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/vr/ - Retro Games

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File: 1.46 MB, 1824x1539, doomguy_by_deanleowinchester-dai2lmr.jpg [View same] [iqdb] [saucenao] [google]
4649604 No.4649604 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4645482

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.4649605

=== NEWS ===

[03-16] GMOTA v1.0 Released

[03-15] La Tailor Girl Updated To 1.50

[03-15] Doom II Nightmare In 21:14

[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] 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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4649613

I kinda like this exoskeleton design

>> No.4649614
File: 101 KB, 592x448, batcave.gif [View same] [iqdb] [saucenao] [google]

>lots of furry reaction images around the time Guncaster is released


>> No.4649617

Fuck. Off.

>> No.4649620


>> No.4649621

Good luck!

>> No.4649623


>> No.4649625


>> No.4649630
File: 469 KB, 914x784, bony mcfuckface.png [View same] [iqdb] [saucenao] [google]


>> No.4649635
File: 634 KB, 400x225, you got the shotgun.gif [View same] [iqdb] [saucenao] [google]

Whether it's Doom or Quake there's no better weapon than the shotgun family

furfags must be purged t b h

>> No.4649636


>> No.4649639

Has anyone ever made a Doom Delta equivalent for Quake?

>> No.4649641


I've been watching other people play Q1 lately though Youtube and demos and by Shub it's painful watching people ignore the single shotgun. It's even worse when they're playing with Arcane Dimensions and they've got the Widowmaker so they're just blasting away three shells at a time at something twenty feet away instead of just switching to the single shotgun.

>> No.4649648

I think the idea sounds cool. Good luck anon.

>> No.4649650

Single shotgun is a fucking sniper in Quake. It's fantastic. But ever since Doom 2's Super Shotgun with its delicious chunky reload I've never been one to ignore the super in it or Quake

>> No.4649657

ACTUALLY WAIT A CRYPT IS ALREADY PART OF A CHURCH. What do you call those hut-looking things in cemeteries?

>Doom Delta is a mod for ZDoom and GZDoom that aims to bring many elements from the pre-release iterations of Doom, including Doom 0.3-0.5, the press release beta, the rare VHS footage, and the Doom Bible. Elements such as the helmet HUD from early alphas, enemy designs, separate classes, and unique weapons return.
Probably not really, given Quake's development was all over the goddamn place. Going back to the earliest concepts would mean turning the entire game into an adventure-RPG starring a guy with a big hammer, between those and the pre-release stuff it was more or less just artists making art and mappers making assets without exactly knowing what it was all gonna be used for, and then they threw in some guns and ammo and it was already pretty close to release Quake.

The earlier builds do have some changed stuff, but it's largely just different or worse, i.e. the nailgun looking more like an SMG instead of the dual-barreled dingus in the final game, or Ranger's voice clips not being pitched down like the final game (plus a bunch of unused pain sounds) so they still sound a lot more like Reznor. Some other things already came back in various mods, like the dragon in Dissolution of Eternity. No pissing Ogres though, so far as I know.

>> No.4649684


>> No.4649686
File: 1.09 MB, 800x533, file.png [View same] [iqdb] [saucenao] [google]

Yeah, that's the word. Thank you.

>> No.4649690
File: 1.50 MB, 1280x1813, tumblr_op8wjjkOGf1u998h1o3_1280.jpg [View same] [iqdb] [saucenao] [google]

There's any mods that changes the normal enemies for the wolfenstein enemies? i want to fight mecha hitler in the doom maps

>> No.4649691

there was a grave map in 300minvr that had a bunch of them, was good

>> No.4649697

where's commander keen?

>> No.4649709

hanged behind the door

>> No.4649710


>> No.4649737
File: 19 KB, 1024x768, Screenshot_Doom_20180316_220440.png [View same] [iqdb] [saucenao] [google]

Here's the first edition of my plaincolour texture .wad. Features red, green, black, blue, white, yellow and purple textures and flats. Useful for making speedmaps IMO. Might expand it with switches and additional colours.

>> No.4649752


>> No.4649758

Where does the sound GMOTA's Doomslayer does come from, when he goes berserk?

>> No.4649759

He was grounded for looking at pictures of anime characters holding hands

>> No.4649770

Reminds me of the Dawn of War intro movie

>> No.4649772
File: 669 KB, 1360x1291, 2018-03-16 19_16_14-‚óŹ basenew.wad (MAP01_ Base) - GZDoom Builder.png [View same] [iqdb] [saucenao] [google]

So I made some sectors colored using UDMF's color effect. When played in software mode, it looks like the above picture (pretty cool). When played in OpenGL mode, it looks like the below (terrible). Can someone help me with this? Like an OpenGL setting that needs to be changed, or a different method of colored lighting that will look good in OpenGL?

>> No.4649840
File: 71 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]


But yes, it's from the dawn of war intro

>> No.4649848
File: 106 KB, 900x590, 5d9.jpg [View same] [iqdb] [saucenao] [google]

Why aren't there any major Warhammer 40k doom mods?

>> No.4649858

I've found that the specific flat shown (FLOOR46W from cc4-tex) is the ONLY flat with this problem. Weird.

>> No.4649871

I like how instantly recognizable the doom 4 ssg is.

>> No.4649874
File: 7 KB, 190x131, a.png [View same] [iqdb] [saucenao] [google]

doom rpg's font, gore and HUD ammo icons

>> No.4649879

This is great. Thank you

>> No.4649903

Gotta say, GMOTA was worth the wait.

Because GW would C&D that shit so fast your head will spin.

>> No.4649906

UNFing walls makes me angry

>> No.4649917

you could just make it all look similar, and give everything similar-sounding names

>> No.4649921
File: 26 KB, 290x200, Ken-Penders.jpg [View same] [iqdb] [saucenao] [google]

the tyranids are now called thy'rha'nhydds

>> No.4649928
File: 21 KB, 300x316, ???.jpg [View same] [iqdb] [saucenao] [google]

>download that gmota mod
>file cancels less than halfway through

>> No.4649952

UNFing walls makes me horny

>> No.4649954

Itch.io might have been weird, you try downloading it again?

>> No.4649960

yeah okay no i can't download this at all. this hosting is garbo on my end

ill try again in a while i guess but im not too thrilled about it. sucks, everyone seems super hype about it

>> No.4649970

Holy shit GMOTA released!?

Gonna masturbate to this glorious event. Worth it.

>> No.4650008
File: 222 KB, 1536x2048, 1496637006470.jpg [View same] [iqdb] [saucenao] [google]

>GMOTA doesn't run with ketchup

>> No.4650010

Why do you need it? GMOTA has custom gore

>> No.4650019

it'll suck

>> No.4650024

Shouldn't you be driving away contentfags on /vg/? You already were successful here a few threads ago.

>> No.4650028

If it's just itch and not your internet, I mirrored it for you here

>> No.4650031
File: 18 KB, 300x282, 1465740940938.jpg [View same] [iqdb] [saucenao] [google]

Probably, but at least I'll be able to say I made a map!

>> No.4650032

I believe in you, anon.

>> No.4650051

thanks for this! although i finally got the damn file to complete itself for me somehow. and it only took 17 attempts

weird how it would freeze in place for half a minute before moving on every once in a while though. defs some of the longest/most excruciating 29 megs i ever snatched off a site

>> No.4650054

he says while posting an animal-themed superhero
It's gotta be one guy

>> No.4650056

ay yo are there any good city maps for Doom? As in Build Engine style city maps, not later half of Doom 2 style. Just got done playing the Ion Maiden preview and it made me realize city maps are something I've been craving. Everything Doom mapping seems to either be a techbase, hell or something abstract.

>> No.4650058 [DELETED] 

no one said anything when that one person was avataring with that blonde anime girl

>> No.4650061
File: 5 KB, 241x209, ppgwh.jpg [View same] [iqdb] [saucenao] [google]

Pillowblaster tricked a bunch of people into playing Doom as his fursona.

>> No.4650062

Man, /v/ getting frozen thanks to that one robot typing kill in the console IRL really fucked up this thread for awhile.

>> No.4650063

I heard it was actually a school shooting threat that caused it?

>> No.4650065

that would be a coincidence if robot and a school shooting threat happened at the same time

>> No.4650068
File: 13 KB, 278x173, 1520955143496.jpg [View same] [iqdb] [saucenao] [google]

I'm glad that still gives you grief after all this time~

>> No.4650069 [DELETED] 

>look guise! i'm so clever!

>> No.4650079


You heard absolutely wrong, if that's the case.

>> No.4650086

I don't know what you or he might be on about but i find it funny how touchy you are right now

>> No.4650091
File: 48 KB, 500x483, 1469289424639.jpg [View same] [iqdb] [saucenao] [google]


>> No.4650092 [DELETED] 

I was making a point and he was bothered by it. His loss, not mine.

>> No.4650097 [DELETED] 
File: 79 KB, 954x645, The Miz becomes a YouTube skeptic.jpg [View same] [iqdb] [saucenao] [google]

I understand now!

>> No.4650102
File: 40 KB, 639x424, whatisyoudoin.jpg [View same] [iqdb] [saucenao] [google]

>Consolation Prize Doom64 Retribution
>Disabling level fade-out
>Still freeze in place when exiting level

>> No.4650103
File: 1.24 MB, 1920x1080, Screenshot_Doom_20180317_030012.png [View same] [iqdb] [saucenao] [google]

Super Immolator is good

>> No.4650105 [DELETED] 

you two niggers get a room and stop being so fucking tsundere to each other

or stop shitting up the thread with the revelation that anime is liked on an anime image board

>> No.4650108

GMOTA is fun but what map packs even make it challenging? I've thrown slaughter maps at it and it's still not very challenging.

>> No.4650110 [DELETED] 

Forgot a few.

>> No.4650113 [DELETED] 

Forgot a few.

>> No.4650113,1 [INTERNAL] 

Reminder NEVER to point out the double standard.

>> No.4650127

I would fuck cygnis no problem

>> No.4650129

Your backseat moderating is worse than any shitposter t b h
How do you honestly think it contributes to any thread

>> No.4650131

Try increasing the difficulty level?

>> No.4650134

I would fuck hae-lin no problem

>> No.4650136

both of them would probably fuck each other no problem

>> No.4650137

Who tops?

>> No.4650139 [SPOILER] 
File: 146 KB, 1280x1039, 1521272258934.jpg [View same] [iqdb] [saucenao] [google]

are you sure about that?

>> No.4650141

that is a bad artist, but still yes

>> No.4650150

Can you go into detail why that's bad? I'm no d/ic/k but I don't see any glaring flaws.

>> No.4650154

the short of the matter is that the face proportions are completely off, too circular and too large compared to the rest of the body, the teeth are animal teeth rather than human (but still sharp) teeth, etc

>> No.4650168

crosspost from the build engine thread:

Just beat Episode 5 of DN3D for the first time. The new enemy sucked, and the flamethrower is maybe OP with how much ammo it has and how it can kill chaingunners in one shot. There's cool ideas and the levels do look really good and detailed, but all of the boss and mini-boss enemies everywhere reminded me what I didn't like about Duke 3D: so many enemies feel like bulletsponges, and fighting them just gets tedious unless you stuff them in one shot with explosives. Fighting a mob of enemies just ends up being shooting a bunch of RPGs or Devastator rockets into the crowd while jumping in figure 8s.

What did you guys think?

>> No.4650170

>the short of the matter is that the face proportions are completely off, too circular and too large compared to the rest of the body
it's a fucking anime character.
>the teeth are animal teeth rather than human (but still sharp) teeth, etc
term actually made that canon because lol daemon sword powers

>> No.4650174
File: 3.17 MB, 1889x2328, 1348673664923.png [View same] [iqdb] [saucenao] [google]

he would fuck you up no problem

>> No.4650182
File: 38 KB, 480x480, THE NUT.jpg [View same] [iqdb] [saucenao] [google]


>> No.4650192

nothing inherently lewd yet hot as fuck

>> No.4650195

>it's a fucking anime character.
it's a fucking anime character with a drawing that looks like a western cartoon character
it doesn't fit
>term actually made that canon
her teeth are not animal teeth, they're just sharp teeth

>> No.4650196

what would pillowblaster have to say about this?

>> No.4650198

oh shoot is that the sorlag drawfag

>> No.4650201

>he doesn't like piranha teeth girls

>> No.4650204

to me this design makes way more sense. just buff him the fuck up and hand him a cigar. keep it simple. what's the point in designing your character with tattoos all over his upper bodyframe if you're going to have them covered with a shitty hot topic leather jacket anyways?

>> No.4650205

cygnis licking his own feet when?

>> No.4650207
File: 382 KB, 640x501, 1492882588939.png [View same] [iqdb] [saucenao] [google]

Wow, I found GMOTA art from the future!

>> No.4650212
File: 31 KB, 960x720, agitated genesis.png [View same] [iqdb] [saucenao] [google]

Dunno if it's the same person, but almondsandmilk did that Cyg.

>> No.4650217

is that almonds and milk or almond sand milk?

>> No.4650227


>> No.4650229

that's kinda short

>> No.4650239


>> No.4650243
File: 636 KB, 1280x720, GMOTA.webm [View same] [iqdb] [saucenao] [google]

This mod.

>> No.4650251

I'm getting flashbacks to The Sky May Be

>> No.4650252

I will play your map Anon.

Go 2 it

>> No.4650253

how big is that explosion radius

>> No.4650254

Hell on Earth Starter Pack has a bunch of Duke 3D style city maps in the middle episode.

>> No.4650278
File: 344 KB, 381x392, hard.png [View same] [iqdb] [saucenao] [google]

>that BFG

>> No.4650293

There are lots, spanning back to the 90s, but they rarely get finished or are any good. Needs a lot of really high quality sprite work to pull off successfully.

>> No.4650313

Repostan from previous thread:

more bloodborne doom stuff

>> No.4650341

This is my John Romero collection:

1. Phobos Mission Control
2. Tech Gone Bad
3. Industrial Zone
4. Circle of Death
5. Tenements
6. Abandoned Mines
7. Gotcha (secret level)
8. Perfect Hatred
9. Against Thee Wickedly
10. The Living End

This man was a fucking genius. Noone else can do as great maps as him.

>> No.4650349

>I don't like the map I'm making
Could it still be good?

>> No.4650358

It should be a "badum-tish, wah-wah-waaaah"
I like the understatedness of the rocket launcher most.

>> No.4650363

have you worked on it for long?
if yes, you are obviously going to hate it
but if the idea was good at first, keep going
if not, scrapping is an option

>> No.4650392

There was a Quake 40k mod with functional marine vs marine multiplayer. It was very faithful to early 90s 40k, it even had a functioning "locked in close combat" system if two players ran into each other.

I think the group making it was called Team Pheonix.

>> No.4650396

I'm trying to play the mobile Doom games and how do i "run" freej2me_2017-10-12\freej2me\build\freej2me.jar?
Like, do i have to type it in somewhere?

>> No.4650401

Does anyone have an webm demonstrating how it's done too?

>> No.4650414

Do you have Java installed? If you do, just double-click it and choose the game you want to play.

>> No.4650421

Well yeah, if you stick at it long enough eventually its going to turn out pretty great if your standards are high enough. Being introspective is a very important skill for mapping.

>> No.4650429
File: 73 KB, 800x600, Map07_mancubus_gathering.png [View same] [iqdb] [saucenao] [google]


>> No.4650452

Thanks to Mancubi I know to hug my mom

>> No.4650453

>Hideous Destructor - Doom Mod Madness
oh, cool.
>Not sure how to deal with imp fireballs, best thing he tried was bandaging himself while on fire
At least he didn't use cheats, though.

>> No.4650464

Man, the comments section.. half are calling Hideous Destructor shit, bad design, anti-Doom and the ARMA/Dark souls of Doom mods, while others are praising it and saying they like it (while also telling ICARUS to RTFM).

>> No.4650478 [DELETED] 

I love it because liking HD or not clearly defines who's smart and who's a brutal doom-tier retard who has ADHD and zero patience.

>> No.4650502
File: 95 KB, 1024x768, cac.png [View same] [iqdb] [saucenao] [google]

>> No.4650514

cease doing

>> No.4650518

I once made a very crude "Pet the Caco" wad. Some other anon made a nice garden and music and hearts emerging. It was really nice.

>> No.4650540

Quake SSG is primetime for quad damage. Even regular shotgun on quad is satisfying and will chew zombies, quite useful at range that combo is. But I like plugging away with regular shotgun at death knights long range, the time is kinda worth it to see them suffer and the ammo is cheap.

I'm sure nailguns are more efficient on quad than the SSG but shells are cheap ammo you often have max of and quad SSG will spot-remover any non boss monster with little worries (what is it like 216dmg per blast? And they're at least 1/sec and will practically stunlock shamblers).

>> No.4650546
File: 26 KB, 1024x768, arach.png [View same] [iqdb] [saucenao] [google]


>> No.4650623
File: 84 KB, 386x640, Screenshot_Doom_20180318_034735.png [View same] [iqdb] [saucenao] [google]

PHOBOS.wad's midtextures are crazy.

>> No.4650647

Damn, that's neat. Can you climb it or is it just a decoration?

>> No.4650649

I'd molest her on a crowded train.

>> No.4650657

Yeah, you can climb it! To enter the vent above you have to shoot and break it to enter, it even changes into a "broken" texture.

>> No.4650668
File: 56 KB, 640x960, DOOM04.png [View same] [iqdb] [saucenao] [google]

Here's a couple more screenshots taken from chocodoom.

>> No.4650674

Link to .wad?

>> No.4650684

Soulsphere x2 combo!

>> No.4650689
File: 276 KB, 1200x2400, 1514195069457.jpg [View same] [iqdb] [saucenao] [google]

anybody else kinda dissapointed with GMOTA?

I beat brotherhood of ruin on V0.9.9B and had some fun even though it was quite unbalanced.
but that hasn't changed at all, the subweapons go from kinda good to incredibly overpowered (compare the boomerang "elemental technique" m2 to this >>4650243 ) and I don't know if it's just me or did the subweapon stacking get removed entirely?
the fists seem much better than zarach (the sword) since they stun and give you a bunch of buffs, and the sword itself feels lame even with all the kinda boring upgrades you get for it, the best one being the throw for me but even that one feels like it should be built in
blazter is just a relegated stun which feels like a hassle switching to unless you really need to stun a crowd, until you upgrade it or get a good subshot

>> No.4650694
File: 207 KB, 672x698, phobosteleports.png [View same] [iqdb] [saucenao] [google]

Also there's this neat gimmick in each map where the level starts mostly empty, but is populated by monsters walking through a "pachinko machine" and teleporting to random places all over the level. So each playthrough of the maps is different each time.

>> No.4650703

Just a warning the gameplay itself isn't that great, has neat ideas though.

>> No.4650746
File: 63 KB, 437x423, he keeps getting shorter.png [View same] [iqdb] [saucenao] [google]

Unfortunately I think this is as good as I can do with Blaz in the Doom engine. While I plan on nerfing a few things here and there, I just don't think Blaz's gameplay gels particularly good with random mapsets and doom style gameplay. Blaz's fists have been in a really awkward spot ever since I did the big overhaul, without the buffs it's a straight downgrade from the sword.

I was also thinking about making the sword throw a default feature but I don't think people would know about the throw from a fresh start if they never played before.
Yes I got rid of the POW system because it was awkward and shit, and ultimately the Blazter is now mainly used as a clutch weapon, it's not Blaz's primary focus and it never was supposed to be a big focus, you don't need to use the Blazter most of the time, and especially if you're familiar with all of the sword's mechanics.

You still have the Doomslayer and there's other characters I got planned in the future.

>> No.4650758

Big. I originally had the rocket sword enforce a longer cooldown after using it, and I forgot to reduce the radius afterwards.
Should probably shrink that a little.

>> No.4650759

Is it Saturday yet?

>> No.4650763
File: 1.02 MB, 1280x720, 2a6.png [View same] [iqdb] [saucenao] [google]

>those hips

>> No.4650765

I mean, Icarus is a huge Brutal Doom fan. Also HD kinda IS Arma of Doom mods - both are tactical shooters.

BONUS IRONY: Brutal Doom and Hideos Destructor have similar design principles, create a completely new gameplay experience that plays more like modern shooter than Doom, while using original engine, maps and assets. It's just Brutal emulates Call of Duty, while Hideos emulates Operation Flashpoint.

Also, doesn't Hideous come bundled with a manual that explains most complexities of the game? Because I'm not sure if MI read it...

>> No.4650770
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]


>> No.4650771

It does come with a manual.

But to be fair, I think his criticism of it being hard to get into still stand.

You have to read through a big manual and understand several new and not always intuitive systems in order to survive your first encounter. HD doesn't even work with most mapsets - you need to read the manual to get a list of recommended maps.

>> No.4650774

In other words Blaz needs maps?

>> No.4650776
File: 58 KB, 500x695, 1488309135658.jpg [View same] [iqdb] [saucenao] [google]

it's him!
>it's not Blaz's primary focus and it never was supposed to be a big focus
when I first heard about GMOTA a dude described it as a more focused approach to a weapon mod with zarach and blazter being both mostly equally useful for different situations and it felt like that in 0.9.9B
I am trying out doomslayer and I love him being a twist on doom4guy, although he's kinda diminished by other mods doing similar things with the doom 4 mechanics in doom, there's not much you can do about that and he's still his own flavour of doomguy imo
waiting eagerly for that kobold character

sorry if I sound too cynical, I am enjoying the update a lot and the mod is better than ever with all the lovely monsters, polish and the beautiful new UI

>> No.4650783
File: 65 KB, 800x571, DOOM thanksgiving.jpg [View same] [iqdb] [saucenao] [google]

Trying to get back into doom, this time solely for modding and fresh maps as I've played DOOM and 2 to death already. What's the best .wad manager/launcher? I'm too lazy to drag .wads into the sourceport .exe
I also have the doom quickstart v2 torrent (only downloaded the maps/IWADs from it) and I want to know if Zandronum is still good for singleplayer only or if I should get gzd and hope opting out actually opts out of their meme collection

>> No.4650784

That or a standalone game one day.

Cynicism or not, you're right. There's just only so much that can be done with Blaz, and I've done the best I can to make him gel better but he's always gonna be a little lopsided in terms of balance, at least within the doom engine, and I'm fine with that, Blaz is a boss killer and is capable of doing MASSIVE bursts of damage for a short time here and there, but he still suffers at long range and in big crowds.
Also once you get the rocket launcher upgrade the Blazter serves pretty well as the long range multipurpose tool, that three round burst you can rattle off at low charges is really good.

and Samson will be added last, after I do a few more minor housekeeping updates for GMOTA I'm gonna start working on updating Combined_Arms with some new weaponsets and custom monsters.
After THAT I'm gonna come back to GMOTA and start work on Kustam, and he's gonna be a lot of fun to make

>> No.4650790


>> No.4650794
File: 18 KB, 1024x768, Screenshot_Doom_20180317_142038.png [View same] [iqdb] [saucenao] [google]


>> No.4650798

Yeah. I think Hideous Destructor should come with like, a tutorial map that introduces the basics of the game. Probably a tutorial 10-level episode.

Also, irony: SgtMarkIV's maps are actually good fit for HD because he likes semi-realistic city-spaces with a lot of cover. For that same reason, Brutal Doom maps (including Hell on Earth Starter Pack) can work pretty well with it.

>> No.4650804
File: 116 KB, 1280x720, Screenshot_Doom_20180318_012900.png [View same] [iqdb] [saucenao] [google]

Been working on context-sensitive barrel spawning, basically containers you have to destroy that hold the ammo pickup they're replacing. How it works is, each type of ammo pickup has a replacement spawner that checks if a spawner of a different type of ammo is close by, and if the weapon/s the ammo is for isn't (there's other checks like if it can actually spawn a barrel in the space or if a voodoo doll is nearby).
A lot of Doom maps tend to spread out their pickups or put the same type of ammo together, so the barrels tend to be rare or only in secrets. Pic related is an example of the *high end* of barrel amounts in a map.
Wad is Demonfear.

>> No.4650819

>Wad is Demonfear.
thank you for mentioning this and save me asking

>> No.4650824
File: 25 KB, 227x339, dslayerorange.png [View same] [iqdb] [saucenao] [google]

Hey Kegan, very minor but enough to be distracting, there's this single orange pixel on Doom Slayer's hand when he fires his pistol.

>> No.4650825

on his hand? Where?

>> No.4650827
File: 288 KB, 1621x810, 3DGE Take 2 (edit area) at 2018.03.17 13-33-21.343 [R3004].jpg [View same] [iqdb] [saucenao] [google]

Making a thing for a 3DGE mapset due by the end of the month. Still looks kinda rough now, but I'm starting to get a feel for the map flow now, and I'm pretty confident I can pull it together within two weeks.

It helps that I'm using Boom rather than the 3DGE version of UDMF.

>> No.4650840
File: 28 KB, 227x339, dslayerorange2.png [View same] [iqdb] [saucenao] [google]


>> No.4650848
File: 12 KB, 232x185, 1413136364735.jpg [View same] [iqdb] [saucenao] [google]

Fuck me I can't even see that. I'll save the image and look for it later. Thankfully the pistol attack is animated with TEXTURES so it should just be a matter of editing the sprite and replacing it.

>> No.4650851
File: 18 KB, 1600x1200, Am_stretch.png [View same] [iqdb] [saucenao] [google]

Why is it called automap?

>> No.4650856

bls respond

Because it automatically fills in as you walk? Unless you get the map item

>> No.4650858

It constructs a map of the level automatically as you explore it, ESL-san.

>> No.4650863
File: 38 KB, 567x243, dslayerorange3.png [View same] [iqdb] [saucenao] [google]

Does it help if I shift the hue? Also damn the plasma pistol looks cool in any colour

Whoa you mean TEXTURES can scale things around like that? neaaat.

>> No.4650865

Not the anon who brought it up, but the first two exacerbate the problem for me, more so than orange on green

>> No.4650868

when will PEanon return

>> No.4650876

Am I the only one who is scared of the Cyberdemon's roar?

>> No.4650880

That one faggot scared him off

>> No.4650884
File: 13 KB, 1024x768, Screenshot_Doom_20180317_150046.png [View same] [iqdb] [saucenao] [google]

Anyone know where I can get some actually good pine tree sprites? This is my shoddy attempt at one.

>> No.4650885

I know. I just hope he hasn't given up completely. I've seen that happen too many times by the same person, probably on other threads and it fucking pisses me off.

>> No.4650894
File: 1.47 MB, 640x360, wonderbuss.webm [View same] [iqdb] [saucenao] [google]

Also are you meant to be able to cancel the Thunderbuss with itself? (requires pressing 3 with the right timing)

sv_infiniteammo doesn't work with Doom Slayer's weapons, blegh

>> No.4650912
File: 2.46 MB, 640x360, wonderbuss2.webm [View same] [iqdb] [saucenao] [google]

Nevermind, I'm guessing it's intentional.

>> No.4650916 [DELETED] 


>> No.4650921

In the olden days, people had to draw maps for games themselves using graph paper. This applied to dungeon crawlers, and games inspired by dungeon crawlers like early FPS (including Wolfenstein 3D). Automap is called that because you no longer have to draw the map yourself, but the map is drawn automatically.

Eventually as automap became the standard in all games, and everyone forgot that people used to draw maps themselves, we stopped using term 'automap' and started calling them 'maps' again. Still, Doom is from that transitionary period.

>> No.4650931
File: 20 KB, 480x480, Homer donuts.jpg [View same] [iqdb] [saucenao] [google]

What's the best midi device? Using fmod on zandronum and I remember there being a better alternative. Does GZD have better midi support or no?

>English language not supported
Funnier than the mod is trying to be

>> No.4650932

There's an entire youtube series called "Boot Camp" that introduces the game mechanics.

Also I wish that there were more semi-realistic city maps like HoE SP's 2nd episode. They were actually pretty great to play.

>> No.4650938

How is it going?

>> No.4650940

I always assumed it was "automap" because it was the in-universe name for a handheld computer that automatically mapped out unknown spaces as you explored them.

>> No.4650946

D4T is fucking awesome

>> No.4650951
File: 1.21 MB, 1440x1444, 1518079664509.png [View same] [iqdb] [saucenao] [google]


>> No.4650960
File: 1005 KB, 1920x1080, Screenshot_Doom_20180317_145908.png [View same] [iqdb] [saucenao] [google]

It's one of those maps where you peak out from behind cover and you got fifty fireballs coming your way

>> No.4650961

What's this?

>> No.4650962

what is? it looks like ksutra 29 but not sure.

>> No.4650963

It looks like someone made the worst doom TC of all time and put it up for sale on steam.

>> No.4650965

Your average /vr/ modder.

>> No.4650968

More GMOTA feedback, with Blaz alt fire alerts enemies the moment you click, even if you're holding it down to prepare a sword throw. Makes me sad I can't line a crowd up while they're idle.

>> No.4650969

It appears that this is a new "game," or rather, another quick couple bucks snatched from idiots.
But in all seriousness, why? I really wish these lazy, awful TCs weren't allowed. This is ultimately disgraceful in my book.
Thankfully, this can get reported since the font in the HUD remains unchanged, therefore using Doom's assets and still being profited from.

>> No.4650971

Your average soriel shipper.

>> No.4650973

Not just the font, but the stone tile is also unchanged. And I heard the SSG sound in there, though that's probably not copyright.

>> No.4650976

What does that mean?

>> No.4650990

oh and of course, the elevator noise, too

>> No.4651005

It's common feature in fantasy dungeon crawlers, where it wouldn't make much sense, would it?

>> No.4651007

replace "handheld computer" with arcane magic equivalent

>> No.4651012

>I love it because liking HD or not clearly defines who's smart and who's a brutal doom-tier retard who has ADHD and zero patience.
Lmao. It's perfectly fine to not have a bunch of patience for Doom because that's not how the game was designed or played, it's fast-paced and unrealistic. You're free to play a mod that radically changes the gameplay, but it's retarded to get on a high horse about it.

>> No.4651013 [DELETED] 

Okay, MrIcarus video DID actually convince me to play Hideous Destructor - particularly because as someone who likes tactical shooters, its blatantly obvious from the video he must be playing it wrong (seriously, he's just standing in the open while getting shot, and then he has audacity to be SURPRISED when he gets flanked while bandaging in the middle of hostile territory, and I'm sure there is a way of extinguishing flames - spinning around while crouching to simulate stop-drop-and roll if I had to guess?).

Does anyone have any tips for me? I mean, aside from reading the quickstart, and the manual? Any tactics, suggested keybinds, extra videos, articles, stuff like that?

>> No.4651017

I mean, it DOES define who is a scrub. If someone says a mod they're bad at is automatically bad, that is the literal definition of a scrub.

It's alright if you dislike complex games, noone is forcing you to play them - but you have to acknowledge it's just your personal opinion.

>> No.4651029

I use Doom Launcher, it lets you organize wads by tags

>> No.4651034

You falsely believe that the only possible criticism of HD is "it's too hard"

>> No.4651037

Okay, MrIcarus video DID actually convince me to play Hideous Destructor - particularly because as someone who likes tactical shooters, its blatantly obvious from the video he must be playing it wrong (seriously, he's just standing in the open while getting shot, and then he has audacity to be SURPRISED when he gets flanked while bandaging in the middle of hostile territory, and I think I recall reading that crouching and spinning simulates stop-drop-and roll?)

Any extra tips for me aside from reading quickstart/manual? Any tactics, suggested keybinds, articles, videos, stuff like that?

>> No.4651038

you're saying everyone else is "a brutal doom-tier retard who has ADHD" and you expect to be taken seriously

>> No.4651039

What map sets should I use with GMOTA?

>> No.4651041
File: 43 KB, 1853x191, quote.png [View same] [iqdb] [saucenao] [google]

For the most part that's pretty true.

>> No.4651042

so you're implying that if a mod sucks, it's because you're bad at it and not that it's a fucking mess

>> No.4651043

There's a series of tutorials on YouTube

>> No.4651047

sorry i can't help you, i've never played it; i'm a brutal doom tier retard who has ADHD

>> No.4651050

Looks good. Thinking about making maps, what does GZD have over Zandronum in terms of mod compatibility? Overall hesitant to even bother getting GZD since I know Zandronum so well

>if you don't like it you're shit at games and can't aim
Great argument

>> No.4651052

Kegan recommends a few himself, like the Scythes and Brotherhood Of Ruin.
I like to use a wad called Hexen 2 Disguise For Doom 2 with it, it makes every standard Doom 2 wad into a medieval fantasy castle. Just played through No Rest For The Living with it and GMOTA.

>> No.4651057

I use Doom Explorer
it has a singleplayer section as well as a multiplayer section for Zandronum, ZDaemon, and Odamex servers

>> No.4651067
File: 228 KB, 1280x960, tek.wad.jpg [View same] [iqdb] [saucenao] [google]

tek.zip (35 KB, 1994-05-12) - None

despite it being full of visual errors i have a soft spot for this ancient wad. there is a slightly more fixed version in wadpak1a.

>> No.4651072

I don't, actually.

Second big flaw is that it's unaccessible. That is a flaw, but it's what you expect in a mod - if this was a game that'd be an issue, but a single creator hardly has resources to create a 32 level campaign that super well tutorializes every mechanic of the game. It's a bit of a charm of game mods.

I mean, I recall identical situation was with Demon Souls/Dark Souls before it blew up - everyone was complaining that it was too hard and impossible and ergo it sucked.
But then Bloodborne came out, which actually managed to tutorialize Souls gameplay well, and suddenly everyone is a Dark Souls fan.

I believe that eventually, one of the HD fans is going to create an entry-level Wad for Hideous that teaches you most key mechanics, and it's gonna become MUCH more popular, and a better mod in itself.

Yeah, there are other problems - creator seems to have a bit of fetish for realism/difficulty and seems more interested in creating difficult game than in creating a fun one, but it does add to the peculiar kind of charm this mod has. It's not a mod for everyone, but it doesn't make it a BAD one. Tactical shooter fans like it because it's not like tactical shooter genre is particularly common - I mean, there's original Rainbow Six games, Ghost Recon, ARMA, Stalker and its predecessor from the same creators Codename Outbreak, Full Spectrum Warrior [sorta], SWAT 3 and 4, indie roguelike Receiver, first Delta Force and... uh... That's it?

Hideous Destructor means that you get almost infinite supply of maps (Doom maps) that you can play as a tactical shooter. Actually, if you find what OBLIGE settings work well with Hideous, then you get factually infinite supply.

It's not gonna be as polished as a proper tactical shooter like Arma or Rainbow Six, but it IS an appealing concept.

That wasn't me, and I don't actually believe that. Again, I just believe that people who dismiss the mod outright without giving a fair try are scrubs.

>> No.4651081
File: 116 KB, 1025x780, Toriel Sans Buzzer.jpg [View same] [iqdb] [saucenao] [google]

Toriel and Sans

>> No.4651084


Again, I don't believe that.

Fuck, I probably should've made clearer that I DON'T agree with the guy who talked about "brutal doom tier retards with ADHD", I think he's a jackass.

I was only talking about specific people like the ones under the Doom Mod Madness video who said that mod sucks even though they've never play it.

>> No.4651104

Okay, so I'm reading the manual, and I realized there IS a "power fantasy" difficulty level.
According to the manual, at Homely, you take less damage, but monsters spawn at high rates. That sounds like the exact difficulty someone like Icarus (who is a Brutal Doom fan) would enjoy.

Damn, he really should've read the manual.

>> No.4651107
File: 495 KB, 500x375, bebbe hall.gif [View same] [iqdb] [saucenao] [google]

>Breddit Doomers

>> No.4651112
File: 431 KB, 1302x523, 2018-03-17 13_11_47-basenew.wad (MAP01_ Base) - GZDoom Builder.png [View same] [iqdb] [saucenao] [google]

Just a boring newbie map. Trying out some stuff I haven't made before like crushers and a platform that raises up from the slime and changes its flat.

>> No.4651115
File: 1.34 MB, 1920x1080, gmotadarktide.png [View same] [iqdb] [saucenao] [google]

Dark Tide is a good map to play with GMOTA.


Textures for map: https://www.doomworld.com/idgames/themes/TeamTNT/return/retres

>> No.4651126

Funny thing actually. Reddit Doomers say the exact same thing about us.

>> No.4651137

reddit and 4chan hate each other??? amazing

>> No.4651138

so i've been working on an fps game that takes a lot of retro elements (strafe jumping, sprawling and open level design, shitloads of monsters, traps, etc) so far i'm really happy with how it's coming along, but i'd like to know /vr/s take on what DUDE RETRO LMAO game design elements i should avoid, because i dont want to make a casualized piece of shit like D44M or shadow warrior where you walk into a small arena and the door shuts behind you, repeated ad nauseum

>> No.4651142

there's as much animosity as there is overlap between userbase.

>> No.4651147

>a casualized piece of shit like D44M
Post your ultra nightmare run.

>> No.4651148

none of those two games pretended to be retro in any way

>> No.4651156

>Adding in a retarded difficulty where you lose 6 hours of progress when you make a mistake means the game stops being a shitty Halo 1 clone that doesn't remotely resemble Doom
i want reddit to leave.

>> No.4651160

Yeah I expected a cheap answer like that, bonus for le reddit boogeyman.

>> No.4651165

So you ain't working on shit, got it

>> No.4651170

So is Ancient Aliens the most AESTHETIC wad besides graf's bane?

>> No.4651172
File: 1.05 MB, 721x949, 1512929450069.png [View same] [iqdb] [saucenao] [google]

One thing is enemies and entities in the Doom engine walking on the ceiling but has anyone tried to make the player do that too, that even his player sprites and view are upside down?

>> No.4651176
File: 88 KB, 800x800, gunmug.jpg [View same] [iqdb] [saucenao] [google]

Is there a mod that simply spawns more monsters over time? (not like monster respawn, something a little less extreme)
If not, I'm going to make one myself.

>> No.4651178

but then they'd leave you alone.

>> No.4651183


There was an old old old wad that tried that, called Roll.

>> No.4651184
File: 126 KB, 580x472, db7.jpg [View same] [iqdb] [saucenao] [google]


>> No.4651190

>Shitty halo clone
How much you wanna bet he hasn't seen anything outside of the e3 demo?

>> No.4651191

I'm not sure if this counts as AESTHETIC..
But it sure blew my mind. Don't let the name fool you. Trust me on this.


>> No.4651192

Where can i find it?

>> No.4651195
File: 156 KB, 609x619, this isn't bootlegging.jpg [View same] [iqdb] [saucenao] [google]

holy shit the vulcanette
oh my god

>> No.4651196

how much do you want to bet he's trolling to begin with?

>> No.4651204

Yes this is a cool map
Void & Rainbow?

>> No.4651213

It has nothing to do with MLP, it is safe.
I cannot stress this enough, the phase-shifting is well worth looking past the p-word in the name

>> No.4651216

Lookin' alright. Yes yes we all know the stigma that >pony brings I think we're all adult enough to understand it's just a doom wad

Lot of results that have the same name

>> No.4651218

>I'm sure nailguns are more efficient on quad than the SSG
Sort of, they do more reliable damage and turn Shamblers into piles of fur faster than you can blink, but the SSG is still better for "I don't know how much time I have left with the Quad and I need this enemy dead NOW."
> (what is it like 216dmg per blast?
224 if all pellets connect, so even if you whiff a few you're still OHKing anything short of a Death Knight or Fiend.

>> No.4651219

Not him but Void And Rainbow is the name of what he was suggesting

>> No.4651220

No, Void and Rainbow, that's the title. Requires GZDoom, very colourful. I think it won or nearly won a cacoward last year.

(scroll down)

>> No.4651226

Oops. I'll get that one, it looks good. Also gonna have to pick up GZD

Personally I never liked the nailguns and only find it useful to clearing groups of trash.

>> No.4651230

Also on the same page just linked try Stardate20x7 if you like purple. It's extremely hard though.

>> No.4651253

Okay then
I hope you and the others have fun
The sandman is roughing me up, so I gotta go

>> No.4651262

Okay, I started playing HD, just to give it a shot. So far... UUUGH. That's horrible.

I mean gameplay is fun, and I like how I have to plan ahead thinking of stuff like map layout and crap. But everything else...

Movement bob when you're crouching forward is ATROCIOUS. I'm lucky that I can probably could get used to it, but someone with motion sickness problems would barf.

Similarly, what the FUCK is up with the idea that the scope is automatically brought up when you're standing, and only other options are NEVER bringing it up or ALWAYS, and "zoom" key is instead a rangefinder? Why can't I have a dedicated aiming key like I did in Operation Flashpoint, Rainbow Six or Stalker?

This mod could use some SERIOUS usability improvements. So far the tactical shooter it reminds me the most is Receiver, and Receiver was so convoluted and user un-friendly as a JOKE.

So far I'm playing my first map (E1M1), let's see how the rest of my experience goes.

>> No.4651279

I just did. GZD 3.2.5 doesn't have the data collection bullshit right? Can't find it anywhere in the .ini provided. Currently dicking around with all these settings because the filtering looks like ASS

>> No.4651280

>and Receiver was so convoluted and user un-friendly as a JOK
wot? there was literally a help menu which told you what buttons to press

>> No.4651286

Doom 4 admittedly did the arena thing a bit much, but Shadow Warrior didn't really lock you in much at all.
Some of the harder fights put you in a real meatgrinder where you'd fight for your fucking life and had to constantly stay mobile, but most of the levels you'd free roam and run into enemies or get ambushed, where you'd really not be locked in at all, and could retreat or run forward if you really wanted to.

I prefer fighting, even on Hard Mode.

You sound like a moist bitch.

>> No.4651287

>I'm lucky that I can probably could get used to it, but someone with motion sickness problems would barf.
It's not made for those people, simple as that. I like it since it helps with the realism.

>> No.4651291

Okay, so the whole 'press USE to melee" doesn't actually do anything. I have to manually switch to fists and attack. What the fuck?

Also, what the HELL do I do with ammo boxes? I hold USE on them and it just... shows a bunch of sprites and numbers. Shouldn't this kinda stuff be in the manual?

>> No.4651294

I think he means more in how Receiver was convoluted because every single step in using a gun was a manual action (which to me, is kind of retarded as an idea).
I'm not sure you can really compare it HD though.

>> No.4651306

Not that I know of.
You could do it with ACS and Decorate though.

>> No.4651310
File: 11 KB, 1803x67, notepad++_2018-03-17_18-45-23.png [View same] [iqdb] [saucenao] [google]

>Okay, so the whole 'press USE to melee" doesn't actually do anything
It does, it's a kick at whatever's in front of you. There's no visible or audible effects unless you actually have something to kick though.

>Also, what the HELL do I do with ammo boxes? I hold USE on them and it just... shows a bunch of sprites and numbers. Shouldn't this kinda stuff be in the manual?
It is in the manual.

>> No.4651320

What's the point of making ammo boxes trapped?

>> No.4651327

Shadow Warrior had really flat and plain level design and the shoehorned upgrade system stuff really detracted from what could have been good, but instead they decided to focus on everything bad about SW and double down on it for SW2

>> No.4651329

Balancing factor for the quantity and rarity of the ammo inside.

>> No.4651339

Well, the entire point of the game was making guns complex to use. Whether one believes it was a joke or simply experimental design is up for debate, I guess.

No, that's just bad design. There is nothing else in the mod that would require to weed out people with motion sickness anyway, and shrinking your audience from "people who like simulationist tactical shooters AND Doom mods" to "people who like simulationist tactical shooters AND Doom mods AND don't have problems with motion sickness" is pointless.

It's not important to the gameplay and it's not even realistic. I just tried crouchwalking around my room for a sec in real life, and I was easily able to steady my head, and I have ZERO military experience - humans are naturally good at steadying our heads, like many animals are (some animals are so good at that, that I believe some camera operators used a chicken with a GoPro as an improvised steadycam). People don't do that in reality, and it makes no sense as in reality you avoid motion sickness as you have a sense of balance and can feel it shifting. That feedback is lacking in videogames and that's why most games allow to switch it off.

Anyway, so far I have no idea what I'm doing, honestly. I haven't even beaten E1M1 on Homely. I have no idea how to pick up ammo of dead enemies, I have no idea what holding "reload" on shotgun does, etc.
I tried tackling last room and I got somehow killed by an enemy HERP, because they're tiny and I didn't twig what it was until I was dead. I'm really glad that manual never mentioned that there are enemy HERPs... </s>

HD defeated me trying to beat E1M1 on lowest possible difficulty level. Well done, I guess.

I think I'm gonna save and check out that Hideous Destructor Bootcamp before trying to play again. So far my experience is eh... I like it, but this could be WAY more user-friendly.

>> No.4651343

>No, that's just bad design
Might as well complain that videogames aren't made for blind people. You're just nitpicking.

>> No.4651345


I couldn't find an upload, so here's my own.
Keep in mind it's oooooooooooold. There's several better ways this could be done now.

>> No.4651346

FINALLY got all the settings just right. GZD menus are different from Zandronum menus when it counts. Still looking for that data collection shit though

I own Receiver and it's a shit fucking game where the aiming is trash and everything you gun needs to do requires some sort of button press. I didn't even know the controls were supposed to be bad on purpose, it feels like a really shitty tech demo that set me back 5 burgers

>> No.4651348
File: 35 KB, 246x347, tony soprano__32406.jpg [View same] [iqdb] [saucenao] [google]

>the ammo box drops a fuckton of rifle grenades

>> No.4651351
File: 478 KB, 662x665, laughyusuke.png [View same] [iqdb] [saucenao] [google]

>I just tried crouchwalking around my room for a sec in real life

>> No.4651358

Wait, you're complaining when you DIDN'T EVEN TRY THE BOOTCAMP? Game Grumps is that you?

>> No.4651364

don't forget to stop drop and roll my man

>> No.4651367

Homely has UV spawns. Play on Ugly or Grotesque for E1 as a beginner. All those shotgunners on UV will fuck you up hard even if their damage is reduced to 30%.

>> No.4651368 [DELETED] 

The USE kicks didn't seem to do anything, I tapped and held USE in front of a Sergeant who was meleeing me and NOTHING, for like ten seconds as I was slowly losing health (it was just him and me and it was Homely so I survived). After trying to melee him, I switched to fists and he lay dead in two hits, which is the exact same effect when I stealth killed a sergeant earlier in the level, so it seems my ealier kicks didn't do anything at all. Is there any kind of a trick to that "USE" melee thing that I'm not getting?

Also like... I did the 'tap use to attempt disarm' thing. I tried shooting it from a distance. Didn't do nothing except for bringing up some weird display that seems to actually be brought up automatically whenever I hold USE, actually (not that I knew it at the time).

Eventually I punched it and it blew up, but didn't damage me, but left behind... something. I have no idea what it was but I picked it up - I think it was ammo?

I have no idea what just happened. Was it trapped and I blew it up? Did I destroy a perfectly fine ammo box? I have no idea what happened.

>> No.4651373

holding use is just an inventory check button, yes the ammo falls out of the boxes once you kick them a bunch of times

>> No.4651378

Ah, alright. I guess I have some kind of understanding of what happened, then.
Dude, chill. I'm not giving up, I just gave it a first shot after reading the manual before diving into the bootcamp so I would have a vague idea what is the dude in the videos referring to, calm your fucking tits. I get that I still have a lot to learn.
Shotgunners didn't do me in, I was fine dealing with them (it's not my first tactical shooter, I know how to play carefully). It was a HERP, mostly because I was trying to understand what the fuck was going on.

>> No.4651379

you realize this is exactly how most hideous destructor fans are born

>> No.4651381

You're complaining that it's not user-friendly enough when you didn't even check the tutorial. Dark Souls doesn't remind you how to parry because it assumed you checked the tutorial, that doesn't make it not user friendly.

>> No.4651383

The kick isn't really intended to kill anything. I don't know that it even does damage, it mainly pushes stuff away from you. Try it out on corpses or babuins.

>Was it trapped and I blew it up? Did I destroy a perfectly fine ammo box?
The ammo box's troubles are over now. Try not to be too jealous.

What it left behind was likely casings or loose rounds, which you can manage back into usable clips/mags by binding a key to weapon state 3 (user3 if you're doing it by console) and pressing it with the pistol, SMG, or 7.76 rifles selected.

I think you have to get closer to the ammo boxes than other items, put your weapon away and crouch right next to it. Each time you attempt to disarm it you should see it bounce slightly, and when it's disarmed it'll flip over, the payload will be free for the taking, and the next use will open the box with its contents intact.

>> No.4651384

or people that just give up on it.

>> No.4651387

I love how everytime someone complains about HD it ends up being the player's fault.

>> No.4651393

im still shit at dealing with the turrets, my main issue with runs now though is running out of ammo for every gun I carry. I was on map02 of d2redux and literally burnt through every gun on the ground because the random demon energy wouldn't stop reviving shit.

>> No.4651396

Do you guys recommend DarkPlaces' Quake port? I can't get quakespasm to run and it seems to be the only good option.

>> No.4651397

I'm the author of that mod. Completely agree 100%. That mod was a glitchy test and was more of a proof of concept. Now that we have ZScript and actual camera roll (not fake roll achieved with a camera texture), I can make a much better and less glitchy version. I don't know if I feel too interested in doing so at the moment but it's nice to see people know about what I made.

>> No.4651403

darkplaces is good, i couldn't get music working on either though

>> No.4651404

The reviving thing is the one part of HD I can't stand. Too many times I'd have a room cleared and be on my way to moving through to have something revive behind me and kill me.

>> No.4651405
File: 8 KB, 280x390, fth9s0P.png [View same] [iqdb] [saucenao] [google]


>> No.4651407

For one map this was pretty good. Had a problem where I couldn't phase shift the first glitch wall, turns out it needs to be bound at the very bottom of the controls screen.
Really weird that GZD doesn't let me restart maps with mouse click when I die, zandronum let me do that. Can't find the option for that in gameplay or control submenus

Quakespasm used to run fine for me when I had a quake copy. Darkplaces is the next best option iirc

>> No.4651408

I actually do have a third prototype using ZScript and actual camera roll right now, but I haven't released or said much about it. All I have are some unlisted videos and test levels.

>> No.4651412
File: 2.87 MB, 640x512, fuck archviles.webm [View same] [iqdb] [saucenao] [google]

Sometimes you just have to go full autism.

>> No.4651413

>The kick isn't intended to kill anything
OHHHH alright I get it. Lightbulb flashes, I should still switch to fists in a melee situation. Alright. Thank you!
Is the bootcamp made by the creator? I thought this was a fanmade thing like the series of intro videos for EYE: Divine Cybermancy. If it's creator-made then apologies, I thought I would judge the mod on the way it is packaged, but if Bootcamp is intended as a part of the mod, then I apologize.

Also Dark Souls isn't exactly accessible or user-friendly either, not until Bloodborne. That's why after Bloodborne we're suddenly flooded by Dark Souls fans, because people finally 'got it'.
And the reason I'm complaining about user-friendliness is because I like it so far, and I imagine if it was more user-friendly (while preserving depth) it would've had more fans. These complaints aren't "I hate it and it sucks" complaints, these are "this is fun but could use improvements maybe?" complaints.

>> No.4651415

and the medkit/stimpack sounds make you paranoid because they are the same as the reviving ones

>> No.4651418

heh i guess that explicitly doesn't resurrect ghosts that only die to splash damage

>> No.4651423


I am not even able to run quakespasm for whatever reason. Is DarkPlaces' music setup similar to Spasm's? Doing that dumb de-emphasis on the music was a chore(but it's a plus for me, since i get a kick off trying to run old games and having to tweak a lot of shit).

>> No.4651428

they are the same i think, maybe some slight naming differences, plus the texture packs available on the website make it look really spooky

>> No.4651429

both, really
ultimately just depends on how much time you invest in it to become proficient at it
either you stay a whining bitch or you man up and face the flaws and stand triumphantly

>> No.4651437

Sounds neat

>> No.4651438

Mod author here again (I also replied to same post a second time but forgot to mention it, but it should be fairly obvious it's mine); you can also get a more complete version of the first prototype here:

Keep in mind this one is old, too. Enjoy.

>> No.4651439

I think I'm still proud of myself for playing it like Doom and refusing to go by the mod's retarded rules. It's actually rather easy with the SMG and Shotgun.

>> No.4651442

playing aggressively actually gets you killed a lot less than you would think, not to mention its fun hearing the heartbeat sounds accelerating while you blast stuff with the shotgun

>> No.4651443
File: 6 KB, 1024x768, Screenshot_Doom_20180317_193607.png [View same] [iqdb] [saucenao] [google]

I find making beaches with plaincolour to be a very calming experience.

>> No.4651445
File: 8 KB, 420x420, frog ellipses.png [View same] [iqdb] [saucenao] [google]

Nevermind respawning uses [Use] instead of [Attack] in GZD for some reason. Getting used to these menus will take a few hours.

>reviving/respawning enemies in DOOM
But why?
Gonna have a little fun with this one

>> No.4651446

>either you stay a whining bitch
you can't just claim anyone that doesn't like it a whiny bitch.

>> No.4651449


>> No.4651457
File: 136 KB, 408x335, 1461237159285.png [View same] [iqdb] [saucenao] [google]

>I never liked the nailguns

>> No.4651459

Darkplaces is shit and expect maps and mods to have things broken at random. If Quakespasm won't work, try Mark V. Better yet, instead of just saying you can't get it to run, tell us exactly what's going wrong!

>> No.4651465

alright allow to rephrase that
man up or don't man up

>> No.4651467

>I'm playing the mod the way I want to
good for you?

>> No.4651470


Fucking stellar.
I really enjoyed the little preview, this'll be fun as well.

>> No.4651474

Nailguns always felt weak to me, shotguns and GL/RL are meaty as fuck and the lightning is better at shitting out damage. The nailguns are a bit lame in comparison, especially the basic one

>> No.4651483

I've never seen so much discussion of HD in one thread before.

I do not like the recent changes to the mod.

>recoil has been immensely increased, and standing still doesn't make it metter
>-so now you have to constantly move your mouse down, very annoying
>getting set on fire basically ruins your life. I get that it shouldn't be fun to be on fire, but there are ways to deal with it irl. And if it's going to be that much of a pain, then there are real world things you could do to prepare yourself for it. I guess find a hazmat suit.
>the scope, it's either always on, which is kind of distracting, or it's in hold mode, which makes it useless.

Has anyone made a fork of HD yet?

>> No.4651485


>> No.4651496

If there's a baron of hell does that mean there's also a baroness?

>> No.4651504
File: 241 KB, 1920x1080, Nobitsura Kage.jpg [View same] [iqdb] [saucenao] [google]

The level design wasn't excellent, but I didn't think it was bad at all.
For the upgrade system, I like that kind of stuff, but there was some that felt like bloat, like I basically used NO magic but the sword moves and the healing spell.

>but instead they decided to focus on everything bad about SW and double down on it for SW2
I kind of agree on that, in a way. It's like for every step forward they took in SW2, they took two backwards.

Where locales could sometimes be a bit plain and samey in SW, SW2 made environments more detailed and pretty, BUT, the procgen levels are a complete joke and there's basically only 10 or so actually different levels to play in the entire game, and you'll revisit the exact same environments constantly.
Some of the weapons could be a bit lackluster or 'floaty' in SW, which they did do better in SW2, but the problem is that SW2 was also turned into a pseudo-Borderlands, which I felt detracted massively, it's not AT ALL what I wanted.
For every weapon I enjoyed, there were like 4 that I didn't, and the upgrade system feels like the worlds biggest afterthought, with lots of worthless bonuses early on, and the orb system, which feels like it was designed to explicitly waste my fucking time.
The larger bestiary is kind of nice in some ways, but ostensibly it's actually less varied in roles, and a lot of the monsters are actually just reskins with mostly the same behavior and animations.

I'll also say that I kind of liked the plot and characters of SW, even if it's kind of flawed at places, whereas SW2 has absolutely atrocious plot and characters and shits all over the previous game.
I'm really hoping the third game starts with Lo Wang waking up from a drug induced stupor and then there's a real sequel.

>> No.4651508
File: 2.93 MB, 640x512, playing with fire.webm [View same] [iqdb] [saucenao] [google]

>>getting set on fire basically ruins your life
wipe this meme from the face of the earth
i know this method isn't explicitly mentioned in the manual
but the one that is mentioned also just got a significant buff

>> No.4651512

hdoom says yes

>> No.4651527

What's funny is that the upgrade system in SW2 is great. I just didn't really want it in a SW game.

I will agree on the enemy behavior thing. I felt like SW1 had a Doom like approach to enemies where you had to handle each enemy differently. SW2 every enemy was just an attack and HP value.

>> No.4651540
File: 2.10 MB, 1920x1080, Screenshot_Doom_20180317_201721.png [View same] [iqdb] [saucenao] [google]

I can't take this anymore...

>> No.4651562

that screenshot reminds me of a trick I found out about on doomworld, and have been using ever since: if you randomly offset rock textures in the distance and break up the tiling pattern, it creates a more interesting look than if you just auto-align and be done with it

would recommend

>> No.4651563

just gave this a run and fuck this is fucking stellar like god damn

why have you never posted anything about this you fabulous winged faggot, this is fucking COOL

>> No.4651572

The menu is kind of a pain in the ass but this is real neat. I got stuck at this door right away, though.

>> No.4651576

Glad to hear it. Check this out as well

This is from the third prototype. I have much better systems in place for things now. I wish there was a GetActorCeilingTexture function, but some ZScript that does the same thing will do.

>> No.4651579
File: 293 KB, 1600x900, Screenshot_Doom_20180317_203041.png [View same] [iqdb] [saucenao] [google]

Forgot picture.

>> No.4651581

>I wish there was a GetActorCeilingTexture function
i'm surprised there isn't, now that you mention it
lemme guess, it was suggested and [no]'d?

>> No.4651582

This is giving me huge Limbo vibes.

>> No.4651584

You'll be glad to hear I don't have a menu in the current version I'm working with, exactly for that reason. In the current version, there's also no dizziness or stamina meter. Some more confusing stuff was cut out as well.

>> No.4651585


>> No.4651593

Should be. The music in the demo is straight from Limbo. I'm trying my best to avoid content from other games right now though.

I think it was just ignored, I might check in a moment. They accepted my request to be able to grab a floor/ceiling texture via ZScript though.

>> No.4651595

This would be a fucking amazing mapset. This looks cool as shit
Going to be downloading the old build later, good work.

>> No.4651602

it's been like that for a while.

to be perfectly honest I don't find fault with the way shit operates on the player's end. I'm more concerned with how cheap and low energy some enemies can be, particularly the zombies.

>> No.4651604

Wait how the fuck do you do this in GZDoom. In short >>4651585

>> No.4651606

I used to use a camera texture on the floor of a sector outside the map, with a 3d floor ontop that had a white noise texture on it. A camera would look straight down at the camera texture, and I'd change the yaw of it to emulate rolling.

Now I just use SetActorRoll and ChangeActorRoll and modify the player directly. I also modify the player's view height.

Some other stuff also has to be done, like making sure friction on the floor/ceiling is consistent, making sure walking up steps on the floor/ceiling is consistent (something I'm still working on), and much more. Basically, I have to worry about consistency a lot.

Hope that answers everything.

>> No.4651608

>I used to use a camera texture on the floor of a sector outside the map, with a 3d floor ontop that had a white noise texture on it. A camera would look straight down at the camera texture, and I'd change the yaw of it to emulate rolling.
god damn that's so simple but clever

>> No.4651613
File: 2.87 MB, 640x400, fire test 1.webm [View same] [iqdb] [saucenao] [google]


>> No.4651616

When is 4chan adding support for vp9?

>> No.4651620

Are there any old FPSs that actually do hitscan enemies right?

>> No.4651626

Have you checked out Doom?

>> No.4651636

I'd say mainly because it feels like this mod has been in limbo somewhat. I feel like working on it occasionally and I post videos. I've never updated the thread on the ZDoom forums since I feel my current work is less complete than my first prototype. I do want to see the mod be completed though. Most of the work is fixing inconsistencies, mapping, and finding resources (graphics, sounds, etc.) at this point.

>> No.4651642

fair enough, it's pretty hard to get a project to a point where you want to actually release it
we're always optimizing our own shit

but seriously, if you plan on working on this and want to finish it, reveal this shit my nig
seriously, this is fucking astounding and unique, never seen anything like it before and i can guarantee you other people will be turning heads as well

fucking do-it.wad

>> No.4651651

is that d2ino map24?

>> No.4651653

not him but i don't think so
besides, the sky isn't even red, since 24 would be one of the hell levels, i think

>> No.4651656

Please turn off the noise filter on your video recordings in future. Thanks.

>> No.4651658

>Receiver was so convoluted and user un-friendly as a JOKE
Opinion discarded

I think the movebob is part of the Doom engine's player movement that just doesn't(didn't?) have a workaround modding-wise.

>> No.4651662

it is Resurge, map 22

It is a place of sadness

>> No.4651663

The video is unedited footage of me in-game, so what you're seeing is an in-game effect. What I was going for when this effect was initially introduced (in the first prototype which had playable maps) was trying to make it look like you're viewing everything through a camera strapped to the player's head. The only reason it existed in the first prototype was because the camera texture made your screen look crappy and blurry, and the static reduced that look to an extent. Now it just exists because it was in the previous versions.

The whole point of that was to give the feeling of being in some sort of complex, being tested. Some people might not like it or have better suggestions of how to go about it. It's all subject to change and I'm all ears on these kinds of things.

Of course, if this thing ever hits release and I still have static in it, the last thing I want to do is ruin the experience for people like you who don't like it, so it'll be an option you can toggle on and off (and I will use MENUDEFS or whatever the lump was called for that, not a crappy menu implemented in ACS).

In the future, I'd be happy to turn the effect off. Not a problem to me.

>> No.4651670

How the fuck do you get past the first door without noclip? It's fucked up. With the graphics spazzing out when you first start the level too it's pretty shitty. Can't really expect anything from an alpha alpha prototype alpha though

>> No.4651674

I owe this one to crappy level design, so my bad on that one. I'm not exactly the best mapper, and don't worry, those crappy graphics are gone in the version I'm working with.

To get past the door, look at the ceiling above the side of the lava pit that doesn't have the door. You'll see a portable switch item there that goes in your inventory. Use it to flip gravity. Be sure you're standing in the right position when you flip.

There are no portable switches in the current version of Roll. I was eventually going to have the player gain the ability to control gravity with the press of a button, after a series of levels with those portable switches, but I decided I would just have some levels where you'd need to flip switches and at some point the player gets full control of gravity.

The old version of Roll really does have lots of graphical problems. I'm VERY glad they added in actual Roll into GZDoom, so I don't even have to worry about that kind of crap anymore.

>> No.4651675

I'm wondering - I realized I had a ton of fun playing Duke Nukem Advance, and I'd love even more to play it not on GBA and with quality-of-life improvements of Eduke.
So, did anyone make a Duke3D mod recreating Duke Nukem Advance?

>> No.4651683

Question from a fuck who has no idea about doom modding.
Could this work on normal maps?

>> No.4651687

Yes. The current version works on any map and requires no set-up from the mapper thanks to the introduction of features not present when I made the first prototype of Roll.

The first prototype (which I've linked here) requires special set-up on each map because of needing a camera texture for the roll effect. Back before the introduction of camera rolling to GZDoom, I think it'd be impossible.

>> No.4651689

I guess I can try it again and find that portable thing

>> No.4651763
File: 20 KB, 1024x768, Screenshot_Doom_20180317_225245.png [View same] [iqdb] [saucenao] [google]

I find autumn forests are also quite calming to make.

>> No.4651765

Is Ultra Nightmare actually harder than Nightmare, or is it just NM with no continues?

>> No.4651770

the lack of infinite lives increases the difficulty by putting mental pressure on the player.

>> No.4651775

Honk honk. I meant "does anything within the game change", like increased damage or enemy spawns. Let us assume that the person playing is a zen master incapable of feeling mental pressure.

>> No.4651786

I'd like there to be a Wolf3D mod(preferably with the upgraded engine) or a Doom WAD where you are either a captured Wehrmacht Sergeant or detained rebellious Red Army Private 1st Class who manages to escape his cell and goes on a Revenge Spree against the USSR. Basically, Wolf3D but with you fighting against Soviet soldiers in Soviet Territory. Bonus if a Mutant Stalin is the Final Boss.

>> No.4651789

What can Wolf3D do that Doom can't? Aside from horizontal doors.

>> No.4651796

This is already possible in ZDoom with polyobjects.

>> No.4651808
File: 63 KB, 640x480, 1507666848042.jpg [View same] [iqdb] [saucenao] [google]

There is a Wolf3D version with an upgraded game engine. Not sure that that engine is called, though.

>> No.4651815

You want some more fun, play those with the terrorist/police brutality mod.

>> No.4651821
File: 15 KB, 272x200, CutmanMike tells a spooky story but also [TSPG] Painkiller MM8BDM Server.png [View same] [iqdb] [saucenao] [google]

anything else you wanna tell us, sweetie?

>> No.4651826
File: 203 KB, 1920x1080, FUCKEDUPMYFACENOWFALLDOWNREALFAR.jpg [View same] [iqdb] [saucenao] [google]


My problem with the mod was largely that after I adapted it its rules, I still got killed.
Honestly, if the interface was easier and there were fewer keybindings, I feel like I could really enjoy HD. It's just all the little stuff I wish I could turn off, like homing Imp fireballs, and some of the weapon handling. I don't get why you can't turn some of the more fringe elements off, just to see if it improves the mod.

>> No.4651828

goddamn kulaks

>> No.4651830

They'll still get fucked by imp fireballs outside of their FOV setting.

>> No.4651835

In keeping with HD's style, you can shake it off by turning a full 180.
I wish HD had a better/more intuitive interface.

>> No.4651837
File: 59 KB, 500x667, 1ab62782b07a3bc7221dc05fa39b1e9f.jpg [View same] [iqdb] [saucenao] [google]

Blood's enemies didn't have pinpoint accuracy at range and I liked that.

>> No.4651840
File: 2.74 MB, 1543x5500, 1463191958582.png [View same] [iqdb] [saucenao] [google]

Anyone have an updated version of pic related?

>> No.4651843

Crouching and jumping also decreased their accuracy, so it was actually meaningful to take cover. God, what a good game.

>> No.4651847

I want a Wolf3D but with Imperial Japan instead of Nazi Germany.

>> No.4651858
File: 1.67 MB, 1543x6892, 1503778360511.png [View same] [iqdb] [saucenao] [google]

Check the OP next time.

>> No.4651861

OK then, but who would the player character be anyway?

>> No.4651870

You mean ECWolf? If I recall, it's actually based on ZDoom.
Enemy patrols and ergo, proper stealth gameplay. You CAN do it in Doom with a lot of Zscript hacking, but Wolf supports it vanilla (because it was originally supposed to be a stealth game). That's why Doom doesn't have a single real stealth mod (there's I guess alpha of Metal Gear, but it has barely any stealth and only in VR Missions), while there are several mods that are based or featuring stealth in Wolf.

>> No.4651873

YO that's a good idea. You'd get a good enemy variety with projectile flamer enemies, and melee banzai chargers.
I mean, an American GI? I think they meant "Imperial Japan" as in "Showa period WW2 Japan", not "Imperial samurai and ninja japan".

>> No.4651876
File: 356 KB, 724x960, Godmachine-Doom-Icon-of-Sin-print.png [View same] [iqdb] [saucenao] [google]

Can I get reccs for more shit like Demons of Problematiq and Hellcore 2.0?

>> No.4651879

Yeah, it could be much more streamlined. That's what threw me off at first, than other tactical shooters like STALKER, SWAT or Rainbow Six still play largely like regular FPS, just with an extra mechanic or two and less forgiving. HD is... something else.

If you can get past that, it's fun tactical experience, and probably closest we will get to a strategy game in Doom modding for a while.

>> No.4651894

Void and Rainbow looks fucking fantastic, the constant shifting colors with dark buildings is my favorite use for rainbow shit.

>> No.4651897
File: 1.23 MB, 500x500, ireallylikethisgif.gif [View same] [iqdb] [saucenao] [google]

desu playing DOOM II, I always saw fights as a puzzle to be solved, not just shot through. I know everyone thinks of it as a shoot-em-up, but not everyone plays on ultra-violent their first time in and has to learn the hard way how certain weapons must be used to deal with specific enemies.

>> No.4651901

That puzzle aspect is what made me really enjoy Sudden Death, honestly.

>> No.4651903

As in heavily atmospheric maps or what?

>> No.4651908

>download Threshold Of Pain expecting dark, atmospheric goodness
>it's not dark or atmospheric (besides the PSX music) at all
>but there's colored lighting fucking everywhere
A bit disappointing based on what was promised tbH. It's fun so far though.

>> No.4651914

Yeah, heavily atmospheric stuff that's fun to explore or where exploration is an intended part of it.

>> No.4651916
File: 382 KB, 1330x748, Die-Hard-DI.jpg [View same] [iqdb] [saucenao] [google]

Any reccs for stuff that would go with Police Brutality, tonally?

The first 2-3 levels of Going Down are a good example.

>> No.4651930

I think it'd be pretty easy to implement patrolling enemies with a number of marker things. Enemies tagged with the same number as the markers will move in a straight line to them, in a semi-active state.

>> No.4651943

Kriegsland has both a weapon mod and an enemies standalone mod that's based off the Wolfenstein enemies.

>> No.4651953

Bratwurst is good. But it needs to be customized for the best experience. Kriegsland enemies are also good but stray from Wolfenstien classic and take more from TNO.

>> No.4651963

Does anyone have the Corzo version of that pic?

>> No.4651968
File: 233 KB, 1920x1080, shadow-warrior-review-fortune-cookie.jpg [View same] [iqdb] [saucenao] [google]

I can kind of deal with the upgrade tokens and that (aside from them being all but fucking useless until you get like 20-40 hours in), but then you get to the orb thing, where you just need an absurd amount of them to do anything really worthwhile, and there's no ways but the really slow ones to get those orbs at all.

And yeah, the cast of monsters and badguys is really only diverse superficially, mostly they don't do too different things from each other, the first game was more versatile in enemy roles by far, despite a much smaller bestiary.
Like the charging demon with the weak spot in the back, two of those at a time in SW'13 was actually a really bothersome fight, and especially if other guys join in, like summoners or sword bitches.
In SW2, they bring those demons back, but as a recolor, and they aren't invulnerable on the front and weak in the back, you can just blast them like any other, they completely kill what made that monster special in it's original role.

You don't have the sword hags that go invisible and which force you to constantly move, you don't have the flying shitheads which Kamikaze dive at you (either as you draw the fight out, or as they become wounded), forcing you to seek cover and focus your attention at the sky, you don't have the big fuckoff demons which sweep at you with horizontal waves of fire, or try to grapplehook you from a distance.
There's also how SW'13 has actual crafted encounters, whereas SW2 just kind of has no thought to enemy encounters (because it's 'procedurally' generated), and it never feels like there's any tactics on the enemy side.

Again, it's like for every step forward that Shadow Warrior 2 actually took, it then took two steps backwards.

>> No.4652021

SgtMarkIV maps like City Assault, ArmageDoom, After the Holocaust and Neighbourhood from Hell? He really likes the city theme... (Sadly ep2 from Hell on Earth Starter Pack wouldn't work as it's kinda crappy and too heavy on the 'modern warfare' theme...)

Ironically other than that, primary ideas I think of are sadly from total conversion mods with their own gameplay changes, Batman Doom and Operation Bodycount. I'm not sure if Police Brutality would play nicely with that, though you can try.

>> No.4652025
File: 39 KB, 1400x787, Screenshot_Doom_20180318_015757.png [View same] [iqdb] [saucenao] [google]

It looks okay in an opengl renderer I guess.

>> No.4652027 [DELETED] 


>> No.4652038
File: 835 KB, 1920x1080, bc_talkin.png [View same] [iqdb] [saucenao] [google]

short simple map from a newbie, might be tough.
boom, requires doom2.wad and cc4-tex.wad
no jumping/crouching thanks



>> No.4652040

Can anyone give me idea for a map? Like, a basic idea for a map, something simple. All ideas I had so far have ballooned into terrible feature creep beyond my current abilities.

The 'over-my-head' ideas include:
>a non-linear undead-themed take on a Zelda dungeon with three paths to three keys; each path is also themed after a different concept, including aboveground cemetery path filled with zombies with a blue tint leading to blue key, underground crypt/church filled with LS in a yellow candlelight tint and leading to yellow key, and flooded catacombs with revenants in sickly red light leading to red key; all topped with proper Zelda-style dungeon gimmicks (different for each path), and usable Small Keys full Zelda-style; once you collect all three skull keys you get a unique dungeon boss;
>and a lovecraftian story which wordlessly and entirely through gameplay would tell a story of a lost FTL spaceship emerging in a perfectly mundane earth building... that happens to be sitting on a planetoid millions of lightyears from Earth

The thing is all of these things need some mapping/scripting experience or custom assets and I just can't think of something SIMPLE. Something simple and vanilla that I can do as my first map.

>> No.4652041

Is Hell On Earth Starterpack any good? Can I play it with other mods besides Burtl Dumd?

>> No.4652046

i've heard most people say it's decent

i mean... just make a map dude :p look at a map you already like and do that
just make a techbase, let the story in your head develop as you go and see where it takes you
think about some shapes and layouts and just make them
look at e1 or something and think about how you can do your own twist on that
i know it can be hard

>> No.4652052
File: 98 KB, 1050x564, andrew_emond_garrison_creek_sewer01-1050x564.jpg [View same] [iqdb] [saucenao] [google]

I definitely don't think you should discard that idea, just shelve it for a later time when you're more experienced, because I like the sound of it.

I guess something easy would be a sewer level or a basement area, make sure to think of some encounters to stage to make it interesting enough to play.
Like think out a tactic for attacking the player, but also make sure there's room and resources for the player to be able to handle the level.

For instance, a large room with some tall-ish platforms, put some Imps up there, they'll throw fire down at the player, then let loose a couple of pinkie demons, which will force the player to stay moving and prevent him from camping for long, maybe put a mancubus in there too, he'll add danger, but he also belches out great balls of fire very indiscriminately, so he can easily be tricked into blasting the pinkies for the player.

Oh yeah, and use literally any sky texture and music other than brown clouds and D_RUNNIN, that goes a decent way towards making your map more appealing. You can use literally just something picked from any of the iwads which you feel is suitable for the level.

>> No.4652058

It's alright-ish.

The problem is that it was clearly super fucking rushed. Mark is not a bad mapper, but he was clearly struggling to create a full 32-level megawad by himself while also making BD at the same time. As such, several levels are almost unedited Freedoom levels, some levels are just his old levels ( I believe the burger joint map from Ep2 is just City Assault with minor changes).

New maps are often mediocre, and Mark's predilection towards making map cooler rather than coherent rears its ugly head. If you're in any capacity stuck, immediately search for a walkthrough instead of banging your head against the wall.

It seems some maps are poorly playtested, and some poor signposting is solved in the worst way possible (e.g instead of making it clear that you can jump over the fence by e.g. adding a ladder - he instead just. Uses a script to display text "climb the fence").

There is some weirdly poor enemy usage - e.g in Map13, there is a Mancubus sitting on a tall box 100 meters from you, with almost no other enemies around you - I mean, who puts projectile enemies at a distance? A child could dance around his projectiles while firing at him. And it's not like a tutorial about Mancubuses or something, again, this is Map 13, second episode. At this point player had to get through several extremely hard fights, and fought a boss. Difficulty curve is definitely pretty weird and askew. Also, secrets are usually pretty lazy and it's usually just giant stacks of armor bonuses, not worth bothering with.

Similarly, if you play it in order - don't be surprised if in couple first maps you will be constantly struggling for ammo.

Most importantly... well... They're actually not very fun with Brutal. Brutal requires a specific style of gameplay, and not all maps are truly well suited to that (e.g. include cover that you can poke out from). Most maps will probably be more fun with Trailblazer, or High Noon Drifter. OR - Hideous Destructor.

>> No.4652062

Cont - see, the ironic thing is that Brutal Doom maps actually work pretty well with Hideous Destructor. Good Brutal Doom maps usually feature not too many enemies, and ample cover. Of course, BD maps do this to facilitate 'stop and pop' style of CoD-like gameplay - but it works for HD to give you time to weigh your tactical options and e.g. bandage yourself if you're bleeding.

Overall, if you want flashy scripted events and cool looking maps with a military theme- definitely a good idea. If you want a solid mapset with a good difficulty curve - look somewhere else.

>> No.4652070

>I mean, who puts projectile enemies at a distance?
They make sense if there's more than just the projectiles coming in from the distance, like if you're in a fight, and somewhere up on a building or a cliff, an arachnotron or fatso is pumping some projectiles your way, that can change the dynamics of the fight.

Plutonia Map 29 has some of this.

>> No.4652071
File: 9 KB, 1024x768, Screenshot_Doom_20180318_023415.png [View same] [iqdb] [saucenao] [google]


>> No.4652073

>Of course, BD maps do this to facilitate 'stop and pop' style of CoD-like gameplay

I thought one of the selling points of BD originally at least back in the day was that it wasn't CoD.

>> No.4652075

Thanks! I'm already having a general idea in my head.
By looking at my favourite maps, I realized I'm generally fond of idea of small walkways/ledges over nukage (since my favourite levels from Vanilla seem to be E1M1, E1M3, and E4M1). So I might do something with that idea!
Similarly, basement/sewer gives me a general idea for a theme, I think. (And it fits with the 'acid walkway' idea...)
Also, thanks for that 'imps/pinkies/mancubus' encounter idea!

Thanks, guys!

>> No.4652076

its pretty crazy, and frantic, but not in a good way, i think. too many high level monsters ruins the flow and makes you stand in one area to get rid of the monsters on the top of the hill. i think this level would be a lot cooler if you gave the player a plasma gun as the starting weapon. also, the timing on the red lift is nasty

>> No.4652087

Yeah, but there isn't really anything dangerous there. By the time you're in line of sight of Mancubus, you have killed everything dangerous there.
I guess it's maybe because Mancubus is near your next objective (a keycard) so it leads you in that direction? Maybe? Except it's not like you can actually miss it since said objective is at an end of a linear street anyway...
Yeah, it's actually sorta close to CoD - definitely on a sliding scale between arcade shooter-style and CoD-style, BD is closer to CoD than vanilla is.

Definitely has similar rhytm. The only non-CoDish change it does is that hitscanners shots are now projectiles, but they're not really avoidable because they're too fast, and they have random spread - so unless you can freely circlestrafe at long range around the hitscanners, you will still need to take cover.

And it lately added more 'CoD'ish features like 'tactical' mode where you get a limited sprint and shit like that.

>> No.4652094

>Yeah, but there isn't really anything dangerous there. By the time you're in line of sight of Mancubus, you have killed everything dangerous there.
Oh yeah, not arguing that part, just that there's a good time and place to throw projectiles from the distance.

>> No.4652104

... Actually I think I'm gonna make it a private-eye themed. Probably design it to work with Accessories to Murder, because it definitely has this gritty 'tech-noir private eye' feel and that fucking A2M revolver is what dreams are made of.

I think the plot would involve a private eye hired to investigate a basement of an abandoned factory, learning basement is connected to old sewers/subway, and this leading him to hideout of a demon-summoning cult, probably with a bossfight against some badass demon. This gives a nice three-act structure and an easy and natural difficulty curve/interest curve (with basement as easiest section, sewers as ramping up tension, and basement as climax).

Alright, I can work with that. Sure. Alright, I better get going, I will post my progress in this thread once I will have anything worth showing.

>> No.4652113

In FTE Quakeworld typing "spiderpig" into the console makes you walk on walls and ceilings.

>> No.4652120

What are mods/maps that work well in co-op play? Something that I can load up with a friend and just have a blast with.

>> No.4652121

Okay, nevermind, it seems A2M has no real way to get rid of that overly militarized HUD that mentions UAC. Crap.

So, does anyone here know any weaponset (just weaponset, preferably without enemy replacements, I want demons) that would work for a private eye kinda deal? I'm considering going with High Noon Drifter.

>> No.4652123

you'd probably want fairly straightforward maps, as mazes tend to play terribly when someone else is hitting switches without you knowing about them
no recommendations off the top of my head, but keep that in mind

>> No.4652124
File: 304 KB, 800x600, Screenshot_Doom_20160605_162420.png [View same] [iqdb] [saucenao] [google]

>A2M has no real way to get rid of that overly militarized HUD that mentions UAC
NC-HUD has an ATM version which gives you a very clean and non-obstructive HUD.

>> No.4652126

yeah i understand your criticism
it is mostly intentional though, i've been wanting to test the player when they're relying primarily on the shotgun
>ruins the flow and makes you stand in one area to get rid of the monsters on the top of the hill
could you elaborate on this a bit?

>also, the timing on the red lift is nasty

>> No.4652131
File: 40 KB, 521x393, Clipboard01.png [View same] [iqdb] [saucenao] [google]

Uh, can you link me? Version I found on Moddb doesn't seem to work. Like, it won't even START, regardless of load order. Putting regular NC next to ATM at least lets it start (even if it results in no HUD of any kind)

>> No.4652132

By which I mean, I used latest version of ATM, latest of NC, and a comp patch I found on moddb. If I need to use specific versions for it to work, I have no idea how to do that.

>> No.4652140

I mean, I guess I could simply ask people to set high screen size, or automatically set it with a console command or something... But that's kinda suboptimal.

>> No.4652143

Don't know what to tell you, Works On My Machine.

>> No.4652150 [DELETED] 

Well, that sucks.
Do you know any other mods with this kind of gritty feel?

>> No.4652157

Well, that sucks.
Do you know any other mods with this kind of gritty feel?
So far I'm considering High Noon Drifter, Trailblazer, and Plutonia FinalDoomer.

>> No.4652168

FinalDoomer has a revolver I think.

There's also Shut Up And Bleed, which has a nice and grimdark atmosphere, but uuhh, isn't very amazingly balanced. By making a map for it though, you could make up for the inherent balance issues.

>> No.4652171

I'm not him, but art of your character would be awesome to receive. Even if it's lewd.

>> No.4652179

love it
is it made with plaincolour.wad?

>> No.4652184

I like atmosphere of Shut Up And Bleed seems to have. Plus, I like the flashlight mod that author recommends for it, gives it a real noir feel.
Thank you, that might be the way to go. I will definitely consider it.

I also considered just stealing the weapon sprites from Trailblazer and plastering them over vanilla weapons for classic gameplay with slighly different atmosphere. I definitely have enough concepts to start working/thinking now, thank you!

>> No.4652204

this guy is a blessing

>> No.4652263
File: 77 KB, 412x412, 1514136684258.jpg [View same] [iqdb] [saucenao] [google]

>in a level
>hopelessly lost
>running around everywhere
>suddenly a new way opens!
>it's just a secret

>> No.4652276
File: 339 KB, 510x388, 1400788885490.png [View same] [iqdb] [saucenao] [google]

>When you accidentally pick up a new subweapon in GMOTA and lose your stack of 70+ ammo

>> No.4652292
File: 272 KB, 1280x720, Screenshot_Doom_20180318_223959.png [View same] [iqdb] [saucenao] [google]

That's a lotta darts.

>> No.4652294

i'm getting some pretty strong flashbacks of that one stream

>> No.4652296

what level?

>> No.4652297
File: 318 KB, 640x360, angrysword.webm [View same] [iqdb] [saucenao] [google]


It's Whitemare 2, MAP31.

>> No.4652360

Question - is there anywhere on the internet some kind of list that compares stats of vanilla levels? Like, monster count on difficulty level, item count, secret count, par time, all that kinda stuff?

I need it for research (i.e. I want to make a wad that has similar difficulty curve to vanilla experience) and I bet someone already did that already.

>> No.4652375

Yes, the doomwiki has this generated for all WADs it covers: https://doomwiki.org/wiki/E1M1:_Hangar_(Doom)#Statistics

>> No.4652378
File: 31 KB, 600x750, 7e3.jpg [View same] [iqdb] [saucenao] [google]

ID needs to address the Quake 1 and Quake 2 expansion packs as to whether they are canon or not.

>> No.4652407

Thanks! Probably should've looked there first, I'm dumb...

>> No.4652423
File: 112 KB, 800x600, LMIElOZ.png [View same] [iqdb] [saucenao] [google]

Wolfenstein: Machines of Death is a _really_ good Wolfendoom; if you liked Shadow of the Wool Ball, this will be down your alley: https://www.doomworld.com/forum/topic/98458-wolfenstein-machines-of-death-tc-released-v10/

>> No.4652464

Why people who make Wolfendooms always make them so... gray? Is a little bit of color going to kill you? Is this a metaphor about fascism stripping away all joyful color from our lives, turning them into meaningless gray slog of job with no real expression of self permitted, similarly to how gray uniforms represent The Party in 1984?
Or is it just lazy graphic design?

>> No.4652502

Okay now that I've played up to MAP20 on Knight difficulty, the gameplay reaaally deteriorates once you get the Lance subweapon (lightning sword power attack)
and the heavy macer. These two weapons just clear levels for you and destroy bosses and hordes alike. Personally I find the Blazter's Hyper Mode a good design for an overpowering weapon, using it gets rid of half of your arsenal for a while and encourages you to use your sword and fists more.
Also by the time I got the BFG replacement I was like "I don't need this at all."

>> No.4652503

I think some of it is to contrast with how Wolfenstein 3D was overall *very* bright and colorful. Like maybe they're going for a bit of a more grimdark and serious tone.

>> No.4652556

Only did a few levels and stopped after entering the mortuary. Besides the pure white/gray color complaint the other guy had, I'm actually really enjoying this.

>> No.4652613
File: 761 KB, 1920x1080, Screenshot_Doom_20180318_111632.png [View same] [iqdb] [saucenao] [google]

Here's the plan:

This is my first time playing Momento Mori and I'm going to try to beat it hardcore style (if I die I quit). HMP difficulty. Weapons of Saturn mod

>> No.4652624

How's Plutonia Revisited?

>> No.4652630

Yeah. Expanded it some, and testing its effectiveness by making some simple shotgun-focused deathmatch levels with them. They're quite large, so I thought about creating a mod to go with it that slows the players down and arms them with accurate, slow rifles. It didn't play well in bot-testing.

>> No.4652634

do you like Plutonia?

>> No.4652642

I liked Plutonia 2

>> No.4652643

then you'll like it.

>> No.4652646

And some bits of the original Plutonia, like the theme and some areas

>> No.4652649
File: 778 KB, 1920x1080, Screenshot_Doom_20180318_111800.png [View same] [iqdb] [saucenao] [google]

bad start

>> No.4652705

System Shock 2 is generally regarded as a must-play, but what about the first game?
Any advice for someone looking to start playing those two?

>> No.4652706

Get the Enhanced Edition.

>> No.4652712

Outside of piracy, I believe that's the only one that's easily procurable nowadays, isn't it?
Any other advice?

>> No.4652737

System Shock is very possibly the greatest game ever made. 2 is passable at best in comparison.

>> No.4652745

Is enhanced edition ok? Did they butcher it?

>> No.4652746

2 is kinda shit from what I remember playing, didn't age nearly as well as doom or quake or even deus ex

>> No.4652756

Need a fitting wad that goes along well with Trailblazer.
I'm sick, Doktor, and I need a cure.

For me it's the exact other way around

>> No.4652764

I dont want to be "that guy" but, any good medivalish/castle levelpacks to play GMOTA with?

>> No.4652769

Resurge is perfect for Trailblazer

>> No.4652771

They basically took free community mods, bundled them together, put a pricetag on it, and then DMCA'd the free versions, but on a technical level there's nothing really wrong with it. Personally I don't like the mouse mod, but I'm pretty sure it also includes the original executable so you can play the pure way if you want.

>> No.4652853

Is there a launcher for Doom that can just let me quickly select and load groups of pkas, pk3s, or wads with little hassle?

>> No.4652856


>> No.4652859

Already tried that but not what Im looking for

>> No.4652861


>> No.4652916

Don't worry. Nerfs are coming soon. I'll be reducing the effectiveness of the lighting strike, and I'm gonna implement a heat mechanic for blazter subshots where too much spam will lock the gun up like hyper mode does

>> No.4652932

Which modern port is the most performance friendly one? I tried Brutal, Pirate and Stronghold on a shitty 1.7 dual-core CPU and it struggles hard.

In Pirate Doom you are forbidden to play on Software mode because of a trigger.

>> No.4652938

>Brutal, Pirate and Stronghold
those aren't ports as far as I know.

>> No.4652941

GZDoom I think was used

>> No.4652960 [DELETED] 

You have ten seconds to name a sarais map. What you like about it, and what you don't like about it. Alternatively, you are to remake or edit said map.

>> No.4652970

If you're trying to be hardcore, why don't you just play it pistol start with no saves? Also,
>Hardcore style
>Weapon mod

>> No.4652972

Quickly Launchering GZDoom lets you save preset launch orders.

>> No.4652974

Those are mods, not ports. Also, out of the big three (GZDoom, PRBoom+, Chocolate Doom), GZ is the least performance friendly.

>> No.4652979

hey would you upload that expanded version please? want that brown and grey!

now im thinking about how you could do monster and weapon replacements to go with it...

>> No.4652981

Heh, try again?
or do you mean the design is a bad start

>> No.4652996
File: 51 KB, 1366x768, Screenshot_Doom_20180211_164346.png [View same] [iqdb] [saucenao] [google]

Reminds me of Destination Unknown

>> No.4653006

no it's a good question we should have a list
this is just a single map though

>> No.4653012

Well that and doom launcher or whatever it is are your two options
maybe just organize your stuff in folders well and get used to dragging them on to an executable

>> No.4653027

i think the level would play much more naturally and satisfyingly if you had access to higher tier weapons or the monsters were not higher tier. because, the way it is now, i found myself stopping several times during the level just to whittle down enemy health instead of moving and progressing. sort of like how some consider barons to just be a "door with health'

>> No.4653029
File: 56 KB, 640x400, Screenshot_Doom_20180318_145717.png [View same] [iqdb] [saucenao] [google]

I have my Smooth Doom Upgrade updated to work with the recent changes to smooth doom.

* Nicer Sparkles, caco fireball has sparkles
* Vivid plasma shots reminiscent of modern games (for the arachno as well)
* Spectacular BFG effects (bfg spray)
* Revenant fireball is nastier (impact, and if monster variants are turned on it becomes a black cannonball)
* SSG tweak to remove the clipping of the gunshot sound by the reloading sfx.
* Baron Fireball is nasss-T and Imp Fireball looks more stout.
* Altered Palette reminiscent of BTSX. Following some criticism of it being kinda dark I made it brighter, now that GZ has a constrast slider.
* Excellent rework done on the colored torches.

Get it here. Put it in the load order after SmoothDoom.pk3.

>> No.4653034
File: 70 KB, 640x400, Screenshot_Doom_20180318_145736.png [View same] [iqdb] [saucenao] [google]

BFG impact and sprays (cloud of green and blue sparkles, suggestive of internals of the enemy being ripped apart and teleported into outer space).

>> No.4653048

Make a map where the player fights monsters on top of skyscrapers in a demonic city

>> No.4653049
File: 190 KB, 640x400, Screenshot_Doom_20180318_152234.png [View same] [iqdb] [saucenao] [google]

I am looking for a different style to use for the baron fireball, but right now this looks really good (it uses a non-facing sprite and generates particles behind it to emulate the trail, that way when its thrown vertically the trail matches the vertical angle its traveling at).

>> No.4653051
File: 101 KB, 640x400, Screenshot_Doom_20180318_152000.png [View same] [iqdb] [saucenao] [google]

Caco fireball impact including sparks cast off of it.

>> No.4653056
File: 125 KB, 640x400, Screenshot_Doom_20180318_152847.png [View same] [iqdb] [saucenao] [google]

Also forgot to mention I ported the KDIZD chaingunner as a monster variant.

>> No.4653058

>what does GZD have over Zandronum in terms of mod compatibility?
there are many mods and maps that only work for gzdoom, and it's objectively better than zan for singleplayer (remember zan is really for multi)
but if you don't really care about specifics and just want to boot something up to play a typical map zan works fine

>> No.4653060
File: 125 KB, 640x400, Screenshot_Doom_20180318_153135.png [View same] [iqdb] [saucenao] [google]

burning black cannonball projectile for revenant

>> No.4653061

zandronum's renderer doesn't have the white speck issue that gzdoom does

>> No.4653073
File: 12 KB, 300x200, Easter-096-300x200.jpg [View same] [iqdb] [saucenao] [google]

w... whats the white speck?
gzdoom has a... white speck issue?
ive never heard of that, it sounds nasty

>> No.4653089


It's safe to say they are part of the extended canon, but not part of the core canon.

>> No.4653103

Are you using a custom pallete? Is it possible to use it as standalone?

>> No.4653110

That does what I want, thanks

>> No.4653126
File: 1.11 MB, 640x480, specks.webm [View same] [iqdb] [saucenao] [google]

this shit
used to be that setting rendering quality to "quality" would stop this from happening, but now that setting does jack shit
the setting still works in zandronum, though

>> No.4653129

i understand, it is intentional though
>i found myself stopping several times during the level just to whittle down enemy health instead of moving and progressing
yeah i was trying to get a bit of a balance here so this wasn't TOO much of an issue
this is the part im curious about because with my play style i don't think i had this problem so much, for me it works like
>blast hitscanners in front
>blast some hitscanners on right
>running around the start area collecting shit and taking out the 2 revs, hk, pinkies and rest of imps and hitscanners that come while avoiding spiders and manc
>now i will pause to take out the manc on right
>run past spiders to grab rockets, jump down and tidy up any hit scanners left on other side
>deal with arch
>now have rockets to help with the escaped spiders
>take out revs at exit and finish the level
>never bother with those high up enemies
so im kinda wondering more specifically what you're whittling so i can think about if there are some small changes i can make
because i've realised stuff like, if you're taking time to do something like kill those 2 spiders at the start or all the enemies on the ledges then i'll have to think on that...

and yes fuck barons

>> No.4653131

BURL TUMD enhanced edition when?

>> No.4653134

well that's a cop out

>> No.4653135
File: 1.02 MB, 640x480, no specks.webm [View same] [iqdb] [saucenao] [google]

for comparison, zandronum with rendering quality set to "quality"

>> No.4653140
File: 14 KB, 1024x768, Screenshot_Doom_20180318_151434.png [View same] [iqdb] [saucenao] [google]

It's pretty easy to do really. The only somewhat hard part about compiling texture resources is getting the textures, which is absolutely trivial in this case.

>> No.4653142

well, good point
i've seen this mentioned before but nothing about whether this is gonna be fixed
maybe after they've collected all their hardware data and we get some big updates they'll be rid of them
i only seem to get (or maybe just notice) them occasionally though

>> No.4653150

True, but thanks for making it easy on me this time. Very simple and effective idea these plain colours. Also thank you for spelling colour with a u.

>> No.4653151

What are some non euclidean wads?

>> No.4653156

i think if i were to get back into modding it'd be with a new project, i just don't think i could do burl tumd justice anymore
kegan did approach me with some ideas he had for a successor though, and if he wants to actually go through with that he totally can

>> No.4653163
File: 10 KB, 512x512, FB_iconCringe.png [View same] [iqdb] [saucenao] [google]


You can pry the palette out of it if you like, even a zip program can collect the .lmp files from it, slade has no problem opening it since thats what I use. As far as permission, go right ahead.

The main thing the palette does is introduce teal-blues while still keeping dark blues saturated, and also provides more transition colors in the orange band for yellow and red to make better explosions and muzzle flashes
> it also makes the color tone of the duke3d explosion look about like it does in duke3d
Pink looks quite abit more pink too

There's also a few colors that became Slate/Grayish Blue, although its not that useful in practice - it allows some presence of those colors. I wanted to drop some more colors for this but there's just too many textures in wads to achieve this (plus with GZ being truecolor these days).

>> No.4653178
File: 27 KB, 800x517, hacker-female-wit-mask-pointing-gun-laptop-isolated-white-background-38994908.jpg [View same] [iqdb] [saucenao] [google]

Alright 4chin, it's time to spill the beans. What modifiers do you play with?

>> No.4653192

idea for a mod: that mgsv cast name drop thing showing up everything you start a map
>starring: the skull unit (revenants)

>> No.4653207

GMOTA for now i guess

that be the name for a map that has nothing but revenants and maybe lost souls

>> No.4653218

Here's an idea for a power up: zombie costume.
>It makes former human enemies not shoot you, because they think you're one of them
>They may or may not start shooting other monsters if you shoot them
>If you shoot one of the zombie guys, you'll blow your cover

>> No.4653219


>> No.4653224


>> No.4653258

Why do you lie about somebody you don't like?

>> No.4653261

1000 hours in MSPaint

>> No.4653280

Not Reading The Fucking Manual is a very easy tell of a scrub.
Icarus clearly did not RTFM, which is why he scraped about 10% of the mods content before discarding it. He does the same with most mods to some extent, but with HD he really dropped the ball.

>> No.4653286

Yeah I unsubscribed after that, it was so painful and embarrassing I couldn't take it.

>> No.4653295

This is why i wish somebody started to do Doom mod reviews like him, but better, where they won't miss most of the mod's content and, you know, not actually suck
Like, fuck, has he ever heard of Oblige?
Because almost everyone who plays mods uses it for mod testing

>> No.4653308

Another bad thing about SW2 - absolutely atrocious resist/vulnerability/immunity system, where every given enemy can have any combo of the above without any rhyme reason or reference to monster type - so in the squad of 12 goons each of them could have unique combo you can only discern by reading through his stats.
This turns every combat scenario on higher difficulties into a clusterfuck, because past Insane 3 every enemy has some sort of reference to every element which turns every desc into a textwall you have to read every time you aim.

In BDL2 for example enemy resistances were based on enemy type so you could always tell what weapon use against what enemy, with rare exception of Elemental Badasses, but those were easy to tell because they were glowing with element and used attacks of said element.

>> No.4653317

Works on any potato.
Does not support mods
But supports all the maps

>> No.4653320

you can set GZDoom to Quality renderer and rid of that issue as well. Its the same for both ports.

>> No.4653324

An error crept into 3.0 GZDoom that disabled this and was around until 3.2.5

It is fixed now.

>> No.4653331

What about gggmanlives?

>> No.4653336

He doesn't seem like he's always in the mood for mods, though

>> No.4653337

Daikatana with the patch is a good game

>> No.4653339
File: 862 KB, 640x480, specks 2.webm [View same] [iqdb] [saucenao] [google]

no, it doesn't work anymore. it literally does nothing. I said that already.

>> No.4653345

why do you vaguepost

>> No.4653353

>This is why i wish somebody started to do Doom mod reviews like him, but better, where they won't miss most of the mod's content and, you know, not actually suck

I've said this before, but I think the big problem with Icarus boils down to trying to get something out every week.
Let's be generous and say writing a script only takes a day, recording only takes a day, and video editing only takes a day, and he gets one day a week of rest.
That means he has only three days to play around with a new mod, figure out what it's like, how to play it, and learn its systems. Even if he was a NEET and spent 12 hours every day playing vidya, that's barely any fucking time whatsoever to learn about a gameplay mod. That's barely enough time for first impressions.

>> No.4653368
File: 2.01 MB, 640x480, gzdoom 2018-03-19 02-23-54-692.webm [View same] [iqdb] [saucenao] [google]

I wanted to for quit some time but:
1) I'm a lazy fuck
2) English is not my main language so I have a thick accent, my voice is gay and my mic is no good cheapo-headset junk and no money to buy better one
3)Jew-tube always crunches my videos to shit. Read a few guides on how to deal with that but nothing helped, even 1080p footage gets butchered.

"2" can be bypassed with a good TTSm but IDK if anybody would be willing to listen to emotionless robot, even if it is a good Acapella robot.

GGG is less of a scrub, but he's the same type of a guy Mark himself is. He adores BD and turns blind eye onto a lot of negatives of whatever he is reviewing if the game does something he likes, while nitpicking the hell out of other games.

I played through it in its entirety. It is still not a good game.

works fine on GZD 3.2.5

>> No.4653371

How's about at least several folks go into zdoom forums and outright confront Graf about the latest versions of GZDoom collecting users' PC specs when the opportunity arrives? I wonder how he would react at first...

>> No.4653373
File: 1.36 MB, 640x480, no specks 2.webm [View same] [iqdb] [saucenao] [google]

okay, this I can verify is true

... did you not see the "G3.2.5" there

>> No.4653375

How does it take you more than an hour to figure out a Doom mod? If there's a good readme or any other type of manual you have no excuse

>> No.4653378
File: 431 KB, 523x194, 1508961819468.gif [View same] [iqdb] [saucenao] [google]

>how about several people go get themselves banned for no reason
Nothing anyone can do will change the devs' mind. There's no point in even participating in their joke of a discussion on the matter, it's just a way to justify to themselves that there was "support" for their idiotic idea later on, since they'll conveniently forget how many posts they nuked.

>> No.4653380

Shouldn't take more than 2 hours to figure the mod out.

>> No.4653383 [DELETED] 

only because you're a weak willed piece of shit who won't stand up to active threats to the community

>> No.4653387

>How's about at least several folks go into zdoom forums and outright confront Graf about the latest versions of GZDoom collecting users' PC specs when the opportunity arrives?
several already did, guess how eruanna responded

hint, it's a kind of ice cream dessert you can have with a banana

>> No.4653390


>> No.4653391

Be my guest, go confront them. See what happens. It'll be the same as the last few people who tried it.
But you can't because you're banned.

>> No.4653392

why even just the zdoom forums?
it's not like there isn't any other places where you can tell other people about the upcoming state of gzdoom

>> No.4653394
File: 26 KB, 630x630, 2184331_0.jpg [View same] [iqdb] [saucenao] [google]


Hey, how about you lead by example instead of crying for other people to do it for you?

>> No.4653396 [DELETED] 

I have a feeling you already got banned for a previous offense.

>> No.4653397

>only an hour to figure out hideous destructor
in what fucking world do you live in
i've played hideous destructor for a month and i'm still discovering new shit

>> No.4653401 [DELETED] 

>implying I ever made an account

>> No.4653402 [DELETED] 

>expecting the same thread that let sorielfag and sarais in to do shit

Also, cite any example of people being banned for calling this shit out. Seriously.

>> No.4653404 [DELETED] 

Oh so you're lying. Just as I thought.

>> No.4653405

how do you propose they be kept out?

>> No.4653408

How do I opt out of gzdoom botnet?

>> No.4653409

Oh look someone who got banned for this shit.
KSG yourself faggot, we're not here to fix your fucking problems.

>> No.4653410

He's just baiting to lead people in circles. Just ignore the stupid bastard

>> No.4653414 [DELETED] 

By force, ideally.

Also, just saw the evidence. Graf, Rachel and Eruanna need to be fucking taken out of the community PERMANENTLY.

Get raped.

>> No.4653419

not even popular modders or mappers calling them out or notifying others would do shit
i mean, what do term or xaser think of this?

>> No.4653420

Term was literally the second post, and I'm sure the rest just stayed the hell out of it because it's not worth arguing with the Dunning-Kruger brick wall that is Graf+Rachel.

>> No.4653427

people already have and graf and judas and others have given very detailed replies and explained themselves well

>> No.4653429

The fuck you on about? Just ignore that stupid bullshit, it doesn't pertain to Doom so why should you care?

>> No.4653431

>why can't we opt out
>"It's too hard to make a switch to opt out"
>why can't you use any piece of the already working UI code to make a switch
>*thread split*

>> No.4653436

ok, but you can do it in an .ini though right

>> No.4653442
File: 234 KB, 800x600, Screenshot_Doom_20180318_164700.png [View same] [iqdb] [saucenao] [google]

Hey Kegan, ur mod sux

>> No.4653445

you're expecting breddit doomers to know what an ini file is

>> No.4653446

As far as I understand, not exactly. You can do it when you recompile and that's it.

>> No.4653448

I have a feeling this wouldn't have blown out of proportion nearly as much as it did if not for that "muh privacy" mockery in the initial post. No better way to get the /g/ types all riled up than to make light of their legitimate concerns.

>> No.4653453


If Ling wants to ban people for what they do on other forums, I will happily accept my ban just to spite him.
S'arais may be faggotus maximus prime (alongside the backseat moderating dumbass we've had in threads recently) but banning other people on Doomworld isn't going to get him permabanned on 4chan. He's not in control of other Doom communities, what they do on their own forums should be their own business.

>> No.4653456


>> No.4653457 [DELETED] 

There are twice as many /g/ posters who think that acknowledging black people exist makes you botnet as those who actually are concerned about privacy, sadly.

>> No.4653463
File: 274 KB, 800x600, Screenshot_Doom_20180318_165031.png [View same] [iqdb] [saucenao] [google]

Nevermind, he just got stunlocked by the knife of the north star

>> No.4653464

>suddenly race issues
Fuck off with this shit. Nobody cares. There are legit security concerns any time a program sends data to an internet server, and a program that will automatically do it without asking or informing the user is basically malicious.

>> No.4653465

ling banned 40oz for shit he said on doomerboards right

>> No.4653467

Can't anyone just archive the latest GZDoom version before this shit starts or even other previous versions, then put it in a download link and post it in these threads, in case anyone wants to get into Doom mods?

>> No.4653474

I wasn't necessarily referring to people who actually post on /g/ in current year, but the sort of people who fit the long-standing stereotype. Install gentoo, the botnet wants me to starve, etc.. I am well aware of what a shitshow current /g/ is.

>> No.4653484


According to 40oz, yes. But that's just one side of the story, and frankly 40's a dime short of being 50 Cent, if you catch my dritch.

>> No.4653487

NGL, Marty's voicelines are pretty great.

>> No.4653489

just pop open your ini and set
like this, I think

>> No.4653490

What the heck is going on in this thread?

>> No.4653493

If you're talking about the Cybermancer, all of those voice lines are from the X-men arcade game. Marty only voices Blaz.

>> No.4653502

who the fuck is you

>> No.4653504


>> No.4653507

anonymous faggotry, the usual

you really should not be surprised

>> No.4653513

Really? I got the reference, but I thought someone else re-recorded the lines.
Who does the Edgelord?

>> No.4653517

I just lowered the pitch of the Magneto lines a little, as for the Edglord, those are pitch lowered unused Doomguy lines from Quake 3 Arena.

>> No.4653523

Someone tell Term to disable uBlock, 4chan only blanks out pages when scripts are blocked

I think they're from Quake 3, aren't they?

>> No.4653529

didnt someone make a work around instead?

>> No.4653542

people overreacting over gzdoom's "botnet" as usual.

>> No.4653548

"oh no they know I have 4 cores and my gpu supports vulkan"

>> No.4653549

>disabling uBlock
>anywhere on the internet

>> No.4653553

is it really hardware specs or are they gonna check photos of your family and what do you search on the internet?
rememember: this is happening a few months after lilith.pk3 "destroyed" graf

>> No.4653558

>didnt someone make a work around instead?
I believe so but I'll be damned if I can remember what you alter and where you do it

>> No.4653561

Man I thought the Cybermancer had really low hp and was a pushover, then I looked into the files.. all the monsters have crazy health compared to vanilla, Blaz is a badass.

>> No.4653562

>disabling it in 4chan of all places
who the fuck even knows what all this obfuscated self-modifying javascript shit does
you do know it's open source, right?

>> No.4653563
File: 258 KB, 1920x1080, Screenshot_Doom_20180318_112936.png [View same] [iqdb] [saucenao] [google]

I don't know if I'll survive...

>> No.4653564


>> No.4653565

supposedly it's just hardware specs and your ip

but people's incredibly lax attitude towards this, combined with the only general argument against it being "but it's NORMAL on the internet for people to take your information!", alarms me more than the actual datamining

>> No.4653568

Honestly that was a result of me being horribly, disgustingly lazy.
When I was first making GMOTA all of the weapon damage numbers were really high, and when I started adding monsters, rather than lowering weapon damage, I just inflated monster HP values.

>> No.4653576

People are seriously THAT easily manipulated these days.

>> No.4653579

>people's incredibly lax attitude towards this
because people don't mind sending anonymous hardware stats to the biggest doom sourceport that will help shape its future development

>"but it's NORMAL on the internet for people to take your information!"
because it is, and retards don't understand that and think that gzdoom is doing something harmful like >>4653553

>> No.4653581

>because it is
boy i guess that makes it all right, huh?

>> No.4653583

Yeah, then an update happens to see if certain softwares are running because "There were bug reports about X and we thing it's related to software Y" then it starts to check for cookies because "We want to know more about user forum activity vs playtime" and then suddenly you've gone full botnet. This has happened with other software in the past.
>implying something being normal is a justification for its existence
I could provide about 100 historical examples of this mindset being totally retarded but I don't think I need to just to point out that you're an obvious apologist.

>> No.4653585

IIRC if you use 4chan X it's already been rolled into it so you don't need the specific anti-cancer script anymore. At any rate for me 4chan works fine with and without that script.

>> No.4653589
File: 309 KB, 369x426, 1440062826688.png [View same] [iqdb] [saucenao] [google]


>> No.4653596
File: 6 KB, 337x171, 27946108_10210216326354840_700635591_o.png [View same] [iqdb] [saucenao] [google]

>Sprite Shadow
>Sprite Fixer
>Pistol Start
>Perkris Sounds
>Sound Caulking
>Extended Statusbar if it's available

I normally like using Smooth Doom, but it can start chugging real fast if there's a lot of monsters, and it fucks up when a mapset uses a custom palette like BTSX. I don't like gameplay mods because I want to experience what the mapmaker intended, but I've gotten too used to having Doom at least look and sound nice. I suppose Sound Caulking might be cheating because having every monster make its own noise lets me know exactly what's coming instead of just a generic "there are monsters in this room that aren't Revenants," but I like to think that's not too much of an advantage.

>> No.4653597

GZDoom is
>A source port made for a 25 year old video game and fanmade content
>Not officially affiliated with the Doom series, Zenimax or former id, besides the fact Doom's source code is free
>Has a development team that most of the community barely trust, due to their decisions and behaviours, but not many speak up against them for obvious reasons
And this is happening after Lilith.pk3

>> No.4653598

Hey Kegan why did you take out the rockets from the hydragun for the doomslayer?

>> No.4653601

People like you are what gives this place a bad name.

>> No.4653603
File: 50 KB, 600x480, 1463334546559.jpg [View same] [iqdb] [saucenao] [google]

>no arguments
>bad taste in riders

>> No.4653604

>that will help shape its future development
Yeah, into working on as little systems as possible with an excuse behind it this time.

>because it is
It shouldn't be. And that's more than enough of a reason to not have malware baked into a fucking doom sourceport.

>> No.4653605

not an argument. try again.

>> No.4653606

No, people like me make people like you look stupid.

>> No.4653613 [DELETED] 

are you mad 'cause your decades-old toaster won't be able to run brootal dum?

>> No.4653614

What part of "it's open source" do you not get? You can see literally everything about the software and see if they're lying to you. How is this similar to those "100 historical examples"?

I know you hateboner for Graf and even if he cured cancer you'd find a way to shit on him but now you're just being childish. You've watched too many movies and are being completely irrational since you're spitting in the face of evidence (the fact that it's open source) and pretending like your petty emotions matter more.

>> No.4653615
File: 520 KB, 1920x1080, GZDoom Map05.png [View same] [iqdb] [saucenao] [google]

I don't remember Map05 being this dark. What the hell did I fuck up?

>> No.4653616

>I know you hateboner
*have a

>> No.4653621

damn, owned.....

>> No.4653624

Slippery slope is not a valid argument you know, it's a fallacy.

>> No.4653626

sector light mode?

>> No.4653631

Man, whatever.
They are going to collect some data for however many months and then use it to make the engine better. No stopping it.
If you don't want to be part of that data pool, feel free to turn it off if that makes you feel better.

>> No.4653636

It's on Dark. I guess that's the problem. What's the best setting for general play?

>> No.4653638

Headbob isnt real and any game that adds that shit in to be realistic is retarded

>> No.4653640

I always keep it on dark because I have a monitor with decent contrast, but I'd say standard.

>> No.4653641

try actually playing a game with no headbob at all
you feel like a fuckin flying camera

>> No.4653645

im going to start up gzdoom on all my shitty single core PCs made from old parts and skew the data so we don't get any new features mwahahahaha

>> No.4653651

Okay that's MUCH better.

I like my doom/quake head and weapon bob, but it's gotta be light. Doom's can be fucked if you set it wrong

>> No.4653652

...yes, it does?

>> No.4653654

Oh? Please argue why instead of just saying "ur wrong". This is gonna be hilarious.

>> No.4653657

quake has no head bob, only to-and-fro weapon bob

>> No.4653661

>Headbob isn't real


You clearly don't either.

Not an argument.

>> No.4653663

...because we can see it's not gonna do anything malicious or hack ur computer or give them data they can sell?? what's your problem man

>> No.4653669

Being open source has never stopped that from happening. Who's doing the audit, you?

>> No.4653670

>Slippery slope is not a valid argument you know
Ah yes, finally the time I get to point out one of my favorite little facts.
Slippery Slope is a fallacy... only when there is no logical connection between the pieces. If "slippery slope" was always a "fallacy" then any form of predictive argument would also be a fallacy. The time when it's wrong is when you say something like "Letting women get an education will cause the world to end" or "Allowing the worship of other gods besides the state religion will bring a plague upon us". It's not wrong to say "A 'telemetry gathering' system will increase the scope of its telemetry gathering because its intended purpose means that it will always need more information to do its job properly".

>> No.4653671
File: 386 KB, 1920x1080, Screenshot_Doom_20180318_195117.png [View same] [iqdb] [saucenao] [google]

I tried my best...

I'm sorry Doomguy...

>> No.4653675

When you walk you normally can not perceive headbob the same way you can not hear the extremely loud sound of your eyelids blinking

>> No.4653676

Do you have any examples of these magic programs that somehow have lines of code invisible to people despite being open source, i.e each and every part of what it does is visible to anyone?

>> No.4653680

how autistic do you have to be to want to skew the results of a hardware survey for a 25 year old game

>> No.4653681

How autistic do you have to be to want your Doom sourceport to have higher system requirements than AAA games released in the current year?

>> No.4653685

yes, actually
it's right here, you can see exactly what it's sending
if you don't trust the precompiled binaries, build your own. in fact, compile it with -DNO_SEND_STATS; that'll turn it off entirely

I might not like the precedent that phoning home sets, but as it stands now it's pretty much harmless

>> No.4653687

Its not free software and youre a clueless retard if you think code that does that will be a single line or be readily apparent to anyone who's not an expert. The code isnt invisible its just easily obfuscated and even when no effort was made its gone unnoticed in many open source programs.

>> No.4653693

>Slippery Slope is a fallacy... only when there is no logical connection between the pieces.
The problem is that your "logic" is your bias against Graf, nothing else. It's also baffling considering, for the 50th time, it's open source. So at any point, if he decides to lie, anyone can see it. Do you think he doesn't know that or something and will still do malicious things?

>> No.4653694

> they know without a doubt now that I cant even run GL mode, even though I run Q3 just fine...

>> No.4653695
File: 11 KB, 390x85, 2018-03-19-005710.png [View same] [iqdb] [saucenao] [google]

zdoom was never meant to be vanilla-compatible nor run on the same hardware as vanilla doom. gzdoom much less.

why is this so hard to understand?

>Its not free software

>> No.4653701

>Its not free software and youre a clueless retard if you think code that does that will be a single line
Never said that, I clearly said "lines" as in plural.

Also good job not providing any examples, thanks for proving you're full of shit and have zero idea what you're talking about.

>> No.4653702
File: 861 KB, 1956x2068, tmp_13711-32153143103.jpg [View same] [iqdb] [saucenao] [google]

>GMOTA is out
>mfw my computer is dead and the laptop i borrowed from my brother doesn't seem to like GZdoom very much

honestly after looking at the sonic comics i pretty much became convinced that penders did nothing wrong.

he unintentionally saved us from his shitty sonic OCs.

>> No.4653705

>pointing out obvious escalations in a feature is bias against Graf
No, you're just a complete moron.
>b-b-b-but it's OPUN SOORCE
I guess anytime the creator of something makes a decision I disagree with but could change on my own I'm not allowed to tell them they're an idiot then? Go fuck yourself.

>> No.4653715 [DELETED] 

You are literally dangerously mentally ill.

>> No.4653721
File: 920 KB, 250x250, 1439676930626.gif [View same] [iqdb] [saucenao] [google]

No, you're just both stupid and out of arguments.

>> No.4653723

>The problem is that your "logic" is your bias against Graf, nothing else.
please explain why we should give any benefit of the doubt to a man whom has actively thrown tanties based on not getting his way before

>> No.4653726

Custom Doom has a pistol start option plus some other modifiers if you want to make things more challenging.

>> No.4653734
File: 18 KB, 1288x73, 2018-03-19-010408.png [View same] [iqdb] [saucenao] [google]

There, are you all happy now?

>> No.4653738

accurate opinion but why do you feel the need to share this

>> No.4653739

>>pointing out obvious escalations
How are they obvious exactly? Because it's Graf? Even though it makes ZERO sense for it to happen considering it's the equivalent of a man sending his girlfriend pictures of him cheating on her with another woman and claiming he's still loyal.
>b-b-b-but it's OPUN SOORCE
This isn't a counter argument you know, it's what destroys yours and until you can refute it, you won't achieve anything other than be a whiny paranoid crybaby to everyone.
>I guess anytime the creator of something makes a decision I disagree with but could change on my own I'm not allowed to tell them they're an idiot then
What the fuck are you talking about? When has anyone even mentioned this? The fact that its open source means that Graf cannot get away with lying, he can't get away with your slippery slope bullshit scenarios because people would know, because it's open source.
How many times does it have to be said that IT'S OPEN SOURCE. The moment he tries anything like you claim, everyone would know, so he knows he can't trick people. All of what he says has to match what the code says. He literally cannot lie. See above.

>> No.4653740

We already knew what he thought of it already. Are YOU happy now?

>> No.4653741

>Term once again being a fencesitting faggot
>ZDiscord moderators coming here to shitpost with tripcodes
And they say ZDF doesn't astroturf this board.

>> No.4653743

Some anon asked for term's opinion

>> No.4653745

>laptop i borrowed from my brother doesn't seem to like GZdoom very much
Try Zandronum 3.0

>> No.4653748

>How are they obvious exactly?
They've happened in the past numerous times.
>Doesn't read the argument about criticizing open source
As expected.

>> No.4653749

sure okay but are YOU happy now?

>> No.4653751


>> No.4653752

Nobody cares tripfag, leave

>> No.4653754

>They've happened in the past numerous times.
Please provide examples, I already asked this twice and both times got no answer.
>>Doesn't read the argument about criticizing open source
What part didn't I read? I replied to the entire post.

>> No.4653756

Imagine being THIS paranoid.

>> No.4653757 [DELETED] 

>Please provide examples
I don't have to, google them yourself. Oh look, there's an example right there!
>let's pretend I didn't ignore your entire argument to attack a strawman
Once again, KSG yourself.

>> No.4653759

see >>4653419

I'd ask xaser but he's busy

>> No.4653760

>And they say ZDF doesn't astroturf this board.
literally nobody has ever said this

one of the biggest problems we have consistently had to deal with is expats
having a neutral opinion (which isn't even neutral, "it's dumb" is not fencesitting) is not a problem

>> No.4653761

There is LITERALLY a fucking ZDiscord moderator shitposting in the thread AS WE SPEAK and you're going to say I'm paranoid? Fuck right off nigger

>> No.4653762

Shitposting? No.
Being a dumbass tripfag? Yes.
If you don't like arguing then that's fucking on you, nigger.

>> No.4653765

>I don't have to, google them yourself
Who exactly do you think you're going to fool with this childish excuse? It's been used 50 billion times before and you think you're special and will be able to convince the other person that you're not full of shit?
>let's pretend I didn't ignore your entire argument to attack a strawman
I didn't? I replied to every line and didn't use any strawman. Please point out exactly where did I do that.

Each and every post only makes your side look worse you know, way to make GRAF of all people look sane. Are you false flagging or something?

>> No.4653765,1 [INTERNAL] 

Oh boy, now we get to see if the janitor really is owned by ZDF.

>> No.4653767
File: 65 KB, 107x112, OMEGALULCEPTION.gif [View same] [iqdb] [saucenao] [google]

Desperation levels: Perfected Ultra Butthurt

On 4chan, if you're not for one side, you're for the other. This is the way it has been for 3 years now.

>> No.4653769

>This is the way it has been for 3 years now
I think you mean "since the inception of the site"

>> No.4653771
File: 12 KB, 250x250, willy.jpg [View same] [iqdb] [saucenao] [google]

dang, this is what ive been missing out on... I keep hearing about shit like this going on but ive never seen it before firsthand

>> No.4653772

True, but it's intensified as of late.

>> No.4653776 [DELETED] 

>Desperation levels: Perfected Ultra Butthurt
What, because I'm not going to spoonfeed a literal retard?
>3 years
Way to point out how new you are.

>> No.4653778

it's intensifying to the point where we may not be able to contain it

>> No.4653779

that's the status of the internet as a whole

if you don't keel over to one side, you're the enemy

it's especially prominent with certain aspects of fandom, but at this point we're getting dangerously off-topic

>> No.4653780

why contain it? s'cool

>> No.4653782

Why contain it?

>> No.4653784

do we have to pick one doom community and then stick to it now?

>> No.4653792

Damn, people are acting like retarded monkeys and making tripfags look normal and sane.

>> No.4653801

sounds like you're a leading expert in this field.

>> No.4653816

>hopefully this genuinely helps the engine instead of being used just to cut things
I wonder if Term realized which option is going to happen already by the time he was writing that.

>> No.4653824
File: 81 KB, 483x545, 1427794310465.jpg [View same] [iqdb] [saucenao] [google]

> working on a minimod
> want it to be customizable
> also want it to run fine alongside other mods
> don't want to overwrite any menu that might be used by other mods
> addOptionMenu doesn't work in Zandronum

Well then. I hope people don't mind using the console.

>> No.4653839

I'm challenged enough as it is. I've been looking for a pistol start wad that jest werks for a while now, though. I'd like one that automatically does it when I start a map and is mod agnostic. I'll have to see if this one does the trick. Thanks.

>> No.4653841
File: 4 KB, 248x216, tempofield.png [View same] [iqdb] [saucenao] [google]


>> No.4653843

what is your motivation for this?

you see people concerned about something and decide "oh, hey, you know what this means, SHITPOSTING"
the worst offense is that some people don't agree with you, and you decide to start being a fuckshit over it?

you could have opportunities to smooth things over, to address concerns, to talk like reasonable people and hopefully find some common ground
but instead you're doing shit like this and then calling other people to shitpost as well
i can guarantee you right now you're probably sitting in your room just rolling your eyes and going "oh 4chan! can't help them! they'll believe what they want!" and using it as an excuse to be even smarmier
this is not a way to foster relations between communities, but i suppose sometime along the way you forgot about doing that and just want to tripfag and namefag now

>> No.4653847

you're aware you just fell for bait, right?

>> No.4653852
File: 14 KB, 300x269, were in for it now scoob.png [View same] [iqdb] [saucenao] [google]


>> No.4653856

>I hope people don't mind using the console.
well, just don't expect it to get too popular unfortunately
good luck! what's it do?

also here's a free shitpost
>supporting a dead sourceport

>> No.4653864

the final frontier?

>> No.4653872

they are replying to retarded shitposters with shitposting
people here don't want to smooth things over or find common ground
all of the questions have already been asked politely and replied to in kind over on the zdf thread

>> No.4653881

in space nobody can hear your tiddies bounce

>> No.4653883

>people here don't want to smooth things over or find common ground
The entire point of an argument is to have a discussion, present sides, and have both sides learn more.
Just because I say "faggot" a couple times doesn't suddenly mean I don't want to learn and don't want to talk to other people.

I say "faggot" with love. True, manly love.

>> No.4653885

So, with all this botnet crap going on, has anyone brought up forking GZDoom?

I'm looking through the git repo and all of the rendering code appears obsessively object-heavy at first glance. Does anyone know if the OpenGL renderer actually uses some kind of batching for drawing sprites? Or does it actually use gzdoom/src/gl/renderer/gl_quaddrawer.h and make one glDrawArrays call for every single sprite?

If it's really that heavy then this telemetry shit is nothing, you batch up those calls and everything will run 100x faster.

>> No.4653887

It simply randomly spawns monsters and maybe items over time. I just want to have something to shoot while I'm lost, or have a punishment for taking too long to finish a map, without being as extreme as enabling monsters respawn.

>supporting a dead sourceport
Forever a Zanbabby. At least we're partially free from Graf. =P

>> No.4653891

None of you will do it.

>> No.4653894

forking gzdoom is definitely a possibility but the problem is A: getting people to play it, and B: it'd only last as long as would be needed until the reason for it (the datamining) is gone

plus, there's the whole problem of maintaining it after the fact
gloome had, what, three months of updates, then marrub moved on

>> No.4653896

it's only temporary and you can disable it so i wouldn't worry about jumping ship just yet...

>> No.4653897

Isn't the botnet coming to GZD 3.3.0 and we're on 3.2.5 right now? Can't you just not update until the datamining is removed after?

>> No.4653898

These are the voyages of the starship /vr/

>> No.4653901
File: 568 KB, 1618x945, Defeaning cacophony of boners.png [View same] [iqdb] [saucenao] [google]

>supporting a dead sourceport
Not him but is there a problem with that, anon?

>> No.4653903

theoretically, yes

simply a matter of not using the gzd 3.4.0 builds and waiting until 3.4.0, which is what i'll be doing

>> No.4653904

exploring strange new sites and discord channels

>> No.4653907

>it's only temporary
Remains to be seen

>i wouldn't worry about jumping ship just yet
Not yet, but the ship might start sinking for more and more people when compatibility is axed.

>> No.4653908

builds of 3.3 have been out for a while
and again, you can disable it

>> No.4653909
File: 228 KB, 540x512, Flynn Taggart RUserious.png [View same] [iqdb] [saucenao] [google]


>> No.4653910

yes becuz gmota would have ben gud if u had use zscript

>> No.4653912

>GMOTA 1.1's Thunderbluss kills the new Cyberdemon in like 5 shots
>Can swap cancel to spam Thunderbluss shots at almost quadruple the fire rate
>40 shots with backpack
Isn't this a little insane?

>> No.4653913

I assume you mean not using 3.3.0 builds but yeah I don't think this is a huge issue unless you're dumb enough to download the 3.3.0 builds
>hurr you can disable it
That's not even part of my statement you fucking genius. I'm on 3.2.5 and I'm saying there's no reason to get new versions of GZD until this stupid botnet shit blows over

>> No.4653915

Everything I want to do in GMOTA doesn't need Zscript. In fact the only thing I'd want that GZDoom has in anonymous functions and a few other minor QoL shit.
Thanks to my stubborn focus on Zandy compat I'm actually going to have to make pickup messages for every weapon, ammo type, and subweapon into ACS calls.

>> No.4653916

This is why I asked the technical question about sprite batching, if the renderer really has been doing one-drawcall-per-sprite all these years then I'm deeply offended by that alone and would want to fork it just to inject some Data-Oriented juice into it.

I'd fork from 3.2.5 anyway and handle whatever is supposed to go into 3.3 myself. What is even supposedly being added (other than telemetry)? Bugfixes?

Well I was simply curious how the rendering is done because it runs like stinking dick on linux, and if I end up finding that I can do better then I'd want to provide an alternative. I mean, what sort of updates are even necessary outside squashing bugs and improving the netcode?

>> No.4653918

what if some wad appears that can only be played with the latest version as it often happens?

>> No.4653919

but why wait for 'this stupid botnet shit' to blow over... when you can disable it?
there's nothing to wait for.

>> No.4653923
File: 37 KB, 479x349, blow in from stupid town.jpg [View same] [iqdb] [saucenao] [google]

Then I'll lose all control over my impulses and magically have the wad and 3.3.0 on my computer because I have no patience
What has changed between 3.2.5 and 3.3.0 in order for me to even update to begin with? I'm doing just fine on this version.

>> No.4653925

then guess i'm not playing it

>> No.4653926

I should probably make the Cybermancer more resilient to some of the Doomslayer's weapons. Just a little.

>> No.4653929

seems kinda petty, especially for something that, even if the source code proves it's nothing, you can turn it off.

>> No.4653931

ha, keep it up

well good for you then

>> No.4653934
File: 34 KB, 320x320, cat cringe.jpg [View same] [iqdb] [saucenao] [google]

im offended by it too
this is the real reason to fork development, not the botnet... its just like the shitty resource handling in OpenXcom making X-Piratez baloon out to like 1.5GB or some shit

some serious housecleaning and optimization needs to happen to these games

>> No.4653936

go talk to some of the devs about it?
they're not dumb, they must have reason

>> No.4653940


data mining is stretching it here. it's collecting information relating to your hardware. not mining what your anime-based user name and password is for steam or whatever. get your facts straight before you wave your shit around.

>> No.4653941

>no argument
People saying that you can opt out are obviously correct but won't provide a single reason of why I should update to 3.3.0. There are ~25 years of wads I can run with GZD. I have a lot of content at my disposal before updating becomes a requirement, and by then 3.3.0 might have come and gone.
This entire fucking thing about 3.3.0 is just an autism fest and it's not just the tinfoil retards saying it'll bring back hitler to give you email viruses

>> No.4653947

You should probably cut down his ammo capacity a bit, feels like I never run out of anything besides rockets, doing PL2 right now with it and basically Blussing along with no problems

It's fun though

>> No.4653950

More? Damn son he already has a pretty small ammo capacity. Even WITH the backpack.

>> No.4653951

datamining is datamining, whether the data is passwords or just simple pc specs

my facts are quite straight, you just don't like the negative implications of the name

>> No.4653957

>>>no argument
what argument? i dont mind if you want to remain on 3.2.5
if you want a reason go look at the changelog, if nothing there makes you want to upgrade then like i said, good for you.

>> No.4653959

ok well if we both have an understanding that datamining is not inherently bad then cool

>> No.4653961

These people need to stop talking about it then. Literally no incentive to care if you can just opt out and/or not update

>> No.4653962

This is my experience with Doomslayer so far

>Hydra repeater is kind of poop(It's actually okay but very few real reasons to use it)
>Rocket ghosts to pick off lots of enemies at range
>Thunderbluss melts everything in two shots
>Swap to shotgun then back to Thunderbluss to machine gun this fine fine gun
>Flamethrower thing doesn't feel strong, mostly just used for venting
>Saw for tons of health/ammo/armor depending on what I'm going to murderlize with it
>Never run out of ammo ever
Never really use the sword once I get rolling but it is great when holding a might ring

>> No.4653964

not terribly petty, it's just a matter of a mod not working on a version of a source port i don't use

i'll end up needing to wait a couple more months before i can play it, i doubt anything revolutionary will come out by then

>> No.4653968

I'm definitely going to limit the range of the thunderbuss, I should probably add more impact to the fire sounds of the repeater and inferno rifle as they're actually pretty fucking strong.
I'm also going to limit how much ammo and shit is dropped from enemies slain by the sword and saw.

Though at the end of the day Doomslayer is always going to be an OP motherfucker, and that's what I kinda wanted from him, as I've said before, he's the Julius mode.

>> No.4653975

Nothing wrong with OP, just felt like Thunderbluss was going way way too far with it thanks to canceling

Without canceling it's a lot more reasonable

I don't even think the range should be reduced but maybe to sort of balance it out there's a bit of a pause before you can fire it on pulling the weapon out?

I think this alone would fix it and prevent the absolutely insane fire rate with that damage output

>> No.4653979

I love the weapon swapping though, it'd feel like shit to kneecap that.

>> No.4654008

Are there any cyberpunk-themed wads?

>> No.4654009


>> No.4654014

Looks cool, thanks. I just played Uplink15 and really enjoyed it.

>> No.4654025

I meant just for the Thunderbluss since it has to click on with that lightning arc on the barrel, but also it's the only weapon that really abuses the weapon swapping mechanic

I wouldn't want swapping removed entirely and Thunderbluss probably won't be so crazy when you tweak the ammo drops and stuff and make the big guy more resistant to it

>> No.4654028

It doesn't have to be just over this data collection thing. GZDoom hasn't been gaining much in the way of features recently. I've got a few things I'd like to see in an enhanced sourceport, ideas which the Saltman would [NO] in an instant because they're not solely focused around grafix.

>> No.4654078
File: 1.15 MB, 1920x1080, Screenshot_Doom_20180318_211632.png [View same] [iqdb] [saucenao] [google]

i love the aesthetics for the legacy of heroes they work perfectly with GMOTA

>> No.4654084
File: 585 KB, 1920x1080, Screenshot_Doom_20180318_193412.png [View same] [iqdb] [saucenao] [google]


>> No.4654090
File: 564 KB, 1920x1080, Screenshot_Doom_20180318_193632.png [View same] [iqdb] [saucenao] [google]


>> No.4654095

stupid question, is there a way to play as GMOTA Doomslayer with D4D/D4T type enemies?

>> No.4654096

For Brutal Doom you could try gzdoom 1.8.10. I have a 1.9 dual-core and it plays ok if it's not happening much.

>> No.4654110

I'll suggest HMP at the highest, Mutiny really expects you to pull your A-Game

It does this without getting particularly slaughtery, which I really appreciate.

>> No.4654153 [DELETED] 

Do NOT respond or engage.

>> No.4654157 [DELETED] 

Can someone give me some context on why this man had a stroke?

>> No.4654161 [DELETED] 

don't respond, don't even acknowledge it.

>> No.4654169

>UT99 Monster Madness/UT2004 Invasion Everywhere in Doom
I approve

>> No.4654181

so you're saying we can blame you for graf implementing datamining?

fine by me

>> No.4654182

Tweak his resistance to damagetypes, maybe boost his HP?

>> No.4654190

That's what I plan on doing, more HP and more resistence to the Doomslayer's shotguns

>> No.4654216

Gonna come in handy in lunatic.wad

>> No.4654220 [DELETED] 

Tell me tho

I feel like playing with GMOTA while it's still overpowered and stupid, I might give it a download

>> No.4654221
File: 139 KB, 383x364, 1499262497231.png [View same] [iqdb] [saucenao] [google]

So apparently the upcoming dm4 jam for Quake has more than 20 maps.

>> No.4654248

zdoom forum

>> No.4654265
File: 2.04 MB, 640x360, edgefest2018.webm [View same] [iqdb] [saucenao] [google]

Worth it

>> No.4654270
File: 218 KB, 961x1040, when leg day isn't an option, you have no choice but to get jacked.png [View same] [iqdb] [saucenao] [google]

Jesus dicks.
That's hilarious

>> No.4654274

unacceptable, needs more optimization


>> No.4654279

RIP that guy's computer

>> No.4654280

I probably should put a hard capped limit on the height of the crossbow towers

>> No.4654283
File: 33 KB, 480x360, 1517365176480.jpg [View same] [iqdb] [saucenao] [google]

>That super nuke explosion and gibs everywhere
Holy shit my computer would just die from all that shit

>> No.4654291
File: 1.25 MB, 1920x1080, Screenshot_Doom_20180123_025332.png [View same] [iqdb] [saucenao] [google]

I've only had my computer stop working on a Doom mod once due to gibs.

Brutal Doom monsters + Slaughter maps + Lava area + 1000s of Imps, probably wasn't a good combination.

>> No.4654294

Nah, i say it by experience because of the time i ran thru SF2012 with Project MSX, throw a super charged grenade at the crowd of imps in map03. freezelag for like 4 seconds until the game comes back to normal. Now imagine when i drop something that seemingly explodes harder than the super charged grenades from MSX

>> No.4654302

> not using 16 rotation frames for your bolts and arrows

>> No.4654305
File: 35 KB, 255x262, Annie sad.jpg [View same] [iqdb] [saucenao] [google]

poor doomguy...

>> No.4654317


>> No.4654318
File: 2.70 MB, 640x360, giantedgelorderection.webm [View same] [iqdb] [saucenao] [google]

Oh wow you're right, I thought it *did* have a cap, that's crazy.

>> No.4654324

dunno why janitor has to be a faggot but ok
Anyway playing through scythe on gmota and the blazter is the most overpowered piece of shit I love it, sword is useless so I throw it and go ORA with the thor hammer and I'm having lots of fun. Is there a list of all the powerups/collectible items because I don't know what half of them do

>> No.4654331
File: 275 KB, 1177x772, sale.png [View same] [iqdb] [saucenao] [google]

Another thing to add to the fix list.

Nerfing the fists soon so you'd better learn to appreciate the sword more. Also every power up prints a message telling you what it does.

>> No.4654339

Add Heretic compatibility first, please.

>> No.4654340

This and hexen

>> No.4654343

Very low on the todo list. Like I've said before, there's just not as many player made Heretic maps. Plus Heretic has more items that I don't know what I'd do with them for GMOTA.

I ain't touching Hexen.

>> No.4654346
File: 101 KB, 480x360, 1517190625610.jpg [View same] [iqdb] [saucenao] [google]

>mfw the spike vulcan thing of the Blazter
Holy shit this thing didn't need this crazy as fuck rate of fire.

>> No.4654352

huh, what is this, the GMOTA thread?

>> No.4654354

No it's the GZDoom botnet and forum drama thread.

>> No.4654358

don't worry it'll be dead soon and we can start fresh

>> No.4654361
File: 2.39 MB, 640x360, edgelordtowerGL.webm [View same] [iqdb] [saucenao] [google]

Now in 3D!

There was a prerelease given out here, right? I should have checked it out and given feedback sooner instead of waiting for "official" release like a dumb.

>> No.4654369

What are some good mapsets with lots of different/new textures? I love the look of Doom but have been feeling a bit sick of seeing the same stuff latey.

>> No.4654379

Sword's "eh", can you make a character that is exclusively fist if you plan to nerf blaz ora

>> No.4654385

No plans for a fist only character, what's the deal with the sword?

>> No.4654389

ancient aliens has lots of different textures

>> No.4654390

The blazter is just way better in almost any situation but the sword throw is agood

>> No.4654391
File: 1.08 MB, 640x360, swordthrow.webm [View same] [iqdb] [saucenao] [google]


>> No.4654392

Thanks, already played that though. As well as the Epic series.

>> No.4654393

So how's the Blazter better? The ammo and damage is limited, I plan on enforcing some restrictions on the Wave Buster, and I might be shortening the period of time you get with the hyper buster.

There's also a big nerf on the way with subshots where repeat spam will lock the gun down.

>> No.4654394
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>> No.4654407
File: 177 KB, 500x475, 1545687471587.png [View same] [iqdb] [saucenao] [google]

Not him but here are my toughts on the Blazter
-The ammo is fine but here are a couple of things, mostly the subweapons
-The fucking vulcan didn't need the BRRRRRRRRRRRRRRT rate of fire, even though you'd drain your ammo away in a minute, there are chances you'll just re-stock pretty hard, at least if you encounter golden boners commonly (3 of those things + scythe2 map 08 were more than enough to get swole on ammo)
-Heat Blast is still powerful as hell but i guess its not AS powerful as it used to be (god damn when i tested the pre-release, 5 shotting a cyberdemon with that thing was nasty)
-As someone who is a huge nerd on R-type games, i kinda dislike that the charge timer isn't accurate to the Super R-type's charge shot time, a lil nerf on the charge speed would even the thing out and it would make me nut. Oh and to balance the Wave Buster, it could use red bullets too because i feel like you could live your way through a slaughterfest by just spamming it with almost no drawbacks.
-Hyper Blazter is fine for the most part but if you feel like nerfing it, you could increase the cooldown after barraging.

>> No.4654408

I just tried Mutiny after a recommendation earlier in the thread, that looks pretty distinct too if you haven't tried it.

>> No.4654414

Also another thing about the blazter is that some subweapons can just murder everything, namely bosses. I know Lord Blaz is designed to kill bosses hard and fast but god damn, i am sure 100% of my kills vs tough enemies have been cheesed out by the usage of subweapons more than the other stuff like here >>4653463, that cybermancer just got stunlocked by spamming daggers. But i think that instead of nerfing weapons, you could just make the bosses not feel pain or get stunlocked by anything ranged from Blaz.

>> No.4654415

All subshots are gonna build up a new meter in the coming update where if you spam too much you'll lock the gun down, so having the crazy fire rate of the spike vulcan will put a stop to that quickly if you hold it too long.
I -might- slightly bump the damage of the heat beam
I actually originally had the wave buster charge appropriate to Super R-type, but the problem is it took TOO long in GMOTA's gameplay, to the point where you'd get your face wrecked charging it. It's gonna use bullets soon too, 1 for the three shot burst, 2 for the mid, 3 for max, if need be I can make those values 2, 4 and 6.

>> No.4654417

I might add flinch immunity for blaz's ranged weapons but if the bosses were 100% flinch-proof that'd make Blaz borderline useless against bosses in melee and it'd force players to really hang back and plink at them with his shitty ranged weapons.

>> No.4654418

>GMOTA's Lightning thrust is a ranged shot now
>Clears rooms for little cost
I'm glad Lance is back and better than ever but the lightning stab should probably cost a bit more with this added range boost since it's pretty spammable

Unless it's intentional then that's okay
I'm just glad I can use lightning and lances again, love it

>> No.4654425

What if it's a ploy to divert attention away from GMOTA?

>> No.4654447

>charge shot using bullets
Ehh, I'd go with 1 maximum, normal bullets have the added benefit of stuns.
What if the max charge was weaker, but "smashed" stunned enemies for high damage? too convoluted?

>> No.4654450

Adding to that, maybe the omen could smash stunned enemies, too.

>> No.4654452

>but "smashed" stunned enemies for high damage? too convoluted?

Too convoluted. No reliable way of telling the player that and ultimately very. very awkward, the Blazter is awkward enough as is. Also using more ammo would be wise seeing as a full charge shot shits out a MASSIVE amount of damage, if it only consumed a single bullet it'd be too tempting to just spam it.

If it consumed a bullet but also built up heat appropriate to the level of charge, that might be a good compromise, so if the player did like, 2 fully charge shots back to back, their shit would get locked up.

>> No.4654464

I'm just worried that if you make it cost a heap of bullets, either the stun bullets are being nerfed indirectly or it's made "cool but inefficient", since they're sharing ammo.

>> No.4654471

I find myself often drowning in bullet gems when playing as Blaz. But I might make it so the wave buster consumes a single bullet per charge, that'd definitely make players think a little if they want to either do the burst fire, the grenade thing, or wait a bit and do a full charge. But I'm still gonna make it heat the gun up a little too.

>> No.4654472 [DELETED] 
File: 76 KB, 470x531, 1496094556342.jpg [View same] [iqdb] [saucenao] [google]

So doom babbies, when's the last time a single one of you sad fucks got laid?

>> No.4654476
File: 20 KB, 480x480, hellopolice.jpg [View same] [iqdb] [saucenao] [google]

Pedo alert!

>> No.4654478 [DELETED] 
File: 8 KB, 229x219, 641.jpg [View same] [iqdb] [saucenao] [google]

~ silence ~


>> No.4654479

Okay, so.
I read the HD manual. I watched HD bootcamp videos. But I still don't get...
How the fuck do I acquire ammo from my enemies? Do I have to drop my weapon, pick up theirs, unload their weapon, and pick up mine again?

>> No.4654480

That's pretty much how I did it. It's easier with the shotguns.

>> No.4654481 [DELETED] 

says the retard posting anime

>> No.4654482

You had to unload their weapons, yes.

>> No.4654484

Sounds good to me!

>> No.4654485 [DELETED] 

That's like half your TL, nambona. And nice to know you look as retarded as you are.

>> No.4654487 [DELETED] 

literally who. i dont follow your retarded doom babby e-celebs

>> No.4654493 [DELETED] 
File: 59 KB, 405x594, 1458054180325.jpg [View same] [iqdb] [saucenao] [google]

seriously though when's the last time you faggots got laid? asking honestly, genuinely curious.

>> No.4654496

Man, there could be a key for unloading weapons that are on the ground. If Doom roguelike did it, why can't HD?
Regardless - thanks!

>> No.4654529

>it's an almost every level ends with 1 or more Cyberdemons and a fuck ton of imps and other demons wad
I guarantee none of you can name even one that DOESN'T do this

>> No.4654534 [DELETED] 

fuck off sarais

>> No.4654535

actually I can't name a single wad that does do that

>> No.4654541

Remember when Cyberdemons were scary instead of being used like fodder?

>> No.4654545

Remember Vera Lynn?

>> No.4654549

They still are to me, I play mapsets and mods where they're used dangerously.

>> No.4654558
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>> No.4654563
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>> No.4654569
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>> No.4654571
File: 1.23 MB, 1361x763, bs2.png [View same] [iqdb] [saucenao] [google]

>> No.4654589
File: 1.46 MB, 1366x768, Screenshot_Doom_20180319_043040.png [View same] [iqdb] [saucenao] [google]


>> No.4654593

DNF done right?

>> No.4654602

hey, turns out gzdoom 3.3 fucks up stereo sounds again

>> No.4654605

How poor you have to be to not own a computer with Open GL 3.0?
Like, you need at least a 10 year old computer.

>> No.4654607

yup. they play as mono, for some fucking reason.

>> No.4654613
File: 1.41 MB, 1366x768, Screenshot_Doom_20180319_042949.png [View same] [iqdb] [saucenao] [google]

That's what I'm trying to do.

>> No.4654636

New thread.


>> No.4654827

>TFW stuck on gzdoom 1.8
T-thanks Kegan

>> No.4654868 [DELETED] 

What if Sarais legitimately did nothing wrong and this is all a coverup?

>> No.4654889

time to upgrade

>> No.4655548

s'arais did everything wrong but probably the most obvious offense is being so goddamn obvious about talking about himself

still an attention whore who's gotta make your presence known
i guess getting your ass kicked off doomerboards taught you nothing

>> No.4655634

Plenty of BRs have old hardware because their government taxes new shit so hard it becomes impossible to buy.

>> No.4655634,1 [INTERNAL] 


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