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/vr/ - Retro Games

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4800256 No.4800256 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4794808

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
Doom Downloads:
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
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.)

Doom RPG series



Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/









>> No.4800257

=== NEWS ===

[5-25] Champions 2.2 released, more performance friendly on large maps

[05-22] 20th Anniversary of Unreal

[05-22] ZScript tutorial: handling user input by creating a speed booster button

[05-19] Demon Counter Strike 0.05c

[05-18] More QCDE stuff

[05-18] Champions v2.0

[05-14] ZScript tutorial: create a monster duplication addon

[05-13] Datanon's extension of his first ZScript tutorial, an advanced example of turning DECORATE into more ZS style code

[05-13] Colorful Hell update to 0.931; a new optional hard tier and filling up more

[05-11] Datanon's ZScript Tutorials

[05-11] AMC TC Episode 3 Trailer

[05-10] TTS sound effects, available through a download

[05-08] Deep learning AI generating Doom maps

[05-04] Champions, a compatibility-friendly monster variant mod, now 1.2

[05-03] Anon's ZScript video tutorials

[04-30] PROJECT ILE version 0.23 released

[04-27] Powerslave EX Revival "not far" according to lead developer

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4800261


>> No.4800262

i like this webm

>> No.4800267

Risen3D models in a nutshell.

I have no idea why people still keep using them. They looked horrendous bad even when they were released in 2003, and they look even more horrendously bad now.

>> No.4800269

Where's the screenshot saturday post?

>> No.4800270

>People getting mad he rightfully assumed after a shitty first episode the others were shit

>> No.4800274
File: 1.11 MB, 1920x1060, Screenshot_Doom_20171212_201320.png [View same] [iqdb] [saucenao] [google] [report]

Loking forward to this rn

>> No.4800278

I think he flinged too much shit at this. Kinda unprofessional.

>> No.4800281

any cool level ideas that i won't steal ?

>> No.4800283

Wolf 3D remixes are seriously underrated
Enemy around the corner:
Get them before they get you:

>> No.4800285

I think he's just having fun.

>> No.4800287

Hope you're in the patreon, because the rest of updates aren't gonna be public.

I'm not in there yet, but I'll probably dip in once he puts out another map.

I just hope does something about the visibility issues. There's so little contrast in most of the artwork that projectiles, items, and even enemies all just kind of blend together the second you start moving.

...I also hope he does something about the comically bad anatomy in his art, but I don't picture that happening.

>> No.4800303

don't care about alpha, I want to play without spoiling it first, seems to be worth the wait

>> No.4800306

>They looked horrendous bad even when they were released in 2003
Didn't Half-Life 2 come out somewhere not long after that? That shit still looks kinda good.

>> No.4800308

>Didn't Half-Life 2 come out somewhere not long after that?
3 years later.

>> No.4800313

Half Life 2 came out in 2004,so a year later.

>> No.4800314

I saw someone mention bad anatomy on the creator's forum post too, but I for one don't get it and I have some artistic prowess
other than that shield-woman enemy who looks like a plank from the side, it looks just perfectly fine, moreso for being drawn by hand

>> No.4800321

Imagine a Duke 3D run without using the shotgun

>> No.4800336

Can someone drop image with recommended doom wads?

>> No.4800348
File: 1.67 MB, 1543x6892, So You want to play some fucking DOOM v8.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4800359
File: 239 KB, 800x600, 1526110264155.png [View same] [iqdb] [saucenao] [google] [report]

Guess i'll have to do this myself

>> No.4800416


Does weapon bobbing look ok now? Also I added fast weapon switching.

>> No.4800428

Arms are comically bad. It seems to be a stylistic choice, but it's a game where every female has a palaeolithic Venus silhouette with needle thin arms. A bit jarring in contrast to main menu art, and it's contrary to the whole badass female orc army thing.
But what actually irks me is melee

>> No.4800430

Oh hey, is that the artist that draws all those blue skinned dickgirls with delicious pubes?

>> No.4800434

thanks for making me dry heave.

>> No.4800435


>> No.4800437


Don't kinkshame, anon.

>> No.4800438

I'm going to need a link now, buddy.

>> No.4800439

I have never made a map or editor anything in my entire life.

If I wanted to make some Duke stuff would I be completely fucked?

>> No.4800447


>> No.4800451

i see you're a man of culture as well

>> No.4800452
File: 761 KB, 1920x1080, Red.png [View same] [iqdb] [saucenao] [google] [report]

Fuckin' with lighting.
This thing has a zdoom thread now, for that one dude who cared:

>> No.4800459

Most editing tutorials for duke, even the really old ones are still useful today because Mapster still looks like a fucking DOS program. Its very keyboard centric, but not that hard once you pick up the basic concepts.

In short: just do it you bitch.

>> No.4800467
File: 167 KB, 400x359, 1401904150101.png [View same] [iqdb] [saucenao] [google] [report]

You know it.

>> No.4800484
File: 384 KB, 300x188, 1233215146.gif [View same] [iqdb] [saucenao] [google] [report]

Guys, i was trying to make a map thats not totally shit under very limited time, so i've made this one in a little less than 1:05 minutes.

If someone whats to play it, heres the link:

Its more of a puzzle map anyways, if you dont want to play it or cant finish it i've also recorded:

>> No.4800493
File: 69 KB, 1152x2034, new shotguy.png [View same] [iqdb] [saucenao] [google] [report]

Current shotguy is kind of murky and less distinct, his dark shade makes him look a bit much like the rifleman in the dark or at distance, also not looking too interesting.
I figured I'd make his armor tan colored, to make him more immediately distinct, as none of the other zombies have that color.

Also made a player skin, not sure if it's what I'll stick with, I guess it'll be an optional.

>> No.4800501

I've been playing Wolfen for Hexen and it's awesome. Great atmosphere and architecture.

>> No.4800512
File: 117 KB, 500x517, 9165B69EC1144EE889E22C3B243209C1.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know of any better portable Doom ports?
FreeDoom android feels kind of janky and the 3DS default PRBoom isn't super great.

>> No.4800530
File: 1.14 MB, 1920x5400, 1508860924015.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.4800537

Damn son this looks good. I can't wait for us to continue the Halloween project again.

>> No.4800543

Good job!

>> No.4800549

What were the texture packs and compatibility rules for it again?

>> No.4800552

looks really fucking good, tho i'd add a lot of graves around the house and remove the corpse from that bed

>> No.4800554

Is this a play on "Chillax"?

>> No.4800557 [DELETED] 


>> No.4800559 [DELETED] 


>> No.4800564

/vr/spooky entry, I take? That shit looks good!

>> No.4800569

Awesome, awesome sprites.

>> No.4800571

>Nuclear reactors
>on US soil
The devil you say?

>> No.4800578
File: 68 KB, 500x590, John-MacClane-Die-Hard-Bruce-Willis-a.jpg [View same] [iqdb] [saucenao] [google] [report]

The head on the player isn't my making, that's from the PSX Doomguy skin.
I like it because he has sort of that receding hairline that John McClane has, I might edit it a bit more, still need to do the camo on his pants, too.

If I had the resources and was confident I could make it look good, I'd love to change his gun too, to look more like a CAR15.

>> No.4800586
File: 2.41 MB, 1920x1080, Screenshot_Doom_20180526_210525.png [View same] [iqdb] [saucenao] [google] [report]

"It's been five years since I've seen one of these"

>> No.4800590

translocator when

>> No.4800592

It's next in line.

>> No.4800598
File: 111 KB, 900x692, 1523234322413.gif [View same] [iqdb] [saucenao] [google] [report]

my body is ready

>> No.4800612
File: 199 KB, 1280x720, 2018051909180700-DB1426D1DFD034027CECDE9C2DD914B8.jpg [View same] [iqdb] [saucenao] [google] [report]

How the hell has it not been ported to Switch yet when Douk has??

>> No.4800625

It hasn't? Fucking postal 1 is ported to switch but not doom?

>> No.4800636
File: 2.10 MB, 1408x2506, 12.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4800653

You know what would be glorious?
If someone ported Doom on Nintendo Labo!
That would be amazing, Doom being playable on a fucking cardboard.

>> No.4800658


>> No.4800694

Boy you have no clue what you're criticizing. If you are going to bash Legendary Complex Doom's difficulty level just because it interrupts your CoD sessions be my guest, but that's no way to call out one of the single most elaborate Doom mods out there, with perhaps some of the best level design there's ever been. You can't handle the mod at first because you have to adapt, use grenades at the galleries, take some cover, do some sniping, etc. It's a tedious but rewarding experience. There's nothing wrong with the amount of weapons, since each gets to be situational and is grouped by ammo types. Sure they're pasted from other games and their animations are a bit clunky, but they all behave differently.

Legendary Complex Doom was meant to be a sort of 'standalone' experience, not just a mod. It tried to be a different, more extensive version of 'Doom'. Its difficulty and duration is meant for FPS veterans, not people who'd sit for a couple of maps at wait 'till its done or drop it, but a hard ass ride to enjoy, reloading 500 saves per level on maps that would make Hellcore or even Eternal Doom paper-thin in comparison. You're not truly reviewing something you didn't play all the way through. And it's a real shame to bash something you dislike just because it doesn't halfway adjust to soft expectations and a Polygon journalist's skill and patience at FPS.

>> No.4800703

New copypasta?

>> No.4800705

>Making fun of that classic pinky model, of all things
Excuse me, Icarus?
That hell knight was always crap though

>> No.4800721

Ok just checked. Yes it was actually ported ages ago. Just not been updated to 5.X current firmware so that's why I haven't seen it.

>> No.4800730
File: 89 KB, 500x495, ps1 doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

That shotgunner reminds me of Ps1 cover Doomguy.Btw keep up the good work.

>> No.4800736

Why hasn't freedoom been finished yet?

>> No.4800737

poor management

>> No.4800738
File: 10 KB, 144x144, launch.png [View same] [iqdb] [saucenao] [google] [report]

How do I install this?

>> No.4800743

They keep replacing their own assets in an endless cycle.

>> No.4800771


>> No.4800774

It's /b/, who cares

>> No.4800776

the latest in shitty memes, developed by and for the mentally challenged, now in latino flavor.

>> No.4800780

This year's memes are shit, I miss We Are Number One.

>> No.4800784

>Hope you're in the patreon, because the rest of updates aren't gonna be public.

Did he say why not?

>> No.4800792

why hexen format? there's no reason for this not to be compatible with any engine.

>> No.4800808

Just click on "releases" and download the most recent apk.
If you're phoneposting right then you'll need to go to the desktop version of the Github website. I don't think it shows up on mobile

>> No.4800819

Just a common case of people making maps without considering other ports/not knowing what any of the formats mean.

>> No.4800834
File: 127 KB, 657x624, 8d617629-85b4-4cdc-a4cf-434ae1efe5a1.jpg [View same] [iqdb] [saucenao] [google] [report]

Why the fuck i am should play doom with pistol start?

>> No.4800836

they don't think it be like it is but it do

>> No.4800837
File: 2.98 MB, 1280x720, telefrag.webm [View same] [iqdb] [saucenao] [google] [report]

Get telefragged, son.

>> No.4800839

You're not "supposed to" (the Doom manual itself advises one to save to avoid having to pistol start), it's just an optional extra challenge. I like pistol starting sometimes but pistol start supremacists can be annoying.

>> No.4800843

You should only be pistol starting if you die in a level as your penalty.

>> No.4800845
File: 5 KB, 203x224, garbage.jpg [View same] [iqdb] [saucenao] [google] [report]

>download Brutal Hexen RPG
>test it out with the first level of Hexen
>fucking hostile spiders and bats spawning everywhere
What the fuck? I wanted to check out the gameplay but I couldn't because I instantly got swarmed by a bunch of little faggots. Why the fuck would a mod like this add NEW enemies to levels rather than changing the existing ones?

>> No.4800850
File: 18 KB, 140x360, ded muhreens sample.png [View same] [iqdb] [saucenao] [google] [report]

Guy on top is the player (ostensibly), the guys in the middle is the shotgunners, I should have labeled them better.

>> No.4800852

>>4800484 >>4800792 (me)
i ported it to vanilla format

>> No.4800869

often maps are designed/tested under an assumption that the player is starting them with only the pistol, 50 bullets, 100% health, and no armour. if you find yourself thinking "this map i am playing is too easy" it may be because you are coming onto it with full weapons/ammo/health/armour. then you may consider restarting it with just the pistol.

>> No.4800882
File: 1.59 MB, 320x240, 1MINdoom.webm [View same] [iqdb] [saucenao] [google] [report]

and here's a recording

>> No.4800896

How many hours of doom have you guys played do you think?

>> No.4800898


>> No.4800902

A bunch

>> No.4800903
File: 1.42 MB, 320x240, 1MINdoom.webm [View same] [iqdb] [saucenao] [google] [report]

small improvement

>> No.4800905

Not enough

>> No.4800909

There's never not enough room for doom

>> No.4800920

Why the fuck is quake live so inactive for NA? Does everyone just play quake 3 now?

>> No.4800929

about three fiddy

>> No.4800932


dont you mean TREE fiddy?

>> No.4800943

and it was about this time I realized anon was 8 stories tall and a crustacean from the paleolithic era.

>> No.4801014
File: 28 KB, 636x671, 1527069679918.png [View same] [iqdb] [saucenao] [google] [report]

Rate the Duke episodes (including dlc)

1 > vacation > 3 > 2 > the birth (4) > duke in DC >>>>>>>> winter

>> No.4801023

But Sandy Peterson tells us that "he felt the episodes were too easy because id designers did not properly take account the player's ability to carry ordnance from earlier levels. The gameplay testing was based mainly on pistol starts, separately for each level" and "most people started levels with some kind of significant equipment. However, almost all our playtesting was done starting each level with just a pistol"
For a good example fight with spider mastermind on e3m8 is broken af if player has a bfg

>> No.4801041

How do you balance this without some sort of algorithm that determines if your carrying weapons in or pistol starting.

Would that be a good thing? 2 different enemy layouts based on if you pistol start or not?

>> No.4801051
File: 223 KB, 500x1000, 1527188970157.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4801057

Duke Caribbean : Life's A Beach
The Birth
Shrapnel City
Alien World Order
Hollywood Holocaust
Lunar Apocalypse
Duke It Out In D.C
*Power Gap*
Nuclear Winter

>> No.4801058
File: 41 KB, 639x264, color changing zombie.png [View same] [iqdb] [saucenao] [google] [report]

Color remappable zombie for Smooth Doom. Only the vanilla variant not the other variants.
> with a good muzzle flash too

>> No.4801059

3 had great maps but REALLY awful enemy spawning/placement.

Was NWO that good? I must hunt down a pre-owned copy on ps4

>> No.4801060

I love Sandy, and I see his point, but progressive play is just fun.

Besides, for a real good challenge there's Ultimate and Plutonia, they go in dry.

>> No.4801062
File: 431 KB, 3440x1440, 123.jpg [View same] [iqdb] [saucenao] [google] [report]

Why Doom is such a great game?

>> No.4801064

Isn't Sandy also practically responsible for hell's art direction?

>> No.4801067

The average player will approach Doom with progressive play. The experienced and/or hardcore may fancy pistol starts as a self-ordained challenge, especially once you've played the game so thoroughly that you need something to make it difficult again.

>> No.4801068

> tfw coming in fully stocked but with shit health, hitscanners as soon as the lift comes down, and there are no medikits to be seen
Sometimes pistol start is better.

>> No.4801069

Speed + intensity + challenge + smart design

>> No.4801074

why do you shit on such a great game?

>> No.4801075

Tremendous moddability, amazing base mechanics.
One that goes under the radar is enemies using projectiles rather than them all using hitscan like some games do.

>> No.4801076

Honestly, yes, NWO was a really good episode. Not perfect, but there's a lot of really strong maps.
I hate giving money to Randy, but he got Blum and Gray back to do an episode, two decades later, and they still have it.
Pirate it if you want, either way, it's genuinely worth playing.

I don't love the re-recorded Duke lines (which are mandatory on NWO), but they're not the worst, either. One could probably downsample the necessary new lines and make a mod to fix that.

>> No.4801078
File: 858 KB, 200x267, ffff.gif [View same] [iqdb] [saucenao] [google] [report]

geez someone has actually done this now

>> No.4801079

Partially, since he made most of the iD hell levels, but without Adrian and Kevin to make all those resources, he would have been so limited in what he could have done.

>> No.4801082

I assume you'll do the Shotgunner and Chaingunner, too?

>> No.4801089
File: 265 KB, 436x442, oc.png [View same] [iqdb] [saucenao] [google] [report]

he's russian, right?

>> No.4801097

He's not liked by other Russians.

>> No.4801106

Probably not but a green uniform Chaingunner has been on my radar for a long time and is at the highest risk of being transformed. Most likely with two possible color bands (maroon for the legs, green for the body armor) so that I can give him quake ranger colors. Even if someone chooses to not remap the maroon band they'd still be able to change the armor vest, though some colors (like green) would clash with the pants.
> it all depends on how bored I get with this fucking holiday and the shitty hours and internet disconnects at the university
It may have been noticed but I totally got rid of all of the maroon blood stains (I also intentionally got rid of the green hair). I was doing some color remapping with the zombie and needed the maroon band, and I think saturated red makes the blood stains look more cinematic. If I make a remapped chaingunner that process will be pretty easy since the only maroon I have to change is in the death states.

The final trooper shown on the pic is an attempt to use remapping to map his colors back to vanilla. I think it looks better really. I may go back over these sprites and for some positions soften the edges of the blood stains using a brown or orange color.

>> No.4801129
File: 48 KB, 361x401, 1507235822523.jpg [View same] [iqdb] [saucenao] [google] [report]

He is Russian, his nickname is literally a local alias for modders who are making garbage-tier mods. I don't know what he's been doing on 2ch.hk, but we've already told him countless times to stop posting here. He's obsessed with this abomination and I'm not even sure if he's serious about this shit or just doing it to shitpost and get all the sweet little (You)s.

>> No.4801157
File: 173 KB, 760x752, wip.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4801162
File: 228 KB, 994x1040, 3434343434.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4801167

>tfw afraid of ww3
>realize if russia gets nuked at least it will put an end to this

I'm ok with this, I accept it.

>> No.4801172

Is UDMF the only format that allows multiple sector tagging?

>> No.4801173
File: 525 KB, 982x1080, 3232323.jpg [View same] [iqdb] [saucenao] [google] [report]

This pic is better

>> No.4801175



>> No.4801182

look at this and tell me there's a god

>> No.4801193

Shotgun guy's face is so fucking fat lel
And his eyes are 3/4th up his head

>> No.4801196
File: 1.22 MB, 1198x674, icaruspsychophobia.png [View same] [iqdb] [saucenao] [google] [report]

>It's another "Icarus doesn't know how to play and uses ID(K)FA" episode
I'm enjoying PsychoPhobia so far, up to MAP04. There has been a few really silly traps, but the player is given a lot of forewarning. Also dynamite is crazy good at clearing rooms.

>> No.4801202

In the next version I’ll change his face and voice to Vlad Putin’s

>> No.4801203

I fucking loved Psychophobia back in the day.

It's monster arena was top rate.

>> No.4801207

Oh also, PsychoPhobia's maps are quite long, I think it's another case of Icarus rushing through something without takings breaks and exhausting himself because of a video schedule.

>> No.4801208

Go into the options menu and in the Brutal Hexen options you can disable the wildlife enemies. The wildlife is shit, I don't know what he was thinking. Too fast, hard to hit, high damage. Disable that garbage my man.

>> No.4801221

>that part where he keeps dying after going through the door with the single chaingunner and 3d pipe pile

I could forgive this if he was only using a keyboard but he isn't.

>> No.4801224
File: 335 KB, 1920x1080, 1502538625514.jpg [View same] [iqdb] [saucenao] [google] [report]


there is one right there in the screenshot but I didn't work on the area yet

I need the corpse for reasons

>> No.4801226

Thanks. Yeah it's pretty terrible. It could be cool if they were peaceful (like mobile decorations), but not this.

>> No.4801229


Delta Touch packs gzdoom, prboom+, chocolate and doom retro (I don't now why this) and is updated, just that it costs 2 usd

>> No.4801237
File: 599 KB, 1868x942, doom_builder.jpg [View same] [iqdb] [saucenao] [google] [report]

Gotten past a planning stage and am now fleshing out a tomb. Haven't done the shape or the textures yet, the general idea for it's shape is based on Greek designs.

>> No.4801239


a doomillion hours

>> No.4801253
File: 332 KB, 1920x1080, 1519793622487.jpg [View same] [iqdb] [saucenao] [google] [report]


do you think this has potential for qcde?

>> No.4801260

>3d slopes in mid air

wait...i thought this was impossible in the engine (could only do slopes on the floor or ceiling), how do you do that?
also map looks good

>> No.4801268

So I'm really grooving on Lithium, but I gotta ask, where exactly are the weapon modification packs? Where do I go to find one?

>> No.4801271
File: 345 KB, 1920x1080, 1516765422275.jpg [View same] [iqdb] [saucenao] [google] [report]


you have to slope the control sector and place it EXACTLY PARALLEL to its position on the map

>> No.4801273

By now, honestly GZDoom could probably do Quake map shit, the biggest hurdle is all the workarounds you have to deal with compared to just flatout constructing 3D brushes and areas in Quake editing.

>> No.4801276

is that dm-agony?

>> No.4801278

fascinating, this will allow me to change parts of my level

can you upload an example of this to mixtape or something? don't put up your whole map as that's an original idea, just the slope, i'll check it out when i come back from work

>> No.4801279
File: 144 KB, 807x1181, stylish in startan.jpg [View same] [iqdb] [saucenao] [google] [report]

Lookin' good! Can't wait to see what it looks like finished

>> No.4801297 [DELETED] 


is not original, is dm-agony


enjoy, don't kill yourself in the process

some things could possibly have been done more correctly

>> No.4801301
File: 648 KB, 1920x1080, 1517265871963.jpg [View same] [iqdb] [saucenao] [google] [report]


is not original, is dm-agony


enjoy, don't kill yourself in the process

some things could possibly have been done more correctly

>> No.4801306


remember once in visual mode double tap Tab to refresh the screen, there is a bug that doesn't allow the slopes to show right when you go to visual mode

>> No.4801307


or just use gzdoom builder no bugfix, I don't have that bug there, I actually did it there too

>> No.4801312
File: 2.39 MB, 1920x1080, Screenshot_Doom_20180526_190244.png [View same] [iqdb] [saucenao] [google] [report]

ah yes the way doom was meant to be played

>> No.4801316
File: 480 KB, 720x1280, 1503738685937.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4801318
File: 39 KB, 470x365, 1494360581922.jpg [View same] [iqdb] [saucenao] [google] [report]

well this got very interesting very quickly

>> No.4801320
File: 842 KB, 1920x1080, Screenshot_Doom_20180526_190310.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4801326

grandpa simulator

>> No.4801330
File: 1.46 MB, 1920x1080, Screenshot_Doom_20180526_191454.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4801334

>honestly GZDoom could probably do Quake map shit

>> No.4801338

a few years ago someone posted a wad that had a visual portal room except it worked without a source port. Does anyone know what I'm talking about?

>> No.4801340
File: 249 KB, 776x717, startan.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4801358
File: 2.16 MB, 1920x1080, Screenshot_Doom_20180526_192757.png [View same] [iqdb] [saucenao] [google] [report]

doomguy forgot to check his glasses

>> No.4801360

please, no more

>> No.4801370

The 2004 release is different from the 2007 release most people are familiar with.

>> No.4801396

Anyone got the Brutal Hexen beta 1? The one that still has the fatalities on ettins and afrits. He added a bunch of rpg crafting shit to the last update there was before it was abandoned and I just want the old version. Every link I find is dead.

>> No.4801432

google linguortal

>> No.4801479
File: 64 KB, 638x641, 1520763891110.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw i first saw this I got a feeling it was an "Unreal Tournament" level

Does anybody else like that little dopamine/smugness hit you get when you see a picture of a doom screenshot anywhere and you recognize where it's from?

Bonus points the more esoteric the map is.

>> No.4801482

thanks pham

>> No.4801489

Thanks man, just got back.
This solves a problem I was having with redesigning an area, but now I won't have to.

>> No.4801493

Not literally 1:1 but it can do near-3D mapping with a whole lot of bullshit involved. It's just so much of a pain in the ass and hard to work with compared to actually using better engines and tools that only the dedicated may think it's worth it at all.

>> No.4801501

Is there a way I can just play through Doom 1 but with all the episodes back-to-back so weapons and ammo carry over?

>> No.4801507

No, but remember at the end of each episode what you had and use summon commands and it'll only take you a minute or two to get it where you were.

>> No.4801515

John Romero is so >our guy that it makes me grin really wide.

>> No.4801528
File: 26 KB, 233x204, niggalips.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4801543

You can choose to even start off new episodes with whatever health, and if you do something like Wadsmoosh all the games and No Rest For The Living together, you can run through all the games from E1M1 to the end of NRFTL.

>> No.4801576

it's a shoop m8

>> No.4801581

Interesting? Edge highlighting occlusion is a thing now?

>> No.4801585

doom: cardboard mode

>> No.4801587

...I kinda like it desu.

>> No.4801589

Ambient occlusion has been a thing in GZDoom for awhile. It can be enabled under OpenGL settings.

>> No.4801592

Not normal AO -- edge highlighting.

>> No.4801594
File: 632 KB, 1920x1080, Screenshot_Doom_20180526_143042.png [View same] [iqdb] [saucenao] [google] [report]

That might be his reshade or sweetfx or whatever adding that.

>> No.4801620

No it's not. The orange box update didn't improve meshes or textures. You're talking out your ass.

>> No.4801659

I'm pretty sure they changed a few things, like the fire sprites, and the vortigaunts, and soft shadowing and bloom and shit.

>> No.4801660

They did update some stuff, but if anything the Orange Box update broke more than it added beyond more then-modern functionality.

>> No.4801661

HL2 wasn't actually updated to OB Source when it was packed into the Orange Box, that update came a few years later. Originally only Episode 2, TF2 and Portal were on that build.

>> No.4801768

It has great pixel-art.

>> No.4801886
File: 1.78 MB, 2560x1440, 323232323.jpg [View same] [iqdb] [saucenao] [google] [report]

Is this Reshade?

I also use it in my compilation.

Also check out the new version with fixed weapon bobbing, better movement and many changes:


>> No.4801895

That release is almost a year old. Do what >>4801229 said and go with Delta Touch, its port versions are actually current.

>> No.4801897

I put both brutal hexen beta and my own special malware designed to forever ruin your pc.


>> No.4801931

I wish someone would do a proper urban megawad. Each episode could take place in a fictional city based on real locations.
Episode 1 could be a sprawling concrete jungle based on American cities such as Los Angeles, Chicago and New York. The wide open streets would make for massive-scale battlegrounds.
Episode 2 could be a labyrinthine mesh of historic and new, reminiscent of Europe. A special highlight could be rolling through the old sewers, catacombs, and other underground remnants of the "Old City".
Episode 3 could be an exotic and compact Asian metropolis reminiscent of Hong Kong and Tokyo. Standing out alongside the steel landscape would be the occasional temple or park, odd centers of tradition among a highly modern setting.
Episode 4 could be a towering mix of oppressive multi-layered cyberpunk superstructures, a megacity humanity has erected in the center of the Pacific. Massive, damp, dirty, and dark, the demons have practically made it into a hive.

>> No.4801941

I don't really think that's fucking relevant, and I also think you're wrong.

Half-Life 2 was already big, and Ep1, later Ep2, had a lot of hype.
People had huge hype for Ep3, even if that hasn't happened yet, and with nuValve, probably wont.
That people wouldn't be familiar with Half-Life 2 until Orange Box is complete bullshit, that was an anticipated sequel to one of the biggest videogames of the 1990s, and it was widely well received and popular in its day.

>> No.4801943

Goddamn, I was so mad that they broke shit in updates.

>> No.4801945

That sounds like it would be really badass, you should make it.

>> No.4801959

You will drive yourself insane on the 3d sector detailing.

>> No.4801965
File: 146 KB, 654x1018, 1481183877584.jpg [View same] [iqdb] [saucenao] [google] [report]

This was a good idea.

>> No.4801971

Sony bought the rights for Doom IP and released remastered version of the first Doom with silky smooth 30 fps.


>> No.4801980

remove JIAN

>> No.4801981

What do you think would be funnier/more fitting: Shotgunners or chaingunners being using the jian lines?

>> No.4801986
File: 339 KB, 800x600, CBXxwAe.png [View same] [iqdb] [saucenao] [google] [report]

Just finished playing that new version of Touhou Doom with Demonsteele on Lunatic. Shit was pretty cash, though I'm sure that I wasn't meant to cheese my way through most of the game with jumping and Hae-Lin's magic bullet destroying katana. Still, I had a blast with the boss fights, though the hordes of faeries were a pain in the ass to deal with when restricting yourself to mostly melee and it took a while to get the hang of parrying bullets properly.

I definitely had more fun using Demonsteele than I would have playing it vanilla, though.

>> No.4801987

Give them each a try and see how it goes. Maybe try giving demons the lines those creatures use, I forgot their name.

>> No.4801989
File: 83 KB, 701x960, 1471297557914.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit this is perfect

>> No.4801990

Yeah, I'm onto something here, I'm gonna try to make as many monsters as possible use EYE sounds.

>> No.4801994

On that note, I wonder how a proper EYE gameplay mod would go.

>> No.4801995

Is there a mod for doomthat adds lighting and shading to the weapons during the muzzle flashes?

>> No.4801996

It was an idea I thought about myself for awhile, though most of the mechanics I had planned for it have just been absorbed into my main projects, but god damn would I love to see someone make an EYE mod.

>> No.4802000

what maps go well with metadoom?

>> No.4802026
File: 2.20 MB, 1920x1080, Screenshot_Doom_20180527_135141.png [View same] [iqdb] [saucenao] [google] [report]

Dual weapons are pretty complicated, but this is working so far.

>> No.4802039

That looks unbelievably bad. Stop posting it.

>> No.4802090
File: 40 KB, 239x256, headasplode.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4802102

I want to jizz in her hair.

>> No.4802114

Any good mapsets with a focus on jumping and verticality?

>> No.4802118

I was a consolebabby growing up but have been revisiting some of the PC library that I missed. I dabbled a little with douk and doom and some of the 90s games back when I was in high school but a decade on I realized just how much I missed out on after being introduced to Serious Sam and UT at a LAN party. These games are fucking fun, but I'm lacking direction as to what to really play next.

I wanted some single player experiences to chew through, hoping for your guys' recommendations on games with the meatiest and most satisfying gunplay.

>> No.4802168

Do you want to feel her razor sharp teeth?

>> No.4802169

>all those dummy sectors for 3D floors

That must have been painful to put together.

>> No.4802178 [DELETED] 
File: 558 KB, 3440x1440, 2121212122.jpg [View same] [iqdb] [saucenao] [google] [report]

The way Doom is meant to be played.


>> No.4802190
File: 139 KB, 1023x682, 1507569540932.jpg [View same] [iqdb] [saucenao] [google] [report]

You are just getting lazy now. (You)s withdrawal is hitting you, isn't it?

>> No.4802213

I'm 32 and what is this

>> No.4802221

An outsider fishing for (((simulated downvotes))).

>> No.4802224

I thought 300 minutes of vr and tnt revilution did great

>> No.4802227
File: 137 KB, 800x600, wow.png [View same] [iqdb] [saucenao] [google] [report]

This effect from Stardate blew my mind. Apparent 3D floors in Boom.

>> No.4802229

W-Whats that?

>> No.4802241

The amusement park level in Duke 3D sucks fucking dick fuck off

>> No.4802246

this comment made my morning bless you I hope you have fun with the rest of the game

>> No.4802272

Kind of fucked up Quake is the one id series with an unstable theme yet it is Doom that had adaptions to other mediums missing the point of its own obvious theme.

>> No.4802283

Thanks man, I appreciate it.

>> No.4802312
File: 123 KB, 1280x720, 2018052311450400-DB1426D1DFD034027CECDE9C2DD914B8.jpg [View same] [iqdb] [saucenao] [google] [report]

I love it

Did you guys know the little alien boogers can fucking kill enemies? INSTANTLY. They absorb then completely. You can lure tougher enemies into a booger and kill them easy

Fuck this game has so many little touches and details that are so cool.

>> No.4802348 [DELETED] 

Would Amid Evil qualify for this thread? Relatively new game but it's done in the quake/hexen style.

>> No.4802349

It's not retro as per rules for the /vr/ board.

>> No.4802352

Very carefully.

>> No.4802359

Should you really make the first maps last in mapping?

>> No.4802364 [DELETED] 

yes, but every time you do that one of romero's hairs falls out in dissapointment

>> No.4802374

Whats a good wad set for that non-euclidean maze feel?

>> No.4802378 [DELETED] 

I still think that rule has been like left as is by the mods, it will be just dumb that after 2020 post-2000 games are still not retro because some nostalgia fucktards can't accept they are getting too old.

>> No.4802386

I seriously had one of those Protozoid Slimers eat an Alien Protector Drone right in front of me at the post office.

Something scratches my back, I wheel around, expecting to feel a shrink ray any second now, but then as I've trained my gun on the xeno fuck, a green blob drops down from above, envelops him, and eats him up in a mere few seconds. That stupid little mook thing chomped one of the most dangerous elite enemies in the game, and I just barely saw it happen.

It's stupid chance like this which makes DN3D so extra exciting and hilarious sometimes, and it's almost as good as Doom's monster infighting.

>> No.4802387

doom is shit it can't do overlapping elevations

>> No.4802394

but your mom can

>> No.4802398


>> No.4802402
File: 1001 KB, 500x441, 1523142863087.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4802408


>> No.4802409

>wreckage in custom source map version

>> No.4802423

Fuck off.

>> No.4802438
File: 2.57 MB, 1920x1080, Screenshot_Doom_20180527_174307.png [View same] [iqdb] [saucenao] [google] [report]

And one more, I'm on a roll today.

Just two left.

>> No.4802460

Too bad Duke mappers barely use this feature at all.

>> No.4802509

I love the sounds of that thing, but the razorjack is much cooler anyway

>> No.4802562

I loled out loud at this shit, jesus fuck

>> No.4802574
File: 40 KB, 256x256, tumblr_nf61n9E4mj1smreryo2_r1_400.gif [View same] [iqdb] [saucenao] [google] [report]

They added that animation for the Playstation version, if you gib, you get that animation.

Pic related is remade to fit the resolution of the original face.

>> No.4802575

Did you try out Quake?

>> No.4802578

Raven didn't do that in Hexen. Did you like Seven Portals?

>> No.4802586

Visual representation of that one Crash post.

>> No.4802590

/aco/: not even once

>> No.4802598

I heard the Quake comics try to be tied to QC's lore and it's weirder when Doom is the most iconic of the id trio.
Some times, i wonder if Carmack's "story in porn" comment is tied to this, because besides the movie and novels, we also have misconceptions surrounding the series, people missing the point or getting stuff wrong, channels spouting "obscure facts" that are already known and shit like nobody noticing those Ultimecia sprite rips being vandalized.
Like, people took this comment he made and made it seem that Doom doesn't have any depth as a game (specially when stories are considered to be more important in games nowadays), so you're free to ignore a lot about it and not explore that much of the series, which is why i sometimes put my trust on people who literally care about "Doom lore" or someone like MarphyBlack.
It's also weird people even took that one comment, because the guy's a programmer: an amazing one, but still a programmer, while Romero said that Doomguy was meant to be the player, yet people brushed that off.

>> No.4802647
File: 250 KB, 972x902, 1497978638847.png [View same] [iqdb] [saucenao] [google] [report]

Am I dumb or does the Quake 2 download not contain the actual exe for running the game?

>> No.4802657

Anon, I...

>> No.4802678

will it be zandronum compatible?

>> No.4802713


I believe that was a HNK reference.

>> No.4802728

HNK didn't invent head explosions.

>> No.4802784

>playing mario 64 romhack
>hear a song, can't remember what game it's from
>remember it's from a doom mod, but still probably from another game
>can't remember which doom mod or game
dang it

>> No.4802796


I was refering to anon's "Nani ?". Nani followed by head-splosion is pretty much 100 % HnK

>> No.4802798

Oh that.

>> No.4802813
File: 427 KB, 542x426, 140263254245.png [View same] [iqdb] [saucenao] [google] [report]

Why Quake 2 is so shitty btw? Only q2 graphics is good

>> No.4802821

I like Quake 2. It's fun.

>> No.4802836

Is there an article or something I can read on the level creation process of Hexen?

>> No.4802842

>unsatisfying weaponry
>boring enemies that almost all boil down to "humanoid with gun"
>the setting (sci-fi spacebase) was done to death at that point, and was the only setting for the entire game

>> No.4802846

I thought it was fun. Not mindblowing, but I liked the levels and the fighting.

>> No.4802847

Quake wasn't even meant to be a franchise. 1 and 2 were supposed to have different names but trademarks prevented them due to already being claimed. And I wouldn't say Q2 is shitty, it's just rather bland if you don't find the Strogg interesting, and doesn't do much of anything with its sci-fi design that all looks like a cleaned up take on Doom without all the hellfire and destruction.

It doesn't really try to push the envelope in anything but graphics tech, honestly.

>> No.4802849

Also the gay objectives system, loading times, and boring backtracking-oriented level design

>> No.4802850

The weapons could badly need some muzzle flashes, but otherwise I really like the loud *CHOOM* of the super shotgun, and the smattering of the subgun.

>> No.4802856

>>unsatisfying weaponry
What is the railgun?

>> No.4802863

>What is the railgun?
Responsible for ruining the fps genre

>> No.4802869

Because it dropped all the cool rustic gothic shit for edgy alien cyborgs, It's really too bad the competitive multiplayer age killed off all interest in single-player campaigns, If Quake 3 had a campaign it probably would've been the best shit.

>> No.4802870

Nigga that's my fetish.

>> No.4802872

the only good gun. and even then, the death animations and gibs are less satisfying than Q1. Also the sound design is generally bad.

>> No.4802883

Impossible: A new Reality
Shrooms 1 & 2

>> No.4802896
File: 131 KB, 274x290, 1452781066231.png [View same] [iqdb] [saucenao] [google] [report]

The fuck? You've gotta be kidding me.

>> No.4802897
File: 28 KB, 400x216, 1472537103225.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4802903

>the sound design is generally bad.
I don't think it's bad.

>> No.4802906

But he's right
Railgun is literally the most boring weapon concept of all time

>> No.4802907

Watch Evolution of Wad episode 6. It covers game's creation which wasn't documented very well, fan maps and attempts to bring Hexen hubs into Doom.

>> No.4802909

>Quake manual specifically states Ranger uses a shotgun and that he arrived at the scene of action after everyone was either dead or possessed
>comic ignores all this and shows him going in with the QC machine gun and a squad of marines
Always bugged me.

>> No.4802910

sounds like you're just bad m8

>> No.4802912


It's a mixed bag, I like the enemy sounds in general, but weapons sound wimpy as fuck.

Soundtrack is neat though

>> No.4802913

Thanks (although it appears to be episode 5)

>> No.4802914
File: 25 KB, 306x113, dxy83m.png [View same] [iqdb] [saucenao] [google] [report]

>the only good gun
Get out of here son

>> No.4802919

When Quake 2 first came out, I thought the enemies are very scary.
To be fair, they aren't all humanoids, and at least 2 of them are quite deformed, next two are mutilated, 1 is turned into a fucking cyber human dog, and 1 is a torso on caterpillars.

>> No.4802921

Evil unleashed

>> No.4802923

>unsatisfying weaponry
Yeah, no. Super Shotgun brought back Doom-tier manliness to the double barrel, and the hyperblaster was pretty cool too. And holy fuck, that chaingun.

>boring enemies that almost all boil down to "humanoid with gun"
This ain't Quake 4. Besides, body horror cyborgs are cool as fuck.

This. The only real crime here is the lack of muzzle flashes. I have this feeling Carmack and crew had this bizarre idea that dynamic colored lighting would be a replacement for those.

>Also the sound design is generally bad
Much better than the muted shit from Q3, and it doesn't really compare too badly to Q1. They're meaty enough. Again, the real problem here is the lack of muzzle flash.

>> No.4802925

Using this term derogatorily when it comes to early FPS games is rather dumb. Everything was pretty edgy back then, and that wasn't a bad thing.

>> No.4802926
File: 315 KB, 490x720, 15272912181920.png [View same] [iqdb] [saucenao] [google] [report]

>huge damage
u wot

>> No.4802930

Oh, and pretty thin area of effect and lenghty refire time.

>> No.4802931

I might have made a mistake. Now that I think of it, there weren't a lot of info on Hexen creation process, and the focus was on the mapping style.

>> No.4802935

Also it felt nice how you could actually hear the rotation from the chaingun and hyperblaster barrels going at full speed, something which neither Doom nor Quake did.

>> No.4802936

You could also see that.
And fucking SMG with it's kickback sure did make me feel like I'm firing a gun with too much power for its own good.

>> No.4802938

I fully stand by it. Good miniguns are the likes of the one in Alien vs. Predator

>> No.4802949

That and
>QC comics and game's bio states he entered one slipgate, when the first game shows him coming back to earth and using more than one slipgate

>> No.4802953

>Alien vs. Predator
Well, duh, of course a newer game would've built up from earlier material. If anything, I like the Q2 chaingun because it finally started showing miniguns that weren't just basic machine guns with a fancy skin. The feel of the spinning motor going faster and faster as the fire rate went crazy was pretty cathartic.

>> No.4802969

Are there any Quake 2 sourceports or mods that give the weapons proper muzzleflashes? That would be so neat.

>> No.4802972

What, do you hate sniper rifles too

>> No.4802979

With strange aeons, even canon may die.

>> No.4802992

It sort of can. It just takes patience, and a bit of planning. I've made maps that look like original Quake engine stuff.

I think trying to build Arcane Dimensions in Doom would set your computer on fire though.

>> No.4802994
File: 762 KB, 1920x1080, Screenshot_Doom_20180527_040311.png [View same] [iqdb] [saucenao] [google] [report]

This is was one of the most enjoyable boss fights I've ever played. I don't know what the faggots in >>4796683 are complaining about.

>> No.4802997

Their 3D stuff is shit but their real place mapping style makes me rock hard.

>> No.4802998

.. so what is this?

>> No.4803002

I didn't know they made a sequel to second life. Kinda weird how they made it a first person shooter.

>> No.4803006

In my experience, you just kind of enter a rhythm and copy/paste/change your tags at a steady pace.

>> No.4803008
File: 14 KB, 300x269, 1526895123812.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4803009

Is that Doom?

>> No.4803010

Oh look, it's Hedon. Hope you didn't post any Patreon exclusive content here :^)

>> No.4803016
File: 76 KB, 564x768, 1384711978766.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4803020
File: 1.24 MB, 1280x720, Screenshot_Doom_20180528_073121.png [View same] [iqdb] [saucenao] [google] [report]

10/10 demon spawning
I still don't see why Icarus had so much trouble with PsychoPhobia and thinks it's a "top-to-bottom shitshow that aged like milk". Also I'm playing on Hard (default difficulty).

>> No.4803023

Even if you accept the level design, the new enemies & weapon models/animations are just horribly ugly

>> No.4803024
File: 21 KB, 600x361, corvus 2.jpg [View same] [iqdb] [saucenao] [google] [report]

>this is what corvus looked like in the first heretic game
>this is him in 2

>> No.4803025

>It's pinkies all the way down

>> No.4803026

>thinks it's a "top-to-bottom shitshow that aged like milk".
does he post on 4chan?

>> No.4803027

>I don't know why he thinks it's shit
>shows off a picture of it being shit
i know some of y'all like to react with knee-jerk speed but come on now

>> No.4803028 [DELETED] 

>being this asshurt because someone decided to make one of the first standalone games GZDoom will see essentially bringing the whole concept of Doom modding to a new level and wants to keep development semi-private until it's released (like every fucking self respecting game dev would)
Wow what a fucking jackass, amirite?

>> No.4803032

are you ok

>> No.4803038

>A funny messup happens
>whole mod is shit

>> No.4803042

calm down.

>> No.4803043

but the whole mod is shit

>> No.4803045

Hexen fans, is it bad to use mash/ghost monsters as regular enemies?

>> No.4803047
File: 663 KB, 869x919, Terry_Bogard.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4803056

Best music mods?

>> No.4803059

care to point out what exactly is the exclusive patreon content?

>> No.4803064 [DELETED] 


>> No.4803068

Didn't it go through enemies?

>> No.4803078
File: 762 KB, 1900x2150, Zandro vs GZDoom.png [View same] [iqdb] [saucenao] [google] [report]


How can I make this GZDoom look like this Zandronum?

>> No.4803079

>The AI isn't programmed to actually react to the Holoduke in any way

Then why the FUCK is it even in single player? Why the FUCK is it taking up spaces in secrets? Is this the most useless item in any game ever? It literally does nothing.

>> No.4803084

vid_renderer 1

>> No.4803087

Change the sprite billboarding option in the menu

>> No.4803090
File: 6 KB, 57x87, EBRNA0.png [View same] [iqdb] [saucenao] [google] [report]

I was working on a wad with "elite" versions of enemies and a new Icon of Sin just for the sake of practicing with mapping and programming. Most of them are the same with colors changed (not just palette swaps, different colors and pieces were selectively changed. it was a bitch to do and took a long time, but I'll concede that it's still very uninspired). I feel pretty good about pic related, though, and it was quite an informative experience for how short-lived it was.

>> No.4803093

Here's a UT2004 music wad an anon posted a while back: https://my.mixtape.moe/aybeqe.pk3

>> No.4803097

The bobbing looks fine to me, but I'm not cognizant enough to know whether or not that's just me not being picky.

>> No.4803102

If that dude posted something from a Patreon release, then he sure is a jackass. But, on the other hand, it *is* 4chan and a leak is only a question of time.

>> No.4803105

Zan decided that Hedon 0.5 will be the last public version. If there's a new update of Hedon, then it will be available only to his Patreon dudes and some playtesters.

>> No.4803108

I love both Synthdoom and the SNES jukebox.

>> No.4803110
File: 110 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google] [report]

>will see essentially bringing the whole concept of Doom modding to a new level
Thinking awfully high of a doom mod that's borderline fetishistic there, champ.

>> No.4803113
File: 55 KB, 621x646, 1333524329078.jpg [View same] [iqdb] [saucenao] [google] [report]


Many gracias

>> No.4803114


>> No.4803116

Quake's Super Nailgun was such a loud, booming beast, I almost feel a motor spin sound would have done it a disservice.

>> No.4803117

You can't just say that and not provide download links, anon. I'm always interested in wads that feature enhanced versions of the IoS.

>> No.4803124

I think the mappers just expected the programmers to fix the Holoduke and put it in anyway, but then they never did, so it's just there.

Kind of quaint.

>> No.4803131

And then they turned it into a full auto stapler gun in QC.

>> No.4803132

Does pic related strike you anons as being robotic? I think it's okay-ish in that regard, but I'm afraid that might just be a product of self-interested bias.

now that I'm digging through these files and recollecting my time making it, I guess I shit on it just a little bit too much. However, the point of the project was to improve, and a big part of that is input and criticism.

>> No.4803135
File: 2.23 MB, 640x360, PPship.webm [View same] [iqdb] [saucenao] [google] [report]

>I hate fun

>> No.4803141

Well, it's a TC, and there's nothing really fetishistic in the first level except maybe one statue of an Earth goddess.

>> No.4803147

I'm quite sorry, anon, the project never really reached fruition. The stronger versions of the Cyberdemon, Spiderdemon, and IoS don't exist in DECORATE or anything like that, with the former two not even having visual or audio assets. The ones that do exist aren't all present in the map, either. I wanted it to be nicely paced and was hoping to finish it for a contest, but I bit off way more than I could chew and ended up dropping it.

>> No.4803150

>fire occasionally at a stationary target made out of sectors
>strafe to dodge slow moving lasers that do 10 damage

if your intent was to make it look fun then you failed on a cosmic level

>> No.4803151

What mod?

>> No.4803152


I love fun.
That doesn't look fun, anon.

>> No.4803154

Hedon. I was looking forward to it. Shame it went Patreon-only.

>> No.4803162

looks gimmicky and clunky

>> No.4803163
File: 1.82 MB, 1920x1080, Screenshot_Doom_20180527_172447.png [View same] [iqdb] [saucenao] [google] [report]

Oops. I Firemace'd too hard.

>> No.4803167
File: 45 KB, 547x490, bots.png [View same] [iqdb] [saucenao] [google] [report]

holy shit I'm stupid

here's the pic

>> No.4803168

>Shame it went Patreon-only.
That will seriously cut down on playtesting and feedback.

>> No.4803172


That rocket launcher has like zero feedback. It just seems like it's nodding agreeably just to shut you up whenever it fires.


It looks more ghostly than robotic, but I do think it looks pretty cool. I'd like to fight him.

>> No.4803174

maybe add some rivets and some metallic shine if you want him to look more robotic

>> No.4803176
File: 268 KB, 432x454, JCDenton2.png [View same] [iqdb] [saucenao] [google] [report]

Version 0.5 is still on mod db.

Oh, and it seems that anon did post a screenshot of 0.6 update. What a shame.

>> No.4803181

Remind me never to recommend Super Sonic Doom here, jesus

>> No.4803182
File: 61 KB, 629x631, Scrag.png [View same] [iqdb] [saucenao] [google] [report]

*spits acid at you*

>> No.4803183

It's just a screenshot. It's not like he leaked the wad.

>> No.4803190

"Yer a Wizard harry"
[*whispery agonized screams*]

>> No.4803192

Do you guys actually make your own sprites and weapons and shit?

Please post some stuff.

>> No.4803203

Anyone know of a good crystal ball sprite one could use?

>> No.4803204

so why do you complain that someone wants to develop their game in private? wtf it's how every game developmebt goes

>> No.4803207

duly noted, thank you

>> No.4803217

While we're at it, Hedon's map 01 caves and forest are ultra comfy, but I can't show any screenshots atm.
Melee's awkward, axe throw Gibs anything it hits but Zan ain't no Kratos, so you're stuck with your fists and needle gun, if you found it.
Weedy hooded cultist fucks can knife you down from afar if you're not fast enough, and worms are tough and unpleasant.
First map has platforming and adventury where the fuck is that key moments. If you really don't like exploration, it's not for you.

>> No.4803220

Because it will be leaked anyway.

>> No.4803224

Nigger it's free, what the fuck are you talking about

>> No.4803225

Yeah, I render them from 3d models. Currently redoing my first person view arm rig. At the stage of modeling armor on top of my a fully rigged mannequin type mesh. Kind of debating whether I should do a full body awareness thing with a panoramic render since I've realized how to display those in gzdoom now

>> No.4803236

That would be cool, but now 3d slavpack models haunt me

>> No.4803240

>you can play it if you want, just becone a tester
It's in the file description, you can literally just ask to play it, quit being such a dense faggot

>> No.4803247

Then why this semi-closed-but-not-really development? Please, elucidate for the dense faggot that I am.

>> No.4803252

can you read? look at the comments https://www.moddb.com/mods/hedon/downloads/hedon-05a-final-open-alpha

>> No.4803279
File: 328 KB, 1600x900, Screenshot_Doom_20180527_191219.png [View same] [iqdb] [saucenao] [google] [report]


I mostly crib from a lot of other sources and edit them a lot.

>> No.4803282
File: 15 KB, 296x196, plasma gnu.png [View same] [iqdb] [saucenao] [google] [report]

I do a lot of frankenspriting with a few hand drawn components here and there. For example the centered sprite is all frankensprite work, but on that sprite on the right, the top part of the gun (The blue tube, the white metal bits and the black barrel tip) I drew, the bottom frame of the gun is just frakensprite stuff from Eriance's autoshotgun

It's fun

>> No.4803283

>Zan doesn't want his game to be spoiled or assets to be used without his permission
>Money's not an issue
>Some of his testers or patreons still post shit on /vr/
> Nobody could've predicted that
Unless >>4802994 was Zan, I don't see how do those comments answer my question.

>> No.4803291



>> No.4803306

There's something very comfy about that shade of blue.

>> No.4803316

trying to set up neaquake so i can start learning to speedrun it but it doesnt save settings even though i have cvar_savevars 2 in my autoexec. what do i do

>> No.4803317

Sniper rifles are imbalance as it is. In almost every multiplayer game.

>> No.4803329

I think i took enough of your bait for today
gotta go to work, here's your last (you)

>> No.4803336

>opinion i don't agree with is bait
lemme know when your janny application goes through, maybe then you'll finally be able to win :)

>> No.4803339
File: 806 KB, 1364x768, gzdoom 2016-07-18 22-53-44-65.png [View same] [iqdb] [saucenao] [google] [report]

>thinks it's a "top-to-bottom shitshow that aged like milk

it's like he wants to burn his thumb on the barrel

>> No.4803342
File: 115 KB, 1200x900, deo.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4803349

Is that normal aspect ratio? They look like aliens.

>> No.4803356
File: 107 KB, 640x480, latest.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4803357

Looking at Icarus' older mod madness videos is weird, his voice gets higher pitched the further back you go.

>> No.4803364
File: 56 KB, 1037x457, kablammo!.png [View same] [iqdb] [saucenao] [google] [report]

Most of my spriting is frankensteining shit together.
I still need to figure out a cocking animation and reload animation for this thing.

And, y'know, actually code it.

>> No.4803373

>check if it is real
>it is
God damn, the difference is really noticeable

>> No.4803378

Singleplayer is where the fun is.

>> No.4803381
File: 450 KB, 452x960, 10659453_1624469704441708_7284371898218238121_n.png [View same] [iqdb] [saucenao] [google] [report]

Why do I suddenly want to see John Romero as an anime character?

>> No.4803386

>feel old yet?

>> No.4803394


>> No.4803403
File: 14 KB, 369x300, fb2.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else not a huge fan of Quake's ambient soundtrack?

>> No.4803406

I think it fits the game well, but I never really listen to it outside of the game.

>> No.4803410

Yeah, exactly, it's a stupidly satisfying weapon, and it has the DPS to match.

>> No.4803413

I wish it was more varied, like the intro theme sounds great, but there's nothing in the game that has a tempo or sound like that. It would be neat if a few maps had that kind of music.

>> No.4803414


>> No.4803421

I have to force myself to avoid using it outside of emergencies because it's such an ammo drain.

>> No.4803425

The Shub level needed a more climatic song.

>> No.4803431

>There's a building called Twin Tower in Duke 3D
>You blow it up with and it collapses straight down

>> No.4803432

This talk about Quake music reminds me of when I found the shareware episode's secret level as a kid and forgot CD music was on. Never thought i'd be introduced to low gravity in such a dark game to this.

>> No.4803434
File: 25 KB, 398x500, 1525804807237.jpg [View same] [iqdb] [saucenao] [google] [report]

>played Quake without soundtrack for ages
>eventually found out that it actually had an OST
>it's sounds exactly how I imagined
id Software did a great job on ambient noises too

>> No.4803442

I wish Quake had a backpack upgrade.

It needed to be an actual bossfight.
In fact, Quake needed more proper bossfight, that's really the game's only failing.

>> No.4803445
File: 56 KB, 800x1200, everyone gets miniguns.jpg [View same] [iqdb] [saucenao] [google] [report]

What this reminds me of are those russian gatling guns that use some of the propellant gas (think gas-operated) to spin the barrels. They achieve obscene fire rates like 9,500/min and it ramps up even faster than standard gatlings.

'Course narrowing the amount of gas that is siphoned off and having a proper governor on it could keep the fire rate at a manageable level. The way the SNG just immediatly rips away along with the meanness off it makes it entirely plausible. A simpler way to do a minigun.
> heavy armor piercing flechettes like the nails being fired would produce quite abit of recoil even at a low velocity, so the fire rate would have to be kept about where it is

>> No.4803450
File: 45 KB, 640x400, Screenshot_Hexen_20180527_134616.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4803461
File: 2.39 MB, 640x360, dynamite.webm [View same] [iqdb] [saucenao] [google] [report]

I wouldn't enjoy this mod anywhere near as much if the dynamite wasn't in it.

>> No.4803464

The only thing it needed an upgrade on was Nails, you really needed to carry more of that since it was often maxed out and you still kept running into x50 boxes of nails that you just couldnt use.
I understand keeping the cells at 100 because the LNG was kinda broken (since you're supposed to use it with quad). Shells limit was okay because it was weak ammo and it grew in the grass. And you could carry 100 rockets from the get-go and there was usually plenty enough to get through places.

I would've liked an item that extended Nails to 300 maximum. Like the Bandolier from Q2 but just for nails.

>> No.4803467
File: 56 KB, 640x400, Screenshot_Hexen_20180527_140923.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4803468

Yeah. The ammo limit in Quake really sucks.
The Give command is pretty much useless when you pick up a backpack every two to three minutes from the Ogres.
There should've been an infinite ammo flag option somewhere.

>> No.4803476
File: 126 KB, 1024x768, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

*falling rocks noise*

>> No.4803479

>no throwing animation
>limp as fuck explosion
There are people trying to defend this just because they don't like Icarus.

>> No.4803485
File: 26 KB, 159x164, duke nukem zero hour.jpg [View same] [iqdb] [saucenao] [google] [report]


Im not a fan of the soundtrack but it has some decent tracks in it. To me it basically all revolves around the music used in.
> Gloom Keep
> Azure Agony
> Zugurrat Vertigo
And also the droning on part of the music track used for the level finish screen.

I like the Gloom Keep track (Track 10 or 11?) because it reminds me that for a soldier to be going on and on like Ranger does he'd have to be hopped up on all sorts of combat drugs, giving him all the fuel he needs to run for hours straight without passing out yet turn and twitch-fire at the sightest provocation. The music really goes along with that, like a deranged maniac driving down a desert road in a charger going 120 with nothing but vengeance on his mind.

I never knew it had a music track because I pirated it way back in the day when I first played the full version (2002), found it on an FTP search. I played the shareware version plenty of times without ever buying, because I was a teen and didnt have buying power.

I never new Quake 2 had a music track either, even though I owned the CD. I never played it with the CD in the tray, did full install so I wouldnt have to bother with it. I did not think that CD audio tracks being used for game music was a thing so I didnt expect it, I dont recall ever seeing it in the manual (the game didnt have much of a manual).

I was expecting music more like Doom from those games, except upgraded to command & conquer level quality. Not pulse pounding rock and roll in Q2 but more somber and menacing types of sci-fi tracks that would fit a survival horror genre. Q2 was essentially survival horror in my op because you Never get any sort of aid and the architecture was quite dark and menacing.

Did Half Life even have music?

>> No.4803489

Half-Life does have music, but it doesn't loop. It only plays songs when significant events happen, like when you first put on the HEV Suit, for example. The rest of the time, it's silent, with nothing but the ambient sound effects that are within the map itself.

>> No.4803490

>Did Half Life even have music?
Yes, but most of the time they start playing their tracks RIGHT before a level transition, so it cuts off and you don't hear the rest of it anyway.
GJ Valve.

>> No.4803501

>no throwing animation
Use items don't tend to have throwing animations Anon

>> No.4803527

>Icarus reacts harshly to a decade old mod
>Some people don't share the extreme opinion
>That means they don't like Icarus

>> No.4803535
File: 19 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

It's really good on its own but it doesn't fit Quake at all. It would go fine with a slower more horror-centric game, but often times can't keep up with Quake's insane speed and violence. I'd imagine Quake goes well with industrial/death/black metal, maybe something like pic related.

>> No.4803539

How is "this has really aged poorly" a harsh reaction? It's far more nuanced than the average /v/-sphere's reaction to mods of similar quality.

>> No.4803541
File: 65 KB, 429x520, (961).jpg [View same] [iqdb] [saucenao] [google] [report]

wouldn't surprise me, people do that shit to Brutal Doom

>> No.4803542

one day I'll make maps for this sumbitch.


does the HUD seem too cluttered?

>> No.4803543

>reacts harshly
>extreme opinion
wanna know how i can tell you don't like icarus

>> No.4803545

No, although it's not very pretty.

>> No.4803551

>It plays like a bag of dicks and makes me want to smash everything in my room

>> No.4803559

It fits Quake much like PSX Doom and Doom 64's soundtracks did. Dark, moody places with monsters out for your throat, and to an inexperienced gamer, it might as well be a horror game with nice, big guns. To us oldbies who can circlestrafe all day long and tear our way through these campaigns like a hot knife through butter, that creepy ambient feeling is lost.

>> No.4803562

Ugliness is my beauty.

>> No.4803563

>ignores the fact that he said >>4803551
wanna know how i can tell you're an icarus fanboy

>> No.4803564
File: 156 KB, 680x678, 1463566546475.png [View same] [iqdb] [saucenao] [google] [report]

I couldn't imagine it any other way, it literally made me a fan of that style of music.
It's funny apparently it was thrown in at the very last minute with only a week or two of work but its my favorite Reznor compositions.
That said I can understand someone who was expecting another Doom being a bit peeved at Quake.

Quake 2 gets incredibly annoying to me and should've did the half-life thing where it fade/cuts off after it played the 2 minute track.
On its own though its not bad, its just the looping kills it.
but Q2 also had bigger issues that turn me off from it.

>> No.4803570

I prefer more, uh, active ambient music, if that makes sense. Like PSX Doom music.

>> No.4803576

Funnily enough, they had Aubrey Hodges compose a new soundtrack for Quake N64 too, despite it already being dark ambient.

>> No.4803582

I think it would have been better if it had some more lively music to go with the ambiance. Kinda like how doom had stuff like "At Doom's Gate", but also had the spooky "Suspense" and "Sinister".

>> No.4803664

he's not wrong, you know

>> No.4803713

speaking of quake I haven't been able to get neaquake to save my settings like screen size and texture filtering. I have cvar_savevars 2 in autoexec.cfg and i followed the setup at
what did i do wrong, and how can i fix it

>> No.4803746

I can't be the only one to hear a 'NO' as their pain sound

>> No.4803747

the Q1 recreation is pretty decent.

>> No.4803762

That's "extreme"? Oy vey.

>> No.4803763

Close, I always heard 'NAW'

>> No.4803776

Yes? Obviously.

>> No.4803779

Ha, it's easy for me to spout out the idea, but I have zero skill or interest in actually making maps. I'm more interested in making gameplay mods anyways.

I don't think any one person could do it by themselves anyway.

>> No.4803790

What are some Doom mods that just purely improve the vanilla experience? Fuck off with that Brutal Doom shit. Here's some mods I have on my ZDL:

>Enable_Item_Rotations.pk3 (From Knee Deep in ZDoom)
>fluids.pk3 (Fluid warping effect)
>doommus.pk3 (I don't remember what this was originally called but it's pretty faithful to the casual doom music instead of DEATH DESTRUCTION GORE music people think of.)

I know about Beautiful Doom but I don't think it's up my alley. I've scoured the internet looking for quality of life mods, so hit me up with some less common mods.

>> No.4803792

All the recreations from older games look cool as fuck, which makes one wonder what the hell they were smoking when they modeled the main weapons.

>> No.4803793

Am I the only guy bothered by how gameplay mods that incorporate other games' weapons don't bother to change the 3D models into sprites that look more in line with Doom's style?

No offense man, but with that HUD I feel like a lot of that blue plastic (is it plastic?) decoration is unnecessary and obstructs more of the view than is needed. Couldn't you just do a cleaner and simpler HUD like what a lot of racing games have? Just strip away everything but the necessary meters and gauges and it would look super sleek.

>> No.4803794

Have you tried Dead Marine? Made by the Smooth Doom guy, and it's pretty much that mod but with some cool sound and visual effects, plus a nice HUD.

>> No.4803795

>No offense man, but with that HUD I feel like a lot of that blue plastic (is it plastic?) decoration is unnecessary and obstructs more of the view than is needed. Couldn't you just do a cleaner and simpler HUD like what a lot of racing games have? Just strip away everything but the necessary meters and gauges and it would look super sleek.
I agree with this anon. While I do like Term's HUD, it would indeed be cool to have both options available.

>> No.4803802

Tis nice mod, but because of the emphasized and exaggerated sounds, it doesn't really feel like Doom in execution. I think i'm being picky as hell though.

>> No.4803808

Also consider the Final Doomer Hud only version, or Final Doomer itself with the values for Doomguy set to vanilla.

>> No.4803827

i gotta know

>> No.4803843
File: 263 KB, 640x480, Marathon_Classic_HUD_screen2.png [View same] [iqdb] [saucenao] [google] [report]

>Couldn't you just do a cleaner and simpler HUD like what a lot of racing games have? Just strip away everything but the necessary meters and gauges and it would look super sleek.

Oh absolutely, I do plan on that.
Generally with my mods, I tend to have two HUDs, a stylish one and a simplistic bare-bones info-only HUD.
I generally like cool fanciness (I'm one of the few that genuinely like Marathon's HUD), but it's important for a lot of people to have the screen uncluttered to see what they're doing.
I just haven't figured out what sort of info I want to show yet and how to arrange it.

>> No.4803907

So how would one go about making a friendly monster become unfriendly if THING_HATE does nothing when applied to friendly monsters? Do I have to do something as disgustingly hacky as destroying the friendly monster and replacing them with an unfriendly version?

>> No.4804000

Hey, I recall there being a mod that was just maps from Doom 64 in vanilla format, made so they could work with gameplay mods. Does anyone remember that and have a link?

>> No.4804004

Consolation Prize

Nice trips bby

>> No.4804041

Don't friendly monsters have a flag or a master?

>> No.4804049

What do you mean? I used the +FRIENDLY actor flag but they don't attack back like in Strife, they just take it.
There's also Doom 64 For Doom II Respawned, which recreated Doom 64 levels with vanilla Doom 2 textures and stuff.

>> No.4804085

Thanks a lot!

>> No.4804130


>> No.4804180
File: 90 KB, 939x365, sixty jians.jpg [View same] [iqdb] [saucenao] [google] [report]

I took it further


>> No.4804196

hpw many enemies will have costume sprites?
will there be new variants too?

>> No.4804198

I at least want unique sprites for either the hell knight or baron of hell, but I think I'll leave the rest of the sprites alone.
Sounds on the otherhand, I want to mix up a little more seeing as like 8 fucking monsters share the same hurt sound

and no I don't have any plans on new variants or anything.

>> No.4804203

Hunting machine when

>> No.4804226

what else is missing in the update for completion?

>> No.4804237

I wanna do some extra sounds for monsters, finish copying over the behaviors, and maybe add some extra blood splatter sounds, I WAS going to do some custom death animations for this update but I think I'll hold off for later.
Player sprites maybe.

>> No.4804241

>he's not actually a ranger but yet another marine
>it's just his name
Blew my mind.

>> No.4804275
File: 247 KB, 638x471, 78a18018-baf1-401e-ac86-c612be74c70d.png [View same] [iqdb] [saucenao] [google] [report]

Alright I'm stuck now.I'm playing Scythe 1 Map 28,it's basically a speedrun map.
I can't pass this map,no matter how smooth or how many things I dodge,I only get to the Revenant at best.
What am I supposed to do? Is it because of the source port I'm using?
Help me please

>> No.4804286
File: 36 KB, 1184x1408, 0c302302-3970-423f-a81a-2d1d8eb1d4c1.png [View same] [iqdb] [saucenao] [google] [report]

Recently finished Operation Eisenfaust in Wolf3D,pretty difficult but it was fun.
Found it weird that Schabbs fights you only throwing syringes,with no armor while you have a freaking chaingun.
Found it cool that when you die you basically turn into a mutant in the mugshot.

>> No.4804293

>Found it weird that Schabbs fights you only throwing syringes,with no armor while you have a freaking chaingun.
And you know what's even weirder? He's probably the boss with the highest amount of hit points, not counting Hitler's combined forms.

>> No.4804295

I guess he's not too

>> No.4804314


>> No.4804336
File: 137 KB, 623x527, Captain deimos disapproves of your bullshit, skeleton man.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4804339
File: 934 KB, 1040x607, fd2b38af56e5cc0e53c41b870cd6c629c75f55c2.png [View same] [iqdb] [saucenao] [google] [report]

I've checked the wiki and Schabbs hit points are
Adolf Hitler are:
800 + 500
950 + 700
1050 + 800
1200 + 900
Same goes for all the other bosses in the Original missions and Nocturnal.

Angel of Death in Spear of Destiny on the other hand has 1450/1550/1650/2000.
So Schabbs is only second to a demon.
Makes sense considering he's one of the few characters who are not hitscanners.

>> No.4804357

when will everyone realize doom has the deepest lore?

>> No.4804358

where's the porn

>> No.4804364

/aco/ you fag

>> No.4804368

When you'll write it down

>> No.4804370
File: 470 KB, 900x1350, 562.png [View same] [iqdb] [saucenao] [google] [report]

Here you go

>> No.4804375
File: 423 KB, 576x572, 1503435981372.png [View same] [iqdb] [saucenao] [google] [report]

>get the final copy of my 100brush map sent in three minutes before the deadline

>> No.4804380
File: 255 KB, 604x2016, doom jones.jpg [View same] [iqdb] [saucenao] [google] [report]

What makes it even weirder is that now Doom doesn't have just lore,but a shit ton of lore.
And yet they made no comics for it.
It's just Wolfenstein and Quake.
Maybe because the first and last it happened,it was.....a mess.
But then again,it was the comic that spawned the Rip and Tear quote,which is also the name of a song in Nu-Doom.
Maybe more backstory for Samuel and Olivia,or showing what Doomslayer did before the events of the game.

>> No.4804381

>takes off her helmet

>> No.4804385

I hope MarphyBlack makes a series on Doom lore

>> No.4804394
File: 42 KB, 500x502, b0c.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm actually a big fan of the soundtrack,some tracks feel pretty much the same.
It feels relaxing to me.I don't why,it really keeps me concentrate when I have to do something like drawing.

>> No.4804409
File: 1.17 MB, 990x708, 1.png [View same] [iqdb] [saucenao] [google] [report]

Any mod that makes colour lighting like in psx doom?

>> No.4804417

I remember seeing a weapons and monster randomizer in Inmost Dens that sort of did that

>> No.4804423

There's the PSX TC, but otherwise, these things are map specific.

>> No.4804434

I wonder if they could make two different comic series where one could be more serious than the other

>> No.4804461

One could be a regular comic book about Doom.
The other could be made for the funsies.

>> No.4804479

> The other could be made for the funsies.
Chibi Doom?

>> No.4804538

It's entirely made in zscript and uses a model format that only gzdoom supports.

Zandro will have to wait half a decade to catch up, as usual.

>> No.4804564

>that HND Double loaded shotgun
I hear /k/ screaming every time I use it but dear god does it satisfy my need for that kaboom

>> No.4804578
File: 1.17 MB, 1280x720, 1512269152537.webm [View same] [iqdb] [saucenao] [google] [report]

>if you're using boom format, do I have a floor scroller trick for you

>I should probably link you to this too https://www.doomworld.com/tutorials/boom3.php

I'm a retard, I actually had read that to be able to do this

>> No.4804594
File: 283 KB, 1800x1000, 1526684007031.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4804603

whats the purpose of doom retro?

>> No.4804606
File: 18 KB, 437x431, DYqiZF7XUAIllyX.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing Scythe 1.
>Finally about to finish it
>Get to map 30
>Over 700 enemies and it's huge
I just wanted to move on to another wad for fuck sake

>> No.4804685
File: 1.03 MB, 1920x1080, Screenshot_Doom_20180528_111027.png [View same] [iqdb] [saucenao] [google] [report]

Well that's an interesting new hud.

>> No.4804696

Hey /doom/.
How can I play Aliens TC in the proper way?

>> No.4804701

to be played

>> No.4804729

Can someone explain to me how to ReShade gzdoom?

>> No.4804732

not sure what you mean by "proper" but here's one way to do it

>> No.4804762

Modified Steve's Flashlight to allow custom light offset

>> No.4804815

/r/requesting the Quake comic. Yes, I cannot into Google, pls gieb link (or at least the comic's name).

>> No.4804820


There isn't really a trick to it, you just have to run really, really fast.

>> No.4804826

That's what I done.I'm using Gzdoom.I've done the exact same things that other let's players did.
I've used the cheat for the armor but I've barely made it.

>> No.4804828

There's only Ranger's lore that's as much I could find.

>> No.4804831

is there a Visor comic out, and if so do you have a link?

>> No.4804846
File: 224 KB, 672x1000, fabio-listrani-quake01-byfabiolistrani.jpg [View same] [iqdb] [saucenao] [google] [report]

Unfortunately I don't.
And I don't even know if there is an issue about Visor. All I know that he's on one of the covers.

>> No.4804859

Lithium is basically dead for good, because EE doesn't seem like a viable option for anything.

>> No.4804864


oh well, i never cared for lithium so this doesn't really change anything for me

>> No.4804868

I can't even call their festering hatred for GZDoom and its devs passive-aggressive with a post like that. I understand it's frustrating to have updates break your mod, but goddamn.

>> No.4804869

what was the final straw?

>> No.4804880

Whose hatred? Mub's? Graf's a prick and marrub has every reason to hate him. The EE Dev's? I haven't ever seen Quasar bitch about GZD but I don't follow him much.

>> No.4804919

Graf really fucked gzdoom's shit up with his retarded way of implementing his memescript pet project
>should I just leave legacy features untouched so everything still works and there's no problems with backwards compatibility?
>hurf durf [no], reinvent the wheel, make everything run through memescript, alter the way old scripting language works durrrrrrr

>> No.4804982
File: 892 KB, 1920x1017, Screenshot_Doom_20180528_223832.png [View same] [iqdb] [saucenao] [google] [report]

eye see

>> No.4804987

mascara mastermind

>> No.4804997

If you're here marrub, know that you're still a cool guy and I root for you and your project(s).

>> No.4804998

Is that a new Spiderdemon rep?
Also, did you fix that one game breaking glitch in CH?

>> No.4805003

if you mean the baronmissile stuff there's nothing to fix due of no reports that actually reflect what the fuck causes it and literally no one else reporting said issue

>> No.4805018
File: 112 KB, 653x334, he can see.jpg [View same] [iqdb] [saucenao] [google] [report]

There is. Second issue was Anarki and Slash, and third issue is Scalebearer, Nyx, and Visor. /arena/ over at /vg/ might have 'em uploaded somewhere.

>> No.4805032

i remember my gzdoom crashing when i was playing the pit from maps of chaos, with ch and trailblazer
i couldn't specity it since the game shut down quickly

>> No.4805053

Damn I was hoping this mod wouldn't do monster replacements...

>> No.4805064


I'm fairly sure it isn't and that's Colorful Hell.

>> No.4805071


first mistake is not to tie the project to whatever version the engine is when you start the project, if you started with gzdoom 2 then you have to finish it in gzdoom 2, and is is applicable to any kind of software development

>> No.4805084

Remember kids, Specify GZdoom version, finish project then fix compatibility with newer versions FFS. If the minecraft community can deal with it so can the doom community.

>> No.4805104

isn't targeting old versions grounds for thread deletion?

>> No.4805106

That's the rules on the zdoom forums?

>> No.4805112


don't post on zdoom forums

>> No.4805114


No, it's not.

>> No.4805120

the only time this has ever happened is with lilith, over which graf and rachael shat themselves publicly, so shouldn't be taken as precedent anyway

well, unless the precedent is that "graf and rachael are fire hydrants emitting mass amounts of gay semen", in which case that's still true

>> No.4805124

did'nt graf zahl delete some guy's mod thread because it wanted an old version of zdoom? i'm sure i've seen screenshots posted here. i don't mean lilith it was someone like daniel or alando

>> No.4805128


The only time I remember this ever happening is with Lilith.

>> No.4805132


>> No.4805138

Thanks, man.

>> No.4805167

I did a thing. By which I mean I've saved TerminusEst13's Decorate crash course. Too bad I didn't do it before Twitch muted a couple of parts, but they weren't all that important anyways.
Here's the tube, if you interested:

>> No.4805169

i remember that stream

unscripted and rambly, with a hilarious "shit going wrong" moment halfway through, but got me working with decorate and i've been having fun since
thanks, term
(make sure the next one is fucking scripted like god damn)

>> No.4805176
File: 57 KB, 1239x394, (deletes your mod).png [View same] [iqdb] [saucenao] [google] [report]

>first mistake is not to tie the project to whatever version the engine is when you start the project
But Graf wouldn't like that!

>> No.4805178


graf is an autistic and arguing against him turns you into another autistic, just post on doomworld or moddb

>> No.4805181

Bullet to the head for this fucker, right now.

>> No.4805182

Graf is a fucking nerd, news at 11.

>> No.4805187

even the other devs think he's a cock

>> No.4805194

thanks that was what i was thinking of,

>> No.4805236

As long as every class is guaranteed to have a weapon that can kill them by that point then yeah but don't go crazy with it.

>> No.4805281

Has any of you ever made personal maps for gameplay mods you liked?

>> No.4805287
File: 44 KB, 460x215, header.jpg [View same] [iqdb] [saucenao] [google] [report]

A friend of mine recently changed Half Life 1's source code to have (mostly) proper Bhopping.


Might not be perfect, but it's pretty neat IMO, thought you guys would be interested.

>> No.4805319

Didn't Half-Life already have b-hopping?

>> No.4805347

Yes, same as Quake except without buffered jump inputs. >>4805287 presumably means strafe jumping, judging by the 'Q3 movement' in the URL.

>> No.4805350

Also that video looks nothing like Q3 movement.

>> No.4805356

That does not look like Quake 3 movement at all, it looks like Urban Terror movement

>> No.4805371

Someone made an upgraded version of Smooth Doom that included, among other things, PSX-style lighting.

>> No.4805373

Just tell /k/ it's a Metal Storm weapon.

>> No.4805381
File: 1.01 MB, 1920x1080, Screenshot_Doom_20180528_125752.png [View same] [iqdb] [saucenao] [google] [report]

Huh, wonder if that's still around somewhere

>> No.4805386

I think someone did some maps for Hideous Destructor some time ago.

>> No.4805390

Should be somewhere in the Smooth Doom thread, I know the anon posted it there too.

>> No.4805403

You sure you're not mixing it up with the Projectile Upgrade anon?

>> No.4805417 [DELETED] 
File: 426 KB, 1920x1200, 20180527203623_1.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the most aesthetically pleasing Doom map?

>> No.4805420
File: 426 KB, 1920x1200, 20180527203623_1.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the most aesthetically pleasing Doom map? I just played this one in Disjuct and didn't expect a Doom map to feel so comfy.

>> No.4805453
File: 39 KB, 321x490, 200% erect.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4805489

>That rocket launcher has like zero feedback. It just seems like it's nodding agreeably just to shut you up whenever it fires.
I think I found my spirit animal.

>> No.4805495
File: 578 KB, 680x1304, aryan engineering.jpg [View same] [iqdb] [saucenao] [google] [report]

seems to me that what he did with tweaking stuff was alot of work on his end, so he's got some pride issues with it, zscript after all is a massive fucking labyrinth and he made that, then decided to yank a bunch of plugs out of the switchboard and stick them into that - and supposedly it still works just fine generally speaking

Things like lilith, or that substitution that MarkIV did that hacked into the actual code, stuff like that wasnt ever supposed to work it just somehow did by accident.

yeah though I wouldnt say that I had added the lightning, I only tweaked crap with the projectiles and rockets to make them awesome. Since I dont use hardware mode I never bother with GLDefs so I probably missed pinning any dynamic lights or fullbrights to those objects, unless it filters back to the vanilla objects that are inherited from.
> speaking of which why does SpawnParticle NOT spawn any frigging particles under Software Mode?
Im wanting to replace some of the particle effects in smooth doom with actual particle spawners but none of the particles will display. Main example I wanted to tweak was the outdated "black rocket smoke" sprite by having a spawner generate a small cloud of particles to make a translucent black puff for it. But they would not display.

>> No.4805496
File: 2.39 MB, 1920x1080, Screenshot_Hexen_20180528_175135.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4805515
File: 2.07 MB, 1920x1080, Screenshot_Hexen_20180528_175202.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4805529

so fucking triggered you got hit by a cyberdemon.

>> No.4805535

not sure what im looking at here

>> No.4805550


Man, ReShade is a piece of work.

>> No.4805632

Does anyone have a working link for BURL TUMD? The dropbox link seems dead.

>> No.4805649

hurr durr

>> No.4805663


>> No.4805667

Yes, BURL TUMD, anon. It's a gameplay mod, really fast paced, you get a sword, guns are faster, monsters are more aggressive?

You know about it, right?

>> No.4805686

Thanks a bunch anon!

>> No.4805692

No problem. BURL TUMD was like the first doom mod I downloaded, and it's sad to see it's so hard to find these days.

>> No.4805705
File: 104 KB, 1056x696, 1516484705907.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4805710
File: 12 KB, 476x411, 1441078642268.png [View same] [iqdb] [saucenao] [google] [report]

Download it and educate yourself, boy.

>> No.4805713
File: 276 KB, 1024x962, 1516380414203.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4805718

you really need to stop browsing /v/ so much, boy.

>> No.4805743

Yeah, playing Quake Champions has made me replay Doom and Quake, and I've decided to sit down and play through my huge backlog of wads I haven't played yet. I'm starting off with Quake: Descent in Heresy since I was told it had a similar ambience to the original Quake single player.

>> No.4805894

no, BURL TUMD. say it with me.

>> No.4805897
File: 583 KB, 1360x768, Screenshot_Doom_20180529_012707.jpg [View same] [iqdb] [saucenao] [google] [report]

Hunter's Moon Changelog:
+Added bitch successfully

The Summoner will pretty stupid as she can bring up like 50 demons at your face.

>> No.4805916

wait what the fuck
how much decimation and animation did that model have to go through to even support GZDoom

>> No.4805920

>no feet

>> No.4805923

Half framerate, half decimation.

It currently weights 8MB as MD3 but it is because she currently have like 8 animation sets in a total of 240 frames.

>> No.4805924

r + (e x 7)

>> No.4805927
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

Is the Unreal weapons anon here? Was just curious if there was a possible release window in mind for the mod yet.

>> No.4805937

lol, i just dropped that in almost all enemies, very few has that shit that i know you are referring to

wot? It's confirmed that is "She" by the devs IIRC as the Harvester is the male version.

>> No.4805951


>> No.4805964
File: 2.90 MB, 800x448, luger.webm [View same] [iqdb] [saucenao] [google] [report]

luger practice. Right now it just doesn't have the states for when your ammo pool runs out.

Ammo gets drawn per magazine. You can check magazine ammo, reload it at various levels of unloaded-ness, and if you check the magazine when it's empty you toss it as a projectile that does super-low damage, but guarantees a pain-state. Zscript is pretty fun.

>> No.4805971

Fug i got no links but i think i saw that in the game's official twitter when they were sharing the art concepts referring the Summoner as "her".

>> No.4805993
File: 657 KB, 1360x768, Screenshot_Doom_20180529_012428.jpg [View same] [iqdb] [saucenao] [google] [report]

Video of her working 100%: https://youtu.be/gV1oBFMGzl8

I will definetely be changing the death animation tho, it is just stupid simple atm and looks retard.

>> No.4806005

getting some kadingir sanctum on nightmare flashbacks

>> No.4806027
File: 607 KB, 1920x1080, Screenshot_Doom_20180529_011955.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4806029

Neat water

>> No.4806058 [DELETED] 

Such posts really need to be dealt with immediately.

>> No.4806076

it's like whether or not a doom fan cares about lore can put in question whether or not they even are that much of a doom man, since most nerds obsessed with their favorite stuff would even strive for knowing even pointless trivia

>> No.4806079

I agree, any time someone posts something light-hearted that isn't totally normal and safe, the janitor should remove it IMMEDIATELY and WITHOUT MERCY

>> No.4806083 [DELETED] 
File: 93 KB, 241x249, sogeum.png [View same] [iqdb] [saucenao] [google] [report]

Watch as the crossboarder recoils as he is found out.

>> No.4806084
File: 3.29 MB, 319x215, autistic rattling.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4806086
File: 1.05 MB, 300x233, Doom bars.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4806091

Literally never browsed /v/ in my life, internet detective

>> No.4806102
File: 290 KB, 480x480, cyberass.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4806131

New thread.


>> No.4806150

>Literally Basilissa's ass, just a wee bit smaller

>> No.4806158

your janny application was rejected, huh :(

>> No.4807139


Developer of that here. To be specific, air control and how friction is applied are ported from the Q3 source code almost verbatim.

Apart from the default move speed being too slow (although apparently it's default 320 units in both games?), the main reason the walking looks off is because that's pretty much unmodified. I'd be breaking a bunch of collision detection code that would need to be redone for it to work. I would need to port over Q3's code for that function for it to truly be "Quake 3 Movement", so to be more accurate it's just a preliminary demonstration.

>>4805287 wanting to do this without even being able to compile a project in Visual Studio is to blame for this btw

>> No.4807171


Acceleration too**

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