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/vr/ - Retro Games


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4723056 No.4723056 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4718315

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
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
Marathon: https://desu-usergeneratedcontent.xyz/vr/image/1523/93/1523936193601.png
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

Doom RPG series
https://doomrpg.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
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/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.4723058

=== NEWS ===

[04-19] Anon's hack of Terminus's Doombike mod
https://desuarchive.org/vr/thread/4718315/#4722307
http://s000.tinyupload.com/index.php?file_id=00088901197544308135

[04-19] Doom 2016 OST coming to vinyl
https://twitter.com/DOOM/status/986590166637842432

[04-17] Anon release: Firstmap.wad
http://www.mediafire.com/file/kiu1aq9kqr81zas/Firstmap.wad

[04-17] Trailblazer update 1.4c released, mostly bug fixes
https://pillowblaster.tumblr.com/post/172994870631/trailblazer-14c-update

[04-16] La Tailor Girl 1.52 released
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1050351#p1050351

[04-16] Booster public test build #2
https://drive.google.com/uc?id=1G-Xg0dc8OOwkhq1AHKs2w7wpz-IRB3hD

[04-15] Patch to remove demon runes from D4T
https://forum.zdoom.org/viewtopic.php?p=1050273#p1050273

[04-15] Conversion of Quake Ikwhite textures to Doom format
https://my.mixtape.moe/etefke.wad

[04-13] Anon texture release: Source engine-style devtextures
http://s000.tinyupload.com/?file_id=93737565247231239878

[04-11] Heretical Doom updated to v1.2
https://forum.zdoom.org/viewtopic.php?t=56762

[04-11] Impromptu Minidido, large multi-author map for prboom/eternity, RC1 released
https://www.doomworld.com/forum/topic/100311-impromptu-minidido-rc1/

[04-11] Anon map release: Soundless Mound
https://marisakirisa.me/tmp/soundless_m.pk7

[04-08] Anon map release: MAP01.wad (seems not to have any other title)
https://nofile.io/f/Sy9wXHX5j1g/MAP01.wad

[04-08] GZDoom Hardware Survey Concludes: older 2D backends to get the axe
https://forum.zdoom.org/viewtopic.php?t=60152
https://forum.zdoom.org/viewtopic.php?t=60156

[04-08] Anon map release: Computer Complex
https://desuarchive.org/vr/post/4699308
https://mega.nz/#!p41AxabI!3ORwvE3OE0j8wPr_I3uXdHnfoj6Z78zBLteHZqsc5oc

[04-07] Durandal in QCDE
https://youtu.be/c9qvnQY2ivk

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4723064

oh boy new huuh

/huuhs in D minor

>> No.4723080
File: 293 KB, 621x446, qtoilet.png [View same] [iqdb] [saucenao] [google] [report]
4723080

>>4723056

>> No.4723083
File: 593 KB, 1360x768, Screenshot_Doom_20180419_035225.png [View same] [iqdb] [saucenao] [google] [report]
4723083

I'm trying out Combined Arms for the first time, mainly because I became excited to learn that it was getting an update, even if I've never actually played it before. I'm playing it on Valiant (vaccinated, obviously) with Beautiful Doom monsters. Other than one sprite conflict (kicking with the fists shows the shotgun-sergeant's disembodied leg up in the top left, thanks to beautiful doom), things are working fine and I'm having a lot of fun! Dumb question, though, is the Flaregun meant to be a reference something? I remember someone mentioning it here, but asking for it to be removed in the CA update. (probably as a joke, I dunno)

>> No.4723090
File: 6 KB, 186x250, 1413945959025.jpg [View same] [iqdb] [saucenao] [google] [report]
4723090

I'm a little late to the party but wow this game is good.

>> No.4723092

>>4723090
doom's fun i m o

>> No.4723095

I've been getting a weird sound issue with GZDoom as of late. It seems if a lot of sounds play at the same time, all sound inside doom will become quieter for a few seconds, including music. Anyone know how to fix this?

>> No.4723102
File: 1.62 MB, 1920x1080, 2dopechallengeEdit.png [View same] [iqdb] [saucenao] [google] [report]
4723102

https://www.youtube.com/watch?v=rDPfz_xTr7g

Bushpig's 2 dope challenge is a fairly competent map but it does have some flaws. For the most part it's enjoyable and I'm always interested to play Doom 2 maps that don't feature the SSG. However, in this case, the SSG would have actually been quite useful.

The combat is mostly shotgunning tier 1 enemies but then 20% of it is shotgunning Barons which just isn't fun. There is one instance where the Baron is close to you in an enclosed space and in that situation the combat is engaging. All the other times it's overly easy and dull.

I like the texturing and detailing for most of the map. It's a classic techbase with nukage and a ZDoom twist. The main open area features a small catwalk around a nukage pit that makes the feel atypical which is a good thing in this case.

Overall, this is a decent map that misses the mark a bit but is still worth playing.

Download: http://www.mediafire.com/file/s4746dmgp6mrfux/2dopechallenge.rar

>> No.4723107

>>4723090

Welcome to doom.
Fun to play
Fun to map
Fun to mod
Fun to play other people's mods and maps

>> No.4723108

guys...
i'm gonna go play doom

>> No.4723110

>>4723095

There's a Windows setting that makes audio quiter when other sounds play. It's easy to Google, see if it solves the issue. If you can't find it lemme know and I'll get you more info.

>> No.4723113

>>4723108

dude, sick

>> No.4723115

>>4723083
The flare gun is from Zero Tolerance, in that old mod instead of fists you got a flare gun with unlimited ammo that shot explosive grenade flares, and it could be upgraded multiple times into a weapon of mass destruction.
Glad you're liking Combined_Arms.

>> No.4723121

>>4723115
Thanks for the explanation. And yeah, it's a lot of fun!

>> No.4723127

>>4723121
Forgot to mention it in this post, but is it intentional that the Rocket Launcher's altfire bombs bounce off of decorations, or is that some sort of a conflict with Beautiful Doom?

>> No.4723130

>>4723127
intentional I suppose, though it doesn't matter because this coming update is changing the rocket launcher a fair amount, it's gonna turn into a three round burst rocket launcher and the altfire is gonna shoot a rocket that gets REALLY fast and then scatters bombs on hitting stuff

>> No.4723136
File: 683 KB, 1360x768, Screenshot_Doom_20180419_050359.png [View same] [iqdb] [saucenao] [google] [report]
4723136

>>4723130
Sounds cool! Sorry for asking, but is there an ETA on the update? If not, that's cool, don't rush art.

>> No.4723138

>>4723136
That's a good question, right now I need to make a new SSG for an alternate revamped Combined_Arms set you're playing there, then start making some custom monster behaviors and goofy death animations for them. Stuff like if you kill them with a big bullet weapon it just punches a massive fucking hole in their chest, or like killing them with fire will make them crumple into ashes with their eyes hanging in the air because that's funny.
and like, on xdeath I wanna add a chance of them throwing out a big glass bottle of ketchup that shtters on the ground and sprays ketchup all over the place, because that's also funny.
Though I'll still have a guns only version of Combined_Arms for people that wanna pair it with monster stuff.

I'll also need to get the Blastmaster Mk2 implemented. As well as get some fancy new sprites for ammo pickups and stuff. So this might take a few months.

>> No.4723141

>>4723138
That's fair. Those alternate death animations sound hilarious. Good luck on working on all that, by the way!

>> No.4723150

>>4723136
what is the map you are playing there?

>> No.4723151

>>4723150
wait never mind, it's valiant. should have read earlier post. sorry for noise.

>> No.4723152

>>4723150
https://streamable.com/kh55i
Valiant, vaccinated edition. First time playing it, it's a lot of fun! There's some gameplay in the above link that I recorded out of boredom. I'm bad at doom, though, and it's also 5:22AM, so I'm not very alert. (I die at the end.)
Also, apologies for my bad taste in music and the Telegram notifications in the background.

>> No.4723158

>>4720539
Strange that the people at TCRF.net hasn't noticed this yet.

>> No.4723159

>>4723152
what weapon mod is that?

>> No.4723161

>>4723159

Read the thread.

>> No.4723162

>>4723152
yeah i worked it out but thanks for the video.
>my bad taste in music
fast breakbeat, no complaints here.

also reminds me of major combined_arms weapon balance annoyance: you have max shells but the ssg replacement is useless. you have the chaingun replacement but not the time and space to scum monsters for plasma. i beat all of plutonia from pistol start on UV with combined_arms except map11, which gives you ssg and shells only. no weapons to use shells, no way to replenish plasma.

>> No.4723165

>>4723162
Yeah, the balance is a little weird, but I'm still having fun.

>> No.4723169

>>4723162
>>4723165
and this is why I plan on swapping out the particle smasher for a more traditional(ish) SSG.
I think I'll keep the gnasher as is though, getting cells is still pretty neat.

I'm also nerfing the fists and axe a little.

>> No.4723171
File: 15 KB, 420x300, 1351828838551.jpg [View same] [iqdb] [saucenao] [google] [report]
4723171

Also hey guy that's playing Combined_Arms for the first time, do me a favor.
Select your fists and hit the use item key.

>> No.4723176

>>4723171
https://streamable.com/u3kpg
Oh my fucking god.

>> No.4723185

>>4723159
Combeaned farms

>> No.4723186

>>4723185
Thank you.

>> No.4723190

>>4723162
Empty handed and still need a good ranged weapon? Press "enter" with fists out.

>> No.4723192

>>4723190
It's whatever your use item key is currently bound to. Also the pistol works as a great ranged weapon, it's just the secret of the fists is funnier.

>> No.4723241

>>4723171
go go zharkov rangers

>> No.4723252

>>4723176
>Blue Monday
hell yeah

>> No.4723264

>>4723171
>>4723190
SUCK ON MY MISSILE PUNCH

>> No.4723298

>>4723152
>>4723176
What's that gore mod?

>> No.4723327
File: 472 KB, 720x360, Pulsing plus signs.webm [View same] [iqdb] [saucenao] [google] [report]
4723327

You guys think this will serve alright as a way to show the player has a backpack? I wanted something noticable but not distracting, if that makes sense.

>> No.4723372

>>4723327
if it slowly flashes for the entirety of the rest of the game, until you die or quit, it might get annoying

>> No.4723391
File: 17 KB, 66x82, discoinferno.gif [View same] [iqdb] [saucenao] [google] [report]
4723391

when the bae weights less than a duck

>> No.4723414

>>4723327
How about the icon looking like two overlapping ammo bars?

>> No.4723415

>>4723327
before I started the webm I was expecting the borders around the ammo bars to become gold or something

>> No.4723424

>>4723414
I don't think I can pull that off easily, given the size limits.

>>4723415
I can't do that one seeing as the ammo that's being used gets a gold border around it, someone suggested I put a silver or gold corner piece over the top left of the ammo pool box, and I might go with that. I'll try to make something with this later on.

>> No.4723448

>>4723083
>Playing Combined Arms with Beautiful Doom monsters
>With Beautiful Doom monsters
Wait a minute there is a monster pack that let's you play only with those monsters or I simply run a mod with Beautiful Doom?

>> No.4723449

>>4723327
Instead of animated flashes I'd increase the color contrast on the pluses. like a very light yellow.

>> No.4723459

>>4723415
you expected that from a file named "Pulsing plus signs.webm" ?

>> No.4723463
File: 2.94 MB, 420x315, 1512539669438.gif [View same] [iqdb] [saucenao] [google] [report]
4723463

is the torrent for the quick start download dead? I tried downloading it on my laptop and it has been queued for more than an hour

>> No.4723478

>>4723459
who reads filenames

>> No.4723496

>>4723391
Hot.

>> No.4723526
File: 107 KB, 639x343, fukkin imps.png [View same] [iqdb] [saucenao] [google] [report]
4723526

Didn't have a lot of time to work on things today, but I now have two varieties of elite imp.

The basic imp's ability to make illusions was wiped out entirely. I'll need to give him some more magic later on, but I moved the illusion ability all the way on to the Shadow Imps, on the right. Just like your favorite sneaky fucking bastard from Internal conflict, he turns invisible, spectre-style, if he gets hit. Since shadow imps are rarer, there should be less instances of being swarmed with oceans and oceans of illusory imps.

Tempted to make a 'warp imp' with instant-teleportation and green fireballs to add to the mix.

>> No.4723541

>>4723327
Man your screen is so wide! No wonder you prefer the centred HUD. That stuff is so tiny and tucked away in the corners.

>> No.4723550

>>4723526
And by 'right', I mean the left.

Anyway, do you guys know how I can use cvars to tweak various enemy spawns? I'd like to give people the ability to decide how many/few of a certain creature they want. So that some crazy fucker could set SSG zombies to 10-out-of-10 replacements for shotgunners, or turn all cacodemons into lazercacos... Or, you know, turn them off if they're sane.

>> No.4723556

>Combined Arms
>Combine Kegan
Wow how did I not notice that before, I'm dumb

>> No.4723609
File: 139 KB, 640x480, TRIAD09.png [View same] [iqdb] [saucenao] [google] [report]
4723609

Is there a source port like ZDoom to play ROTT like decent people?

>> No.4723615

seconding this for blood
why's dosbox got to be so dysfunctional

>> No.4723623

>>4723609
WinROTT and GLROTT.

>> No.4723624

metadoom should have had it where the fire extinguisher could have sort of blind enemies with foam, so they'd become a lot less accurate and struggle with that shit

>> No.4723626

>>4723615
Blood has BloodGDX, but not sure for ROTT.

>> No.4723628

>>4723623
meant to quote
>>4723615

>> No.4723637

>>4723391
I SMELL TRIGGERS

>> No.4723653
File: 2.82 MB, 1280x720, just punch right through their fucking heads.webm [View same] [iqdb] [saucenao] [google] [report]
4723653

This melee is ludicrously strong once you know the mechanics behind it.

>> No.4723654
File: 1.63 MB, 3264x2448, 1524120232014.jpg [View same] [iqdb] [saucenao] [google] [report]
4723654

Hexen/Heretic PRBoom+ when?

>> No.4723660
File: 63 KB, 586x533, Hissy2.jpg [View same] [iqdb] [saucenao] [google] [report]
4723660

u.nhnnnnnnnnnnhhhhhg ghhhhh caco baaallll

>> No.4723662
File: 388 KB, 784x1063, s-l1600.jpg [View same] [iqdb] [saucenao] [google] [report]
4723662

>>4723056
REDNECK RAMPAGE ADS DUMP

>> No.4723665
File: 485 KB, 1252x867, 43480RedneckRampage_9705.jpg [View same] [iqdb] [saucenao] [google] [report]
4723665

>>4723662

>> No.4723667 [SPOILER] 
File: 426 KB, 1258x871, 1524160912294.jpg [View same] [iqdb] [saucenao] [google] [report]
4723667

>>4723665
They weren't fucking kidding.

>> No.4723669

>>4723653
Did you catch that sergeant mid-sneeze or something?

>> No.4723670
File: 591 KB, 1257x870, 43481RedneckRampage_9712.jpg [View same] [iqdb] [saucenao] [google] [report]
4723670

>>4723667

>> No.4723671
File: 228 KB, 625x866, 43683RedneckRampage_9901.jpg [View same] [iqdb] [saucenao] [google] [report]
4723671

>>4723670

>> No.4723673

>>4723667
>Unreal
>?
lol

>> No.4723678

>>4723298
Beautiful Doom. Basically a mostly vania-faithful graphics enhancement mod. Normally it also replaces weapons and pickups, but it's made so that you can easily comment out parts you don't like.

>> No.4723681

>>4723667
why does Unreal have a ? there?
Was it not out ye?

>> No.4723683

>>4723448
Neither. You just go into Beautiful Doom's main DECORATE file and comment out the weapons and pickups.

>> No.4723691

>>4723669
I always wondered what the zombiemen were doing when they were doing that. Might need to gaze into the manual once more.

>> No.4723721

>>4723550
If you can find Nevermore that mod had options like what you're looking for. I think it's mostly just Cvar checks.

>> No.4723802
File: 209 KB, 698x721, linepls.jpg [View same] [iqdb] [saucenao] [google] [report]
4723802

Okay so I'm having an issue with GZbuilder. Sometimes when I'm drawing lines when I right click to finish the entire line I drew just disappears instead of getting confirmed and I have no idea why it does this. Like right now in this picture. If I right click, which usually confirms the line, the line will just disappear instead. Why is this happening and how do I make it stop? It's REALLY annoying.

>> No.4723803

is burl tumb still a thing?
played it the previous year and really enjoyed it, anyone got dls?

>> No.4723825

>>4723802
Well you are ending a line in the middle of empty space, that's probably a good reason.

>> No.4723827

>>4723825
Then why does it let me do it sometimes?

>> No.4723830

>>4723803
https://www.file-upload.com/yzs9nhwlu7w3

>> No.4723834

>tfw john carmack voiced one of the dying marines in doom 3's radio shit

>> No.4723842

>>4723463
Is your torrent client still online? I just booted up mine, it's queued to seed

>> No.4723846

>>4723827
I dunno, could be related to the linedef direction (they're facing into the void in the screenshot).

>> No.4723862
File: 24 KB, 799x395, 1519707351862.jpg [View same] [iqdb] [saucenao] [google] [report]
4723862

>>4723830

much appreciated, anon

>> No.4723868

>>4723667
>nearly 3d or as close to 3d as u can get
>id tech 2 not blowing the others out of the water
stupid ads

>> No.4723874

>>4723868
Well it does say "close to 3d", so with all of build's faked sector-over-sector tricks it's technically true

>> No.4723879

>>4723868
>id tech 2 not blowing the others out of the water
It's no id tech 3.

>> No.4723891

>>4723879
id tech 3 isn't on that list, though.

>> No.4723930
File: 3.62 MB, 2560x1440, Screenshot_Doom_20180419_151642.png [View same] [iqdb] [saucenao] [google] [report]
4723930

I didn't win against the boss, but this is my highest score yet.

>> No.4723971

>>4723891
>id tech 2 blowing Unreal engine 1 out of the water

>> No.4723978

>>4723971
Does Unreal have burping and farting? Checkmate

>> No.4724001

https://www.youtube.com/watch?v=Mz9UxPouml0

>> No.4724014

>>4724001
that's ol' zaney's map isn't it, hmm?

>> No.4724025
File: 448 KB, 639x870, U1-GiantGasbag.png [View same] [iqdb] [saucenao] [google] [report]
4724025

>>4723978
Yes, actually!

>> No.4724028

So, I just played Outlaws for the first time and it was surprisingly good. What other not-as-popular fps should I give a shot?

>> No.4724029
File: 61 KB, 280x210, Unsbirb.jpg [View same] [iqdb] [saucenao] [google] [report]
4724029

>>4724014
Not old, it is my current wip map, anon

>> No.4724032

>>4724001
Oh god, not the invincible bloom monster!

>> No.4724043

>>4723090
Hey bro remember to check Brutal Doom it's basically Doom but better :)

>> No.4724046

>>4724029
Are you ESL? Note difference between
>Old Zaney's map
>Zaney's old map
and before you say "I'm not old" note it can mean an affectionate term for the familiar, as in "good old Jim, never lets us down"

>> No.4724048

>>4723971
>any idtech blowing any comparable unreal engine out if the water
Megatextures we're cool though...

>> No.4724050

>>4724048
>were
I hate this fucking phone.

>> No.4724054
File: 11 KB, 178x178, image.png [View same] [iqdb] [saucenao] [google] [report]
4724054

Attention readers.

The post numbered 4724043 is a troll.

Please do not respond to it.

>> No.4724058

>>4724043
I was told not to reply to you, but you seem pretty cool. We should be friends.

>> No.4724059

>>4724032
>Bloom monster

Io?

>>4724054
And you just enabled him by acknowledging it. Good job, noob.

>> No.4724061

>>4724046
Yes? Portuguese is my primary lang, but anyways i'm just pranking if anything, that bird meme is what i usually use when i'm not talking seriously.

I got what yo mean now tho.

>> No.4724065

>>4724054
it's called a joke, wannabe janitor

>> No.4724069

>>4724065
Ironic shitposting is still shitposting.

>> No.4724072

>>4724054
>everything that sounds slightly ironic is a troll
I'm just joking retard
>>4724058
:)

>> No.4724076 [DELETED] 

>>4724059
If I had not, someone else would have, and with a high chance of taking it seriously + starting an argument. With my post, a repeat of the usual brutal doom flamewar has been avoided.

>> No.4724080

>>4724076
lmao

>> No.4724082

>>4724080
just report and move on

>> No.4724086

>>4724054
Why does everytime someone makes a joke in /doom/ there's someone else who gets offended by it and starts calling people names? What's up with this place?

>> No.4724087

So I decide to play one more game of reelism, and then a hour later I wonder where the time went. Doom is timeless.

>> No.4724089
File: 66 KB, 493x331, listen here you peasant shit.jpg [View same] [iqdb] [saucenao] [google] [report]
4724089

>>4724069
>>4724059
>>4724082
>>4724076

I dunno guys, I chuckled.

>> No.4724091 [DELETED] 

>>4724089
Are your favorite comedians H3H3 and Carlos Mencia?

>> No.4724094

So real talk, I've never checked out Brutal Doom, should I give it some time or is it really as bad as its made out to be as far as a doom experience goes?

>> No.4724097

>>4724028
Hovertank 3D and the Catacombs series, games that game before wolf3D

>> No.4724101

>>4724094
Here we go again.

>> No.4724102

>>4724094
If u like CoD and everything that makes a shooter edgy, oversaturated and cliché then yeah check it out

>> No.4724104

>>4724094
How many motherfucking times per thread are you going to ask this question?

>> No.4724106
File: 41 KB, 1280x720, Screenshot_Doom_20180420_072006.png [View same] [iqdb] [saucenao] [google] [report]
4724106

I think that Anon was right about the Ty Temple map being an Oblige map.. there's another Oblige map as a secret level too, I don't know why.

>> No.4724110

>>4724094
it is doom but with WAY better gameplay, the mod is more popular than the base game for a good reason

>> No.4724112

>>4724091

holy reach, mr. richards

>> No.4724115

Why does Marathon feel like it's only running at 30fps? Something just feels really off about it. Turning seems sluggish and the FOV seems extremely narrow (running in a 4:3 window might fix that one).

>> No.4724116

>>4724110
Aren't you supposed to be working on the mod for that $545 USD you get each month, Mark?

>> No.4724117

>>4724115
Because it is running at 30 FPS. Aleph One's trying to be a 1:1 port of Marathon.

>> No.4724120
File: 15 KB, 580x77, Screenshot (440).png [View same] [iqdb] [saucenao] [google] [report]
4724120

>first it's BDV20C
>then it's BDV21 (beta)
>now it's BDV22
why is marquitos unable to settle on a version and just... finish it? it really does feel like he's trying to stall for as much patreon cash as possible.

>> No.4724124

>>4724117
Oh, I don't know anything about the original engine so I didn't know it was limited to 30.

>> No.4724128

>>4724120
who cares

>> No.4724129

>>4724116
THE mod that defines Doom*

>> No.4724130

>>4724120
you say that like it wasn't obvious

>> No.4724132

>>4724124
Yeah, Aleph One's a bit weird because the developers are intent on keeping all the old Marathon flaws and quirks.

>> No.4724137

>>4724129
THE mod that defines Doom and is also far superior to Doom 2016, totally*

>> No.4724141
File: 58 KB, 639x518, Screenshot (441).png [View same] [iqdb] [saucenao] [google] [report]
4724141

>>4724128
I do, apparently.

Excuse my horribad cropping job, but I find this a bit funny. Even people on his twitter are telling him the mod is getting bloated.

>> No.4724148

>>4723190
this will never happen given kegan's fetish for infinite pistols

>> No.4724151

>>4723550
>Anyway, do you guys know how I can use cvars to tweak various enemy spawns?

The "easy" way to do this is have enemy spawns be a different actor entirely that read cvars and then manually A_SpawnItemEx the respective monster.
Make sure you include SXF_TRANSFERSPECIAL as the flag, though.

>> No.4724157

>>4724001

The amount of bloom and filters is disgusting.

>> No.4724158

>>4724117
Speaking of this is there anyway to play ZCP on Aelph One?

>> No.4724168

>>4724001
Triple A Doom

>> No.4724170

>>4724086
because we have a wannabe-janitor who thinks being a smarmy shit is justified as long as he's "in the right", and who thinks he's the moral guardian of the thread

frankly, he's more annoying than the actual shitposters

>>4724094
as with all mods, play it for about 15 minutes and see if you like it

if you like it, then you like it, if you don't then you don't
it's not the second coming of carmack but whatever

>> No.4724180

>>4724001
All those big ass rooms and long, big corridors with 3-5 enemies max lmao. The guns and music sound mad gay too. Looks real fun.

>> No.4724182 [DELETED] 

Brutal Doom is the defining Doom experience. Why would you EVER need anything else?

>> No.4724187

>>4724170
>because we have a wannabe-janitor who thinks being a smarmy shit is justified as long as he's "in the right", and who thinks he's the moral guardian of the thread
>frankly, he's more annoying than the actual shitposters
You'd rather have posts like 4724182 and 100+ angry replies?

>> No.4724191

>>4724187
That's what happened when that janitor tried to "PROTECT US!"

>> No.4724192

>>4724191
Quit lying out your ass, chimp.

>> No.4724197

>>4724104
What? I've only asked this one time.

>> No.4724203

Also, what megawad should I pair with High Noon Drifter?

>> No.4724206

>>4724187
let me know when that actually happens, chief

and of course now that i say that, you're gonna try and force it

>> No.4724207

>>4724203
Epic & Epic 2.

>> No.4724209

>>4724203

Epic 2 if you haven't played it to death

>> No.4724210

>>4724203
Hellground.

>> No.4724213

>>4724203

Strange Aeons is pretty neat.
I really liked playing it with Strange Aeons.

>> No.4724214

>>4724203
mayan mishap, scythe 2, epic, epic 2...

>> No.4724216

>>4724206
I'll do nothing of the sort.

>> No.4724218

>>4724187
Good thing we don't have that.
But we do have you, who is not helping no matter how much you think you are by being loud and blaring "REPORT THIIIIS" and "DON'T RESPOOOND" and "HERE WE GO AGAAAAIN".

If you hate it, just fucking report and ignore. Don't try and hijack discussion.

>> No.4724234

Any good Heretic megawads?

In fact, any Heretic megawads?

>> No.4724242
File: 8 KB, 132x148, wtf.png [View same] [iqdb] [saucenao] [google] [report]
4724242

I don't remember ever seeing this texture anywhere before. I'm using only DOOM2's textures.

>> No.4724246 [DELETED] 

>>4724218
But there's the problem, reporting does nothing. The janitors are in on it, and so are the mods.
4chan has had a shift lately towards trying to be a countermovement again, rebelling against the "norms" that are on the other sites. They're trying to appeal to the oldfags they lost once again.

When was the last time you saw a pepe image deleted, or a wojack? They're all off-topic and have nothing to do with Doom, but they flood this thread so that people can "normalize" them. Jesus, the fucking wojak priest got so fucking many replies even though it was COMPLETELY off-topic.
Why do you think there's such a backlash against marginalized content creators? Why does only the scribble anon with depression get shit on? Why does only the tripfag who happens to be trans get shit on? Why do the janitors allow it? Because they're spearheading it to try and go back to "old" "4chan" """sensibilities""".
Ever since the controversies of '14, 4chan has been flooded with shitheads, hateful posters, and anger, and this is how we fight against it. We don't passively accept it and hope that a report will get rid of it, we call it out as unacceptable and hold ourselves to a higher fucking standard. 4chan can be more. /vr/ can be more. /doom/ can be more. And I'm disappointed in the passive reaction you guys have been doing.

>> No.4724247

>>4724234

There's not a whole lot.
When I was testing Heretic support for High Noon Drifter, I went through the Heretic Treasure Chest. Was neat.

>> No.4724248
File: 124 KB, 283x280, 1507577955737.png [View same] [iqdb] [saucenao] [google] [report]
4724248

>>4724001

>> No.4724251
File: 1.07 MB, 1803x714, redkey.png [View same] [iqdb] [saucenao] [google] [report]
4724251

HOW DO I GET THIS KEY ON INDUSTRIAL ZONE

>> No.4724253
File: 34 KB, 400x400, m30mq2IbMd1rop03zo1.jpg [View same] [iqdb] [saucenao] [google] [report]
4724253

>>4724246

>> No.4724260 [DELETED] 

>>4724246
>The janitors are in on it, and so are the mods.

Given the KF link that went untouched a few thread ago this is pretty much the truth.

>> No.4724261

>>4723108

godspeed anon

>> No.4724262

>>4724251
Nevermind. That was fuckin dumb

>> No.4724265

>>4724260
>>4724246
holy shit l m a o

>> No.4724268

>>4724251
there's about four different ways

>> No.4724272

>>4724260
what's KF?

>> No.4724273

My mod is currently in .wad format, so I can't copy and paste NC_HUD directly into it (as it's packaged as a .pk3).

I could just include the necessary little files to make NC_HUD run properly, right? Then just I don't know, tell the player to play it with NC_HUD for the proper experience.
It's kind of an ugly way to do it right now, but it'll have to do for now.

>> No.4724275

>>4724265
Truth hurts doesn't it?

>>4724272
New Zealanders invested in agriculture.

>> No.4724278

>>4724272
kiwifarms, place full of shitters who want off-topic drama

one link wasn't deleted so apparently it's the end of /doom/, lel

>> No.4724281

>>4723669

I laughed at this more than I should...

>> No.4724282
File: 153 KB, 1016x1024, tinfoilhat-1016x1024.jpg [View same] [iqdb] [saucenao] [google] [report]
4724282

>>4724275
>Truth hurts doesn't it?
Sure fucking thing, mate.

>> No.4724287

>>4724246
I don't even have words for this level of autism.
8/10 got me to reply.

>> No.4724293

pretty bad look that you're content with allowing /v/ to infest the boards just to stick it to some falseflagger

>> No.4724301

>>4724275
>>4724278
oh thanks i remember now. different KF from what i was thinking

>> No.4724313

how is doom not infested with zombie or battle royale mods yet?

>> No.4724318
File: 204 KB, 640x960, d27a3ea73102970931c5aef359aa12ba.png [View same] [iqdb] [saucenao] [google] [report]
4724318

>>4724242
it's fairly rare, only appearing in maps 12 and 24, in a single room each time

>> No.4724321

>>4724313
you have not been looking very hard, zombie mods have been a constant

battle royale mods...isn't that just 32-man LMS?

>> No.4724324

>>4724242
Kind of a weird texture, doesn't really scream "rock"

>> No.4724329

>>4724321

I think a battle royale needs at least a huge as fuck map and 100 players

>> No.4724331

>>4724329

That'd be pretty difficult, since Zandronum only supports up to 64 players on a single server.

>> No.4724335

>>4724329
>>4724331

And large maps make the engine chug

>> No.4724336

>>4724313
There aren't really any truly good classic zombie sprites. There's been some zombie mods over the years, but not many good ones.

One guy was taking an extremely old TC from the late 90s/early 2000s and working it over to upgrade it. Haven't seen him in a while.

>> No.4724337

>>4723556
It's a double play on words because the original set of weapons of combined arms stemmed from talking to people and getting ideas and concepts for weapons.

>> No.4724339

>>4724335

>And large maps make the engine chug

exactly like in pubg

>> No.4724342

>>4724324
Probably because it's the texture used as the base for the wood paneling and bookshelf ones.

>> No.4724345

>>4724335

how big can be a doom map in km^2?

>> No.4724348

>>4724321

>you have not been looking very hard

at least around here I don't remember ever reading anyone recommend one..

>> No.4724350

Does the Quake mega only have the paks and music files or am I just not seeing how to install everything? I'm sorta new to Quake, so I have no idea wtf I'm doing.

>> No.4724353

>>4724331
Now only if there was an easier way to do multiplayer in gzdoom...

>> No.4724363

>>4724345
If you put nothing in it, stupid big, but linedefs, sectors and things is what adds up for framerate.

The more linedefs a monster has to check against, the more memory it takes, and thus if you have a lot of monsters checking over a lot of linedefs at the same time, things get slow.

Something like Gothic99DM has very intricate linedef work to create retardedly beautiful levels, ostensibly for deathmatch.
These days it's easy for people to run, but back in its day, it was pretty taxing on people's computers.
Nuts.wad just has two huge plain rooms filled with all the monsters, and runs like absolute dogshit, because 10000 Things are trying to do, well, their thing, all at the same time.

Something inbetween would be Sunder, very detailed and aesthetically pleasing, featuring legions of monsters. This is a genuinely playable single player experience (high difficulty aside, this being a subjective thing), but it can be particularly demanding.

>> No.4724365

>>4724350
You only need the paks, the music files, and a sourceport of choice. Check the infographic in the OP.

>> No.4724370

>>4724293
you realize /vr/ came from /v/, right?

>> No.4724371

>>4724094
I played it with my then-friend cooperatively almost 4 or 5 years ago, and during the game I realized it was nothing special.

I realized I was in love with her around map27 of doom2, though, and now we're getting engaged, though, so I guess Brutal Doom helped me find the love of my life.

Vanilla is better tho.

>> No.4724372

I will say that SgtMark's Extermination Day mapset is definitely fancy-looking, even if a bit of a detail clusterfuck. More DN3D than ever though. But for no good reason, his maps are now their own separate "episode" of sorts, and the only way to really access them is via Brutal Doom (using the same episode menu you access a normal Hell on Earth run or Brutal Deathmatch from) or console commands.

Well that's annoying. Especially since his mapset lacks the defined music apparently, so whatever track was last playing if you change maps via console command will play for eternity.

>> No.4724375

>>4724363

I'm not talking about monsters, I'm talking about the possibility of a battle royale map made in doom, at least with 64 players

>> No.4724383

I've never played Doom deathmatch but I think I want to. Which sourceports and maps are the most commonly used for that?

>> No.4724405

>>4724383
Zandronum. I still wish that Zandronum and GZDoom merged. No need to have a source port for each mode of play.

>> No.4724406
File: 3.19 MB, 460x402, 1513618365110.gif [View same] [iqdb] [saucenao] [google] [report]
4724406

Can you delete 3d sectors in game?

Eg: Player is walking over a bridge and it collapses.

I want to set up something like that, but instantly moving lifts moves the player instantly too, there's no "coyote in roadrunner" effect.

>> No.4724415

>>4724383
Odamex for a true vanilla experience, but it's a complete ghost town
ZDaemon for a mixture of old and new, isn't that populated yet it gets a few people for DW's Thursday Night Survival (which is today), unfortunately it's closed source and there's been some shady shit happening in the past
Zandronum for newschool features, is the most populated and has the most servers, but most people stick to certain gameplay mods and they may not be to your liking

>> No.4724417

>>4724370
Flowers grow from feces and dead bodies, big whoop.

>>4724405
Ednerd's gone, why isn't the netplay fixed?

>> No.4724425

>>4724417
Nope. In fact if memory serves right the netplay regressed a little in the newer versions of GZDoom. It's that or it hasn't budged since he left

>> No.4724430
File: 186 KB, 313x313, anime tony.png [View same] [iqdb] [saucenao] [google] [report]
4724430

>>4724371
heartwarming! thanks, anon

>> No.4724434

https://my.mixtape.moe/zjtnsv.webm

i love coding AI and i love sound designing

>> No.4724437

>>4724417
>Ednerd's gone, why isn't the netplay fixed?
when the guy who's working on something is gone, that something tends not to get any progress done on it

>> No.4724442
File: 1.26 MB, 245x135, bateman calm face.gif [View same] [iqdb] [saucenao] [google] [report]
4724442

>trying to use quakespasm
>have the quake soundtrack in both wav and ogg formats under id1/music
>open the game
>"could not handle track004"
>yet typing music track004 works perfectly fine
well that make sense, very cool

>> No.4724448 [DELETED] 
File: 1.87 MB, 1920x1080, esp2map27dick.png [View same] [iqdb] [saucenao] [google] [report]
4724448

timeofdeath.wrvids.com/doom/ESP2.zip

>> No.4724451 [DELETED] 
File: 1.92 MB, 1920x1080, esp2map27.png [View same] [iqdb] [saucenao] [google] [report]
4724451

>>4724448

WHAT IN THE HUUH

>> No.4724452

>>4724406
Run a script that thrusts the player's Z a little bit at the same time the bridge collapses. Here's a map to show you what's it all about.

https://my.mixtape.moe/nmogub.wad

>> No.4724453

>>4724442
Rename them to remove the leading 0, i.e. track04 instead of track004. Someone made a mistake somewhere and no one ever fixed it.

>> No.4724454

>>4724453
Thanks. What a bitch.

>> No.4724457

>>4724448
but why

>> No.4724461

>>4724448
>>4724451

https://www.doomworld.com/forum/topic/100391-esp2/

>> No.4724464
File: 195 KB, 1920x1080, Screenshot_Doom_20180419_193111.png [View same] [iqdb] [saucenao] [google] [report]
4724464

And that's episode 3 finished off. Over the halfway point now.

>> No.4724467

>>4724452
Did you just make this now for me?
Bloody hell, thanks guy.

>> No.4724476
File: 6 KB, 199x181, 1523576366255.png [View same] [iqdb] [saucenao] [google] [report]
4724476

huh

>> No.4724485

>>4724467
it only took 5 minutes to make friend

>> No.4724501

>>4724464
it's fascinating how agonizingly slowly you have to play. also do the archviles ever stop coming back? they seem so unbelievably annoying.

>> No.4724531

>>4723108
1v1 me in dwango, nerd

>> No.4724536

>>4724501
Yeah, they fuck off for real and drop a megasphere after you pain them around five times. Then, after a random amount of time, they get one "last laugh" which starts constantly reviving enemies near you. You can counter it by just waiting somewhere that there are no enemies until it goes off, but you might end up waiting for a long time. The chance for it to trigger is something like 1/256 every 20 tics, so depending on how far in you are it might be better to just make a dash for the exit.

>> No.4724550

The plasmarifle is a really good weapon, and you disagree with me you're a big gay.

>> No.4724553

>>4724550
for you

>> No.4724561
File: 24 KB, 199x181, uhhu.png [View same] [iqdb] [saucenao] [google] [report]
4724561

>>4724476
uhu

>> No.4724562

what quake campaign has the largest levels

I want to huuh and huuh deeply

>> No.4724564

>>4724550
>what kind of a gun you want
>give me one that makes the bfg worse every time you fire it
>say no more
But that's just me after I've been driven mad by megawads

>> No.4724570
File: 339 KB, 800x600, Screenshot_Doom_20180420_031938.png [View same] [iqdb] [saucenao] [google] [report]
4724570

Oh shit guys, it worked.

I just need to do some fine tuning/tweaking, but it fucking works. Most of the work here now is drawing little pictograms for all the ammo types.

>> No.4724572

>>4724564
That's why I encourage putting the BFG in sparingly.

If you know you're not getting the BFG any time soon, it's a super good weapon, rapid and high powered. It's why I'm fine with mods making the BFG use a separate ammo source.

>> No.4724575

>>4724562
arcane dimensions, or maybe ter shibboleh for pure size

>> No.4724579

>>4724570
What gameplay mod is this? I actually used those M16 sprites in my own crappy mod, so I'm curious.

>> No.4724580
File: 118 KB, 640x400, Screenshot_Heretic_20180419_212624.png [View same] [iqdb] [saucenao] [google] [report]
4724580

Mapping for Heretic is fun when you use custom resources.

>> No.4724584
File: 7 KB, 198x96, explosives.png [View same] [iqdb] [saucenao] [google] [report]
4724584

>>4724579
Immoral Conduct overhaul I've been chipping away at doing for the past year or two.

>> No.4724587

>>4724561
uhu whats this?

>> No.4724589

>>4724406
You could tp the player to a replica room

>> No.4724595

>>4724587
*notices your quad*

>> No.4724598

>>4724580
why don't you find it fun using the iwad resources

>> No.4724606

>>4724564
When shit gets real and you're facing the unknown, the plasma rifle is your best bet. What if there was only a chaingunner behind that door?

>> No.4724609

Anyone know how to get a pointer for a player that killed a monster using DECORATE? Or at least have items hone in on a nearby playerpawn?

>> No.4724612

>>4724598
texture selection is painfully inadequate for one

>> No.4724615

>>4724612
why are there so many bathhouses?

>> No.4724621
File: 9 KB, 913x913, 1518677291145.png [View same] [iqdb] [saucenao] [google] [report]
4724621

>>4724580

>implying it's not fun to use the 12 stock textures

>> No.4724624

>>4724564
i never use the bfg except for obliterating bosses. it's just such a clumsy-ass gun.

>> No.4724636

>>4724615
because dsparil is one stinky man

>> No.4724642

>>4724636
>The last episode takes place in a giant underwater dome
>there are bathhouses everywhere that take the ocean water and refine it for bathing
>the last level involves the player ambushing D'Sparil in his private luxury bathhouse

>> No.4724648

>>4724642
Where does he get his soap from?

>> No.4724651

>>4724648
The bodies of the heroes he has killed.
>>4724642
Speaking of water, there seems to be a lack of underwater maps, though that's possibly for the best.

>> No.4724654

>>4724642
>AIIEEE, Anata wa hentai, Corvus-san!

>> No.4724657

>>4724648
From the soap wizard known as D'Spenser.

>> No.4724665

>>4724365
Yeah, I figured out what I did wrong. Had quakespasm in the wrong folder like an idiot.

I've actually had a hankering to play older shooters lately and not just Doom and/or Doom mods. Not sure what spurned it, but I don't mind. Never played Quake. Was one of those squeamish little prude kids that didn't like violence or dirty things. Or at least I pretended not to like it when I was a kid. Not so much now.

Guess I'm making up for lots of lost time.

>> No.4724671

So recently I started a Doom Binge of the official wads.
After a decade of just playing user made stuff it was nice to finally replay the official wads with my current mind. I'm a nobody but here goes my thoughts anyways.

Doom: Too much grey but it works in its favor, understandably since it's mostly tech bases. Combat felt slow but that's because I'm super used to the Super shotgun so it's not a valid point. Generally I liked 95% of the maps, none of them felt too backtrack-ey, all of them flowed naturally. The only map I felt it was HORRILY DESIGNED was that hand-shaped one. I don't know how you come up with something like that.

Doom 2: Controversial opinion incoming: I kinda like the maps here more than Doom 2 but that's because of the new weapon and enemies. The cities felt too fake but hey, this is a videogame after all. The levels felt more varied all of them in contrast to Doom which was all Tech Base and Hell. Icon of Sin is a horrible fight but I guess back then it was a good boss that took advantage of the engine.

Plutonia: more action everywhere. If D2 was exploration, Plutonia is combat. If you like Chaingun Dudes this is the wad for you. Other than that, it's super fun but I feel some levels take longer than they should and overstay their welcome. Could use a little less Chaingun Dude in favor of more interesting arenas or combats.

I'm starting TNT tomorrow.

>> No.4724675
File: 378 KB, 1000x547, 1522216780717.png [View same] [iqdb] [saucenao] [google] [report]
4724675

>>4724657

>> No.4724681
File: 36 KB, 298x257, sly square.png [View same] [iqdb] [saucenao] [google] [report]
4724681

>>4724657

>> No.4724683

>>4724371
God I wish that were me

>> No.4724684

>>4724657
Does he ride a soap serpent in the 2nd stage of the fight?

>> No.4724690

>>4724684
Oh definitely, he's not a Soap-ent Rider for nothing.

>> No.4724693

>>4724690
Dude he's practically Knee Deep in the Dove!

>> No.4724697
File: 15 KB, 225x225, 1411261976386.jpg [View same] [iqdb] [saucenao] [google] [report]
4724697

>> No.4724698

>>4724693
He's rather fond of The Coast of Hell as well.

>> No.4724702

>>4724697
hilarious.

>> No.4724704

>>4724657
God damn it. I chuckled

>> No.4724706
File: 56 KB, 373x319, three rocket launchers.jpg [View same] [iqdb] [saucenao] [google] [report]
4724706

>>4724697

>> No.4724716

>>4724706
This becomes funnier when you consider Duke's arsenal.

>> No.4724720

>>4724716
Makes you wonder what the Devastators are actually supposed to be.

Like something letting loose a torrent of micro missiles, it seems like maybe it would be meant for shooting down aircraft or something. Not that you couldn't aim lower, so to say.

>> No.4724723

>>4724697
so he's an echidna?

>> No.4724729
File: 2.17 MB, 1920x1080, 0xhair.png [View same] [iqdb] [saucenao] [google] [report]
4724729

Who else plays with no crosshair? If you do play with a crosshair I personally recommend trying to not use one for a while, it's not difficult (chaingun sniping is fine) and it looks way better in my opinion.

>> No.4724737

>>4724729
I like using crosshairs as a point of reference for my eyes to rest. And I prefer using it for chaingun sniping and stuff. I feel naked without it

>> No.4724750

>>4724697

Three dicks, but no balls

>> No.4724758

>>4724729
I don't tend to play with a crosshair unless I'm playing online, especially since I usually play DOOM through Retro Doom.

>> No.4724759
File: 503 KB, 1600x685, Screenshot_Doom_20180419_200244.png [View same] [iqdb] [saucenao] [google] [report]
4724759

Repoastin from a doomworld thread:

I made a map on my phone a few years ago in EDMAP in dosbox. It's not great, but I figured I'd share it with you guys anyway.

I could only find an older version that lacked monsters, and had a few bugs (mis-keyed doors that made it unfinishable and such). I patched it up, and put the monsters back in on my computer (i didn't remember the exact location or types, so...).

It used to be possible to get outside in one area, and a lot of the doors didn't look so stupid. Dunno where that version got to.

Anyway. This is it:

http://www.mediafire.com/file/r025go2z58tdap5/TEST10.WAD
Expect a lot of STARTAN and unaligned textures and such, and maybe not much fun.

>> No.4724761 [SPOILER] 
File: 29 KB, 100x100, 1524193425200.png [View same] [iqdb] [saucenao] [google] [report]
4724761

>>4724750
BALLS OF STEEL

>> No.4724762

>>4724729
Which one is the fingerless glove meter?

>> No.4724789
File: 95 KB, 640x400, Screenshot_Heretic_20180419_231230.png [View same] [iqdb] [saucenao] [google] [report]
4724789

>>4724615
What could I place in this bathhouse?

>> No.4724792

>>4724789
Is that software paletted AO?
That's a thing?

>> No.4724798
File: 14 KB, 475x95, Yes.png [View same] [iqdb] [saucenao] [google] [report]
4724798

>>4724792

>> No.4724802

>>4724729
I'm very comfortable with a crosshair.
I use a tiny dot colored bright red, it gives a point of reference while being very unobstructive.

>>4724761
>three dicks
>six balls
>of steel
It's like a fucking Newton's Cradle in his pants.

>> No.4724837

>>4724651
Heretic didn't have deep water

>> No.4724838
File: 486 KB, 490x519, 1519612457175.png [View same] [iqdb] [saucenao] [google] [report]
4724838

>>4724697

>> No.4724841
File: 68 KB, 886x981, firefox_2018-04-20_06-36-37.png [View same] [iqdb] [saucenao] [google] [report]
4724841

I screenshotted!

>> No.4724842

>>4724841
Meh.

>> No.4724846

>>4724789
A secret. Also, I hope you can go underwater in there.

>> No.4724852

>>4724841
why did you cross out all the posts?

>> No.4724853

>>4724841
>Omeems

Pajeet what are you doin

>> No.4724856

>>4724852
That's how I read 4chans
Makes it easier to follow the line of dialogue

>>4724853
...what?

>> No.4724858

>>4724853
>DESIGNATED SHITTING SECTOR

>> No.4724862

>>4724761
HE'S BACK I GOT CHILLS

>> No.4724889

>>4724862
I'd get the chills over a man with three dicks and six balls being out to get me too.

>> No.4724901

>>4724434
Woah, what is this?

>> No.4724947

>>4724761
OH MY GOD NO

>> No.4724958

>>4724762
It would actually be pretty funny if someone made a fingerless gloves metter mod. Something like La Tailor Girl, but more tounge-in-cheek.

>> No.4724962

>>4724729
why do you need all that information on your screen at all times

>> No.4724970

>>4724962
It's a lowkey troll post

>> No.4724975

>>4724729
in all seriousness though, that's an awful HUD.

>> No.4724989

>>4724958
I'm surprised that something like Trailblazer or Guncaster doesn't already have one.

>> No.4725010

>>4724901
a side project i've been doing to sort of replicate the cat-and-mouse fights of the Replicant soldiers of F.E.A.R., but in Doom. each enemy has its own individual speed and accuracy stats, and also behavior stats like patience and reload time skill. when i add grenades in they'll have grenade skills too.

it's incredibly fun to load up a deathmatch wad and set these guys loose. with a little boost and with the right level design, the doom AI really goes nuts with pathfinding and can surprise the hell out of you and give you the illusion you're fighting something much smarter than it actually is.

plus it helps with level design on my part. deathmatch levels are much more fun to make than traditional sp levels IMO because they're much more nonlinear.

more: https://my.mixtape.moe/cuqquw.webm

>> No.4725014

>>4725010

Fucking amazing.

>> No.4725015

Why are melee attacks in these games always hitscan? They can't put an invisible projectile or something in front of you?

>> No.4725018

>>4724975

It's ok but not good. I normally use Peters sexy hud or nc his but they don't work with smooth doom.

>> No.4725025

>>4725015
It isn't hitscan, it's a simple check to see if the target is in range at a specific moment. Hitscan would be in the earlier versions of doom, where demons could infight with each other

>> No.4725027

>>4725025
i don't think you know what hitscan is

>> No.4725028

>>4725018
https://download1473.mediafire.com/msc2cqaqdw3g/mnv89bj8pcjahwb/WOSHUDSDcompat.pk3

try this on

>> No.4725036

>>4725027
In the earlier versions of Doom, the demon melee attack was a hitscan. A blursphere coul make them miss and hit an adjacent demon. The attack they have in the final is a check to see if their selected target is in range. If it isn't nothing happens. Melee attacks can never cause infighting in retail, but this was not the case in the alphas.

>> No.4725042

>>4725010
Anything to stop them sliding off ledges?

>> No.4725045

>>4725025
So what you're telling me is it's not hitscan it's a hit scan?

>> No.4725057

>>4725045
In a sense, yes

>> No.4725072

>>4725057
Thanks but that wasn't my question

>> No.4725073

>>4725072
Well, I don't know why a projectile would be superior to the normal way.

>> No.4725076

>>4725014
ty!!!!!!!

>>4725042
i could add the +NODROPOFF flag easily, but i like them sliding off edges personally. i've seen it happen before where they chase after the player by clearing gaps between crates and shit.

>> No.4725078

>>4724001
>texture filters
>all that bloom
You somehow made a decent-looking map look like ass.

>> No.4725081

>>4725073
It's difficult to hit things, I think it would feel much smoother to use projectiles

>> No.4725092

>>4724759
The raising stairs/platforms are a bit slow. Played on HMP and I ran of ammo a few times, including the last bit with the cacos, pinkies and the baron.

Impressed that you made it with your phone though, that sounds ridiculous.

>> No.4725093

>>4724841
Maybe don't screenshot in the future

>> No.4725097
File: 19 KB, 495x362, 1510986069190.jpg [View same] [iqdb] [saucenao] [google] [report]
4725097

give me spooky wads NOW
already played unloved, hellground, and soundless mound

>> No.4725098

>>4725097
Demons of Problematique.

>> No.4725150
File: 73 KB, 1290x243, meme_or_something.jpg [View same] [iqdb] [saucenao] [google] [report]
4725150

I just realized picrelated.

>> No.4725168

>>4725150
i mean... is he that wrong

>> No.4725171

>>4725093
Why?
That's a good screenshot
I specifically captured only needed posts

>> No.4725175

>>4725171
1. only the "d'spenser" post is actually funny
2. it looks weird with the reddit-style nested formatting, just hide the unnecessary posts and screenshot the page

>> No.4725190

>>4725175
>tree-style comments are reddit now
this has gone too far

>> No.4725192

>>4725175
> reddit-style nested formatting
How is that "Reddit-style"
Cmon, it looks ok

> just hide the unnecessary posts and screenshot the page
But then all posts won't fit

>> No.4725195

>>4725093
>>4725175
Calm down, anono.

>> No.4725196

>>4725150
we already know other people watch 4chan and then post on their forums or twitters or private discords about how much they don't care about 4chan

>> No.4725234

>>4725195
i am fucking EXTREMELY calm right now

>> No.4725253

>>4724729
what map is that?

>> No.4725297

>>4724268
Name 'em

Cause the only I know of is doubling back via the same teleporter which IMO is really fucking unintuitive

>> No.4725304

>>4725076
>i could add the +NODROPOFF flag easily
That means no pushing them off ledges though, sadly.
I've just had times where acceleration-based movement like that causes monsters to get stuck in bad places, that's all.

>> No.4725308

>>4725297
when you put it like that i guess they're all variations on the same theme.

- go up the rocket launcher tower, run over to teleporter, run along the ledge, press the button to lower the wall, fall down into the red key room, teleport, teleport back.

- go up the lift to the red key building, press switch from below to lower wall, teleport, teleport back

- press switch from below from outside, go up lift, teleport, teleport back

- go up rocket launcher tower, teleport, run along ledge, ignore switch, run to first crate, run over low wall, teleport, teleport back

- go up the rocket launcher tower, teleport, run along ledge, ignore the switch, run across the crates to the key

the only one that doesn't teleport, teleport back is the last one. i thought there was another one that avoided the teleporter (other than cratehopping) but i can't think of it right now, maybe i miscounted

>> No.4725310

>>4725308 (me)
i think the other one must have been

- go up the lift to the red key tower, run off the small crates over the low wall, teleport, teleport back

still can't think of another way that avoids the teleporter pair other than cratehopping.

>> No.4725316
File: 88 KB, 640x960, 3e9b937ecad1b0993a8d6cc6b556a80e.png [View same] [iqdb] [saucenao] [google] [report]
4725316

this crate is actually a lift. if i knew this before, i had forgotten it. it doesn't help you reach the key but it gets you into the berserk secret a different way.

>> No.4725327

>>4725076
what if they could jump?

>> No.4725330

>>4725327
cut their legs off so they can't

>> No.4725335

>>4725308
>>4725310
Until I read how to read it in the guide, I always just bypassed the red key entirely by jumping into the lava pool and used the teleporter at the base of the central tower.

>> No.4725352

>>4725150
I wouldn't call him bad, but he very much has a style which gets old if you're not into slaughter and surprise arch-viles once every other key.

>> No.4725353

>>4724947
BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS

>> No.4725363

>>4725150
Haha he read my post

>> No.4725396

>>4725363
Lucky

>> No.4725410

Are the mouse settings in the autoexec correct? I reinstalled DOOM and it doesn't feel the same at all. Isn't it supposed to be like source games?

>> No.4725412

>>4725410
ok nevermind I fucked up somewhere and just copy pasted the autoexec again and it worked. ignore pls

>> No.4725465

>>4724693
And the death of D'Sparil heralds a new Dawn...

>> No.4725469

>>4725465
And its a large Bounty.

>> No.4725472

doom

>> No.4725474

>>4725472
where?

>> No.4725476

>>4725472
Heretic!

>> No.4725478

>>4725472
Phobos

>> No.4725479

>>4725478
mynx

>> No.4725481

>>4725472

doom 2

checkmate, atheist

>> No.4725484

>>4725092
It was stupid. I had a few months where there was nothing better to do during breaks/lunch.

An android specific editor would be cool though...

>> No.4725491

>>4725474
the

>> No.4725493

>>4725491
sanest

>> No.4725494

>>4725493
place

>> No.4725495

>>4725494
is

>> No.4725497

>>4725495
behind

>> No.4725498

>>4725497
a

>> No.4725501

>>4725498
trigger

>> No.4725502

>>4724094
It fits perfectly fine in Doom 1 and 2 though it can fuck up the balancing of Player WADs. Even Romero's new maps can be unplayable at times in BD. /vr/ and the rest of the Doom community hate it due to the balancing issues, but more so because Sgt. Mark is an edgy little HUEHUE cunt who can't code for shit and stole half his content from other people's mods

>> No.4725523

How would I go about making a sound mod for Doom? Just to replace the default sounds.

>> No.4725532

>>4725523

grab a microphone and start recording mouth sounds

>> No.4725546

When hdoom is going to be finished?
I even fapped to it. Was bretty good

>> No.4725548

>>4725532
Yeah but how would I put them in?

>> No.4725556
File: 652 KB, 1920x1080, Screenshot_Doom_20180419_013648.png [View same] [iqdb] [saucenao] [google] [report]
4725556

Did Mark play Turok or something? Man these are out of place.

>> No.4725573

>>4725304
ahhh. i've only had that happen on one map i was testing where the baddie would get stuck on a certain vertex on the stairs of a certain level, but it's fairly rare. i could see them getting stuck in lava pits endlessly beeping and shooting for eternity

>>4725327
seriously thinking of adding that in, but i would definitely need dedicated jumping sprites or it would look goofy.

a LONG time ago I started a wad that revolved around that gimmick of enemies that could jump really high and I might resurrect parts of that idea since combat was a hoot.

https://my.mixtape.moe/kfwdja.webm heres that old project

>> No.4725576

>>4725573
what are these, FotNS punks? haha (still pretty cool)

>> No.4725590

>>4725576
NANI *BZZZTEEERP* *gib sound*

>> No.4725613

>>4723842
yes, still no download. Guess i'll copy my wads from my home pc when i get back

>> No.4725626

>>4725556
But higher resolution must be BETTER, right? Who cares if it clashes terribly with low-res aesthetic of Doom. </sarcasm>

>> No.4725627

>>4723058
rumours of a new doom movie
https://www.doomworld.com/forum/topic/100434-another-doom-movie-being-made/

>> No.4725629

>>4725556
or his patrons did, and demanded he add it to the mod

>> No.4725630

>>4725626
The thing is that in previous versions/updates he had the blood pools be in more of a proper resolution. But he can't stop tweaking the smallest things. The higher res blood may fit something like Extermination day to a degree, but at this point he may as well just grab the DN3D blood stains and have them not stick out like a sore thumb.

>> No.4725642

>>4725630
Though in hindsight I can't find the actual gibs/gore/blood stain sprites anywhere.

>> No.4725656
File: 237 KB, 500x400, caco-cola.png [View same] [iqdb] [saucenao] [google] [report]
4725656

>> No.4725696

>>4725630
I think Mark's problem is that Brutal Doom is finished.

It's done. It's complete, feature complete. It's got everything it needs. There is not one big thing that you could add to it that would improve it. Weapons are fine, monsters are fine, gore is fine.

So he tries to find this ridiculous routes of engagement for no reason, like making blood higher res, adding these DISGUSTING water splash/ripple effects, or the "map enhancement script" which is useless because if I wanted to play a version of Vanilla Doom designed for Brutal I'd just play Maps of Chaos.

He can't accept there is nothing else to be done with Brutal Doom. At this point he could easily call v20 final release and only put bugfixes in it from now on.

But he won't.

>> No.4725697

>>4723609
When will we get the sprites of the removed female actors?

>> No.4725705

>>4725627
Nice! Wishlist:
>after realizing that first person segment was only good part of last movie, this one will be entirely in first person, kinda like a higher budget version of Hardcore Henry
>The Rock will play in it again as the main character, because a) he was in the last one and b) Rampage stars Rock and its the first videogame movie since Mortal Kombat that isn't a goddamn failure
>features actual demons. Demons from Hell. None of that DNA bullshit, make it demons from fucking hell, that's what Doom is about, if you can't handle that, don't make a Doom movie.

>> No.4725709

>>4725642
Instead of adding higher res blood, he could work on blood physics. Like, what if blood slowly dripped down walls (stretching gore texture) or it filled crevices between tiles/bricks (black and dark pixels of a texture replaced with pixels of blood)? Something like that...

>> No.4725712
File: 1.87 MB, 474x262, dog mode.gif [View same] [iqdb] [saucenao] [google] [report]
4725712

>>4725697
Good question.
You could maybe see if you can contact Joe Siegler, he might have them (he has a lot of old 3DRealms/Apogee stuff), but it's not up to him, since he doesn't own the rights, Interceptor does, hence you'd have to talk to both of them.

That reminds me of some kid trying to hit him up years ago, asking him for beta content of Shadow Warrior (way back before it was released by Devolver/Flying Wildhog, who have the rights now). He told the kid "There's no way I'm risking a lawsuit for you, kid, stop e-mailing me.", which the kid interpreted somehow as "Pay me money"

>> No.4725716

>>4725696
He could've stopped years ago and it would've been better for it.
He should do something new. Like a super edgy violent TC or something...

>> No.4725718

>>4725716
Wasn't he was like doing something like that before BD? (If i'm not mistaken it also involved throw-able bathroom sinks)

>> No.4725742

>>4725716
Yeah, probably. If he wanted to make vehicles, he could've started making a WAD entirely about vehicle warfare.

He could've also focused on revamping Hell On Earth Starter Pack to be better because currently it's pretty unpolished and lackluster in places (I have no idea why fans of BD like this WAD so much - because it's big and flashy?).

>> No.4725749

>>4725742
The Extermination Day thing on his patreon is the Hell on Earth starter pack, just modified to remove the Freedoom rips. Although he's forgotten all the proper music, and the only way to actually start up the maps is either through running Brutal Doom thanks to it having an episode select menu built in to be able to access bot deathmatch, or using console commands to map change to eday01 or so forth.

>> No.4725752

>>4725705
>Rampage stars Rock and its the first videogame movie since Mortal Kombat that isn't a goddamn failure
so i didn't hallucinate the other day, they did make a movie out of that old as fuck game?

>> No.4725763
File: 6 KB, 233x252, JUST.jpg [View same] [iqdb] [saucenao] [google] [report]
4725763

>>4725749
>there's an EDay music pack
>he replaced the map01 "First Person Shooter" music from the Doom movie with a shitty remix of "At Doom's Gate"

>> No.4725764

>>4725752
Yeah, and it is highest rated videogame movie in history. I'm serious, too.

I mean, mostly because Rock is main lead and Rock could be entertaining as fuck in any role. Science documentary about reproduction of single-celled organisms starring Rock as a host could be exciting.

But it's no-nonsense blockbuster monster movie about big-ass animals wrecking shit, and they stuck to their guns. It's not bad.

>> No.4725765

>>4725752
Mortal Kombat? Yeah, it had a movie, even had a sequel.

It's kind of not bad, actually. It's campy, but so is Mortal Kombat, so that's not bad.
But, uh, the sequel isn't very good.
I look at it as the Streetfighter movie, if you acknowledge it as silly schlock, it's kind of entertaining, don't go in with high expectations, and you're good.

>> No.4725768

>>4725749
So it's Brutal Doom only? That's a pity, HoESP was probably most fun played with other gameplay mods. I remember having quite a bit of fun playing it with Trailblazer and Mechatron, and I heard it's pretty good with Hideous Destructor, too.
https://www.youtube.com/watch?v=lC2PS_E1pAc

>> No.4725772
File: 129 KB, 512x512, 1523995705563.jpg [View same] [iqdb] [saucenao] [google] [report]
4725772

Any recommendation for music? i'm tired of the doom metal vol4

>> No.4725779

>>4725772
Rise Of The Triad has a good soundtrack.

>> No.4725781

>>4725772
How about this one
https://www.youtube.com/watch?v=AGK1dr-Ql0w

>> No.4725786

>>4725772
You can try the Madness Of An Epic Massacre from Hunter's Moon, it is a good music pack with dark/industrial songs and electro rocks if you want some Quake 3/UT vibes from the soundtrack.

>> No.4725802

New Doom Mod Madness!
https://www.youtube.com/watch?v=ilMJ0avGVpo

This one actually convinced me to check out Adventures of Square.

>> No.4725808

>>4725802
Why weren't you convinced before?

>> No.4725810

>>4725768
It's playable with other mods, you just have to finagle shit and go out of your way to console command to it.

>> No.4725826

>>4725779
>>4725781
>>4725786
thanks!

>> No.4725837

>>4725696
Most of the mod's features work better as seperate mods too, while most of his other works seem to be spin offs for Brutal Doom like BD64

>> No.4725853

>>4725808
Well, I was convinced in general, but I didn't know it was this good.
It was on my backlog "mods I should get to play eventually" list, and not my "mods I got to play as soon as I can!" list.

>> No.4725890
File: 1.54 MB, 958x720, Quake 1 Sega Saturn.webm [View same] [iqdb] [saucenao] [google] [report]
4725890

>> No.4725893

>>4725772
Redneck Rampage. Not a joke. Arguably the best FPS series for music outside of Doom.

>> No.4725896

>>4725893
MY BABY'S ALL LIQUORED UP!

>> No.4725898

>>4725890
Who had the idea to make the text have seizures?

>> No.4725903

>>4725890
haha all those hints. did Corporal Carlos work on this?? Note to moderators and backseat moderators: this post is a joke.

>> No.4725907

>>4725890
what's wrong with the walls?

>> No.4725908

>>4725903
Those hints are in the vanilla PC version as well- albeit with ellipses instead of exclamation points. Sspecifically that's the first hallway of E1M1 telling the player that they can jump because that was a goddamn revolutionary thing. They don't show up if you're playing on Hard or Nightmare.

>> No.4725909

>>4725893

RE is great

>> No.4725915
File: 312 KB, 800x600, Screenshot_Doom_20180420_221242.png [View same] [iqdb] [saucenao] [google] [report]
4725915

>>4724570
Well, it's a start. GZDoom scales them kind of funky though.

>> No.4725929

https://www.patreon.com/CactusHege
didn't know he had a patreon. hope it goes well.

didn't know he was finnish, either.

>> No.4725936

>>4725929
Colorfull Hell and Tailer Girl have the same creator?

>> No.4725939
File: 10 KB, 157x337, icons 07.png [View same] [iqdb] [saucenao] [google] [report]
4725939

>>4725915
I feel like I should do something different for the pictograms though.

>> No.4725940
File: 2 KB, 104x117, tempofield.png [View same] [iqdb] [saucenao] [google] [report]
4725940

>>4725929
for having had that for very long time I barely even remember to update it

>>4725936
Yes

>> No.4725943

>>4725890

The slavedriver engine is a thing of beauty.

>> No.4725953

>>4725907
The Saturn and PS1 both use affine texture mapping to speed up rendering. It makes wall textures look warped. Texture warping in games is more noticeable on the PS1 since the Saturn renders quads while the PS1 renders triangles.

>> No.4725964

>>4725590
And that's why Doomstar exists.

>> No.4725980

>>4725896
I'm gonna drink you pretty you beautiful toad!

>> No.4725982

So Fitzquake comes with a Dx8, Dx9, and Winquake version. Are there any differences?

>> No.4725994

>>4725716
>burble dingbat
>violent
>edgy
LOL. Brutal Doom is as edgy as a fucking rubber ball.

>> No.4726009

>>4725982
DX8 and DX9 are DirectX-using hardware rendered versions. Winquake is software rendered. I think there's an OpenGL version included someplace as well given Fitzquake is branched off GLQuake.

Fitzquake itself isn't supported anymore though, you should use one of its descendants like Quakespasm or Mark V.

>> No.4726018
File: 19 KB, 300x309, RageFace.png [View same] [iqdb] [saucenao] [google] [report]
4726018

Playing System Shock 1
>Finally destroyed the major security system
>Can't proceed because there are cameras left
>Found some,level of security barely decreases
>Go straight from the beginning of the game so I can find more
>Found one
>Can't take this anymore so I decide to look up a Walkthrough
>Guy has level 2 in everything,good.
>This guy is slow as fuck,dies like an idiot.
>Decide to restart the entire game
>Going fine at the beginning
>The frame rate starts go fuck itself.
>MRW

>> No.4726051

>>4725994
You mean one of those rubber balls that's been scratched on pavement too much and doesn't bounce properly?

>> No.4726053

>>4725150
Someone needs to git gud. Valiant and AA are pretty average difficulty wise.

>> No.4726065

>>4726053
>implying that post mentioned difficulty in any way

>> No.4726068

>>4726053
Agreed, unless you die 500+ times trial+erroring a strategy to beat it, it's easy.

>> No.4726114

>>4725940
Page says you draw lewds. can you point to where they are

>> No.4726120

>>4726114
You can find them through his tumblr. They aren't that good.

>> No.4726151

>>4723327
if you want to know if you have a backpack, look at the HUD and see that you have a max available ammo count of 400 bullets, 100 shells, 100 rockets, and 600 cells. IDIOT

>> No.4726168

>>4726018
Security level is unique to the level you're on.

>> No.4726172

>>4724247
Seconded for HTC. Some of the maps are pretty awful (don't let E1M1 paint a bad picture) but some of them like E1M4 are pretty amazing.

>> No.4726173
File: 60 KB, 480x357, image%3A44680.png [View same] [iqdb] [saucenao] [google] [report]
4726173

>>4726151

>> No.4726175

>>4726151
Listen here you little shit

>> No.4726180 [DELETED] 

>>4726172

r-rude

>> No.4726190
File: 41 KB, 248x241, bad day.jpg [View same] [iqdb] [saucenao] [google] [report]
4726190

>>4725073
You must enjoy when mappers put 9 chaingunners on pedestals a mile away

>> No.4726196

>>4726151

r-rude

>> No.4726207

>>4726180
I was being a bit harsh, but it set a really bad first impression for me the first time I tried the set :(

>> No.4726224

>>4726207

I didn't mean to quote you

>> No.4726235

Big mac davis is back lads

>> No.4726237

I don't really get the no-saving rule. I don't have fun nor make progress when I try to not save. At this point I'm assuming this no save rule is really just meant for vanilla mapsets or HMP. remember: the official doom manual encouraged saving often in later levels.

>> No.4726250

>>4726237
It's a self-imposed challenge for those who want to do it, same with no mouse runs or an obscure joystick run or playing it on a 386 etc.

>> No.4726253

>>4726237
The appropriate response to your obvious bait is that there isn't a rule at all.

>> No.4726254
File: 73 KB, 600x480, unnamed.jpg [View same] [iqdb] [saucenao] [google] [report]
4726254

I just played the first Temple of the Lizardmen and it kinda sucked. Does the series get any better after that?

>> No.4726272

>>4726254
i enjoyed the first one and thought the second was a big step down

>> No.4726274
File: 456 KB, 499x499, 1448688538915.png [View same] [iqdb] [saucenao] [google] [report]
4726274

>> No.4726279

Pain Elementals are so much worse than I remember them being. So are Lost Souls, for that matter. I seem to remember Lost Souls being killed with one shotgun shot but now they take a SS shot to go down.

>> No.4726280

>>4726237

What no-saving rule?

>> No.4726281
File: 86 KB, 500x393, a fair price.png [View same] [iqdb] [saucenao] [google] [report]
4726281

>>4726274

>> No.4726287

>>4726279
Did you play Doom on the Playstation originally? I remember Playstation Doom nerfing the health of the Lost Souls so that one shotgun shot will kill them. On PC it's two shells.

>> No.4726292
File: 31 KB, 400x400, all covered in blood.png [View same] [iqdb] [saucenao] [google] [report]
4726292

>>4726279

>> No.4726301

>>4726287
Well it certainly makes them more of a threat I'll give them that. Pain elementals are basically an ammo tax. Only the plasma gun is fast and powerful enough to kill them through the lost souls they spew. Either that or you roll the dice trying to blast them with rockets before the lost souls get in your face. The chaingun can get them locked in the pain animation, but that only works if they dont have any lost souls out already since it takes so long. Also pain elementals almost always come in pairs or more.

>> No.4726306

>>4726274
>watermarks
No doomguy allowed

>> No.4726316

>>4726274
>stain

>> No.4726325
File: 494 KB, 754x438, OH NO.png [View same] [iqdb] [saucenao] [google] [report]
4726325

>>4726316

>> No.4726329
File: 529 KB, 833x543, OH NOOO.png [View same] [iqdb] [saucenao] [google] [report]
4726329

>>4726325

>> No.4726357

>>4726280
>>4726253
Wait, there was none? Shit, my bad, seems to be people here against saving, always saying "only save at map start" and shit like that

>> No.4726365
File: 3.64 MB, 3440x1440, 33.png [View same] [iqdb] [saucenao] [google] [report]
4726365

21:9 makes everything feel a lot more cinematic. Including my Quake 2-maps.

>> No.4726373

>>4726250
>same with no mouse runs
This one annoys me because mouse playing has been legit even way back during Wolfenstein 3D days. Now, no WASD or similar modern key mappings runs? One could actually make a case for those.

>> No.4726375

>>4725802
Square for Samsara when?

>> No.4726378

>>4726375
Samsara is kill. Well, not exactly, but might as well be.

>> No.4726379

I like this

https://www.youtube.com/watch?v=cj62-ZVNujk&ab_channel=TheIronGauntlet

>> No.4726383

>>4726373
Some people play keyboard only for challenge, or they're nostalgic of the days when they had a computer that didn't have enough memory to both run Doom and mouse drivers.

Horizontal mouseturning is 100% legit though, both for Doom and Wolf3D.

>> No.4726386

>>4726383
I play keyboard only because I play Doom on a laptop while pooping and have no room for a mouse.

>> No.4726389

Has anyone made a port of Hexercise to Doom yet? I know WoC+Hexercise, but I don't like the stats and abilities, much prefer straight fantasy weapons.

>> No.4726390

>>4726386
Very informative, anon.

>> No.4726391
File: 1.99 MB, 355x275, pain_elemental.gif [View same] [iqdb] [saucenao] [google] [report]
4726391

How good is Brotherhood of Ruin?

>> No.4726393

>>4726373
I used a weird arrow key/ mouse setup for wolf and doom because that's what the official wolfenstein strategy book suggested. I used it up until I got my ass kicked in quake and learned that others were using strafe/ mouse setup

>> No.4726394 [DELETED] 

onions

>> No.4726395

>>4726393
I want to try this, would love to play Doom with the added difficulty of the key mappings of those days. Maybe it could make enemies like the Baron more interesting to fight.

>> No.4726396

>>4726383
Isn't vertical look a challenge as well, considering the fact that you must now aim up and down? Or is it negated by the fact you can look up and attack enemies on ledges that you'd have to stand back to shoot without vertical look?

>> No.4726397

>>4726390
Thank you.

>> No.4726398 [DELETED] 

>>4726394
Don't bring that shit here.

>> No.4726404

>>4726398
BASEDBOY

>> No.4726406

>>4726394
OGRES ARE LIKE ONIONS.

>> No.4726409 [DELETED] 

>>4726404
I sincerely hope your mother has a stroke

>> No.4726417

>>4726386
How detailed are the sectors on your toilet?

>> No.4726420

>>4726417
My toilet is made of brushes.

>> No.4726436

What's the difference between a megawad and a level pack?

>> No.4726438

>>4726436
Megawad: >32 levels
Level pack: <32 levels

>> No.4726439
File: 156 KB, 640x480, 2muchcursing.png [View same] [iqdb] [saucenao] [google] [report]
4726439

So, guess what?! After so long, I finally have a new version of Project ILE done!

I retroactively changed up some version numbers, mostly for bookkeeping sake- everything past the major overhaul is now 0.2 rather than 0.11 or whatever.

Regardless, here's the download and changelog!

PROJECT_ILE_0.22
DOWNLOAD: http://www.mediafire.com/file/1b4q3bacpb7w4qy/Project+ILE_22.rar
===================
>Spell System enhanced. Chainsaws are replaced with one of 5 different spells you can randomly get. I don't yet have a system to give you something special if you already have a certain scroll, sadly. If you guys have more ideas for spells - or art, god damn those mspaint pictures look bad- make sure to hit me up.
>Fusion Cannon (Plasma Rifle Replacement, also pic related) is a lot prettier, and it's been reworked entirely.
>The Talisman (BFG replacement) Has pretty sprites, and while it's still a work in progress, it's pretty awesome.
>The Warmage actually has a special ability now. He's been waiting long enough for it.
>Lil Buddies and Mana Orbs are taken out of the inventory bar- now they're use-on-hotkey-only, because the inventory bar is for spells. They've also all got spawns now.
>The Illusion-summoning imp was forked off from the 'basic imp', and now there are three varieties of imp: Vanilla, Chocolate, and Strawberry. (Or normal, Shadow Imp, and Brute Imp)
>You no longer need to tromp all over enemy corpses to get mana from them- now you just plain get mana automagically.

Completely unrelated. Why does Graf hate autoaim for railguns?

>> No.4726445

>>4726439
Oooh, nice! Will give it a try.

>> No.4726446

>>4726438
Thanks. I initially thought, looking from the So You Want to Play Some Doom pic, that level packs usually had new assets while megawads were just new levels, but I guess it's either/or.

>> No.4726452
File: 55 KB, 645x968, 1485130830315.jpg [View same] [iqdb] [saucenao] [google] [report]
4726452

so... how exactly does one run a quake level that requires quoth? cant have two arguments for "game"

>> No.4726461

>>4726452
Download Simple Quake Launcher, which is pretty much ZDL but for Quack.

>> No.4726471

>4726445
Hooray! If you would be so kind to do me a HUGE favor, make sure to try out both the mainfire and altfire of all the weapons, and give me your opinion. Feedback is food for me.

I know the sounds are all shitty vanilla. It's on my to-do list, right after ingame help screens.

>> No.4726473

>>4726386
Well, the toilet is as good as time as any for a quick burst of classic Doom, just blow through a level while dropping off imps.
I used to play the GBA ones when taking a shit.

>>4726436
Megawad is an oldschool colloquialism (that has stuck around), originally it meant a level pack of at least 15 levels, though these days I get the impression people use it to define level sets of at least 20ish levels.

A level pack can be like 5 levels or something, an episode is usually like 8 or 9 levels, looking at the original game, but then again, like a couple of dudes can make a set of 8 levels for Doom 2 without any particular cohesive theme or progression, not really "feeling" like an episode.

So the definitions aren't 100% clear cut, but they give you an idea.

>> No.4726482

>>4726396
Honestly I like freelook because it feels less constrained, I can observe in all directions, and shoot in those directions too.

Incoming caco blankets are a lot easier to deal with when being able to look up and down, and it also helps with shooting enemies at long distances that auto aim won't register at.

>> No.4726484

thinking of making a shin megami tensei inspired map

>> No.4726487

>>4726439
You've got some bugs there bruh, one of the zombies is taller than your average zombie I think because the helmet guys are getting stuck for me. Also you can probably get those imp ball trails to work better using FastProjectile, as right now they appear to leap ahead of the ball itself in flight a bit.

>> No.4726492
File: 270 KB, 800x600, Screenshot_Doom_20180421_034657.png [View same] [iqdb] [saucenao] [google] [report]
4726492

Could stand improvement, but it looks better scaled (probably helps that they're now all 32x32). I'm still thinking I'll come up with another set later, the knife is a bit rough looking, and the grenade, while having a good silhouette up close (IMO), doesn't look as great when scaled down for the HUD.
The pistol cartridge also looks kind of vague in its shape.

Should I give each ammo icon on the HUD it's own color?

>> No.4726498
File: 273 KB, 800x600, Screenshot_Doom_20180421_033131.png [View same] [iqdb] [saucenao] [google] [report]
4726498

>>4726492
Also holy shit, NC HUD has an air meter now, that's actually relevant for the few mapsets which feature actual GZDoom underwater sectors!

>> No.4726502

>>4726484
Please go for Strange Journey, that game is begging for a Doom map/mod.

>> No.4726507

>>4726502
https://www.youtube.com/watch?v=F7KI1wJTIMw

>> No.4726508

>>4726452
Levels don't use -game, they use -map. Make a shortcut to your sourceport of choice and just add '-game quoth' to the target line, then once in-game just type 'map whatever' in the console.

Mods are a codebase change that requires a directory change from \id1, while maps are single files that are then loaded after the mod.

>> No.4726528

>>4726498
This always bugged me. Doomguy's helmet always looked airtight to me.

>> No.4726552

>>4726279
http://www.mediafire.com/file/pd1cqo7fe6fne67/weakSouls.bex
super cheap weaker lost souls mod

>> No.4726556

>>4726528
Airtight maybe, but how much air does it have? I don't see an oxygen tank on him.

>> No.4726571

>>4726556
Good point. Knowing the UAC they probably didn't bother with a rebreather or oxygen scrubber or something of that nature.

The incompetent fucks.

>> No.4726578
File: 1.09 MB, 1920x822, Screenshot_Doom_20180420_211230.png [View same] [iqdb] [saucenao] [google] [report]
4726578

Got to admit that Extermination Day does show that Mark really loves him some DN3D interactivity at least. Just wish there were better options than an unbalanced and outdated conversion mod with palette issues, and Duke in Samsara.

>> No.4726584

>>4726378
Might as well make Samsara, but all the characters are from Doom engine games.

>> No.4726591

>>4726584
A Samsara of mod-characters would be neat.
Square
Hae Lin
Blaz
Freedoomguy
all the greats

>> No.4726597

>>4726484
>play as Doomguy
>get to the final level
>manage to punch out Satan himself
>go up a flight of stairs
>oh fuck it's *record scratch*
>you eventually punch him out too

>> No.4726615

>>4726591
So like a ZDoomer

>> No.4726627

>>4726571
Costs money. And how often is a marine gonna go diving on Phobos/Deimos/Mars anyway?

>> No.4726645

>>4726615
What?

>> No.4726653
File: 560 KB, 1688x1200, Plutonia.jpg [View same] [iqdb] [saucenao] [google] [report]
4726653

So there's a Brutalist Doom, but when will there be a Bruegel Doom?

>> No.4726683

>>4726653
DUDE NO ONE LIKES BRUTAL DOOM GET THE FUCK OU-oh wait wrong mod.

>> No.4726692

>>4726683
fr*king epic

>> No.4726701

>>4726452
make sure the map is in /id1/maps, and that quoth is in your quakespasm folder (assuming you're using quakespasm?)
Then type this in console:

game quoth

then you can start a new game and select difficulty, then type:

map <map filename, with no file extension>

for example "map e1m1"

or you can just type the above without selecting difficulty to start on normal difficulty

>> No.4726705

>>4726645
Like Final Doomer but with ZDoom characters

>> No.4726708

>>4725772
Bach English suites
https://www.youtube.com/watch?v=dTEYwfgWFD0

>> No.4726719
File: 194 KB, 557x605, doomridge.png [View same] [iqdb] [saucenao] [google] [report]
4726719

Just finished Doom 1 and 2. Why is Doom weapon and enemy design so good? Each enemy presents a unique kind of threat, and each weapon is distinct tool for dispatching said threats. In other shooters you can pretty much just use any weapon to kill any enemy, but in doom you're switching weapons constantly to address the different situations you're put in.

>shotgun for fallen, sergeants, and imps. Also good for picking off targets at long range.
>super shotgun for close quarters fighting against essentially anything that doesn't die in one hit from the shotgun. Particularly good at taking down pinkys in one blast. Not good at range or against groups of hitscan enemies.
>chaingun for keeping a few dangerous enemies in the pain state or for mowing down hordes of weak enemies. Useful in most situations so its a good backup to switch to when you want to conserve other ammo types. Bad against groups of high HP enemies.
>rocket launcher for melting groups of any type at range. High single target and AOE damage, but has limited ammo and will get you killed if you use it recklessly or in close quarters. Almost unusable if lost souls are around.
>plasma gun for when everything needs to die very quickly. The best weapons for "Oh shit" situations. High damage. High rate of fire. Huge ammo reserves. No need to worry about killing yourself with an AOE. Basically no downsides aside from ammo being initially hard to come by.
>BFG for those rare moments where you just dont have time for the games bullshit. Specifically used for killing groups of high HP enemies that are bunched together. Uses a huge amount of plasma gun ammo, but sometimes there's just nothing else for it.

>> No.4726729

>>4726719
You can snipe with tbe changun if you didn't know

>> No.4726735
File: 51 KB, 252x266, 1435578030153.jpg [View same] [iqdb] [saucenao] [google] [report]
4726735

>Playing Plutonia
>Getting an extreme sense of deju vu with some of the maps in the back half even though I'm positive I've never touched Plutonia in my life before.

>> No.4726741

>>4726719
>super shotgun not good against groups of enemies
BRB decimating a group of zombies with a single SSG blast

>> No.4726743

Is is just me or is Plutonia 2 shit? These maps look great but there is no flow or consistency to any of them.

>> No.4726745

>>4726735
You've probably played pwads inspired after Plutonia maps.

>> No.4726750

>>4726729
Yeah I forgot to mention that!
>>4726741
I said groups of hitscan enemies. If you try using the SS against a horde of fallen/sergents you're gonna take a ton of damage you really didn't have to. God help you if there's a couple chaingunners in the mix that arent standing directly next to each other.

>> No.4726764

>>4726750
>I said groups of hitscan enemies
So did I. What else are zombies here?

>If you try using the SS against a horde of fallen/sergents you're gonna take a ton of damage you really didn't have to.
Depends on the size of the horde (though a large enough swarm will hurt you even if you use the chaingun). The huge spread of the SSG lets it work almost as a sort of rocket launcher against large numbers of low HP enemies, which is just one of the many reasons why it's the ultimate workhorse weapon for most players.

>> No.4726773

>>4726701
If the map he's playing needs Quoth, then the map needs to go in \quoth\maps, not \id1\maps.

>> No.4726778

>>4726773
Also, you can just select difficulty from the console with 'skill x' (0-3), or even put it in your autoexec so you always play the difficulty you want.

>> No.4726780

>>4726719
What do you use the pistol for?

WHAT THE FUCK DO YOU USE THE PISTOL FOR?

My biggest pet peeve is that there's no purpose for the pistol other than fighting your way to the chaingun

>> No.4726781

>>4726764
I'm not saying it cant work, but if you shoot once and there are zombies still alive, which there probably will be, you're going to get shot up. If one of those still alive is a chaingunner you're going to get melted. I feel like the chaingun is a better option because it keeps them in the pain state while you mow them down. You might still get hit a couple times, but not nearly as much as if you you're forced to reload the SS once or twice. The SS is definitely superior if you have cover to duck into while you reload, but when you're facing the hordes in the open I think the chaingun is more appropriate.

>> No.4726783

>>4726780
I pretty much only use it for shooting switches. Even then you could use the chaingun instead if youre willing to waste the extra bullet.

>> No.4726793

Is Heretical Doom fun? I really like the Heretic weapons.

>> No.4726825

>>4726793
It's an incredibly overpowered weaponset that will tear through slaughtermaps like Slunder

It's okay for a few levels depending on if you like overpowered weaponsets or not it will either become boring or you'll clear through everything in minutes

>> No.4726879

>>4726825
I was gonna throw it at a long megawad along with Bratwurst so I can melt nazis with magic.

>> No.4726884
File: 917 KB, 1280x720, when mods let you do cool things.webm [View same] [iqdb] [saucenao] [google] [report]
4726884

>> No.4726901

>>4726316
Will we ever get a straight answer to this that doesn't involve alternate dimensions?

>> No.4726920

So whats the deal with Eternity? Who uses it and why?

>> No.4726924

Do I have to do anything special to get High noon Drifter to work with Strange Aeons?

>> No.4726934

>>4726924
There's a compatibility thing you can download that you use together with HND, like it's apparently a very simple coding thing, but Term was nice enough to just release a compatibility patch anyway.

>> No.4726940

>>4726920
it's kind of like prboom with mapinfo compatibility. people like it because it's that much simpler than having 500 options with gzdoom? i think? also portals

>> No.4727009

>>4726591

That'd be really fun, but it'd be impossible to balance all of the different characters and gameplay styles against each other.
At least all of the 90s FPSes had a common gameplay basis.

>> No.4727015

>>4726934
Thanks. These two really go nicely with each other and I'm not sure why.

>> No.4727103
File: 23 KB, 353x388, 1433077197129.png [View same] [iqdb] [saucenao] [google] [report]
4727103

>>4725627
I bet they pull a Ghost busters and make her Doom guy

>> No.4727116
File: 2.30 MB, 640x360, heavycylinderbombs.webm [View same] [iqdb] [saucenao] [google] [report]
4727116

Was messing with Booster for a bit and I noticed that the Heavy Cylinder bombs don't bounce if they land while moving in a south-westerly direction, in a cone of about 160-170 degrees.

>> No.4727120
File: 491 KB, 800x600, 2018-04-21 11-39-13.webm [View same] [iqdb] [saucenao] [google] [report]
4727120

Rendered some bullet holes. Can have a couple of different ones depending on the surface material.

Impact effects get their angles from wall and floor normals(including slopes) now, so bullets hitting near your feet will throw debris and sparks straight up.

>> No.4727182
File: 174 KB, 1280x914, e598796e-b3f8-4a94-9f2d-58191d1e244e.png [View same] [iqdb] [saucenao] [google] [report]
4727182

>>4726884

>> No.4727190

>>4727116

That's...extremely weird.
I'll take a look at that, thank you.

>> No.4727193
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]
4727193

IT'S THAT TIME OF THE WEEK BOYS. SHOW THE CLASS WHAT YOU'VE BEEN WORKING ON. SPRITES, SOUNDS, GAMEPLAY CRAP? LET'S SEE IT.

THAT PROJECT MSX REMAKE GUY HAS ALREADY GOTTEN A HEAD START ON ALL OF YOU.

>> No.4727214
File: 94 KB, 512x512, concrete bullet holes.png [View same] [iqdb] [saucenao] [google] [report]
4727214

feel free to use in any way

>> No.4727217

>>4727214
>concrete lotus

>> No.4727225

>>4727120
>measuring speed in sanics
10/10 quality mod

>> No.4727245
File: 249 KB, 1480x800, igloo.jpg [View same] [iqdb] [saucenao] [google] [report]
4727245

Can you create 3D sectors that are diagonal?

I'm trying to see if you can create an igloo shape.

>> No.4727248 [SPOILER] 
File: 11 KB, 212x226, 1524314396394.png [View same] [iqdb] [saucenao] [google] [report]
4727248

>>4727214
Okay

>> No.4727252

>>4727245
Probably.
But it'd be hard as shit to do.

>> No.4727257

>>4727248
D-did he get sexually abused?

>> No.4727259
File: 1.13 MB, 540x405, tumblr_omfaec2MLL1ufw8o4o1_540.gif [View same] [iqdb] [saucenao] [google] [report]
4727259

>>4727248

>> No.4727261
File: 182 KB, 500x381, 7802349.png [View same] [iqdb] [saucenao] [google] [report]
4727261

>>4727248

>> No.4727265

>>4727248
LOL sick

>> No.4727303

>>4725908
>>4725903
Okay, but it works as a tutorial so it doesn't need to be explained later.
Mark never introduces mechanics before using them, that's why he has to put these hints in his levels. That, or he completely fails at basic signposting.

>> No.4727305

>>4726254
Really? I thought it was fun. My biggest problem was the helicopter fight, it was absolutely terrible, I had to spawn extra ammo using cheats to survive.
But everything around it seemed good to me.

>> No.4727314

Whoops, wrong one, here's the new thread for real.

>>4727306
>>4727306
>>4727306

>> No.4727328 [DELETED] 
File: 81 KB, 1191x670, d040820dae22acc7ed5a2e59d2ae5288-dc9eqz2.jpg [View same] [iqdb] [saucenao] [google] [report]
4727328

>> No.4727331 [DELETED] 
File: 140 KB, 440x418, cacodemon_by_thirsty_pocket-dc9dqlv.png [View same] [iqdb] [saucenao] [google] [report]
4727331

>>4727328

>> No.4728564

>>4723058
Touhou Doom Episode 3.5 Re-Release:
https://forum.zdoom.org/viewtopic.php?f=19&t=57817

>>
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