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4659067 No.4659067 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4654632

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.4659068

=== NEWS ===

[03-22] Brutal Doom v21 Tanks Preview

[03-22] Anon map release: aceofbase.wad (for gzdoom)

[03-21] Anon mod release: Demon Counter Strike v0.01

[03-19] Anon map release: bc_talkin.wad (requires cc4-tex)

[03-19] Digital Foundry interviews 3dRealms and Eduke32 guys on IonMaiden and Build Engine Evolution (is this retro?)

[03-19] sagegrass updates Smooth Doom Upgrade for the latest version of the base mod

[03-19] One anon recommends Wolfenstein: Machines of Death TC for Doom 2

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4659081
File: 1.14 MB, 1920x1080, Screenshot_Doom_20180321_195949.png [View same] [iqdb] [saucenao] [google] [report]

Nope, not a slaughtermap.

>> No.4659083

Not any that I know of, but given /vr/'s penchant of mocking/making jokes about Admiral Armando over everything he does,

>> No.4659084

Is DECORATE just doom's version of user-made scripts or do they have a more focused application?

>> No.4659109

DECORATE just defines stuff like decorations "duh", enemies, weapons, projectiles

for actual scripting use ACS or ZScript

>> No.4659114


>> No.4659148
File: 44 KB, 400x204, reegif.gif [View same] [iqdb] [saucenao] [google] [report]

Atari Cucks!

>> No.4659151 [DELETED] 

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

>> No.4659152

I am 26

>> No.4659154
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>> No.4659158
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>> No.4659164

>its Warner who holds the rights and they are lazy fucks who probably lost them or gave it to ed Boon in hopes for a remake

>> No.4659168
File: 106 KB, 900x900, unnamed.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno, it IS possible for someone that old to be that childish.

>> No.4659180

This is a Doom thread, not a post roast thread. Start talking about Doom already

>> No.4659183
File: 189 KB, 1024x768, 1498692361234.jpg [View same] [iqdb] [saucenao] [google] [report]

>Caleb added to MK11

>> No.4659189


>> No.4659201

To be honest I could see Ed making a Blood reboot, he loves ultra gorey stuff so it'd be perfect for him.

>> No.4659207

I guess it's time to check this one out.
I'm going in dry, boys.

>> No.4659209

I don't know if you are >>4655873, but if you're not I apologize. If you were, your 2nd map was better but again not really what I consider solid or good. I think this should of been just a boom map because the only gzdoom tricks I seen was just the colored lighting which I thought was unnecessary. The biggest mistake was you can't even exit the map. A imp was stuck near the archvile trap, hom in near the yellow door, and I didn't really like the texture work or the detailing espcially the nukage room. I didn't find any secrets but to be fair I wasn't really looking for them. The lighting in some spots was good and I thought my pic here was funny.
Overall, I didn't like it and will not be keeping it, but it had a few bright spots in it so keep working anon.

>> No.4659217


>> No.4659221

>A man with zero experience on FPS games.
Yeah, it would be a wonderful Call of Blood.

>> No.4659224

Something i noticed about Trailblazer's chaingun is that if you try to shoot it a second time before the barrel stops spinning, you shoot in an instant instead of waiting for the barrel stop and go back spinning again
I feel like MetaDoom's chaingun should have had something like this for its primary fire

>> No.4659225

Post screenshots

not him but What are the extra things you can do with a GZD build? Is boom the general purpose build config?

>> No.4659226
File: 1.30 MB, 1920x1080, Screenshot_Doom_20180321_114012.png [View same] [iqdb] [saucenao] [google] [report]

but I love doom

>> No.4659227

There's plenty of things you can do in gzdoom besides lighting. Just read the wiki on what you can do.

>> No.4659229
File: 695 KB, 1616x935, witchavengdx.png [View same] [iqdb] [saucenao] [google] [report]

its out and about

>> No.4659236

Lemme reiterate: I could see him doing it in theory. I dunno if it'd be good gameplay-wise but I could see him doing wonders for shit like the feel and atmosphere if that makes sense.

>> No.4659251

What is that?

>> No.4659253

This isn't fun. Did people enjoy this back in the day? It's like that annoying part in Blood where you have to advance and back up to kill the zombies with the pitchfork only its for every enemy.

>> No.4659270
File: 92 KB, 499x499, freza pepe.png [View same] [iqdb] [saucenao] [google] [report]

Based on the naming im going to guess this was Zdoom's way, in the early days, of extending DeHacked functionality. They borrowed some of the format from the EDGE sourceport (which I was a fan of) in the early 00's.

Decorate, allowing you to add more decorations to spruce up maps. Which probably expanded quickly into adding new monsters. Eventually they would diverge into expanding the native functions like "spit a shotgun blast of 3 pellets and play the shotgun sound" into more proper flexible stuff. These are all still there for compatibility with older wads.

ACS has been available for as long as there was Hexen support I believe. A rather crude way to do scripting but effective. ZScript is new and undocumented (like a mexican) but is alot more painless than using ACS. If you know how to use it that is.
> I dont know how to use either one

those walls and water are comfy, but those goblins look like a failed experiment

>> No.4659272
File: 210 KB, 1280x800, Screenshot_Doom_20180321_113347.png [View same] [iqdb] [saucenao] [google] [report]

So, you start out with 83HP, for whatever reason.
At first look, the first two maps as well as MAP23 look like maps made by S'Arais.
A few sounds are replaced, such as the teleporter noise and a menu noise.
MAP23 is interesting, because it has an area with... I don't know what the fuck these things are (check upcoming screenshots). And in the same area, it says "You just broke your leg!"
So far, nothing of too much interest other than the first two maps, I suppose.

>> No.4659278

So it would be basically COJ Gunslinger or Spec Ops the Line? Maximum style, zero gameplay fun? No, thanks, I would rather have nothing instead of another 6/10 Blood game, Blood 2 was enough.

>> No.4659279
File: 231 KB, 1280x800, Screenshot_Doom_20180321_113503.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4659280

Enemies in both Witchavens were made with claymation.

>> No.4659281

is there any way to play blood with y axis mouse look? even with bmouse.exe it still only works x axis

>> No.4659283
File: 97 KB, 1280x800, Screenshot_Doom_20180321_113644.png [View same] [iqdb] [saucenao] [google] [report]

From MAP02.

>> No.4659284
File: 293 KB, 1280x800, Screenshot_Doom_20180321_113816.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4659285

I suppose you could have Ed for the atmosphere of a Blood reboot but have someone else deal with the actual gameplay along side him. That being said, who do you guys think would be good for that sort of thing?

>> No.4659286
File: 200 KB, 1280x800, Screenshot_Doom_20180321_113916.png [View same] [iqdb] [saucenao] [google] [report]

From MAP23.

>> No.4659289

Then please act like it.

Witchhaven may or may not be a good game, but I'll never know, because the graphical style is extremely repulsive to me.
Everything looks gritty and too bright.

>> No.4659293
File: 77 KB, 1280x800, Screenshot_Doom_20180321_113837.png [View same] [iqdb] [saucenao] [google] [report]

Upon further inspection, MAP21 now has a cacodemon for an unknown reason. And when you kill it, it turns into a mushroom.

>> No.4659295

who is that

>> No.4659296

He probably did this to spawn Cacodemons on the ceiling, in the absolutely most unpractical and shitty method he could fathom after an entire night of brainstorming shitty ideas.

>> No.4659298

I'm really down on Inherit the Earth and Death Wish. The levels are so big yet linear and there are so many triggered events. I feel like the designer spent more time on his little story about Caleb searching dark corners for keys than on fun maps with interesting engagements.

>> No.4659302

How do I play world tour in eduke?

>> No.4659304

looks like sunlust map31

>> No.4659308

If the dude who made aceofbase.wad is in here, I made a demo in GZDoom 3.2.5.

I didn't beat it because I got stuck. The red exit switch didn't do anything, and it looks like there's a blue door I missed over by the box warehouse, but the door is locked and I couldn't find a button to open it.

>> No.4659316


The new enemy doesn't work properly and the new weapon doesn't work at all. Somewhere in the thread is some way to get rid of them, but otherwise, the link's in the OP.

>> No.4659318
File: 86 KB, 1280x720, youre all equally edible.jpg [View same] [iqdb] [saucenao] [google] [report]

Im trying to figure out a way to make the BFGSpray hit enemies only 1 time. Also a way to make targets soak up a full shotgun blast. A long time ago a theory about this was posted but I lost track of it.

To handle the shotgun blasts im thinking of giving all relevant monsters a shotgun pellets pain state that upon the first time they're hit gives them a counter saying they've been hit, makes them invincible or otherwise heals the avg damage they'd take from a shotgun pellets. Then gives them another counter tallying how many times they're being hit with shotgun pellets (since it all happens at once the effect wears off after the next 2 tics and they become vulnerable to shotguns again).
> Somewhere in the middle of the painstate they take a Single Hit for damage multiplied by the number of pellets they got hit by, which may in fact splatter them.

The solution posted for the BFG is something like using A_RadiusGive to hand all monsters a token saying they've been BFG sprayed, but I dont know how to make a monster suddenly get zapped by that unless they were constantly at every frame checking to see if they had a token.
> some idea pops up in my mind about making the spray really weak, like 1 point of damage, so that they enter their painstate and then check for the token... and if the token is there they take a merry christmas amount of sparkly damage.

Overall ideas here are to prevent shotguns from being like railguns, and make it easier for shotguns to gib weak enemies. While for the BFG making it less useful against bosses and more of an equal opportunity killer so that you have a better reason to use the Plasma Gun (or actually hit your boss with the BFG projectile, which would make up the rest of the weight of the damage lost against them)

> how 90s of those demons to look like that

reminds me of Heretic except nicely gritty

>> No.4659324
File: 458 KB, 1280x720, Screenshot_Doom_20180322_060048.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4659327

what? are we all now not on par with our own age if we ree now? what is this bitchfuckery? do you know where you are? he probably isnt being all too pleasant but he certainly isnt being a retard

>> No.4659329

doggy wad got semen demons for days yo

>> No.4659337
File: 55 KB, 617x347, random image name.png [View same] [iqdb] [saucenao] [google] [report]

Also im looking for a way to do Regeneration for the player but on a limited basis. Like when it comes to the poison headcrabs from HL2.

I think it would be a good way to imagine the player's armor has a medikit dispensor in their suit that helps repair some of the damage every time they're injured. Kinda like damage reduction but if they get torn the hell out of they will die quickly. So getting hit with an attack gives you a certain number of counters based on the amount of damage or damage dice it causes. And thats how much the suit will repair health loss for you... but it takes a little while before it will do it.

Also sorta like D&D 4th edition using the healing surges mechanic... getting a Medikit could just give you healing tokens so that it enables this Regeneration mechanic to start recovering lost health. Preventing you from getting instant healing from anything short of a soulsphere.

Im guessing this may have to use some kind of Zscript since you'd have to be tracking something global and applying the changes to a specific object (the player). No idea how to go about Zscripting though.

>> No.4659341 [DELETED] 

E3M8 - Dis is Bait

>> No.4659345 [DELETED] 

>if i acknowledge i replied to bait then it's okay uwu

>> No.4659353

Might as well repost this here:

>Can you recommend me some megaWAD made by a single person, with some downright weird, unconventional and needlessly complex level layouts? Same for Build and Quake1 - what are they called? mini-campaigns or something? Anyway, again, one author, labyrinthine, weird, convoluted, needlessly complex (moreover, this complexity needs to be directly related to gameplay, fancy backdrops don't cut it), "what did he even mean by this?", "what could even be the point?".

>In other words, anything similar to Petersen's levels, Plug'N'Prey, HeXen1, Redneck Rampage 1 or, arguably, Mysteries of the Sith, I guess?

>P.S. Also, levels created in 90s, before more or less strict guidelines were established, are preferable. Like, something good from _early_ WAD scene maybe? A product of pure experimentation, that also happens to be good from a certain standpoint, that's what I'm looking for.

>> No.4659362

you're not going to find many 30+ map wads made by single authors that far back.

>> No.4659363


I actually love the art in witchhaven. I never really played the games, I'm waiting for a nice stable gdx version to experience them. I remember Witchhaven 2 getting actually ok reviews in videogame magazines back then.

>> No.4659378
File: 121 KB, 554x310, 4643038c04cef9e001e27e2d3cbebe24f41a634af73e5c357b107fed2de72be7.gif [View same] [iqdb] [saucenao] [google] [report]

Isnt this from witchaven?


>> No.4659382

You have to understand that there simply were NO 3D brawlers in 1995 (when Witchhaven was released). Back then, this was innovative and unique.

3D brawlers/hack and slash action games only became a thing in 2000s - Dynasty Warriors 2 came out in 2000, Blood Omen 2 in 2002, and new Ninja Gaiden in 2004. By 1995 standards, this was the best melee gameplay one could have.

>> No.4659387

those are not Hack and Slash. They are 3D action games but not Hack and slash. Only inept gamejournos and those who listen to them call them that.

H'n'S is an RPG subgenre, not an action subgenre.

>> No.4659391

Dynamite Deka (Die Hard Arcade) came out in 1996, Dynamite Cop came out in 1998. There were great 3D beat em ups before the 2000s.

>> No.4659395

Any first person brawlers?

>> No.4659396
File: 212 KB, 480x449, great_salt_vs_lilith.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4659397

Nope, the second guy (bnccrr.wad) is different.
Anyways thanks for the demo and criticism. Yeah I stupidly forgot to make the exit switch actually an exit switch. I also didn't consider someone going through the yellow door to the red key area, there was a switch you missed in the room with the hell knight and revanant trap to go through another area to the red key. What was your pic?

>> No.4659398

Well, maybe, MEGAwad was somewhat drastic a requirement.
From 5 maps onward will be fine as long as they are part of the same pack, were made by the same author, sort of share the same theme or rather general mapping style, and fit the other requirements.

>> No.4659401

Dynasty Warriors, Blood Omen, and Ninja Gaiden aren't first person either.

>> No.4659403

Not that guy, cool the resentment. I'm the guy who posted that Witchhaven was bad. I also find Hexen extremely underwhelming and I'm looking for a first person brawler

>> No.4659404

Lel, accidentally confused these two posts and responded to a bit of both in >>4659397
. Thanks to both for the feedback.

>> No.4659406

HeXen 1?
Also, from what I remember from Witchaven, its combat is unfair in that you need to swing prior to landing a hit with your weapon, while the enemies can hit you (almost?) immediately - certainly, without a second of delay.

Moreover, the weapon durability is treated like ammo count in this game, meaning, that the hit that doesn't connect to anything, still wastes a durability point. That's just, like, retarded.

>> No.4659407

No resentment here.

There's not much for first person brawlers, and none of them /vr/ except Action Doom 2. Outside of that, you've got Breakdown and the Zeno Clash games, and that's all I know.

>> No.4659408

I don't give a fuck if you call them hack'n'slash or 3D beatemups or brawlers or whatever, but they DO need some kind of a name. I've seen people try to discuss this kind of games and have to call them 'action games' which is laughably broad. "Action game" can describe anything from Stalker, through Gradius to Marvel vs Capcom.

Like it or not, games like Ninja Gaiden, Devil May Cry, God of War Bayonetta, Batman: Arkham games (well, their combat parts) and Dark Souls DO share a genre . They are all different in the same way ARMA is a shooter (tactical shooter) and Doom is a shooter (arcade shooter) but they're both shooters.

These games share mechanics, like a dodge roll, blocking, camera lock-on, special moves, subweapons for ranged harassment, some manner of combos or attack chains...

(I will concede that "Warriors" games probably don't belong in that genre, whatever it is called, they're too different.)

We need a name for this genre so we can discuss their similarities and differences. It's going to be discuss WHY some people prefer Dark Souls and why other prefer DMC, and how they use relatively similar mechanics to offer completely different experiences - if we can't even name the genre they're in.

And this is a big deal because I haven't seen ANYONE agree what to call these games. I've seen names specifically for the specific subgenres - 'spectacle fighter' and 'button masher' and 'character action' but none of them for the wide genre itself.

>> No.4659415
File: 2.14 MB, 3840x2160, Screenshot_Doom_20180321_134714.png [View same] [iqdb] [saucenao] [google] [report]

Here's the pic. I also wanted to comment about the room with the boxes, way too big.

>> No.4659416

the only thing I know that comes close to that definition are Zeno Clash games.

Im pretty sure swing in the air does not count, because running around swinging the sword constantly did not break it.

>> No.4659426

I think it's weird you put Dark Souls in the same category, most people would call that an action RPG. Would you put Ocarina of Time in that category too, with its dodges, blocking, camera lockon, special moves, and multiple weapons?

But if you're just saying "third person combat games with platforming," we've had "action-adventure" for a long while. This is also starting to get outside the bounds of an FPS thread, and you might as well make a topic about it.

>> No.4659431

Huh, that sounds interestin-
>Arcade, Dreamcast
>Arcade, Sega Saturn
Gee, I wonder why these weren't very popular...
Plus, both of these are basically classic beatemups with 3D graphics. They don't really do anything that wouldn't be possible in 2D. Witchhaven, for all it's faults, allowed player to turn and move in every direction, fully utilizing the 3D environment.
And that wouldn't be done WELL until Ocarina of Time in 1998 and it's lock-on melee combat. Oh how surprising, not soon after Ocarina we get a ton of games like Soul Reaver that utilize similar style of combat...
Actually Zeno Clash is /vr/-ish. See, the team who made Zeno Clash previously made Batman Doom. And considering that Batman Doom has pretty strong emphasis on melee combat by Doom standards (several melee weapons, and final bossfight with Bane is melee-only) it's not crazy to say that they were toying with similar ideas in Batman Doom that would eventually get used in Zeno Clash.

>> No.4659449

>Plus, both of these are basically classic beatemups with 3D graphics. They don't really do anything that wouldn't be possible in 2D. Witchhaven, for all it's faults, allowed player to turn and move in every direction, fully utilizing the 3D environment.

What? The levels are 3D. There's analog movement, you can turn and attack in every direction. It's not Donkey Kong Country.

>> No.4659451

Lel, don't even know why that happened but I'll fix it.

>> No.4659453

Another good use is for attacks that only temporarily stun the player, might do imp-style fireball damage but if you're running low on health or you get hit with alot of them you're screwed.
(like for example does 30-50 damage, but then heals 25 of it in small increments)

>> No.4659454

Well, Dark Souls is an action RPG for sure, but the thing with action RPG is that they are part RPG, part SOME kind of an action game. Fallout 4 is an action RPG that takes its action elements from first person shooters - while Dark Souls is an action RPG that takes its action elements from that genre, whatchamacallit.

And I specifically mean the third person games with lock-on, blocking/dodging and melee combat.

But let's drop the topic, it's outside not just the FPS thread - but as this genre really emerged in post-retro times it's also outside of /vr/ bounds. And let's not kid ourselves, noone on /v/ will be interested in discussing this when you can yell memes instead.

>Call of Blood
Fighting games are one of the most complex and deep videogame genres. I doubt a designer who specializes in these would make a game as shallow and barebone as CoD.

If anything, it'd be a weird game like a well-made Daikatana, filled with movement tech, hidden tricks and mechanics, and a lot of complexity that might be unnecessary.

I'd probably expect each weapon to have at least two different altfires, and several different uses, and probably heavy emphasis on multiplayer/competitive gameplay.

>> No.4659458

forever salt

>> No.4659460

>If you were, your 2nd map was better
I'm not, so fuck you :^)

keep up your mapping mate, we'll make it...

>> No.4659463

I remember specifically testing it and arriving at the conclusion, that it was treated like ammo. Maybe it was changed in GDX version? Or maybe you didn't swing it enough times?

>> No.4659465
File: 141 KB, 700x691, 1515987988310.jpg [View same] [iqdb] [saucenao] [google] [report]

>Finish valiant
>That final boss music
>mfw its from a god damn Gundam game https://www.youtube.com/watch?v=erOHrIXSTGc
Whoever who made Valiant has some good taste at music.

>> No.4659470
File: 504 KB, 586x906, 2018vs2012.png [View same] [iqdb] [saucenao] [google] [report]

None of those games are hack and slash though. All of those are action games, the closest they got to RPG elements in them is (mostly linear) progression. Dark Souls is the closest, but then again it much more action than RPG (level 1 runs being completely possible if you know what you are doing).

"Hack and Slash" term comes from tabletop RPG campaigns where story was a simple premise to get party into an action scenario. Campaigns that rid of all the interactive bits in favour of mechanics and tactical action.
Games like Diablo, Dark Stone, Revenant, Sacred, Dungeon Siege and Titan Quest are Hack'n'Slash games.

Around 2004 when blogging became new journalism inept Blogo-journos began using the term for everything where the hero swings a sword , even for beat'em'ups like Golden Axe. The whole shit started with Devil May Cry 1 and 2 reviews because they saw protag swinging a big sword and thought that "hey, the name kinda fits", and could not be bothered to look at the box that read "Stylish Action game".

Wikipedia is not a reliable source onto this due to the circular causation - They put games into H'n'S genre because people say so, and people say so because Wikipedia puts them there, ignoring the actual genre definitions on that same site

>And this is a big deal because I haven't seen ANYONE agree what to call these games. I've seen names specifically for the specific subgenres - 'spectacle fighter' and 'button masher' and 'character action' but none of them for the wide genre itself

But we had. It was called "3D action". Any action game that is not a Shooter, or where you swing swords/sling spells in equal measure with shootings were simply called "3D Action" games. And everyone knew that this is an action game where shooting is not the focus.

If you go to Wikipedia, lets say for any old action game like that, for example Enclave, and watch through the history, you will see that prior to 2013 it was not called Hack and Slash but just "3D Action"

>> No.4659478

Literally running around with fire button pressed.
On a DosBox
From my experience break chance is completely random, but breaking only occurs when you hit something. Sometimes you can slay a few dozens of enemies with a shortsword, sometimes it starts to break after 5 or 6 goblins, even if you dont waste any hits. After it shows the breaking message you've got anywhere from 4 to 8 hits to land, but running around and swinging a shortsword that was breaking down did not break it further and it could still kill a couple of goblins.

>> No.4659484

Ironically, Enclave does not have any RPG elements either, and all equipments are straight upgrades.

>> No.4659489

slopes and 3d floors but importantly scripting, so you can do fuckin 'anything'
make an enemy drop a key, have multiple triggers on a single linedef you dont have to build weird teleporter contraptions just fuckin write a line of code and tell a monster in spawn there. well i dont use it yet myself because im building experience in boom before i open the pandora's box of udmf but there's a lot you can do
not saying you need to have all this crazy crap in your udmf map, but at some point you should think whether you could just achieve your desired effects in boom, and there's still cool shit you can do in boom especially with some voodoo 'scripts'

this guy has some good tutorials on some fancy architecture stuff in udmf https://www.dfdoom.com/tutorials/

>> No.4659490

You forgot
> but if you're not I apologize

>> No.4659498
File: 209 KB, 1280x2160, 1521663133229.jpg [View same] [iqdb] [saucenao] [google] [report]

Meanwhile, on Twitch...

>> No.4659501
File: 940 KB, 627x502, 1de.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4659504

we've had a term for ages, they're called character action games...

doggy is dope

still implying his map is better than mine!
the :^) implied i was kidding anyway bud

>> No.4659508

what the fuck
i love it but this looks like some full blown autism, look at that chat

>> No.4659512

>Analog movement
Oh? Sorry, the impression I gained from watching the footage online was that it was just an 8-way movement. So said the listing for Die Hard Arcade cabinet, it claimed it had an "8-way joystick" and not an analog one.

I will definitely look more into it, sounds interesting.

Idea for a health system I had for a while was to divide player's healthbar into segments. Health would regenerate, but only up to fill the segment you are currently inside. To regenerate health above that, you need to pick up a medkit.

Now you might say that's just Far Cry 3/4 health mechanic, but there's a catch - the segments aren't divided evenly. They are divided so first segment is 40 points long (0-40), second segment is 20 points long (41-60), third is 18 HP long (61-78), fourth segment is 12 HP long (78-90) and final segment is 10 HP long (90-100).

This way, it takes the same amount of resources to heal 20 points when you're seriously wounded - as it takes to heal 10 points when you're very healthy. So player will be encouraged to walk around with health that isn't 'topped off' to max, as it's more efficient to be slightly wounded.
This results in a risk-reward scenario - you save healing resources to utilize them more efficiently later - but you increase your risk of death.


Another idea I had was for small health bonuses to simply fill up player's "health pool". Each health bonus doesn't heal you, but simply adds 5 points to you 'health pool". Health pool goes up to 50 points.

Whenever you have less than 50 HP, your health will slowly start to regenerate - FROM the health pool. Of course, as you regenerate the health, the pool drains - and you gotta refill it by finding more health bonuses.

I imagine the same approach could apply to armor bonuses and armor.

Feel free to steal either of these ideas, I don't know if I would ever actually use them in a mod/game anyway.

>> No.4659517

Isn't that lady wolf from that porn comic with the drow?

>> No.4659518
File: 38 KB, 358x280, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Reposting the Oblige/ObHack mod I found today, it just seems it's still in development though.
Those levels look like they would work well with Hideous Destructor, unless he makes it work only with Brutal Doom, that would be stupid.


>> No.4659520

Huh. I thought 'character action' referred specifically to the DMC/Bayonetta/Metal Gear Rising/God Hand subgenre with S-ranks, emphasis on mastery and perfection and shit like that.

>> No.4659526

I'm as clueless as you are. I saw this under "Doom II: Hell on Earth" and took screenshots.

>> No.4659527

Ah, hmmm, OK you could probably say that I'm wrong
I mean this is one of those contentious issues that people have been arguing about forever, I don't think we'll ever have a good answer

>> No.4659529


I heavily doubt you took those yourself.

>> No.4659534

>Like it or not, games like Ninja Gaiden, Devil May Cry, God of War Bayonetta, Batman: Arkham games (well, their combat parts) and Dark Souls DO share a genre .
Disagree. They're all too different for that too be useful. Unless you want to use some umbrella term like 3d action games, you don't get any more specific than that because they're not that similar.

>> No.4659542
File: 721 KB, 850x1112, 1437691142645.jpg [View same] [iqdb] [saucenao] [google] [report]

Junko's nice.

>> No.4659546

I am trying to remember the name of the wad that randomizes weapons and enemies and there is a point system/rounds. I cannot remember the name and it is driving me nuts.

>> No.4659550


>> No.4659552


>> No.4659556

Thank you guys!

>> No.4659561

I'm sorry you think that but you are wrong. In my experience it is wise to rename files to generic 4chan filenames before posting them. It prevents a lot of idiotic responses.

>> No.4659565

Very, very nice indeed.

>> No.4659571

Not everyone here is gonna get mad at you because the filename mentions a certain site. We're not as bad as /v/. Most of the time.

>> No.4659572

I ultimately wouldn't have a single clue, unfortunately.

>> No.4659576

It's called "Daytime Drama."
Marisa was streaming it on Twitch.

>> No.4659582

I definitely want to start using sloped floors if I can ever get around to actually making a map, so I suppose I can go GZD build later. I'll take a note of the tutorials later. once I make my first few maps.

>> No.4659584

sad we feel we need to do this sometimes to prevent some faggots derailing
let the content speak for itself, y'know?


oh, thanks

>> No.4659593

pretty shit tier t b h

>> No.4659595

It was actually thanks to /a/, specifically regarding files named "vlcsnap", why I started doing it.
Thanks, that explains why the stream name. I thought it was just the guy being weird.

>> No.4659598

Just in case you both need the forum link: https://forum.zdoom.org/viewtopic.php?f=19&t=55387

>> No.4659604

lmao at the butter's sfx at the start of this

thanks but unlike some people on this site I know how to use google

>> No.4659606
File: 173 KB, 1920x1080, Junko.jpg [View same] [iqdb] [saucenao] [google] [report]

I know you don't mean that, anon.

>> No.4659608
File: 17 KB, 480x285, loading with malicious intent.jpg [View same] [iqdb] [saucenao] [google] [report]

> I want to sperm so deep

Also got this idea for shotguns to have abstract damage, kinda like in an ttrpg.
> Fire 1 pellet that causes "BigShotgunDamage" type
> Fire 1 pellet that causes 1d3 x 10 damage
> Fire 6 crap pellets that only cause 4 damage each.

Any monster that gets hit with the "BigShotgunDamage" type will suffer a certain amount of damage as determined by its painstate for that.

Also to prevent monsters being 100% chance fazed each time by such checks you give the monster a token or maybe two kinds of tokens during its attack phase that says "im attacking now" so that if they're hit with a 100% chance painstate damage type, that painstate will automatically send it back to its attack routine instead of going back to the standard chase states.
> it might twitch while attacking but this wont really save you from their attack
> it could still percent chance divert to the regular painstate after it does its thing so that it has an honest chance to stun it

So out of 70 damage, you have 24 guaranteed from the 6 pellets designed for stunning and making puffs on the wall. Another 10-30 from the 2nd pellet that is fired which provides some randomness. The primary pellet could also just cause 4 damage (we're up to 48) so then the monster would probably take about another 22 damage during their painstate for it.

Then again for Zombies this doesnt really matter so much so they might not even need this help (full blast will put down a shotgun sergeant, it will put down 2 zombie troopers). Also since Chaingun guys should take 2 blasts to kill it could also be left alone for them so that you have to hit them with two full blasts to kill them (38-58 damage per blast if all of them connect, but even if they dont all hit due to the 10-30 point variant you could still kill it in 2 shots).

>> No.4659613

They share mechanics and concepts.
They use them differently, but again, that's not very different from how SWAT 4 and Doom fall into the same genre (FPS) but they use their similar mechanics in completely different ways i.e. in Doom, action key is used to press switches - in SWAT 4, it's used to secure evidence. In Doom, weapon selection is based on whether you're fighting a crowd or a single tough enemy - in SWAT 4, weapon selection involves choosing between lethal and non-lethal weapon, based on your intel of there are hostages in the line of fire.

Same mechanics - different use.

>> No.4659616

i do
do not stick it in the crazy

>> No.4659619

It's her

>> No.4659620

Alright then, sure.

>> No.4659621

I want to simply pat her head

>> No.4659626

Am I crazy for seeing the original Doom as being a better game than Doom 2?

I love Doom 2's super shotgun and a few of the new demons but the level design, especially on Earth can be pretty shitty at times. Open maps can be good but they feel more like mazes than Doom maps at times.

>> No.4659628
File: 73 KB, 177x172, Capture.png [View same] [iqdb] [saucenao] [google] [report]

fucking brutal

>> No.4659629

this is actually the majority opinion, the hipster option is Sandy Did Nothing Wrong

>> No.4659631

A lot of people share your opinion. In terms of aesthetics and level design, I think DOOM is definitely better than DOOM 2. Those city levels in the second game were steaming garbage, and the level design as a whole was shit. The thing that makes DOOM 2 good is the addition of the SS and new enemy types. Outside of that, it has worse aesthetics, worse level design and some truly terrible music.

>> No.4659632

Glad to hear I am not a nutter. Doom 2 reloaded is a much better sequel than Doom 2 is.

>> No.4659634

no, a lot of people like doom's maps more
but naturally doom 2 is a better 'game' because without it we wouldn't have thousands of dope wads to play, or we'd have thousands to play but with no interesting enemies...

>> No.4659636

I agree except for the monsters added. I like them all except the fucking archvile. Fuck that flaming faggot in his alien looking face.

>> No.4659639

Yeah the arch vile was shit, agreed. It was basically Super Flaming Hit Scan: The Enemy. It added some tension, though.

>> No.4659643

If it either had a projectile flame attack or it did less damage it would be just fine as an enemy but it being a tank with murderhitscan attacks is really unfair. Also modders need to stop using it so much.

>> No.4659646

man the archvile is fuckin crazy and great

>> No.4659650

I love 1 more than 2 as well. Whenever I replay the Doom games I just stop immediately after Dead Simple and proceed to Doom 64.

>> No.4659653

Maaaan Dead Simple is such a great map, I love the knockoff Slayer midi, the map, the enemies, all of it. Doom 2 just needed more of that stuff.

>> No.4659654

>DOOM 64
64 and PSX DOOM are unironically the most enjoyable games in the series when you put mods and graphical fidelity aside.

>> No.4659656

Is there a wad out there with Doom 64 maps but with OG graphics?

>> No.4659657

No idea, DOOM 64 EX is pretty great though.

>> No.4659659


>> No.4659670

Ohshitson thanks. Haven't played Doom 64 since it first came out.

>> No.4659682

i assumed that's what you meant when you said og graphics, but if you want to just play doom 64 as doom 64 on pc then as the other anon said, there's doom 64 ex

i like Doom 64: Retribution myself, a gzdoom conversion
there's also brutal doom 64 if you like, did that one coop over lan

>> No.4659684

Fixed/improved/completed version of Ace Of Base

>> No.4659685

Why don't more wads use that cool as fuck hourglass nebula skybox from TNT? Also, why can't I find any pictures of it anywhere?

>> No.4659691

I did mean with Doom 1/2 sprites. I dislike the enemy sprites from Doom 64 a lot, hence why I haven't played since release lol

>> No.4659696

No you aren't. Most of DOOM 2's maps are a complete downgrade. I'm not sure why map quality went through the floor

I have the doom64 iwad I should probably actually get into that

>> No.4659702

Quality dropped cuz Sandy Petersen started working on the maps instead of the original team cuz Romero was busy being popular and doing interviews and such

>> No.4659710

Except hack and slash is completely, entirely different genre that has nothing in common with those games from gameplay perspective.

>> No.4659715
File: 330 KB, 638x526, new car rage.png [View same] [iqdb] [saucenao] [google] [report]

just when I thought it was safe to play my regular wads, now im going to have to load this one up and blow away a bunch of hours on it

And for the SSG id do something similar to make it nasty too, but also limited to only killing up to about 3 monsters at a time.
> two pellets cause "ShitstainDamage"
> one pellet causes 1d3 x 10.
> 8 pellets cause 4 points each.

And that means anyone hit by the two big pellets is going to have a bad day since those would cause about 74 each (though Imps who are closer than 256 map units could say they take 128 just to make sure they gib, while chaingunners could have a 50% chance to take 140 so they gib some of the time).

>> No.4659717

Petersen designed most of episode two and many other levels of Doom 1.
I like the enemy sprites, but the fireball (imp and mancubus) sprites are terrible. They're way too cartoonish, like the imps' are spiral

>> No.4659718
File: 43 KB, 640x560, 19247983_10208978674695287_2168743189868037458_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Archvile's great. It's like a miniboss fight every time you see one. His attack immediately forces you on the defensive, compared to the slow movement and attacks of a Baron. He also has the lowest pain chance in the game, so you can't easily just stunlock him or rush him down. But if you're too defensive, he'll just start resurrecting dead monsters. And with his huge health pool, you can't just brush him off with a couple rockets.

So you're forced into this heavy tension of needing to be aggressive enough that he won't start reviving enemies, but defensive enough that you don't get caught in the attack. Meanwhile he's completely fucking up your enemy prioritization because he's super buff, but you can't afford to take him down last like every other buff enemy.

He's just such a wildcard compared to everything else in the game, and the moment you hear him, you're immediately forced out of whatever plan you had and have to figure out what the fuck you're gonna do now. It's cool to have monsters that can stop your heart and rethink everything. Pic related.

>> No.4659723

I started with Doom 2, so I'm more used to everything in it.
I do have to admit, the level design in the original Doom is certainly better if you wanna talk quality. But even Doom 2 has a very nice style, and I really can appreciate it.
I am also very used to always having the super shotgun since it's the best weapon in the game, so there's that, too.

>> No.4659724

*They're way too cartoonish, like the imps' are spirals and the mancubus's look like canonballs

>> No.4659728

thank you for making a proper post on this instead of saying 'git gud' like i was going to

>> No.4659732

From my understanding Petersen usually had someone helping him work on maps. A bit of a George Lucas effect seems to be at play with Petersen where he needs someone to assist to really make his work shine.

>> No.4659759
File: 575 KB, 750x450, doot.png [View same] [iqdb] [saucenao] [google] [report]

I tried making a Alien Vendetta inspired megawad once (my actual first attempt at actually making a ~quality~ wad) but loss of motivation happened and designer's block hit me hard
This is only the first map.

>> No.4659762
File: 511 KB, 750x450, doot2.png [View same] [iqdb] [saucenao] [google] [report]

It took me about a month to make all this. Working all afternoon. I'm not creative in any way but I didn't just accept it and collected ideas for many weeks. I also worked on a second hell-themed one while making this, I might post screenshots of it later

>> No.4659764

Give me some ideas for small maps I can put some details in. Not gonna make custom textures/weapons yet, I'm just gonna work with the doom shit

>> No.4659767

those techbase lights look pretty bad inside a wood and marble hell fortress

>> No.4659768

yup, setting out to make a megawad is most people'd downfall
there's no need! release a pack of 3 maps! 8! 16! you don't have to try for your magnum opus right away

map looks decent though, should just focus on releasing something much smaller you're actually capable of finishing, will probably keep you a bit more motivated too

>> No.4659773

Same guy who did the demo for the last one. Here's another demo. http://www.mediafire.com/file/c1v1t18j7w42wrt/firstrun.lmp

I die a couple times from dumb mistakes and me not perfecting my Pro Doom Strats against Revenants. Is it possible to have the Archvile at the end be silent before he spawns? Hearing the purr and knowing that I had one monster left kinda took out the surprise that I probably would have had if this was my first playthrough.

>> No.4659778

Damn this is impressive. Thanks for posting it.

>> No.4659785

yeah harder to find than it should be, google brings up the old thread which doesnt even link to that new one

>> No.4659798

Is it possible in decorate, to make a monster Move sideways, back, forwards etc at a fixed speed in a straight line?
> without using A_Recoil, since that can throw monsters off of pedestals and ledges and I just want to make them lunge for an attack thats all

>> No.4659810

Thanks again. I'm glad you found the loop back to the nukage room, and the right path to the red key (I made the reverse path inaccessible anyways). Plus the imp crushing console lel.
>Is it possible to have the Archvile at the end be silent before he spawns? Hearing the purr and knowing that I had one monster left kinda took out the surprise that I probably would have had if this was my first playthrough.
Interesting, I find it creepier to hear him but not know exactly when he'll show up. Although maybe it's too obvious in a situation like this.

>> No.4659820

>Interesting, I find it creepier to hear him but not know exactly when he'll show up.
yes, both ideas are valid

>> No.4659828
File: 1.13 MB, 1920x1080, Screenshot_Doom_20180321_222346.png [View same] [iqdb] [saucenao] [google] [report]

Suns were lusted.

>> No.4659829
File: 177 KB, 2048x908, DCzHo73VoAE4QU_.jpg [View same] [iqdb] [saucenao] [google] [report]

such is the nature of the archvile

>> No.4659832

Bug: Can't get blue armor in secret.
The exit worked so I finished it this time. Overall my stance really hasn't changed but you did fix the red keycard. I think the lighting is too similar so you need to add more lighting and shadows to offset the sameness.

>> No.4659839

Look up the levels you hated the most. I guarantee you that there will be one name that comes up again and again.

Sandy Petersen's maps are ugly, first and foremost his maps are just incredibly ugly in ways that they should never be part of a commercial game. Modders even back in the day made better maps for free, or not free when they were so good id bought them to release as new episodes. There is just no excuse for the sheer ugliness of his maps. Any kind of innovation on his part is neglected by the fact they look like a blind 5 year old made them. It's not only that they fail to look as pretty as Romero's maps, it's that they failed to achieve even a decent look like American's maps had. Petersen's shit was sub par and offensively ugly.

But worse worse than that was his item placement and enemy composition. Placing morsels oh health and ammo ALL OVER the fucking map is so fucking aggravating. The way he groups enemies together in neat but overblown packages makes it a grind to kill them. Dispatching enemies in a Petersen map isn't fun, it becomes a chore instead. Enemies cease to be enemies to be fought and instead become obstacles that you have to grind down in order to progress further through the ugliest gimmick laden theme park ever created.

>> No.4659849
File: 40 KB, 423x309, Buono.jpg [View same] [iqdb] [saucenao] [google] [report]

Good post. I haven't even thought about enemy placements in my maps

>> No.4659850
File: 90 KB, 1280x720, 201.jpg [View same] [iqdb] [saucenao] [google] [report]

Uhm, please tell me this is multiplayer.
And yes, suns were lusted indeed. <3

>> No.4659851

To be fair, knowing the right path to the red key was because you mentioned it last time.

My assumption about the Archvile can't be proven, of course, because I already knew where he would appear. It's not a real criticism on my part.

I would give more criticism, but I don't really know what to think, because it's fine. I slightly resent that you made it easier by giving the super shotty so early and the plasma gun at all, but that's a matter of personal preference. I hope a demo is more useful than what I'd have to say.

>> No.4659853

can we get a peterapologist in here to comment why you like his maps?

oh yeah they said they got p2p working in gzdoom right?

>> No.4659857

That's too bad, I had hoped the lighting looked interesting. But I'm glad to know the truth.

>> No.4659858

I intensely dislike Sandy's maps for Doom 2, but love his maps for Quake. Yeah they look fuckin ugly overall, but man are they a ton of fun and very clever/inventive/batshit insane at times.

>> No.4659860

Yes. But personally, I'm more interested in the C/S netcode/architecture, whenever that may be implemented or not.
I've tried P2P with friends in the past, and the results were usually going out of sync every once in a while. Thing is, I was only playing with one or two people at a time, so I assume that was why it was more stable.

>> No.4659863
File: 196 KB, 1920x1080, Screenshot_Doom_20180321_222846.png [View same] [iqdb] [saucenao] [google] [report]

8 maps played until someone disconnected and it caused a desync.

>> No.4659864

In depth server room

>> No.4659873

fuck yeah now i can have cyber rp group jerkoff sessions with my friends while we play doom

>> No.4659909

Any doom mods set in feudal japan?

>> No.4659917

Wasn't he hired very close towards the end of development to finish Tom Hall's maps that were all about 70-90% done already?

>> No.4659928

now that's an idea to put a texture pack together for...

>> No.4659937

I asked because I want to do just that. I even collected some textures here to try to convert to doom with mixed results. I want to do something like Tenchu.

>> No.4659941
File: 210 KB, 1152x864, great old one.jpg [View same] [iqdb] [saucenao] [google] [report]

3 Months i think. Not only to make about 19 maps but also learn the editor too.

I think he really reached his mapping peak during the Quake days. Also considering he is a huge Lovecraft fan and that game made him feel right at home.

>> No.4659946

Why didn't you stream this.

>> No.4659953

>I've tried P2P with friends in the past, and the results were usually going out of sync every once in a while. Thing is, I was only playing with one or two people at a time, so I assume that was why it was more stable.
I remember doing 3-player co-op in Sunlust with LegenDoom and Colourful Hell on GZDoom. Not one desync in 30 maps. If your game is desyncing, it's either a user error in the load order/version, or the mod (if any) is badly written. (Yes, the latter is entirely possible.)

>> No.4659964

Nigga just straight up rip Tenchu textures.

>> No.4659970

I tried to record it but the whole capture was a black screen for some reason.

>> No.4659973

that is a mighty fine doggo

>> No.4659980
File: 100 KB, 640x400, Screenshot_Doom_20180321_183208.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4659987

>it's another "give the player a megahealth and immediately force them across damaging floor/through slime" episode

>> No.4659990

Oh, unfortunate.

>> No.4660019
File: 220 KB, 800x600, highway to hell.jpg [View same] [iqdb] [saucenao] [google] [report]

Turns out this was just the end level and I didnt know it. Bossbrain sorta thing on the other side but the game was kind by not making it spit monsters.
> but the previous level unexpectedly turned into a slaughtermap
> which was an entire huge stretch of damaging floor terrain so had to keep an eye out for rad suits and had to keep moving
> I have no problem with this, its just it came out of nowhere and im glad I picked up the SSphere + Blue Armor before I dropped down the hole

>> No.4660028

Tank looks pretty fun though. If it were a separate zandronum mod, with some other features (domination style capture the flag and that sort of thing) you could have a pretty fun multiplayer mode.

Hell, with a few player classes it could be a tank-centric battlefield style game. Maybe 2-3 tank types (light, medium, heavy) and then some ground troops and buildings... decent sized maps.

Sounds fun.

>> No.4660048

>Idea for a health system I had for a while was to divide player's healthbar into segments. Health would regenerate, but only up to fill the segment you are currently inside. To regenerate health above that, you need to pick up a medkit.
Oh, so like Resistance: Fall of Man?
>Now you might say that's just Far Cry 3/4 health mechanic, but...

>> No.4660071

I would say Flying Wildhog showed good (but not perfect) potential for it with Shadow Warrior 2013, assuming they were convinced to stick closer to the original Blood's style, tone and gameplay.
But then you look at Shadow Warrior 2 and you realize that Jesus Christ, this could very easily go very wrong.
I'm wondering if bringing in some of old 3D Realms more competent staff for consulting (guys like Joe Seigler), and maybe if you could find whoever was the project lead for Blood once it moved to Monolith.

All this said, I can't help but think there's probably some better suited developers out there for any kind of Blood remake.
First and foremost, I actually want the source code and the expansions for the original game.

>> No.4660076

Go to hell, Sandy really made E2 and E3 what they are, especially working over Tom Hall's pseudo realistic maps with his own abstract touch.
Yeah, a lot of his maps in Doom 2 are substandard, but some of them are good, too.

>> No.4660090

Maybe he never played resistance.

>> No.4660096

Since no one else replied I'm going with this idea. Aligning textures is a pain since the auto-align doesn't help sometimes. It's probably gonna take a few days to make a half decent map

>> No.4660106

There's some things to unpack here. I really don't think D2Reloaded is a good substitute for Doom 2 at all, Final Doom is FAR better, both in style and in gameplay.

There's also lots of good assets beyond just the new monsters.
While the music selection could at times be repetitive, there was a lot of good new tracks, and lots of the new textures and flats are very nice, filling niches which the original Doom lacked (waterfalls, massgraves, ostensibly cities, etc).
I'll also argue there's a bunch of good maps in 2, among the mediocre and bad ones. Crusher, Tricks & Traps, Refueling Base, and Bagel Of Apocalypse, these maps are great.

>or we'd have thousands to play but with no interesting enemies...
Doom 1 has a more limited bestiary, but it only takes some creativity to put them to really good use. Try out Double Impact, far better than D2Reloaded and it doesn't even have as many monsters.

You guys need to stop sucking at Doom, Christ.
Yes, the Arch-Vile is harder than the rest of the monsters, because he is completely different from them, forcing you to change all your tactics. You can't just keep circlestrafing to stay alive, using infighting on him is hard, and he immediately makes himself your first priority because he's very deadly himself, readily raising monsters you've already killed, even really dangerous and bothersome ones like Barons, Revenants, and Mancubi

If you think he's hard, good, that's the point, he's supposed to to turn any encounter upside down, and that's why you need to develop strategies and ideas for fighting him.
First and foremost, mobility is your best friend, but you also need cover, or mobillity can't help you.

>> No.4660121
File: 93 KB, 288x343, Heretic.jpg [View same] [iqdb] [saucenao] [google] [report]

Playing Heretic for the first time, and holy fuck, these maps are ridiculously complex. Just trying to figure my through The Citadel right now.

>> No.4660126

>[muffled evil laughter in the distance]

>> No.4660131
File: 163 KB, 1920x1080, gzdoom 2018-03-21 21-07-02-47.png [View same] [iqdb] [saucenao] [google] [report]

is this the big gay baby jail

>> No.4660134


>> No.4660137

so what did they do to deserve being put in jail anyway?

>> No.4660138

deepest lore

>> No.4660143

They are a tad more mazey than Dooms. Especially since there's only like 70 textures in the whole game.

>> No.4660146

It's a well, they floated up it and can't get back down. You know like when you find spiders in your bath tub?

>> No.4660147

they're big gay babies

>> No.4660149

>He doesn't know about the race war between the cacos and the goatdemons.

>> No.4660150
File: 416 KB, 1280x855, tumblr_mtjvkjTyNA1snhn1io1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

I tried using a Atari Jaguar emulator to play this. Very bad experience. Why couldn't this be on DOS :(

>> No.4660151
File: 128 KB, 1280x960, screenshot.png [View same] [iqdb] [saucenao] [google] [report]

anyone wanna give me feedback on this boom-compatible mappack ive been working on? im kinda worried my maps are too sandy petersen-ish

>> No.4660152

Sure thing Corporal Taggart.

>> No.4660178
File: 13 KB, 220x265, Blood_logo.jpg [View same] [iqdb] [saucenao] [google] [report]

Just finished all of Blood earlier today, what are some good mods to try out, whether it be levels, weapons, etc.?

>> No.4660181


>> No.4660183

Whatever you do, be sure to check out Death Wish.

>> No.4660186

looks oldschool good from the screenshot

>> No.4660202
File: 470 KB, 735x751, DemonTransparent.png [View same] [iqdb] [saucenao] [google] [report]

Hey /doom/.

>> No.4660207

here's a demo of map01. doesn't finish. funny ending though.

>> No.4660208

Played the first two maps. The lighting effects are cool in places but there's too much pitch black. The maps are short & sweet which is cool, but they're too cramped (the two don't necessarily go hand in hand). Also none of the lava pools had possible exits which a lot of people (including myself) find annoying.

>> No.4660213

map1: 1st pinky can't get up steps. you can run on top of red door lights. steps near ssg that go down to nothing is not good. didn't like blood cavern of nothing to obviously teleport secret. you can bump into the wall fast enough to get the blue armor without opening the secret door. This is probably for health but I think the berserk is placed too late in the map to be really usable. Overall, I didn't like map01 because of these faults and lighting to me isn't good.

>> No.4660214

>Also none of the lava pools had possible exits which a lot of people (including myself) find annoying.
that sums up my funny ending

>> No.4660220

For the people who want to map for the first time, play through the vanilla doom episodes or play well reviewed maps and make things based on that for the first time. It's better to start easy than go all out.

>> No.4660227

Also, how would I load mods if I'm using BloodGDX?

>> No.4660229 [SPOILER] 
File: 615 KB, 890x840, 1521683923223.png [View same] [iqdb] [saucenao] [google] [report]


let me just get this obvious one out of the way

>> No.4660235

demo of map2. again i die. but i chainsawed a revenant. don't try this at home kids, it's only for when you don't have any ammo.

>> No.4660236

I don't think it's possible. I could be wrong though, since I've only played blood using dosbox.

>> No.4660237


>> No.4660243
File: 934 KB, 1280x715, 323585784.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4660250

Is this from anything, or is it just a standalone redrawing of the Doom art demon?
Because getting the whole image at this resolution would be fantastic.

>> No.4660257

demo of map03. finished this one. i could do without the damage pusher floors.

>> No.4660264

demo of map04, this map is either not balanced at all for pistol start, or just very unfriendly to first attempts. i had 4 shells, 50% health, and archviles teleporting onto towers in wide open areas, no idea where to go

>> No.4660270


Ok so... I ripped all textures from Tenchu and Tenchu 2, also Bushido Blade I and II and they are already in the optimal size and format to just like load it in Slade and go about using them.

The problem is most of them are 64x64 px, which for me is kinda smol for the modern gzdoom experience.

Should I share a link with all of them? I'm also thinking of getting the top 1000 (currently there's 5000 or so textures) and remaking them in photoshop as a long term project. What you guys thing?

>> No.4660278
File: 615 KB, 1035x1092, attemptwasmade.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4660287

Pretty clever. Unexpected at least.

>> No.4660292

What is the best WAD of the year so far?

>> No.4660293

golden souls 2

assuming it comes out this year

>> No.4660295

Brutal Doom 64 or GMOTA

>> No.4660324
File: 69 KB, 620x300, bzzzzzz.jpg [View same] [iqdb] [saucenao] [google] [report]

You know I never really stopped to play Hexen, I did play heretic til the 2nd episode but I never beat the game

Should I /vr/ ? I played Hexen both on the pc and sega saturn and never thought it was really good

>> No.4660329

BD64 came out in 2016

>> No.4660336

Make sure you're keeping track of your surroundings and progress. Took me like, 3 or 4 tries before it sucked me in.

>> No.4660337

KEK be praised, they look great even the 64x64 ones. I'll start working on the pack asap.

>> No.4660341

May also take a few tries to find a class you like. I ended up finishing as a Cleric.

>> No.4660345

Finish Heretic first, it's way more fun

>> No.4660346

Heretic is just Doom with a fantasy skin but it's still pretty fun. I actually kind of like the new weapons more than OG Doom's.

>> No.4660351

Bit of progress on the server room, I'll be using mostly white lighting since this is a boom build (not even remotely skilled enough to juggle colored lighting and slopes yet) and I'm planning on making huge rooms where it's more about the theme of the map rather than a super challenging map. might do a key door and a boss MAP02

>> No.4660353

Well, the use of items changes things up a bit.

>> No.4660354
File: 408 KB, 1024x768, atomic_health.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4660357

Just finished it, not very good at all. It seems like you just threw up random textures. You can hit the exit switch on map 2 from the bottom. You can bump into the wall and get the red keycard even though I never needed it on map 3. Some holes that you can run into was impassable even though you can logically reach and go through it. Cramped spaces and torches and trees just in the middle of places. Map 4 archviles was not fun. You use custom music on map 1,3,4 but not 2 for some reason.
Overall, it's not the worse I've ever played, but very poorly done.

>> No.4660362

On the topic, I must admit I like his tank overhaul, then again I still like most of his work still so maybe I'm just stupid

>> No.4660392
File: 40 KB, 371x600, Doom_novel_2_reprint.jpg [View same] [iqdb] [saucenao] [google] [report]

What does /doom/ think of the Doom novels?

>> No.4660393

Not terrible for the first two but then they go off the rails hard

>> No.4660398
File: 87 KB, 176x314, The agitation never ends.png [View same] [iqdb] [saucenao] [google] [report]

Knee Deep in the Dead is a masterpiece, you can actually read the book with the game running and have a good idea what's going on in which map.

I haven't read all of Hell on Earth, but they do at one point refer to the Revenant as Mr. Bones, Pic Related

>> No.4660405

Unfortunately I only read the last one in the series I think, where they had already taken off in the spaceship (the book cover has doomguy shooting an imp with what looks like one heck of a heavy plasma pistol, overall background was greenish colored).

>> No.4660408

Yeah by the end there was very little to do with doom

>> No.4660410

I will never get off of Mr. Bones' wild ride.

>> No.4660412
File: 26 KB, 316x376, 1405932626178.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck bro, spoiler that shit

>> No.4660418

I've only played 3 maps so far and there's definitely some weird design choices going on. Some parts felt unnecessarily cramped and I really hated the platforming part in map 2, I died like 3 times there. Texturing could also use some work.
I wouldn't say it's outright terrible, but there's a lot that can be improved, so keep at it.

>> No.4660419
File: 416 KB, 600x315, Archie Wall.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4660429

source on doomguy's smile

>> No.4660431

how can I get GZDoom to actually close when I quit the game

>> No.4660457

I think I know what you're talking about, and the armor and pistol designs look really cool

>> No.4660458

Dafydd ab Hugh sounds like an onomatopoeical representation of a snort a heavy smoker would do in the middle of some hysterical laughing fit

>> No.4660470
File: 79 KB, 571x542, 1449452651761.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4660471 [DELETED] 

Like this?

>> No.4660504


But why, though? You are right.

>> No.4660508

This level design in Doom II is awful. I don't feel like finishing it.

>> No.4660525

a sentiment shared by everyone here, Doom 2 gets shat on all the time.

>> No.4660526

Do you still want demos? Cause I was gonna demo this for you.

>> No.4660537

I don't think it's as awful as some people make it out to be.

>> No.4660545

thanks for the criticism guys, gonna try to make the texturing more consistent and redo map04s gimmick as well as making the maps less cramped/more forgiving in general
yeah sure

>> No.4660549
File: 220 KB, 750x1125, doom2poster.jpg [View same] [iqdb] [saucenao] [google] [report]

I like maps 01,06,10,15,16,20,and 29

>> No.4660554

why did doomguy get a terrible haircut between the events of doom 1 and doom 2

>> No.4660572
File: 63 KB, 564x502, 500b1aacbf671ca8016ff6d7c8d18e76.jpg [View same] [iqdb] [saucenao] [google] [report]

>spent the last three hours kindly renaming all files in tenchu.wad like you nerds deserve it

I want to see some fucking nice japan maps you nogs.

>> No.4660575

Hell yeah, looking forward to it.

>> No.4660583
File: 1.58 MB, 1301x767, wall test.png [View same] [iqdb] [saucenao] [google] [report]

I've been playing around with some of the textures latety and oh boy do they work. Too bad I'm a shit mapper otherwhise I'd've already built something more consistent than this.

>> No.4660594

Here's map01: http://www.mediafire.com/file/d5tcl1iz37995zj/map01firstrun.lmp

Here's map02: http://www.mediafire.com/file/1el5k845dlsmh8u/map02firstrun.lmp

Map02 takes a while because it's a real cocksucker. The chainsaw pillar is too high, and it's very annoying to build up speed to grab it. I don't know if you play with mouselook on, but without mouselook, platforming blindly is really awful, especially when the penalty is the max damage hurtfloor. The Archvile fight is very annoying without mouselook too, because it's hard to get a precise shot while stumbling down stairs and trying to aim down. I don't know if you intended the first Revenant fight to be with a chainsaw, but I never felt comfortable enough with ammo to risk anything else.

More demos to come.

>> No.4660595

Did you convert them to doom palette, or does that ruin them?

>> No.4660607

probably would ruin them

>> No.4660612

I haven't tried yet, is that important? If so I hope I can quick-convert all those files.

I tried to cut them to some reasonable number but I realized that the one responsible for pruning and organizings this should be everyone.

There's like, thousands of textures that sometimes come in handy sets of 20, sometimes they're completely random. I don't know yet how to organize them, as in, how to name since I'm locked to 8 characters and having that many would requite careful coding... But I digress. I believe I might have a releasable alpha in one or two hours, but before that I'll try to drop more screens.

>> No.4660653

Here's MAP03: http://www.mediafire.com/file/cx637dzxowya6wx/map03firstrun.lmp

Here's an incomplete MAP04: http://www.mediafire.com/file/sy1dhg4d8z1cull/map04firstrun.lmp

It's incomplete because I managed to get launched by an Archvile into a hole that I couldn't get out of, but couldn't die in. I'll try to get you a completed version. You really like Barons in crushers, don't you?

>> No.4660659
File: 931 KB, 752x3631, Doom MAFIA proof of concept.png [View same] [iqdb] [saucenao] [google] [report]

A fun little idea I've been playing around with. Shame I can't sprite, but a blast all the same.

>What if Doom was Max Payne?

All those hit-scanning enemies would probably give a few people heart attacks.

>> No.4660668

Just finished it, so I can recommend Geogsh.

It's around 400 monsters and is a journey through hell with many setpieces, music switches, theme changes. Excellent mod, and it took me about an hour and a half. And, yes, a little convoluted.

Technically two authors, because the author's friend made his apartment as an area in the game before he died...

>> No.4660693

>What if Doom was Max Payne?
Funny as hell, it was the most horrible thing I could think of...

>> No.4660710
File: 352 KB, 825x589, 1408366262257.jpg [View same] [iqdb] [saucenao] [google] [report]

Whats a good levelpack for Doom2 thats Zandronum Compat to run with friends? Lookin for somethin to fuck around in coop GMOTA or Samsara with.

On the same note any other good weapon replacers/game modifying wads ya'll'd recommend, especially for coop? I'm always lookin for goofy gameplay mods to run around with. RN I got La Tailor, MetroidDread, JPF, HND, Final Doomer, n MetaDoom to fuck around with. Anything with Zandronum Compat for coop is a bonus, but I'll take anything that sounds fun

>> No.4660716

Here's MAP04: http://www.mediafire.com/file/o4iph81v3xks43m/map04secondrun.lmp

Oh, I get it. Maps 1-3 were a dream, and then when I died, I woke up in Map 4. But where the fuck do I live? Why is my fucked up tech-apartment next to a pillar of Archviles? How did that Hell Knight and all those Lost Souls and Spectres get in my locked second room?

I have no earthly idea how I'd have survived the Archvile box without the blue armor and soulsphere.

I got lost because I couldn't remember where the red door was. Heading back to the start was a guess. If there was some kind of window or indicator (maybe by the yellow key?) it would have been a bit easier.

I try not to state my beliefs as objective quality because I believe in map creators having final say. But I will tell you what I think about your design philosophy: Your levels are weird, ugly, gimmicky, and filled with tight corridors, tight fights, and little ammo. You seem to really like the chainsaw, platforming, and environmental tricks. You seem to assume that players understand the little tricks of the engine -- specifically grabbing items by running fast enough, running diagonally to have enough speed to outrun fast water, and hitting switches that are above your actual height.

I felt more frustrated than challenged. Harsh punishments for platforming felt awful, having little ammo but needing to make tough shots was annoying, and navigating the levels felt awkward.

Thanks for letting me demo your work.

>> No.4660725

Something like this would be better for a Build engine game. A big part of what made Max Payne great was that every bullet was dodgeable because there was no hitscan, and Max was particularly agile (aided with bullet time), so you could pull off some killer stunts and dodges. Having an engine with no bullet modeling, native crouching, jumping, or ability to make complicated architecture to take cover behind takes away from that.

Also, Build allows for the kind of setpieces that Max had - blowing up walls and floors and car crashes and shit.

>> No.4660743

Well, that depends on what aspect of Max Payne you're trying to capture. If you're just trying to match the general tone, aesthetic and noir story style of the game, details like projectile bullets and bullet time don't matter so much.

But if you're trying to match the superb gameplay style with the bullet time, projectile bullets and destructible set pieces you could feasibly make it all work in Doom, but it would be a lot easier to do it in Build. Plus, the Build engine needs more love in general.

But you can't do either of these things without the basic enemy sprites, which is what I'm interested in. I'd love to find someone who'd do at least one of these as a request.

>> No.4660753
File: 66 KB, 386x537, Zerotolerance.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone ever play Zero Tolerance for Genesis?

its fun as fuck

>> No.4660762
File: 706 KB, 1280x720, kyoto.jpg [View same] [iqdb] [saucenao] [google] [report]

I like the results. There's a looot of shit yet to do but hey, now that it's out, feedback would be welcome.


>> No.4660764

I wish I had gotten to play it in-era, it probably would have been my favorite shit ever. Now it feels limited but I guess I played it during a time when I was just downloading tons of ROMs bored, I should give it a fairer chance someday

>> No.4660765

wood needs to tile better

>> No.4660773

Yo, holy shit

>> No.4660775

I could understand that feel. Playing it now does feel strange, however my brother purchased it on a whim because of the cover for us to play. Once I got used to the controls I found that it is very fun for a genesis fps lol

>> No.4660781 [DELETED] 

All textures actually tile like shit and will need general editing but thanks for the feedback.

It will look much much better on someone who isn't absolute crap at mapping like

>> No.4660782
File: 193 KB, 1304x768, Japanese Texture Pack (aka Tenchu4Doom) at 2018.03.22 04-36-45.052 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

All textures actually tile like shit and will need general editing but thanks for the feedback.

It will look much much better on someone who isn't absolute crap at mapping like I am.

>> No.4660797
File: 212 KB, 1304x768, Japanese Texture Pack (aka Tenchu4Doom) at 2018.03.22 04-53-42.439 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

Quick cave level with the same resource pack.. I'm off tonight guys see you later.

>> No.4660798

Why is Quake so perfect? Quake 5 returning to a gothic, grimy, lovecraftian theme with Reznor back on sound design and voicing Ranger when?

>> No.4660801

I'm not a mapper, but this is great. I hope this inspires people

>> No.4660827

I disagree.

>> No.4660829

>what's E2M9

>> No.4660831
File: 2.26 MB, 1606x2425, UltimateDoomPoster.jpg [View same] [iqdb] [saucenao] [google] [report]

Looks like the poster art cropped out and with a filter thrown on.

>> No.4660835

except the image you replied to shows more than the poster does

>> No.4660840
File: 91 KB, 200x200, Doom-Books.png [View same] [iqdb] [saucenao] [google] [report]

Not terrible, they sort of decay in quality with each entry, but the first one is kind of worth reading for atmosphere alone. The last one gets really fucking weird. I like the old covers over the new ones.

Dafydd Ab Hugh and Brad Linaweaver are interesting and weird dudes. One wrote Star Trek novels (and some of this reflects in the Doom novels), and Brad Linaweaver is a lolbertarian who hates communists, and worked on a shitload of low budget schlock movies, so I can relate to and respect these people on a lot of levels.

>> No.4660842

I noticed, maybe someone redrew it a bit to show more arm and back?

>> No.4660853
File: 286 KB, 1304x768, Japanese Texture Pack (aka Tenchu4Doom) at 2018.03.22 06-07-12.649 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

Ok last one it's 6AM here.

>> No.4660862

I'd hesitate to call it a masterpiece, but I think working from a game where the plot is extremely plain and basic, they do a decent job making characters and making for some narrative (for the first book).
The lone and isolated atmosphere is really strong, even when Fly isn't actually alone, and the authors do a really good job extrapolating and interpretating elements and locations from the first game, seemingly also taking a lot of cues and inspiration from Alpha and Beta developmental content, and/or Tom Hall's Doom Bible.

If you like Doom, and the "What if..." thoughts from looking at the developmental builds and ideas always sparked your imagination and excited you, then it can be interesting.
It takes a lot of liberties with the source material (and to an extent it's understandable, because Doom doesn't have much in characters or narrative), but it's better than you'd expect it to be.

As a /k/unt, the sparse gun stuff in the novels is kind of interesting. A lot of it is kind of silly and makes little sense if you have any knowledge on the subject (things like .30-99 caliber, "M-14 BAR", or a 150 round drum magazine for a shotgun), but the quirky ideas are kind of cute (the "SIGCOW", the interpretation of the rocket launcher and how you could carry so many rockets, etc).

There's a lot you could criticize though, and this gets truer and truer with each book.
The last book also is so weird and out there it for some reason makes me think a lot about Team TNTs work, mostly after Final Doom, where they'd do weirder and weirder stuff, like Icarus: Alien Vanguard, or Daedalus.
It feels very little like classic Doom, and more like someone's weird high concept Doom megawad from the late 90's/early 2000's.

>> No.4660873

That's the Welsh to you.

There's a lot of good stuff for like the first third, but there's also a lot of stuff which isn't especially good. I think it's worth playing through for the full experience, but nobody would hold it against you if you quit after Map 11

>> No.4660876

What are you talking about? It's so rad!

It's got a lot of neat things going for it.

>> No.4660882

It's certainly a lot better than one might think at a glance.
In some ways, it feels a lot like the typical "Wolfenstein clones" of the era, but it really brings a lot of creative ideas to the table. It's a bit more than only a corridor shooter, a bit like how Rise Of The Triad is far more than just based on Wolfenstein 3D.
The tech is mildly dated, but the devs really do a lot with it.

>> No.4660892

"I think I'm gonna be sick"

>> No.4660896

If you've got time to kill, here's a podcast where they read the first Doom book and talk shit about it for an hour and a half.


>> No.4660976

I would give you a point for PSX Doom, because it's a kind of nice little package with some polish and features to it, but then there's the PSX port of Final Doom, which isn't even half as good as it should be, it just falls flat compared to the real Final Doom.

Overall, no arch-viles, less good revenants, etc. It's a strong detraction IMO.

>> No.4660980

A lot of the better work Sandy did for Doom was reworking scrapped Tom Hall maps.

For Doom 2, there was only one of those, and he was probably doing more maps than he should have, because Romero had developed an allergy towards doing his job, and American McGee was only so-so.
I think Sandy can be good, and he's really good filtering through Tom Hall leftovers, but I think in Doom 2 it was a less than ideal situation.

Looking at Quake, Sandy's maps there were absolutely ace.

>> No.4660984
File: 312 KB, 512x384, bones lit from below.png [View same] [iqdb] [saucenao] [google] [report]

I know what I'll be playtesting my mod with over Easter.

>> No.4661008

McGee's Quake maps are a lot better than his Doom material as well. Is it just a matter of a new engine and new 3D design capabilities letting them really run wild with their ideas?

>> No.4661018

Wait until you play Hexen.

Then wait until you play Deathkings of Dark Citadel.

Deathkings was so mazey due to multiple levels linked with portals that I gave up - and I have a pretty high tolerance for maze-like levels (as in I really enjoyed Hexen).

>> No.4661030

The worst part about Deathkings is that some moron decided to make mandatory puzzle elements look like the fucking wall, and made that mistake TWICE, leading to me run around and noclip like an idiot for hours looking for new paths across multiple levels until I gave up and looked up the solution. I was so fucking mad, why would they make that dogshit look like the walls and not stand out at all unless you know it's there.

>> No.4661053
File: 47 KB, 300x300, Doc.Doom.png [View same] [iqdb] [saucenao] [google] [report]

>Arch vile
go at 25 sec,the arch viles death scream is a girls high pitched voice screaming "Why?" after you kill it

>> No.4661065

Is there room in this world for more tutorial videos?
I've been considering making some as a way to strengthen my Doombuilding muscles and video making skills.

>> No.4661069

There probably is, but the best way really to get better is to keep doing it.

>> No.4661142

Pretty tight. I'm not weeb enough to make use of it probably.
Tenchu was a great game, though.

>> No.4661164

So I just got through Big Gun in Quake 2 before the game crashes and refuses to let me progress. I skipped to the final boss and it was probably the most uninteresting fight I've ever played in my life. Every single level leading up to that boss (besides the few I didn't play obviously, dunno if they're this way or not) has been one of the most boring romps through tedious, ugly levels I've ever had in my entire life. Quake 2 was such a slog to play through that I legitimately got a headache just going through the levels after a while. The weapons are great, the enemies are great, but the levels and the placement of enemies are so fucking astoundingly boring that I'm amazed anyone ever gave this game anything above a mediocre rating. It's tedious, it's boring, and I seriously want to know how anyone likes this fucking game, because evidently it can't be for the levels.

>> No.4661180

That doesn't mean anything.

>> No.4661225

Mini mod release: zEpisodic, play ultimate doom or heretic without losing your weapons at the end of the episode,


>> No.4661238

Gonna go test this out with JPCP and Final Doomer.

>> No.4661241

I want to build something with the sword from GMOTA and Ketchup, but that's just me speaking because I'm shit at modding.

>> No.4661275

I think i found the reason of so many Hereticposters

I really wish that this game and the "unfinished" sequel was remade on Doom

i spent a lot of time playing this when i was a kid when i lost my doom floppies to the fucking termites

>> No.4661279
File: 72 KB, 640x490, 1.png [View same] [iqdb] [saucenao] [google] [report]

heres the same map pack i posted yesterday with a couple of tweaks/improvements:
- brighter lighting
- most of map01-03 retextured
- slightly less claustrophobic combat
- archviles in map04 replaced with cyberdemon
- ""new"" music for map02

>> No.4661281

I remember seeing something like this in Zandronum long ago but I don't remember its filename. Healing after finishing an episode is a nice addition, though.

>> No.4661294
File: 28 KB, 400x267, eyestrain.jpg [View same] [iqdb] [saucenao] [google] [report]

>that gamma

>> No.4661297

Yeah, that was svDoom or svHeretic if I recall correctly - it was a mapinfo patch, this works for both doom and heretic out of the box and I'm working on wadsmoosh compatibility so you can play through Doom 1, 2, NRFTL, Master Levels, TNT and Plutonia in one unbroken session

>> No.4661397

I love how he goes
>Visuals are greately improved
>Brutal Doom is good
>Therefore Brutal Heretic is good too
>Descries how every relevant gameplay aspect is made worse by the mod for the most of the review
>Great mod. This is the way to play Heretic these days.
Just shows how much of a casual shitter he really is.

>> No.4661398 [DELETED] 

'change my mind'
but there's nothing to change your mind to?

>> No.4661402 [DELETED] 


>> No.4661407

I just realized Heretic's better than Doom because there's no hitscan enemies.

>> No.4661417
File: 39 KB, 427x474, fullbright.jpg [View same] [iqdb] [saucenao] [google] [report]

That ZDaemon-tier gamma....

>> No.4661420

Heretic also has better level design, that is consistently good across the episodes.

>> No.4661428

ironically, for a game who even called out some shit journos (like jim sterling), he seems to have the same amount of depth in doom modding as they have

>> No.4661434

Yeah that too.

>> No.4661457

Wow I have never had more in common with any Doomer than these two dudes.
Dead Simple is my favorite map in any FPS. It's so perfect that it deserves the name. Also, it's where I stop playing Doom II.

>> No.4661465

I will give you credit, you took some of the criticism and did fix some things. I appreciated the teleporters in floors that kill you. I think you should turn around some of the pinkys because it's kinda weird looking seeing them turned around if their really is no threat around them. The textures also look a little better as well.

Map01: Lifts as stairs. Pinkys still can't get up beginning steps. Some pinkys should be turned around. I appreicate the lights moved and the blue armor can't be gained be bumping. I think the chainsaw around the revenant is pointless. Again I think berserk should be moved near beginning.
Map02: After the red door it's odd that stairs and a lift is there. Lift textures for stairs are odd as well. A brown square around the yellow key is out of place.
Map03: The stairs that lead to the bfg are not good. I would completely change the cyber/arch exit room. You can still run in the exit room and make it if your lucky. It's terrible. Actually had a glitch, I couldn't exit the level for some weird reason even though it worked the first time.
Map04: A lot of empty space after getting out the "house" around the wooden fence. I appreciate the switch for the cyberdemon even if it makes the map so much easier. I found it funny theirs a bridge to the cyberdemon but nothing really worth the risk to go there.

I honestly think you have potential just need to focus on making 1 good map rather than several subpar maps.

>> No.4661481

remember his review of ZBlood...

>> No.4661509


While I dont share you guy's hatred for hitscan enemies (they were used pretty well in doom, and not too horribly in doom 2 for the most part) I'll have to agree with that. The level design in Heretic is rock solid. I honestly never even really notice the severe texture limitations.

>> No.4661512

>This is the way to play Heretic these days
Why do you make shit up just to get mad over?

>> No.4661519

people with victim complex exist all over this site.

>> No.4661560

Both Doom 1 and Doom 2 has bad leveldesign, as long as Sandy Petersen is the leveldesigner. Episode 2 and 3 are as bad as Doom 2's city maps.

In my opinion the best Doom map is Circle of Death. Not terribly difficult, but abolutely great to look at.

>> No.4661565
File: 19 KB, 120x154, BRUSA1.gif [View same] [iqdb] [saucenao] [google] [report]

Greatest Baron ever made.

>> No.4661567

Same opinion. But we shouldn't give Tom Hall much credit either. Some of Sandy's maps were made by Tom Hall, and all his shit looks like advanced Wolfenstein.

So two people who are responsible for the bad leveldesign in Doom 1 and 2.

>> No.4661569
File: 19 KB, 120x154, BRUSA1.gif [View same] [iqdb] [saucenao] [google] [report]

made him too fast.

>> No.4661571
File: 180 KB, 371x387, 1461707637957.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4661574
File: 161 KB, 350x263, 350px-TUTNT_BruiserDemon.png [View same] [iqdb] [saucenao] [google] [report]

Yeah he's cool, but he's no Bruiser Demon.

>> No.4661581 [DELETED] 
File: 7 KB, 180x213, LMGGF0.png [View same] [iqdb] [saucenao] [google] [report]

and Gangsta Grosse.

>> No.4661590

Yes, and don't let your fanboyism blind you.

E2M1 is a terrible shit to start the episode. I don't think Hall was ever working on this one, it's not in the alphas, looks like a typical Petersen map built in 1 hour.

E2M2 - ok, this is not that bad, aside from the weird texturing here and there.

E2M3 - just an inferior version of E2M3, and I really don't like the intermission music when it goes loud.

E2M4 - again, weak texturing and repetitions, the crushers and fake crushers are nice idea though.

E2M5 - just empty halls and buttons, the outside area with the slime is OK, but that's all

E2M6 - one of the worst maps EVER. horrible mazes, empty areas and mazes.

E2M7 - this is fine, at least the base section. The rest of the map is whatever.

E2M8 - shit boss map

E2M9 - probably the worst map in any Doom game (besides E3M2). What's the fucking point?

So two decent map in the episode, the rest are from average to poor garbage.

>> No.4661595
File: 2.57 MB, 5120x2880, Dm4_poster.jpg [View same] [iqdb] [saucenao] [google] [report]

DM4 Jam is Released. 22 Maps of Hot Goodness.


>> No.4661603

why would you take on every individual map like you're making actual points on them and just say 'this sucks' lmao

>> No.4661605

>E2M3 - just an inferior version of E2M3
What did he mean by this?

>> No.4661609

What is DM4 jam?

>> No.4661613

everyone is a critic nowadays.

>> No.4661619
File: 258 KB, 1024x768, Dm4.png [View same] [iqdb] [saucenao] [google] [report]

A pack of custom maps for Quake 1. Done in style of American Mcgee's DM4 map.
It's all explained in the link

>> No.4661621
File: 1.60 MB, 1920x1080, Screenshot_Doom_20180322_152121.png [View same] [iqdb] [saucenao] [google] [report]

ah cool my favourite TV show is on

>> No.4661625

So I just discovered my first doom map that I never finished. Should I try plugging away at it or should I scrap it and go for a new one?

>> No.4661637

Cieling texture is fucked but the wall and floor is perfect. Somehow I think there should be a sheet/paper maze here due to the oriental design of the walls, maybe you could make one out of these walls.

>> No.4661643

The ceiling is not actually from the set, only the walls. Have you tried the graphic pack? Feedback would be very welcome.

>> No.4661651

is it me or is this the closest to there being sprites of the doom 3 bruiser?

>> No.4661659


>> No.4661670

typo... I wanted to write E2M2. But it's generic enough to be considered as your typical E2 map.

>> No.4661680

your criticisms are pretty poor.


>> No.4661690

Am I the only one who think E3M3 (Pandemonium) would have worked better in episode 2?

>> No.4661691
File: 156 KB, 640x360, go to hell.jpg [View same] [iqdb] [saucenao] [google] [report]

this motherfucker can go straight to hell
> lol pun but yeah

this, I mean I very thoroughly enjoy E2 and there are only a couple levels I give a shit about in episode 3
(e3m2, e3m3, e3m6 kinda has some nice ambience though)

I like e2m4 just because of the Music alone, also the way the techbase starts turning into marble near the end.

I like e2m2 because of the warehouse aesthetic (xcept I hate crushers). Though e2m3 must have been made while smoking something, that berserk up at the beginning

The wood and marble architecture of e2m5 is gud and represents some of the historical aesthetic of doom. Why are there tech elements in a medieval style map... because its being taken over and the architecture is changing. Secret map is verifiably one of the only slaughtermaps in Doom1 and it has its place, a good trainer on monster infighting (because 8 barons are hard to take on in a semi-small map like that).

The tight spaces of e2m6 make the map kinda hard and its a welcome sight, given the intended control scheme of doom back in the 90s (arrow keys, mouse for some movement, sidestepping as a sidenote). When those barons come out of the alcoves its almost piss worthy because whatcha going to do? chainsaw them?

And e2m7 is just about perfect though it tends to break the continuity of bases being taken over, since its almost untouched by the demon architecture magic. Getting the plasma rifle here isa real treat.

The boss map I can kinda see the concern about it being crap, but then again Duke3D's boss map was literally just a football stadium. I had alot of tense memories of e2m8 trying to go for powerups or rockets when the cyber was literally right in the next room and could rocket my ass through the door if I wasnt careful. The skulls are there to run interference so you can blow yourself up.
> discussing improvements is pointless, the emphasis was supposed to be on the cyberdemon, and the cyber alone...

>> No.4661704

That was one of those maps where Romero and the other devs should have stepped up and said Randy to start over.

>> No.4661705

Fuck. Yes.

>> No.4661714
File: 39 KB, 252x368, my dick is unbreakable.jpg [View same] [iqdb] [saucenao] [google] [report]

the texture scheme would've had to be different but it easily could replace E2M3. Some changes in architecture too, particularly on the side passages in the center area (the ones that become squidlike) and the area off to the left of where the player starts.

The only thing hard about e3m3 was the 2 barons since the hallways were just wide enough to trick you into trying to run past them. It was worth grabbing the BFG just to destroy them because they take so long to kill with the chaingun and shotgun.

I LOVE e3m2. It happens early in the mapset so you aren't entitled to a rocket launcher. There are alot of obstacles and most of the enemies are zombies who can shoot you right through them. Having the Cacos chase you and appear unexpectedly is also a nailbiter. This is one of those maps where it would be prudent to drop an SSG somewhere, except doom doesnt have one, which makes this map a tiny bit hard. Those shotgun sergeants sprinkled throughout the map will probably take a tidy bit of your health off.
> this map is also a wakeup call to use the Berserk to replenish your health when its low, since you get a full 100, its worthwhile to just wait until you're in your 20s or 30s healthwise before you grab it.
> if you were using the Berserk before just because of the punching action, I think this map is going to punish you because you'll get bit by demons alot, fireball'd by cacos, and there isnt all that much health here.
> getting that plasma gun is almost useless HERE, but its a smug grin of a reward for the following levels, an ace up your sleeve.

Its like something out of a gritty fantasy movie, or Emyn Muil ("a labyrinth of razor sharp rocks") from LOTR.

I fucking LOVE it. Im just sad that its not bigger, doesnt end up turning into some MMO style shit with 300 monsters to kill, lots of slopes to traverse and trying to find a way to get to switches just out of reach.
> the map is shaped like I hand
> I wish it could jack me off

>> No.4661715

>blood thread
>every post is about doom

>> No.4661717

Oh. my bad. I can't read. I thought this was a blood thread.

>> No.4661731
File: 2.12 MB, 1243x887, arm thyself.jpg [View same] [iqdb] [saucenao] [google] [report]

Since I never played the Quake 1 DM maps (since I never played Q1 multiplayer) I guess I dont know what I missed or what ive missed out on. But if these are SP maps that I wont just be strolling thru without fighting I may give them a shot. They sure look nice.
> I see scrags all over the fucking place
> is the creator of these maps really that much of an asshole?

>> No.4661751

Sure, try finishing it. Might be interesting to play.

>> No.4661759

it's the retro FPS thread
blood is allowed

>> No.4661810
File: 12 KB, 370x320, 640lyzS.png [View same] [iqdb] [saucenao] [google] [report]

have an isue with gzdoom 3.2.5 item lights not working. I have it configured to load both brightmaps and lights.pk3 in the launcher but it doesn't work. I have an older gzdoom laying around (2.1.1) and it works there. Help?

>> No.4661813
File: 109 KB, 1280x720, 1497622146038.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4661817
File: 1.34 MB, 2610x768, reeeeeeeeeeeeeeeeee.png [View same] [iqdb] [saucenao] [google] [report]

Wtf is going on here? When I load the engine it screw the external textures but everything else works just fine...

>> No.4661821

Nah, it's just SP maps made with the visual theme of that one deathmatch map. So no need to worry, you'll be able to kill all those scrags in every map. If there are scrags in every map that is.

>> No.4661828

It hasn't worked on some systems since 2.2/2.3? Are you using integrated graphics.

>> No.4661830
File: 856 KB, 1280x720, Screenshot_Hexen_20180322_180438.png [View same] [iqdb] [saucenao] [google] [report]

Nevermind, I fixed it.

I realised that there's some extreme differences between the texture's resolutions, specially the 64x64 ones which look half-sized. Instead of just setting the scale, I decided to simply expand them using nearest neighbour in photoshop and... Well, that's the final result.

No, I'm not satisfied with that and, the more I work with this model, more I want to just make those textures from scratch in photoshop, which I'm well capable of doing... The problem is that there's exactly 2537 textures in this pack and I would take literally years to remake all of them.

I don't know how many of you guys are following the project, but if you want to contribute, why don't we handpick the best, let's say, 700 textures, and I'll remake the chosen textures in crystal clear 512x512?

>> No.4661835

No, sorry nevermind. I just did a clean install and they DO work, it's just that the lights on the armor and health potion pickups is really faint compared to the older versions. I guess they just changed the intensity of some since I last played GZdoom and that's why I thought lights didn't work.

>> No.4661839

I'm the guy who made the late demos for you last time. Here's some late demos again:
MAP01: http://www.mediafire.com/file/d5tcl1iz37995zj/map01firstrun.lmp
MAP02: http://www.mediafire.com/file/1el5k845dlsmh8u/map02firstrun.lmp
MAP03: http://www.mediafire.com/file/9x5k385o6bh07b2/map03firstrun.lmp
MAP04: http://www.mediafire.com/file/sy1dhg4d8z1cull/map04firstrun.lmp

The maps are fine. This seems like a fine HMP difficulty. You can probably afford to toughen them up now.

>> No.4661845

Jesus Christ. Some people on here have such insane standards for maps. Not only is Doom 2 unplayably bad, but apparently everything but episode 1 is trash too.

>> No.4661853

Heretic has no hitscan enemies, but it has plenty of enemies that take too many hits and all they do is run directly at the player to hit them. Enemy variety ranges from "very boring" to "very annoying."

The hitscanners in Doom are fine because they're the weakest enemies healthwise except for the Mastermind, which is a boss, and actively telegraphs when it's going to fire at you. The Chaingunner straddles the line because he can pump out heavy damage if he's sustained on you, but he still can go down in one shotgun blast.

>> No.4661857

There is *literally* nothing wrong with hitscan.

>> No.4661859

I like Heretics' enemies, the problem is fucking every map has a million gargoyles. It's like if every time you entered a new area in Doom, there were 20 lost souls waiting for you.

>> No.4661868
File: 630 KB, 1280x1355, 1351103068684.jpg [View same] [iqdb] [saucenao] [google] [report]

these are autistic people who played so much modern usermaps they can't enjoy the 1993 year level designs anymore, which completely misses the point of retrogaming

just ignore them

>> No.4661870


>> No.4661878
File: 1.93 MB, 1427x3150, hitscanners and you.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4661884

Yeah he seems to hate "empty areas". As if every room has to be filled with enemies and visual details. The beauty of Doom 1's maps is their simplicity. You just constantly push forward (taking cover and dodging at appropriate points of course), not getting stuck on details or blocked by enemy hordes all the time like in many pwads.

>> No.4661893
File: 109 KB, 900x900, jimmy numale.jpg [View same] [iqdb] [saucenao] [google] [report]

>You could write a whole tome about how unhealthy pulp action hero masculinity has seeped through various layers of media and eventually pooled, like a discarded, half-finished McDonald's thickshake in nooks and crannies of gaming obscurity

>> No.4661898

Anyone else still having problems with getting cutscenes to play in BloodGDX? I've tried everything and they still wont play for some reason.

>> No.4661903

I worked seven years as a barber and this picture just makes me want to punch a bitch.

>> No.4661907

[unsolicited opinions on Israel]

>> No.4661908

>dumptruck_ds is antigun

Why does it hurt..

>> No.4661916 [DELETED] 

>too many cacos
Doesn't exist

Thanks for putting on a trip, Sarias.

>> No.4661918

Who gives a fuck?

>> No.4661920
File: 17 KB, 794x450, new-serious-sam-3-trailer-promises-no-cover-all-man[1].jpg [View same] [iqdb] [saucenao] [google] [report]

This dude's mostly on the money. Cover has always been a subtle, but integral part of what makes Doom what it is - if it didn't, every PWAD would just be variations on 1997 box-hallway-box or nuts.wad. But because of Gears of War and other regenerating health games based on hiding when you soak up too much damage became the norm, the pendulum has swung too far the other way and everyone that wants to make some kind of "statement" against modern shooters pulls out this big dick "COVER IS FOR FAGGOTS" bullshit.

The only thing I'd say about why hitscan doesn't often come up in "old school" games is I bet that the sheer complexity and expanse of true 3D levels can make it harder to actually tell who's hitting you and from where. Even Quake only has one hitscan enemy, and it's by far the weakest. Serious Sam 3 had hitscanners, and I remember it always feeling very reactive to fight them -- they see you and shoot you first, and then you look to see where they are.

>> No.4661928


>> No.4661932

>, but it has plenty of enemies that take too many hits and all they do is run directly at the player to hit them
I don't recall any enemy being anywhere near as bad as Doom's hitscanners, weaklings die with one well placed shot of the crossbow. The sheer fact that they're not hitscan means I can go through stages whole without even being hit most of the time.
>The hitscanners in Doom are fine because they're the weakest enemies healthwise
Strongly disagree, otherwise people wouldn't hate chaingunners and put them in traps that can quickly kill the player if you don't know about them beforehand. Not once did I reach a bullshit trap where damage was inescapable in Heretic, unlike Doom. None of that "open door, get greeted with shotgun to the face before I even notice" baloney either. Heretic has nothing but pure, fresh, non-bullshit challenge with dodgeable projectiles and enemies and as such none of them come even remotely close to being as bad as Doom's hitscan enemies.

Also, tomes of power, come on.

>> No.4661935

Jim Flynn has passed away.

>> No.4661939

Cover shouldn't be a mechanic where you press a button and then get stuck to a surface, cover is a tactic you employ by getting behind something and/or staying low.

>> No.4661941
File: 938 KB, 350x200, salute.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.4661942


>> No.4661943

Rest in peace, Jim.

>> No.4661946


If you look past the numale paragraph, he makes some very excellent points.

>> No.4661951

It seems more like he's addressing the positives of hitscan enemies but they don't really outdo the negatives.

>> No.4661952

He does but we can still call him a faggot for speaking like one.

Hitscanners, as annoying as they can be, are a vital point of a good monster roster and should be used with care.

>> No.4661954

Yeah I agreed with everything besides that silliness.

>> No.4661968

>but they don't really outdo the negatives
I don't agree.

If you aren't taking cover or goading them to start infighting, you're not fighting hitscanners properly.

>> No.4661995

>one well placed shot of the crossbow
That still means you need to have the crossbow and waste it killing trash mobs. Killing Gargoyles with the wand is still interminable compared to the pistol shots needed to kill a zombieman or a shotgunner. There's also no guarantee of a well placed shot because the crossbow shot, like too much of Heretic, is randomized.

>people wouldn't hate chaingunners and put them in traps that can quickly kill the player if you don't know about them beforehand
Not every map is Plutonia. Your problem is not with chaingunners, but with that designer's use of chaingunners. It's possible to make a bullshit trap out of anything, even non-hitscan enemies. Also, the chaingunner is the only hitscan trooper that takes more than a couple pistol shots to kill, and almost every mapper gives you more than a pistol to deal with them.

>none of that "open door, get greeted with shotgun to the face before I even notice" baloney either. Heretic has nothing but pure, fresh, non-bullshit challenge with dodgeable projectiles and enemies and as such none of them come even remotely close to being as bad as Doom's hitscan enemies.
Again, your problem is not shotgunners, but with that designer's use of shotgunners. And what is your problem with taking damage? Do you think mapmakers are so dumb that they don't know that a player will take damage from a shotgun blast when you open the door? There's a reason there are health pickups and armor. Map design is based on recognizing how much damage the player can take, how much they can dish out, and how much health they'll be expected to have by the end of a fight. You can recover from a shotgun hit or even chaingun fire. It's not like every time you see a hitscanner, it's an instant death trap that you never could do anything about. They're a tool to put pressure and force a certain kind of movement, like every other enemy.

>Also, tomes of power, come on.
Tomes are temporary, and randomly drop.

>> No.4662000

What if you enter a door and are shot before you can even react because enemies work that way? Many times people here have complained about mappers who put sergeants right behind a door since they can shoot you before the door has even finished opening.

What if you go through a corridor and a trap springs with a bunch of chaingunners behind you opening fire before you can react?

What if you enter an area and before you notice there's snipers shooting you off a balcony?

What if you go outside and chaingunners are suddenly teleported in front of you, leaving you no way to dodge their shots because there's no cover out in the open so you _have_ to kill them to survive but not before taking unavoidable damage?

The problem with hitscanners is that there are plenty of situations where damage will be unavoidable if you don't know about the map you're playing beforehand. There's no strategy involved. This isn't about regular out-in-the-open hitscanners that you can see beforehand, can take cover from and are easy to pick off. No wonder hitscanners eventually died out.

>> No.4662004
File: 164 KB, 1920x1080, mpv-shot0005 (2).jpg [View same] [iqdb] [saucenao] [google] [report]

Given the controversy I've been sort of paying attention to these last few threads
which of Z, GZ and QZ doom is the best?
funny how I've been playing doom for years but I still know fuck all about it

>> No.4662010

>and are shot before you can even react because enemies work that way
They don't work that way. You can shoot them first with quick enough reaction.
>The problem with hitscanners is that there are plenty of situations where damage will be unavoidable
So? Who cares? Is there something inherently wrong with ever taking damage in a shooter?

>> No.4662013

What if you open a door and get hit by a rocket from a Cyberdemon waiting on the other side? What if you enter a room and get surrounded by Revenants hopping out of monster closets? What if you open a door and a crusher comes down and kills you? You're taking the most Plutonia-ass examples and saying that every time you fight a hitscanner it's going to be that way. I know people are more likely to remember bad experiences than good experiences, but holy moly.

ZDoom is abandoned.
QZDoom is experimental, and mostly abandoned.
GZDoom is the one you use. 3.2.5 is the latest, but the next one will have some optional data metrics that it'll scrape from your computer, which people are upset about.

>> No.4662019

ZDoom is discontinued. GZDoom is the primary development branch now and is what you should be using of the three. QZDoom is an experimental branch for implementing bigger engine changes without destabilizing the main branch.

>> No.4662026

sorry to hear it

>> No.4662034

Yes. Playing clean lets you perfect your skill at much more rapid rate, since there is a clear criterion that distinguishes playing the game right from playing the game wrong: you being hit. The thing about unavoidable damage is that isn't not always apparent whether it really was unavoidable, or if you were simply doing something wrong. Therefore it makes it much harder to learn from your mistakes, since it's not always apparent, whether you've even made any mistake.

In other words, stop slurping on Romero's ass. Defending Doom2's usage of hitscanners is the same as defending Quake's usage of the steel cage trap in Wizard's Manse, fucking acid marathons in Ultimate Doom's E4M6 or the entirety of Daikatana's ep1.

>> No.4662043

This mindset reminds me of the people who get butthurt when it isn't possible to get 100% kills on a map.

>> No.4662052

if you weren't meant to take damage at all why do health packs and megaspheres exist? sorry but your position is so extreme it seems ridiculous. if you weren't meant to take damage at all they wouldn't place health items in maps. every map would be one of those reality maps where you start with one hitpoint.

>> No.4662059

hmm. if you can't get 100% kills how do you know when you've won?

>> No.4662060

wait i am stupid. if you exit the map you've won. end of story.

>> No.4662062

Don't stand in open doorways if you can help it? I always open doors from angles to expose myself as little as possible, or if in narrow hallways I always make sure to back off as fast as I can to make sure there's distance between me and whoever might be behind the door.

Fast reflexes with your trigger finger helps too.

>> No.4662065

Because I am not supposed to have mastered the game yet, therefore, I need some leeway, since I am playing it sub-optimally.

Anyway, the thing about Romero specifically is that some of his maps are completely fair, some are completely unfair, and the only thing this seemingly depends on is his mood at the moment he was creating that map.

Whereas Heretic is pretty much always fair by force of its very mechanics.

>> No.4662069

>Playing clean lets you perfect your skill at much more rapid rate, since there is a clear criterion that distinguishes playing the game right from playing the game wrong: you being hit.
What the fuck? Says who? The "clear criterion" is being able to beat a level. (Ideally, beating it pistol start UV-Max no saves, but one step at a time here.) You "perfect your skill" by playing the goddamn game and beating it at harder difficulties with more stringent requirements.

Doom isn't a shmup. You are not intended to beat it taking absolutely no damage. If that was the case, there would be no need for armor, whose entire point is to mitigate damage. You are intended to figure out how to do the best you can with what you've got so that you can make it to the end of the level.

>> No.4662070

>What if you go through a corridor and a trap springs with a bunch of chaingunners behind you opening fire before you can react?
That's like the exact scenario where you'd start an infight, short of a setup like The Pit, where it's just a deathtrap, unless you can escape (which would be the smart move).

>> No.4662078

>The problem with hitscanners is that there are plenty of situations where damage will be unavoidable if you don't know about the map you're playing beforehand.
Sounds like your issue is with map design.

>> No.4662079

>The "clear criterion" is being able to beat a level.
How do I explain this.
You criterion doesn't have all that fine a granularity. There is too much lag between your actions and their ultimate result (you either complete the level or die trying), and too many factors influencing said result, so that it becomes much more difficult to zero it on "Ok, THIS was my main mistake".
My criterion, when applicable, makes you learn encounter by encounter. Yours - level by level.

>> No.4662082

You have an odd outlook on FPS, effendi.

>> No.4662085
File: 1.47 MB, 1280x720, Screenshot_Hexen_20180322_200644.png [View same] [iqdb] [saucenao] [google] [report]

Eh.. I tried to make smoother, high res versions of the japanese graphics but the results weren't what I expected. Looks like the sharp, grainy pixelart graphics are simply better.

>> No.4662089

Those wooden panels tile pretty well.

>> No.4662103

Are you playing a video game, or lifting weights? Are you making maps that's just two revenants in a room so you can do concentration curls by fighting those two revenants over and over until you've mastered it?

Even UV-Max speedrunners take damage, and I promise the top ones are more skilled than you. There are already a million factors influencing your result because the game has randomization inherent in it - your shots don't always do the same amount of damage, enemies don't always have the same reaction time, hurtfloors don't always hurt you at the same time, etc.

You learn by encounters AND by levels. You can easily figure out what fucked you up on an encounter because you can tell what monsters are hitting you based on their sound and timing. But levels aren't just discrete encounters that are wholly detached from each other. They're a continuous whole of multiple encounters, connective areas, hazard navigation, and resources.

>> No.4662108

I couldn't have said this better myself.

>> No.4662119

Keep it up! I'm unreasonably stoked about this

>> No.4662125

I don't think scaling them up was the right thing to do, rather, the textures as they were, were kind of fine, they just didn't tile cleanly.

If you could make the textures seamless, that would pretty much seal the deal.

>> No.4662135
File: 91 KB, 512x769, 1521143583913.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw quicksave right as I die

>> No.4662136

>Even UV-Max speedrunners take damage, and I promise the top ones are more skilled than you.
Because evading damage would be slower than tanking it. However, tanking is only feasible when you can afford it and know the level well enough to know you will be able to compensate it (so that there isn't SUDDENLY a Drop of No Return combined with A Huge Patch of Not A Single Medkit - and yes, I know that Drops of No Return are not in Doom1/2/UD style, I am talking in general terms).
>There are already a million factors influencing your result because the game has randomization inherent in it - your shots don't always do the same amount of damage, enemies don't always have the same reaction time, hurtfloors don't always hurt you at the same time, etc.
That's why I largely prefer Quake. In addition to Romero and Petersen being at their peaks, it's far more deterministic. Also, shambler can be melee-baited and grunt can be killed from anything during the flinch time, so I also like how it handles hitscanners much more as well.
>You learn by encounters AND by levels. You can easily figure out what fucked you up on an encounter because you can tell what monsters are hitting you based on their sound and timing.
Inescapable damage (and randomization as well, while we are at it) is, like, it's like a noise. It just makes it harder to distinguish just what happened, why, and how that could be prevented in the similar enough situation the next time. It's just, like, playing with huge input-lag or something, it's an obstacle between you and feedback loop, it makes things muffled, less contrasted, less apparent, dirtier. It doesn't ADD anything to the game in terms of skill required, it just provides cheap thrill, I guess.

>> No.4662139

just strafe to the right and quicksave instantly

surely you'll eventually be safe cause i said so

>> No.4662158
File: 1.31 MB, 1280x720, Screenshot_Hexen_20180322_040559.png [View same] [iqdb] [saucenao] [google] [report]

Thanks bruv

That is true. I think I'll cancel the 'remake all textures in hd' thing and try to work with what I currently have. These textures were made for the PSX and they just don't tile well. I've fixed most of them (the floors were very easy), but there's other problems like the sheer number of textures. I don't know how to organize and name them, for instance, and thus I can't create sets or patterns so I can harmonize them... Guess I'll just keep pushing.

>> No.4662168

Well I was totally wrong, from this angle I can see they tile terribly.

>> No.4662172


>> No.4662174
File: 29 KB, 523x525, Japanese Temple Wall Kyoto.jpg [View same] [iqdb] [saucenao] [google] [report]

Well I can still try to recreate them in with a better polish but... There's just too many of them, I need to sort them out and I don't know where to staaaaaaaaaaaaaaaaaaaaaaaar

>> No.4662181

Well I just meant the wooden panels, maybe there's other floor textures that tile better.

>> No.4662182

>But levels aren't just discrete encounters that are wholly detached from each other. They're a continuous whole of multiple encounters, connective areas, hazard navigation, and resources.
They are not that continuous. YOU aggro the monsters and YOU spring the traps, and between adjacent encounters you can simply stall for however much you would like (or more like backtrack to That Single Medkit Over Yonder). Or, like, do some secret searching. You very much control your rate of progression, however much the leveldesigners would try to force you to move with timed bonuses, damaging floors, scripted sequences, it's simply not enough to make it absolutely necessary for you to Run Strictly Forward for the entirety of the level. Moreover, Running Strictly Forward is pretty much incompatible with any sort of exploration, and nowadays, is generally seen as a hallmark of all of them CoowaDoodies (as opposed to Ye OldeSkoole).

In other words, in old shooters, the encounters are really not that connected one to another. It's just that some level-designers tried their best to provide at least some SEMBLANCE of them being connected, there being some continuity (see Romero), and some didn't even try to pretend, and, just tried to make INDIVIDUAL encounters as varied and entertaining IN THEMSELVES as possible (see Petersen).

>> No.4662183

That screenshot is actually outdated, I've fixed the floor tiling. The rest tho is a whole 'nother business.

>> No.4662189 [DELETED] 

one day people will feel the same way about me when I pass; regretting ever having wronged me.

>> No.4662197 [DELETED] 

God those are extremely blurry textures.

>> No.4662205

Ripped straight from a 20yo PSX game. They're still beautiful, that's why I'm broken between remastering them or just accept them the way they are.

>> No.4662209
File: 933 KB, 1280x720, Screenshot_Hexen_20180322_205806.png [View same] [iqdb] [saucenao] [google] [report]

These doors for example are 64x64, shouldn't be looking so shitty.

>> No.4662214

type resurrect in the console and give yourself the health and ammo values you had before dying.

alternatively don't quicksave you pussy, be a man.

>> No.4662219

Lol nope. I quicksaved RIGHT as a grenadier revenant's geo-round finished me off. Was forced to use resurrect to continue. Anybody know if resurrect will break GMOTA?

>> No.4662220

zEpisodic updated to v1.2 now with doom_complete.pk3 support


>> No.4662242
File: 14 KB, 268x188, images (27).jpg [View same] [iqdb] [saucenao] [google] [report]

There's thing thing that's been worrying me since I started this Japanese textures-maps thing. Those damned Japanese walls. They're everywhere in feudal/ancient Japan and I just don't know how tf I'll implement them without using slopes. Nothing against slopes, it's just that this whole dummy sector shit is so messy to deal with.

>> No.4662243

they'll be queueing up to dance on your grave

>> No.4662245 [DELETED] 

do not respond or engage.

>> No.4662250


These maps are fun!
I really appreciate the boom features used in this wad, specifically in level 2. The texturing is somewhat disjointed with its frantic erratic lines and edges, but I do not mind it at all. I enjoy how bite-sized these maps are, you can really feel the weight of the 30 or so enemies in each map.

Level 1 is standard, i like the opening scene of the glowing hallway. Standard blasting the keycard collectan. The SS Soldier secret made me chuckle but I was unable to find the megaarmor secret. The outdoor area is way too bright, i think 255 brightness should be reserved for sectors directly next to a light source. The brightness in this area does not make much sense because the sky is overcast and moody, also the fact that there's no shadows doesn't help but i suppose this is a bit of a nitpick. I really like the lighting detail in the valley, how it darkens in a gradient. Overall, not bad.

Level 2 is great! I love the flowing water mechanic and the way to get the soulsphere is brilliant. The texturing the theming in this level is also great, i do not see many levels like this often. Missed one secret.

Level 3 starts out pretty fun, I really like how you implemented the baron. I killed him by leading him out to the 5 barrels and saving about 5 shells, then I switched on the crusher and felt a little dumb. I like encounters like that which reward thought and restraint. I didn't exactly dig the rest of the level. I felt a bit like a slog. The ending was pretty funny, but the death exit seemed to have not worked properly the first time. It was out of timing and made me confused, made me think if I had to find the 'real exit' on a timer, and the first time, the level didn't end even after 5 seconds of death. The second time it worked, but it was still at an odd timing. I played it in latest gzdoom if that helps.


>> No.4662254

well, where is it?

>> No.4662257

>However, tanking is only feasible when you can afford it and know the level well enough to know you will be able to compensate it
Yes. Why do you feel that you're expected to beat a level skillfully your first try? Again, levels are designed as a continuous whole; some encounters are brutal to whittle you down for a followup, some encounters are deliberately easy to get you stocked up for the next fight (which the hitscanners also do by giving you weapons and ammo when they die). Some encounters trick you into making them harder by bringing more monsters in if you make noise or step over a certain linedef. They build and release tension in relation to each other, and create a journey of exploration, expectation, surprise, and resolution. Your first play is just immersing yourself into discovering the level and trying to figure out what it's asking for. Your later playthroughs are to refine and reinterpret that initial reaction, like listening to a song again or re-reading a book.
>Inescapable damage is, like, it's like a noise...it makes things muffled, less contrasted, less apparent, dirtier....it just provides cheap thrill, I guess.
It's not a "cheap thrill," it's dynamism. It makes fights more tense because your margin for error is forcibly lowered by damage. "Skill" is not just what your analysis gives you in a moment of cold calculation - it's reacting to the stress of not immediately knowing what happened or having your plans get messed up while still trying to prioritize enemies and maneuver the environment. And, again, it exists in the continuum of the level -- a fight with a mancubus isn't very scary unless you end up in a situation where you could die in one hit. Calling it "noise" and "dirt" (besides being very weird) implies that you get disgusted by not having absolute understanding or control of something, and that's somewhat odd.

>> No.4662259

Kiss my ass you narcissistic freak. Someone whose work the community depends on has died, and you have make it all about you. Fuck off.

>> No.4662262

You're legitimately responding to the wrong person.

>> No.4662264 [DELETED] 

god I hope that day is soon

>> No.4662267


Level 4 felt experimental with its gameplay and texture choice. It felt less disjointed than the past three levels, perhaps more experience with the textures? Did you also try out ammo starvation in this map? I went for the concrete bunker first and found myself punching pinkies with my fist (I had not found the chainsaw secret). When I got the super shotgun secret I then had a surplus of 30 shells, which makes me think you had anticipated me visiting that area first. Did not bother me though, as I found it fun. This map is also pretty fun to blast through, probably my second favorite. It reminds me of a somewhat easier scythe 1-style map. I was not able to find the switch that kills the cyberdemon, but I still made it out without harm.

Overall this is very promising. I would like to see what else you make in doom! I played with pistol starts in every level. I think you should try using textures that compliment eachother more, color-wise. In the ast part of level 2 in the mountains, I noticed how every texture used was brown. I think it would be interesting to try and break that up with the white rock textures, or make the base a palette of the metal AND the green base textures. Just a thought. Well done mate.


>> No.4662268

Why are hit scanning crybabies the absolute worst?

>> No.4662269

And fuck you for causing someone to associate me with your schizophrenic ass.

>> No.4662273


>> No.4662274

What's that punisher mod called again? Anyone got reccomendations for capeshit wads?

>> No.4662276

Because you can't dodge their infinitely fast projectile tears? (joke)

>> No.4662278

Anyone got reccomendations for capeshit wads?
batman doom?

>> No.4662279
File: 44 KB, 638x629, milk catto.jpg [View same] [iqdb] [saucenao] [google] [report]

It's okay m8

I've not heard of a Punisher mod, but there's Batman DOOM which is considered one of the best TCs of the DeHackEd era.

>> No.4662281

For what it's worth this is why "not him but" is a thing. (If the guy asking last thread is still around.)

>> No.4662283
File: 423 KB, 658x820, 1521646595759.png [View same] [iqdb] [saucenao] [google] [report]

>don't quicksave you pussy, be a man.

>> No.4662286

..this probably isn't what you want

>> No.4662291
File: 1.08 MB, 1304x745, Screenshot_Doom_20180322_212704.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4662293


>> No.4662295

all that with a pistol

>> No.4662301

oh whoops i thought that was a reply from another poster

>> No.4662302

I meant player mod I saw here >>4659226 which looks like punisher from the comics but I am clearly a retard because on second glance they're nothing alike. I'd still like to know what it is though

Thanks I'm downloading it now

>> No.4662306

that is i think trailblazer?

>> No.4662307

>They are not that continuous. YOU aggro the monsters and YOU spring the traps, and between adjacent encounters you can simply stall for however much you would like (or more like backtrack to That Single Medkit Over Yonder).
It's not so simple. You can wake up monsters that you had no idea about because there was a sound tunnel hidden from the player. You can enter a room that has a window, and now more monsters than you expected are reacting to you. You can think that you have time to run back and get a secret, but unbeknownst to you, more monsters have been spawned or released in your path behind you precisely because the designer knew you were going to backtrack, like in E1M7. There's all kinds of interconnections invisible or unexpected to the player -- sound tunnels, linedefs, voodoo dolls, windows -- that can make individual encounters have relevance in later encounters.

And even without that kind of trickery, there's still just the matter of the designer knowing how much health and ammo you're ideally going to have by the end of a fight, thus limiting how much you can get back by the next fight and setting the stage for the next. I just played a dude's map that ended up forcing me to kill a revenant with a chainsaw because all my other weapons were drained by the time I got there. It was annoying but hilarious, and happened because of the mapper's decisions up to that point. I controlled the time I got to the revenant, but I didn't control where he was going to be nor what I was going to have when I got there. Later playthroughs would make me more judicious with ammo, but that's an alternate interpretation of the map that I could only afford to do after having learned the map the first time.

You are being played as much as you are playing the game. You are not in full control. You are giving and taking, being demanded a response as much as you are responding. Hitscanners are part of that conversation.

>> No.4662310

>the manual said you should be a pussy so you must obey

it's far more rewarding to beat a map without saving than not, doing so cheapens the experience and satisfaction, knowing that you don't have to fear anything or be cautious thanks to quicksave.

>> No.4662312
File: 139 KB, 383x364, 1494391622671.png [View same] [iqdb] [saucenao] [google] [report]

Ho shit.

>> No.4662313

That was back in the day of Doom 1 and 2 where encounters were easier and pistol start on death was a thing. Times have changed.
Plus they're gonna drop hints for babbies and the inexperienced. That's what a manual is supposed to do

>> No.4662315

Shadow warrior ass shit

>> No.4662317

What about quicksaving when you have to leave or get some sleep? That's the only time I save in the middle of a level

>> No.4662318
File: 27 KB, 400x400, 1408557102513.jpg [View same] [iqdb] [saucenao] [google] [report]

You know whats probably the nastiest thing about Hitscan enemies?

The fact that if they fired FastProjectiles going like Speed 50 you'd still have a damn hard time getting out of the way. So its not even that they're instantaneous, its that these players are being HIT and they dont like being Hit. Even if it is for alot less damage than they get from fireballs.

Fuck, I mean Nails in quake are fairly hard to dodge if a player is firing them. Those arent hitscans. They just go kinda fast and they're hard to see because everything is brown. They'd probably be going Speed 40 in doom but if troopers were shooting them and shotgun sergeants were shooting a volley I think everyone would pretty much take it to the face just like hitscans (I mean their firing arc is random, if you were moving you might well just dodge into it).

What they're REALLY complaining about is the delay before the enemy shoots your ass. It doesn't take long for a zombie, sergeant or chaingunner to raise their weapon and fire. I forget how long it is for monsters but typically its like 3 frames at 8 tics each before the fireball is released.

>> No.4662319

Great job making your side look like elitist children.

>> No.4662321

Why didn't Quake have more hitscan enemies?

>> No.4662323

that's fine, save-quit-reload-delete is how saving in roguelikes works.

>> No.4662324

What about an enemy that shoots a projectile and a hitscan at the same time?

>> No.4662326
File: 802 KB, 1304x745, Screenshot_Doom_20180322_213833.png [View same] [iqdb] [saucenao] [google] [report]

Gore in pristine japanese environments is just satisfying.

>> No.4662328

I dont know why it had any at all.

>> No.4662331
File: 733 KB, 713x542, images.duckduckgo.com.png [View same] [iqdb] [saucenao] [google] [report]

Looks like they gave Chitose chocolate again

>> No.4662334
File: 81 KB, 192x192, Animated_General_Fettgesicht.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4662336

I thought that guy alternates between hitscan and projectile?

>> No.4662337
File: 78 KB, 192x192, Animated_Death_Knight.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4662339

What other countries should have doom levels like Japan?

>> No.4662342

In a just world, this will get over to the Japs for a JCP2

>> No.4662345

Why did it have ANY hitscan enemies?

>> No.4662347

I don't see many levels with Chinese architecture

>> No.4662348

>What if you open a door and get hit by a rocket from a Cyberdemon waiting on the other side? What if you enter a room and get surrounded by Revenants hopping out of monster closets?
Perfectly survivable encounters, in fact the latter is especially common and it's perfectly possible to avoid damage if you're skilled enough at dodging and baiting.
>What if you open a door and a crusher comes down and kills you?
I'm not sure what point are you trying to get to here, but that's not a counter-argument at all, that's just another example of bad design where skill isn't the survival factor
>and saying that every time you fight a hitscanner it's going to be that way
I never said that at all, nice strawman. I'm using those examples to showcase the the faults of hitscans and why even ID themselves stopped using them. I even mentioned how the point wasn't related to regular encounters where you have cover, how did you miss that?

>> No.4662349
File: 18 KB, 300x282, 1465740940938.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw I taught myself Trenchbroom before that chicken-gizzard-neck guy started making his tutorials anyway and I can map with one hand while caressing my baby-killing salt rifles with the other

>> No.4662350

Because they refuse to adapt.

>> No.4662353

Maybe Greece?

>> No.4662354

Why does his leg twitch when he fires? Is he blowing his load while he's blowing his load?

>> No.4662357

Everyone that wronged you exists solely in your head, you delusional fuck.

>> No.4662358

But map design itself wouldn't have these issues if it weren't for hitscans, that's one of the reasons why Heretic's map design is better, there's none of that nonsense because there CAN'T be that nonsense in the first place.

>> No.4662363

I'm going to break the combo of people replying as if they know you and ask what the fuck is going on with your pure angst

>> No.4662365

I think that's absolutely true, to a point. There are times when you don't want to start a level over and over, however, and I don't think saving every now and then is bad.

I say this however as someone who saves too much and needs to improve.

>> No.4662367

Unless a map cannot be beaten, every hitscanner encounter is by definition survivable. "Unavoidable damage" does not equal "unsurvivable," not does it mean "removes all skill from playing the map." I'm not sure what your argument is?

>> No.4662371

>Unless a map cannot be beaten, every hitscanner encounter is by definition survivable
Thank you.

>> No.4662372

Because they're annoying, but at least Quake's are done well. Grunts would logically have hitscan of course because they have shotguns, and (at least on normal non-Nightmare difficulties) are easy to dodge- always keep moving perpendicular to them and they'll miss as they aim slightly behind your position. Shamblers can be danced with in melee range or easily avoided with walls, have an obvious tell, and much like the Grunt's shotgun, their lightning is essentially the player's own weapons turned against them, albeit in a much less damaging form.

Tradition, probably. Projectiles are much more fun when the player has the freedom of movement of Quake, whether that be avoiding Chthon's predictive projectiles or learning that you can jump right over a Death Knight's firewall instead of trying to dodge the individual projectile bits.

>> No.4662373

hitscan enemies were left as a relic of the past though.

>> No.4662374

I don't think they're issues at all.

>> No.4662375

That's not the context I used that word in, and you know that.

>> No.4662376

Has anyone tweeted the finished DM4 Jam image/post to McGee himself? IIRC he retweeted someone's earlier WIP screenshot.

>> No.4662379

He's genuinely fucked up in the head. He chooses random fandoms to cling to and unfortunately this one as well. Best to ignore him seeing as no one can personally break his fingers and computer to make sure he doesn't trouble people online

>> No.4662381

Greco-roman at all. Having bigass pillars and aqueducts with flowing water would be rad.

>> No.4662382

You're the one implying like hitscanners is something you "adapt" to and not just "put up with their bullshit" simply cause Doom has them, even though devs realized hitscan enemies are cheap and annoying. Hell Doom wasn't even the worst offender back then, it was SW.

>> No.4662384

But who is he? It sounds like you guys were instantly able to sniff him out from his post style.

You can jump over firewalls? I'm mostly surprised by the fact that the jump is that high

>> No.4662385

>Relic of the past
>Almost every AAA shooter has enemy rosters made of exclusively hitscanners and maybe the rare melee guy

>> No.4662389 [DELETED] 

PLEASE remaster them. It might not be as noticable in motion, but I'm supper fucking triggered.


They obviously don't know me, this seems to be some kind of response to childhood trauma.

>> No.4662390

Best not to worry about it. If you see posts that weirdly narcissistic, just ignore then

>> No.4662392 [DELETED] 

Except if he was really narcissistic, he absolutely would not be mentally able to admit his faults. He's done so several times

>> No.4662393

Midtextures as in? I'm

>> No.4662394

You do adapt to them. You learn quickly that hitscanners have low HP and an instantaneous attack. So you prioritize killing them first.
This is a good thing. If every monster was purely projectile then encounters would start to blur together. A single chaingunner can change the dynamic of an encounter.

>> No.4662395

I'm fairly new in this mapping thing**

>> No.4662396 [DELETED] 

As in using several layers of midtextures floating in mid-air to create the illusion of sector-over-sector or slopes. I did it with my Space Castle map.

>> No.4662401 [DELETED] 

Alright you've revealed yourself. Shut up and drop the topic.

>> No.4662402

He's got filters on, so the raw textures probably look a bit better than that.

>> No.4662405

None of that changes the fact that it's not the same context. Something that was released and finished 25 years ago, where the creators moved on to their next project, doesn't need to "adapt". When you look back at old games, you either adapt to how they play, or you don't play them.

And yes, you aren't adapting to the gameplay; some ranged attacks are fundamentally different from each other, and that's part of the game.
What would you suggest, real solid projectiles for a game which just barely ran on a 386? They'd have to move much faster to be set apart from other monsters, and by that point, you just have ranged attacks which are hard to dodge anyway.

>> No.4662406 [DELETED] 

What are you even talking about? Just play doom, Christ.

>> No.4662419

Sorry I can't visualize it, can you link me your map so I can study it or try to give me an example of that in motion? I'm very interested since slopes are shit to deal with.

>> No.4662420
File: 1.28 MB, 1280x720, c users helios desktop quakespasm quakespasm.exe 03.22.2018 - [View same] [iqdb] [saucenao] [google] [report]

>You can jump over firewalls? I'm mostly surprised by the fact that the jump is that high
Hell yes you can. Not every part of it- the variation means some fireballs will be too high to jump over, even if you're standing at ground level when he attacks- but the lower ones can be leaped over easily and the medium ones you can often still clear with some practice. If the Death Knight is further away, you generally don't have to as the fireball spread is wide enough that you can easily strafe around to dodge it, but at closer ranges (i.e. indoors) it really helps being able to jump the wall when it's grouped much closer together and you don't necessarily have room to evade it horizontally.

>> No.4662423

I'm sorry, I actually like being able to keep all my progress in a level. Especially at the point in the megawad where every other encounter is a bullshit revenant+archvile ambush.

>> No.4662429 [DELETED] 

There's no slopes used in this map parsay, but it does have the faked floor-over-floor (I couldn't figure out how to use the proper fake-floor-over-floors-for-vanilla though as they require lines crossing over each-other without making nodes on the intersections)

From the "Space Castle" community project that never really caught on.

>> No.4662430 [DELETED] 

Like the other anon always says, don't respond or engage

>> No.4662438

M8 do you know what board you're on

>> No.4662453

That's some good shit, if I ever bother installing quake again I'm gonna bhop on some scrubknights. Also what is with the jump height and climb height in doom/quake it's fockin mental

All I wanna know is this knob gobbler's name so I can laugh at him and only him for the remainder of tonight

>> No.4662458 [DELETED] 

Well given some of the recent posts, /v/

>> No.4662460 [DELETED] 
File: 553 KB, 1179x2678, doom never changes.png [View same] [iqdb] [saucenao] [google] [report]

They always think it's the same person regardless of it even being a remote possibility; and typically accuse people of being that person. It's been that way since the threads were conceived on /v/.

>> No.4662463 [DELETED] 

I'm seeing your pattern here. You reply to one person that relevant to doom stuff and then you make a remark or reply to someone else related to shitposting garbage, you need to shut up too.

>> No.4662465
File: 1.27 MB, 1304x745, Screenshot_Doom_20180322_222642.png [View same] [iqdb] [saucenao] [google] [report]

I'll look into it. In the meanwhile, have my lazy as attempt at replicating the structure from the Kill Bill crazy 88 Scene.

>> No.4662469
File: 189 KB, 512x458, quake_guy_by_natan77.jpg [View same] [iqdb] [saucenao] [google] [report]

>Also what is with the jump height and climb height in doom/quake it's fockin mental

>> No.4662471 [DELETED] 

I have never been able to believe how unironically edgy and self-fellating this image is.

>> No.4662473 [DELETED] 

I'm pretty sure all of my posts have been consistent. All I wanted to do was get the guy's name, but it seems like you're making me a target as well because you can't check for samefag. Is talking about quake in /doom/ illegal now?

>> No.4662476 [DELETED] 

It's still a very accurate depiction of the threads even to today.

also don't respond.

>> No.4662480
File: 90 KB, 1304x768, HIS at 2018.03.22 22-32-53.285 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

You mean this?

>> No.4662485

>All I wanna know is this knob gobbler's name so I can laugh at him and only him for the remainder of tonight

Dunno why other nerds are giving you the fucking runaround, but it's S'arais and he's a huge goddamn faggot, enjoy.

>> No.4662489 [DELETED] 
File: 167 KB, 999x709, ITS A FAKE.png [View same] [iqdb] [saucenao] [google] [report]

Ah, no. I mean these. I can see where you would be confused though. Technically speaking, you should just need to stagger them so that each series of midtextures in midair give the illusion of being sloped.

>> No.4662492 [DELETED] 
File: 32 KB, 600x350, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

>Perpetuating drama and namedropping
This is why we were giving him the runaround. Stop doing this.

>> No.4662495

I wonder what kind of training DOOM and Quake marine go through to have their jacked physique, they make the average human soldier look like piles of soy.
Is it still not possible to put two floors on top of each other? Also is it possible to split (as in tear apart) two connected sectors in GZD builder without fucking up the attached sector(s)

Thanks senpai, time to check in on the shithouse called doomworld forums

>> No.4662496
File: 146 KB, 1024x683, 1024px-Matterhorn_-_Disneyland_2012.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there any Doom wads that use Forced Perspective?

>> No.4662501 [DELETED] 

Report, filter, hide. Do not let the crossboarders win. Just hope the mods finally wake up.

>> No.4662504 [DELETED] 

>This is why we were giving him the runaround
And waste more posts and make more shit for the mods to clean up? Lol, nah, just fire and forget.
The only person that has an issue with it is S'arais anyway.

>> No.4662506 [DELETED] 
File: 6 KB, 206x325, splitting sectors.png [View same] [iqdb] [saucenao] [google] [report]

It is possible to put two floors on top of eachother, but you can't do this in lower sourceports. There IS ways of doing it unique to each sourceport. Furthermore, there IS a way to split two connected sectors without fucking them up. I do it all the time.

Make sure you make new nodes to replace the ones you've dis-assembled/moved, though.

>> No.4662507

I would imagine it could be easier to figure out where you're being shot from if you had tracers on enemies. Some mods do this. There's also the idea of making hitscan enemies just really fast projectile users. They act the same but shoot fast, nearly undodgable projectiles instead.

>> No.4662510

That's crazy enough to potato! I'll try it.

>> No.4662514

This is more of a problem with the mappers and not the hitscan enemies themselves. Just like anything else in Doom, they're a tool. And tools can be abused horribly.

>> No.4662516 [DELETED] 

Good luck. Hope it helps.

>> No.4662517

I don't know but I'm interested in this too, most material on forced perspective out there is in regards to art/photography and nothing about working in an actual 3D effect. I've thought about it a fair amount and it would be even more difficult in an older game like Doom, as the usual tricks of real-world forced perspective- slanted angles, staircases wider at the bottom than the top, hyperdetailing on smaller surfaces, etc.- are immediately given away as fake due to the scale of the textures and the ease of noticing walls not aligned to the grid.

>> No.4662518

Okay great. now to browse the help catalog in-program to see how to quickly switch vertices/linedefs/sectors mode with keybinds, then I should be set for life

>> No.4662523 [DELETED] 

1. Refresh your page
2. Don't speak of (((him))) ever again.

>> No.4662525

Tracers are a good idea. Damage indicators are also a good step -- even Doomguy's face will turn at the direction he got shot at. I figure also good sound design can make it clear by having a distinct sound for getting shot at by a hitscanner. Almost every projectile in Doom has a distinctive impact noise, so having some kind of bullet-hitting-ground or bullet-hitting-flesh noise could make it easier react to.

>> No.4662529 [DELETED] 
File: 48 KB, 1191x670, terraria_corruption_wallpaper_by_esreadel-d9bau7a.png.jpg [View same] [iqdb] [saucenao] [google] [report]

It's pretty simple once you get the hang of it- the biggest difficulty of Doom mapping is actually trying to figure out HOW to do what you want to do something. I was experimenting with Sloped 3Ds in my recent Madness-Combat map; and suffice to say, those are a real bitch if you want to try to make, say, floating rocks.

For now I'm taking a break from mapping until the Joel maps, playing Terraria for mapping inspiration. I'm gonna need a bunch of custom textures, but I think I'll just stick with purple recolors and do a Corruption-Themed map next. Feels like it would be the easiest to translate to a Doom map.

>> No.4662531

Probably why a lot of mods have things like this. Off of the top of my head: Beautiful Doom and Complex Doom both do this.

>> No.4662534

There's a downside with super fast projectiles in that they'll break passing through certain linedefs or small gaps designed for hitscan

>> No.4662538
File: 145 KB, 1304x768, Japanese Texture Pack (aka Tenchu4Doom) at 2018.03.22 22-58-20.452 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

It'll work good enough! I'll try that with the actual case and see if I can crack it already. BRB with good results I HOPE

>> No.4662541 [DELETED] 

For boom and up, I'd reccomend taking a look at Albertoni's maps. He's discovered a lot of really trippy effects that I've not seen anywhere else, like a sort of "parallax-ing texture" present in one of the Shrooms/Shrooms 2 maps.

>> No.4662543

>Inescapable damage (and randomization as well, while we are at it) is, like, it's like a noise. It just makes it harder to distinguish just what happened, why, and how that could be prevented in the similar enough situation the next time. It's just, like, playing with huge input-lag or something, it's an obstacle between you and feedback loop, it makes things muffled, less contrasted, less apparent, dirtier. It doesn't ADD anything to the game in terms of skill required, it just provides cheap thrill, I guess.
why do you, like, type like this

>> No.4662546

Anyone got a link for the Doom Quickstart Archive?

>> No.4662547

I'm still trying to make a map someone suggested and it's hard to get the hang of the builder's UI for me. If I had a better grasp on keybinds to switch modes on the fly I'd probably have a way easier time putting my ideas to paper, haven't seen the help menu yet but I'll rebind keys in options if I have to.
I assume legit floors on floors requires the build config to be GZDoom? I'll have to look up a tutorial on than when I plan to do 3D floors and floating geometry like in void and rainbow, one of my main inspirations for wanting to pursue these more advanced techniques. For now I haven't even created a full map yet.
You don't mean Joel from vinesauce right? I didn't know he was an actual competent mapmaker. I think he has a couple mapmaking videos on fullsauce

>> No.4662548 [DELETED] 

Oh, lastly, for maps that pair well with gameplay mods, I find that DoomRPG+RLA is a good combination with DTS-T.- although it does break the Zoo map for some reason- seems to be The Hungry. (oddly similar to the Wall of Flesh's Hungry)

>> No.4662550 [DELETED] 
File: 1.44 MB, 5370x3307, 1519110817799.jpg [View same] [iqdb] [saucenao] [google] [report]

It doesn't need to be gzdoom. I know ZDoom can handle it, and there's a way to do it in lower engines too; but I can't remember how off the top of my head.

Speaking of map suggestions: in general to anybody who wishes to pick up the idea: SCP Site 13?

>> No.4662563

He was 66

>> No.4662568 [DELETED] 
File: 775 KB, 500x375, 1519454502416.gif [View same] [iqdb] [saucenao] [google] [report]

>He was 66
This shouldn't be funny.

>> No.4662571

>Ty was 69
>Jim was 66
shit dude

>> No.4662587

We need more Cacos

>> No.4662602

Romero's and McGee's (or apparently Casali's) maps are very good.

>> No.4662640
File: 38 KB, 1304x745, Screenshot_Doom_20180323_001133.png [View same] [iqdb] [saucenao] [google] [report]

Dude what the FUCK was that.

>> No.4662663 [DELETED] 

I don't know.

>> No.4662676
File: 603 KB, 1304x745, Screenshot_Doom_20180323_001520.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4662684
File: 2.34 MB, 1920x1080, Screenshot_Doom_20180322_233339.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4662687

Goo people are fucking stupid the enemies should have been cupcakes and super greasy bacon or some shit to actually fit the theme of balanced breakfast wars

>> No.4662693

You don't get it, I genuinely cannot stop laughing, this shouldn't even be possible.

>> No.4662695

Literally what is there to remark about a thousand enemy room?

>> No.4662697

>They obviously don't know me, this seems to be some kind of response to childhood trauma.

>*posts map which clearly identifies himself as who people are saying he is*
Go away and stop being a lying dickhead.

>> No.4662698

Brutal Heretic is great

>> No.4662705

It's Nuts.wad but with fucking Chex Quest enemies.

>> No.4662706

Yes, and? You gonna give us a demo or something?

>> No.4662708

And that is hilarious to you?

>> No.4662710
File: 1.84 MB, 1920x1080, Screenshot_Doom_20180322_232900.png [View same] [iqdb] [saucenao] [google] [report]

Yes, it's a mod practically as old as doom where you zap enemies and they made ridiculous zoidberg noises. How is putting that in NUTS.wad not hilarious? Hundreds if not thousands of zoidberg noises while you zap them with something called a "Zorcher".

>> No.4662713

Oww what the fuck did you do to me

>> No.4662715

That's basically the doom equivalent of placing 100 exploding barrels next to a retard-faced g-man in garry's mod. If you find that kind of low-brow stuff entertaining for more than a few minutes at a time, I'm glad for you. However nuts.wad isn't exactly the high point of wads to me

>> No.4662717

That no real excuse. Look at Bioshock where hitscanning enemies will always miss the first shot to give you a warning and become more accurate the longer you fight them

>> No.4662719

I was playing a bit of it earlier and the sabreclaws in e2m2 absolutely fucked my shit up.

>> No.4662721 [DELETED] 

I still don't know.

>> No.4662724
File: 1.99 MB, 1920x1080, Screenshot_Doom_20180311_004414.png [View same] [iqdb] [saucenao] [google] [report]

Nuts.wad isn't a good mod and we both know that, and that's exactly the reason I did it. It's obvious and iconic in Doom as being a giant wad of shit. This kinda stuff was never intended and that's why I'm laughing my ass off. Those noises they make are hilarious.
You let go of your inner child, and you shouldn't have done that. You have less fun.

You probably wouldn't enjoy Monster Factory very much.

>> No.4662729

It's more of the fact that I've seen nuts.wad before and like most people I don't literally ROFL every single time I see something that tickles my suspension of disbelief. The very concept of nuts.wad isn't a grand comedic concept that becomes timeless when you add different enemies to it. Like I said, it's low-brow entertainment. Anyone can laugh at a well-timed fart joke but even repeating the best punchline ever said by a human being will get old.
Seems like you're a little TOO attached to your inner child.

>> No.4662731

Man I don't know if I should thank you but that was quite a ride. I'm still stunned, that's some good shit. Sending the creator an email with congratulations. What the fuck.

>> No.4662737

You asked people to discuss an image of a heap of Chex Quest monsters and belittled/shat on the first person to talk about Chex Quest monsters. Good job.

>> No.4662762

Next OP Image?

>> No.4662763

What WAD? Please, I must know, I did this aesthetic.

>> No.4662767

Next OP image.

>> No.4662771 [DELETED] 

the sun is hot, water is cold, s'arais is a faggot

>> No.4662774 [DELETED] 

Grass grows, sun shines, birds fly, and brotha? I think goo people are a terrible enemy concept for Chex Quest

>> No.4662781
File: 9 KB, 421x301, the pain.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4662782
File: 21 KB, 442x333, homers.jpg [View same] [iqdb] [saucenao] [google] [report]

Why did the 4free delete this post? What a fucking sperg.

>just two of these fill up the room with lost souls in under 10 seconds

>> No.4662783

welcome back

please don't get baited by anti-contentfag shitters this time

>> No.4662784
File: 130 KB, 958x752, cacodemon bite.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4662785

>Why did the 4free delete this post?
what did he mean by this

>> No.4662786

He's talking about the overzealous thread janny.

>> No.4662789

>what did he mean by this
What did he mean by this?

>> No.4662790 [DELETED] 

the one who didn't delete that post?
i mean, it's still up.
for everyone to see.

>> No.4662791

What post are you talking about

>> No.4662793 [DELETED] 

A literal nothing post that would get this post deleted if I linked to it >>4662774 because the janitor gets paid hotpockets by the post

>> No.4662796

I agree, that post was harmless

>> No.4662797

QUICK, suggest a WAD I should play! I'M DESPERATELY BORED!!

>> No.4662798

Community Chest 3 with Aeons of Death

>> No.4662801



>> No.4662804 [DELETED] 

mods are fags, but s'arais is also a fag
given how he said on doomerboards he religiously reports all shitposting, it's probably him just reporting everything

>> No.4662805 [DELETED] 

Shitposting or "shitposting"?

>> No.4662806

given how fucking delusional he is? yes

>> No.4662807 [DELETED] 

"Shitposting". Wouldn't be surprised if he's the backseat modder.

>> No.4662808


>> No.4662812

I saw the posts on doomworld. He sounds really entitled and his maps look and play like garbage. I'm surprised he has any self-importance at all given how much of a loser he and his maps are.


>> No.4662817 [DELETED] 

this is dangerously close to him accusing his critics of being DKG

I also wpuldn't be surprised if he was lying to poison the well.

>going there at all


>> No.4662818 [DELETED] 

>you will never be so asshurt about being banned from every single community that you obsessively report literally every post to try and get them deleted

>> No.4662821

>this is dangerously close to him accusing his critics of being DKG
You're correct, this was presumptuous of me. After shitting on other people for being jumpy about IDs on an anonymous message board, it's very hypocritical of me to do that.
Sorry about that.

>> No.4662824

Two dead, an entire general to go.

>> No.4662831 [DELETED] 

So you think you're somehow responsible for Jim Flynn as well as Kate Fox, now?
You crazy. Especially if you think you can take down the general.

>> No.4662835 [DELETED] 

I'm saying he has literally an entire general to report at this point because all this is doing is striesand effect-ing back to his loser ass and shit maps and up-his-own-ass attitude that got him ejected from the shittiest forums on the planet.

>> No.4662837 [DELETED] 

Pretty sure he means two posts, not the two people.

>> No.4662839

Oh fucking hallelujah, 4chan works for me again. I've missed you faggots so much.

What have I missed in, like, the past week?

>> No.4662843


>> No.4662849

Tenchu textures.
Not a lot, really.

>> No.4662863

New GMOTA update came out. Also DM4 Jam for Quake was released today. Both are fun.

>> No.4662872
File: 939 KB, 1920x1080, Screenshot_Doom_20180323_012939.png [View same] [iqdb] [saucenao] [google] [report]

the sequel to Too Many Cacos...

Too Many Cacos, Too!

>> No.4662876

Hmm, I should make Too Many Tacos.

>> No.4662886

How the fuck am I supposed to run Aeons of Death? Just dragging and dropping on the GZDoom.exe doesn't work.

>> No.4662901

ZDoom launcher?

>> No.4662910

All I get is this weird HUD, no new weapons or enemy skins.

>> No.4662916

You need aeoddat.pk3 too

>> No.4662919
File: 132 KB, 640x480, shaking out the last drop.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4662920

haha totally epic :)

>> No.4662921
File: 53 KB, 640x480, Comic book nerd tacos.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4662927

Huh, the GZDoom forum download link only has AEoD.pk3

>> No.4662940

I was thinking of home cooking, but that'll work too.

>> No.4662941

>Required files, loaded in THIS ORDER.
>AEoD.pk3 Load first
>AEoDdat.pk3 Load second
Those have the links.

>> No.4662945
File: 795 KB, 2608x1490, some shadow warriah shit.jpg [View same] [iqdb] [saucenao] [google] [report]

I just like the way it looks. I'll try to add a sword weapon tomorrow. Maybe it's time to start planning a full feudal Japan mod.

There's lots of work to be done still. I don't know if it's a good idea to remaster there textures yet. Anyone want to help me prune them before remastering?

>> No.4662950

you can save the image if you want my friend ;).

>> No.4662957

Is Aleph One still the best way to play Single Player Marathon?

>> No.4662964

Aleph One is the only way to play Marathon, single or multi.

>> No.4662968

What do you mean by prune?

>> No.4662993

That blows, it's so clunky. Guess I'll have to just get used to it some day.

>> No.4663031

Add the Shadow Warrior katana, even if just as a placeholder.

>> No.4663119

I wanna make a mod where all the weapons are varieties of shotgun, but I'm not sure how to make it interesting. Two problems I've realized with this idea: either all the weapons will too similar to each other, or all the weapons will just be a multi-pellet/projectile variant of a vanilla weapon.

>> No.4663120
File: 101 KB, 800x600, doom_complete.png [View same] [iqdb] [saucenao] [google] [report]


If anyone's interested here's a link to doom_complete.pk3 made with Wadsmoosh. All doom iwads in a single wad allowing you to choose what you want to play similar to episodes in Ultimate Doom.


>> No.4663121


Be sure to load this as an iwad and not a pwad btw

>> No.4663123
File: 397 KB, 666x371, doot.png [View same] [iqdb] [saucenao] [google] [report]

Only read the second one, it was fine, but i wouldn't really come back to it. It was too ridiculous for my tastes.

>> No.4663124


Should add consolation prize to this.

>> No.4663136

Find how in different aspects, weapons differentiate them selves from each other, and see if you can find combinations that haven't been done before.

>> No.4663142

what map is this from? i feel certain i've played it.

>> No.4663160
File: 84 KB, 762x708, .jpg [View same] [iqdb] [saucenao] [google] [report]

I suggest having different shotguns have separate round types in order to accommodate for vanilla Doom's weapon roles (e.g buckshot for long range, Dragon's Breath to stunlock etc).

Another way to make the shotties distinct would be changing their method of firing. You could make the shotguns pump action, semi auto, or dual wielded (using alt fire). You'll definitely want to use weapon states for the more exotic sprites as well.

I'll give you an example:
Blunderbuss - A single-shot shotty that uses corpses for ammo (like Undead Nightmare). It fires gibs as projectiles and knocks back enemies at point blank range. It has a long reload time in order to nerf its near infinite ammo supply.

If you need some inspiration, look at Russian overall and how it differences its arsenal.

>> No.4663180

Listen to the statement right at the end of the video (last 30 sec)

>> No.4663183
File: 1.72 MB, 720x360, reducing spam.webm [View same] [iqdb] [saucenao] [google] [report]

Workin on some tweaks and balances to shit. Wave buster now requires a single bullet gem to fire, and now also builds a new heat gauge, sub shots do the same with varying degrees of heat build up. On the plus side I am buffing a few sub shots because of this, the heat beam is going to become stronk once more, on the flip side that it builds up like a motherfucker. Same thing the destroyer of worlds in webm related.

I've also nerfed the Thunderbuss. I looked at the damage values and suddenly I understand why it was so broken, the pellets of the thunderbuss were doing DOUBLE the damage of the mourning star. I fucked up. As a compromise I've buffed the value of shell-tier ammo gems a little, though you don't get as much ammo from killing monsters with the sword and saw glove.

I'm gonna buff the Bonelord soon and give him a fun surprise for his mortar.

>> No.4663185
File: 64 KB, 500x680, 1487533082500.jpg [View same] [iqdb] [saucenao] [google] [report]

I've got a question and sorry if it doesn't make sense.

In GZDB when snapping two sectors with very different floor and ceiling heights together, is there an easier way to make the two sector's heights align other than manually? I want to remove a stairwell area that was between two rooms, but now they don't match up at all when put together.

>> No.4663187 [DELETED] 

An admission of guilt?

>> No.4663189

>the pellets of the thunderbuss were doing DOUBLE the damage of the mourning star

Well that explains a lot, good catch. Can't say it didn't feel cathartic to let loose in a crowd with it, but it sure made all the higher tier weapons feel so much less useful.

>> No.4663192

Been playing the shit out of this, can't wait for the next character class. Now I'm hooked on Doom mods and keep thinking about level designs.

>> No.4663193 [DELETED] 

i cant belive people are actually falling for what we say about sarais none of it is true what morons good thing they are too dumb to investigate it now watch as i delete this post to maintain the coverup

>> No.4663195

The important thing is it's fixed and back to the same damage level of the mourning star, if it's too wimpy I might -ever so slightly- raise the damage. I know some of you guys were worried I'm nerfing everything to uselessness but trust me when I say this is a hell of a lot better when you don't just rely on a single thing and steamroll effortlessly.
Plus having to gauge how many shots you can afford with your subshots is kinda fun and makes you think twice.

Kustam is gonna be a lot of fun to make I think. If you got level design on the brain, why not try to make some levels?

>> No.4663196 [DELETED] 

>cant delete the post
oh fuck cover is blown shut down everything spread word sarais is a fag eat shit sarais kill yourself sarais praise doominati stop impersonating me im not terminus kill yourself sarais dkg nambona kill yourself

>> No.4663201 [DELETED] 

sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag sarais is a fag

>> No.4663203 [DELETED] 

i sure love doing it for free i sure love deleting on topic posts i sure love abusing my power and being doominati i sure love shifting the blame i sure love calling people sarais even though theres no way they could be sarais sarais sarais

>> No.4663205 [DELETED] 

everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais everybody who doesn't agree with me is sarais
sarais will delete and report these posts
im the chemo vr needs
sure love those videogames
time to blame sarais for something again even though there is no way he could have done any of this sarais sarais i love to touch children sarais sarais sarais sarais dont you hate him yet hate him enter my hivemind sarais sarais sarais

>> No.4663208 [DELETED] 

Ha They sure do be-live our lies about Sariass! Typing styles totally exist I love making up bullshit to perpetuate drama even though the truth is Im mad he didnt yiff me so now im gonna smear campaign shit on him yes do it agree with me KIL:L YUOTRSELF SARAIS KILL YOURSELF SARAIS

>> No.4663209
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4663210

was this postkino?

>> No.4663213 [DELETED] 
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>> No.4663215
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>> No.4663218 [DELETED] 
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>> No.4663219

/doom/ always seems to be in a shitty state.

>> No.4663220

new thread


>> No.4663223

With filters it isn't.

>> No.4663225 [DELETED] 
File: 721 KB, 952x1280, 1520766059132.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4663226
File: 3.29 MB, 319x215, autistic rattling.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4663245

Whoa I really like how you went about this and made the charge bar double as a heat bar. I was worried the changes were going to be really clunky, but you've presented them well.

Though I do wish the Wave Buster mode could be switched out with Reload to match how the sword works, instead of needing to right click. I mean, since you've said you don't want to merge Wave Buster into the normal firing mode. (I hate how the Wave buster automatically charges so the "meter reset" timing ends up fucking me up)

>> No.4663248
File: 866 KB, 1140x768, mike disgust.png [View same] [iqdb] [saucenao] [google] [report]

You know what the worst part is? The really sad part? He'll never grow or mature from this kind of persona and behavior, this is how he's always going to be for the rest of his life.

Can you imagine what an absolutely soul crushing existence this is? Being this kind of abrasive cunt that nobody has ever, or will ever, like or love, neither genuinely or ironically. He'll never ever make true friends, because he always feels compelled to act out and look for enemies.
I'd almost say I pity him, if I wasn't so absolutely disgusted with him as a person.

>> No.4663259 [DELETED] 

shut the fuck up sarais

>> No.4663272

Thread nuked?

>> No.4663278

seems like it. obviously i picked a bad time :(

>> No.4663283

no wait it seems to have reappeared. must have been some temporary caching issue that has now resolved itself.

>> No.4663285
File: 577 KB, 953x1379, sarais.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4663305 [DELETED] 

This isn't valid. He wasn't banned from the alfa legion. A dead giveaway is his quick dismissal of lack of evidence.

>> No.4663313 [DELETED] 

Why would you stand up for someone who makes enemies literally every place he goes? There's clearly something fucking wrong with him and he's not suited for interacting with human beings.

He should go out in a forest and die of dysentery so he can stop bothering everyone who has the grave misfortune of meeting him.

>> No.4663314 [DELETED] 

what board is this from? i can't find it on desuarchive

>> No.4663315 [DELETED] 

I'm not defending him. But you seem damned determined to make everybody hate him. It is for this reason he behaves this way.

>> No.4663324 [DELETED] 

>But you seem damned determined to make everybody hate him
No, that's HIM being damned determined to make everybody hate him.

Again, if a person manages to make enemies everywhere he goes, Occam's Razor suggests he's the reason. He's burned all his bridges everywhere he went, and he's no different here.

>> No.4663328 [DELETED] 

>Using the Occam's razor fallacy
Opinion discarded.

This is an anonymous image board.
If you actually knew what Occam's razor meant, you'd realize that the simplest answer is that people (like you, Dr. Foxy) are trying to make individuals hate him for no reason aside from being told to.

If you had bothered to interact with him properly outside of 4chan, you'd know the gig is up and that this is not his typical behavior.

>> No.4663335 [DELETED] 

How does Occam's Razor not apply?
What's more likely? That someone orchestrates a conspiracy to fuck a dude and masterfully manipulates everyone into hating him, or that the person in question is just fucking unbearable and rubs everyone the wrong way because of his personality?

>> No.4663339 [DELETED] 

That someone orchestrates a conspiracy to fuck a dude and masterfully manipulates everyone into hating him.

It happens in real life constantly. It's in human nature to do exactly this, to fuck over other people for one's own personal gain.

Talk to me again when you can see past your own seething abhorrence and think clearly and logically.

>> No.4663343 [DELETED] 

>It happens in real life constantly
Not as frequently as people who are just born being shit.

>> No.4663350 [DELETED] 

You have a lot of self-experience with being born shit, don't you?

>> No.4663387


>> No.4663409 [DELETED] 

The image macro made to slander S'Arais is invalid; and he was never banned from the Alfa Legion.

The image macro is invalid: These are his real DA pages. He was never banned from the Alfa Legion.


>> No.4663426 [DELETED] 

Sure, all that relentless whiteknighting and shilling on the steam forums and everywhere else was just made up.

Evolve is the pizza.
DLC is the appetizers.

>> No.4663431 [DELETED] 

>Insulting devs for not taking the proper steps to remedy the misconceptions brought up by Fake News of the game is White Knighting
>Somebody liking something you don't like is now considered shilling

I remember when we weren't infested by Reddit as revenge for the Shazbowl

>> No.4663435 [DELETED] 

>>Somebody liking something you don't like is now considered shilling
Yes, because it totally wasn't you entering every single thread on the steam forums and attacking people for having something negative to say about the game.

>> No.4663446 [DELETED] 

It's actually pretty surprising to me that you're such a celebrity here too. The world sure is small.

>> No.4663449 [DELETED] 

Well I'm not him, so there's that.

>> No.4663479


When I dumped the textures from Tenchu 2 it came close to 25k textures. Most of them were redundant or unrelated to scenery, but even after an initial purge I still have around 3k textures. There's no way I can remaster them all, were talking years of work here.

By prune I mean choosing the top 500 or so textures and hope by God I won't go mad remaking those in Photoshop. I'm a fast shooper but once we enter the field of color fidelity (which is necessary) and other bells and whistles for them to look good on Doom... We're screwed.

>> No.4663482 [DELETED] 

Go away sarais

>> No.4663554

Are you genuinely retarded? Nothing said in the last minute or so exclaims that 'This is the way to play Heretic these days.'

>> No.4663585

Can you play all of them without stop? I.e. last level of one ep starts the next.

>> No.4663950

Man I felt the exact same way, and vanilla Doom 2 was the way I chose to first experience Doom. I gave up partway through out of boredom and didn't come back.
Then a few months later I decided to try booting up Final Doomer+ with Scythe 2 and I actually started having fun.

>> No.4664392
File: 1012 KB, 1920x1080, Screenshot_Doom_20180323_193444.png [View same] [iqdb] [saucenao] [google] [report]

was it worth it

>> No.4664395
File: 497 KB, 1920x1080, Screenshot_Doom_20180323_193450.png [View same] [iqdb] [saucenao] [google] [report]

On second glance, Sunlust is an exceptional megaWAD if very long

>> No.4664470

good post anon!

>> No.4664580

Oh fuck me, I didn't see that. Thanks.

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