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/vr/ - Retro Games

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4718315 No.4718315 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4713839

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.4718316

=== NEWS ===

[04-17] Trailblazer update 1.4c released, mostly bug fixes

[04-16] La Tailor Girl 1.52 released

[04-13] Anon texture release: Source engine-style devtextures

[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 Mound

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

[04-08] GZDoom Hardware Survey Concludes: older 2D backends 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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4718323
File: 1.29 MB, 1280x3966, So you want to Play some Marathon v1.png [View same] [iqdb] [saucenao] [google] [report]

> Marathon infographic
There is one already

>> No.4718329
File: 2.63 MB, 852x480, Pathways.webm [View same] [iqdb] [saucenao] [google] [report]

>What is Pathways Into Darkness?
It is the first FPS game ever made by Bungie. Yes, THAT Bungie. It is the grandfather of Halo.
If you like cool monster designs, 90's attitude, realistic action, and a convincing B-movie plot, play it.
>How do I play it?
By downloading and installing an emulator that I have made a 'quickie' of and playing it through emulation.

Here is the link for Basilisk II Quickie:

It has everything you need. Now go stab Headless for 5 hours and come back with the nuke planted.

>> No.4718334

How about some goddamn Rise of the Triad, Descent, Wolf3D, Shadow Warrior, Ken's Labyrinth, Hexen, Heretic, and... Hexen II? All of them have source ports, and none of them have a list.
Next thread, add that to the OP.
Neat! Downloaded.

>> No.4718336
File: 538 KB, 320x240, burtdoom.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4718340

Oh, and the Basilisk II Quickie has a copy of Doom thrown in there, I think.

>> No.4718359
File: 838 KB, 1920x1080, Screenshot_Doom_20180416_224641.png [View same] [iqdb] [saucenao] [google] [report]

WOOD ruined my perception of reality
too much wood

>> No.4718362

Pathways is Fucking Amazing for a basically 3-men-team. It's, well, it's a progenitor for checkpoint-based FPS games, as simple as that, Halo, from that, FarCry1 and Crysis, etc. It also has concise story, all the yummy dungeoncrawl-lite elements, the puzzles (which are directly tied to the story). Its gameplay changes VERY significantly with each single level, exactly the way it would, say, in FarCry1 all those years later. Moreover, it's an FPS game from 1993, no less, that Still Does Play Good. And by playing good I mean Doom1 levels of good. Actually it's the Marathon games that aged much, much worse and play as jank today. Pathways is fucking smooth and responsive, and it just feels good. And whenever you get hit, you just know that it was you who fucked up.

I HIGHLY recommend this game. I have certain nitpicks with it, but it's a very solid B+ all the way throughout. Also, Demo 2.0 to this game is also amazing (it contains different levels too). Demo A1 however is not all that good and can be safely skipped.

>> No.4718367

That's definitely HONTE right there, along with GMOTA while playing as the Doomslayer. The first level of Zone of Fear works well with GMOTA.

>> No.4718384
File: 2.63 MB, 1920x1080, Screenshot_Doom_20180402_220429.png [View same] [iqdb] [saucenao] [google] [report]

I see some people are starting to get knowledgable about these from how many times I randomly post gameplay pics.

>> No.4718391

Also, don't you fucking dare to use any music whatsoever with this game. The unnerving silence occasionally interrupted with some simple stock sounds of monsters attacking, is the best music there could be. The silence itself, I mean. The complete lack of any ambience whatsoever. You just don't know how fucking grating that silence can be when the savepoint is still nowhere in sight, and the previous one was 10 minutes and 30 monsters ago.

>> No.4718398
File: 368 KB, 1920x1080, Screenshot_Doom_20180316_194607.png [View same] [iqdb] [saucenao] [google] [report]

Dat Caco got a Fireblu fever

>> No.4718403

That's some gnarly color on the caco and the bricks. What level of what wad is that?

>> No.4718414


>> No.4718415

Second level of Alfonzone

Also the Caco is from Colourful Doom
It has two joke-tiers that are enabled separately in the options
The Gray Monsters
And the Fireblu Monsters

>> No.4718424

Are those texture replacement wads?

>> No.4718425
File: 317 KB, 1920x1080, Screenshot_Doom_20180404_075749.png [View same] [iqdb] [saucenao] [google] [report]

Painting the corridor red
Red like Doomguys hatred for demons

>> No.4718429

How do you place an item in SLADE? It just keeps reverting to a player 1 start...

>> No.4718430
File: 287 KB, 1920x1080, Screenshot_Doom_20180404_075755.png [View same] [iqdb] [saucenao] [google] [report]

Adding some Blu into the mix

>> No.4718459

Nevermind. There's a tiny checkbox in the corner. Enter should also hit that, but doesn't..

>> No.4718487
File: 1.16 MB, 1920x1080, wardusted.png [View same] [iqdb] [saucenao] [google] [report]


Yep. Star Wars one is WARDUST


>> No.4718493

Anyone know how to prevent a bulletpuff from being stuck in a wall with DECORATE? I'm trying to make a 'spawning laser' that spawns something at the very end of a railgun. But my critters end up stuck in a wall and instantly ceasing to exist.

>> No.4718508

Recommend me some Bullet hell mods I can sink my teeth into

>> No.4718512

There is a Touhou wad you know

>> No.4718516

Nevermind. A_Warp(AAPTR_DEFAULT,16) does it.

>> No.4718518

furrax by itself

>> No.4718525
File: 1.66 MB, 1366x768, Screenshot_Doom_20171113_000730.png [View same] [iqdb] [saucenao] [google] [report]

oh yeah, i used that with my oblige map. neat if you brighten your killing mood

>> No.4718536

I'm not sure if its ever been asked. But /rfps/ No mods just vanilla.

Doom 1, or Quake 1?

>> No.4718539
File: 237 KB, 1046x1467, PhotoFunia-1523908320.jpg [View same] [iqdb] [saucenao] [google] [report]

>Chroma keyed post processing shader
I see, so I can just draw out shapes/an animation in one solid color, and then somehow apply that warping shader onto it to make that loopy shit appear in the sprite's footprint, rather than the actual solid colors?

>> No.4718542

I'd love a ROTT infographic, since I'm wondering if anyone ever made any "megawads" for it.

>> No.4718546


>> No.4718552

>that image
What if Carmack was in the X Files?


>> No.4718553
File: 93 KB, 637x476, squaree2.png [View same] [iqdb] [saucenao] [google] [report]

well shit, what do I do now?

>> No.4718558

get to the top

>> No.4718573


>> No.4718574

sweet thanks

>> No.4718575
File: 753 KB, 1331x887, firstmap.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm gonna call that done. Finished my first doom map ever. It's not anything spectacular and it's small, but it's mine.

>> No.4718579

You un-fuck your display settings
Also most of the map can be skipped by rocketjumping

>> No.4718587
File: 1.99 MB, 1920x1080, fuckyoujames.png [View same] [iqdb] [saucenao] [google] [report]


I highly recommend Space Wars with it - https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/spacwars


>> No.4718591
File: 160 KB, 639x480, CursedFusionCannon.png [View same] [iqdb] [saucenao] [google] [report]

So, I'm working on a new gun to replace the shitty 'lightningthrower' I had before. Instead of having a 'lightning' enchantment, it's got a 'curse' enchantment instead.

It's a cursed fusion cannon. Normalfire just charges up through three stages. You can let go at any of the three, and it deals great damage to everything in a line, and slightly less damage in a spread around that line (Pic related, the small top right area. Note the little 'sparks' splashed across the wall and ground.)

Then the altfire, which takes mana, the 'cursed' enchantment (main picture) is a bouncing railgun. Hit a wall, it'll automatically target a nearby enemy and hit someone else, and it'll bounce again and hit a third person. If you're lucky, you can trigger multiple 'stage 2' bounces. Be careful, though- if the attack goes through a bad guy who's by himself, the second bounce will send it straight through the bad guy again- this time to hit you.

>> No.4718593

unless I'm missing something, there's nothing there and nowhere to jump to

thanks, I forgot I turned the brightness up on the cave map because I couldn't see shit

guess I'll restart the map and try again

>> No.4718596
File: 595 KB, 1920x1080, iconic.png [View same] [iqdb] [saucenao] [google] [report]


Nice man, got a dl link?

>> No.4718598

did you follow the soda cans and ladders?

>> No.4718602

I like the double skulls on the back, that means this gun is DOUBLE POISON.
There's something really endearing about your gritty aesthetic too, makes me think of a Sega Genesis game

>> No.4718607
File: 117 KB, 638x478, squaree22.png [View same] [iqdb] [saucenao] [google] [report]

I think that was my problem, I jumped onto this ledge rather than following the ladders and got stuck after the lava got too high

>> No.4718614

You guys got a sharing website you typically use?

>> No.4718621
File: 1.27 MB, 1280x640, comp2.png [View same] [iqdb] [saucenao] [google] [report]


Mediafire for me. People also use dropbox or mega.

I'd recommend using mediafire and also uploading to idgames archive.

>> No.4718624
File: 2.97 MB, 640x480, Bang.gif [View same] [iqdb] [saucenao] [google] [report]

When you're using your mainfire, the little display there lights up with three different pips. But when you're altfiring, that means you're using the CURSED mode. Here's how the normal one looks.

>> No.4718625


Also be sure to reply to the second post in thread with link so it shows up in the === NEWS === post next thread.

>> No.4718626

Good gravy that framerate.
I do like the vents though.

>> No.4718632

Here it is. I made it in GZdoom Builder so I assume you gotta use GZdoom to play it. Not positive on that though. Let me know if it's got enough ammo/health, I feel like it's just enough but I worry I just know the map too well.


>> No.4718653
File: 7 KB, 200x200, FUSNE0.png [View same] [iqdb] [saucenao] [google] [report]

This is literally the first gif I've ever made (because I am bad at things). The colors in that gif are all off too.

The sprites here were made years ago for my DUMP3 entry, but I was so sick of the old fusion cannon sprite I'd originally made for the project, that I unshelved this old thing and and spiffed it up a bit.

I think I made a textureless 3d model of it first, took screenshots, and then I fucked with it until I got it looking how I wanted.

With this done, though, I've got a full set of weapon replacements! With only vanilla shotgun and supershotgun sprites, everything else has been stolen, shamelessly ripped, or made myself.

>> No.4718664

last week, people were complaining that people don't comment on wads that are posted here anymore, so I thought I'd give it a shot.

It was an enjoyable map. Played on HMP, got my dick kicked a little bit because I'm shit, but you have a good balance of weapons and health, I didn't feel too desperate. I found all the secrets without needing to rely on the automap powerup for what that's worth. You did a nice job with the enemies, it didn't feel like there was too many nor not enough, and the variety was nice too. The level has a nice amount of height variance as well.

I'm not great at criticism, but yeah it was pretty good. Especially for a first level.

Were you that guy who was asking about lowering the minigun platform after killing 4 imps? Because I could help you out on that.

>> No.4718692

Yeah that was me. I'd be glad for your help, I see death triggers pretty often, even in unmodded Doom 2.

Glad you liked the map. I tested it a lot to make sure things felt right. From my testing you should just barely scrape by with enough health and ammo if you don't find any of the secrets. I was testing it on UV, though to be honest I'm not actually sure what the difficulty levels do in Doom. Do enemy do more damage on UV?

The only thing I'm dissatisfied with in the map is the lack of feedback when you activate the red key terminal. Since I'm actually using "Raise Ceiling" instead of "Open door" there's no sound. No switch sound either. Also I think I should have made that staircase in the last area easier to climb while moving backward so you dont get cornered by the hell knights.

>> No.4718698

"last week"?
It was yesterday!

>> No.4718709
File: 90 KB, 512x620, Lost_episodes_of_doom.jpg [View same] [iqdb] [saucenao] [google] [report]



This is pretty cool. The map has a good flow for a first map along with some interesting detailing. I recorded an FDA (first demo attempt) and typed comments (cbf plugging mic in and unplugging speakers) for you.

The balance is fine. The maps on the easy side but that's not a bad thing. I'd mix up some of the STARTAN with different textures desu.

I like the secret where you use the console and get the computer map. It's fun and the computer map gives you the ability to find the other secrets without humping every wall.

>> No.4718710

Well it was last week too. I went away for a trip and only came back yesterday.

Difficulties are as follows:
ITYTD: Players get double ammo from pickups, take half damage
HNTR: Normal amount of ammo and damage
HMP: Normal amount of ammo and damage
UV: Normal amount of ammo and damage
NM: Double amount of ammo, monster attacks and projectiles are faster and monsters respawn.

The other difference between the middle three are the amount of enemies that spawn, of course.

>> No.4718715
File: 1.46 MB, 1920x1080, chexgore.png [View same] [iqdb] [saucenao] [google] [report]


> I was testing it on UV, though to be honest I'm not actually sure what the difficulty levels do in Doom. Do enemy do more damage on UV?

Nah. The different in skill levels are the spawn flags. You can tag entities to appear in whichever skill level you like. You can use this to remove lower tier monsters in UV and instead have higher tier monsters spawn. You can also make keys spawn in easier to reach positions too. On ITYTD and Nightmare! you get 2x ammo from pickups and enemies are faster and more aggressive on Nightmare! as well as respawn. Nightmare! monsters are also different to just using -fast. You can read more here: https://doomwiki.org/wiki/Skill_level#Doom_and_Doom_II_skill_levels

>> No.4718742
File: 80 KB, 320x240, d8c.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks a lot for that video, helped immeasurably seeing someone who didn't make the map play through it. The teleporting knight really is underwhelming if you kill all the enemies in the arena first, I suppose I should have anticipated that. I couldn't figure out how to get group teleport to work and was worried about players getting swamped by too many enemies if they didn't bother to kill everything.

I do need to do more texture work, but that is by far the most time consuming part of making maps. At the very least next time I wont be using as much of the default brown walls and floors. I got a bit lazy at the end, with the flat rock walls and especially in the exit room. Thanks for catching the screwed up lighting on the ceiling of the cargo room, no idea how I missed that.

My first experience with mapping was pretty good. Lot of time wasted and a lot of lessons learned. Ill probably start my next one tomorrow after I've played some more Doom 2. Learning to design maps has given me a whole new perspective on that game.

>> No.4718749
File: 1.94 MB, 1920x1080, doomgoldensouls.png [View same] [iqdb] [saucenao] [google] [report]


>Learning to design maps has given me a whole new perspective on that game.

It's really interesting aye. When you make more stuff feel free to drop me a message on youtube or Doomworld and I'll be happy to play through and make another video. I can do it as a proper FDA + review and do commentary etc if you'd like.

Good work on the map~

>> No.4718771

Took a while because I couldn't find my previous examples and had to re-research it.

Open up the script box (F10) and stick this in it.

#include "zcommon.acs"

script 1 OPEN
While(ThingCount(T_NONE, 2) > 0)

Floor_LowerToLowest(1, 20);

Give your 4 imps the same tag. In the code above, the tag you give the imps will be the same number you put in this part "While(ThingCount(T_NONE, 2)" in place of the 2.
The minigun platform that lowers, give that a sector tag and then replace the 1 in "Floor_LowerToLowest(1, 20);" with that tag

Then you are set!

>> No.4718815


>> No.4718819

Old news

>> No.4718820

yes, this was posted about just last topic

>> No.4718826

huh didn't notice even though I sub him just for updates

>> No.4718828

>just now falling into account to the fact that it's 2018 and I haven't made a single gif or webm yet
holy shit.

>> No.4718830
File: 169 KB, 1500x1120, 8334752.jpg [View same] [iqdb] [saucenao] [google] [report]

Yo what's the best way to play Doom on android?

>> No.4718832

freedoom app

just insert the iwads in and it's off to the races

>> No.4718840
File: 434 KB, 1600x900, Screenshot_Doom_20180417_023324.png [View same] [iqdb] [saucenao] [google] [report]

Trying fullscreen offsets and putting the HUD in the corners for this one. Also steadily getting some FANCY versions of the HUD elements already at play here. The new health and armor looks really good

>> No.4718852

delta touch.

>> No.4718864
File: 87 KB, 561x372, doomlife.jpg [View same] [iqdb] [saucenao] [google] [report]


Haven't recorded anything for ages so I figured I'd show off a HL1 weapon mod real quick. I can't seem to find original source so I chucked it on mediafire.

I recommend checking this out cos god damn, the weapons feel just like their HL1 versions.


>> No.4718868

It might be a good idea to consolidate that a bit. Hexen series could all be placed in one infographic, and one-off Build and Doom engine stuff could be lumped together based on the engine.

>> No.4718873

Jesus the animations are dead on. Even the idle animations and the explosions.
Is the hive hand in?

>> No.4718875
File: 1.40 MB, 1920x1080, tntfinaldoomer2.png [View same] [iqdb] [saucenao] [google] [report]


It's really impressive. No hivehand, crossbow, nades or snarks unfortunately. Only shotgun wasn't shown in video if I recall correctly.

Honestly, I'm shocked at how close it feels to HL1 weaps. The mp5 nades feel just like HL1 too.

>> No.4718882

This >>4718832 is free but is only a port of the GZDoom engine. Delta Touch only costs a couple bucks and has GZDoom, PrBoom+ and Chocolate Doom.

>> No.4718885

Also forgot to mention that the ports for Delta include multiple versions for legacy mods.

>> No.4718887

Kinda treading into Bullet-Eye aesthetic now.

>> No.4718889

Delta touch better than doom touch? I've got doom touch on an android console, but a lot of wads crash

>> No.4718891

That's because the guy behind Bullet-Eye is helping me with the HUD.

>> No.4718892

>Start video
Immersion ruined

Image unrelated?

>> No.4718893
File: 1.17 MB, 1920x1080, breakpoint.png [View same] [iqdb] [saucenao] [google] [report]

Anyone got more maps by the anon who made breaking point? I've got that and growth but am keen for more.

>> No.4718895
File: 1.65 MB, 1280x720, retributionmap29.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, I wish it was a more full replacement too. It's a shame it died in beta as far as I know.

Image was unrelated.

>> No.4718896

Oh, well there ya go!
Got a lot of dithering on the new graphics though, hopefully it works out.

>> No.4718898
File: 549 KB, 1600x900, Screenshot_Doom_20180417_025518.png [View same] [iqdb] [saucenao] [google] [report]

Seems to work fine, here's a blown up version of the same thing

>> No.4718908

>That rocket launcher propulsion delay

>> No.4718909

It just makes it look "gritty" to me, unless that's the intention.

>> No.4718912

Also the rocket trails are neat as heck, too bad the beginning of it is so sharp and cut off.

>> No.4718914

Yeah, he said he wanted to give it a gritty metallic look, and I dig it too.

>> No.4718940

what map is this? unless "iconic" is the name of a wad

>> No.4718941

Delta Touch is the successor to Doom Touch, actually. Same dev.
Runs alright on my Nvidia Shield tablet, but GZDoom can slow down a bit on bigger maps or flashier mods (that's due to GZDoom's poor optimization though). Been running through BTSX with Final Doomer and it runs just fine.
DBT makes his mods with mobile in mind so D4T and QCDE run really well.

>> No.4718943

it's UDMF. disappointing. did you actually use any new features or is this just a plain doom map that has an obnoxious source port requirement for no reason?

>> No.4718953


Iconic the name of the wad



>> No.4718958
File: 1.02 MB, 1920x1080, carwarz.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4718959

fair enough, thank you.

>> No.4718983

who pissed in your cornflakes?

>> No.4718996
File: 56 KB, 241x235, hmmm.png [View same] [iqdb] [saucenao] [google] [report]

I want to make a Cacoward bait, how do I go about that? What kind of wads have the highest chance of winning?

>> No.4719000


It's a fair point but expressed in a shitty way. If you're not using advanced port effects there's no reason to have a map in that format. It just excludes others from being able to play your map in their preferred port. This could definitely be a vanilla map and I'd prefer that as I'd most like to play it in Crispy Doom.

Again, he said it in a sorta shitty way but he does have a point.

>> No.4719005

good ones

>> No.4719008

And I was playing alfonzone and colorful hell with the final doomer "it ain't me starts playing" weaponset. This madman's going vanilla.

>> No.4719012

Anyone remember the map made by some guy in a metal band? I saw it when I was going through the doomwiki recently but I can't remember who it was, just that they were in a big metal band and released the map on the site with the Doom 2 IWAD.

>> No.4719019

I made it that way because I have no idea what I'm doing or what UDMF means. I just wanted to make Doom maps.

>> No.4719023
File: 15 KB, 418x451, mapformat.png [View same] [iqdb] [saucenao] [google] [report]


That's cool man, it's not really a huge deal. It is something to be aware of when you make your next map though.

You were sorta aware of it when you said you made it in GZDoombuilder so it'd probably require GZDoom. This isn't necessarily the case, what it depends on is what format you choose when you first create a map (see pic).

If you aren't planning on using boom, ZDoom or UDMF special features (slopes, boom flags etc) it's worth making your map in standard Doom 2 format (IMO). This will make it compatible with every port but also means you can't do some fancier stuff.

>> No.4719028
File: 2.71 MB, 320x240, 1509799456711.webm [View same] [iqdb] [saucenao] [google] [report]

This is incredibly dumb and doesn't work quite right

>> No.4719031


Woah, looks cool but a bit janky. Got dl link?

>> No.4719032

We VVVVVV now.
I hate trying to type this game's name out.

>> No.4719039

That's just how German women look.

>> No.4719047

>Gretel and "Trans" were never in the same game together

>> No.4719062

The kind of wads that remove sodium chlorides.

>> No.4719070
File: 495 KB, 1600x900, Screenshot_Doom_20180417_063425.png [View same] [iqdb] [saucenao] [google] [report]

Man. The Bullet-Eye guy is really fucking good.

>> No.4719084

Heh. I need to get back to working on Suab 2. Motivation's been lacking the past week or so.

>> No.4719097

What's the single funniest gun/reloading animation in Doom's community library?

>> No.4719102

anything made by shivers

>> No.4719103

How about that teeny tiny SSG from Too Many Super Shotguns?

>> No.4719112

The really tall tower of super shotgun barrels is amusing too, it looks like shit and animates like shit but that's why it's so funny

>> No.4719113

stuff that wasn't backlinked in last thread

[04-16] Booster public test build #2

[04-15] Patch to remove demon runes from D4T

[04-15] Conversion of Quake Ikwhite textures to Doom format

>> No.4719115

sorry to be boring/nostalgic but for me nothing beats the original ssg with all frame delays set to 1 tic.

>> No.4719134

Whoa, that's a thing?


>> No.4719150

I saw somebody playing a map on Brutal doom and it was inside a skyscraper and took place outside skyscraper sometimes, does anybody know what this map could be? I've tried searching it but I can't find it anywhere. The map looked really good

>> No.4719158

Can't wait to stroll through a field of gibbed enemies and have my eardrums blown out by the overlapping kick sounds.

>> No.4719186

>In Duke Nuken 3D, the mighty boot automatically engages when near frozen or shrunken enemies
please don't tell this to Tiniente Teodoro

>> No.4719196

>Tiniente Teodoro
too obscure for english speaking audiences i feel

>> No.4719257


>> No.4719270

Yeah. I got everything up to Slot five's stuff done, and I have everything up to the Turmoil implemented. I've just not been in the mood to do much of anything lately.

>> No.4719271

yes, i had to look that up, hence my previous post.

>> No.4719276

Okay, here you go because I'm too lazy to try and bugfix this anymore: https://tknk.io/Nrw8

You need to do "sv_aircontrol 1" and "cl_capfps 0" otherwise weird shit will happen. Stepping on a sky ceiling will cause you to fall off the planet and die. Also monsters having their gravity flipped was incredibly bugged and so I disabled it, if anyone can figure out how to fix that, go for it

>> No.4719278
File: 598 KB, 739x739, 1500001859921.png [View same] [iqdb] [saucenao] [google] [report]

Well I was a fan of the first one so I'll say "keep on trucking friendo, you can do it".

>> No.4719284

Yeah basically. Part of the green channel can be used to define the geometry of the sprite though - in the webm in the last thread, a radial gradient in the green channel is what makes the flat chromakeyed disk appear spherical. When i get home i wanna experiment with keying off of fragment-shader overdriven RGB for better fidelity and flexibility.

>> No.4719294

Oh shit, I'm sorry.

>> No.4719297

If Beetlejuice made a Doom wad, what would it be like?

>> No.4719323

>chroma keying
i REALLY wish we didn't have to do things this way, it's incredibly hacky and brittle

>> No.4719332

id is so revolutionary, they even inspired how neatherealm studios makes female faces in games

>> No.4719335

So, does anyone have advice for how to make an f1 screen? I know how, but what kind of content should I put in it? Just controls+weapons+items, or should I mix in a monster manual as well?

>> No.4719337

You could check line of sight in zscript and send a position vec3 of the (invisible) actor to the pp shader where it's projected to the screen and displacement is applied radially around the input vec3s. Will pop in and out from corners though.

>> No.4719347
File: 644 KB, 869x830, D18969CF-4EE9-4252-92EF-42A587AB73BA.jpg [View same] [iqdb] [saucenao] [google] [report]

>never played DOOK before
>get eduke and github the main game files
>actually really fun
>space station levels really fucking impressive given when the game was made
Why can’t all shooters be instantly satisfying like the old ones?

>> No.4719363

>Discovery of Gravitation starts playing

>> No.4719384

Map was enjoyable and I only found a few things that could be changed or improved upon. General texture alignment in a few areas could be improved and I was expecting the outdoor floor to damage the player on contact. I don't know if anyone else did but since it has yet to be mentioned I will assume that I am the only one with that assumption. Secrets were done well and I was a fan of having that sergeant in front of the computer being key to one of the secrets. Overall pretty decent map.

>> No.4719410

that is fucking cool as hell. I could see real use for map-scripted gravity shift events.

>> No.4719414

Adjust brightness or enable FILTERS

>> No.4719419

I'm genuinely surprised it's compatible! A very good WAD, highly recommended.

>> No.4719482

That looks like a cool gimmick for a platforming-heavy wad.

>> No.4719543

BD is like the epitome of "shit that's popular for no reason" because trying to look for why it's even that popular is like discovering that time travel is real and our timeline has literal holes in it, but somehow that isn't killing our universe.

>> No.4719554

>loved going down
>loved scythe 1
>enjoyed valiant
>enjoyed ancient aliens
What should I play next?

>> No.4719561


>> No.4719564

How about wads with bossfights? I was looking into touhou doom, but the levels preceding the bossfights look like shit

>> No.4719567


>> No.4719571
File: 1.95 MB, 490x390, DukeNukem3D.gif [View same] [iqdb] [saucenao] [google] [report]

It's a really fun game.

Also try Rise Of The Triad some day.

>> No.4719586

Which ROTT source port do you recommend, WinROTT or GLROTT?

>> No.4719596
File: 2.80 MB, 480x270, revving.webm [View same] [iqdb] [saucenao] [google] [report]

Truly a revolutionary feature

>> No.4719597

Bah, I could do that in Project Brutality. Not revolutionary at all. In fact, someone probably did that before Project Brutality. Either way, General Georgio is late again.

>> No.4719598

This has wicked potential.
People who pick this up should see if there's a way to make it work with different gameplay mods, like maybe it's a file you load along with it.

Otherwise it really narrows down it's appeal, but w/e it's cool.

>> No.4719601

what has he invented?

>> No.4719602


>> No.4719612

Obviously you should make a zandronum soccer mod.

Brutal Football.
No weapons. You beat other players to gibs. Every head you kick into a goal is one point.

>> No.4719616

postal dude is disappointed

>> No.4719618

PS: This is from abort_m. It took me less than 3 minutes to add it in.

I don't even want to know how much time Sargy Marky sunk into trying to do that in old rusty DECORATE.

>> No.4719619

Just need to have a head, a kick, and goals. Nothing else is needed, unless you want to go full Mega Man Soccer or Mario Strikers up in this bitch.
Sgt Mark is truly Doom's answer to YandereDev.

>> No.4719629

You're just as much as a cunt, marisa

>> No.4719632
File: 1.89 MB, 477x335, rise of the triad 1995.gif [View same] [iqdb] [saucenao] [google] [report]

Not sure, I ran WinRottGL, which was ok, though a bit buggy. I'd recommend against installing the included 3D models, because they're ugly as shit and doesn't look as good as the original 2D graphics.

The game is kind of like a more advanced and interesting Wolfenstein 3D dreamt up on a drinking bender, MUCH more arcadey and much more visceral.

>> No.4719637

Terminus did it like 3-4 years ago in Demonsteele

>> No.4719638
File: 169 KB, 1920x1080, image_42044.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4719645

I thought it was already in BD or something

>> No.4719648

You're the poster child of why expats are bad. You don't come here to join in the community, you come here to shit on people without fear of being permanently banned like you would be if you were at home on ZDF. Go back there.

>> No.4719650 [DELETED] 

She's contributed more than you ever have, cunt.

Global rule 2, btw.

>> No.4719660
File: 13 KB, 320x307, 24296704_1539812092734137_465117253306436161_n.jpg [View same] [iqdb] [saucenao] [google] [report]

>there will never be brutal dark forces

>> No.4719672
File: 585 KB, 600x516, 1523212447231.png [View same] [iqdb] [saucenao] [google] [report]

>Wanting brutal anything

>> No.4719675

Haven't been here in a while, how has the progress been on that blood source port? Anything new?

>> No.4719676
File: 687 KB, 1280x720, Screenshot_Doom_20180418_051721.png [View same] [iqdb] [saucenao] [google] [report]

Playing TotLM 4 for the first time, this alternate path so far for 3 maps has just been full of Doom 1 and 2 references (dunno if any others), it's getting a bit silly now.

>> No.4719687


>> No.4719689
File: 268 KB, 1280x720, Screenshot_Doom_20180418_052732.png [View same] [iqdb] [saucenao] [google] [report]

Laser sights don't work this way

Wonder how much stuff is being broken simply because I'm playing on a newer version of GZDoom, already got PDA messages not fitting on the screen and flashlights not working underwater

>> No.4719710

Will do. Thanks.

>> No.4719714

>meticulously aligning textures high up in the ceiling that the player won't likely even see
Sounds about right!

>> No.4719725

how is this news post worthy? it's just some guy promoting his twitch stream.

>> No.4719730

I'm not an expat and also you weren't replying to me.

>> No.4719732

Maybe learn something about level edition? I don't know.

>> No.4719735
File: 223 KB, 1920x1080, Screenshot_Square_20180417_155139.png [View same] [iqdb] [saucenao] [google] [report]

Can I beat Adventures of Square hardcore?

>> No.4719737

I recognize that error. You have to throw a ton of flags at the puff and the functions that spawns it if you don't want to have it raise like that

>> No.4719739

Shure why not

>> No.4719740
File: 73 KB, 524x400, nodelay.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone know what these error messages mean? They show up whenever I try to use Smooth Doom on GZdoom. Seems to work fine anyway, but I'm curious.

>> No.4719743
File: 75 KB, 645x729, d27.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4719746

update your gzdoom

>> No.4719747

It's a state flag that if put in the first frame of an actors spawn state keeps it from standing around and looking stupid for 1/35 of a second. Putting the state flag anywhere else does absolutely nothing.

>> No.4719752

cubular difficulty? yeah

watch out for langoliers

>> No.4719756

I'm already at the current version though

Not totally sure I understood that but what you're saying is I shouldn't worry about it?

>> No.4719757

ZBlood implements kicking the zombies heads, and that was nearly fifteen goddamn years ago

>> No.4719760
File: 2.13 MB, 640x360, brutal hexen.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4719770
File: 129 KB, 512x512, 1475876137725.jpg [View same] [iqdb] [saucenao] [google] [report]

I think you have me confused for someone else.

>> No.4719773

>Not totally sure I understood that but what you're saying is I shouldn't worry about it?
Yeah don't worry. It's more of a warning to the modder that they've made an error, even if it doesn't actually effect anything.

>> No.4719775

Unless Brutal Hexen replaces the levels with good ones, that's not really a solution.

>> No.4719779
File: 47 KB, 1280x720, Screenshot_Doom_20180418_061105.png [View same] [iqdb] [saucenao] [google] [report]

It's a map made out of people's names, cute.

>> No.4719782

Good thing gameplay mods can be played with other maps and not locked the original ones.

>> No.4719797

Good thing Hexen has so many other maps!

>> No.4719803

...and Blood did it 20+ years ago

>> No.4719804

I was being very blatantly sarcastic when I called it revolutionary.

>> No.4719815

Yes, not as many as Doom but still a bunch.

>> No.4719829
File: 82 KB, 220x225, disgust_spike.png [View same] [iqdb] [saucenao] [google] [report]

>filters set as default

>> No.4719832


>> No.4719848


>> No.4719849


>> No.4719851

[i don't know]

>> No.4719853
File: 45 KB, 601x491, bandicam 2018-04-17 02-25-12-124.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4719856

[can you repeat the question?]

>> No.4719858

Does anybody know the mapset used in this video? I've played it once myself years ago and haven't been able to find it since. I'd ask the guy myself but I don't speak Kraut.


>> No.4719860
File: 74 KB, 674x674, 1523758034817.jpg [View same] [iqdb] [saucenao] [google] [report]

[data collection lost]

>> No.4719863

- speedmaps
- boom-compat
- some kind of overarching theme
- lots of pretty graphics and effects
- on-the-verge-of-slaughter-y gameplay
- custom music

>> No.4719864

It was in Demonsteele first. Mark probably took it from that.

>> No.4719867


Looks like Hellground.
Good mapset. I played it a lot with High Noon Drifter.

>> No.4719868


what's the license for using this/modifying this in our own project?

>> No.4719871

Demonsteele wasn't that long ago... Was it?

>> No.4719872
File: 21 KB, 473x390, 1460440375842.jpg [View same] [iqdb] [saucenao] [google] [report]

That's it, thank you.

>> No.4719882
File: 1.11 MB, 640x360, totlm4crusher.webm [View same] [iqdb] [saucenao] [google] [report]

Even more reference stuff - even has the blue key door.

>> No.4719889
File: 6 KB, 199x181, 1523576366255.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4719891

Did you know HUH backwards is HUH?

>> No.4719892


>> No.4719895

Daily reminder that if you play anything other than vanilla doom it's not a retro game and belongs on /v/

>> No.4719904

Whoa Doom is the only retro game? huh

>> No.4719907

shit, there goes my chrono trigger playthroughs

>> No.4719924

zdoom, or gzdoom for just random megawads?

>> No.4719927 [SPOILER] 
File: 5 KB, 199x183, 1524002460559.png [View same] [iqdb] [saucenao] [google] [report]

anyone hungry for a burger?

>> No.4719943

zdoom has ceased development and doesnt support opengl (necessary for graphics effects in some modern wads)
most old/classic megawads are vanilla so theyll work fine in any sourceport from crispy doom to prboom+ to gzdoom
personally i use gzdoom since it supports the most wads

>> No.4719978
File: 87 KB, 480x270, 1436873831139.gif [View same] [iqdb] [saucenao] [google] [report]

want borger

>> No.4719979
File: 288 KB, 800x600, Screenshot_Doom_20160913_120634.png [View same] [iqdb] [saucenao] [google] [report]

I like GZDoom for mods and freelook.

>> No.4719981

what wad

>> No.4719989


ok, what the actual fuck happens in this mod?

>> No.4719991


>I like GZDoom for mods and filters

>> No.4719992

looks like one of those poor wretches they pay to stand outside the shop and attract customers

>> No.4719993

you wear funny clothes and they enhance your weapons in thematically appropriate ways

>> No.4719996 [DELETED] 

presumably the same guy what's been playing alfonzone for the past three threads

>> No.4719998
File: 187 KB, 800x600, Screenshot_Doom_20160905_034513.png [View same] [iqdb] [saucenao] [google] [report]

Bloodstain (bstain.wad) by Pipicz. Gets very gothic at places. Decently challenging, a lot of the encounters are built around using cover, which is something I do naturally, but not everyone likes that.
I think it has great aesthetics and atmosphere.

Played with Immoral Conduct.

>> No.4720001
File: 207 KB, 800x600, Screenshot_Doom_20160913_120919.png [View same] [iqdb] [saucenao] [google] [report]

What do you think filters are? Because there's no filters there.


>> No.4720002


but, can I enhance my weapons by being a qt trap?

>> No.4720005


I was talking about me, but I incorrectly quoted you

>> No.4720006

How does she hold her guns through that

>> No.4720013

they are swiss cheese burgers

>> No.4720017

Ah, I apologize.

>> No.4720023

give her a hot dog weenie outfit

>> No.4720069

In Blood, are life essences random drops or pre-defined to drop from certain enemies?

>> No.4720072
File: 474 KB, 919x517, file.png [View same] [iqdb] [saucenao] [google] [report]

what's the best way to play Dark Forces?

>> No.4720074

A mod idea i had was a Doom 4 inspired TC, that was more about its theme than being a faithful recreation
You had weapons and enemies from reboot Doom, that even have some gameplay changes and all, but the whole thing doesn't feel much like an advanced use of ZDoom features, that the maps don't even have stuff like room above rooms and are almost close to traditional Doom mapping
Just a fun idea i had

>> No.4720078
File: 34 KB, 798x659, 2018-04-17 16_03_20-README - Word (Unlicensed Product).png [View same] [iqdb] [saucenao] [google] [report]

this readme is really something else

>> No.4720085

Hexen does have good levels faggot. It's the vagueness of the messages that bog it down. So many of you fuckers complain about it, but not a single one has decided to make a mod that fixes it.

>> No.4720098


>> No.4720121


DarkXL, but you have to disable sound for the Nar Shadda level because apparently the audio will cause it to crash after a few minutes for some dumb reason. Otherwise its a really nice sourceport.

>> No.4720127

is the latest download on http://xlengine.com ?
every page besides the main one is a 404 for me

>> No.4720146

Any versions of Duke 3D that merge all the new references/secrets/weapons/map designs from 64 into the usual PC versions?

>> No.4720149

Yeah, looks like the site is down and I can't really find any mirrors aside from the author's GItHub.

>> No.4720158

closest thing would be this:

>> No.4720174

Depending on your computer's specs you could run it via PCem, worked pretty well with my setup at least.

>> No.4720189

Has anyone ever played the AMC TC mod for duke 3d?

>> No.4720207

Is GZDoom overall darker than slightly older versions of ZDoom? I'm more used to using ZDoom from a year or two back, and I just now fired up the most recent GZDoom, playing through the first few levels of Doom II which I'm super familiar with, and my own first wad which I'm also super familiar with, and everything seems a wee bit darker than what I remember. Also the lighting seems a bit smoother and even, and not so harsh as I remember.

>> No.4720210

I was also expecting the outdoor area to damage me, but I didn't mention it.

Hell, half the time in Doom/2 it was a gamble if a blood floor was going to hurt you or not.

>> No.4720267

damn she T H I C C

>> No.4720273
File: 292 KB, 691x435, KEK.png [View same] [iqdb] [saucenao] [google] [report]

does anyone got any good burning or on fire sprites

>> No.4720274

most people tend to just use the ones from blood and strife from what i see

>> No.4720279

Wanted to try this, but the download link doesn't seem to work anymore.

>> No.4720291

Very pleasing to the eye

>> No.4720292

That's weird. Let me upload it again. Will post link in a couple minutes

>> No.4720305

Okay here's the new link. Deleted the old on.


>> No.4720315

Aaand I forgot to fix the wonky lighting on the ceiling of the cargo room. Ah well. No big deal.

>> No.4720320

Yea, but a while ago. the level design didn't impress and the extra features broke at the slightest prodding. I'd suggest WGrealms 2 instead but that was a while ago as well.

>> No.4720329

Hi /fps/.
Just passing through but wanted to take the opportunity to ask if any of y'all have played Crime Crackers. So... have ya?

Disappointed to learn it never got a release outside of Japan, but I liked it a lot as a kid so if you haven't heard of it before, maybe you'll like it, too.
Here's a video of gameplay:


>> No.4720337


That looks pretty interesting, actually.
I'll have to see a full playthrough of this game.

>> No.4720338

mod/map pack with boss fights?

>> No.4720340
File: 442 KB, 500x375, turn_that_shit_up.gif [View same] [iqdb] [saucenao] [google] [report]

The gameplay doesn't look too exciting, but some of the graphics are really nice (particularly the cute girls), and the soundtrack fucking SLAPS.

I love electric guitar with saxophones, that shit's gud.

>> No.4720341

zen dynamics.

>> No.4720348

>electric guitar with sax
That's a very early 90s combination. That was just the first stage, so it's very simple. It gets more complex and challenging later. I wish I could make a translation for you guys to play, but I don't know how to game hack at all.
This game was my favourite for quite a few years back then.

>> No.4720357
File: 321 KB, 400x227, giphy.gif [View same] [iqdb] [saucenao] [google] [report]

What is the best song from doom, and why is it deep into the code?

>> No.4720359

Lol thats great. Is the game any good?

>> No.4720376

Now I want a Doom wad with the Crime Crackers OST.

>> No.4720407
File: 31 KB, 835x217, firefox_2018-04-17_06-22-28.png [View same] [iqdb] [saucenao] [google] [report]

He wasn't even trying to do anything revolutionary anyway

>> No.4720410

My biggest problems are the level design flaws in the edf levels, though I haven't played the levels from the main campaign.

>> No.4720429

It's certainly the best high tempo theme of the original game, gets you pumped.
I'm also extremely fond of E2M2, and not just because of the level, but because of how well the track suits it.

>> No.4720450


>> No.4720459

Doom better look out. This game has 3 status bar faces. Three. That's two more than doom.

>> No.4720468

i couldn't beat Adventures of Square

>> No.4720474

what are you, a circle

>> No.4720484
File: 3.24 MB, 5312x2988, q3tatts.jpg [View same] [iqdb] [saucenao] [google] [report]

q3 is a pretty dece game

>> No.4720489

colored tats are kinda meh
don't do that

>> No.4720513

Yeah, wouldn't recommend it.
I used to do it every day for a time. Not sure if I regret it, but I'm glad I stopped, yet I'm also terrified of anyone seeing those scars.

>> No.4720519

Good question. There have been a lot of times where I've loaded a save and the same enemy drops a life essence each time, but I don't know if they're scripted to always drop one, or the random gen seed is set.

>> No.4720530

Is the shaft on your other wrist or on your penis?

>> No.4720538
File: 855 KB, 1920x1080, standinup.png [View same] [iqdb] [saucenao] [google] [report]


I quite like colored tatts desu. I'm def gonna get a full sleeve in color on left arm and half sleeve on right.
Dw, I don't cut anymore.


I used to try to hide them (especially at a new job) but now, fuck it. I see the scars as self-expression akin to tattoos now.

>> No.4720539
File: 107 KB, 1920x1200, unused.png [View same] [iqdb] [saucenao] [google] [report]

slice your skin no more

>> No.4720557


its on my dick along with "45% lg"

>> No.4720563
File: 117 KB, 600x528, 1496571267094.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4720616

I want to make little wisps of soul energy to come to the player out of enemies. How do I do that with DECORATE? Should I set them up as seeking missiles, or is there a way that can be set that doesn't involve turning items into projectiles?

>> No.4720619

Is there a standard Build engine editor (like how Doom Builder 2 does every Doom engine game) or do you have to use a special editor for each game

>> No.4720629

I fucking hate the SSG.
What are the best map wads that aren't designed around using that piece of shit?

>> No.4720631
File: 47 KB, 1280x720, Screenshot_Doom_20180418_151300.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know what Ty Halderman map this is supposedly based on?
>Thanking your reviewers in your Ty tribute map

>> No.4720635

Doesn't this TC have some kind of hidden lizard sex scene, or is my memory going apeshit?

>> No.4720636

>that much mangling
holy fuck

do tiny 7s come out whenever you have sex

>> No.4720637

They stopped doing that sort of stuff for the 4th one.

>> No.4720643
File: 66 KB, 1277x960, jptrt.png [View same] [iqdb] [saucenao] [google] [report]


Probs worth checking out Doom 1 wads in that case.

>>that much mangling
>holy fuck
I've got a way more ruthless scar too - whole length of arm and an inch wide. Protip; don't take phenazepam and drink.

>do tiny 7s come out whenever you have sex
they do but i cum so fast you think it's hitscan

>> No.4720647

I can't believe that was in the previous ones in the first place, what the fuck? I'm not one of those people that freaks out at HDoom, but I still don't understand why that'd be in there. Well, those archer enemies in TOTLM did look pretty sexualized, guess I shouldn't be surprised the creator wants to bone them.

>> No.4720652

Is there a strategy for beating Koishi's last phase in Touhou Doom? She spins fast enough that you can't circlestrafe the shells without taking damage. They're spaced too close together to weave between. Are you just supposed to tank it?

>> No.4720656
File: 851 KB, 800x900, HUD types.png [View same] [iqdb] [saucenao] [google] [report]

I'm faced with a dilemma regarding my HUD, fellas. Right now I'm using fullscreenoffsets and I've put the HUD stuff in the corners. This looks fine though it's a little small, which you can fix with HUD_Scale stuff in console.

However, Zandronum doesn't have that feature which means people who play on Zandy will have to deal with a small HUD, and I personally think that's horseshit.

So I could either leave it like in A) but means the HUD is tiny in Zandronum, or use B) which means it'll be consistent for everyone, but I've had someone object to the more centered HUD

It feels like it's always HUDs I spend the most time on.

>> No.4720658

>Probs worth checking out Doom 1 wads in that case.
I was originally going to ask just that but who knows, it's not an absolute requirement. It's clearly still gonna be the largest subset of that category. Regardless, they're spread thin enough that it doesn't seem terribly easy to pick out the good ones, hence asking.
Is that any good? I usually wrote off third party commercial addons, with most of them being clear cashgrabs.

>> No.4720659
File: 423 KB, 1917x1177, 50monstr.png [View same] [iqdb] [saucenao] [google] [report]


I'm not a fan of B at all to be honest. Could you leave it as A and then add a Zandro Hud Patch pk3?

>> No.4720661

I have no idea how to make a HUD that would work with Zandronum. Honestly.

>> No.4720662

Same as >>4720659. B is bad.

>> No.4720665
File: 31 KB, 640x480, perditionsgate.png [View same] [iqdb] [saucenao] [google] [report]


Honestly, I love it. The maps are nice and short, they have the very distinct 94/95 feel to them, it was released with a book accompaniment and it was a commercial release.

Some of the maps are quite cool where as other areas are pretty underdetailed but when played in Crispy or Chocolate Doom I don't mind at all. The fact that it was a commercial release with a book reeeally knocks it up a notch for me.

I played through the ZDoom version in Crispy Doom and it worked great except E4 didn't work but meh, that was added for the ZDoom version so whatever.

You'll probably notice me post these pics in each thread.

>> No.4720669
File: 836 KB, 613x918, Statusbars.png [View same] [iqdb] [saucenao] [google] [report]


So you can't have a separate pk3 that has the hud scaled correctly and centered for Zandro users?

If not, bl to them. Keep A for GZDoom and Zandro users can have a small hud if they don't want to use GZDoom at all. It's not ideal but it's also not hard to use multiple ports - I assume everyone does this anyways?

Just leave a clear note in readme and she'll be right.

>> No.4720672
File: 465 KB, 1600x900, Screenshot_Doom_20180417_233507.png [View same] [iqdb] [saucenao] [google] [report]

here's how small the HUD is in Zandronum. I dislike this.

I'm not keen on dicking people over that want to multiplayer though. Because GZDoom multiplayer is complete gutter trash.

>> No.4720674
File: 641 KB, 832x936, statusbars2.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, that's a good point. Is there really no way to fix the hud in Zandro?

>> No.4720676

I prefer the centered HUD. If you have a big monitor, having all the info on opposite sides of the screen means having to look back and forth.

>> No.4720680

I'm completely ignorant to how that kinda stuff works, so the only thing that comes to mind is maybe take the HUD elements I already have and make the fullscreen HUD but a smaller status-bar style HUD, though that'd mean it block the gun a little and I hate that shit.

I prefer the centered HUD too, what confuses me is no one griped about GMOTA's HUD now that it's centered.

>> No.4720681
File: 1.14 MB, 1920x1080, breach.png [View same] [iqdb] [saucenao] [google] [report]


If you prefer the centered hud too then go for it imo. I'm not a huge fan but it's a minor concern. It won't stop me from playing and enjoying the wad at all. Heh, I flipped my position 100%

>> No.4720682

I'm surprised no one's made a "hud bar picker" thing in zscript out of stuff like this.

>> No.4720684

I'd sooner have an option that works for the most amount of people. A few people have already said B is trash, so that's a no-go in my book.

>> No.4720685

>here's how small the HUD is in Zandronum. I dislike this.
That looks fine to me though.
I can tune out the centered hud, it just looks clunky to me.

>> No.4720690

nifty ass environment
shame about the Bubble Mom imp

>> No.4720691

>go looking for more info about this game
>there's a sequal
>the sequal has a sound drama
this is fascinating

>> No.4720693
File: 274 KB, 720x360, that one taco shell commercial.webm [View same] [iqdb] [saucenao] [google] [report]

Why the fuck didn't I think of this sooner?


The only downside to this is I'll essentially double the amount of tweaking I have to for HUDs, but at least this way there'll be an option for everyone.

>> No.4720695


Then learn how to make huds in Zandro or release two separate versions.

>> No.4720697


nvm sorted

>> No.4720698

This doesn't look small...

>> No.4720705

Some people might have issues reading the HUD at that size on Zandronum.

>> No.4720724

a looks better than b, no two ways about it

does zandronum's sbarinfo support defining the resolution? i see no reason why you'd need to wrestle with hud_scale

>> No.4720725

Kinsie's DUMP 3 map?

>> No.4720726


>> No.4720730

I'm pretty sure it does, right now I'm going forward with this option here though: >>4720693

I'm pretty sure if I define a resolution it'll get all fucked up if the player plays a different screen size, that issue was present with old versions of GMOTA.

>> No.4720739

Whats best way to record webm for 4chan? Do you convert x264 mkv / mp4 to webm or record straight to webm?

>> No.4720740
File: 2.21 MB, 1920x1080, dump3kinsie.png [View same] [iqdb] [saucenao] [google] [report]


If that is the right map it's map13 - https://forum.zdoom.org/viewtopic.php?f=19&t=52276

>> No.4720748

>I'm pretty sure if I define a resolution it'll get all fucked up if the player plays a different screen size
so make it tied to doom's native resolution???

>> No.4720753

Wouldn't that still mean the HUD stuff goes offscreen at smaller screen sizes?
You have no idea how unfamiliar I am with this kinda shit.

>> No.4720758

anyone want to whip up a quick wad where the pistol has no sprite? itd make taking screenshots a lot easier

>> No.4720760


The entire point of fullscreen offsets is that the edges are set at the resolution the player has chosen.


Try putting in r_drawplayersprites 0.

>> No.4720762


awesome, thanks

>> No.4720774

Record whatever format you want, then use Webm for Retards (I think it's called something else now) to crunch it down to a webm that fits the filesize limits.

>> No.4720787
File: 2.96 MB, 1920x1080, gzdoom.exe 2018.04.18 - [View same] [iqdb] [saucenao] [google] [report]


Googling Webm for Retards works. Testing this out now. Thanks.

>> No.4720804

Why is vanillla Doomguy no longer extending his right hand out in Final Doomer?

>> No.4720806

What are some wads similar to winters fury? That was my favorite thing i've ever played.

>> No.4720852

Frankly, it looks like an Oblige level

>> No.4720862

Well this is neat.

>> No.4720879
File: 383 KB, 1600x900, Screenshot_Doom_20180418_021415.png [View same] [iqdb] [saucenao] [google] [report]

Well that's all of the weapon pickups implemented and it should be easy to add more in the future, now to start on a few tweaks to the default Combined_Arms set, then make a slightly altered set.

So what I got planned for tweaks for the original Combined_Arms set is:
>nerf the axe a little
>add a manual reload function for the pistol
>slightly nerf the amount of pellets fired from the shotgun altfire
>buff the altfire of the particle smasher when it hits a wall
>change the rocket launcher primary into a three round burst of rockets, altfire changed into a big rocket that explodes into cluster bombs, self damage comes back

I'm thinking the altered set will have a slightly different pistol (no reloads for primary fire, shoots a little slower and has spread), and a different SSG (Super-sized super shotgun, one big barrel that shoots oversized pellets with an altfire that shoots a fucking cannon ball)
All of the tweaks listed for the original set will apply to the overhauled set too.

There anything else you guys want changed or tweaked? The Daibatana is gonna get an overhaul as well.

>> No.4720883

>That's a very early 90s combination.
90s? The only thing I think of when I hear that much sax and blues guitar is SNL in the 70s. Was this some Japanese thing?

>> No.4720925

Man, GZDoom has a "hud preserves aspect ratio on/off" option now. I don't think it can be overridden either. Tired of options given to the user fucking over the intentions of creators and removing any sense of a standard setting.

>> No.4720932
File: 851 KB, 1280x720, Screenshot_Doom_20180418_194441.png [View same] [iqdb] [saucenao] [google] [report]

MAP09 "The Pit" reference, I guess?

>> No.4720934
File: 595 KB, 1280x720, Screenshot_Doom_20180418_194647.png [View same] [iqdb] [saucenao] [google] [report]

I only say "I guess" because this it what it looks like outside that room. Pretty cool though!

>> No.4720935

>Tired of options given to the user fucking over the intentions of creators
Nigger your status as a "creator" is not some sacred altar that cannot be defiled. People are going to do shit with your creations that you can do nothing about, that's life and the human condition so suck it up faggot.

>> No.4720938
File: 806 KB, 1280x720, Screenshot_Doom_20180418_195435.png [View same] [iqdb] [saucenao] [google] [report]

>Spirit World
Alright I get it references are fun but really, come on.

>> No.4720940
File: 505 KB, 1280x720, Screenshot_Doom_20180418_200022.png [View same] [iqdb] [saucenao] [google] [report]

It's literally spirit world, ffff

>> No.4720941
File: 499 KB, 1280x720, Screenshot_Doom_20180418_200155.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4720945

Not him, but I'm just annoyed that Zandronum doesn't have HUD_SCALE.

>> No.4720948

Maybe. A lot of things in the late 80s/early 90s were accompanied by electric guitar and sax. I didn't think of it, but maybe it is an exclusively Japanese trend.

>> No.4720954

joel started streaming way later than usual, was asleep.

>> No.4720959
File: 27 KB, 395x531, 1ecc8a8e-0f3c-409a-8e6f-a71374e5bd4c.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm probably sperging out, but Brutal Doom and Mark just make me irrationally angry, for whatever reason. He gets paid hundreds of dollars each month on his Patreon for working at a snail's pace on his bloated mess of a gameplay mod. Technically, if you aren't a patron, you would have had to wait over a year for Mark to release a version of the mod that doesn't suffer the blood.txt bug. The bug can be fixed by literally anyone using a short, simple guide, but Mark doesn't seem to think his fans are very smart considering almost all modern BD versions are a "starter pack" that includes an outdated version of Zandronum. Now, it feels like he's just padding out the development of the mod as much as possible to rake in all the money he can. And when he isn't doing all that, he's yelling at people over twitter or Youtube for disagreeing with him. I don't know, I need to take a chill pill.
Pic unrelated.

>> No.4720961

Best thing you can do is just ignore him and his slow trainwreck of a mod. There's better things to pay attention to and better ways to spend your time anon.
Hell, there's better things to be angry about.

>> No.4720968

Of course. It's not like I dedicate a period each day to being pissed off at Brutal Doom (specifically, I dedicate it to being pissed off in general). I just really love doom modding, even if I've only been playing mods for a year or two, and I wish this wasn't the only thing it was really known for. Thanks for reading my ramble, anyways.

>> No.4720972
File: 164 KB, 800x844, 1456977698278.png [View same] [iqdb] [saucenao] [google] [report]

Don't worry about it, anon, this crap has been going on for nearly a decade at this point. It'll continue to be the face of Doom modding in the eyes of normalfags and game journalists whether we like it or not.

You'll eventually hit a point where you stop caring and stop worrying about that and just focus on all of the other really, really good content that's been made for Doom over the years and continues to be made.

>> No.4720973

Project Brutality is going to steal his crown anyway. BD will lose its crown soon enough.

>> No.4720974

The worst part is that people like something you don't. Nothing gets me angrier than that.

>> No.4720981
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google] [report]

It might suck that the general populace might only think of BD when it comes to mods for Doom, but for those that actually care to dig deeper into the community once they had their fill of what BD offers will eventually find a lot of great shit besides on their own, or even make something themselves.

>> No.4720984

>or even make something themselves.
Which tends to just be Brutal Doom maps/addons on ModDB, sadly.

>> No.4720993

The way I see it, BD basically serves as a wall to block peasants from polluting the good parts of the doom community.

Thing is, the wall isn't tall enough to prevent them from flinging their shit into the other side.

>> No.4721009

That kind of elitism is disgusting.

>> No.4721018
File: 38 KB, 1280x720, Screenshot_Doom_20180418_215108.png [View same] [iqdb] [saucenao] [google] [report]

Wow, um... the text file says the extended credits are "listed at the end of the game during the credits sequence", but.. this is the most unorganised credits I've seen. I just wanted to know who the voice actors were...

>> No.4721049

that guy is wrong really, but if we go with the wall analogy, they can pretty easily climb over, but they simply refuse to

it's not so much elitism and just playing things we like rather than the one thing those other guys like who don't play anything else

in the simplest terms, it's a matter of preference

>> No.4721051

>rather than the one thing those other guys like who don't play anything else
Just because you like BD doesn't mean you don't like anything else.

>> No.4721054


What mod?

>> No.4721057

Temple of the Lizard Men 4.

>> No.4721059

Is that the one with the lizard tits?

>> No.4721060
File: 77 KB, 600x743, COhvazhUYAEQcJy.jpg [View same] [iqdb] [saucenao] [google] [report]

>Which tends to just be Brutal Doom maps/addons on ModDB, sadly.
Funny that you're saying this because at least 85% if those addons are compatible with Vanilla and other mods.

So why the hell they post it there? Like music and Huds.
Moddb is a mess.

>> No.4721061

As long as goods mods continue to exist and you bring them up to these people who might think they're cool, it can't be that bad
Sometimes, i do wonder if BD's popularity is a reflection at how much the general audience even cares about Doom, which is why people are aware that the series are owned by Zenimax and still think Dovahkiin should be in Smash or act as if its first game was the 2016 entry
I'm also surprised nobody tried to make a negative review on BD ever to explain why it's even bad, like one of those half hour "critique" videos or shit like that

>> No.4721067

I've found more Doom mods videos with fucking Uganda Knuckles than other mods.
Don't expect too much from YouTube

>> No.4721069

There's the crossbow women (literally the female assassins from Shadow Warrior with a lizard head plastered on, no tail either), but besides that, no.

>> No.4721085

Where'd you fucking find those? They look like working sprites for Quake, do you have more?

>> No.4721090


what map

>> No.4721092

I think a problem with BD's popularity is that it gives people some weird idea of "professional modding" where they think it must be treated as if it were an official game, but defend it as a mod when somebody makes a statement regarding Mark's coding skills, uncredited assets or general bad design
Some of these people being the same who are aware of the problems of projects like Yandere Simulator and Hunt Down The Freeman

>> No.4721095

I'm really curious to try Perdition's Gate, it almost feels like a lost Team TNT megawad I never found out about until now.

Is it good?

>> No.4721102


Hm, I thought I would be able to dig up the VA credits, but guess not. Sorry.

>> No.4721110

True, but there's plenty of people who play nothing but BD.
I mean everyone has their favorites, but some refuse to touch anything else, even vanilla.

>> No.4721113

Why do you prefer doom to dook?

>> No.4721117

Style, aesthetics, tone, and the large volume of usermade content.

I *really*, SERIOUSLY love Duke Nukem 3D though.

>> No.4721118

There's enough maps and mods Doom that I can tailor the game to my preferences, giving it unheard levels of replayability; Duke sort of lacks that by comparison.

>> No.4721121

Stupid question regarding the HUD stuff. Doom's native resolution is 320x240, and that means the Zandronum HUD still stays at the small size I've posted here >>4720672 if I were to define a resolution for this HUD but make it smaller than 320x240, that'll make the HUD bigger, but I'm not sure how to go about doing this evenly, I tried halving the resolution which made it MASSIVE

I'm not good with resolution stuff, is there a size smaller than 320x240 I can actually use?

>> No.4721124

Replace the flare gun.

>> No.4721125

I'm buffing that. It's going to become a rocket launcher tier weapon for a later weaponset and it's going to get a little rotating drum magazine, I'm turning it into a mini rocket pistol.

>> No.4721126

I'd just use 640x480 - it'll look fine in zandronum with hud_scale set to true

>> No.4721127

Cry some more. More options for the user trumps your "Creative intentions", fuckface.

>> No.4721128

What about the tiny gun that shoots reflecting lasers?
I use it's secondary fire as the closest thing to a grenade launcher.

>> No.4721132

Wouldn't that make it smaller?

That's actually going to become the plasma gun for the same weaponset where the flare gun is going to. Though I'll need to retool it a little, as the weaponset in question won't have traditional altfires for the weapons.

>> No.4721135

What weaponset?
The original CA one or the Blastermaster, unless you're making a third one too?

>> No.4721138

>Wouldn't that make it smaller?
dakka uses 640x480 and fullscreenoffsets, and it works just fine in both ports
I really don't know how the hell you managed to make 320x240 not be fuckhuge with hud_scale set to true in zandronum

>> No.4721139
File: 6 KB, 264x240, Pistolsample.png [View same] [iqdb] [saucenao] [google] [report]

Dude I got quite a few planned in the future, this update will only have the original CA, a slight revamp, and Blastmaster Mk 2. But future updates will have one based off the weapons from Xexyz, one based off the weapons from the NES Zelda, and the one where the flare gun is going to will have all handgun sized weapons because the altfire will draw pic related and shoot alongside whatever else you're using, gonna play with synthfire for that one

>> No.4721140

I fucking WISH Duke3D had a modding scene as prolific as Doom's, even half as strong would be amazing.

Can you imagine if someone was all:
>"Me and two other guys really love Duke Caribbean, so we made a two episode set based on it, featuring some new music, a few new monsters and weapons, and we seriously got J.S.J to record some all new Duke lines, because he's just cool like that and thought it was a neat idea."

It'd be all I could ever dream of.

>> No.4721143

I’ve been working towards beating duke 3d on the hardest difficulty and the biggest thing I like is the level design. But I also see how that impedes user content some because it would be hard to match the stock maps in quality.
I guess doom just is easier to work with

>> No.4721145

>I really don't know how the hell you managed to make 320x240 not be fuckhuge with hud_scale set to true in zandronum

Your guess is as good as mine, it looks like I can't define the resolution only for one HUD type though, that's a bit of a pisser. Looks like I'll have to stick with my current setup of one HUD being in the corners and the other being in the center.

>> No.4721146
File: 14 KB, 320x200, blake-stone-aliens-of-gold_5.gif [View same] [iqdb] [saucenao] [google] [report]

That makes me think of an HD version of Blake Stone's starter pistol, just without the green parts.

>> No.4721148


I don't.
I prefer Doom mods to Dook mods, though.

>> No.4721150

Which is funny because I janked a few parts from Blake stone for this.
Totally gonna use the pistol fire sound from Jet Force Gemini for that gun, and give it a revolver ish "reload" where Doomguy flicks his wrist and something flicks out to recharge.

This won't be for awhile though, after this update I'll be going right to GMOTA.

>> No.4721152

So how is blastmaster gonna play?

>> No.4721153

Heat management mainly, every weapon except for the starting ice beam will build heat with each shot, at higher heats the other weapons will become altered in some way, full overheat will lock your shit out for awhile.

but the neat thing will be heat can be used as ammunition for the shotgun altfire that all of the weapons have, cooling your gun off and staying on the offense. Shooting the ice beam off will also cool the gun too, because video games.

>> No.4721170
File: 393 KB, 1280x720, 1523187519994.jpg [View same] [iqdb] [saucenao] [google] [report]

>flicking wrist during reload

>> No.4721171

3rd part of Vinesauce's doom contest stream for those who missed it some hours ago:

www twitch tv/videos/251650916

>> No.4721173

I mean it worked for Final Doomer's reload
if this is some kinda lewd remark I ain't getting it

>> No.4721175



>> No.4721179



>> No.4721198
File: 112 KB, 640x717, lot of dogs.jpg [View same] [iqdb] [saucenao] [google] [report]

It's just /k/ autism.
The flicking wrist motion method of opening/closing a revolver with a swing out cylinder is bad for it.
The cylinder weighs more than the crane arm, thus doing this a lot (as in, this being your habit for reloading), will slowly bend/deform the crane over time.

Consequences of this include the gun getting troublesome to open/close, the cylinder not being quite perfectly aligned with the barrel, thus affecting accuracy, possibly spitting excess lead shavings and gas out of the gap between the cylinder and barrel, and possibly even causing a catastrophic failure.

It doesn't matter for a raygun in Doom though.

>> No.4721201

If it makes you feel any better, I prefer making slightly more sensible animations for guns, it's just everything for that weapon set is gonna be guns akimbo so it's either a flick of the wrist or doomguy grows an extra hand.

Might just have the gun open up a little and go WOOSH or some shit.

>> No.4721221

Anon: try using TEXTURES to scale your hud graphics up or down individually.

>> No.4721223

Shotgun pump animations in virtually all games trigger my autism.

>> No.4721238

I can't think of a lot of games which do it excessively badly.
Like Half-Life 2 wasn't all that realistic with weapons, but the pump animation there is ok. It's not exemplary, but you don't have Gordon take the gun off target and pump the gun angled across the screen, like you'd see in the first game.

>> No.4721241
File: 4 KB, 400x400, 1330826816892.gif [View same] [iqdb] [saucenao] [google] [report]

Would you rather fire one shot from your shotgun, throw it away, and have to pick up another, just so you don't have to pump the first one?
You kinda have to pump shotguns that are pump-action..

>> No.4721260

yeah definitely worth playing
>Doom's native resolution is 320x240
no it isn't.

>> No.4721292

Oh, I honestly encourage you to go for flashy animations, because I always appreciate that stuff.
I don't think striving for accuracy in depicting weapons is something that's really important unless it's one of your core goals.

I'm far more bothered by things like the animations showing you the magazine of a gun, but the ammo just sits in there, without the feed lips on there, as if they sit there magically. That's an example of someone making a detail and making sure you see it, but then not doing it right anyway, meaning they might as well have not showed you that at all.
AAA devs for games with a focus on "realistic" weapons still do this shit. It's not even a hard detail to get down.

>> No.4721312

I meant how they're all swingy and time consuming, when an experienced shooter can pump extremely fast while barely moving the muzzle of the gun.

>> No.4721319

I think he means how some games do them weird.

Like a lot of games have you take the shotgun off the shoulder when pumping, which there's really just no reason to do, because it's slower and takes more effort.
I'm fine with Doom doing it, because it's fits the style of the game, and the animation frames look pretty good.

>> No.4721320

it looks cooler and is for balance purposes

>> No.4721350
File: 244 KB, 640x480, Screenshot_Doom_20180418_163458.png [View same] [iqdb] [saucenao] [google] [report]

A cliche i noticed in a lot of megawads is putting candles next to waterfalls (or any other liquid, mostly bloodfalls)
Where did it started and how did it got popular?
Because right now, i can't remember a noticeable example of it happening in any IWAD, but that's probably me forgetting something.

>> No.4721361

> candles and bloodfalls
you mean
like in

>> No.4721362

they're in gfx.wad

>> No.4721367

I guess.

>> No.4721380

damn, im lookin good

>> No.4721390

How do I open .lmp files?

>> No.4721395

doom2 -file this.wad -playdemo that.lmp

>> No.4721402

For Quake, I should specify. Quark can't do it and neither can TexMex.

>> No.4721412

i prefer blood

>> No.4721417

Mmm... Ratburgers!

>> No.4721420

I've only fired a pump action once in my life and pumping rapidly (lewd) is easy.
In games it's either done the way it is for balance or the rule of cool though

>> No.4721423

nah mine is e2m1

>> No.4721424

I think the realistic way is cooler and I reject typical shotgun balance. Which my mod reflects.

>> No.4721429

*insane laughter*

>> No.4721482

Has anyone ever managed to successfully modify Doom 1's intermission maps screens or Doom 2's cast showcase segment?

>> No.4721489

is that halfquake?

>> No.4721512

Ah, damn.. thanks for trying.

>> No.4721515

Holy fuck, how many years has it been and you're still fucking angry over a video game mod? Fuck off

>> No.4721520

You can in zscript. If you know the source code almost by heart..

>> No.4721526

Who peed in your cheerios?

>> No.4721534

i prefer quack

>> No.4721540


>Dork Nag'em

>> No.4721542


>> No.4721563


>> No.4721575

Bad game

>> No.4721579

in pursuit of the uninstaller

>> No.4721584

Fair enough. Just offering an explanation for why it is the way it is.

>> No.4721590

Oh sure, I get why. (also, influence from Doom is probably another big reason). It just irks me.

Sniper rifles being magically more damaging than assault/battle rifles is another unrealistic trope, but one I don't mind at all.

>> No.4721601

I think doom the way id did has a modded map screen

>> No.4721616

They are a bit more powerful with the same round if they have a longer barrel and a closed non reciprocating bolt.

>> No.4721619

Pumping fast is cool though, animated correctly it gives a sense of urgency and suggests the player character is a skilled operator.

Given a nice and powerful bang sound, "Like God slamming his car door...", and being able to let loose shell after shell in rapid succession is real cool.
If you want to balance it, you could have reloading sequences, and then ponder the carry limit of shells.
50+50 is suitable for the original Doom, given the power of the shotgun there; carrying less of them, then making each shot more powerful, makes them more valuable.

>> No.4721628



>> No.4721629

Sure, but not 4x lethality factor. Again, I don't mind this particular divergence from reality.

>> No.4721634

>Sniper rifles being magically more damaging than assault/battle rifles is another unrealistic trope
That really depends on the guns in question.
5.56x45mm and 5.45x39mm have moderate range and power, compared to 7.62x51mm NATO and 7.62x54mmR, which reach further and hit harder.

A G3SG1 isn't vastly different from a regular G3 rifle, both being the same design, one intended as an infantry rifle, the other as a designated marksman's rifle, coming with a scope, bipod and cheek riser (to match the scope). They take the same cartridge and magazines, and have the same length of barrel, these two rifles wouldn't have any difference in terminal velocity.

For assault rifles, they can be pretty good performers, a full length M16 rifle, loaded with some decent 'open-tipped match' bullets, featuring mild steel cores, can be absolutely devastating, however, comparing to a 7.62mm NATO rifle, or a .338 LaPua Magnum rifle, it'll fall short, on the pure basis of velocity+mass=energy.

>> No.4721638
File: 55 KB, 1122x687, tourist.jpg [View same] [iqdb] [saucenao] [google] [report]

I prefer srs

>> No.4721652

I know anon.

>> No.4721653

I find it really strange that the last four faces were unused.

>> No.4721658


>> No.4721661


DUMP3, map37 (i think, it's def dump3)

>> No.4721687

I also prefer Stoic Samuel. I just wish I had the chance to play deathmatch.

>> No.4721737

Is it just me or is Duke significantly harder than Blood?

>> No.4721748
File: 42 KB, 480x500, beauty.jpg [View same] [iqdb] [saucenao] [google] [report]


I always found it the other way around. I have played way more DN3D than Blood so I might just be used to the enemies. Either that, or Bloods UV equivalent is harder than DN3Ds UV.

>> No.4721787


Hipsters and audiophiles rejoice, Doom 4's soundtrack is coming to vinyl.


>> No.4721796


>> No.4721797

IIRC there's a bug in Blood where in hard or easy mode, reloading a save fucks up enemies damage output so they're the opposite (ie hard mode is easier and easy mode is harder)

>> No.4721798

How illegal would it be to put some fallout weapons into doom?
Do they care at all if I use their models to make a doom mod?

>> No.4721807


>> No.4721810

how did this shit ever pass QA?

>> No.4721818


>> No.4721820

VERY illegal, the moment you post your wad on the internet. Todd Howard will knock on your door.

>> No.4721827


>> No.4721829

Good fucking question, given that Blood was tested so intensely.
Supposedly, it went through one of those NES style phases, where the devs got familiar with the game, finding the game too easy, thus making it harder, but then they got good at it again and thought it was too easy, so they made it harder again, etc, and that happened a lot.

I actually really appreciate that the game busts your balls really hard, because there needs to be hard games too.

>> No.4721832
File: 34 KB, 720x720, 1522112651152.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4721864

Spirit World is a good map, though.

>> No.4721875

Marry a thot

>> No.4721886


>> No.4721908

Quake = Queef
Doom = Dood
Goldeneye = Browneye

>> No.4721913



>> No.4721938
File: 214 KB, 1324x811, options.jpg [View same] [iqdb] [saucenao] [google] [report]

So due to complains about my last map requiring GZdoom I'm working with nothing but Doom 2 resources this time. Immediately what I notice is that brightness can only be controlled on a sector-wide level, and cant be altered on individual textures. If I'm incorrect about this please let me know, as altering the brightness of individual textures was something I did pretty often in my previous map.

Also, it seems like players can always shoot through middle textures, rather than have that just be an option. Not really as big of deal as the brightness thing and easy to work around.

>> No.4721960

Doesn't make it less lazy to just copy it

>> No.4721968

>its still not done

>> No.4721986


>> No.4721994

hey if you are insistent on the necessity of UDMF features, don't listen to me, just use UDMF. having said that though, people have made thousands and thousands of maps without feeling the lack of an ability to adjust the brightness of individual textures was a show-stopping impediment to their design.

>> No.4721997

I'm fine with working with these limitations, especially if its more convenient for people. Just curious if there's some kind of workaround for the brightness thing.

>> No.4721998

Really really tiny sectors.

>> No.4722010
File: 76 KB, 423x287, 5a9.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4722057
File: 196 KB, 1920x1080, Screenshot_Doom_20180418_175153.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4722065

Doom 4 had a soundtrack?

>> No.4722070

The 2016 game.

>> No.4722074

Well done!
Your stream titles are terrible, though.

>> No.4722084




>> No.4722087

Dork Forces
Rise of the Tryhard
Wolfenstein PeePee

>> No.4722089


Meh, I like them.

>> No.4722091

Fair enough.

>> No.4722095

Also known as Doom 4.

>> No.4722105

anything in particular that i could improve about them? should they be shorter? more serious? should the wads i'm playing come first? i'm not really intending to do anything serious with the channel, but it wouldn't be bad to draw in more viewers. half the reason i'm streaming this is to show that the memes are wrong and hideous destructor isn't impossible bullshit that you could only beat any map with if you savescummed every five seconds, but that's kind of preaching to the choir for the people who watch me currently.

>> No.4722107

> 5 hours total
> over 3 hours on a single map
> par time 20 min
dude what

>> No.4722114

that's what happens when you play hideous destructor on a slaughtermap

>> No.4722116
File: 36 KB, 782x385, sstr.png [View same] [iqdb] [saucenao] [google] [report]

From a video of SS Enhanced Edition.Just...

>> No.4722127

>hideous destructor
i understand completely

>> No.4722130

>reading youtube comments

>> No.4722131

>inb4 ride gets shot and you have to drop 50 floors onto the street via busted vent

>> No.4722132


>> No.4722135

Yeah I should problably read them less.

>> No.4722141
File: 660 KB, 1147x1720, caleb cosplay.jpg [View same] [iqdb] [saucenao] [google] [report]

patrician answer

>> No.4722153
File: 61 KB, 582x800, SystemShockPoster.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of SS1.
Do you think it would be possible to remake an entire section as a Wad for Doom?
Would it play well too?

>> No.4722162

Sorry, I don't know who you are or what your stream titles are. I was referring to the person who is playing Valiant with Hideous Destructor. He names his streams after old memes.

>> No.4722164

Still have no idea of the gender of this individual.

>> No.4722167

yes, that is me speaking
so it's the memes you have a problem with? that's all i wanted to know

>> No.4722169

what is your channel

>> No.4722173

i'm not streaming now but perhaps i'll go back in later tonight
kind of need a break after finishing map31 and 32

>> No.4722174

Oh sorry for the mixup. You changed typing style so drastically I thought you were a different person. And yes, I get that you're going for humour but it felt embarrassing. That's just my opinion though.

>> No.4722182
File: 891 KB, 1920x1080, Screenshot_Doom_20180418_153651.png [View same] [iqdb] [saucenao] [google] [report]

so earlier today I vinished Valiant and it was cool towards the end but damn those arenas

>> No.4722183

A few of his streams earlier were lines from GMOTA's trailer though

>> No.4722184
File: 352 KB, 800x1265, page15.jpg [View same] [iqdb] [saucenao] [google] [report]

GMOTA's trailer adapted them from the Doom comic.

>> No.4722194

is that a nuwolf inspired mod?

>> No.4722195

I made this infographic a while back. I plan on fixing it up and adding some more custom content suggestions to it and making it easier to read. It's pretty barebones at the moment

>> No.4722204

yesh, Doom Incarnate

>> No.4722207


>> No.4722214

dude, trap, that's the one with the gun.

>> No.4722226

Wow I completely forgot about that. Damn

>> No.4722229

I've got a better question - what's up with Doom Shock mod? I haven't seen any news on it for quite awhile

>> No.4722241

Hey I remember hearing about this. Those exploding faces were for a gib death, like PSX Doom. The red and yellow eyes on the far left were proto versions of invincibility, and the weird licking frames were something for quad damage.
This is either Qtest or the retail version, I don't know, because I can't navigate the PAK files for shit.

>> No.4722254

Also, you know how Ranger is voiced by Trent Reznor? In Qtest, the sounds of the player are higher pitched - or rather, at normal pitch. You can hear Reznor doing the original HUH in all it's glory.

>> No.4722267

The yellow eyes are still used in the final game, that's the facepic for the Pentagram of Protection (invulnerability). That's gotta be qtest because the final game only includes the standard facepics (FACE1-5, FACEP1-5, FACE_INVIS, FACE_QUAD, FACE_INVUL2, FACE_INV2) plus the red-eyes variant of the Pent face (FACE_INVUL1) which goes unused. They're not clearly found in a pak file- more specifically they're tucked away in gfx.wad in PAK0.pak, along with a bunch of other HUD and menu elements that a few .wad viewers will have trouble with because they're not standard texture files. No gib heads or tongue faces.

>> No.4722287

So I assume PAKs aren't a SLADE affair, right? I know it can open pk3s, but there's probably some Q1 specific tools I can get?

>> No.4722293
File: 19 KB, 461x392, qb gfx.png [View same] [iqdb] [saucenao] [google] [report]

It could be from Half-Life Alpha 0.52

t. someone who's been digging in it's files back in 2013

>> No.4722307
File: 61 KB, 900x600, chihuahua-in-heart-sunglasses-dp813-greg-cuddiford.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a somewhat finicky hack of Terminus' Doombike mod that turns it into a plane/drone of sorts. The controls are quite simple, so much so I bet you could play it with just your mouse. It is, however, not suited to being played in standard Doom levels. I recommend playing larger city levels, though they still feature issues such as blocking line fences and small, cramped corridors.

Controls: Fire slows down the rate of fire. Altfire activates nitro. Sometimes you might have to push fire so you can activate nitro. Put autoaim on to full so you can shoot enemies below or above you, as you can not aim up or down.

Ascending and descending: push your look up button or mouse forward whilst moving forward to ascend, and push look down or pull your mouse back to descend. The look method is inverted while moving backwards. You can ascend faster via the space bar.

Sensitivity: I recommend turning overall and mouselook sensitivity to 2.5, as it allows for faster ascent and descent via looking, and turning speed to 0.1 to compensate for the high overall sensitivity.

Additional Changes: Lost souls have been replaced by arachnoid sentinels, flying enemies which fire plasma balls at the player. Demons and spectres have been replaced by reaver mechs piloted by sergeants, which shoot fireballs and eject the pilot upon destruction. Arachnotrons and cacodemons have received some minor buffs to attack speed, and a variant of the cacodemon has been added to replace pain elementals. Commandos now wield guns akimbo. Zombiemen and sergeants are set to wander around before seeing you. A small blood mod was packed in which spawns fading pools of blood. Armour value has been doubled, and both sets of armour protect 100% of incoming damage.

Terminusest13 for Doombike
Robot master L.S for Moving Enemies
IdiotBitz for Bloody Simple Blood
SunMadCat for SMC2018

>> No.4722317
File: 63 KB, 736x736, 53101a9d2e6047fa75b09542954fd9b2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4722321

Couldn't early versions of HL be run in Quake?

>> No.4722374
File: 563 KB, 1280x960, menu.png [View same] [iqdb] [saucenao] [google] [report]

Half-Life Alpha 0.52 was basically just a slightly modified Quake Engine

>> No.4722381

ye, I remember earlier versions even kept the whole view tilting thing

>> No.4722383
File: 100 KB, 805x540, 1523226654271.gif [View same] [iqdb] [saucenao] [google] [report]

so why did everyone put the gun view model in the middle of the screen anyways?

>> No.4722387

I bet you like the DRLA combat shotgun? Also the Quake starter shotgun could work with a realistic pump if someone ever adds extra animations to it.

>> No.4722389

Sometimes sniper rifles carry match grade ammo, which could make a difference when comparing them to regular battle rifles.

>> No.4722393

this was fun, does anyone have a reupload of it?

>> No.4722397

If you ever hold a gun properly, without aiming down the sights that is, it's gonna look a lot like they do in Doom and Quake. So the real question should be "why did everyone start putting the gun viewmodel off to the right?"

>> No.4722402 [DELETED] 
File: 47 KB, 858x338, Screenshot (435).png [View same] [iqdb] [saucenao] [google] [report]

(Not so) daily reminder.

>> No.4722403

Because that's how doom did it. Even Unreal was originally going to go that route in earlier versions.

Not sure which game first decided to shove it off to the side.

>> No.4722406

>tfw even Romero himself has admitted Doom 2016 is pretty cool and a worthy addition to the saga but Marquitos just can't let go of his anal devastation

>> No.4722407

>"why did everyone start putting the gun viewmodel off to the right?"

Your camera view in a first person shooter is easier to represent with both eyes (gun in the corner) than one eye (aiming down the sight).

>> No.4722412

>Bad optimization, ridiculous amounts of blood and gibs from the tamest kills, terrible balance, grating sound effects, execution kills that take way too long and ruin the flow of the game, gore that gets old after ten minutes, and stolen assets

>> No.4722413
File: 1.36 MB, 800x800, 1458070606120.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4722418 [DELETED] 

Both borbal dang and Halo: Demons Edition are shit though.

>> No.4722423

thanks for letting us know?

>> No.4722424
File: 2.00 MB, 200x200, 1497022597658.gif [View same] [iqdb] [saucenao] [google] [report]

>Halo: Demons Edition
You either never played Doom 4 or never played Halo and I can't tell which.

>> No.4722425

Anon, have you even played Doom 2016? If you have and dislike it, that's fine, I'm just curious.

>> No.4722426
File: 241 KB, 2556x1325, MjYuztI.jpg [View same] [iqdb] [saucenao] [google] [report]

What am I doing wrong ? This is a vanilla thing it shouldn't be fucked

>> No.4722429

because most people are right-handed and you shoulder the weapon stock on you dominant side?

>> No.4722434

PB hasn't gotten an update in a while. I really hope it does, though, it's good fun!

>> No.4722445


You're not, in vanilla you weren't expected to look up.

>> No.4722461

What map?

>> No.4722464

I mean the sky texture is a vanilla a thing, it shouldn't be doing this, I think I am doing something wrong on the mapinfos but I am not sure

It's my own map that I have been making

>> No.4722492

honestly i'd fuck them no matter what gender just for cosplaying as caleb

>> No.4722526

>"I got time to play with you!"

>> No.4722536

Why do you have to be constantly shooting? It's aggravating.
Is there no workaround code-wise for the mouselook sensitivity needing to be so high?

>> No.4722558

The thing is that in modern FPS, you're aiming at a single point (crosshairs) so you need to focus your aim on it.

But in Doom, you 'aim' at entire center section of the screen because of autoaim - exactly above the middle of the weapon. Weapon acts as your croshair, indicating where to look. That's why it's easy to play Doom without a crosshair (unless you're playing a mod like Netronian or Trailblazer that puts weapons to the side).

>> No.4722570

Chaingun fires constantly because I thought it'd be cool. There's probably a solution, but I don't know shit about ACS.

>> No.4722592

are you using the latest gzdoom? i had this problem too until i updated from 3.2.5

>> No.4722606


Hmmm. In that case, isn't there a cvar for that?
Stretch short skies or something?

>> No.4722617
File: 29 KB, 276x316, Liu_Kang.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw BD's "new" slidekicks track if you're holding down the crouch button, not that you're actually crouching
>this means you can perform slidekicks whilst standing up if crouching is disabled
>you just slide across the floor on one foot and kick with the other

>> No.4722620

PakExplorer is probably your best bet. Q1 .pak files are a unique format, .pk3 files are just zip files with a different name and so anything that works with zips can open them.

IIRC the original physical release of HL1 kept view tilting as well- it was removed later when Valve updated the Steam version.

>> No.4722630

a lot of mods just check if you're holding crouch
i don't think there's a way to check proper crouching in acs
atleast ones that aren't super hacky

>> No.4722632

Fair enough, I just found it amusing.

>> No.4722702

so you're from /v/, good to know

>> No.4722707 [DELETED] 

>/v/ hates new games

>> No.4722719

So I got PakExplorer and it can open up the main files and view the model wire frames, but how do I open up lmps?

>> No.4722725
File: 1022 KB, 1360x768, Screenshot_Doom_20180418_225543.png [View same] [iqdb] [saucenao] [google] [report]

Sorry for all the BD crap in this thread, but this is so stupid I can't NOT post it.
In the new update to the beta, strafing at all in either direction while sprinting causes you to perform the rolling animations that previously required a keypress. Nobody used them in the first place, but still. Now, even lightly tapping A or D while sprinting causes you to perform these rolling animations with no option to disable them. Enabling always run (either in the options menu or by pressing whatever key you have the toggle bound to) stops this from occurring, since like slide-kicks it's triggered by just holding the key. This means that if you don't use always run, and want to only sprint when you're holding the button, you're shit out of luck.

>> No.4722737

There's a program called Fimg that can view and replace them. I think plain ol' TexMex might be able to as well but sometimes it gives an error about one file not being read when opening a wad so I'm not sure there, I think it might be skipping conchars because the font file is ANOTHER format (with the same extension).

>> No.4722738

There's a new update? And there's more stupid design choices?

>> No.4722743 [DELETED] 

/v/ hates videogames and likes furry.

>> No.4722745

Is there an "Enemies only" version of HDoom? I want to use it with La Tailor Girl.

>> No.4722746

Yes, and the release of the update itself is also a stupid choice. It's on a public post on his Patreon, but he didn't update the Moddb file. For some reason. And it's not like the update is new, it was released March 27th.

>> No.4722750

/v/ doesn't eat the shit the industry spews but even the near-extinct actual good people there know doom 4 isn't halo but doom. fuck off back to your home board.

>> No.4722753

technically true, as they are literally incapable of discussing video games without forcing an agenda and anyone who gives a shit about the latter just lurks /trash/ anyway.

>> No.4722758
File: 3.99 MB, 1360x768, scree0005.png [View same] [iqdb] [saucenao] [google] [report]

There's a Cerberus right behind the corner btw

>> No.4722761

oh god you just gave me some really nasty hunt down the freeman flashbacks.

>> No.4722765
File: 3.99 MB, 1360x768, scree0006.png [View same] [iqdb] [saucenao] [google] [report]

Worked pretty well, after the insanely loud blast he only took a few napalm and shotgun hits to die
Didn't play that, does it involve a lot of TNT?

>> No.4722769

Fimg is being fucky, but my mind is frazzled so I’ll try it in a few hours. Thanks for the editors, I’m starting to put the pieces together.

>> No.4722779
File: 896 KB, 1360x768, Screenshot_Doom_20180418_233251.png [View same] [iqdb] [saucenao] [google] [report]

How the fuck is this meant to be a map "enhancement"? These textures don't fit in the slightest.

>> No.4722805 [DELETED] 

/v/ likes furry but is real self-hating about it

>> No.4722807

Anyone know how to dual-wield in guncaster?

>> No.4722808

You think that's bad, now he wants to add a bunch of dynamic lights to take advantage of the new materials setup.

>> No.4722821
File: 360 KB, 1200x779, 1399695171792.jpg [View same] [iqdb] [saucenao] [google] [report]

what's the best doom android port?

>> No.4722857

Delta Touch

We really need to add this shit to the OP, this question is asked way too fucking much.

>> No.4722873

Image didn't load at first, but I KNEW you are talking about the disgusting white tiles in Phobos Lab.

You have to think like Mark. You see, the thing is that this level is called "Phobos Lab", and it doesn't look very much like a lab. So he added white tiles to make it look more like a lab. It's disgusting, sure, but he doesn't care.

Now, you might say that's insane and easily 90% of all Doom levels have names unrelated to their actual level designs. You'd be correct, but Mark doesn't get that. He is trying to somehow force these abstract mazes of lifts and acid into becoming 'realistic' levels.

Mark just, in the end, doesn't get Doom. He doesn't get that fast paced gameplay with autoaim and without aiming down sights is fun, so he 'fixed' that.

He doesn't understand that berserk is inherently satisfying because gibbing zombies is fun in itself, so he added pointless melee executions.

He doesn't get that Doomguy doesn't need an annoying personality, so he added one-liners and ability to flip people off.

He doesn't get that Doom is gory enough to be satisfying but not enough to be distracting, so he drowns the levels in puddles of ketchup that reduce careful texture work into sea of uniform red.

He doesn't get that people like old level sets which are abstract mazes of raw fun, so he tries to 'fix' them by making them more realistic.

In the end, Mark just doesn't understand why Doom is fun. He might think he likes it - but he just doesn't get it.
He doesn't understand what makes Doom, Doom.

I imagine if id came out and released that scrapped Doom 4 that played exactly like any modern shooter - I think Mark would've been happy with that. He would've loved that, because he doesn't get that Doom is more than gore and demons.

Someone like Mark could never comprehend why Chex Quest is very popular among Doom fans - after all, it has no gore, no shotguns and no demons, what the fuck?

>> No.4722889

Of course, every "lab" must have those obligatory bathroom tiles texture. - Constable Cesar

>> No.4722904
File: 73 KB, 457x521, config.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay, so. I tried making maps using the classic Doom 2 configuration but frankly even doing something as simple as making a door is kinda a pain. Are any of these configurations compatible with things beyond GZdoom while being a little more advanced? What's Boom?

>> No.4722924

I just played Reelism for about an hour and didn't realize it. Why is Doom still so perfect after all these years.

>> No.4722926

Great core gameplay and a modding community that just won't quit, in my opinion!

>> No.4722928

Boom was an early source port that focused on removing engine limitations. It's modern ancestor is PrBoom+. The map editing features it brought about make map editing easier and more robust than vanilla.
Pretty much any modern port (GZDoom, Zandronum, 3DGE, Eternity) is "Boom compatible", it's a very universal format. The only ports that can't play Boom maps are those that stick very close to vanilla (Crispy, Chocolate), Boom maps are a pretty safe bet if you want to make sure people can play it.

TL;DR Go with Boom, most ports can play it and it's easier to work with.

>> No.4722930

Also, I heard about Reelism addons which ones should I get?

>> No.4722932


Boom is what you want. Go to doomwki.org and read about Boom.

>> No.4722937

>but frankly even doing something as simple as making a door is kinda a pain.
not really, just do the same as you'd do in udmf (sector with ceiling matching the surrounding floor), select both of its linedefs, open the action special list, search "door", and use the one you want
until you have the numbers memorized
boom is another sourceport, removes limits and adds a couple new features like generalized action specials and pushers & pullers

>> No.4722969


I have nothing to add other than that I agree with your post.

>> No.4722970

Sounds like a good middleground. Thanks for the help.

>> No.4722984

Damnit, waiting for the new Guncaster update keeps getting harder and harder.

>> No.4722986
File: 348 KB, 1296x968, thelife.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone here have experience organizing community wads? I'm wanting to organize one where I'll put up some amount of money (say $100 - $150 USD) and randomly select players who contribute to receive it. I want to give back to the community and show appreciation to mappers for making content for this amazing game. Originally, I was going to give $100 to a random contributor for the wad but I think maybe doing $150 and giving out $25 to 6 random mappers might be better? I don't want to give the money to the "best" mapper but rather random people as everyone who maps is making a contribution to the community.

Anyone have any input or suggestions?

>> No.4723001

getting real close to feature bloat at this point, i m h o

>> No.4723017
File: 34 KB, 384x576, scrap993_a.jpg [View same] [iqdb] [saucenao] [google] [report]

you'll probably get a lot of crappy submissions if you give everyone who contributes an equal shot at the money. That said you might want to set some kind of minimum standard of eligibility or something.

Plus there's the concern that maybe the lottery will be rigged to only give, say, your buddies the cash, or even not at all.

Still it's been awhile since DUMP3 and the 300 minutes of vr and there will be people who'd contribute just to contribute, money or not. I'd maybe focus on getting people off their butts and making something; the chance of scoring some free cash would be more of a neat extra than the objective.

>> No.4723019
File: 1.33 MB, 1920x1080, Screenshot_Doom_20180419_033318.png [View same] [iqdb] [saucenao] [google] [report]

reminder to never forgetti

>> No.4723020

Why is homer sucking a big, black cock?

>> No.4723023

I think those are pants legs. More importantly is
that candy bar phone from last century, I know this is /vr/ but wow

>> No.4723031


This is what's tough. I don't want to somehow enforce quality as it'd disqualify new mappers. Maybe the move is just to do a project with no cash? But it would be sweet to have a cash project. As for giving my friends the money dw, I have no Doom friends.. I'll assign everyone a number and use a RNG and record it.

>> No.4723034


Yep, pants. This was back when I didn't need a smartphone for work and all I used it for was drugs.

>> No.4723037


>> No.4723050


>> No.4723052


>> No.4723059



>> No.4723062


>> No.4723193

brutal doom is like those tumblr fanmade redesigns, that attempt to "fix" characters only to make them uglier and more boring
it would be funny if brutal doom was an official game, because it would have been such a shit game you couldn't even have options to turn off some stupid shit

>> No.4723495

I've never played duke and have never motivated myself to play the game
I've never beaten doom 2 either

>> No.4724135



>> No.4724153 [DELETED] 
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>> No.4724167
File: 29 KB, 480x360, 1520547055166.jpg [View same] [iqdb] [saucenao] [google] [report]

>Look up that jumble of letters out of curiosity
>get this: https://archive.4plebs.org/pol/thread/164364161/

what the anus?

>> No.4724205


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