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/vr/ - Retro Games

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File: 278 KB, 1366x768, Screenshot_Doom_20180405_134600.png [View same] [iqdb] [saucenao] [google]
4708771 No.4708771 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4705254

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.4708772

=== NEWS ===

[04-11] Heretical Doom updated to v1.2

[04-11] Impromptu Minidido, large multi-author map for prboom/eternity, RC1 released

[04-11] Anon map release: Soundless

[04-08] Anon map release: MAP01.wad (seems not to have any other title)

[04-08] GZDoom Hardware Survey Concludes: Legacy Software Renderer To Get The Axe

[04-08] Anon map release: Computer Complex

[04-07] Durandal in QCDE

[04-07] E1M1 recreated in TF2

[04-07] Chocolate Doom ported to PSVita

[04-06] The Adventures of Square E2 released

[04-05] System Shock source code released

[04-05] Selfie Doom updated to take actual screenshots when taking a photo.

[04-05] Main UAC Hangar Demo 2 Released

[04-05] Anon mod release: a backup of what became Hexen Souls, dated Sept. 2016

[04-03] GMOTA updated to v1.2

[04-02] Quakedroid - Quake for Android Released

[04-02] 23 free to use MIDI and audio tracks released:

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4708781

Could a mod where all the weapons are replaced with varieties of shotgun even work out? I'm thinking of making my first gameplay mod and I've been kicking this idea around in my head for a couple weeks now.

>> No.4708784
File: 52 KB, 197x190, 1460863397395.png [View same] [iqdb] [saucenao] [google]

OP pic reminded me that I used to think the pistol and shotgun had faces that looked back at you while playing.
I also thought the corpse in E1M1 was a caterpillar

I miss seeing the game like that some days

>> No.4708796

don't get a head of yourself

>> No.4708813

there's enough WADs with several different shotguns, do we need another one?

>> No.4708816

Who give a fuck about NEED? I"m doing this because I WANT to do it, but I'm questioning the feasibility of it, of whether the concept could work.

>> No.4708820

jesus then why are you asking if you're going to be so defensive, go make a wad and see if your shotgun boogaloo is any fun

>> No.4708823
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]

Best way to find out is to just attempt it and see how it goes. I personally enjoy all manners of shotgun so I'd say go for it, see where your imagination takes you.

>> No.4708826

>never answered whether the concept could work, just bitched about "too many shotguns"

Yeah I suppose asking about ideas in my head isn't gonna do much. Nvm then, I'll come back when I have something to show.

>> No.4708828
File: 17 KB, 476x262, srs.jpg [View same] [iqdb] [saucenao] [google]

Another one joining the Doom Mod Waifus harem, I see.
that cringey name, tho

>> No.4708830

is it
>I play old FPSes and am in love with a genderswapped version of the player character
or is it
>I play old FPSes and identify as a female, so I want to genderswap the player character so I can play as a female in game as well as real life

>> No.4708831

> all the weapons are replaced with varieties of shotgun
There is already a mod like that. And it's fucking hilarious

>> No.4708832

does it really matter much?

>> No.4708836

mod fluff says she's supposed to be a daughteru of Corvus, boasting a "classic/lite" version of playstyle

>> No.4708841

You mean too many super shotguns?

That mod would be a lot better if it had more consistency and the different weapons didn't have such massive power differences, the most powerful weapon in the mod isn't even a shotgun.

>> No.4708845

I think he means the good one, the OG shotgun mod.

>> No.4708849

> too many super shotguns
Yeah, that!
Sure, it's unbalanced, but it is a joke mod so it's ok.

>> No.4708859

Depends what you mean by "matter". In philosophical terms there is a huge difference between "I want to marry the girl" and "I want to be the girl". In terms of gameplay it is largely irrelevant compared with factors such as how powerful the weapons are and how fast you move and so on.

>> No.4708867
File: 293 KB, 540x718, 1523470887702.png [View same] [iqdb] [saucenao] [google]

grabbed this image from a /hmofa/ thread before the post was promptly deleted without explanation of it's origin or reason
posting here because it's good

>> No.4708868

>Another one joining the Doom Mod Waifus harem, I see.
it's literally genderbent Corvus you mong

>> No.4708869
File: 47 KB, 582x889, Soundfont Picker.png [View same] [iqdb] [saucenao] [google]

Now that you can quickly and easily change soundfonts on the fly in GZDoom, what soundfont would you say is your favorite?

Go google some downloadable soundfonts, stuff them into a soundfont folder in your directory and experiment.
Have fun everyone

>> No.4708870

What happened to DrPySpy's revenant sprites?

>> No.4708873

..and yes, that is KK Slider from Animal Crossing as a soundfont

>> No.4708884
File: 47 KB, 800x500, 63-duke-nukem-3d.jpg [View same] [iqdb] [saucenao] [google]

For a good time, call Jenny.

>> No.4708889

There's an email address in the right stall too

>> No.4708892 [DELETED] 
File: 172 KB, 180x243, get equipped with masheen gnu2.gif [View same] [iqdb] [saucenao] [google]

This is the most middle finger-y of the sights yet.

>> No.4708894
File: 213 KB, 180x360, get equipped with masheen gnu3.gif [View same] [iqdb] [saucenao] [google]

fuck, wrong one

>> No.4708905

I hope these are going to have cool little robotic sound effects for each movement

>> No.4708907
File: 870 KB, 1920x1017, Screenshot_Doom_20180412_153925.png [View same] [iqdb] [saucenao] [google]

big enough

>> No.4708909

That's the plan, and a lot of chunks, clicks, and clacks.
I think I'm gonna use that really nice clicky sound of the Sten reload from Return to Castle Wolfenstein for the shotgun shell eject animation, and probably the pump sounds from E.Y.E.'s Depezador shotgun.

>> No.4708935

Why does she always walk around with a :o expression?

>> No.4708937

You mean boobs?
The no, they need to be bigger

>> No.4708951


>> No.4708954

Hey, I know that number!

>> No.4708957

[insert milk jokes there]

>> No.4708959

Touch the cow.
do it now.

>> No.4708962

thousand yard stare.

>> No.4708971

I never even notice the "mouth", or at least it doesn't really register in my mind even when I do see it.

>> No.4708987
File: 150 KB, 319x239, 1516980951629.png [View same] [iqdb] [saucenao] [google]

qump2 when

>> No.4708997

>[04-11] Anon map release: Soundless
You didn't even write the full name.

>> No.4709001

>calls it "anon map release" despite the fact it's obviously made by marisa

>> No.4709005 [SPOILER] 
File: 274 KB, 620x567, 1523541771609.png [View same] [iqdb] [saucenao] [google]

cause shes seen some shit

>> No.4709026

You mean it's not a goatee?

>> No.4709036

Sorry, I didn't see the full title written in the last thread anywhere. I didn't actually download it.
"Anon map/mod release" is more like a convention for stuff released here by now, but point taken, perhaps it was a poor choice but like I say it's become the convention for newsposts by now.

>> No.4709037

it's the filename, right there, "soundless_m", with _m assumedly being an identifying mark of an author

if there was supposed to be more information, then you should've said so. do better next time.

>> No.4709040

I didn't say anything, I just released it, and everyone who opened it knew right away what the map is named.

>> No.4709042

Chill the fuck out and be grateful your project got listed up in there in the news, I know you're hungry for attention and validation but that shit doesn't jive here.
If your content is good, then people will grow to learn it's yours just from the content alone.

>> No.4709047
File: 5 KB, 199x251, 1375119883878.jpg [View same] [iqdb] [saucenao] [google]

Now that's just being nitpicky.

>> No.4709051

Would you be willing to say what the full title is so it can be edited into the next newspost? Alternatively, if you'd prefer, the item can be removed. Otherwise, simply left as-is. Please let us know, thanks in advance.

>> No.4709058

It's called Soundless Mound.

Pun's kinda lost otherwise desu.

>> No.4709061

Fair enough, again my apologies, this will be updated in the next news post. Backlinking so it doesn't get missed >>4708772

>> No.4709075 [SPOILER] 
File: 271 KB, 3840x2160, 1523545381156.jpg [View same] [iqdb] [saucenao] [google]

Hey Hege, would you also consider making a Corvus outfit?

>> No.4709076
File: 49 KB, 512x512, 1523255104964.jpg [View same] [iqdb] [saucenao] [google]

Never ever

>> No.4709080


ok, I'm gonna make my own map pack with quad damage and hookers

>> No.4709083

I'm boring and use weedsgm3 for most things, with a quick-toggle button to a kinda accurate sc-55 soundfont

weedsgm is the only soundfont I've used that doesn't actively annoy me

>> No.4709090
File: 146 KB, 500x500, e5d6b02dede2b31b82bebbd94644a54934a2b2f0.png [View same] [iqdb] [saucenao] [google]


>> No.4709119

Whatever emulates the sound before (G)ZDoom went GPL.

>> No.4709131
File: 26 KB, 372x504, high quality.png [View same] [iqdb] [saucenao] [google]

Micro$oft GS Wavetable Synth?

>> No.4709154
File: 826 KB, 1920x1017, Screenshot_Doom_20180412_191733.png [View same] [iqdb] [saucenao] [google]


>> No.4709173

Post more cutie shamblers!

>> No.4709178

Hi, notGraf.

On a serious note, what about an outfit that has a dedicated wizard/witch/magical girl theme on it? Seems to be the one thing missing from the mod IMO, though "technically" the entire premise of the mod is purely magical already.

>> No.4709187
File: 247 KB, 360x428, 1523193435807.png [View same] [iqdb] [saucenao] [google]

The only cute shambler is a dead shambler.

>> No.4709205

Schierke costume when?

>> No.4709212 [SPOILER] 
File: 111 KB, 900x692, 1523552579346.gif [View same] [iqdb] [saucenao] [google]

Getting into Hexen. Were jumping and crouching originally a part of it?

>> No.4709221

Only jumping.

>> No.4709226

That explains how I managed to get myself stuck. Thanks anon.

>> No.4709273

did you get stuck in a small crevice or something? are you a cat by perchance?

>> No.4709309
File: 26 KB, 281x288, 1520349938827.jpg [View same] [iqdb] [saucenao] [google]

I dropped into one of the little switch rooms in the guardian of steel map and locked myself in. I'm not a cat but i'm about as smart.

>> No.4709324

you *can* make yourself smaller by way of the porkalator, but you either have to be hit by a porkalator trap or reflect it off a centaur shield to do so

>> No.4709331

>grenade launcher in d4t
>if you aim it upwards or downwards, the grenade only explodes shortly after a period of time
>grenade launcher in metadoom
>if you aim it upwards or downwards, it quickly explodes
And not just in MetaDoom, but even High Noon Drifter's grenades do this
Am i the only one who sees this?

>> No.4709336

shooting straight up and straight down fucks with projectiles
especially bouncing ones
try this
> punch "notarget" in console
> get grenades
> jump on a zombiemans head
> shoot grenade at his scalp
and you'll notice some serious wonkiness
unless it's been fixed, haven't updated in a good while

>> No.4709346

depends on the "bouncestyle"

>> No.4709364

Oh, hey. was that re-added? I swear it got removed before...

>> No.4709383
File: 157 KB, 1920x1080, Screenshot_Doom_20180412_143625.png [View same] [iqdb] [saucenao] [google]

>bonus level for Valiant
>cool System Shock aesthetic
>1500 monsters

oh hell

>> No.4709384
File: 64 KB, 1571x581, dev.png [View same] [iqdb] [saucenao] [google]

Made some devtextures.


>> No.4709402

>Disjunction's MAP01 Jazz Jackrabbit music doesn't play with Microsoft GS Wavetable Synth selected
Okay it's still buggered after the GPL change. Guess I have to use the exact same soundfont through FluidSynth again.

>> No.4709414

Is Valiant worth playing?
That 7.1 on Moddb doesn't seem encouraging.

>> No.4709425

the fuck does moddb know? it's skillsaw's magnum opus. play it. it'll probably whip your ass, because it's hard. but it's a good hard.

>> No.4709430
File: 26 KB, 611x404, valiant fucker.png [View same] [iqdb] [saucenao] [google]

Alright I'll do it.
Sometimes when a mod get's an 8 it's actually mediocre there so I wasn't too sure.

Btw here's the most recent review there.

>> No.4709434
File: 126 KB, 640x480, Screenshot_Doom_20180412_194926.png [View same] [iqdb] [saucenao] [google]

Action Doom is fun.

>> No.4709453

Which map?

>> No.4709456
File: 8 KB, 255x357, wads.png [View same] [iqdb] [saucenao] [google]

When you have so many wads but you don't know which one to finish first.
Which should I remove and which should I keep /vr/?

>> No.4709462

Doom the way id did doesn't really feel like id made maps, and it's not really that fun, at least for me it's not

>> No.4709472

Got all six doors working now: https://youtu.be/4PbsH4iOIK0

>> No.4709473

if you mean
>the one simply designed level that spawned a subgenre of maps was used to introduce two new monsters at the same time
then i'm guessing map07

>> No.4709481

Fuck, those secret maps always look so cool but I'm always afraid I'm gonna miss them. I'm pretty good when it comes to finding secrets, but not secret levels. Tips on finding secret levels?

>> No.4709484

look on map15 or map31 or e1m3 or e2m5 or e3m6 or e4m2. that's where the secret exits always are.

>> No.4709492


She's Corvus' daughter, so she fights in a similar fashion as he did in Heretic, but with some improvements. Rather than the absurd martial arts sorcerer powerhouse he's become murderizing everything in his path across dimensions :)

>> No.4709498
File: 63 KB, 196x239, Bridgetspriteani.gif [View same] [iqdb] [saucenao] [google]


It all started from Icarus thinking Corvus was a sexy mage lady

>> No.4709503


Hey there, will you sign my petition ?

>> No.4709510

You haven't finished any of those yet? I'd give top priority to No Rest For The Living, Scythe, DTWID, and UAC Ultra

>> No.4709518

Also known as the "Contractual Obligation" level.

>> No.4709519

when building maps is there any reason why you would have a key over just having a switch that opens what would have been the key door and vice versa?

In doom level there are often times where you have to hit a switch in order to open a door, this is really not much different than picking up a key and going to said door.

>> No.4709521

because when you have a color coded key you know exactly what door to go through

>> No.4709532

They give sort of a sense of objective. Sure switches can do that too, but keydoors make players think they are getting closer to their goal.

>> No.4709536

i believe HONTE is a remake of doom2 with high res textures and gzdoom effects out of the anus. as such, it's guaranteed to be utter drivel. i recommend you delete it immediately.

>> No.4709537

Well, if you have a key, you can also have multiple doors that it opens in different parts of the level and a player knows that and can see those doors on the automap. While if you have a switch open more than one door, it's just confusing.
So a switch is basically linear scripted progression (or for puzzles), while keys allow for exploration.

>> No.4709539
File: 6 KB, 247x204, 4.png [View same] [iqdb] [saucenao] [google]

>megawads are good

>> No.4709540

you can have colour coded switches though, just use the door trims appropriately or even make re-colour them

i agree with >>4709532 though they feel more like progression especially as you know there are a maximum of three

>> No.4709546

maybe the map maker has an ambush/combat scenario behind the door that would be ruined by opening the door with a far-away switch

>> No.4709548

progress report on minidido, playing on skill2. i'm three hours game time in. i've got all the weapons and 5 keys (not found yellow card yet). still 1700 monsters alive out of 3000+. i have 15/21 secrets. i'm loving exploring the unknown, but whether i'll be able to face replaying it ever remains to be seen.

>> No.4709556

that's easy, just put coloured bars in front of the door.

>> No.4709575

I've played like 10 levels or 20,but never finished them completely.
Some of them I've downloaded them recently.

>> No.4709591

no way you fricking pinko

>> No.4709632

I've been out of the loop for four months. what doom news or drama have I missed?

>> No.4709636

That being dm maps?

Why is it known as that?

>> No.4709637

>doom news
off the top of my head, gmota v1.0 released, square episode 2 released, doom 2016 2 rumors
who gives a fuck

>> No.4709639


>> No.4709646

Because every mapset with a Map07 uses the mancubus and arachnotron death specials. Most of them aren't even creative about it and just knock off the same formula as Dead Simple.

>> No.4709652

i think you meant to reply to >>4709040 >>4708997 rather than me

>> No.4709671

>doom 2 (2018) rumors
Final Doom (2020) when?

>> No.4709676

You missed taking part in the GZDoom user hardware survey

>> No.4709681

>That being dm maps?
No no Tim Willets didn't invent those until Quake

>> No.4709683


>> No.4709689

what was that for?

>> No.4709692

graf wants to axe toaster support

>> No.4709694

commodore 64 users are panicking because graf will cut support.

>> No.4709698

so that graf can stop supporting hardware he's too lazy to continue working on

>> No.4709702
File: 455 KB, 256x256, 1514518622115.gif [View same] [iqdb] [saucenao] [google]

>sourceport for a 25 year-old game
>axing toaster support

>> No.4709704 [DELETED] 

Don't respond or engage.

>> No.4709705

it's really cool that instead of giving him an actual answer you decided to jump for being a shitter

>> No.4709708

That's what Graf said, yes.
Uh, what? Those are answers, why else do you think Graf made this survey?

>> No.4709709

the actual answer is in the news post.

>> No.4709712

too bad gzdoom is literally the only doom port ever made and nobody has the source code to make their own fork if they don't like what graf is doing

wait, that's not right, people just want things to bitch about no matter how stupid it is

>> No.4709713 [DELETED] 

>backseat janitor

>> No.4709715 [DELETED] 

You are literally no better.
Fuck off.

>> No.4709720

i meant to quote >>4709694 and >>4709698 instead, >>4709692 is a perfectly fine answer
and now i just look like a knee-jerk cunt

sorry about that, it's 5:42 am over here, feel free to ignore me

>> No.4709725

You really hate humour don't you? Especially humour that gets the point across nonetheless? Geez. Last time someone dared to make a joke around here it got the same hostile reaction.

>> No.4709727

it's true, a joke once killed my mother, father, and my dick

>> No.4709729

So you're the joke.

>> No.4709731


>> No.4709732

damn, owned.........

>> No.4709736

He apologized, why are you being a shithead?

>> No.4709737

It's not really about laziness and more about it all being unmaintainable old crap. We're talking about shit like OpenGL 2, for example, which is like a decade old at this point.

>> No.4709746

I just took the thing out of context.

>> No.4709754
File: 13 KB, 450x429, 1514332046054.png [View same] [iqdb] [saucenao] [google]

Don't fight guys, do it for me...

>> No.4709767

Question about retro fps weapons.
Is there an incredibly powerful weapon that is not satisfying to use?
Maybe is for the sound it makes or because is stupidly OP.

>> No.4709780

if the adventures of square is a game on its own (sort of), then is there any mod or fanmade map for it, or do we have to wait until episode 3 comes out and see what happens?

>> No.4709782

What the fuck even constitutes "toaster support"?

>> No.4709785

It'd be really neat to make a mod to see what happens.

>> No.4709789

Support for Windows XP, for example. Or GPUs that are over a decade old.

>> No.4709792

OpenGL 2 is something he really wanted to get rid of, because it would allow him to greatly optimize the renderer on newer hardware. Too many people reported still using it though, so it's been put off. What is getting the axe are legacy software renderer backends, because not even ten people reported being unable to use anything else. Taking them out means that when there's something to add to the software renderer, it only has to be done once instead of four times for the different backends, and on the user side we'll be able to change between software and OpenGL on the fly without restarting GZDoom.

>> No.4709802
File: 2 KB, 360x360, f649a0ce6ada73fecb0a4f19777dd321828a7073.png [View same] [iqdb] [saucenao] [google]

If they had to make a sequel to Quake 1,or reboot,which things would you keep and remove?

>> No.4709805

remove the HUHs so people can stop posting them every few posts.

>> No.4709806
File: 14 KB, 604x344, 1516286236351.jpg [View same] [iqdb] [saucenao] [google]


>> No.4709815

I like QC ranger but he needs them bare teeth.
also a more pronounced frown.

>> No.4709817
File: 12 KB, 742x491, huuuuuUUUUH.png [View same] [iqdb] [saucenao] [google]

Make the axe a viable weapon and either get rid of spawns or make them actually fun to fight. Also actual boss fights would be nice.

>> No.4709818
File: 20 KB, 324x315, 1515884608386.png [View same] [iqdb] [saucenao] [google]



>> No.4709820 [DELETED] 

Maybe one day you'll evolve into a real janitor.

>> No.4709823
File: 57 KB, 300x306, 2c46274e0d2d7fafe671f15dc48d765e.jpg [View same] [iqdb] [saucenao] [google]

>gzdoom 3.3.2
>Exports P_ActivateLine to ZScript (along with constants for activation type)
Oh yes, it's time for more ZScript crimes

>> No.4709830

is that an actual weapon? the clipboard? can you thwap people with it?

>> No.4709831

These definitely must go away.

>> No.4709832

My mistake then. The message is still there and hopefully he read it.

>> No.4709835

I agree, I just don't have many images of classic Ranger. I stopped paying QC when I learned about the jank ass coding that tied fire rate to framerate, but I always saw OG Ranger as less of an old man and more just fat faced.

>> No.4709839

In regards to releases, I still name people if they have identities.

>> No.4709840

Make Cthon a normal enemy that can be spawned in, with legs. Make his meteors the same speed, so that he's at least easier to take down, and make him take damage from all weapons.

Remove spawns, and then make the shamblers take normal rocket damage. Then, make the axe have a longer range and better damage, like double shotgun levels of damage.
Make shub niggurath actually attack with lightning or something, and spawn in less enemies on that level. that way it feels like more pressure, but all you're doing is shifting the amount of shamblers in the room and putting the lightning attacks in the center of the map.

>> No.4709845
File: 195 KB, 1360x768, Screenshot_Doom_20180413_003158.png [View same] [iqdb] [saucenao] [google]

Have to admit,these don't look bad at all.

>> No.4709852

You're only encouraging name/tripfags by doing that

>> No.4709853

>and then make the shamblers take normal rocket damage
what? thats part of their uniqueness, it makes fighting them more interesting that you cant just spam rockets

>> No.4709854

I thought you'd be a bit more wary of that kind of hackery after your recent experience with 3.3 breaking your vinesauce entry and having to pray the swede doesn't upgrade.

>> No.4709859
File: 85 KB, 200x200, quake_hud_face_by_glue100-d5w10d7.gif [View same] [iqdb] [saucenao] [google]

There is one thing that worries me,it that it might be way too similiar to Doom 4.Think about it,a lot of the power ups from Quake are there.
I wish they could bring the power ups from the expansions,that would be cool.
And of course,music composed by Trent Reznor.

Do you think Glory Kills might work?

>> No.4709861
File: 78 KB, 600x600, 65575403_p1.jpg [View same] [iqdb] [saucenao] [google]

It's more giving credit where it's due. Not like we already have a clique of ZDoom modders already, too.

>> No.4709870

Not really, soundless mound was using pretty standard 3.2.5 features.

I'm not even using a tripcode anymore.

>> No.4709878

What are some good monster replacers? Colorful Hell is great, but I'm looking to change it up a bit.

>> No.4709886

Nah to glory kills. Ranger's more scared than aggressive and GKs remind us a bit too much about private petrol's pet creation.

>> No.4709889

Bratwurst and the kriegsland enemies only pack if you wanna fight the goofy goosesteppers from wolf3d

>> No.4709893

Nah, no Glory Kills, but an AXE button would be cool, it AXEs when you push it.

>Ranger's more scared than aggressive
I picture him being more tired and pissed off

>> No.4709895

What if their was a Doom map but everything activated Quake-style (ie by walking near it)

>> No.4709906


I forgot about Bratwurst, fuckin classic.

>> No.4709913


...just why would you ever do that to yourself? The default windows MIDI sound is objectively the worst I've ever heard. Actually, given that the instruments sounding like ass is far from the only problem with it, you can probably scratch the "i've ever heard" part out.

>> No.4709916
File: 8 KB, 96x92, ezgif-2-c4a005335e.gif [View same] [iqdb] [saucenao] [google]

Ranger is anything but scared,in Q3 manual it says he becomes nasty when he can't find a challenge and he's by far,the only character who actually says a real sentence.

For Glory Kills I think they might work.
Something quick with the axe.Clean cuts,slash them.
Nothing of "I cut off your arm and beat you with it".Keep the pace.

>> No.4709920

I don't really want more stop n go melee. Just have him lash out with the axe and depending on where it lands the killing blow, have them react, but don't take control away from the player, not for a single moment.

>> No.4709928

>Just brutal efficient limb removal with the axe instead of going purely for brutality like Doomslayer
Would be pretty cool to have this differentiate the two

>> No.4709929

Maybe they can do more with the axe,instead of glory kills,something like cutting the ogre's arm that wields the grenade launcher so he will be forced to only use the chainsaw.
Same with the hammer of course.

>> No.4709931

Die by the Sword dismemberment mod when?

>> No.4709932

>wojak is good

>> No.4709935

resurrecting chaingunners
you know the level i'm talking about

>> No.4709937

Then people will HUH with Bitterman

>> No.4709947
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>> No.4709953
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>> No.4709957
File: 20 KB, 320x200, 1493476469684.png [View same] [iqdb] [saucenao] [google]


>> No.4709958

Based HUHposter

>> No.4709960
File: 36 KB, 683x536, Ranger's Fucking Pissed.png [View same] [iqdb] [saucenao] [google]

I had a silly idea pop up one time, about Ranger wielding a thunder axe.

He would recharge it either through cells or some rune magic mumbo-jumbo and when full, could smash it to the ground sending electric shockwave like Mjolnir or use it as a weaker quad melee attack.

Another idea was that he could use the axe to resurrect a corpse ala frankenstein and have a temporal ally on his side, similar to that horn from the mission pack.

>> No.4709970

When more than five people remember that game?

>> No.4709971

>That 7.1 on Moddb doesn't seem encouraging.
Same Moddb that gave Brool Tood 64 the mod of the year award.

>> No.4709981
File: 27 KB, 324x253, 1505012324881.jpg [View same] [iqdb] [saucenao] [google]

I want the more interesting characters from Quake 3/QC to have their own gameplay and stories somewhere/somehow that aren't in QC itself. Like Visor's cheeki breeki Russkie shenanigans or a Trespasser clone with Hunter and the Sorg ('unique' health meter included).

>> No.4709987

You can already make a killable Chthon in Q1 through map hacks, although he's still limited to one location and has no legs.

>Remove spawns,
cry more bitch niggur, one rocket kills them or just a couple shotgun rounds, just strafe away when they leap at you and kill them before they can double back so you're clear of the explosion
> then make the shamblers take normal rocket damage.
Why? Seriously, why?
>Then, make the axe have a longer range and better damage, like double shotgun levels of damage
what the goddamn fuck

>> No.4709997

Some way to integrate the Q1 and Q2 universes without ruining everything and actually making a pretty cool thing. Also agreeing with the anons that a more useful axe and proper boss fights would be really welcomed.

>> No.4710005
File: 249 KB, 399x227, e7d.gif [View same] [iqdb] [saucenao] [google]

Brutal Doom 64 is not bad,but it's full of issues.
IIRC Arcane Dimensions came out that year and it didn't win.

>> No.4710006

Not that guy, and while I think most of his ideas kinda suck. I'd love to see the axe become less terrible garbage where you're better off throwing yourself into lava before wielding it against anything.

>> No.4710009

Yes, something quick and simple would also be a good homage to the instant weapon swap combinations.

>> No.4710014

>Brutal Doom 64 is not bad,but it's full of issues.
Yeah, I don't even dislike the brutal stuff as much as other anons here, but I think 64 was just too mediocre and lackluster to deserve the award.

>> No.4710020

>not bad
it completely ruins the atmosphere of the original

>> No.4710024
File: 13 KB, 320x240, 814.jpg [View same] [iqdb] [saucenao] [google]

Some references to the Strogg would be neat,of course it should be the main focus the whole Lovecraftian universe.
Maybe adding Cthulhu as a boss,a titan-sized boss is not really common in FPS games these days.

I only hope they don't focus way too much on Ranger backstory,I don't want it to make the same mistake as Wolfenstein 2 with cutscenes

>> No.4710031


>> No.4710041

Whatever they do in a hypothetical Q1 remake/sequel, I just hope they keep the industrial and crude look of the guns as well as their brutal sound effects. None of this overdesigned stapler gun shit from QC.

>> No.4710046
File: 271 KB, 852x494, 1503437833315.png [View same] [iqdb] [saucenao] [google]

How do you feel about QC's interpretations of the Q1 weapons?

>> No.4710052

How is a winged muscular giant with an octopus head, boring?
It has potential, there was just a regular dragon in one of the expansions.

>> No.4710059

Because there's an absolute laundry list of things to pull from the writings of Lovecraft and his buddies and Cthulhu is already used in every piece of mainstream Hot Topic media in existence to the point of being goddamn boring.

>> No.4710063
File: 344 KB, 589x424, what the fuck how do you even.png [View same] [iqdb] [saucenao] [google]

They're pretty cool, they actually made me wonder why couldn't they do something similar to that instead of the overdesigned shit we got for the main weapons.

>> No.4710069

It's that bad that there are dating games about him and everything.

Not to mention games about Lovecraft having a fight with Tesla.

>> No.4710072

We need some Nyarlathotep here. That guy is underrated.

>> No.4710074
File: 36 KB, 500x426, DD_QE3fXkAEj0VO.jpg [View same] [iqdb] [saucenao] [google]

I still think it's still a great concept but I'll give you that, he's too used and wouldn't stand out.
Wish they would redesign Shub
though, making her with more tentacles and gigantic,making her look more terrifying.

>> No.4710085
File: 1.49 MB, 1920x1080, 1504001452817.png [View same] [iqdb] [saucenao] [google]

Probably to set 'em apart, I guess. Remember, Q:C's arsenal is a remake of Q3A's, not Q1's, which includes the weapon color coding for both the default models themselves and HUD/pickups (green rail, red rockets, teal shaft, etc). The nailgun directly takes the place of the plasma gun (which is coming back in a skin form soon anyway), and they included Q1 versions of some of the weapons for people who want 'em while also allowing them to use other fan-favorite skins like the Q2 railgun. Still waiting for centered Q1 shotgun skins, though.

Shub's somewhat underwhelming design is almost guaranteed to be a matter of technical limitations and really, really rushed development, given how well Carmack and co. (A, not J) pulled off the suggestion of detail and design on pretty much every other enemy despite the miniscule texture and poly count limits.

>> No.4710089

what am i looking at

>> No.4710090

I always liked this design, it reminds me of a giant evil furnace sitting in a cave, baking up monstrosities and shitting them out

>> No.4710102
File: 25 KB, 620x300, hypzerstorer.jpg [View same] [iqdb] [saucenao] [google]

All this talking about Quake monsters reminded me of Zerstorer.
That monster at the end looked kinda creepy.

>> No.4710104
File: 457 KB, 800x1700, 1505683588455.jpg [View same] [iqdb] [saucenao] [google]

Quake Champions' nailgun. The Super Nailgun is still blue with a big circular silly magazine underneath but at least gains the quad spinning barrels of the Q1 SNG.

>> No.4710106

Too bad that thing was only a cutscene.

>> No.4710120

Weren't you able to switch renderers on the fly in really old versions until this feature got removed for some reason? I think it was when there still were quite a few backends. I wonder, what got this feature removed?

>> No.4710140

I'm not a big fan of Burtul, but I want to say that the atmosphere of 64 is slightly overrated.

>> No.4710141

There's other eldritch figures one can use instead, Cthulu is kind of overexposed.

>> No.4710143

Holy shit those q1 weapon models look cool. Wish they would add an option to have it held to the side so we can see much more of it without having to use blaz.

>> No.4710158
File: 128 KB, 500x307, California compliant railgun.png [View same] [iqdb] [saucenao] [google]

I'm still not sure how you're supposed to hold this thing.

>> No.4710170

>thumbhole stock
>california compliant

>> No.4710176

Still looks pretty awkward to hold. At least to me.

>> No.4710224

>playing garrulismo.wad with hideous destructor
>haven't gone to sleep in 2 days, eventually crash in front of computer
>wake up ??? hours later
>what the fuck was I playing I don't remember it
>oh well let's start again
>finish wad, crash again
>wake up ??? hours later
>do this again

I finished the same shitty wad 3 times within the span of two days and didn't even realize it. There goes my extended holiday, urgh.

>> No.4710273

California regards thumbhole stocks as pistol grips, actually, so they won't let you have that with a detachable magazine.

>> No.4710316

I'm not sure where the magazine is on the railgun or if it even has one at all.

>> No.4710348

>Make Cthon a normal enemy that can be spawned in
>with legs.
Heck no, make him a slug.

>> No.4710353

Is there a definitive article on how doom's sound propagation works?

Like if I wanted a monster to become activated by player sounds, but didn't want the player to hear the monster, what's the best way to do that?

>> No.4710390

I'm the original guy who made the post. Spawns suck, I stand by that. Cthon needs to be not limited to one place, he's too cool. He's like a second shambler. I take back the shambler taking rocket damage. The axe thing is still something I want. The axe needs to be more useful. It's a joke weapon with shotgun damage, but without shotgun range. Double that damage, and now you're rewarded for using it, because you can one shot marines, and four hit ogres. If you leave the axe damage where it's at, it's useless. I also like the idea arcane dimensions had where you could chop up zombies with it. That was fucking cool, man.

just my 2 cents.

>> No.4710397
File: 265 KB, 800x1050, time for your eye exam.jpg [View same] [iqdb] [saucenao] [google]

>> No.4710401

the optometrist is in

>> No.4710406

someone change this to "thinking of qump"

>> No.4710407

The axe can't technically one shot marines as it is, but what the damage doesn't tell you is that Grunts trigger their pain animation from basically everything so you just stunlock them. For that matter most enemies seem to do their pain grimace after getting smacked with the axe, although obviously it's a really bad idea to get in melee range at all for most of them, especially Knights who start chopping you up as soon as their swing animation starts and while they're still five feet away.

At least you can open doors/hit buttons with it without wasting ammo, I guess, given Ranger is too angry for +use.

>> No.4710421

Nevermind. This is a thing:

>> No.4710440

I've been away for a few months, what is this?

>> No.4710452

It looks as if the caco is screaming for help and the hell knight is coming to the rescue.

>> No.4710454

La tailor girl. You play as a thicc girl who gets magic powers from clothes

>> No.4710548
File: 277 KB, 512x512, qump2never.png [View same] [iqdb] [saucenao] [google]

1 gorillian hours in paint

>> No.4710585
File: 1.83 MB, 400x232, 1519128997727.gif [View same] [iqdb] [saucenao] [google]

oi, list some quake source ports
any quake, any port, it's for a list

>> No.4710596


>> No.4710602
File: 2.32 MB, 1280x720, fatso shamed.webm [View same] [iqdb] [saucenao] [google]

At this particular moment in time, I don't believe I have a healthier or more deeply-felt respect for any object in the universe than this here shotgun.

>> No.4710615


>> No.4710616

that or the caco said something to piss off the hellknight, so he grabbed doomguy and threw him at the caco to go beat him up

>> No.4710618

> manc
> ssg
> one shot
> from that range

>> No.4710623
File: 1.32 MB, 1280x720, noble_taxed.webm [View same] [iqdb] [saucenao] [google]

critical damage stronk
it ain't called the slayer for nothing

>> No.4710641

Anyone know where to follow MoonMan Doom development/where to get the latest WAD? I got the development WAD from some mega link, but I'm wondering if I can find a comprehensive source

>> No.4710649


>> No.4710683

anyone know of a soundfont that emulates a 486DX?

>> No.4710691

On Mooncentral
But you have to make an account to get in.

>> No.4710714

new GZDoom update out.
hardware survey is gone.


>> No.4710739
File: 50 KB, 600x300, quake-champions-strogg-banner.jpg [View same] [iqdb] [saucenao] [google]

Quite off topic but apparently they've put another Strogg rep in the Quake Champions.

>> No.4710748

What do you mean another? There wasn't one to begin with, unless you mean the weapon skins.

>> No.4710752


>> No.4710757

Nah, his backstory in Q3A was never defined beyond 'first in the line of clones' and in Q:C he's worse than a Strogg, he is- may the Vadrigar forgive me for uttering this word- a Russian.

>> No.4710758
File: 440 KB, 200x200, 1499700071437.gif [View same] [iqdb] [saucenao] [google]

Playing plutonia on ultra violence + fast monsters
>player was perforated by a chaingunner

>> No.4710785

the design is cool. I just don't know what focus they're after for the characters' personality traits.

like the strogg are established characters in the quakeverse already. they're kinda engrained in the mind of the average quake fan, everyone knows for a fact they're nasty, merciless, at times creepy and REALLY tough to fight back, they're not big on humor and have no grasp on the english language, or rather their vernacular is extremely limited.

like you ARE aware what you're doing is essentially rearranging the motif and tone of your decade old lore creatures to a point of irreversibility?

>> No.4710787
File: 464 KB, 1280x800, Screenshot_Doom_20180413_102133.png [View same] [iqdb] [saucenao] [google]

What now?

>> No.4710790

Good luck anon

>> No.4710793

>Increased size of the savegame comment area.
>comment area

>> No.4710798
File: 222 KB, 449x401, laughing imps.png [View same] [iqdb] [saucenao] [google]

>ruins the atmosphere

>> No.4710806

This is cool.
Thanks anon.

>> No.4710813

Considering id is now related to Bethesda, it's no surprise they'll do a bad job handling the lore

>> No.4710819

Playing Doom too late is bad for my paranoia.

>> No.4710823


Is there something you want to tell us, anon?

>> No.4710871
File: 7 KB, 247x281, 1503582655695.png [View same] [iqdb] [saucenao] [google]

on map 14 now

>> No.4710880

I just thought it was sort of known that Bethesda is really shitty at handling Fallout's lore but this ain't Doom related

>> No.4710919

Good speed you!

>> No.4710924
File: 629 KB, 1245x816, Cattura000.png [View same] [iqdb] [saucenao] [google]

Some morning mapping 1/?

>> No.4710926
File: 547 KB, 1373x817, Cattura001.png [View same] [iqdb] [saucenao] [google]


>> No.4710929
File: 338 KB, 1099x743, choke.png [View same] [iqdb] [saucenao] [google]

I got done with it last week, my memory is incredibly fresh.

10/10, amazing. Level 30 is a complete bitch to get through, I save scummed.

>> No.4710943

Any mods for the original Serious Sam that are as good as the original Encounters? Bonus points if I can play it on the Revolution version.

>> No.4710954

I think there was some humor with the Strogg in Q2 but that was a secret area so it doesn't really count.
I don't really like how they're handling them, feels like Borderlands minus the memes and pop culture references.
I'm scared to see how they would handle characters like Xaero or Hunter.

Speaking of Strogg, why they couldn't put Tank Jr instead of Clutch? It would've been the same thing.

>> No.4710959

Why does everything look bad and my mods break when I switch from OpenGL to software rendering? Why is GZDoom pushing to get rid of OpenGL when this happens?

>> No.4710974

>Why does everything look bad and my mods break when I switch from OpenGL to software rendering?
Because OpenGL offers a lot of graphical features that mods make heavy use of, and software rendering is rarely taken into consideration these days.

>Why is GZDoom pushing to get rid of OpenGL when this happens?
It's not. Graf wants to get rid of the old versions of OpenGL, which are holding back optimizing the newer versions. Too many people still use it though so he can't do anything right now.

>audio captcha
Is this why we were down for so long? I guess it's not as bad as clicking the fucking squares.

>> No.4710986

MEGA link: https://mega.nz/#F!AFUBAYqS!vbipx7ds6IY_CHdQn4eOPQ
Gitgud Link:https://gitgud.io/moon-men/moonman-doom

>> No.4710998


>> No.4711004

>Why is GZDoom pushing to get rid of OpenGL when this happens?

What? It isn't.

>> No.4711007

>Speaking of Strogg, why they couldn't put Tank Jr instead of Clutch? It would've been the same thing.
This also makes me wonder why did they even made Nyx, when they could have just altered Mynx
From the gameplay, to the overall mood, to even the storyline for the characters and world, QC doesn't seem to have that much of a consistent direction besides it being Quake with abilities and stats.
It's an Early Access game, so they're still trying to figure it out, i suppose.
What's weirder is that Doom and some other id games have their source code released and are the kind of games people make bunch of mods and even ports out of, while also documentation and experiences with these games.
There are people who try to know as much about Doom as they can, while someone at id still assumes the original Berserk is a timed power up.
Might be something to do with Carmack comparing games stories to porn, which made people think it's a main rule for these games and not just some comment he made or whether or not he even changed his mind about it.

>> No.4711017

I think they thought Mynx wasn't PC enough

>> No.4711019

GZDoom isn't getting rid of OpenGL support, it's probably just getting rid of support for OpenGL 2.0, it'll still have OpenGL 4.0

>> No.4711036

Sorry for the noob question, but how does one get the hashes for a specific map whithin a WAD?

>inb4 copy the map to a new WAD
This doesn't work.

>> No.4711049

>hashes for a specific map within a wad
I'm...I'm sorry?

>> No.4711057

ZDoom people do this all the time and make me feel dumb :(

>> No.4711059

>slash is an outright substance abuser now
>but mynx did porno and that's not ok
dammit america

>> No.4711069

I can barely imagine how modern players would react to a character like Mynx, a character who is canonically a pornstar just begs for SFM porn.
On the other side it would cause a huge outrage from a certain group of people.

>> No.4711070

I've come across a rather crude and egotistical player in my Zandronum server as of late, and I've just been wondering lately.

Does anyone know anything of them?

Their name is SaraisVanu

They came into my server at first stating "Doomworld is full of faggots". Then proceeded to claim "I am God", and called people plebians, scrubs, faggots, etc.

Has anyone seen this player before, or know anything of them? I've already given them a permaban from the server for harassing the host and creating drama.

>> No.4711072

pls dont bring this faggotry here

>> No.4711079

Doom Incarnate feels more like it's trying to ape Trailblazer than Wolfenstein: TNO at times.
There's also custom Doom 2 story intermission text, that seem to be based around BJ talking, but the lines don't really feel like BJ.

>> No.4711081

Personally I still think it's a great mod, it wants to bring Nu-Wolfenstein gameplay in Doom while mostly trying to be its own thing.

>> No.4711095
File: 237 KB, 450x338, dims.jpg [View same] [iqdb] [saucenao] [google]

What does /doom/ think of Marathon?

>> No.4711097

I would probably actually play through it if someone actually fixed the mouse sensitivity.

>> No.4711106

Aleph One can be used on all of the Marathon games.

>> No.4711107

I want to play an old-school deathmatch game. Which game, from Doom to UT/Q3, is the least dead?

>> No.4711113
File: 1.17 MB, 1920x1080, Screenshot_Doom_20180413_184203.png [View same] [iqdb] [saucenao] [google]

Finally done the bonus levels, on to the second half of Valiant (AKA, hell)

>> No.4711115

I have such a nostalgic boner for these games that I can't quite give you a straight answer. None of the guns feels very good but I still have a great time playing

>> No.4711120

i saw that topic, too

>> No.4711128

Assuming you're honest in your posting, just ban him next time you see him. He has some kind of brain problem that makes him just start drama and bullshit all the time.

He will never really be a nice person to you, or if he is, not for long, because the tiniest percieved slight will make him think you and people around him are out to get him.
And he'll never understand why people don't like him, in spite of constantly engaging in heinous anti-social behavior.
He's what we in my country call "en jävla CP-unge".

>> No.4711132

The sound the pfhor make when they see you makes me giggle every time I hear it

>> No.4711135

go see what's up on doomseeker

>> No.4711136

Quake Live.

>> No.4711141
File: 34 KB, 1029x396, s'arais.png [View same] [iqdb] [saucenao] [google]

A friend told me that he made himself a nuisance on Doodle or Die once, too.

>> No.4711149
File: 743 KB, 315x255, Pulsma guh shootan.gif [View same] [iqdb] [saucenao] [google]

Dammit, lemme post

>> No.4711153

Oh sure NOW you let me post. Fugging 4chanX.

Well there's the plasma gun's equip and firing animation, I'm really happy about it.

>> No.4711154

Hey guys, I'm trying to play Quake2xp with a 360 controller, but I'm having some trouble adjusting the sensitivity. Tried "x360_sensx" but it doesn't seem to change anything. Is there another command I need to use to enable it first or something?

Also, is there any way to adjust the rumble? I want to feel some kick when I use the SS.

>> No.4711158

How close is this to completion?

>> No.4711164

I got pretty much all of the frames done, so soon I'll start getting sounds and actually getting this into Combined_Arms, this update is gonna be pretty big and I have a lot to do. Though thankfully it's not as massive as GMOTA's big update.

>> No.4711168
File: 1.81 MB, 640x480, 1522095168148.webm [View same] [iqdb] [saucenao] [google]

Finally figured out how to do completely unnecessary fancy water with skybox reflections

>> No.4711172

How do I get the funky ones like genesis and kk slider? i tried googling but i'm an idiot

>> No.4711174
File: 105 KB, 617x445, dwayne.jpg [View same] [iqdb] [saucenao] [google]

>Dewm Movie
Could The Rock not smell what they were cooking?

>> No.4711182

Nice. How did you do it?

>> No.4711204
File: 174 KB, 398x486, tailorgirldoodle.png [View same] [iqdb] [saucenao] [google]

>> No.4711216

i want to bully tailorgirl's chub

>> No.4711219

Can't wait for it then. I wonder if there will be any mutators or compatibility with other wads...

>> No.4711220

looks like scrolling normals and spec overlayed on eachother to me.

>> No.4711224

Well I'm gonna make a version with just the guns to make sure it stays compatible with Colorful Hell and other monster mods, if that helps at all

>> No.4711250
File: 2.24 MB, 1280x720, 1510123741241.webm [View same] [iqdb] [saucenao] [google]

Render the skybox in the water shader but with the Y axis flipped. It's cheap but way easier than stencil reflections

>> No.4711286


>> No.4711303
File: 327 KB, 1280x800, ingame-screenshot.png [View same] [iqdb] [saucenao] [google]

i doubt any of you actually give a shit but if any of you happen to remember alex/eevee, here's some reading material

>> No.4711316

Don't be That Guy.

>> No.4711318

This should go on /co/>>4711303

>> No.4711323
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google]

No thanks. I'm here for Doom, not drama.

>> No.4711330

Unironically neck yourself

>> No.4711335

don't worry i'll dip back peacefully into my hollow shitty neckbeard nest
just figured that someone somewhere would probably remember him
please no bully

>> No.4711337

Why there aren't any decent 40k mods for Doom, yet? Is because GW would sue the shitty out of the modder's wallet or something?

>> No.4711339

Pretty much.

>> No.4711346 [DELETED] 

Cringeposters should and MUST be removed from 4chan.

>> No.4711348

The real question is how come nobody has made a battlemace 42,000,000 mod yet

>> No.4711350

Quit replying to them and acknowledging that stupid topic of discussion you fucking double revenant.

>> No.4711379

Expand gun

>> No.4711389

>alfonzone episode 3
So there's this hazard in this episode called "the dank" which is basically your typical nuclear waste BUT
>It's one of those liquids where you can go underwater and move super slow in
>Centered around platforming, and we all know how much we like first person platforming
>you fall in, you have to hold jump while next to a ledge to get out of it, and it is hard
>It deals a FUCKTON of damage
>enemies can hide in it
>forced to platform while under pressure
Sound pretty bad, you'd think there's be hazard suits all over the pla-
>One goddamn hazard suit in the entire episode, and it's to go back for items you missed in a timed area involving rising dank

>> No.4711412
File: 116 KB, 1366x768, Screenshot_Doom_20180413_232249.png [View same] [iqdb] [saucenao] [google]


>> No.4711442

I want to grope her tummy.

>> No.4711464

Going overboard with reflections and normal maps contrasts like ass with pixel graphics.

>> No.4711487

does he catch and throw his head briefly before grafting it onto his neck?

>> No.4711490
File: 42 KB, 1024x768, Screenshot_Doom_20180414_002705.png [View same] [iqdb] [saucenao] [google]

How far is too far?

>> No.4711494


yell louder!

>> No.4711504

I like it

>> No.4711505

asking again cause im dumb

>> No.4711516

Doomik Cube.

>> No.4711518
File: 278 KB, 315x246, notices ur gun.gif [View same] [iqdb] [saucenao] [google]

what's this?

>> No.4711525

Please someone repost the Doom logo version of OwO

>> No.4711527

looks lewd
>the pleasure of hot plasma bursting outside

>> No.4711651
File: 42 KB, 1000x740, E2M7.gif [View same] [iqdb] [saucenao] [google]

>He's going to defend this

>> No.4711654

what is with people always posting randoms shit expecting everyone else to automatically know what it is

>> No.4711667


Hey, all things considered, the alpha map was pretty acceptable.

E2M7 is also like peak Episode 2 aesthetic.

>> No.4711668
File: 1.41 MB, 350x272, 1377928580249.gif [View same] [iqdb] [saucenao] [google]

Maybe by looking at the filename?

>> No.4711672

Well obviously I know what E2M7 is, doesn't mean I know what that gif is portraying

>> No.4711673

I don't get it.

>> No.4711681

Yeah man, E2M7 sure is blinky and changing. I can't believe HE would defend this. I sure hate HIM. That motherfucking ... HE.

What the fuck are you talking about?

>> No.4711738

Explain thyself in full, most negro of men.

>> No.4711761
File: 224 KB, 1280x720, Screenshot_Doom_20180414_170829.png [View same] [iqdb] [saucenao] [google]

>BD flips the pistol's shading for seemingly no reason
>BD's modern SSG is unsawn but has the same huge spread as the classic SSG
What even?

>> No.4711779

smooth doom did it as well so that it was consistent with the hand

>> No.4711782
File: 93 KB, 1241x701, smoothpistol.png [View same] [iqdb] [saucenao] [google]

Yeah, nah.

>> No.4711787

Sign the goddamn petition!

>> No.4711789
File: 352 KB, 800x396, 935da440-15d2-41e4-a5d9-3fddb07909e4.png [View same] [iqdb] [saucenao] [google]

Heretical Doom is an okay mod, but I really feel like a lot more effort has been put into making things look flashy and shiny than into polish or gameplay balance.
>all medkits are replaced with an equivalent item, but it can be held on to and used
>you can hold more than four of those and as expected you can use them instantly with no delay between use
>the only times you're going to use the spells that aren't tome of power are situations where you're basically obligated to use them, like hazard protection in a gigantic acid pit
>you can perform a no cost, slightly slow but still viable healing spell with the staff that can easily heal you to full health. you can use the gauntlets to shock yourself for mana, at the cost of health. the tome of power only requires mana.
>soulspheres are replaced with an item that teleports you to the start of the level and heals you to full health when you hit zero. not at all a bad idea but it makes an already easy mod easier.
>using the TOP with the Phoenix Staff turns the useful explosive primary fire into a flamethrower that wasted ammo incredibly fast and has short range. this also means when your mana runs out and the TOP deactivates, it'll instantly switch to the normal fire again, potentially blowing you up in the process.
>when you level up, there's no indication of what new altfires you've unlocked. if you want to figure out what you've unlocked, if anything, you have to go through all of the weapons in the mod and check the primary fire, alternate fire, TOP primary fire, and the TOP alternate fire one by one.
>speaking of unlocking things, the mod recently added a series of cool-looking timed hit attacks with the staff. they include things like a large explosion coming from where you're standing that deals high damage to anything but you, shockwave attacks, fast strikes and even some attacks that activate timefreeze (while you're locked in an animation).
>you have all of them from level 1

>> No.4711798

it would make perfect sense noticing the light reflected on the glove though.

I implemented it on the smooth doom edit I did.

>> No.4711845

Not bad, classic look that I like it. I would make the outdoor a bit darker and brighten up the sectors with the torches, at least fix the vertical texture alignment.

>> No.4711869

Has anyone ever made any maps inspired by TNT's implied flesh spaceships yet?

>> No.4711906

I will, E2M7 is the best map of the episode and one of the best in the original game

>> No.4711938

I'm going to take a shot in the dark and say this is a map from one of the early console conversions matched with its pc counterpart

>> No.4711943
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]


>> No.4711961

I think it's compared with the original Beta map it was made from.
Tom Hall made some maps during the Alpha and Beta, though he was later let go/fired, the maps would be recycled. Many maps of E2 were old Tom Hall leftovers which Sandy Peterson would rennovate. A few E3 and even a Doom 2 level was as well.

They're honestly my favorite kind, because they have some of that quasi realism/believability that Tom Hall was originally striving for before John Romero changed the course of the game, but they're also filtered through Sandy Petersen's crazy (yet good) map making sensibilities, which makes for a very nice blend in my opinion.

I wish there was a megawad project based on that; "Doom The Way Sandy Did It, With Tom's Leftovers"

>> No.4711963
File: 269 KB, 1936x1056, algamation.png [View same] [iqdb] [saucenao] [google]

2 rooms down, 1 almost done and a lot of rough shapes to go.

>> No.4711981

Actually, looking at it again, it kinda looks like the truncated version of the level which were in some of the old console ports.
And I'll defend it on the point that the GBA would probably just fucking keel over and pass out if you tried to run those levels at their original full size, using the original renderer, rather than what they did for the Doom 2 port.

Ever seen that video of the guy who hacked the GBA rom and loaded Romero's E1M8 into it? It's neat but it runs like shit, even with an emulator, and that's after he cut it down and truncated it.

The original engine and the GBA hardware just can't cut it, and some of the other old console ports had a pretty hard time as well, for that matter.
It was the price of having handheld Doom in the early 2000's.

>> No.4711982

>muh balance
The only gripe I have against the mod is that between different IWADs, more often than not you tend to get the phoenix rod first (slot 6) before the hellstaff (slot 5)

>> No.4711983

Man, Hexa is going to have some kind of nervous breakdown before too long.

>> No.4711985

That and the sidhe rod thing has no priority number, so it'll end up being autoselected at really stupid times.

>> No.4712004
File: 329 KB, 429x324, Spbr shtgnug.gif [View same] [iqdb] [saucenao] [google]

I finished up the break action reload of this pump action weapon. I'm gonna make it smoother and cropped proper in game, but I just wanted to make sure the key frames and shit looked good.

Now to begin the """fun""" part: taking the weapon pickup system from GMOTA and implmenting it into Combined_Arms, but at least I have a foundation to build on rather than just guessing like I did a few months ago.

>> No.4712015

>break action reload of this pump action weapon
is this the furute of spas shotguns?

>> No.4712035
File: 586 KB, 1920x1037, testFL.png [View same] [iqdb] [saucenao] [google]

put together a quick test track for a certain upcoming mod which I''m going to be doing the soundtrack for...

This is what it sounds like:

10 points if you can guess the mod

>> No.4712039


>> No.4712043

Don't be silly anon, the soundtrack for REKKR has been complete for some time now :)

>> No.4712054
File: 74 KB, 480x480, faceapp-Quake-Champions-Ranger-1.jpg [View same] [iqdb] [saucenao] [google]


>> No.4712056
File: 192 KB, 1125x1431, hxiuh5u2v4r01.jpg [View same] [iqdb] [saucenao] [google]

What number is it?

>> No.4712058
File: 139 KB, 383x364, 1495857905969.png [View same] [iqdb] [saucenao] [google]

>ADS for a shotgun
>no HUUH
fuck this.

>> No.4712059

Impressive effect, even if it seems to tank the engine
May I ask if theres a source on the purple skybox?

>> No.4712060

This however was pretty fucking neato.

>> No.4712071

Nothing quite like a thicc super shotgun

>> No.4712082
File: 266 KB, 1360x768, Screenshot_Doom_20180414_152641.png [View same] [iqdb] [saucenao] [google]

Hard to believe someone uploaded this on Moddb recently.
According to the txt file,this may be offensive because of babies and nazi symbols.
This is a joke wad sure but it's still awful.

>> No.4712085

It just needs to have a meaty sound effect.

>> No.4712090
File: 223 KB, 540x540, 1498990251150.gif [View same] [iqdb] [saucenao] [google]

So cute!

>> No.4712102
File: 1.30 MB, 800x600, 2018-04-14 15-55-20.webm [View same] [iqdb] [saucenao] [google]

testing some impact types. figuring out how to make/render the water one took ages.

>> No.4712108

Kinda wish TNT:R took this opportunity
If TNT2 is still being made, i hope they take it

>> No.4712132

that looks cool, splashes seem a bit too big in my opinion, but still very well done

>> No.4712136
File: 161 KB, 800x600, B70RTdi.jpg [View same] [iqdb] [saucenao] [google]

>pick up guard in a bridal carry
>deadly meat chunk projecticle
made me lol
The kick and the weapon changes are very nice tho. Really wish this would get some sort of release

>> No.4712137

>that pic
Anyone have the "you're not a medkit" screencap?

>> No.4712140


the splash size is more or less correct for a rifle caliber in height, but a too wide. Easy to scale in width and height depending on the bullet/weapon

Reference vid: https://www.youtube.com/watch?v=K8mITSlfJUg

>> No.4712169
File: 853 KB, 1920x1080, Screenshot_Doom_20180414_174706.png [View same] [iqdb] [saucenao] [google]

send hep

>> No.4712195
File: 1.53 MB, 1748x2550, you're not a medikit.png [View same] [iqdb] [saucenao] [google]


>> No.4712204
File: 132 KB, 890x738, RXsYwFS.jpg [View same] [iqdb] [saucenao] [google]


>> No.4712214

Is that LegenDoom? I don't recognize the HUD.

>> No.4712216

It's just that map that has bad lighting, I've been trying to figure out how to do "high-fi" retro FPS stuff for a while now

It's procedural and custom made, but heavily inspired by some of this stuff: http://custommapmakers.org/skyboxes.php
I'll probably post up some of the code in a bit

>> No.4712221

>that time an anon started a server with this shit and we blasted through Plutonia
good times

>> No.4712229


i thought he rage quit because romero kept throwing out his designs

>> No.4712230


that's fucking gorgeous. but shouldn't the sky reflect more on the white parts of the caustics rather than the dark?

>> No.4712241

>(yet good)
Doom 2 says otherwise.

>> No.4712253
File: 824 KB, 1920x1080, Screenshot_Doom_20180414_114655.png [View same] [iqdb] [saucenao] [google]

Why is the Doom 64 weapon from Metadoom so weak?

>> No.4712258
File: 165 KB, 1920x1017, Screenshot_Doom_20180414_183127.png [View same] [iqdb] [saucenao] [google]

plainest of em all

>> No.4712260

>Legacy Software Renderer To Get The Axe

>> No.4712262

>Quakedroid - Quake for Android Released
Beloko games was doing this with quake 1-3 including jedi knight 2 years ago

>> No.4712267
File: 658 KB, 1920x1080, Screenshot_Doom_20180414_115329.png [View same] [iqdb] [saucenao] [google]

It's not the beta map. I thought that too and went to check, but the beta doesn't have this room, which can be seen clearly in both layouts in the .gif.

>> No.4712275

The news entry is a bit misleading, the software renderer isn't going anywhere. It's just the really old 2D backends that are being removed because nobody was using them. That was the entire point of the hardware survey everyone got all autistic about, to find out what legacy shit could be cleaned out without fucking over any significant userbase.

>> No.4712282

oh ok good, because software renderer with true color in gzdoom is my favorite way to play

>> No.4712289

The virgin doom2 map13 vs the chad plutonia map29

>> No.4712290

It tries to replicate the original, which required the three demon keys to get stronger.
The difference is that in Doom 64, they're hidden in secret levels while MetaDoom has them spawning them on the same spots where you'd find a 7th slot weapon.
It could be better if the keys showed up more often (because i'm pretty sure you could get those items before even getting the Unmaker) and if it didn't show up before the BFG in the weapon slot.

>> No.4712293
File: 41 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]

BFG Idea: magnetic mass accelerator (railgun), with a solid projectile travelling at the highest speed GZDoom allows, +RIPPING through basically any enemy (generally gibbing them violently), stopping only at solid surfaces, or Spiderminds/Cyberdemons, where the projectile, a shaped charge penetrator, explodes violently, doing extra damage to Spidy and Cybie (who are otherwise resistant to bullets and shrapnel), having a concentrated (like 64 or 128 units wide) blast area, but obliterating or seriously wounding, just about anything that isn't enormous.
It'd make less of a PEW sound, and more just a thundering bang, the moving projectile alerting monsters all throughout it's flight path.

This is for the primary fire, it will be able to fire like this in reasonably fast succession, and do so like maybe 3 or 4 times before reloading, essentially taking the place of the rocket launcher at long ranges (as a grenade launcher takes its place at intermediate/shorter ranges). Large rocket pickups gives grenades grenades already, and lone rockets will be single units for these.

The alt fire will use it's own ammo type, and be much more AOE oriented, like a more typical BFG.


>> No.4712296

you're doing god's work in here dude
i really want a level to try all costumes

>> No.4712297

Sandy was spread thin on Doom 2, if he had a few more months to work on the maps, and maybe if there were a few more viable Hall leftovers to recycle, it'd have looked better.

I'll concede freely that there's some stinkers in the Doom 2 map roster, a fair few which are Sandy's, but I'll assert that he also made some quite decent and even strong maps.
It's a mixed bag.

>> No.4712301

>BFG Idea: magnetic mass accelerator (railgun), with a solid projectile travelling at the highest speed GZDoom allows
With non-standard projectile physics you can make them trave at infinite velocity as long as they're infinitely small.

Instead of exploding at the end though, i've made my railgun do spalling damage on the exit side of any actor it hits, doing more damage the higher the armor value of that actor. so piercing a boss monster causes a shower of molten metal and gasified tissue to kill any mooks behind it.

>> No.4712303
File: 2.41 MB, 640x360, awoman'sman.webm [View same] [iqdb] [saucenao] [google]

Alternating punches didn't work out the way I had expected.

>> No.4712305

Yeah, see >>4711981

I'm real fucked up today, it's a wonder I'm standing up.

>> No.4712310
File: 669 KB, 800x600, animu cannon.webm [View same] [iqdb] [saucenao] [google]

the sound was a reverberating CLANG

this'll get original sprites once I re-integrate it in the standalone mod

>> No.4712312
File: 224 KB, 1920x1080, Screenshot_Doom_20180414_191334.png [View same] [iqdb] [saucenao] [google]

Legendoom with Fragtrak, yeah.

>> No.4712316

>With non-standard projectile physics you can make them travel at infinite velocity as long as they're infinitely small.
I know, but that's too abusable, you could kill half a good size level with just a cache of ammo, or oneshot the bossbrain.
Barriers and Big Guys need to impede it.

>Instead of exploding at the end though, i've made my railgun do spalling damage on the exit side of any actor it hits, doing more damage the higher the armor value of that actor. so piercing a boss monster causes a shower of molten metal and gasified tissue to kill any mooks behind it.
That sounds cool as fuck, how do you make that work?

I'm not sure I'd do the same thing with my own gun, but that's just rad on a technical level alone (and just in general) I could learn something from it.

>> No.4712327

The thumbnail makes it look like censor bars.

>> No.4712328

I forcibly made it spawn puffs on any victim, moved the puffs directly away from the player/originator, then called a normal explode function with expressions taking armor (custom zscript value) into account for damage and radius. Didn't have a visual effect but will once I re-implement it. I also want to make it spawn dust clouds on any surface close to the path of the projectile, like the hypersonic shockwave was powerful enough to do that

>I know, but that's too abusable, you could kill half a good size level with just a cache of ammo, or oneshot the bossbrain.
Barriers and Big Guys need to impede it.
I meant infinitely small as in your aim has to be pixel-perfect. you can make it stop at any type of obstacle, or victim with any characteristics you wish.

>> No.4712331
File: 58 KB, 1229x1160, lQGT6xM.png [View same] [iqdb] [saucenao] [google]


>> No.4712335

i don't *hate* blade of agony

>> No.4712336

atleast it's not johny bravo"do the monkey"

>> No.4712337

I really like project brutality and even more if i play it the maps of chaos (overkill)
Also i in game lewd of La Tailor Girl

>> No.4712340

i want an hdoom tailor girl crossover

>> No.4712342

brutal doom starter pack has some fairly nice maps to play with better gameplay mods

>> No.4712345

I love mods with weapon/monster randomisation (the more the better) like colorful hell, complex doom and aeons of death because they last me for ages and even if I play a map multiple times it will play different each time.

>> No.4712347 [DELETED] 

I have never played an unreal game. Also I'm not a fan of the building engine.

>> No.4712351

>>4712331 #
I have never played an unreal game. Also I'm not a fan of the build engine.

>> No.4712356

I kinda like Doom 2's level design more than 1.

>> No.4712358

Me too, I think E2 and E3 are dreadful and forgettable bar the boss fight in e2m8 of course.

I think it's because I've played Doom 2 about 8 trillion times due to testing gameplay mods with it that I've gotten used to it a lot.

>> No.4712369

I like Sandy Petersen maps

>> No.4712373

Combine this with Duke's Carribean kicking sprites for jolly walk.

>> No.4712382

Who the fuck is Mawrak?

>> No.4712383

>I in game lewd of La Tailor Girl
Tell us more

>> No.4712394

has anyone ever made "the way X did"/in name only treatments for final doom?

>> No.4712396

yeah it's called plutonia 2, plutonia revisited and tnt revilution.

>> No.4712403

>i want in game lewds*
sorry, i have a dreep moment

>> No.4712424

Thats not a confession, everyone knows Mark is a pretty good mapper.

>> No.4712428

I want a reverse H-Doom where a cute Doomgirl gets gangbanged by huge cocked demons.

>> No.4712430


>> No.4712437

i play maps with a gameplay mod before i've played them vanilla
that mod is hideous destructor

>> No.4712443

I played nuts with Hideous Destructor.

>> No.4712459

No more Build threads?

>> No.4712475

I want yuri and futa mods

>> No.4712480

I instead prefer to be simply tied up, gagged and having my balls plugged to a car battery instead of going THAT far, but I guess we all can't be as masochistic as you.

>> No.4712535


>> No.4712539

the pain reminds me that i'm alive

>> No.4712558


>> No.4712559
File: 19 KB, 248x244, kabum.gif [View same] [iqdb] [saucenao] [google]

Have an 8-bit explosion

>> No.4712561

Seeing as how there's a couple vehicle mods out there, would it be possible to merge them and create Doom Rally?

>> No.4712565

I want a loli imp-tan.

>> No.4712568

But is this a good or a bad thing gameplaywise

>> No.4712578


>> No.4712579
File: 303 KB, 1920x1017, Screenshot_Doom_20180414_204715.png [View same] [iqdb] [saucenao] [google]


While as I personally don't lewd the main character and keep her teaser only, there is a second character in the works whom being a demon girl could make meeting with the big unf

>> No.4712591


>> No.4712593
File: 990 KB, 1029x598, ss1egypt-testmap.png [View same] [iqdb] [saucenao] [google]

Opened Serious Sam editor today and fiddled inside for a while. Last time I touched it was, I think several years ago, so it feels nice to come back to it.

Gotta admit, Doom and Quake really spoiled me with their easier mapping tools.

>> No.4712596
File: 448 KB, 885x679, pussy.png [View same] [iqdb] [saucenao] [google]


>> No.4712605

>using the TOP with the Phoenix Staff turns the useful explosive primary fire into a flamethrower that wasted ammo incredibly fast and has short range. this also means when your mana runs out and the TOP deactivates, it'll instantly switch to the normal fire again, potentially blowing you up in the process.
Are you that guy who had no fucking idea how to use the tomed Phoenix Rod?

>> No.4712607

I know it's been like 2 months since the last update, but I am still working on this. The next step is sound tweaks and bugfixing. It'd go a lot faster if my day to day life wasn't so busy these days.

>> No.4712608

dat Blacked Tailor Girl

>> No.4712613

is that a bikini variant or a black underwear set?

>> No.4712629
File: 286 KB, 1280x960, neis204a.png [View same] [iqdb] [saucenao] [google]

Xaser made something like that in E2M4 of No End in Sight, though it doesn't start getting fleshy until pretty late in the map.

>> No.4712650

What's this new character gonna be like? Gameplay wise.

>> No.4712661

More durable, more support like, less punished by clothes, but also less gains from clothes

>> No.4712663

Very nice.
Looking forward to this new lewd character.

>> No.4712671

how do I add a colored light in trenchbroom?..

>> No.4712672

>I need to use GZDB Bugfix x64 from now on
>3D Floors plugin is not recognized


>> No.4712676
File: 158 KB, 1000x1280, imptansit.jpg [View same] [iqdb] [saucenao] [google]

I want a non-lewd H-Doom spin-off where you play as Imp-tan and friends.

>> No.4712683

>lost soul and PE are the only demons in HDoom, that actually die in game
C-Can someone tell HDoomguy give them different death animations?

>> No.4712684
File: 539 KB, 1360x768, Screenshot_Doom_20180414_123901.png [View same] [iqdb] [saucenao] [google]

Boy oh boy what a spooky graveyard

>> No.4712685

despite playing a lot of doom, i barely ever touch heretic/hexen and strife

>> No.4712691


use the normal gzdoom builder 2

>> No.4712692

that's pretty normal

>> No.4712693

The x86 version crashes and my AV program thinks its suspicious.

>> No.4712698


I have never finished doom 2 although I've finished doom 1 and several megawads

>> No.4712705

>haven't played past the first few areas of hexen
>enjoy (most of the) city levels in doom 2
>prefer aubrey hodges' soundtrack to bobby prince's

>> No.4712706


well, obviously you have some problem in your os

>> No.4712708


also, I got here through brutal doom but I've switched to smoothdoom and blood mods

also, used to play with filters

>> No.4712710

>A mod that replaces the invulnerability sphere with this jolly stride, enemies in your path explode

>> No.4712714


I've never beaten Doom 64.

>> No.4712716

every single one has had a huge issue that would need to be fixed, though

dkg's doomkart barely functions
mark's motorcycle handles like a bathtub
term's motorcycle doesn't have any impacts

>> No.4712723

i have some ideas for vehicle handling code that i'll try out once i feel like doing more trig

>> No.4712735


well, I added a _color property with a value of 255 0 0 and still nothing

I'm using ericwtools btw

>> No.4712754

Skip to 7:40

>> No.4712759


I just realized that I have to move the .lit to the maps folder

thanks brain

>> No.4712760

Do they need to be fixed though? Their problems can easily be made to compliment one another.

>> No.4712764

i look forward to seeing how you handle this

>> No.4712765


thanks, I can't see it because I'm in cellular data but already resolved it >>4712759

>> No.4712776

I was just speculating is all. Already working on a number of different mods at the moment.

>> No.4712778
File: 141 KB, 1920x1080, 2018-04-14-192837.png [View same] [iqdb] [saucenao] [google]

I updated Soundless Mound with a bunch of fixups and things that I wanted to add before the contest but couldn't due to time constraints.

Same link as in second post.

>> No.4712786

I keep scrolling back up to this

>> No.4712821

I don't like Adventures of Square that much

La Tailor Girl is overrated le thicc girl meme trash

>> No.4712849

so does this only work for 3.3.0? tried it with 3.3.1 and 3.1 and neither works

>> No.4712851

Needs 3.3.2

>> No.4712860

- I usually play with a gamepad
- I enjoy fight against Brutal Doom monsters.
- I think Shub-Niggurath in Quake is quite adorable.
- I think Mike 12 is one of the most talented ones in the Doom community.
- I've never played Nightmare mode.

>> No.4712871
File: 357 KB, 1280x720, 1518978467645.png [View same] [iqdb] [saucenao] [google]

>I think the modern excess detail and extreme difficulty in maps ruins the experience. In addition, I think most modern mapsets are total trash gameplay-wise and only get praise because people equate looking good to playing well.
>I'd unironically rather see Doom die out near-completely s a hobby than see it turn into more of an autism shitshow and ego stroking fag contest every year
>Even considering the above, several mods actually make Doom far better than vanilla overall, or would if they had a megawad made for them
>I only like Doom because one of the only times my father ever interacted with me willingly was to let me play Doom in 1995. He never played it with me again and I used to think that if I got good enough at Doom he'd love me. No I'm not joking.
How many monsters do I have to kill for penance father?

>> No.4712883


>> No.4712897

when it comes to adding custom textures and props to traditional, vanilla doom maps , do you have to replace an existing texture or you get to still make it new?

>> No.4712904

Heretic has some nice graphics but it's pretty skippable IMO
I have a lot of love for Hexen but it's also not that good
Strife is overlooked but it's pretty short and not that interesting, still cool to see the wild stuff people were doing in the engine that far back

>> No.4712907

>but it's pretty skippable IMO
Fighting words.

>> No.4712909

Strife is neato, but I wish it had more content, it felt too short.

>> No.4712914
File: 48 KB, 397x765, 1522566500958.jpg [View same] [iqdb] [saucenao] [google]


Markiplier was the reason I got into the doom community in the first place

>> No.4712925

All of them.

>> No.4712928

i've never played quake and i kinda don't want to because any game where you have to jump repeatedly is sorta retarded

>> No.4712932

I started playing Doom when I was 5.

>> No.4712941

>>I think the modern excess detail and extreme difficulty in maps ruins the experience.
I think you have a point. Lots and lots of detail isn't necessarily good aesthetically, and a huge volume of monsters isn't necessarily a good challenge.
What I really like is a crafted encounter that's clever, rather than just cornering me with a hundred monsters at once.
That said, I think Crucified Dreams is extremely pretty to look at, and it'd be cool to see such a grandly detailed gothic mapset made for singleplayer, if only one episode, and to see it can also play well.
UTNT never looked good to me.
I was never very fond of the "huge open arena full of glowy lights and ornate doodads, crowded with 2000 monsters".

>In addition, I think most modern mapsets are total trash gameplay-wise
Depends on what you mean, I might agree. I certainly feel Skillsaw is kind of overrated. He's good at aesthetics, and sometimes he's got a clever encounter up his sleeves, but frequently he relies on many very familiar mapping tropes.

I like Pipicz's stuff far more than any of Skillsaw's works, or fuck me, Year's drug fueled creations, and he isn't even finished.
Nihility was far more gripping to me in terms of gameplay, atmosphere, challenge and visuals, than most of Valiant; in Nihility I found myself really appreciating the new monster behavior and the challenge built around it, the encounters and how they're staged, along with all the secrets and clever use of rudimentary ambient sounds, while for Valiant I just found a lot of monster usage frustrating, I remember getting very little ammo to work with. The maps were pretty, but they weren't all too interesting to play.

>I'd unironically rather see Doom die out near-completely s a hobby than see it turn into more of an autism shitshow and ego stroking fag contest every year
I don't agree.

>He never played it with me again and I used to think that if I got good enough at Doom he'd love me.
That's really sad bro, I'm sorry :(

>> No.4712942
File: 2.42 MB, 750x844, statue.png [View same] [iqdb] [saucenao] [google]

I decided to experiment with having a sector made statue act as a door for the final part of my next map. Could look better but I was more focused on getting it to work more than it looking good.

>> No.4712950

I started playing this today. I don't get most of the hate for it. The thing that's bothered me most is that it fucking CHUGS. I don't know what they're even doing, visually, that would tax the engine so god damn much.

That and the bullets coming from the bottom of the guns, as opposed to the barrels. That's gotten me killed a few times.

>> No.4712960

how do i play doom in splitscreen with bots? please answer.

>> No.4712968

Yeah, I think the normals are facing the wrong way

>> No.4712972
File: 15 KB, 164x152, naveen frog scowl.jpg [View same] [iqdb] [saucenao] [google]

Is it just me or does Jenesis have really bland level design?

>> No.4712974 [DELETED] 

Why the fuck did everyone eat this up and its completely-have-fuck-all-to-do-with-Doom image? Why does everyone keep falling for his shit that he peddles on every single board?

>> No.4712980

>Lots and lots of detail isn't necessarily good aesthetically, and a huge volume of monsters isn't necessarily a good challenge.
This is the main cause of that point. There's also stuff like "hurr look it's Doom let's put in 100 pinkies into a trap and make the player fight them in close range. Doom strats!" that really just becomes tedious. This is also why I think certain mods either are or have the potential to be better than vanilla, because they can take those otherwise boring situations and make them more engaging, or allow a level designer to use monsters in more ways, leading to better encounters. Yes I realize this is pretty much saying "I think a different doom-like game would be better"
>I don't agree.
I just wish the main places to chat about it weren't becoming more and more like a caricature of the Minecraft Forums each year. The second a community stops creating for the sake of making cool shit and instead to win awards or stroke their e-peens is when they need to die out.
>The rest
I now live nearly 3000 miles away and we never speak. I'm overall happier now that I've accepted that he's just a piece of shit.

>> No.4712981

You okay, anon? You sure you don't have something to tell us?

>> No.4712989

Why do you have aspergers?

>> No.4712992 [DELETED] 

Forget it, they've already conquered this entire site and have everyone dancing to their tune. They've all already won.

>> No.4713012

Noooo not the evil conspiracy of fatpriestwojak-posters

>> No.4713014
File: 31 KB, 512x387, Screenshot (2).png [View same] [iqdb] [saucenao] [google]

Could someone tell me how to make a version of X-Weapon Helsturm without monsters?
I used slade to delete all folders, mentioning enemies, but I get this error
I've been using the official no monsters version, but Helsturm has more features and a pistol start

>> No.4713027


I think the confessions are very doom related but hey, I'm not autistic

>> No.4713029

uuuh how do i use this splitscreen thing Splitscreen branch (3.42.03a(h2))
there's no tutorials. just want to play splitscreen in doom.

>> No.4713030
File: 104 KB, 613x533, whatamireading.jpg [View same] [iqdb] [saucenao] [google]


>> No.4713032
File: 152 KB, 425x282, image_42459.jpg [View same] [iqdb] [saucenao] [google]

>Doom strats
I love those, but I also want encounters that aren't built around them, I like sometimes working out new strategies, or finding an encounter that's a little bit complex and I have to think about how to beat it.

>The second a community stops creating for the sake of making cool shit and instead to win awards or stroke their e-peens is when they need to die out.
I kind of agree with that actually. Awards should just be a small fun thing, people should make Doom because they like it.

>I'm overall happier now
I'm glad you have some closure.
My dad isn't so much a piece of shit, but he's kind of a boring sperg who blames others for his own mistakes a lot. I don't hate him, but I don't judge my mom for splitting with him, he's kind of hard to get along with for long periods of time.

>> No.4713034

Piss off falseflagger.

>> No.4713036

please help him, he needs our help

>> No.4713038

You're right, we need a mancubus in a priest robe for the next time we do confessions.

They don't have to be a constant feature though.

>> No.4713042

how would one go about using this thing!?

>> No.4713061

I think la tailor girl has one of the worst HUDs I've seen in a Doom mod. Protip cactus: if I have to act like a chameleon to get the status of my outfit durability, keys, and then ammo; then that means ya done fucked up

>> No.4713085

In short, you can't.

>> No.4713092
File: 36 KB, 320x200, Tntglogo.gif [View same] [iqdb] [saucenao] [google]

How long does it take for you to complete a megawad on average?

I'm on Map20 of Evilution, with 3 hours clocked in.

>> No.4713106

hours fuck megawads are long

>> No.4713139

Really varies in how invested I am in Doom at the exact moment.

Some weeks I burn through several maps over a day, others can have me do one map every other day. Sometimes I'm just playing a different game that week.

>> No.4713142

i'm a kill every monster type of guy so i'm pretty damn slow

>> No.4713143


What the FUCK are you on about, you paranoid vagueposting dumbass?

>> No.4713148

If anything, he should've brought up why the KFshitter from earlier wasn't deleted. Normally it'd be wiped instantly, but this board has gone downhill anyways...

>> No.4713157

I usually operate like that, unless a map bores me and I just want to get it over with.
Or I think I've killed everything, but I look at the kill counter and see there's like 5 monsters not accounted for, usually meaning there's some guys tucked away in a secret I can't find, so I decide "Good enough" and bail.

>> No.4713161
File: 454 KB, 1920x1080, Screenshot_Doom_20180414_164533.png [View same] [iqdb] [saucenao] [google]

good lord

>> No.4713163

Did you give em the BRRRRT?

>> No.4713170

>act like a chameleon
what does this mean?

>> No.4713175

if you mean total game time, i have no idea, i haven't played a megawad start to finish in years, i always pistol start the maps and play them individually. if you mean span of time from downloading to having crossed all the maps off the list of "not UV-maxed yet", anything from a week to infinity.

>> No.4713182
File: 2.73 MB, 1280x720, 2018-04-14 18-48-09.mkv.webm [View same] [iqdb] [saucenao] [google]

good LORD

no, actually
that run ended in miserable failure after my co-op buddy got stuck in the yellow door and we ended up locked out
after that, we stuck to a strict doctrine of "fuck trying to gun down 300 zombiemen, just get the key and get out"

>> No.4713183

ah yes the ultra-rare starbr1 and starbr to starg transition

>> No.4713187

ah yes the ultra-rare player who can successfully netgame in gzdoom

>> No.4713198

Usually weeks or days. Been playing alfonzone for about about a week. Pretty good wad. Reminds me a bit of scythe. on map19 maybe I'm not playing aggressively enough. maybe I'm ragequitting too much. seriously, fuck this whole no saving rule. I'm trying not to save but holy shit i'm straight up starting to get sick of playing doom because of it. or maybe I just suck.

>> No.4713243

That texturing is quite simply beautiful

>> No.4713246


tons of days in uv -fast, it's a cycle of advancing 1 meter, gruesomely die, and start again

it really makes me think why I subject myself to this behavior

>> No.4713260

Sandy made really shitty maps, but there are many of his maps (not reused Tom Hall leftovers) that are really nice. If anything, his mapping shows he wasn't really following Romero's rules, if at all.

Shit and ugly map. Good ideas, but terrible execution. Shows he doesn't really care how secrets (let alone secret exits) are supposed to work. The only good thing about it is the demon stampede that happens near the normal exit, which most players never see anyways because the normal exit is more secret than the secret one.

Ugly map, but really good execution. Basically the embodiment of what TSoH should be (along with E2M2 and E2M7, but those are Tom Hall maps). Manmade-looking techbases, but twisted by hell and full of traps and strong monsters. Easily one of his highlights.

Ok map. It's a boss arena, what will you expect.

Dumb map, but so incredibly fun. Basically bad idea, but well-executed.

Ugly map that's supposed to give you an idea how hell is twisted and nonsensical, but fails at being engaging gameplay-wise because of its bad design.

Great idea with decent execution. Basically one of the most memorable Inferno maps for the automap shape alone.

Solid map, with really twisted architecture and imagery, yet solid gameplay. Easily one of the "how Inferno should be like" maps.

Awful as fuck. Good idea, bad execution like E2M5.

One of the most engaging maps in all of the Doom games. Looks hellish, it's fun to explore, is tough and punishing, but not unrewarding, and the secret exit is really ingenious. Basically the other "what Inferno should be like" map along with E3M4.

Boss arena that looks fine, but is ruined by the spider being such a shitty boss.

Excellent idea applied over the wrong map. I guess he was inspired on the modifications they made to that E1M1 map from Alpha 5 and said "I think it's a good idea to do that to E3M1!". Great idea, but applied to a shit map.

>> No.4713261

2+ hours, depending how big and how familiar to me the wad is.

>> No.4713274


>the only times you're going to use the spells that aren't tome of power are situations where you're basically obligated to use them, like hazard protection in a gigantic acid pit

as a heads up, the Protection spell protects you from all friendly fire explosive damage, fire damage, and all hazards. Use it in a small room and let loose with the firemace.

if you think the timed hits system should require a higher level than 1, especially with their vulnerabilities, you hate fun. I don't know what to tell you.

that said, I'm more than willing to take any and all criticism people have, especially when its constructive Sometimes I wonder tho.

>> No.4713275

>after that, we stuck to a strict doctrine of "fuck trying to gun down 300 zombiemen, just get the key and get out"
That kind of makes me think of the first Doom novel.

Frequently they find themselves getting into fights, but then there's scenarios where "This is obviously a trap, lets not." and "Yeah, lets just fucking run away/sneak past this shit."

I kind of like when some mods put some less than usual spins on Doom.

>> No.4713278


Oversight, will be fixed next version. :)

>> No.4713284


Doom balance has always thought that the rocket launcher was more important than the plasma rifle i guess. Its the same problem mods like Trailblazer have unfortunately

>> No.4713303
File: 768 KB, 1920x1080, Screenshot_Doom_20180414_204149.png [View same] [iqdb] [saucenao] [google]

Highway to Hell has been a decent mod so far. I think the SSG is underpowered but we'll see if that changes.

>> No.4713313

Wasn't highway to hell a mapset that was started here a while back? What ever happened to that?

>> No.4713346

Sounds like it'd be better to do it in Eduke with Dukes bike

>> No.4713354

doom center's vehicles were quite literally doomguy on 5x runspeed

>> No.4713364
File: 61 KB, 365x512, Micro Maniacs - 01.jpg [View same] [iqdb] [saucenao] [google]

A foot race wad in the vein of Micro Maniacs sounds like a good idea

>> No.4713381
File: 616 KB, 658x150, pressBtostart.gif [View same] [iqdb] [saucenao] [google]

Probably not.

>> No.4713386
File: 4 KB, 226x204, 1370369501767.png [View same] [iqdb] [saucenao] [google]

No one?
Guess I'll try again next thread

>> No.4713395
File: 3.83 MB, 3120x4160, doomkart.jpg [View same] [iqdb] [saucenao] [google]


>> No.4713426

So for some reason GZDoom wont run at 60fps. It keeps fluctuating between 57 through 59. No matter what I set my frame cap to it always stays around one to three frames slower. The only thing about it that bothers me is the shifting framerate occasionally gives the illusion of stuttering. Anyone know how to fix this issue?

>> No.4713427
File: 446 KB, 623x390, vvcap 2018-04-14-23-27-55.png [View same] [iqdb] [saucenao] [google]

Hi guys, DoDfag here again with a new idea for a new map and as you can see in the pic, it's Out of the Silent Planet now but we can keep calling me DoDfag because it way shorter and more pronnounceable than OotsPfag.

Right now I'm at the possibly the hardest part of the map: finding the midi. I haven't even started yet. I've found two midis and one potential mp3 (I left a comment in the video asking for a midi, I hope the uploader reads it)
Which of the three you like the most?
Also if by any chance you know of a better midi please by all means tell me.


I'm not too convinced of the first two but the third one is exactly what I'm looking for, I just need it in midi format.

>> No.4713434

I wonder if someone will ever try to create a specular map pack for vanilla textures, like how we have lights and brightmaps included by default.

>> No.4713437

Both. And I suppose Term is still working on it or something.

>> No.4713440

Oh, and they are unrelated as far as I know.

>> No.4713447

So I want to start making maps. Should I use Doom builder 2 or GZdoom builder?

>> No.4713450

GZDoom Builder.

>> No.4713451

I'd go with the song in the first link if the youtube uploader doesn't get back to you.

I also like the idea you had for your first map where it was based on the Iron Maiden song. Maybe that can be the theme of the next /vr/ mapping project; make a map based off of a song you like.

>> No.4713460

in trenchbroom, is there a (quick) way of selecting all the faces with the same texture?

>> No.4713461

Thanks! My idea for this map takes a little from The Planet of the Apes with Doomguy awakening on an apparently desolated wasteland surrounded with hills, dead trees with some buildings in the distance and after some exploring, all hell breaks loose as you go deeper in the planet and also a way out, only to discover it's earth all along.
I want to take advantage of fog for this one and ambience.

>> No.4713465
File: 307 KB, 1614x710, gzdoombuilder.jpg [View same] [iqdb] [saucenao] [google]

Am I in the right place? Lucky me it looks like it was updated today. Do I need the updater?

>> No.4713467

I think the order of weapons in Heretic is greatly influenced by the presence of the Tome of Power, which naturally wouldn't translate to Doom. The Hellstaff, for example, has a somewhat useful rain tomed mode, while the rocket launcher analogue gets a rape flamethrower which puts it in a higher place in the weapon hierarchy. And the best example would probably be the last slot (the Firemace), originally a really mediocre sort of plasma rifle that gets turned into a supremely powerful weapon when tomed.

>> No.4713470

Why is stupid shit like stealth monsters and particle fountains included in gzdoom by default when it should be modders' responsibility to make them

>> No.4713473

WAIT, no, I suck cocks.
I meant Doom Builder 2, this was the one I used personally, my mind was in another place.


I loved the 3D mode which lets you raise and lower floors and ceilings, making editing and building way easier.

>> No.4713479

that is the one you want, you don't need the updater

doom builder 2 is mad outdated yo

>> No.4713481
File: 136 KB, 335x360, 1480139336048.png [View same] [iqdb] [saucenao] [google]


>> No.4713483

i don't get it

>> No.4713487

Holy shit you're right, I meant GZ all along, I'm super confused right now and remembered everything wrong.

Yeah anon, it's GZDoom builder actually, sorry if I confused you more than I should.

>> No.4713490

However, it is worth noticing that if anon prefers Doombuilder 2, the up-to-date option would be Doombuilder X.

>> No.4713491

the port developers have simply become delusional. thinking that they're developing their own game at this point, and not maintaining some ancient 20+ year old software

>> No.4713497


the bugfix version doesn't work with the 3d floors plugin, god knows why

>> No.4713505
File: 480 KB, 584x447, This time its fursonal.png [View same] [iqdb] [saucenao] [google]


>> No.4713506

As opposed to certain modders becoming delusional, thinking that they're developing their own game at this point, and not just modifying some ancient 20+ year old software?

>> No.4713510

Why this much salt, anons?

>> No.4713517

Dunno about salt, I'm just parodying >>4713491

>> No.4713530


>> No.4713532

Hate to ask, but kegan, when's the combined arms update coming out? The new weaps look so cool and I can't wait to run it with colorful hell.

>> No.4713537

He's working on it. So, you know, about three years.

>> No.4713540
File: 164 KB, 640x480, lazercaco.png [View same] [iqdb] [saucenao] [google]

Working through monster states and testing them all, and jesus fuck I forgot how awesome my laser cacodemon was.

Starts out with a random aim that's somewhere away from you, and then swiftly turns closer at the rate of 1 degree per tic.

Still not sure if I should remove his inability to hurt other demons.

>> No.4713546
File: 138 KB, 1280x720, BungiesMarathon.jpg [View same] [iqdb] [saucenao] [google]

I want to write a guide on how to setup and play Marathon, but it will take a while. It will be comprehensive and will address many concerns like controls, folder trees, and graphics settings, as well as emulators and source ports.

>> No.4713547

because they simply look terrible

>> No.4713554

Go to Edit > Replace Texture. On the left column, click the texture you want; on the right column, click the same one so you're replacing the texture with itself. Hit OK and it'll do just that and you'll have every face with that texture currently selected.

Disclaimer: I don't know if this fucks with texture alignment at all and I don't think there's another way of doing it, but give it a shot.

>> No.4713559

>couldn't figure out why "setsectorglow" function wasn't working in script editor
>realized I had the wrong version of gzdoom builder (2017 version)

Thank you anons. You've helped me today.

>> No.4713563


I actually want to align the textures, seems that every brush ended with a different offset, it's a trim texture

>> No.4713570
File: 47 KB, 597x263, file.png [View same] [iqdb] [saucenao] [google]

Do it manually if they're all lined up differently, or once you have every face selected, you can type numbers in the scale/rotate/offset fields to apply the same options to every occurrence of the texture. If a field is blank, then multiple faces have different values; type in something and they'll all be set to it. It's like when you view the file properties for an entire album and the album name is right but the song field is blank because they're all different.

>> No.4713573


>Do it manually

fucking why, I ended selecting all brushes and resetting all the offsets

>> No.4713575


since you are here, can you recommend some common texture .wads?

>> No.4713587

>fucking why
Because texture alignment is important and unless you're using the Valve 220 map format, every brush you place will have different default texture alignment and your trims will look like shite if it's a detailed texture (i.e. skulls or squares or whatever) instead of a normal rough metal/dirt/stone/etc.

Directory includes jpeg previews of most of the wads. Q.wad and quake101.wad include most/all of the vanilla game's textures, there's a couple files between them with slight variations of the same texture (like the grave* textures and some of the blue metals), but they're close enough to serve the same purpose.

>> No.4713595

That would be great, Marathon deserves more love.

>> No.4713605


>>fucking why

I mean, fucking why there is not a "select faces with the same texture" option



oh, right, I'm a retard

>> No.4713610

It means I have to look in two opposite corners of the screen to get vital information. Outfit HP is at the bottom left and ammo is at the top right

>> No.4713614

>I mean, fucking why there is not a "select faces with the same texture" option
go to func_msgboard and suggest it as a feature

>> No.4713625

are chameleons known for having excellent peripheral vision?

>> No.4713630


>>act like a chameleon
>what does this mean?

a chameleon can point his eyes separately

>> No.4713639

I love Aeons of Death

>> No.4713643

Not three years. This update is only gonna have one brand new set, along with tweaks to the original combined_arms set, and then finally a redux of the original with a different SSG and done altered guns.

... And custom monster behaviors nicked from blastmaster, new crate weapons, and new sprites for items and stuff. At the rate I'm going it should take another couple months. It's not like GMOTA where I was making completely unique custom monster sprites and crap.

>> No.4713646

Well they can independently swivel their eyes around in look in two totally different directions

>> No.4713649

I love doritos

>> No.4713654


i unironically love fireblu

>> No.4713661
File: 1.73 MB, 1600x900, 5ac49c0813622_Screenshot(77).png.d1b60792191c81db91cd5a23193f118d.png [View same] [iqdb] [saucenao] [google]


>> No.4713670

Is it possible to selectively apply aggression to certain monsters in the mapinfo difficulty section?

>> No.4713674

This is maximum doom tier mapping

>> No.4713682

I low-key giggled at this for some reason

>> No.4713695


>> No.4713717

They don't die, they basically pull a 'chex quest' since otherwise they'd be all over the place (since pes can keep spawning them)

PE girls aren't implemented yet anyways

>> No.4713725

no you need to run a blockthingsiterator in a zscript on-startup event handler for that.

or just replace the monster :P

>> No.4713738

cursed video


>> No.4713746

Just started Hexen (got to "Half of the puzzle in the seven portals has been solved"). I don't get why people complain so much about the puzzles, it felt totally intuitive where to go so far. The real disappointment is the pretty weak combat (with mage at least) and level design.
What are some must-have Hexen wads? Like ones with fun, less-cramped level design

>> No.4713764

Hexercise ought to address your problems with the combat. There aren't a lot of Hexen mapsets and no megawad equivalents that I know of, but check out Shadows of Cronos and Scourge of Viscerus for some good single hubs.

>> No.4713779

Is there anything like Smooth Doom for Heretic?

>> No.4713783

Thanks, will check those out. Also I just got the lightning spell and damn that alone makes mage a thousand times more fun than it was.

>> No.4713793

doom..is.. not..good??

>> No.4713797

When are the func_ boys going to do another DM jam?

>> No.4713805

You just got like 200 maps to play from the DM4 jam and there's already an expansion underway, let the Quakedads sleep a while.

>> No.4713806

ur mom chingunner

>> No.4713807

i need a break from doom and doom accessories, should i play racing games or reinstall oblivion and spend two weeks modding it then uninstall

>> No.4713812
File: 8 KB, 199x181, 15892752.png [View same] [iqdb] [saucenao] [google]


>> No.4713813
File: 137 KB, 400x240, doom.png [View same] [iqdb] [saucenao] [google]

Play MH

>> No.4713816

It's not only possible to retrieve wall and floor/ceiling textures, but the normals for all of them too. This means one can make custom bounce behaviour, including bouncing laser beams. I'm only making my 3d puff actors face away directly from the surface they hit so far though.

Oh and flatsprite "floor decals" for slopes should be easy to make now as well.

>> No.4713817

that was not an option, i don't like monster hunter

>> No.4713818
File: 7 KB, 235x248, HUUUUH.png [View same] [iqdb] [saucenao] [google]

A pity. Then play Oblivion, mod it to hell and back before realizing it's unoptimized as shit.

>> No.4713823

will do
last time i played was about eight years ago or some shit and i was still on a phenom II, hopefully people have made some advancements in modding since then; i only want 60fps and i'll be happy but that's probably a dream

>> No.4713824
File: 27 KB, 321x490, 1513129496414.png [View same] [iqdb] [saucenao] [google]

>Prototype Railgun sprite from Aeons of Death

Am I no longer the only one here who plays and enjoys Aeons of Death?

>> No.4713826


Error seems to be pretty self-explanatory, it's looking for that script lump.
You can't just delete the Decorate, head into the base Decorate file and // out all #include sections mentioning enemies.


Yeah, Highway to Hell is a WIP mapping project, still slowly making headway.
Mapping is difficult, surprising nobody.

>> No.4713831

I think its modding went relatively stagnant in the past few years with the odd overlap from Skyrim, but there's probably still a few things to help make it more tolerable. Not sure what the deal is now, /tesg/ might know.

>tfw not every game can have a source port

>> No.4713841

New thread, hope I got everything.


>> No.4714062

I've never completed the entirety of any doom game
my most played gameplay mod is probably russian overkill (gib recommendations pl0x)
I hate brutal doom solely on virtue of it being popular

>> No.4714167


If I had the chance, I would've nuked the EH wads from existence by hacking the "shrine" where they were reuploaded many years ago.

To even attempt to erase them from the internet on this day and age it would be an effort in vain.

I guess the best we can do at this point is to shame and expel that small crowd of edgelords from the community.

>> No.4714228

EH wads?