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/vr/ - Retro Games

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4645482 No.4645482 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4638653

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.)

Doom RPG series



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.4645484

=== NEWS ===

[03-14] 18 Min Long Video About Guncaster

[03-13] Anon map release: AmongDreams.wad (3 maps)

[03-14] All Of Sverre Kvernmo's Cabal Maps In One Wad

[03-13] GZDoom 3.3.0 To Gather User's Hardware Information

[03-12] GMOTA Trailer Premieres: To Release This Friday

[03-12] Anon map update: Sacred Ground

[03-10] English game files of id Software's Doom RPG series from mobile available, emulator required

[03-08] Ken Silverman released the BUILD2 engine

[03-08] Fall of Triton released; a megawad in the style of Doom's PlayStation port

[03-06] Anon map release: Loads Of Time (WIP)

[03-05] More about early builds of DNF

[03-04] Anon speedmaps a deathmatch level

[03-04] Ex-3D Realms staff have early builds of both DNF and DN3D, but Randy Pitchford is practically blocking their releases

[03-03] Talan.wad update

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4645506

Mapping is not worth the time if you're not naturally talented

>> No.4645507
File: 1.33 MB, 1543x2719, CQ2t1Ib.jpg [View same] [iqdb] [saucenao] [google] [report]

Weird, the image I posted last thread is the new thread.

Anyways, post old stickies.
I miss having an actual horror column.

>> No.4645508

Bitterman probably got whisked away by the Gods into the Arena after killing off the Macron.

>> No.4645510

>naturally talented
are you trying to start fights?

>> No.4645513
File: 36 KB, 800x371, lewd.jpg [View same] [iqdb] [saucenao] [google] [report]

Also any good urban mapsets?

>> No.4645514

>intentionally inflammatory statement

does a submarine swim?

>> No.4645517

This isn't true. Some people have an easier time because they can grasp the tools better than others/have better knowledge of the games they map for, but practice makes perfect. I've been mapping for more than a decade and it took me about half of that time to get good.

>> No.4645518
File: 17 KB, 354x149, 1520484516720.png [View same] [iqdb] [saucenao] [google] [report]

>tfw he doesn't snatch the chaingun as soon as possible and out-range the demons
Who else /chainsniper/ here?

>> No.4645526

>Not chainsawing cacos and arachtrons if safe.
Surely everybody snipes with the chaingun.

>> No.4645535
File: 52 KB, 453x516, glsuic.png [View same] [iqdb] [saucenao] [google] [report]

>it could be five years before I make something worth playing

>> No.4645553
File: 186 KB, 679x960, Bosnian Girl with an AK.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay, Going Down with Police Brutality is now Die Hard.

>> No.4645567
File: 364 KB, 1366x768, Screenshot_Doom_20180314_205831.png [View same] [iqdb] [saucenao] [google] [report]

My least fav jpcp map already.

>> No.4645574
File: 247 KB, 1199x1030, DVjrB-HWkAMJL_W.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a great classic-style Quake map released a month ago. Only found out about it yesterday so maybe other people missed it as well.


>> No.4645591

Anything worth doing is worth doing right. Start practicing Anon

>> No.4645593
File: 964 KB, 1280x789, bazelbomber.png [View same] [iqdb] [saucenao] [google] [report]

What mods have the best explosives?

Hard mode: No Pillowblaster

>> No.4645595

You don't get good at anything overnight, especially not something like level design. It's not an impossible task but you have to practice lots and lots to get good. What differentiates a good level designer from an average one are practice and intimate knowledge of the game's mechanics, design and systems, so it is good to study the game carefully before laying a single brush down.

I have never seen, in my whole level design career, anyone who started making perfect maps on first try. That just never, ever happens. Everybody started by making crap maps and shoddy experiments.

Level design is also super broad a term for retro games, since you basically do pretty much everything, from layout design to scripting to architecture to lighting to encounter design, etc, which are mostly separate fields in modern game dev. I have the utmost conviction that practicing level design a lot on retro games like Doom or Quake (especially Quake et al cause it's true 3D) gives you a significant edge over, say, professional environment artists who may not understand the problems and roadblocks a professional level designer can encounter when working together or vice versa. Keep in mind also that you most probably won't be good at every aspect of level design; for example I downright terrible at scripting because that bores me to tears.

>> No.4645597

(this is of course if you want to make a living in level design/any field that has to do with level design).

>> No.4645601

Do you know of any writing on map design theory? As an aspiring level designer that would be of use to me.

>> No.4645606
File: 393 KB, 2518x1200, TSPG_VS_VGP.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4645607

Writing, not off the top of my head, but there are tons of GDC talks about level design you can find on Youtube. These are super interesting and very good overall (and are pretty much the only thing of interest in GDC to me). I also don't like Mike Brown much but he did a pretty good level design video on Uncharted 4 I believe which I recommend watching.

Listening to developer commentaries on some games is also pretty insightful. It's always interesting to listen to Valve devs talk about level design in HL2 and other 'recent' games of theirs. The level design for HL2 is super linear but they use very broad techniques that can work in many situations.

>> No.4645610
File: 472 KB, 624x475, xBxwNQ1.png [View same] [iqdb] [saucenao] [google] [report]

>spent time importing textures in slade
>go to doom builder and start making the map
>save map
>forgot slade open so I closed and saved through there too
>the slade save overwrote the doom builder save
>will have to redo everything
I really just want to make a cool linear medieval-esc map but I did this shit 5 times already and I keep doing the same mistake, Jesus I hate my brain

>> No.4645631

Sometimes it's better to lose progress. You already have an idea on what you want to make, and may even make it better than the first time.

>> No.4645632
File: 28 KB, 260x328, 51RVfg5+6QL._SX258_BO1,204,203,200_[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Funnily enough, John Romero says that most map designers consider "Designing Disney" by John Hench as a fundamental book. He says that the architecture and visual design of theme parks (and specifically Disney's) is the mindset game and level designers should have.

>> No.4645634

Outside of very empirical information, such as how to improve performance, reports on demographs I've never seen anything on GDC I thought was any good. Everything else just seems like rubbish, or even worst encouraging the dumbing down of your level.

>> No.4645646

not unless operated

>> No.4645651

I disagree, but I do find 'academic' level design too safe and boring, personally. I am self-taught and never went to any game design school. What I learned was through dissecting games I liked, careful scrutiny and trial & error.

>> No.4645664
File: 237 KB, 1152x864, Screenshot_Doom_20180315_045852.png [View same] [iqdb] [saucenao] [google] [report]

>nuclear high powered plasma rifle as a marine in DRLA

>> No.4645674

Nuclear Barrels.

>> No.4645679
File: 96 KB, 1024x768, XGPyTxK.png [View same] [iqdb] [saucenao] [google] [report]

Would John Romero be able to casually publish tool and asset sources for Quake the same way he did for Doom a few years ago?

Does his messy relationship with Quake's development make such a thing less than certain?

>> No.4645686


>> No.4645697
File: 105 KB, 254x243, ddemon.png [View same] [iqdb] [saucenao] [google] [report]

>The map shits out ammo and gives you the SSG yet expects you to find a use for the chainsaw

>> No.4645708

>the enemies you're facing are hordes of cacos, barons, mancubi, arachnotrons, revenants, archiviles and cybers
>mapper keeps giving you boxloads of bullets and shells
Sure let me just sit here until the year 2070 killing all these mancubi and barons with a fucking chaingun you donkey

>> No.4645712
File: 55 KB, 347x347, YnN8lU.jpg [View same] [iqdb] [saucenao] [google] [report]


>tfw you've stereotyped Kinsie as "the dog guy" so hard that you assumed this was his work

>> No.4645714
File: 76 KB, 174x329, SO_Done.png [View same] [iqdb] [saucenao] [google] [report]

I think Going Down is just not for me.
I'm willing to bet they get really interesting and creative, but the difficulty spikes/style of the second through fifth/sixth map is just ridiculous and not fun.

How am I supposed to even play around the giant spawn wave in Blood & Rockets? How am I supposed to kill high damage enemies spawning in three different angles away from where I'm meant to be looking?

I'm sure it's great but I'm going to have to grab some crazy overpowered gameplay mod to enjoy it.

>> No.4645715

QuakeEd's code was already published years and years ago- not that long after Quake's release, actually- but no one could use it because it was developed for NeXTSTEP systems which nobody owned. That aside, community made tools have long since surpassed anything id was using at the time, both editing wise (Radiant, Worldcraft, etc. for traditional three-views, Trenchbroom for 3D, JACK for a combo) and compiling (tyrutils and later ericw's tools have added so many extra options that still work in vanilla WinQuake id1 it's crazy).

The QuakeC source files were publicly released a ways back as well, as was the id Tech 2 engine source code (although I don't remember if it was Q1 or Q2).

>> No.4645721

Someone in the last thread said that fighting MegaTen demons in Doom would be dope as hell. Anons of /doom/, how would you do a wad of the Doomguy fighting his way through the demons we know and love, and the demons of Shin Megami Tensei?

>> No.4645728

someone made that years ago, it's based on Strange Journey because spess muhreens.

>> No.4645732

Anyone else experience lag on GZDoom recently? Particularly with WADs? I've been experiencing this with Darkesthour.WAD to be exact.

>> No.4645738

I should have clarified a bit. I was thinking of a megawad where you have to wade through the hordes of Doom demons, MegaTen demons, angels, Satan, and even *record scratch* himself. All with vanilla weaponry.

>> No.4645741

Not really, I was kind of having some lag, but I'm pretty sure it was because I extended the range of my flashlight mod, it went back to pretty much lagless after I turned down the range of it.

>> No.4645742
File: 102 KB, 1138x1478, 1505269624440.jpg [View same] [iqdb] [saucenao] [google] [report]

Yes, very much so. 64bit Not sure what's going on.

I had anistropic filtering on, anti aliasing and a ton of other stuff like multisampling before and it ran fine but just recently it's been running ever so slightly slow, regardless of WAD and even after I disable 90% of this stuff.

>> No.4645758


Same with any other hobby, mate.

>> No.4645759

Why are you trying to chainsaw a baron, anon?

>> No.4645761


The biggest question would be getting monster sprites.
And, uh, good luck with that.

>> No.4645765
File: 1.05 MB, 1920x1080, OBCmap01.png [View same] [iqdb] [saucenao] [google] [report]

Operation Bodycount Mod



>> No.4645786

>5 years practicing how to make good Doom levels
>dudes like Doom Marine, Erik Alm etc. just came out swinging with their first ever wads

Telling ya'. No motivation to map if you're gonna waste 5 years of your life learning how to make something someone with little experience made better in less than a few months. And when you manage to make a good map not more than 30 people will play it sorry

>> No.4645789

Also meant for

>> No.4645801
File: 4 KB, 189x198, 1512269972691-1.png [View same] [iqdb] [saucenao] [google] [report]

I know right. Thing is: it requires too much luck. The teleport ambushes traumatized me. Everytime I'm playing any other wad and I press an important switch/grab a key I get my best weapon and my heart starts beating fast. I can't recommend Going Down to anyone. Just can't.

>> No.4645821

you need glasses my dude

>> No.4645826

>*record scratch* himself.

>> No.4645828
File: 311 KB, 532x531, Judy really happy.png [View same] [iqdb] [saucenao] [google] [report]

Playing through TNT: Evilution reminds me of how palatable megaWADS can be when later levels don't have 200+ enemies.

>> No.4645835

How many unreleased maps did these guys make before they published their first ever wad? Ever thought about that?

>> No.4645887
File: 149 KB, 1920x1080, plainautomap.png [View same] [iqdb] [saucenao] [google] [report]

Anyone got cool / interesting color suggestions for GZDoom automap? Screenshots would be cool too.

>> No.4645893

black background lime green lines with varying degrees of yellow.

>> No.4645904

like 5 or 6 probably

>> No.4645913

>just came out swinging with their first ever wads
i can g u a r a n t e e you they were not their first wads

the idea that someone with little experience can make something fantastic on their first go is pure fantasy

>> No.4645917

>Erik Alm etc. just came out swinging with their first ever wads

Erik Alm's "come out swinging" moment was Scythe, which was multiple years after his first public work.
Stop inventing excuses and learn how to map. Yeah, it takes a while to do well. Yeah, it fucking sucks that you're going to start shitty and take forever to get to that point. Yeah, it fucking sucks that even once you do you're going to compete with a whole bunch of other people.
Do it anyway, faggot.

>> No.4645919
File: 1.73 MB, 512x321, 1518247720700.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4645957
File: 882 KB, 1266x680, 27946108_10210216326354840_700635591_o.png [View same] [iqdb] [saucenao] [google] [report]

In terms of feeling like mapmaking is an uphill battle because you'll put so much effort into something that few people will probably actually play, this isn't the same, but I think it's similar. Jeff Gerstmann's review for Super Mario Maker has an interesting point:

>Ultimately, this is how I'd recommend you play the game, as well. Play it with at least one friend in mind. Make levels and send them back and forth... You don't need fancy streaming equipment or social media to make Super Mario Maker work. You just need someone who's willing to go down the rabbit hole with you. One person.

I've never tried it nor have I tried mapping either, but this seems like an interesting way to feel like mapping is meaningful. Having at least one someone who will play and react to whatever garbage you make while you play and react to theirs could give an immediate sense of progression and continuity in your mapping career: you make a map, you get a response on it, you play your friend's map and get inspiration for yours, and there's a collaborative, conversational process that would naturally evolve your skills over time.

Of course, step one is making a friend who will learn to map with you. Of course, step zero is making friends.

>> No.4645974
File: 843 KB, 1680x997, Screenshot_Doom_20180304_223826.png [View same] [iqdb] [saucenao] [google] [report]

so what do you fellas think of the GZD data collection thing?

>> No.4645979

never heard of it til now

>> No.4645985

most retarded niggery i've ever heard, but they say it's temporary so whatever

>> No.4645986

I understand why they're doing it, and it's a legit reason. It's just another example of their autism that they can't understand why people would be bothered by it, and had to be pressured into even allowing an opt-out feature

>> No.4645987


I hate that the only justification they (repeatedly) fall back on for it is "But other things on the internet do it a lot too!".

>> No.4645990

Devs are proposing it; they want to find out how many of the users are running the game in OpenGL 2.0, so they can feel justified in removing support for it when they find out most people don't.

>> No.4645995

a vital step forward in continuing to better the program

>> No.4645996

I was talking about finding a use for the chainsaw, I don't think I'm the one that needs glasses.

>> No.4645997

things that should not be in a fucking source port of a 22 year old game

>> No.4645998

i honestly don't think they're THAT dumb but i've been surprised before...

>> No.4646003
File: 689 KB, 1920x1080, firebluam.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4646004
File: 260 KB, 424x508, 1388602119556.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4646005

>bad opinions
like clockwork

>> No.4646037

Graf being a faggot is unsurprising. Him still being around after getting sand in his vagina over Lillith was a bigger shock.

>> No.4646060

some guy was asking for more hell maps in the last threads. saw this in my travels: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dhs-lutz
havent played it yet but could be cool

>> No.4646068


>> No.4646071

> no shit for brains it's me

>> No.4646073

ah yes, my favorite id character

>> No.4646074

This is my dream.

I also want to make every single sprite be fireblu, but keep the original's contour.

>> No.4646076

if there was a way to grab alpha masks from sprites on the fly

>> No.4646082

I think I could just give every single sprite a texture shader, but I'd need a way to access fireblu itself from the shader and I'm no gzdoom rendering code wrangler.

>> No.4646084
File: 1.36 MB, 1920x1080, yep.png [View same] [iqdb] [saucenao] [google] [report]

I'm a textured automap pleb

>> No.4646086

you don't, that's why I misread

>> No.4646091

i think people are blowing it out of proportion, but it still boggles me why they didn't just do an optional survey.

>> No.4646097

isn't caleb in the game already?

>> No.4646098

Graf claims they've tried multiple times, but so few people respond that it's been worthless.

>> No.4646104

well he should take a fucking hint.

>> No.4646106

when did doomguy get so fat

>> No.4646109

32 hamburgers in 24 hours

>> No.4646124
File: 478 KB, 1728x1080, ss_12377827d3d59dda9ea04ba6c50c81a70b1eaa65.1920x1080.jpg [View same] [iqdb] [saucenao] [google] [report]

Always impressed me how Blake Stone could run around carrying a few hundred 24k gold bars in his pockets just fine.

>> No.4646128

who the fuck are either of these people

>> No.4646130

is there any hud mod that is similar to the original (ie has all the info on the bottom center ) but just looks better / more sleek (like with no brick texture on the side)

>> No.4646131

He is, and there's a Heretic/Hexen mage that summons a Maulotaur.

>> No.4646147

That it's being massively blown out of proportion by ignorant retards who think an ip address is worth anything at all.

>> No.4646151

a reasonable idea with absolutely botched presentation
graf and rachael are just the worst at PR

>> No.4646156

infographics doesnt work wtfff

>> No.4646158

It's less about what it actually does and more about it being completely unacceptable for many people. Source port users don't want the thing to be sending data back to some remote location that probably isn't even very secure in the first place, even if the data is relatively useless.

>> No.4646160

How do they collect data? can I type things using the chat and they'll get the message? because I definitely have some suggestions - disabling sprite smoothing by default for example

>> No.4646163

>March 16
Shit that's when the new Kirby game comes out, I'm definitely not gonna be able to hit up QC until the week after this drops.

>> No.4646165

It sends useless data exactly once. All it serves for is to make charts tracking hardware usage percentiles.
This is all faggots taking it the worst possible way because it's Graf, let's be honest. Even of he's still ab utter faggot.

>> No.4646169

When you run GZD it sends them the version being used, your IP address, the WAD being played, keybindings, system specs, antivirus program, steam/gog/uplay/origin/microsoft/xbox account, and how long it's been since you took a bath

>> No.4646171

>All it serves for is to make charts tracking hardware usage percentiles.
When Steam does it they at least make it a manual survey you have to consent to instead of something they do behind your back like all the other shit they do with your personal information.
Seriously why even implement data collection rather than just put a survey or something up instead? If it wasn't one of the best source ports out there to use people would probably have stopped using it because of this.

>> No.4646172

This gives massively larger amounts of data for the charts with no effort from the users.
If you're afraid of it collecting data 'behind your back' -it's not, they made a thread to inform people about it- then read the source code. Not that I'd expect you to know how to read even a batch script.
Oh lauds, they know your system is 64 bits, whatever shall we do?

>> No.4646175


>Oh lauds, they know your system is 64 bits, whatever shall we do?

Honestly this.

Who cares if you don't like data collection, it's completely harmless in this case.

If you really have a problem with it you can just not use GZDoom and never have to deal with it ever again, oh no wait you can't because if you could you wouldn't actually have a reason to bitch and moan about it in the first place.

>> No.4646178

well at least they're not touching my bitcoins

>> No.4646184

>they made a thread to inform people about it
And in the very same thread people have been making the same concerns and complaints about the data collection. If it was really this underwhelming of an issue why would so much of the community even be bringing it up in the first place?
You are right though, it is harmless, but I still think they could've at least had a little courtesy to let people have a choice in their privacy.

>> No.4646185



> on the internet

>> No.4646186

>singleplayer game
>on the internet

>> No.4646189


>> No.4646190

>A_RadiusGive doesn't work on purely decorative/dummy actors, RGF_OBJECTS has to be something that's damagable
>A_RadiusGive also doesn't work on +NOINTERACTION or +NOBLOCKMAP actors
This is a pain in the ass!! I wish A_CheckProximity had an actor blacklist so I didn't have to deal with this awfulness.

I'm just trying to get an invisible spawner actor to check for any nearby spawners that aren't of the same type.

>> No.4646192

yes, my second favorite id character

>> No.4646194

an "interesting" post history:

>> No.4646198

>>March 16
>Shit that's when the new Kirby game comes out, I'm definitely not gonna be able to hit up QC until the week after this drops.

Because, like everyone else here, you'll be playing the new GMOTA.

>> No.4646203

>GZ sees you're using a pirated copy of windows
>Reports your IP
>Few minutes later Bill Gates warps into your room and anally rapes you without lube from the back until you purchase a copy of Windows 10 Professional and opt into the Insider Program
>GZ also sees you have AMD instead of nVidia
>Jensen emerges from a flaming gate and proceeds to double team you with Gates and won't stop until you order two new 1080 Ti's and a GSync monitor
Yes let's all just let them do whatever they want, there is no way they will ever use this against us at all whatsoever

>> No.4646206

>If you're afraid of it collecting data 'behind your back' -it's not, they made a thread to inform people about it
>"True, but let's not forget that we haven't even discussed yet, how to convey the message to the user. The main concern, obviously, is that we do not want to scare away those non-forum visitors which constitute the silent minority. As developers we absolutely NEED the info to decide how to continue with legacy support so this needs to be done in a way that people feel they can participate rather than being spied upon."
Straight from the fag's mouth.
Most people that look for software like this don't even look at anything other than the actual download page and what the software itself presents.
It wouldn't be considered behind people's backs if your assumption that every single user actually goes to the threads and reads the source code back to front, but the real world isn't like that.

>> No.4646210

both of those programs regularily make backups of the files they overwrite. Check those.

>> No.4646217

But muh GZDoom multiplayer

>> No.4646224

Not me.

>> No.4646225

I'm pretty sure Germany has ridiculously strict data privacy laws, I wonder if we could get him thrown in prison for this. Sadly probably not because the server is in America but it's a funny thought.

>> No.4646230 [SPOILER] 
File: 198 KB, 766x821, 1521115034171.png [View same] [iqdb] [saucenao] [google] [report]

i've been in the mood to draw more teaser pics of tailor gurl

>> No.4646234

>the floor is fireblu

>> No.4646236

That was a really fun map. Thanks for posting this.

>> No.4646238

is she wearing the V bikini?

>> No.4646239

best armor

>> No.4646248

Anyone who thinks this is a good thing are the same people who believe that believe everything they see on TV.

>> No.4646249

did you type this while wearing your tinfoil hat?

>> No.4646251

Oh no, her legs are being sucked into a vortex!

>> No.4646254

she can suck my vortex. :smirk: :smirk: :smirk:

>> No.4646262

you have drawn breasts as spheres. they are generally not unless it's a very bad implant job.

otherwise good, i like.

>> No.4646308

Is he wrong? Do you trust people who gather your data, secretly or not? Do you trust what TV tells you?

>> No.4646314

Easy there Alex Jones, they aren't gonna see what you're jacking off to, it's just seeing your IP like literally every single website on the internet does. 4chan has your IP right now, OoOoOoO scary!

>> No.4646328

I know what it fucking does, you shitcock, it's the principle of it.

>> No.4646329

So you're mad at every single website you visit too then? Cause it does the exact same thing. Where your complaints towards the entire internet? You're being petty over nothing, you LOVE complaining even though you perfectly know there's nothing wrong with it and you can opt out of it to boot, unlike a website where you have to go through more hoops to achieve that.

It baffles me how you can compare this to "hurr i bet you trust tv too" when the software in question is OPEN SOURCE.

>> No.4646331

And one of the excuses for this is that they can get excuses to drop even more support and make the game run on even fewer systems

I can't believe there are retards braindamaged enough to defend this shit. Generation I(phone) has ruined the internet.

>> No.4646337

>[03-14] 18 Min Long Video About Guncaster
Damn, PillowBlaster has nice taste in music.
Guncaster's looking really good, lol at him chunking his own framerate though.

>> No.4646340

my friends don't wanna play Guncaster cause you play as a were-dragon thing and think it's made for furries.

>> No.4646341
File: 37 KB, 300x348, YHVH.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4646343

Hey faggot, you can disable the setting.

>> No.4646359
File: 104 KB, 1020x569, 12 barrel shotgun.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake1 mod where you have different types of ammo for Shotguns and the Nailguns WHEN!?

>> No.4646362
File: 4 KB, 565x380, tugma.png [View same] [iqdb] [saucenao] [google] [report]

If furries cared about Guncaster then there would be more than a grand total of two remotely lewd images of Cyg.

Just tell them it's a play on Dragonforce.

>> No.4646363

> 12 barrel shotgun
excuse me?

>> No.4646364

> dragons
> furries

>> No.4646365

>a grand total of two remotely lewd images of Cyg

>> No.4646368

It would require a collective disablement if we hope for graf to keep universal system support. And a combination of idiots running around that think that every change made to Gzdoom is a good one and Graf's autism you can wave goodbye to a good portion of support, and likewise, a good portion of the doom community as well. Don't blame me for wanting to be able to play gzdoom both at home and on a laptop.

>> No.4646369
File: 100 KB, 591x815, sorg.jpg [View same] [iqdb] [saucenao] [google] [report]

This is always a fun thing to be an ass about.

One R63 from here and another from /aco/.

>> No.4646379

You got lava nails in one of the expansions.

>> No.4646395

>colorful hell has a black arachnotron
>it doesn't seem to have any costum sprites
oh well

>> No.4646417

You can blow up 12 barrels with it in one shot

>> No.4646420

Or, flood the server with fake data
>Don't blame me for wanting to be able to play gzdoom both at home and on a laptop.
just use software mode

>> No.4646439

Software mode sucks, OpenGL exists for a reason.

>> No.4646454

Do voxels still fuck up rendering of nearby midtextures in software mode? that's the main thing keeping me from it.

>> No.4646462
File: 90 KB, 645x729, you.png [View same] [iqdb] [saucenao] [google] [report]

>Who carsh if ghraph remubes ohpengl suppurt for literally noh reashun? Jhust use shoftwhere mude!

>> No.4646465

>me like funy feel guy meme

>> No.4646468

that spriters resource thing reminds me: doom is like one of the most modified, explored and documented games, yet people, even big video game sites and id themselves, keep getting stuff about it wrong, like using the wrong images on some content or misintrepretating shit like how the bfg actually works or how doomguy outrunning a rocket is actually a glitch.

>> No.4646479

He's right, one of the big reasons to use GZDoom is OpenGL, almost nobody plays it in Software mode.
Why remove support for 2.0 when it's fine as a compatibility mode?

>> No.4646481

>Still playing through Strange Aeons with High Noon Drifter
>Stumble on a secret map based off Maniac Mansion, complete with Purple Tentacle monsters
I really love this mapset.

>> No.4646484

Going Down is best played with stuff like Trailblazer.
Vanilla weapons are too weak for the chaos it descends into.

>> No.4646487

So, my work on ProjectILE has stalled out a ton- mostly because I'm having issues getting the BFG replacement working the way I like it. Plus moving apartments and all, but that's an aside.

Instead I'm considering giving the player a class-based upgrade, or a class-themed weapon or power, but I wanted to gauge interest:

>Warmage: Gets a magical kite shield, medieval style, that will slowly regenerate his armor with 100% damage absorption but a cap of 50. Holds the starter pistol in his other hand. Firing will use up pistol armmo, while altfire will make the shield detonate some of the warmage's armor, blasting enemies away.
>Arcanist: Slowly regenerates mana- The altfire will use a shitton of that to plain outright zorch enemies from existence.
And then I'm kinda stuck on the beguiler. It's got a high move speed, and it's starter power already lets it phase through objects. I was thinking something timestop related, but that kinda feels overdone- even if ProjectILE's entire point at the start was to make hitscan attacks into projectiles.

>> No.4646496

>almost nobody plays it in Software mode.
Except QZDoom got merged into it, sooo...
Anyway I try to play it in Software a lot of the time, problem is sometimes it just crashes when it has trouble rendering things (it crashes partway through 3rd map of UTNT when looking down a foggy passage)

>> No.4646497

What do you think happened to all ZDoom users after it folded? Do you think they all stopped playing Doom completely?

>> No.4646502

I don't know, probably.
Just because you prefer Software, doesn't mean OpenGL 2.0 compatibility needs to be axed.

>> No.4646504

Generally you have to pay people to maintain legacy code and compatibility cruft, because it isn't fun.

>> No.4646540

Which Doom 4 mod is the best?

>> No.4646549

don't be friends with redditors

don't be this paranoid fucker either

>> No.4646556

Then shut up and sit down, quitter.

>> No.4646568

why does doomguy's death scream in perkristian's sound pack sound nothing like his original scream

>> No.4646590



Holy fuck, seriously. he did an outstanding job with all the sounds, even going as far as to re-mix some of the sounds like the cyberdemon's death sound.

But what happened there?

>> No.4646650

In terms of quality or recreaction/faithfullness?

>> No.4646651 [DELETED] 

> trump says he thinks violent video games are responsible for school shootings
> doom was supposedly a factor in the columbine shootings, govtFags cant into 2018
> graf suddenly decides to start collecting IP addresses to identify hardcore oldschool shooters, might have been asked by the FBI to do so
just saying maybe

>> No.4646653


make the world a favor and go outside for once in your life.

>> No.4646654

I believe he couldn't find the sound he needed so he substituted one he thought was closest.

>Responds to obvious /pol/ bait

Speak for yourself.

>> No.4646656

we can defeat him by forcing him to look at our degenerate porn tastes

>> No.4646657

My computer wont run GZdoom 3+ because after just a few seconds in a map under software mode the game lags so bad I have to kill it with task manager.

I cant use GL because im stuck at openGL 1.5 (my hardware does not understand shader language).

Does anyone know how to get QZDoom? The download page for it has disappeared.

>> No.4646659

I never tried mapping, it's not fun and at the end no one will play your wad

>> No.4646667

I lag whenever I find a secret.

>> No.4646673

Of course no one will play your wad that you never even made to begin with because you've never tried mapping.

>> No.4646674

If you post it on here I will certainly play it.

>> No.4646675
File: 101 KB, 800x1158, 1503769283864.jpg [View same] [iqdb] [saucenao] [google] [report]

My first publicly released map was part of JoM5. I had spent a few dozen hours practicing mapping and it will have been played by hundreds, if not thousands of people, especially after final release.

>> No.4646680 [SPOILER] 
File: 312 KB, 1217x836, 1521137343959.png [View same] [iqdb] [saucenao] [google] [report]

dont look down there might be imps popping out

>> No.4646681
File: 37 KB, 605x454, 345345.jpg [View same] [iqdb] [saucenao] [google] [report]

>graf zahl gets owned
>"quits" GZDoom
>comes back and updates GZDoom
>it's now running even worse

Hope you boys are ready for a bunch of mods to die off when we all go to Zandronum

>> No.4646682
File: 605 KB, 1200x1200, koume wants to watch a movie.png [View same] [iqdb] [saucenao] [google] [report]

I hope I'm driving them nuts.

>> No.4646684

c-c-ant we just... make our own new souRce port??

>> No.4646687

obvious /pol/ bait? I doubt it, that sounds like the sort of thing those dullards would say.

>> No.4646692

> jumps with unexpected excitement
It appears GZ 3.25 is actually working on mine and they got rid of the runaway lag issue.
> in fact, it also is displaying dynamic lighting in software mode too, which is nifty because now I can actually see dynamic lights

youd have to base it off of chocolate doom and add legacy functionality for the script/decorate stuff. I think 3d models in doom was a mistake, voxels would be okay as long as it was handled like duke voxels.
> leave it oldschool compatable with like DX9, no fancy modern shit
bunch of work that only hardcore edgelords who actually have coding skills would attempt

>> No.4646696
File: 185 KB, 320x200, tumblr_ohy37bCvue1s3uhtzo1_400.gif [View same] [iqdb] [saucenao] [google] [report]

How does /doom/ feel about reloading in Doom mods?

>> No.4646701
File: 18 KB, 420x300, 1521012218636.jpg [View same] [iqdb] [saucenao] [google] [report]

What is wrong with her right arm

>> No.4646702

Entirely neutral myself. I don't like how Doom makes you wait before switching weapons though. I wish it were instant like quake

>> No.4646707

Depends, if it's actually thought out and the reloading serves a genuine purpose to the flow of the gameplay, it's fine, but a lot of bad mods will just tack it on there.

>> No.4646713

In terms of anything

>> No.4646716

as with many things it's all in the execution
>gun porn with neat sounds and animations
very yes
>lazy goldeneye-style
okay i guess, weapons better be strong if i have to stop shooting every so often
>lazy goldeneye-style, but as slow as the gun porn reloads
very no

ammo mechanics come into play as well
if it's just a normal doom ammo pool, that's not really all that fun or interesting
bring in mags and you're on the right track, you have to consider whether it's worth discarding your unused rounds to top off before the next fight
add one in the chamber mechanics on top of that and now you've made something fun out of what's normally a chore, as you try to control your fire so you can get those perfect reloads every time

>> No.4646719

Do you guys think it's better to compile GZDoom from Github and run that or just use Wine on Linux?

>> No.4646732
File: 99 KB, 640x400, caco has a crush.png [View same] [iqdb] [saucenao] [google] [report]

It can be used as a gimmick to nerf a weapon, like having a pistol that does nice damage or fire rate, but then you have to reload it.
> Bonus points if it uses the same ammo as another weapon but you have to "condition" the ammo for the weapon
> such as loading a magazine from chaingun ammo and the pistol uses the magazine as ammo and just gives you a counter for currently loaded shots.
> Also would be a nice touch for the BFG so that you can actually only use it 4 times, because you'd have to stick a cell in it and let the gun internally charge its capacitors off of that
(makes you switch to a fake weapon that shows you plugging the cell in the BFG and the lights on it start increasing for adding charge, or in the case of the pistol loading bullets into a magazine)

Whereas some other weapons can hand-wave reloading like the RL or plasma gun. Breaks consistency but who cares. SSG already requires reloading but its part and parcel to its firing state.

I DO not like reloading across the board for everything. Reloading needs to be a per-weapon gimmick (as in, only for certain weapons) imposed to balance the weapon and nerf it, so that it can be more satisfyingly stronger. If its done across the board it gets annoying and interferes with the classic vibe (regardless of the mod).

Fast Weapon Switching SHOULD be a thing, but im happy with 2x switch speed. Its too bad we cant use 0.5 tic frames and let the game just clip them off if interpolation isnt present. Having 1/0 raise and lower frames is okay enough right now though.
> I do not like how quake1 has instant switch because it really looks cheesy like the designers wanted to skip making lower/raise frames (ie, since its blatantly unrealistic it looks like an error, like "no way they actually intended for it to instantly switch, they just forgot to code the transition").

>> No.4646762

there's no reason you should be having to use wine. what's your distribution? it looks like they provide ubuntu packages directly from https://zdoom.org/downloads , and arch has it in AUR https://aur.archlinux.org/packages/gzdoom/

>> No.4646764


Please don't laugh.

>> No.4646781

why would i laugh, it's a fine distribution. the name is a little unfortunate, but it predates the memes by years
unfortunately it doesn't seem to have packages (searched on https://apps.fedoraproject.org/packages/s/doom ) but i suppose you know that already as you wouldn't be asking here otherwise.

>> No.4646802

Sooo, im using smooth doom with the latest version GZ3.25... where are the menu options for adjusting the settings for it?

>> No.4646806
File: 77 KB, 648x423, screen315.png [View same] [iqdb] [saucenao] [google] [report]

forgot to add screenshot (ironically cant seem to take screenshots from the menu)

>> No.4646813


Doom II Nightmare in 21:14

>> No.4646815

graf fucked menu compatibility for pretty much every mod that had custom menus before a certain point. why? who the fuck knows.

>> No.4646818

Some anon fixed this for smooth doom a few threads ago.

>> No.4646841

He can get my stats I dont care:

Gateway LT27
1.6ghz single core + 2 GB ram
Intel GMA 3150 with 128mb vram
OpenGL support v1.5
1024x600 fixed resolution
Windows 7 home premium
> inb4 buttfags will say its underpowered, but then again I am running a 25 year old game
> maybe that has something to do with why im playing doom under a sourceport instead of modern games

thanks, gonna have to pry it apart to get the updated material out of it because I have a custom modded version of it

>> No.4646856
File: 91 KB, 512x769, 1496787361015.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4646864

When it's mods which have notably different behavior from the original ones, I vastly prefer it.

Generally, I like a reload that shows off a bit, but also doesn't waste your time.
Like how in Accessories To Murder, the rifle is centered, on reload, it tilts to the side for a brief and slick (yet realistic) reload.

Doom 3 also had this cool thing where you reloaded 2 shells at a time into the shotgun, which made reload time faster.

>> No.4646868


>> No.4646869

You can vastly up the speed at which a weapon switches by adding a 0 tic long frame in the raise and lower states respectively, (technically causing them to loop faster, thus display faster). The more 0 tic frames you add, the faster this happens.

If you were to copy all the Decorate code for the weapons and just added that on all of them, weapon switching would always be faster.

>> No.4646872 [DELETED] 

> inb4 buttfags will say its underpowered, but then again I am running a 25 year old game
> maybe that has something to do with why im playing doom under a sourceport instead of modern gamesYou're playing Doom under a source port that deliberately requires and makes use of the features and improvements of modern hardware.

>> No.4646873

> inb4 buttfags will say its underpowered, but then again I am running a 25 year old game
> maybe that has something to do with why im playing doom under a sourceport instead of modern games
You're playing Doom under a source port that deliberately requires and makes use of the features and improvements of modern hardware.

>> No.4646883
File: 17 KB, 278x221, scared caco (2).jpg [View same] [iqdb] [saucenao] [google] [report]

The problem I have with it is the "Deliberately Requires" part. Since it should be easy to shut off everything that takes advantage of modern stuff. At least under Software Renderer it allows you to turn Off the truecolor renderer now
> there's just a certain look/grainy recoloring that happens with software that I miss when truecolor is turned on

Also with some advanced features there should be legacy or low-scale backends available to switch to. Like how some games that normally run under DX9c provide the option to use DX8 quality shaders (FEAR does this).

Im using GZdoom mainly to play the mods and make my own mods/tweaks, taking advantage of the gameplay features (action functions, etc).
> Could care less about the real glitz and glamour associated with the modern architecture.
> Would return it to Software mode even if I had the option of hardware, because texture blending is wholly inappropriate for doom-level resolution textures and sprite monsters.
Only gzdoom graphic performance stuff I care about is making sprites rotate (setroll, which I still cant benefit from in software mode). Ive mastered additive blending with palette translations on projectiles, but thats been around since zdoom.

Although I can view dynamic lights now I dont generally care about them, I might play around with it now that ive got the chance.

My main worry is that newer editions at some point will drop compatability altogether for what I like doing, while adding new features that I really want to use, and new mods taking advantage of them that I wont be able to since ill be stuck on an older version.

>> No.4646903


>> No.4646906
File: 1.66 MB, 1200x800, rmstallman.png [View same] [iqdb] [saucenao] [google] [report]


Another reason why GZDoom needs to have competition.

prboom+ is what god would use

GZdoom needs to go the way of darkspaces for quake, they are basically the same thing anyway

>> No.4646909

>GZDoom needs to have competition.
at this rate, never ever. We'll be stuck with Graf and his whims.

>> No.4646915
File: 20 KB, 198x314, scared caco.png [View same] [iqdb] [saucenao] [google] [report]

> whims
> like sgt mark iv

>> No.4646917

It's never going away.

>> No.4646927

I've gonna go and come up with a shitty thought right now:
Doom modding is pretty much one of the biggest legacies of one of the most important video games, that some of its devs wanted something like this to happen, while some say it even inspired some of the modding scene as a whole.
Then we have GZDoom, the most popular source port for the game (at least in the case of most mods), but at the same time, it's having some problems and negative shit, that sounds bad enough, for it to even be considered "scary".
So, the question is: if id software themselves, at least its founders or original members, heard about this happening, how would they react?
Would they consider a violation to an importang game's legacy or just typical fanbase drama?
This is probably one of the worst posts yet, but i've thought about this since the Lilith.pk3 drama.

>> No.4646934

They have no standards, they love Brutal Doom.

>> No.4646935

They don't care.

>> No.4646936

speaking of darkspaces ive had this idea for a long time about how someone ought to just take the Quake 2 engine and write an overlay on it to make it run Doom.
> Because then it would be fully 3d and the only problem involved in it would be translating levels into q2 maps.

Everything else would be easy peasy for a good coder to do tie-ins with functions. Map objects would be invisible cylinder objects of a given scaled size that displayed a sprite for the user, based on rotation and facing. Weapon sprites would effectively be screen overlays.

Im not aware of the lilith.pk3 stuff... but mostly I think those original devs are laughing and mildly intrigued as to how far doom modding has gotten.

Probably a mixture of both over how far it hasn't gotten considering that everything GZdoom related could have been done in 2007 most likely.
> they have no standards
then again they might be actual closet devil worshippers for all we know

>> No.4646938

I think QZDoom will take over, or over developers will take on guiding GZDoom; I'm sure there's a better future ahead but it might take until the end of this year before we see it clearly.

>> No.4646939

Everyone who's been on the internet knows how the internet works, everyone who hangs out with nerds knows how nerds work, and everyone who hangs out with nerds on the internet know how dumb shit can happen. The overwhelming good that has come from id allowing a modding community to exist at all should make up for any drama short of someone murdering somebody over a source port.

>> No.4646942
File: 312 KB, 1800x961, Nick Young Up.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some overtly demonic WADs to play Eriguns 2 in?

>> No.4646943

>Im not aware of the lilith.pk3 stuff.
TL;DR, some dude made a mapset exploiting issues with a specific version of GZDoom to make it look all fucked up (on purpose, still very playable), Graffy boy took it personnell, deleted the mod off the forums. It came back and won a cacoward and Graf become ASS SUNDERED and went into hiding for a few months

>> No.4646946

The funny thing is that some of the things that Doom purists would consider heretical like "jumping" are features Carmack wanted and actually told others to add in the future.

>> No.4646948

It wasn't compatible with GZDoom at all, only ZDoom.

>> No.4646950

My bad, everything else should be correct though

>> No.4646952 [DELETED] 

Concern troll.

>> No.4646958

Jumping breaks so many maps though. Would you sacrifice compatibility with the thousands of wads made before sourceports for it?

>> No.4646959

Romero and Tom Hall were young guys who thought blood, gore and the 'shocked' controversy around it were _hilarious_. Given better technology, there's no doubt in my mind that Romero would have come up with Brutal Doom like blood and gore, sans the modern day may-mays like glory kills / taunts. The DOOM purists, of course, cannot bear this thought.

>> No.4646960

yes but murdering graf is a clear cut solution

>> No.4646962

>Jumping breaks so many maps though.
Then...don't jump?

>> No.4646969

Exactly. It shouldn't be enabled by default. It should only be allowed in wads that have a special lump to say "you are allowed to jump in this map". That's the only way you can add jumping without breaking all the old maps.

>> No.4646974

i think the issue is simplifying brutal doom or doom to just the gore part, that we'd forget about ideas like enemy/weapon variaty, because there's more to bd than just gore and violence like shitty code and stolen assets, so id making an actual brutal doom game meant just a better, nonshit version of that mod
gets better when the reboot is the closest there is to brutal doom being a doom game, yet it was mark who flipped about it

>> No.4646976

That is a implied given for any reasonably intelligent person that when I say Romero would have designed something Brutal-Doom-like, it would not have been all the crappy aspects of BD. :)

>> No.4646978

>It shouldn't be enabled by default
It isn't. ZDoom, GZDoom and Zandro have a "default" option that lets mapmakers choose if the player should be able to jump or not (unless the players cheat and toggle it). For example, I just booted up Community Chest 4 and found I couldn't jump despite having it mapped.

>> No.4646979
File: 17 KB, 480x285, loadsgun.jpg [View same] [iqdb] [saucenao] [google] [report]

how to save doom:

we find some way to get graf and mark to kill eachother

>> No.4646982

/v/ and /vg/ are ded, rip.

>> No.4646983 [DELETED] 

First get them to off the entire Doomworld tranny brigade. Then kill each other.

>> No.4646985

both good and bad news, because we may get flooded by their kind

>> No.4646986

Yes and to my chagrin so is /a/. I've been monitoring /qa/ but it's just full of shitposters with nowhere else to go.

>> No.4646989
File: 7 KB, 250x236, pacha.jpg [View same] [iqdb] [saucenao] [google] [report]

>white pantsu

>> No.4646990

Judging from the post above yours, we already are.

>> No.4646991

uh, do you think /vr/'s population came out of thin air?

>> No.4646992

A couple years late Rise/Triad came out and practically was a lite-brutal FPS ("dont shoot me, please, no no dont shoot me" *bang* - kinda psychological there). Gibs in Rise were literally ludicrous and acted as inspiration for gibs in build engine games.

I would have to agree with carmack then about the jumping, Marathon did it in a low budget way by giving the player hangtime so that he could vault gaps easily.
> The real answer to this would have been Pull-Up dynamics though involving short climbs.
It isnt plausible to imagine a heavily armored, heavily equipped space marine jumping all over the place, other physical feats aside.
But there's nothing stopping him from jumping up a couple feet to GRAB a ledge and pull himself up. Or at least throw his leg up over a short wall and pull himself up on it.
> Surfaces up to 56 units tall should be vulnerable to 2stage pull-up
> Surfaces up to 32 units tall should allow a quick pull up
No need for jumping if you have that, because if you fail to vault a gap it would check from impact how much height is deficit, and if you can grab the ledge you just pull yourself up. Having a delay for pulling up, especially the 2 stage can really be exploited with certain kinds of monsters like Barons and Cybers when being stuck in one place for 1-1.5 seconds (against a potential rocket-impacting surface no less) is pretty dang critical.

I think you should be able to change the default in internal configs to default to whatever you want, so that it doesnt always shut it off. As a player I know the responsibility of breaking the map, so I choose not to jump onto things im not supposed to. I jump for other reasons, sometimes I jump over ammo or health items I dont want to pick up.

>> No.4646993

>So you're mad at every single website you visit too then? Cause it does the exact same thing. Where your complaints towards the entire internet?
i'm mad at other websites for doing it, too, that's why i browse on a vpn and tor

and here we get back to the original issue, "o-o-o-other websites do it t-t-t-t-t-too!" is not a good justification you obese nigger

>> No.4646995 [DELETED] 

When did /pol/ get here?

>> No.4647000
File: 1.11 MB, 971x3685, The Tale of Lilith.png [View same] [iqdb] [saucenao] [google] [report]

>Im not aware of the lilith.pk3 stuff...

>> No.4647013

and now Graf has returned to make GZdoom run worse and spy on people.
he will have the last laugh, it's all ogre

>> No.4647017

>and spy on people.
Could you please stop with this nonsense?

>> No.4647018

B-b-b-but muh /g/ paranoia!!!!!!!

>> No.4647020

>he doesn't doom

>> No.4647023

it's exactly what he's doing.
sorry you don't like the phrasing?

>> No.4647026
File: 571 KB, 796x630, 1438478342030.png [View same] [iqdb] [saucenao] [google] [report]

Cacowards entries this year suck
Nightmare Realm was a cute idea executed horribly
Saturnine chapel is the fucking epitome of style over substance to the point I have no desire to finish it

/doom/ recommend me some recent GOOD .wads before I fucking lose it

>> No.4647030

>this year

But anon, the 2018 cacos aren't out yet.

>> No.4647034

>even though they're telling you
>and it's just an IP just like every website you visit so it makes no sense that you're angry about it
>and you can opt out of it
Why on earth would you have a problem with it? You make no sense, you're biased and want to look for reasons to complain like a baby.

>> No.4647041

telling you "hey we're taking your information :)))" doesn't suddenly make it ok.
other websites doing it doesn't suddenly make it ok.
sorry you don't like the phrasing?

>> No.4647042
File: 399 KB, 488x519, 1433219964035.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.4647058

When Graf Zahl finally reaches anger horizon, who is gonna fork ZDoom Final and carry on the torch?

>> No.4647060
File: 748 KB, 1364x706, idunno.png [View same] [iqdb] [saucenao] [google] [report]

GZ3.3 here.

Works just fine.

>> No.4647070

You definitely lost that argument. You haven't said anything to counter his assertion that it's just taking your IP, like any website on the internet. If you have a problem with this are you therefore suggesting that we abandon the internet? Most likely not, so perhaps you are over-reacting.

>> No.4647074


Played through this recently.
Was pretty fun.

>> No.4647075

you definitely lost that argument. you have never said anything to counter the repeatedly-given assertion that "just because other people do it, it's okay"

>> No.4647076

>You definitely lost that argument.

Looks like you did, if you have to samefag, fampai.

>> No.4647078

Not arguing but why do you think Saturnine Chapel sucks?

>> No.4647087

>You haven't said anything to counter his assertion that it's just taking your IP, like any website on the internet.
I have a VPN set up specifically to avoid websites taking my information. A source port for a 25-year-old game doing it is inexcusable.
The fact that the only justification you people keep banking on is "the rest of the internet does it too!", and are actually accepting it, makes me very sad for the future of information security.

>> No.4647089

>Would John Romero be able to casually publish tool and asset sources for Quake the same way he did for Doom a few years ago?
no, bethesda lawyers have smacked him down for doing that.

>> No.4647094

>like any website on the internet
i didn't know gzdoom was a website

>> No.4647103
File: 538 KB, 320x240, 1439691098388.gif [View same] [iqdb] [saucenao] [google] [report]

Neat, thanks

Big encounters in tiny spaces with barely any resources? Not my idea of fun

>> No.4647108

That's the second art I've seen based off that gif, nice

>> No.4647117

It's okay if its automatic. Dont make me have to press a button to reload.

>> No.4647120

I feel the opposite. I hate automatic reloading. Let me switch my gun when it runs dry, I'll reload when the fight is over and it makes sense to reload.

>> No.4647121

What if the weapon is an absurdly powerful bolt action rifle? Like I'm talking strong enough to drop anything below pinky tier with a single shot?

>> No.4647124

Don't jump where you aren't supposed to, then.

It's not a demanding discipline IMO.

Carmack would probably understand Graf's point of view in terms of ease of development and maintenance, but with people suggesting "just add a prompt explaining it and let people opt out", he might agree with that.

>> No.4647127

I'll always find Final Doom interesting, that TNT had a secret level based on egypt and a truck recreated in the Doom engine
A shame that level kinda sucked, because it's nice seeing some new themes being added in a series, that mostly takes place in tech bases, other planets and hell

>> No.4647131

>It should only be allowed in wads that have a special lump to say "you are allowed to jump in this map".

>That's the only way you can add jumping without breaking all the old maps.
So what if people do? They're playing GZDoom, not Boom or Chocolate Doom, let people set up their controls as they please. If you find you can't resist the urge to jump then unbind the key and turn it off in the options, the problem is solved on your end.

There's megawads out there which temporarily switch off jumping when loaded in ZDoom, that's more than enough signal to people that they don't want you to jump.
Personally, I ignore that and turn it back on, because I'm not gonna sequence break anyway.

>> No.4647135

Why are they dead?

What have I missed?

>> No.4647136

>Like I'm talking strong enough to drop anything below pinky tier with a single shot?
...like the vanilla shotgun?

>> No.4647142

>It isnt plausible to imagine a heavily armored, heavily equipped space marine jumping all over the place, other physical feats aside.
I don't agree, with how fast he can run, his leg strength must be phenomenal, and the first two episodes are set on moons with low gravity.

I have no trouble imagining Doomguy jumping.

>> No.4647143
File: 144 KB, 572x303, Pondering boner.jpg [View same] [iqdb] [saucenao] [google] [report]

I... didn't even stop to consider that. Huh. I haven't even started work on this rifle but I might make it stronger than originally planned.
Though it'll have vanilla shotgun fire rate with each time you chunk the bolt back and forth.

>> No.4647146

You might enjoy tntr.wad
It's sort of meant as a 'sequel' to TNT and tries to hit some of it's notes.

In some ways, it does this well, in others, not so much. It's really good though.

>> No.4647151

I did try TNT:R and it was fun and i liked the background of the first levels

>> No.4647153

Why is its head open?
Also is it the satan?

>> No.4647156

Consider copying the Hideous Destructor bolt-action mechanics.

>> No.4647157

>Why on earth would you have a problem with it?
Because it's a single player game which has no fucking business asking for my IP?

Are you also ok with Google's practices?

>> No.4647158
File: 625 KB, 1920x1080, Screenshot_Doom_20180315_182805.png [View same] [iqdb] [saucenao] [google] [report]

Resurge with Eriguns 2 is effective and appropriate

>> No.4647160

FUCK, i just remembered: TNT had its plot mentioning that the demons had a space ship made of flesh and bone
That's a thing that needs to be broght back in a new Doom game: a goreship
A level that's a space ship made of guts

>> No.4647161

Refresh my memory on how that worked. Because The plan for this rifle is going to quickly take it into weird bullshit arcade mechanics, seeing as an upgrade for it will allow you to fire different bullets that don't deplete from the main magazine if you start hammering the fire button BEFORE you ratchet the bolt.

>> No.4647163

You take one of your big guns and pump hot powerful loads into the hole in his face.

>> No.4647164

>Because it's a single player game which has no fucking business asking for my IP?
And it's for games they don't even own.
Even if the source code for Doom is free, it's not their property.

>> No.4647167

I've been playing TNT recently with complex doom and it's been enjoyable.

>> No.4647168

There's nothing wrong with more blood and gore in Doom. Glory kills can be fun too (if done sparingly). The problem is that's not all Brutal Doom does.

>> No.4647171

That's not answering any of my questions.

>> No.4647176

BD right now seems to have an identity crisis, where at this point it went from "Doom but with more gore" to a techdemo for features, that may not work properly or should at least be made for a different mod.

>> No.4647180

Why the fuck are half the boards dead?

Why not just make a level in Doom 2?

>> No.4647181

Speaking of complex doom, what does /doom/ think of it without the bullshit addons like lca?

>> No.4647182

You have to hold altfire for a few tics to pull the bolt back, then release it. Tapping altfire does nothing. The bolt occasionally gets jammed, and you have to hold it a bit longer to pull it back.

>> No.4647185

Oh no, I gotta have altfire free for kicking. I'll just keep the bolt action stuff automatic.
That sounds absolutely brutal though, god hideous destructor is a rough mod.

>> No.4647186

What i find weird about BD is how everytime game sites or channels talk about it, they either only bring up how it made Doom relevant again, somehow, or how you can rip and tear, but i don't think they ever bring buch else like how you can kill the cyberdemon with only 7 rockets.

>> No.4647189

Well, Project Brutality exists.

>> No.4647195
File: 72 KB, 673x601, 8778558.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno, but good thing we're too retro™ to be killed.

>> No.4647201

I would love to see a pastiche of Final Doom elements in general for Doom 5, even if just for some of the aesthetics and atmosphere.

Imagine a level with old rusty riveted metal, rows of wooden crates, rough asphalt, simple computer displays, creepy and tense droning music, then another is a dense jungle marsh with old eroded brick work, wood support, revenants and archviles, huge pools of blood, lots of vines and trees, and a bright blood red sky shining down from above, contrasting with the sometimes murky surroundings, with a classic E1M6 style beat.

>> No.4647202

Most likely the server that hosts /a/ /b/ /v/ and /vg/ has broken. The boards are still there but not accepting new posts (gives "connection error"). Most likely not any intentional suspension/removal.

>> No.4647203

game journalists don't care about actual gameplay mechanics. Just only about spicy things they can cover within the first 5 minutes of gameplay.

>> No.4647206

And maybe an egypt based level that can actually be finished.

>> No.4647208

There is mouse3.

>> No.4647212

Lunatic's text file
>The moon's orbit was slowed due to a headon collision with a giant ball of demons. Escape the moon before it crashes into the Earth!

Also invade2.wad (classic PWAD from 1994) is set on a spaceship which has been swallowed by another demon vessel although the only result is a skin sky texture and an optional fight in a hell-themed side area.

>> No.4647213
File: 24 KB, 270x220, pac walk.gif [View same] [iqdb] [saucenao] [google] [report]

Best board.

>someone talks about BD
Is BD the only doom mod normies know about? I bet more people know about BD than TNT/Plutonia

>> No.4647216
File: 397 KB, 990x660, Kustam.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't wanna have too many buttons here, anon. I wanna keep things relatively simple: Shoot, kick, reload, and zoom to draw repair tool for either a quick heal or hurt yourself for extra ammo.

>> No.4647218

Brutal Doom does a lot of those things not quite correctly.
Also the latter versions are laden with feature bloat and scope creep.

Those map enhancement scripts are pretty much garbage.
Like the one part of that which I like is the rain effect which is in the first Plutonia map, but it just comes with all this other stupid shit.

Like just being able to toggle a rain effect with options or the console would be kind of a neat little thing, and you just decide if it's appropriate for the map in question or not.

>> No.4647229

There's a fix for that.

Now that I think about it, I kind of wonder if it wouldn't be a good idea to just add a thing to GZDoom so it auto-detects that map and places the missing key on the proper coordinates. Like make it a compatflag or something.

>> No.4647232

Any experienced modder can help a newbie out ? I don't know what I am doing wrong but I am trying to add a custom tree into my wad and it shows up in the SLADE map editor and everything but it doesn't show up in game, there is no DECORATE error either

>> No.4647234

I think it's actually six ssg shots to the head (even more ridiculous).
Yep exactly.

>> No.4647235

I think it does exactly that already.

>> No.4647236

You need to put sprites between markers in a .wad

>> No.4647240

the popularity of brutal doom can bring some questions, because its entire legacy is "popularizing doom to a new generation", that nobody even talks about the actual gameplay
on top of that
>doom is already an iconic video game with its modding scene existing for years
>doom modding was somehow never relevant, except this mod, which is part of doom modding i guess
>some of the people who got into doom through this mod got it from an alternate version of the series, meaning they might not really care for the actual series in itself
it's like it was a reboot before the reboot ever happened, where people either treat a mod like an official expansion or forgive it's faults for being "just a mod"

>> No.4647245

Thinking about it, if Bethesda thought it was a good idea to had randomizing pitches for the sounds, remove most Wolfenstein references and slowing down projectiles (i heard this was a thing) in certain Doom rereleases, they could have at least fixed the secret TNT map or even that glitch where Doomguy's shock face was meant to show up.

>> No.4647251

Except BD is fucking shite and any mod with focus can do any element from BD a million times better. It really is like no one actually PLAYS it

>> No.4647252

I was going to ask you to remind me who Kustam is but I looked in the archive and found:

>Kustam is going to be a 7 foot tall warforged with a spear, rifle, and a mighty boot that'll be capable of blasting enemies into the stratosphere with charge kicks.

Which is cool but I want to ask, what's a warforged?

>> No.4647254

Zandronum is not that bad. Also, there's still ZDaemon, Chocolate Doom, and Odamex? BTW can you play only DOOM games on Chocolate Doom, or can Heretic, Hexen and Strife be supported too?

>> No.4647260

Robotic golem guy, a construct.
Also I might be swapping the spear out for being a staff by default, with subweapons giving him spear tips, temporarily bumping up his attack power and giving his melee weapon some new quirks

and maybe a TMNT Donatello style super staff because that thing was the destroyer of worlds

>> No.4647264

>Zandronum is not that bad.
He means Zandronum doesn't support a lot of newer stuff required by fancy mods. If GZDoom dies, stuff like High Noon Drifer and Colorful Hell will die with it.

>> No.4647265

BD seemed to have given people the illusion that Mark was a talanted modder and not some lucky schmuck, who at best probably got some kids into Doom and that's it
Bunch of other modders either have made original or interesting concepts, that may involve OC's, achievments or innovation that he couldn't have done, just overall good and solid works that come in great variety or even more than one of these.
All of this map enchancement script meme feels like he's trying to ape the HL cinematic mod out of desperation.

>> No.4647271

Its head is open to birth demons out of.
No, it is the Icon of Sin.

>> No.4647272

Chocolate Heretic / Hexen / Strife all exist yes.
>Robotic golem guy, a construct.
Right. Thanks.

>> No.4647273

Right as he may be, he's still a faggot for posting it like a faggot.

>> No.4647276

I haven't even played BD with that map enhancement bullshit. This guy really just wanted to be the big name in DOOM modding didn't he? Hope he doesn't trip and fall over his massive fucking hubris.

>> No.4647279

because, as i recall, donatello does machines?

>> No.4647287

and Raphael is cool but rude.

>> No.4647290

my point being a guy who is a machine gets the staff of the guy who does machines. but yes, he is. he can't help it, it's these trenchcoats.

>> No.4647295

BD would have been a one-off novelty mod if it was made by anyone else. Mark decided to make it his magnum opus.

>> No.4647296

Stop making me want to go rewatch those old cartoons anon.
But yeah that's oddly fitting when you think about it, I might have been doing a lot of thematically appropriate shit without even realizing it.
That and everyone loves the staff fighter.

>> No.4647303

or at least if it was done as a joke or something

>> No.4647310

If BD was a one-and-done joke mod with supergore it'd probably be an actual popular mod with tons of players, instead here we are

>> No.4647312
File: 2.98 MB, 960x540, 2018-03-15 19-03-51.flv.webm [View same] [iqdb] [saucenao] [google] [report]

>That sounds absolutely brutal though, god hideous destructor is a rough mod.
it makes up for its clunkiness when it does work, it's really ammo-efficient and is able to oneshot most small fry

>> No.4647325 [DELETED] 

oremoR nhoJ mih tsum you emag eht niw oT

>> No.4647329

oremoR nhoJ mih llik tsum you emag eht niw oT

>> No.4647337
File: 74 KB, 640x640, tumblr_p5ck5jSaVz1qb1xf7o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>work ethics
>fixing bugs

>> No.4647339

That graphic and animation is so terrible.

Aside from maybe the scope.

>> No.4647342

Hope there are some better weapons in that mod. Like the fists

>> No.4647349

Well, duh. It's called HIDEOUS Destructor, not Pretty Destructor.

>> No.4647353

Is /v/ not working?

>> No.4647359

what's the map?

>> No.4647362

Nope, it's been frozen for 8 hours

>> No.4647367

Aah I see thank you

>> No.4647368

La Tailor Girl updated to 1.50;

>> No.4647371


>> No.4647375

This is the retro board, you have to use words like "tubular" instead.

>> No.4647376

wait a minut this is an ecchi mod!

>> No.4647381

>implying awesome hasnt been retro for years now

>> No.4647382

Don't cramp his style, dude

>> No.4647384


>> No.4647385


That's bogus, bro.

>> No.4647401

the fault in brutal doom isn't in the concept itself, it was originally conceptualized as a homage to the doom comic and it was meant to portray the excruciatingly cringeworthy macho approach it had in a facetious manner. and to be completely fair he had arguably reached that goal sometime in 2009 or '11 when earlier versions of the mod were still around.

the fault is with Mark himself. overtime he became so invested in crumb-by-crumb modifications to it that added practically nothing to the original meta joke approach the mod was intended to take, which was still acceptable somewhat because the mod had yet to become the bloated mess he would later turn it into or completely lose its essence. at that point it was essentially +gore doom, and it was still as fresh in gameplay as it could be to anyone back then. I mean, holy shit. a proper dismemberment system in fucking doom of all things. it was neat and the guns packed tons of punch.

not until 2012 it was that he decided to fully embrace the tacticool approach, and the meta of the mod changed from 'doom+blood' to 'doom+call of duty+postal'. that's the timeframe in which he bit the ModDB bullet and decided he would proceed to feature creep the fuck out of it and drop the tongue in cheek tone, all because of its sudden rise in popularity and the amount of people it was bringing in thanks to all the gamejourno articles talking about it. suddenly the one-liners were unironically awful, he started stealing shit left and right, 'realistic mode' sucked old dick, and not only that but the code was getting worse and worse with each passing release.

of course there's only so much you can shove into a single doom mod if you're intending to make it THE one achievement of your lifetime, so there's not much else to be done with he's done with the mod proper, which is why he's trying to fuck with map geometry now. he keeps opting for realism in a lot of instances and it just doesn't make the cut.

>> No.4647404


>> No.4647405

It's fucking amazing though. I can't stress how good it feels. The only problem is that the only bolt action is a fucking sniper rifle.

>> No.4647409

>[2000 character rant about how shit Brutal Doom is]

I love this board

>> No.4647417
File: 848 KB, 240x135, WHOOP there it is.gif [View same] [iqdb] [saucenao] [google] [report]

>turns a mod into his little baby instead of just making new mods like literally every single mod creator ever
Guess he already did eat that hubris. Hasn't anyone ever tried to talk sense into his stupid ass?

Let's drop in on a grommet!

>> No.4647418


>> No.4647420

GMOTA better be compatible with non spyware versions of gzdoom, Civil Protection Kyle

>> No.4647421

I'm not ranting. quite the opposite really. I'm handing out a backdrop on brutal doom's evolution and how long has the concept been shifting from period to period before it became what it is today.

I was meaning to address a couple posts above so I had hoped my reply wouldn't be too out of place, but the focus of the thread changed so I see how some people could misconstrue it. my apologies.

>> No.4647437

It's compatible with zandronum 3.0 and all of the webms I've recorded are on GZDoom 1.8

You'll be fine

>> No.4647438

>Strings of Life
that's a glorious retro reference

>> No.4647442

sorry i shouldn't have said rant i was merely lolling at the juxtaposition of this text wall in the middle of a stream of nearly single words "RADICAL TUBULAR WICKED" posts

>> No.4647454
File: 291 KB, 449x401, 1498695418067.png [View same] [iqdb] [saucenao] [google] [report]

Doomwolrd changing his title to "Salty Member"


>> No.4647465

>sans the modern day may-mays like glory kills
>“Pissing! We should have it so you can fucking stop and piss on the Nazi after you mow him down!” -John Romero

>> No.4647483

>wanted to go on doomworld
>lost interest after falling out with a friend that got me into it
Hey at least I didn't destroy progress on a game engine because a dumb looking mod got popular

>> No.4647514

Mark is one hell of a swood guy.

... and Michelangelo is a party dude!

>> No.4647521

It's actually both "7 ROCKETS" and "SIX SSG SALVOS"

Clearly, Brutal Doom is too challenging and hardcore for us at /vr/ :^)

>> No.4647538

>but i don't think they ever bring buch else like how you can kill the cyberdemon with only 7 rockets.
Maybe because this has been fixed half decade ago, and the latest version now spawns a truly challenging cyberdemon at E2M8?

>> No.4647548

gee wilikers dude quit harshing his mellow

>> No.4647554

Shucks dick, here I thought you were a cool papa, but it turns out you're just an ANUS

>> No.4647561
File: 617 KB, 1445x1513, anarki_from_quake___by_excrem_by_excrem-da3ypa9.jpg [View same] [iqdb] [saucenao] [google] [report]

>everyone in this thread right now

>> No.4647571
File: 28 KB, 326x224, soulhackers-1.jpg [View same] [iqdb] [saucenao] [google] [report]

any good SMT .wads yet?

>> No.4647618
File: 55 KB, 1920x1080, ZDLShit.png [View same] [iqdb] [saucenao] [google] [report]

I am suddenly running into issues with doing GZDoom Online via ZDL (Tryin to play High Noon Drifter). I'm using the latest GZDoom. Whenever Multiplayer is enabled and DUP is set to anything other than 1, the game doesn't load in at all for both of us after my friend connects.

If I set DUP to 1, the game will load in, at least for me, but DMFLAGS just dont work and the game treats it like flat out DM. Masks of Basilissas spawning in MAP01 and such. No setting of DM Flags fixes this, I try changing them in game even and not in ZDL, and it still doesn't do shit.

ZDoom works perfectly fine, but that obviously doesnt work with HND.

Heres what me and my friend see essentially, and heres my ZDL settings. We hear the music but no monster sounds/gunnoises.

>> No.4647625

Really? Why has /v/ been frozen for that long?

>> No.4647630

Do you folks think any TerryWADers are frequenters of /b/ or /bant/?

>> No.4647636

don't know, don't really care

>> No.4647654

I mean, pol.wad happened, so, yes.

>> No.4647667

pol.wad was not made by a terrywadder

>> No.4647669

probably more likely 9gag

>> No.4647693 [SPOILER] 
File: 275 KB, 1105x934, 1521165492766.png [View same] [iqdb] [saucenao] [google] [report]

ok i think three tailor girl draws is enough for now

>> No.4647698

They just keep getting lewder

>> No.4647706

Your art looks familiar.

>> No.4647715

GZDoom's multiplayer is absolutely worthless.

I'd say try Zandronum, but HND is made in ZScript so it won't run that.

>> No.4647718

>do you think wastes of oxygen hangs out in places where wastes of oxygen typically hang out?
Why are you even asking us?

>> No.4647719
File: 79 KB, 750x737, the big penis.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4647723

Good riddance, I say. A lot of the time when for some odd reason I decide to browse that dump, I just go "Gee, it sure is video games around here." at all the shit threads that are completely unrelated to video games.

>> No.4647729

I've literally gotten it to work before and it just isnt working now.

>> No.4647731

This can also exactly describe Yandere Simulator.

>> No.4647748

And yandere Dev is just as egotistical and easily butthurt as sregant mork

>> No.4647784

who do you see here flipping tables, catching waves, abusing the A & D keys, or seeing stars?

>> No.4647786

This d00d doesn't know about Anarki's chat messages.

>> No.4647795

masks of bassilisas spawn in map01 because it replaces the bfg and the bfg spwns in multiplayer coop modes in map01

>> No.4647804

Yeah I mentioned that. Its why I want my DMFlags working so I can set my usual for multiplayer with friends (Respawning Weapons, no DM Weapons) but, for some reason DM flags just flat out arent working.

>> No.4647809
File: 720 KB, 2000x2208, tumblr_o67x3t8Iyc1vshsi7o1_raw.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying we're talking about meth-head Q:C AIDSarki and not vidya dork Q3A AnArKi (imagine multicolored letters here)

>> No.4647810

the fuck you say about me, you two-bit punk?

>> No.4647817

any mods that include living versions of the former humans as allies in some form, was thinking of ways to make the rescuable allies more diverse and wanted to know if this had been done before.

>> No.4647827

Zen Dynamics is shit

>> No.4647836

When I wake up tomorrow, GMOTA better have updated.

>> No.4647853

>GZDoom's multiplayer is so bad its worse than Vanilla Doom
O Really?

>> No.4647864

3 hours actually.

>> No.4647882

I ride in kewler circles, lamer. CU L8r.

>> No.4647886

Never liked first person shooters. Only like jrpgs.

That is all

>> No.4647892

report and hide.

>> No.4647897
File: 477 KB, 600x450, DOOMGUY SHIGGY.png [View same] [iqdb] [saucenao] [google] [report]

How about Funnyjunk or Ebaumsworld?

>> No.4647904

Now go please.

>> No.4647907

I'll take somethingawful

>> No.4647919

Good thing Doomguy has that baby reloading his gun for him!

>> No.4647925

You think that's good? Imagine a nano double barrel and a nuclear BFG 9000 on Hobb's End Horror From Hellcore 2.0.

>> No.4647929

I will say, the first 2 levels are amazing with that Terrorist fighting mod.

>> No.4647936
File: 1.54 MB, 1469x817, dogs.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4647941

HD could work if the guy put any effort into making the interface readable, or having a way to learn it without watching an hour and a half of tutorials. The guy can't code UI for shit.

>> No.4647947

i don't care, I'm not downloading it

>> No.4647954
File: 363 KB, 714x308, what the HUH.png [View same] [iqdb] [saucenao] [google] [report]

So what happened now?

>> No.4647963

Well, thanks for the confirmation.

>> No.4647968

Gzdoom creator threw a tantrum over a mod he didn't like that got a cacoward. Pissed Graf off so much that he threatened to cancel gzdoom

>> No.4647971

What a crybaby.

>> No.4647976
File: 50 KB, 163x144, queer eye for the doomguy.png [View same] [iqdb] [saucenao] [google] [report]

That was Lilith, not Lithium.

>> No.4647979

still applicable, probably

>> No.4647980

You're shit.

>> No.4647982


>> No.4647986

Honestly, I think it might be time for Graf to step down. He's too much of a crybaby bitch to be handling something big.

>> No.4647996

lithium's all fur coat and no knickers

>> No.4648007

> lithium
> broken

>> No.4648032

I've heard this said many times before but I haven't seen an explanation. Why is it so bad? I've gotten it to work before.

>> No.4648036
File: 481 KB, 1917x1031, eraser.jpg [View same] [iqdb] [saucenao] [google] [report]

What is the Eraserhead of WADs?

>> No.4648040

Unloved maybe? Pretty surreal and scary although not in the same way as Eraserhead

>> No.4648042

What I find funny about Hideous Destructor is it somehow manages to be less realistic than vanilla Doom. What kind of asthmatic soldier runs for 10 seconds then starts killing themselves? Why does every demon one shot you? Why is the walk speed much slower than what's realistically possible for a fit person carrying equipment? Why does it keep reviving enemies?

>> No.4648054
File: 89 KB, 275x180, Ringo.png [View same] [iqdb] [saucenao] [google] [report]

It's a mod so bad at game design that in order to get over the whole "you need to hide behind cover for a solid minute and suck it up to recoop from any damage" thing to work, they had to give you a mini turret robot to shoot people from behind cover.

I get what they were going for in having a messy, realistic doom WAD that makes you feel scared and in danger but most of the time it's just frustrating to get your hands around. It's like a vibrating kids toy.

>> No.4648070

>the mod wasn't specifically designed to allow you to win anything

>> No.4648076

It was also designed for co-op but good luck.

>> No.4648080

wait the glitch mod again?

show screenshots, that's hilarious

>> No.4648082

>What I find funny about Hideous Destructor is it somehow manages to be less realistic than vanilla Doom. What kind of asthmatic soldier runs for 10 seconds then starts killing themselves?
>Why does every demon one shot you?
that's literally just the zombies. not every monster one shots you unless you're literally out in the open with them having a clear view on you.
>Why is the walk speed much slower than what's realistically possible for a fit person carrying equipment?
again, encumbrance is a thing.
>Why does it keep reviving enemies?
because it's hell creatures you're dealing with hell creatures don't just fuck off back to hell when you get rid of them.

>> No.4648084

>because it's hell creatures you're dealing with hell creatures don't just fuck off back to hell when you get rid of them.
says who

>> No.4648085

See >In Real Life you can't double jump: Realism is not an excuse for bad game design.

If it doesn't create anything interesting for the player to do, it's just pointless cruelty and busywork.

>> No.4648086
File: 452 KB, 829x829, intergalactic pimp.jpg [View same] [iqdb] [saucenao] [google] [report]

Did anyone actually ever use Boom Extended DeHacked, or .bex?
Like to any notable extent

>> No.4648089
File: 2.52 MB, 1920x1080, skulldashmap37tefnutstomb.png [View same] [iqdb] [saucenao] [google] [report]

Skulldash: Expanded Edition - 'Tefnut's Tomb' - map37 100%


>> No.4648094

it's almost like the mod was designed around being hard on purpose and clearing out a handful of maps was its own reward.

>> No.4648096

This. Realism is great for like attention to detail stuff (like realistic weapon animations), but you don't actually *need* to be particularly realistic for videogames, at most you can argue that you just need to be consistent.

Unless realism is one of your actual goals, don't fret over it too much.

>> No.4648104
File: 35 KB, 400x311, 1519936968636.jpg [View same] [iqdb] [saucenao] [google] [report]

>What kind of asthmatic soldier runs for 10 seconds then starts killing themselves?
You're not running, you're sprinting. You'd know the difference if you weren't a NEET on your ass all day.

Sprinting with 100+lbs of gear really takes the wind out of the sails of even a really fit young man.

>Why does every demon one shot you?
They don't. Also learn how to use cover you mongoloid.

>Why is the walk speed much slower than what's realistically possible for a fit person carrying equipment?
Because you're not walking as fast as possible with your gear with no other considerations. You're walking as fast as possible while maintaining a stable shooting platform with your gun. Have you ever tried to shoot a gun while moving? It's hard as dick to keep it steady enough to hit the broad side of a barn if you go any faster than a mildly brisk pace. On top of holding your gear, it checks out.

>Why does it keep reviving enemies?
You're not fighting humans, why do you think human rules apply to them?

You just sound assmad. I suck at video games, even vanilla doom, and I don't have a problem with HD. You need to change the way you play the game. More Operation Flashpoint, less Knee Deep in the Dead.

You can take that to the bank and cash it.

>> No.4648110

hideous destructor

>> No.4648114

I mean, for what other reason would it be as ungodly hard as it is if not placebo? it works on the same principle as eating spicy food. some people just love the taste, that it's not in your taste doesn't mean that it's bad.

>> No.4648115

I don't think it's that hard. I think its a case of people trying to play it the same way they play Doom and expecting their mobility to save their ass against a horde of demons.

Instead of adapting to the fact that they are a squishy meatbag, they complain that they can't stand out in the open and spray and pray all the barons of hell away

>> No.4648125

>it's almost like the mod was designed around being hard on purpose and clearing out a handful of maps was its own reward.

Oh, I know, believe me, I know. I've played games like that for years. I suffered through DUST for New Vegas which is one of the worst.
Doesn't mean I can't criticize Hideous Destructor for being overthought in all the ways it should be under thought and under thought in all the ways it should be overthought.

People who defend HD seem to keep thinking we're missing the point of the mod, we're not. We think it doesn't work because it doesn't work.
There is a reason PCGamer's article on Hideous Destructor was basically making fun of it and their articles on Dwarf Fortress and ARMA are not making fun of those games despite similar levels of ridiculous realism.

It's not. Believe me, it's not. If HD had a decent interface and some level of game design other than realism it could definitely work. I did something like that a while ago with Project Brutality and UDV in a way that had similar levels of lethality and mobility and it was still more fun than Hideous Destructor.

>> No.4648131
File: 48 KB, 492x449, 1520485401148.jpg [View same] [iqdb] [saucenao] [google] [report]

Without going full /g/ I'll just say I don't like it and hope it falls through or is rejected.

>> No.4648136
File: 70 KB, 704x704, happydoom3.jpg [View same] [iqdb] [saucenao] [google] [report]

Also you're missing the pointlessly complex weapon loading that doesn't even give you the luxury of indicators.

Hideous Destructor's weapon handling is more complicated than Reciever and with even less player feedback. If the game had a revolver you know god damn well he'd add a separate function to force you to cock the hammer.

""I take a lot of pride in trying to come up with ways to make Hideous Destructor as responsive to the player's input as possible without a multiplicity of buttons to memorize," he says. "I find so much 'realistic' fare unplayable when you've got a key to lean left, lean right, go prone, crouch, crouch slightly higher or lower, tuck your elbow in, start breathing voluntarily, etc. etc. etc. It just starts to feel like I'm trying to pilot a vaguely man-shaped remote-controlled robot."-Matt

Which is exactly the problem the mod has.

>> No.4648137

You can play it like Doom just fine actually. You just have to be much quicker.

>> No.4648165


>> No.4648182

>People who defend HD seem to keep thinking we're missing the point of the mod, we're not. We think it doesn't work because it doesn't work.
yeah, sadly enough you can't really speak in absolutes based on assumptions. a high number of the complaints are quite literally along the lines of 'why is this mod so hard', I don't think there's much room to make the implication that everyone gets what the mod is going for in the first place. I on the other hand am willing to bet a good number of people discard the mod because simply they failed to adapt to it or couldn't aim all that well with most weapons.

also I'm pretty sure pcgamer was lauding it, not poking fun at it.

>> No.4648189

havent been here in a while, and good heretics mapsets and/or mods come out recently

>> No.4648197
File: 479 KB, 691x432, it gets bigger when I throw it.png [View same] [iqdb] [saucenao] [google] [report]

Alright boys, go nuts. GMOTA v1.0 is live!


>> No.4648201

There's HUMP and the 20 Heretics Challenge. I wish Heretic got more love from the community.

>> No.4648204
File: 18 KB, 320x200, TITLE3.png [View same] [iqdb] [saucenao] [google] [report]

try HUMP:


>> No.4648212
File: 1.35 MB, 280x393, NEW DAY. NEW STYLE. SORE ANUS..gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4648214

what in the hell is that

>> No.4648217
File: 8 KB, 200x222, horny feel.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4648218

Yea I already downloaded that a few days ago, looks pretty dam good but I've yet to try it

>> No.4648219

Would it kill you to get this stickied?

>> No.4648220
File: 241 KB, 378x357, Kit smile.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4648224
File: 70 KB, 460x442, 1514490507245.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4648227

>can't ctrl+f doom thread

>> No.4648239

Looking forward to giving this a try tomorrow. Too tired now.

>> No.4648242

I want to fuck this fox fiercely

>> No.4648250


>> No.4648251 [DELETED] 

If you have nothing worthwhile to post, then fuck off.

>> No.4648264

how in the fuck did that legitimately offend you?

>> No.4648268
File: 9 KB, 639x469, 1514603825883.png [View same] [iqdb] [saucenao] [google] [report]

lel, i posted that because your comment was so not worthwhile. do you think anybody in this general is a mod? and do you not realize that if it was stickied, it would need to autoprune (to avoid using everyones ram with a million posts), which means it couldnt be archived? why the fuck would we want that?

>> No.4648270

Are there any city maps for Doom that match or surpass any of the numerous city maps from Duke3D? Or are they all Doom2/Hellbound etc. city maps that look more like weird dungeons than cities?

>> No.4648296


Finally, a playable version of DemonSteele.

>> No.4648297

>Just finished 14 Angrier Archviles in the Valiant Map pack
I never want to see another Archvile for as long as I live.

>> No.4648301
File: 350 KB, 1366x768, Screenshot_Doom_20180316_145913.png [View same] [iqdb] [saucenao] [google] [report]

Are we going to get more 2hu outfits soon?

>> No.4648338

>do you think anybody in this general is a mod?
there's clearly a janitor lurking 24/7

>> No.4648346

it used to be seven rockets; now it's three SSG shots to the head
but only the regular SSG, the classic SSG doesn't do it

>> No.4648364
File: 463 KB, 1920x1080, Screenshot_Doom_20180316_043202.png [View same] [iqdb] [saucenao] [google] [report]

There's something stuck in this pillar (Brotherhood of Ruin map02) and it's making a lot of noise. Like, A LOT.
It sounds like it's something metallic trying to bounce off a wall every frame, making this ungodly ringing sound.

It's probably something thrown by a monster, it wasn't there when I restarted the map (ate a hellknight's bomb)

>> No.4648368
File: 654 KB, 1203x800, 1456826403928.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you think we'll happen to see BTSX E3 this year?

>> No.4648369

What are you talking about? You hit the reload button and your gun reloads. At most you might need one more input to chamber the first round or reload a secondary ammo type.

>> No.4648381

Playing through Ruin now.The overheated blazter is pretty insane for something that has infinite uses, but it's fun as hell to use. The bomb subweapon explosive sword toss is also incredibly satisfying. Subweapon killing power feels pretty low compared to the blazter's infinite modes.

Doomslayer's guns feel good, the shotgun variants especially are powerful and have good sound effects. The thunderbuss reload in particular is great. Compared to Blaz's weaker subweapons the special bombs/knives I've found so far are really good. Chainsaw hand surprised me by behaving more like the D44M chainsaw but it makes sense and makes harvesting ammo a little easier. The repeater feels like it doesn't get much ammo compared to the other weapons.

Overall super good so far, everything is on point from the HUD, character voices ("Oh, big!"), monsters, etc and seems really polished.

>> No.4648383

Why Sandy Petersen's and Tom Hall's maps are so fucking awful?

When I play Romero's levels, I'm amazed. When I play American's or Willits' levels, I'm fine as well.

But every level by Petersen and Hall mean the level will be just random areas glued together with terrible texturing, no realism, no scale etc.

The trio of horrible awfulness are Tricks and Traps, The Pit and Refueling Base. After those you can see in Circle of Death, how to build a Doom level. Then return to those horrid "city" maps again.

You can also see how much better E1 and E4 are to E2 and E3 in Doom 1.

>> No.4648384

Have you tried NOT using packet server?

You also need to have that port open.

>> No.4648396

I do have the port open and using Classic gives the same black screen. It even happens with just a player limit of one. It just doesn't launch with "Multiplayer Enabled" ticked unless DUP is 1, This happens regardless of IWAD or PK3s loaded.

When DUP is 1, it launches, but when it does launch, the game works in full DM mode (Scoreboard shows up on death, DM Weapons Spawn) and my DM Flags are completely ignored (HP/Ammo Packs dont respawn and DM Weapons Spawn). Still regardless of PK3s or Wads chosen.

ZDoom works completely fine, absolutely no issues and even works online (I jokingly offered to run lilith with a friend and they accepted). No DM Weapons spawned (not sure if Lilith even has DM weapons but they didn't spawn in normal doom either), and Health/Ammo respawned perfectly fine.

I tried my old download of GZDoom (from say, December or so), the latest stable (literally grabbed ten minutes before trying to get it to work) and an old Dev build that I 200% know that I was able to run online perfectly fine.

Is there any way to get GZDoom to output a crash/hang log?

>> No.4648403

Tom Hall's levels are originally created for a different kind of game.

Sandy Petersen is creative and is great at making mischievous encounters but his execution is indeed lacking in Doom II. I think it's just due to inexperience. His work in Quake is leagues better, but I guess you can say that for Romero, McGee and Willits too. Romero worked on Wolf3D too and that game had dreadful level design, but you can see a significant improvement in the quality of level design in Spear of Destiny and Doom.

>> No.4648404

Unfortunately, no. The mp parts don't get much attention because no one takes gzdoom mp seriously.

Have you guys tried hamachi? It might do a better job at communicating over the net than gzdoom's naive "hole punching" technique that only works on perfect networks with perfect routers and perfect isps.

>> No.4648415
File: 36 KB, 500x375, screaming.jpg [View same] [iqdb] [saucenao] [google] [report]

I've kinda detested Hamachi for a while, just not a fan of havin a second layer to go through if I have ports open anyways. The issue doesn't seem to be online related anyways, since as I said it shits the bed even with a player limit of one and just me in it. It's just the fact that DMFlags just completely don't work when it does launch that confuses me.

At the least with GMOTA being Zandronum Compatable I'll have somethin goofy and fun to play with friends that isn't HND.

Might be a Win10 Issue even, I had to upgrade from 7 in-between the last time time I did GZDoom multiplayer so, who fuckin knows, GZDoom Multiplayer hosting on 10 might just be kill.

>> No.4648421

Ah, Windows. Is gzdoom allowed in the firewall?

>> No.4648423

>Doesn't work on Heretic maps
Missed opportunity.

>> No.4648428

Yep, I thought about that too but I made sure it was.

>> No.4648430

I've joked that the mods were on their side, but apparently it's actually completely true.

>> No.4648442

Quake is shit compared to Doom.

>> No.4648447

They aren't.
>Shitting on Episode 2 and 3

>> No.4648454

do you have anything you want to clarify for actual discussion, or do you want to continue vagueposting like a bitch

>> No.4648467

go sit in the corner

>> No.4648468
File: 205 KB, 1024x723, 1521131945068[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Needs a Gzdoom edit.

>> No.4648478

I'm more of a "run five miles away and shoot them" kind of guy, but there's something spiritual about grabbing the biggest, nastiest stick you can find and smashing it against some ugly's head.

>> No.4648482

After Episode 2 is finalized?

>> No.4648486

Wait how do you steal an emoji

>> No.4648487

That "to be continued" was so goddamn anticlimactic...

>> No.4648501

>suicide bombers shouting Allah


>> No.4648603

>latest post was one hour and 47 minutes ago
Is the retro™ gravy train finally over?

>> No.4648604

If you think every board is as fast as /v/, welcome to 4chan proper

>> No.4648616

Or it could be that people are just actually playing doom or working at their maps/mods right now instead of shitposting on le 4chins.

>> No.4648623

Sorry, was just checking to see if everything was alright.

>> No.4648651

We have a problem.
Map08 and Map10 are my go-to doom2 maps with a few others tagging behind. Also E2 in doom was my favorite episode. And Map12 or Map15 are also warp testing maps whenever I actually use doom2.wad

If you want a truly good doom2 map go to Barrels O Fun, its random but its executed well.

>> No.4648674

You have a shitty taste anon. Map 08, 09, 10, 12, 13, 16, 18, 19, 21, 23 and 25 are embarassing.

>> No.4648678

That fucking map where you have the central area with the 8 doors is quite literally the worst map int he game, I can't even be bothered to remember the map name because it's so fucking terrible. That guy had shit maps period

>> No.4648697

Bad post.

>> No.4648703

Map09 and 25 were embarrassing but Map17 (tenements) has to be the worst in the game by far. Also I question your taste by not including The Chasm.

>> No.4648705

Tricks N Traps is great though.

>> No.4648707

Tenements is one of the best levels of Doom 2. You seriously consider any of the above better than this one? Get real.

The Chasm has an interesting concept, but poor gameplay ruined it. I still consider it a bit better than other Sandy stuff.

>> No.4648712

Along with Nirvana and Barrel o Fun it's the most retarded levels in Doom history. Well, E3M1 and E3M2 are also running for this unholy trophy.

>> No.4648715

>hey did you enjoy playing through that whole level
>oh whoops you fell in the last room into an inescapable damaging floor and you didn't know the bridge platforms collapse the moment you step on them! too bad, redo the whole level

>> No.4648716

What's wrong with Tenements?

>> No.4648717

That's the one. What a shit map concept. If it wasn't for the close range enemy spam you could complete it in 10 seconds
Fucking this. Combining maze level design with someone who's never designed maps before crates an anti-fun vortex. I'd rather play Doom 3 over that shit

>> No.4648718


>> No.4648726

>GZDoom 3.3.0 To Gather User's Hardware Information
one of the reasons of why i never updated my GZD ever since

how long until someone does a proper and better fork from it?

>> No.4648729

you can opt out of it.

>> No.4648731

i would force timmy willy and Tiago to do their own update port of GZD and release for free as the new SRC

Graf would neck himself after it

>> No.4648734 [SPOILER] 
File: 10 KB, 268x234, 1521214985230.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4648737

But not everyone is gonna opt out. And graf's an idiot that will probably just use this as an excuse to remove support for a lot of stuff.

>> No.4648738

I don't play 2hu. What character is that supposed to be based off?

>> No.4648741

>And graf's an idiot that will probably just use this as an excuse to remove support for a lot of stuff.
Now you're just looking for reasons to complain before they even happen.

>> No.4648745

Graf is such a god damn cocktunnel that he almost fucked over GZD because a glitched map got popular. Do you really expect someone as mentally unhinged as Gayf to not be triggered over how literally nobody likes him taking their info?

>> No.4648746
File: 11 KB, 236x160, 6ea6e1d47a52ae2d1a82ad8480704c93--love-canal-hazardous-waste.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw after the Lilith fiasco this may be the actual final nail in the coffin for graf, being unable to so much as get a public diagnostic he may just walk away and be unreachable

>> No.4648747

I'll send this GZD link to id, Carmack, Romero and Willits with some crazy shit to see their reactions

>> No.4648748

>that he almost fucked over GZD because a glitched map got popular
No he didn't, he's not the sole dev, he just got angry and left for a while. He's done this before. You very well know you're just looking for things to complain about because you enjoy it.

>> No.4648750

As if most people even give a damn about it, let alone even know it, they just download the latest version for the sake of it, especially if there's wads that are only compatible in the latest gzd version, that's very common.

>> No.4648752

Bad post.

>> No.4648753

>id reads the piracy part

well, RIP Zdoom forums

>> No.4648754

>doom's source code is no longer free

>> No.4648768

Nirvana is bad but Barrels Of Fun is Fun.

>devs tell you to save often
>"redo the whole level"
Besides, Tricks & Traps is the literal name of the level, why would you trust anything at a first glance? You've spent the entire map having traps and ambushes sprung on you.

>> No.4648771

Different guy, but I think it's kind of boring.

I kind of like The Chasm though.

>> No.4648778

Tenements is a great Romero style level with the same design concept as seen in KDITD just without computers. Abandoned Mines is very similar in style too, another good Doom 2 map.

>> No.4648781

Many players here consider it cheating to save mid map. I don't get it either, but anons will play however they want and that's just fine.

>> No.4648785

It's a single player game, do it however you want. Ignoring mid-level saves is just a way to add some extra difficulty. Unless you're competing in a speedrun or something, it doesn't matter.

>> No.4648792
File: 192 KB, 1280x720, Screenshot_Doom_20180317_032806.png [View same] [iqdb] [saucenao] [google] [report]

When you spawn a demon and cacodemon sprite on top of each other, this happens.

>> No.4648794
File: 853 KB, 1920x1080, Screenshot_Doom_20180316_123306.png [View same] [iqdb] [saucenao] [google] [report]

>Map 11 has 1400 enemies

Thanks Resurge

>> No.4648803
File: 8 KB, 189x261, 1517722499140.png [View same] [iqdb] [saucenao] [google] [report]

Grats on the release, home slice.

>> No.4648820


>> No.4648825

in what way would they function any differently?
My immediate thought would be that they wouldn't be able to fly anymore, but at that point, you just made a beefy imp who hits harder and has more hitpoints.

>> No.4648827

maybe he would work like a chicken, only being able to fly for a few seconds, he would essentially be an imp that would follow you up high slopes.

>> No.4648829

Now imagine playing that with GMOTA.

>> No.4648831
File: 405 KB, 1366x768, Screenshot_Doom_20180317_010454.png [View same] [iqdb] [saucenao] [google] [report]

>fake 2hu vs genuine 2hu

>> No.4648838
File: 480 KB, 923x1348, DYBlz8rVAAA-dEL.png large.png [View same] [iqdb] [saucenao] [google] [report]

I skimmed this post without reading the chain and thought you guys were discussing putting Graf into the game as a boss

>> No.4648843

I haven't played GMOTA so I don't know what that would be like

>> No.4648894

4chan had a seizure.

>> No.4648896

Tricks and Traps is literally a wakeup call if you hadnt started learning to save your game. There is more than just the end map pit that can destroy you, the cyberdemon room is also one of those things that can uberfuck you if you picked that one by accident (not saying that it would, but it can).

Also there is a BFG in that level and if you use/rush the invulnerability the last room switch can be a breeze. There's also that side room with the pain elementals in it and its much easier to manage if you just move through it to do things rather than confront it head on. The map lives up to its name.
> encouraging players to Savescum on the final puzzle is kinda dickish though, oh hurr dee durr save your game because you probably wont get the sequence right then you'll die, so just keep reloading until you get it right
Promoting unhealthy game habits. Which then went to an insane level over in japan.

But to be fair some modern map packs do this too, but whenever you screw yourself its either instant demise (voodoo doll) or you have a long tunnel of lava to run down to reach the oh-shit teleporter.

>> No.4648898

>Faster caco that doesn't float away from damage, while biting harder and faster than pinkies (pinkies take 16 tics to bite you, cacos take 10)
Sounds kinda scary actually.

>> No.4648906


This reminds me im looking for a proper replacement for the Imp. But its hard to find an equivalent that wont be overpowered at a distance... or unable to reach across the map from sniper spots and shelves that imps are usually placed on.

Anybody got any tips about this?

Im thinking of an imp that throws a strong-ish fireball that arcs similar to the doom3 imps. This makes them stronger up close. But at a distance it projects something else that can chase you around, kinda like the gray imps from KDIZD except as an actual spawn. I tried using the code for the quake vore firepod on this and it was still broken in their favor even if it did 1 die of damage.
> tfw imps could be like low grade pain elementals if you are far enough away, though the projectile monsters they spawn could have a lifetime and the imps could have a limited number they can have out there at a given time.

>> No.4648914

There's also this idea I have that Demons use Magic and have different spells they could cast at you. So I would believe that Imps (or whatever their replacement would be) would be able to cast several "tricks" on you, each with their own limitations so they use different stuff depending on how far away you are.
> a polymorphing spell wouldnt be out of the question, since we have the heretic/hexen code for the morph ovum.
> id expect shit like that from the Baron/HK though.

>> No.4648931

I'm not sure what the hell is causing that, the sprite there looks like it's the sprite that flashes when Blaz misses with a subweapon or certain monsters hit a wall. That's really fucking weird, hopefully if it happens again you can see what causes it.

I might make the overheat of the Hyper Buster last a little longer, or shorten the time you have with it when you power it up, but it's mainly there as a "fuck your slaughterwad" button.

>> No.4648938
File: 184 KB, 590x741, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

Blaz deserves all the burgers

>> No.4648959


>> No.4648960

You just love making bad posts don't you?

>> No.4648961

I thought his arms were her legs, piggyback style.

>> No.4648969

I see that her legs got sucked into a vortex again.

>> No.4648987


>> No.4648990
File: 90 KB, 409x461, actual height.png [View same] [iqdb] [saucenao] [google] [report]

Right there >>4648197

>> No.4648993


>> No.4649002
File: 693 KB, 1920x1080, Screenshot from 2018-03-16 14:47:25.png [View same] [iqdb] [saucenao] [google] [report]

Danmaku, it ain't just for Touhou anymore.

>> No.4649003
File: 189 KB, 1280x720, Screenshot_Doom_20180317_055048.png [View same] [iqdb] [saucenao] [google] [report]

Using sprites of other actors to debug my ammo/barrel spawners leads to some silliness it seems.

That's sounding more like a revenant replacement than an imp?

>> No.4649009

well the whole point would be to replace the IMPs, as a replacement for imps it would need to be able to strike at a long range just because of ad-infinitium monster placements in maps... however I would want to do something else besides the standard fireball dynamic.

Hitscans, replacing them with stronger zombie troopers isnt the way to do it because you can dodge imp fireballs but you cant dodge hitscan. Even fast projectile tracer things would make that alot harder than it should be (even up close).

>> No.4649012

Well I was just thinking about the mass swarm of soaking bodies from all the projections being spawned per imp. Unless they're not meant to be shootable.

>> No.4649021

I solved that problem already with my pain elemental. It regurgitates green/stone imps that can throw fireballs. This is remarkably effective even though they cant fly, as they will swarm in a pit or block walkways, and they are tougher than normal imps.
> They have a timer built in that will kill them after awhile though, by draining health. After they die the corpse stays there for about 30sec but then fades away and is removed.

The projections im thinking of are a black skull that has a fast chase speed, and is mostly invisible, but when it gets close enough it spits a fireball at you. Would also have a limited lifespan, and when it dies it pops like a lost soul does.

>> No.4649028


>> No.4649054
File: 11 KB, 640x640, monster_quake_spawn.png [View same] [iqdb] [saucenao] [google] [report]

I love Quake but fuck these guys

>> No.4649061

These little shitheads spooked my guts off during my first playthrough.

>> No.4649075

Their movement is all bugged but it does the trick I guess. The answer to them is quick reactions and using an explosive, rockets are ideal (its alot of explosive damage all in one pile, but thankfully this does not bolster its Radius). In azure agony its appropriate to use the lightning gun on them cuz you normally catch em crawling around a corner.

>> No.4649109

It is my opinion that the most fun maps of Doom were Sandy Peterson's, as well as Tom Hall's maps reworked by Peterson.
E2 is full of this, and there's a bit in E3 too (Mt. Erebus was awful though).

Also Refueling base is my favorite Doom 2 map, it's at least as good as Bagel Of Decimation

>> No.4649117
File: 122 KB, 400x378, kLdnUxM.png [View same] [iqdb] [saucenao] [google] [report]

What are some good mapsets to play with GMOTA? Im playing through it with speed of doom and its going pretty well.

>> No.4649118

I went through shit like Epic, Scythe 1 and 2, Vanguard, Brotherhood of Ruin and Castle nevermore, all of which worked well

Vrack 1 and 2 are also great, not thematically appropriate, but great. Those maps kick my ass a lot

>> No.4649143

Are there any wooden crate sprites out there? I know On Cosmic Tides had some a while ago, but I think they were made for the (booty) project..

>> No.4649154

When making additional enemies for maps, is it possible to add them without changing existing ones, specially for the case of the SS and Keen?

>> No.4649218

I think so, but only with zdoom and it's forks.

>> No.4649230
File: 268 KB, 907x830, musclemidget.png [View same] [iqdb] [saucenao] [google] [report]


I fucked up with the ammo pickups on the Doomslayer where if you pick up a few backpacks or use the give all cheat it'll lock you up from picking up more ammo. I fixed it now if you want to grab the hotfix.

Just check the itch page for the update

>> No.4649268
File: 30 KB, 545x418, 324.png [View same] [iqdb] [saucenao] [google] [report]

I'm getting this error when I try to run GMOTA off zdl in GZDoom. Any ideas lads?

>> No.4649275 [DELETED] 

What movies do you think best sum off most TerryWADs overall?

>> No.4649278

Update GZdoom a little, you don't need a super recent version, but yours is too old. Which is weird because I do all of my recording on 1.8

>> No.4649279

>Any ideas lads?
update your gzdoom

>> No.4649280

*sum up

>> No.4649282

So they can steal my info? No way.

>> No.4649283

There is still the hope that Zdaemon, Zandronum, and Chocolate Doom get key updates.

>> No.4649286

Even though it's a terrible idea, you can still opt out.

>> No.4649296

in zdoom, yeah you can; just give your new dude a DoomEdNum (stick a number at the end of their "actor" line)
in other ports, you have to replace something, whether it's the nazi, commander keen, or some decorations

>> No.4649298

the gzdoom version you're using is less up to date than zandronum is
just grab 3.2.5, it doesn't have that shit and will support everything

>> No.4649302

I love how Doomslayer plays differently from Sir Blaz, like you're playing a different mod.
No wonder this update took time to come out, it's that fucking good.

>> No.4649307
File: 570 KB, 600x621, kill.png [View same] [iqdb] [saucenao] [google] [report]

>It's "The Great Minecraft 1.7.8 schism" all over again

>> No.4649319

>This is the 133rd IP in the thread,

>> No.4649330

Is it possible to recreate the dart traps from Doom 64 in vanilla Doom style maps?
Because i assume all you need is
>A wall with a texture in it of a stone demonic face, that projectiles can come through
>An actor behind said crossable wall, who shoots projectiles through only one direction, with a certain pattern for its shooting

>> No.4649331

don't know, don't care

>> No.4649336

why even respond to the shitter at all?

>> No.4649339

>This is the 577th post in the thread

congratulations, you can count

>> No.4649342

shook as fuck

>> No.4649345

>A Terryshitter

>> No.4649373

>>devs tell you to save often
So you're saying I'm forced to play how they want as an excuse to justify horribly inescapable death pits?

>> No.4649374
File: 214 KB, 1408x1269, disdain for the retarded.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you even function?

>> No.4649381

He learned from others around 4chan that if someone's first post also happens to be one he doesn't like, it must mean that person is shitposting.

>> No.4649395

Sounds like the dart traps from Hexen, have a pwall that blocks movement but not projectiles, skin it with the demon face texture, place an actor that shoots appropriately and doesnt 'chase' and there you go. Its a popular trick with archvile sniper spots where its a fake wall you can't move thru.

>> No.4649401

Also, how is GMOTA playable on Scythe 2, if both the mod and the mapset replace the Nazi's?

>> No.4649415

Sounds like the first in the load order will win. Something replacing something happens, if another thing goes to replace it the result is its already been replaced so there's no effect. If you wanted to replace the replacement it would have to reference the thing that got changed.

For example in my smooth doom upgrade I make optional gameplay modification by changing the plasma rifle behavior. But "replaces plasmarifle" isn't going to cut it because BloxPlasmaRifle already replaces it, so I replaces BloxPlasmaRifle instead.

>> No.4649423

GMOTA will win because it outright replaces the enemy, while scythe 2's DEHACKED modifies the nazi directly
when multiple things replace an object, the mod that replaces it last wins

>> No.4649431

Hey DKG, long time no see.

>> No.4649437

Some more Bloodborne in DOOM material


>> No.4649442
File: 13 KB, 473x434, PickupMessages.png [View same] [iqdb] [saucenao] [google] [report]

Small multiplayer problem here, GMOTA guy. some pickup messages are shown to everyone.

>> No.4649448

i'm still waiting for a response to >>4648454
he'll never give it, probably

>> No.4649459

probably not checking ConsolePlayerNumber()
dunno if GMOTA has an "IsZandronum" check or not, but if it doesn't, it can use this https://www.hastebin.com/maqapuqapi.c
then just check if it's not zandronum OR ConsolePlayerNumber() == PlayerNumber(), and if so log the message

this won't fix it for zdoom multiplayer, but it's their fucking fault for never implementing a LogLocal function

>> No.4649461

Yes, levels are generally designed to be played certain ways.

Again, it's a level where you're ambushed, trapped and tricked, at every turn, it's in the title's name, assuming you've made it through this level on your first go, without dying and reloading, would you look at the exit and trust it at face value?

As the pillar lowers beneath your feet, isn't your first instinct to hurry up and get moving, lest you sink down?

>> No.4649489

Fuck me. This is going to be an annoying fix.

>> No.4649494
File: 11 KB, 180x180, iQtvJ7Y.jpg [View same] [iqdb] [saucenao] [google] [report]

So why do people put Nazi replacements in their mods if they know that it breaks dehacked?

>> No.4649502

In GMOTA's case, having a surprise hitscanner pop out of nowhere isn't fun, seeing as hitscanners will fuck you up with the more melee-focused play style.

>> No.4649504

Besides MetaDoom, what other mod seperates its Nazi/Keen/props replacement by simply putting them in an alt file?

>> No.4649505

The other traps don't force you to die if you weren't aware of them.

>> No.4649507

License to put in a different enemy that you wouldn't otherwise have?

>> No.4649510
File: 19 KB, 480x480, 1515350967937.jpg [View same] [iqdb] [saucenao] [google] [report]

>one of the enemies is literally called "the bonelord"

holy fuck

>> No.4649516
File: 12 KB, 315x286, but_why.png [View same] [iqdb] [saucenao] [google] [report]

So why do mappers put Nazi replacements in if they know gameplay mods replace those monsters?

>> No.4649530

Sort of related I still want the option to turn off those wizrobes in Space Hunter. I don't want that broken Zelda rod in what's otherwise a really good Metroid mod.

>> No.4649537

or at least make them less common like god damn why did you make them spawn so frequently

>> No.4649601

I never update my sourceports unless it's required anyway. It's not like they add new features most of the time.

>> No.4649606



>> No.4649607

I've been toying with the idea of a Space Hunter update, making the Nazrobes toggable, tweaking the plasma beam to turn it into a shotgun blast of non-ripping beams.
Maybe some other cool shit if I can think of something.

I'm glad you like Space Hunter though.

>> No.4649687

Force you to die? My fucking cousin was quick on his feet to get out of that trap on the spot, he was like 10 by then and wasn't particularly amazing at the game. Just react fast, don't just stand there and let yourself sink down in the sludge.

Just because the traps haven't been totally unfair so far, do you expect it to keep playing that way, that it wouldn't raise the stakes?
One of the first things you can do on the map is to run into a Baron in a narrow hallway, who *teleports behind u* and *blocks ur path*, that's an act or die situation like any other.

Again, literally "Tricks and Traps"

>> No.4649715 [DELETED] 
File: 313 KB, 1302x523, 2018-03-16 18_58_54-● basenew.wad (MAP01_ Base) - GZDoom Builder.png [View same] [iqdb] [saucenao] [google] [report]

Making my fifth map ever. The cc4 textures wad is a pretty cool resource.

>> No.4649942

>my friends don't wanna play Guncaster cause you play as a were-dragon thing and think it's made for furries.
Never knew that, gonna totally play the shit out of it now

>> No.4649943

You realize you didn't censor that vagina right

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