

>Mfw the unorganized mess that is the Aeons of Death spritefiles
How the hell has the creator managed to keep track of them all?

>> No.4603330

>that fov
Yummy! Straight up delicious, anon. I love it when other people use really high retard fov like me. Does anyone else use FoV like this in Doom?

>> No.4603334

Playing some coop doom

VP's quasi-oldschool survival servers - The Rebirth (one life, fast monsters as well)

Come join in on the fun and pain! VP himself is even in the server!

>> No.4603343

Jesus christ the mapset that comes with brutal doom is ass. I think the mod is pretty good, but these maps are a terrible introduction to doom

>> No.4603353

It has maps now?

>> No.4603357

he likely means the infamous map enhancement script, and is also likely pretending to be retarded.

>> No.4603359

it has re worked maps for the original 2 dooms, in an effort to make them more detailed or interactive, most of what he showed off was in doom 2, and Im seeing why, his work on doom 1 is lackluster, which is a pity as Extermination Day gave us an impression of him as a decent map maker

>> No.4603382

Hell on earth starter pack, is it?

>> No.4603389

not thats the decent one, the levels are bit overly large but otherwise well done and can be played with any mod, this is a map enhancement add-on that comes specifically witht he latest brutal doom

>> No.4603390

Yea it's shit, terrible designed just a bunch of show offy setpieces that miss the point of doom gameplay

>> No.4603393

thought it was maps of chaos

>> No.4603394

I use 110 (or increase the default value by 20 in any game that I play)

75/90 is slow, boring and disorienting, especially in games like quake where you're constantly jumping around. bunnyhopping actually becomes harder.

>> No.4603395

The dude is a technical wizard when it comes to doom, but that doesn't necessarily translate well to maps. Brutal doom is a great mod with terrible feature bloat and a creator that loves to piss everyone in the community off.

>> No.4603401

Brazilian Robbie Rotten gets banned everywhere.

>> No.4603404

>technical wizard
I mean, at least features from HND or Doom Delta don't feel like they're trying to sacrifice performance or gameplay, because the whole map script thing feels like it's making BD into a tech demo of features, that may never work properly.

>> No.4603409

a look at his spaghetti code disagrees with that, I think a chunk of his stuff is fun but it is brute forces together and done on the fly without planning ahead

>> No.4603418

>technical wizard
In that somehow despite how awfully things were implemented it magically still works?

>> No.4603421

its like a game made by the ad mech

>> No.4603439
File: 84 KB, 619x340, jesus-christ-what-the-fuck-is-that.png [View same] [iqdb] [saucenao] [google] [report]

So I've never actually completed Doom II, started a new playthrough yesterday and...am I the only one who things the level design is kinda shit in it? I mean, in the first Doom, the challenge came from "How can I get past this horde of 20 dudes with only 10 HP?", but in II the biggest challenge I've had is "WHERE THE FUCK DO I PUT THIS RED KEY?"

>> No.4603445

There's a lot of good and a lot of shit in Doom 2.

>> No.4603453

IWAD level design is actually pretty shit, a whole lot of mazes and dull encounters. pwads surpassed doom long ago.

>> No.4603460
File: 23 KB, 400x304, 1495949155668.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw seen the first few maps of Doom 2 so many times due to testing mods (Own or otherwise) that you're getting sick of it

>> No.4603468


If you're running GZDoom you need ketchupV5r.pk3

Not sure where I got it but should be easily findable (wadseeker if needed)

>> No.4603508

Sounds better IMO. Are you going to submit it to Joel's contest? I don't know if it's still going

>> No.4603526

I wanna get into Doom modding. I kinda wanna keep the engine vanilla (no slopes, 2D plane, etc), do you think that's a good idea? Or is it limiting?

>> No.4603534

You'll have testers whenever you decide to start your next map. Great work dodanon!

>> No.4603539

That's fine. More source ports would run those maps if they're in old Doom or Boom format.

>> No.4603552

That was my intent, kinda wanted there to be universal compatibility and whatnot. Now the question is, do you think it would be worthwhile to put in the time and effort for a full conversion mod? Or should I just stick to Doom expansions?

>> No.4603570

Doom 2 isn't amazing as it's own game, but the first 11 maps are pretty good, nothing mindblowing, but they play well.

The resources it provides in addition to the original game has been fantastic for the community though, that material has been invaluable, archie, boner and fattie really change up the gameplay dramatically.

>> No.4603573

>IWAD level design is actually pretty shit
I don't agree, Doom 1 and Final Doom has a lot of quite good maps.

>pwads surpassed doom long ago.
I won't argue that, people have really honed Doom to a science in all these years.

>> No.4603580
File: 140 KB, 1265x770, MC10_Tricky_2.png [View same] [iqdb] [saucenao] [google] [report]

Yes, I intend to.

I fucking love corpse sliding.

oh what. thought I fixed that. Where did you get into the building that those didn't trigger?

>> No.4603592
File: 13 KB, 356x311, Clipboard011.jpg [View same] [iqdb] [saucenao] [google] [report]

More like made by a mekboy.

>> No.4603631

Technology sometimes works automagically, you're not supposed to question it

>> No.4603632

>Where did you get into the building that those didn't trigger?
Through the yellow skull door. Actually, it was outdated version. Didn't noticed new one because 4chanx is stupid.

>> No.4603638

/doom/ if someone doesn't mind, im doing the Storytime thread for QC comic on /co/ atm


>> No.4603641

Good wad to play high noon drifter with?

>> No.4603647


>> No.4603650
File: 50 KB, 800x800, 1449710153782.jpg [View same] [iqdb] [saucenao] [google] [report]

Any wads where you go inside a guys body and his innards are the levels?

>> No.4603651

I'm getting "no player classes defined" when trying to play with zandronum, any fix?

>> No.4603662

Don't play with zandrake.

>> No.4603669

>have to set up all my sensitivity and options again

eh, guess I'll pass

>> No.4603682
File: 12 KB, 232x185, 1413136364735.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to play what was essentially a flagship ZScript mod on Zandronum

>> No.4603725

yea yea, I set up gzdoom and it works, any gore mod reccomandations? ketchup doesnt want to work

>> No.4603730

Not everything needs ketchup or extra gore mods, anon.

>> No.4603731

Universal Gibs.

>> No.4603734

>Shub niggurath is still alive, and she rules the arena along with the other gods, visor is a fucking cultist

well fuck

>> No.4603738

almost like it wasn't one person but rather a bunch of people.

>> No.4603741

>am I the only one who things the level design is kinda shit in it?
No, that's literally the most commonly spouted opinion here and people who actually like Doom 2 don't actually exist.

>> No.4603742

Even then, wouldn't it make sense to make different folders for each game/weapon instead of just lumping them all together?

>> No.4603758

Should Doom and Quake be played with no freelook or only on keyboard for the first time?

>> No.4603761
File: 139 KB, 384x153, john carmack.png [View same] [iqdb] [saucenao] [google] [report]

play however you feel like it.

>> No.4603767
File: 13 KB, 470x369, 1507602119801.png [View same] [iqdb] [saucenao] [google] [report]


Fuck no, +mlook all the way

>> No.4603772

doom is more fun with freelook but purists love horizontal aiming, take your pick.

>> No.4603776

For Quake, do whatever you want.
For Doom, play with no vertical aiming. I first played it with a controller.

>> No.4603780

doom had mouse support from the very earliest alpha versions that we have
vertical aim is a different argument, but there is absolutely no reason to play doom without a mouse

>> No.4603781

Doom with a mouse but horizontal look only. Don't let the keyboard-only posers fool you: Doom has always had mouse support.

Quake with free look all the way baby.

>> No.4603782

Whoever led you to believe that is a liar.
Also your problem is that the coding was made by a dumbass, who wrote in 0.l instead of 0.1. Open it up in Slade, do a search for 0.l, and replace it with 0.1.

>> No.4603783
File: 59 KB, 1600x1200, DOOM00.png [View same] [iqdb] [saucenao] [google] [report]

What is the most brutal vanilla official map and why is it E4M2.

>> No.4603787


Strange Aeons is a good fit, with the patch. Unloved is also good if you comment out the player class.
Epic is fantastic, Epic 2 is great until you go into space.
Scythe 2 is a classic for a reason.

>> No.4603797



>> No.4603804

E4M1 is worse, especially if you're going for 100%
E4M1 has 8 health in the entire map and is filled with shotgunners (not to mention 5 barons, which you get 12 rockets for)
E4M2 gives you a soulsphere right at the start and a plasma rifle early on, along with more than enough ammo to use it. the only rough part is the start as you scramble to get on your feet - after that it's smooth sailing.

>> No.4603885

Going Down does something like that

>> No.4603893 [DELETED] 
File: 413 KB, 1280x1024, Screenshot_Doom_20180221_164824.png [View same] [iqdb] [saucenao] [google] [report]

>backpacks actually have a function outside of encumbrance mode now
this isn't good for my hoarder tendencies

>> No.4603923

>earlier version
Oh, okay. We're good then

>> No.4603995

I died a thousand deaths when doing a pistol-start-only run of the vanilla iwads, particularly E4M2, Map16, Map22 and Plutonia's 4, 10, 15, 20 and of course 32. But E4M2a and Pl's Map10 were the worst I'd say.

>> No.4604176

maybe try universal gibs instead

>> No.4604190
File: 7 KB, 550x528, keke.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4604196

DTST lmao

>> No.4604205

yeah first go i would just stick with no vertical looking, it's how it was designed and many maps today still are, you'll be closer to the original gameplay in doing so (like it'll stop you from cheesing some bits with enemies you wouldn't normally be able to see without the mouselook)

but after that i'd just go full freelook if you want, though some wads i still disable it

>> No.4604754
File: 540 KB, 1920x1080, pharaoh.png [View same] [iqdb] [saucenao] [google] [report]

Just made another FDA - https://www.youtube.com/watch?v=HU2ra1opmyk

As per usual check description for text review accompaniment and download link.

Can't really recommend this map desu.

>> No.4604769

Whoa Cool right there!

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