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/vr/ - Retro Games

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File: 78 KB, 747x599, FNU.jpg [View same] [iqdb] [saucenao] [google]
4929107 No.4929107 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4923492

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/1528/27/1528276019025.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.4929108

=== NEWS ===

[07-25] Brutal Doom adds in a flamethrower for whatever reason

[07-25] Colorful Hell updates to 0.942

[07-23] Public release of Clusterfuck, a Complex Doom add-on

[07-23] Fan-made PBR pack released for Doom 64 Retribution, also compatible with Consolation Prize counterpart

[07-19] Redneck Rampage source port in RedneckGDX is now in early development

[07-19] Anon wants some DarkXL things in news post

[07-17] Ion Maiden to have a multiplayer beta coming later this year, may lead to proper EDuke32 multi as well

[07-12] BloodGDX Multiplayer update released

[07-14] Doom 64 for Doom 2 released, a vanilla reimagining of D64 maps

[07-10] Leonard's vacation in hell(WIP): Brings the weapons from Redneck Rampage in Doom:

[07-09] REKKR has finally released

[07-09] Compendium, a GZDoom merger of 54 older wads with Dehacked code replaced with ACS/Decorate

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4929114
File: 57 KB, 640x645, drainbamage.jpg [View same] [iqdb] [saucenao] [google]

>Brutal Doom adds in a flamethrower
But... that... so we get two flamethrowers now?
This is a whole new fucking level of redundancy.

>> No.4929116

>Brutal Doom adds in a flamethrower for whatever reason
The Fuck? it already had one
Also project brutality still alive?

>> No.4929117

are we adding random modder videos to news now?

>> No.4929119
File: 104 KB, 604x865, Free huhs.jpg [View same] [iqdb] [saucenao] [google]

Well someone else thought the mod was news-worthy, they didn't bother providing a link to the actual download itself for whatever reason though.

>> No.4929129

Today I've been getting this strange glitch with BloodGDX. After playing for a bit, or even immediately sometimes, Caleb will start to slowly turn left, even if I disable the mouse. I've never experienced this before on earlier versions of GDX, and even when played through some of Episode 1 a few days ago on this version I didn't encounter this. Anybody know what the problem could be? Do I just need to restart my system or something?

>> No.4929132
File: 358 KB, 1920x1080, Forsaken.jpg [View same] [iqdb] [saucenao] [google]


>> No.4929134
File: 2.86 MB, 680x384, Trailblazer.webm [View same] [iqdb] [saucenao] [google]

>> No.4929140

>Leonard's vacation in hell(WIP): Brings the weapons from Redneck Rampage in Doom


>> No.4929142

>Doom 64 for Doom 2 released, a vanilla reimagining of D64 maps

Literally just Doom 64's maps in the Doom II engine?

>> No.4929146

> for my next trick, i will make this wized dissapear

>> No.4929148

Not exactly. There's some serious differences.
I've been spooked by unexpected Revenants twice now.

>> No.4929150

Why the discord dead?


>> No.4929158

AA-styled moonbase with plutonia-tier difficulty and bullshit.
I swear to God I heard this while playing ancient aliens once.

>> No.4929202 [DELETED] 
File: 1.39 MB, 2500x2500, 1532296660785.png [View same] [iqdb] [saucenao] [google]

>Imagine if pic related was made today. You could bet your balls Doom would be a top 10 game, maybe even top 3. Yet here it sits at 34.
ahahahahahahahahhaa. Cocksucking fucking memeing doom babbies. I'm literally always right and you will never stop being the utter faggot retard reddit Halo queefs that you are.

>> No.4929210

You okay, Anon? Do you want to talk?

>> No.4929231

More like fan recreations/reinterpretations of the maps, rather than straight 1:1.

>> No.4929235
File: 52 KB, 162x173, Adam Sandler Ain't Pretty.png [View same] [iqdb] [saucenao] [google]

>playing Hideous Destructor and the maps have 100+ enemies

>> No.4929246
File: 717 KB, 1920x1080, Screenshot_Doom_20180725_092958.png [View same] [iqdb] [saucenao] [google]

Cacos having a bath. How cute.

>> No.4929247

>gay baby pool

>> No.4929259
File: 196 KB, 1920x1080, Screenshot_Doom_20180418_175153.png [View same] [iqdb] [saucenao] [google]

>start of map: ~1500 monsters
>end of map: 1700+ kills
>not even a single archvile in the map

>> No.4929271
File: 593 KB, 1920x1080, Screenshot_Doom_20180724_140352.png [View same] [iqdb] [saucenao] [google]

Fucking whyyyy!?
Not only put him in an obscure secret as an enemy, but also make him unkillable!
Why u deny me 100% kills like that?

>> No.4929297
File: 692 KB, 1280x800, compendium.png [View same] [iqdb] [saucenao] [google]

I just jizzed in my pants.

>> No.4929303
File: 768 KB, 1280x800, ohmy.png [View same] [iqdb] [saucenao] [google]

Oh my-

>> No.4929305

keep these things away from /doom/ pls

>> No.4929307

I remember this PWAD anon, pretty cool desu

>> No.4929308

What things?
This is /doom/... barracks zone

>> No.4929309

I don't get the hype for this wad. I'd much rather just download individual wads that sound interesting. Then I can organize them properly, and don't have a bunch of uninteresting ones taking ups pace.

>> No.4929314

It's useful. You can discover all the classics in one PWAD

>> No.4929321

He, it's convenient, it's useful, it's good for RPG mods...
And it also saves some headaches with old wads that have like 10 files in an archive.

>> No.4929354

Why are cyberdemons used so much more than spiderdemons in player-made wads?

>> No.4929357

more fun to fight, also more iconic

>> No.4929361

They are more fair, to be honest. Especially on wide open spaces.

>> No.4929367
File: 18 KB, 512x384, monsterclosets.jpg [View same] [iqdb] [saucenao] [google]

Rocket sprites are placeholders until I hack together some grenades, but here's the 'Bumper' grenade launcher. I need to modify the sounds for reload cancelling too, they overlap a lot.
Just a guess, but maybe because hitscans suck sometimes. Especially rapid hitscans.

>> No.4929370

This. I love my organized collection.

It does not have all the classics.

>> No.4929372

What would be the best mod to play with Compendium?

>> No.4929392

The more I play Romero's levels, the less I like anything about them and the more they annoy me.

Beta3 version of Quake's Crypt of Decay from shotgunstart, Doom2's Circle of Death and Industrial Zone pistolstarted. It's like visiting an old friend who in the meantime mutated into a degenerate junkie. Well, Circle of Death was more or less okay. Industrial Zone was pure fucking shit. Crypt of Decay was my third favorite level in vanilla Quake, now revisiting an earlier iteration of it was vomit-inducing.

Just venting. Don't look for anything constructive in this post.

You know, the more I play this, the more it makes this weird kind of sense to me that Daikatana's horrendous episode 1 was entirely of his own doing.

Very much """looking forward""" to Quake's beta3 version E2M2 and E3M1 (which I didn't like even the first time around) and Doom2's Gotcha.

>> No.4929394

I'm playing Jaguar Doom in an emulator for shits and giggles.
I can't tell at times whether the sickening slowdown is a result of the Jag choking on running Doom, or my computer choking on running a Jaguar emulator.

>> No.4929397

gotta make sure those tomatoes are cleaned thoroughly prior to consumption

you gotta rinse em good man

>> No.4929406
File: 16 KB, 63x66, cryingcatcaco.png [View same] [iqdb] [saucenao] [google]

please do not eat the cacodemons.

>> No.4929424

>Crypt of Decay was my third favorite level in vanilla Quake, now revisiting an earlier iteration of it was vomit-inducing.

Maybe play the release version then??

>> No.4929450

Yes, they've released a beta not too long ago.

>> No.4929459

More like 3 if you count the Unmaker. Which is just a stronger Flamethrower in BD.
Besides there are mods that already implemented a flamethrower.
PB with all the weapons it has at least they change according to the monster spawns and gives you options for the weapons spawns.

>> No.4929503

Wasn't plasma rifle's altfire was a flamethrower at some point, too?

>> No.4929508

Because I didn't really get any feedback last thread: I finished my first wad, what do you guys think?

>> No.4929513


>> No.4929520

I was the guy who sent the demo. All due respect, I think I got the joke. Unless you post something showing it's substantially different, my response from last time will have to suffice.

>> No.4929526
File: 239 KB, 1280x720, gondola.png [View same] [iqdb] [saucenao] [google]

I added this

>> No.4929538

The Mastermind has some problems like the painchance, which make it a weaker boss

>> No.4929546

do we have a discord?

>> No.4929549

a bare room with some weapons thrown in?

if that's it, it's not exactly a game-changer that suddenly makes it a new experience

>> No.4929551


Not really.
Multiple attempts have been made. None have stuck, and likely none will stick.

>> No.4929552

drutal boom

>> No.4929554

From the last thread, I think someone posted a pic of a Nuts-style mess of pinkies and cyberdemons. That room is probably the setup.

Is the music still the same?

>> No.4929556

Try playing it first

>> No.4929558

that's what I thought

>> No.4929561

>Is the music still the same?
>I think someone posted a pic of a Nuts-style mess of pinkies and cyberdemons.
That is in the map, kind of.

>> No.4929562

oh shit forgot trip

>> No.4929565

Newfag here, started playing Doom earlier today. It's fucking awesome but E3M2 is kicking my ass. I run out of ammo way too fast and the flaming skull lads are madmen

>> No.4929570

Learn to conserve ammo, I often find myself punching pinkies whenever possible, chainsawing imps works too, though that can be kinda risky.
Infighting is also your friend, monsters are stupid and if one shoots another there's a good chance they're gonna try to kill eachother.

>> No.4929571

>Punching pinkies
Jesus I never thought of doing that

>> No.4929572

Berserk lasts forever until you exit a level or die
Make some use of your fist

>> No.4929574

Actually here. This may help

>> No.4929575

Fucking how?

>> No.4929579

I'm too scared. My missions have been shotgunning the shit out of things and kiting them

>> No.4929582
File: 126 KB, 500x380, omaewamou.png [View same] [iqdb] [saucenao] [google]

If you're new to Doom, and come from other shootan games, the fist might seem like something that should never be used.

When you begin to learn how enemies behave and how pinkies can be melee baited, you'll learn your fists can be a reliable means of defending yourself, though it's risky to take on anything bigger than a pinky without berserk.

When you have berserk, however, anything can be laid to waste.

>> No.4929592
File: 24 KB, 726x1096, E3M2_map[1].png [View same] [iqdb] [saucenao] [google]

Learn your pro doom monster strats. Never leave home without them. >>4929574

Boogerhand is tough because it's such a weird space to get your head around. Consult your automap regularly - the majority of the pickups in the level are hidden inside alcoves, so if you don't know to go in them, you'll go dry quick.

>> No.4929602
File: 25 KB, 725x191, Doom-Lost-soul-video-game-h1[1].jpg [View same] [iqdb] [saucenao] [google]

Also, little tricks: Lost Souls (flaming skull lads) can cause infighting with other monsters if they charge into them, just like how monsters can infight when they attack each other.

If an LS is charging you, you can shoot it mid-charge and it'll just start floating away. It'll keep floating until it touches something else, like a wall or an enemy, and then go back to normal. It's a good way to get some distance, especially when you've got a wide area for them to float around in. Don't touch them when they're floating though, because they're still in "attack" animation, meaning they'll still hurt if you run into them.

>> No.4929608

Also listen to the sounds around you. if you hear a door opening or a lift moving when you movearound, chances are you have triggered a secret that opens when you cross a certain line, and it stays open for a short time.

Also look for irregularities in he map (like a torch of different color, or a texture that is slightly off) - that might be a secret too.

>> No.4929619
File: 115 KB, 498x306, 1532425636520.png [View same] [iqdb] [saucenao] [google]

>map has a waterfall
>no secret behind it

>> No.4929625

If something isn't dead, shoot it until it becomes the opposite of alive.

>> No.4929627

Thanks everyone, I smashed it.

>> No.4929636

E3 is where everything gets fucked up level design wise. Enjoy it

>> No.4929641


>> No.4929643

Doom Barracks Zone

>> No.4929685
File: 445 KB, 800x450, Screenshot_Doom_20180725_145059.png [View same] [iqdb] [saucenao] [google]

I'm starting to like these textures.
They're not really HD,they give a more dirty and creepy vibe to Doom.
Tried with PB to see if the game gets too laggy and so far it was fine.

>> No.4929705
File: 594 KB, 1057x704, notgoodatdoom.png [View same] [iqdb] [saucenao] [google]

I get lost and I'm not good at Doom

>> No.4929714

What's the texture mod called? Looks neat.

>> No.4929716

Which is the good way to do it.

>> No.4929727 [SPOILER] 
File: 721 KB, 1920x1080, 1532524904486.png [View same] [iqdb] [saucenao] [google]

This game isn't actually that fun on account that you only have melee.

>> No.4929728

Spidey is fucking enormous and requires a lot of room to move.

>> No.4929730
File: 181 KB, 598x357, Ask_me_about_DOOM.png [View same] [iqdb] [saucenao] [google]

Just played Hideous Destructor with Diabolus Ex, a surprisingly good fit, I still have no idea how the Cyberdemon on the cyber bridge suicided himself however.
And the final battle in the roof would have been fucking impossible if not for me finding a backpack with two of those ghost marine summons.

>giving the archvile a teleport
>the caco deals spash damage
>you can waste a revenant with 3 shotgun shots
man this shotgun is almost too useful, I love it
>cant get the hang of the grenade tripwire trick no matter how many times I try
for a mod that prides itself on realism it sounds kinda silly to arm a grenade with string and some bubblegum, maybe its actually a thing, I dunno
>enemies resurrect randomly
I wasn't playing on nightmare
>tiny pinkies
its funny but why
>the big pinkies have improved cloack

It was quite fun all in all, as punishing as expected and then some, what else should I try this thing on?

>> No.4929732 [SPOILER] 
File: 619 KB, 1920x1080, 1532525021467.png [View same] [iqdb] [saucenao] [google]

And they have fucking projectiles

>> No.4929736

Cacodemon Textures

>> No.4929738

They only know biting, so you can kite them pretty easily.

>> No.4929745 [SPOILER] 
File: 1.66 MB, 1920x1080, 1532525437687.png [View same] [iqdb] [saucenao] [google]


>> No.4929747

Playing it with Russian Overkill?

>> No.4929750

>not really HD
>600mb texture pack with 4k res textures

>> No.4929752

I wish that Colorful Hell had compatibility with other idtech1 games.

>> No.4929756


The only way to deal with these unholy creations.

>> No.4929764

I meant that it doesn't simply aims to be some HD texture pack but also makes the game look different.

>> No.4929779
File: 335 KB, 800x450, Screenshot_Doom_20180724_203901.png [View same] [iqdb] [saucenao] [google]

>> No.4929801

is there a standard resolution version?

>> No.4929814
File: 322 KB, 1280x1303, he's a girl.png [View same] [iqdb] [saucenao] [google]

>still no Brutal HDoom 64 Eternal wad

>> No.4929820
File: 926 KB, 500x375, berserk harder.gif [View same] [iqdb] [saucenao] [google]

Well, with berserk you can Detroit Smash any mook enemy, and some larger ones, with the right opportunity, but some I wouldn't.

I wouldn't wanna go toe to toe with a Baron because they can claw really hard and you can't bait them like you can a Revenant.
Either you're next to him and his attack contacts as melee, or you're not and he sends a fireball flying.

Meanwhile, the mentioned Revenant has them separate, so you can get up in his grill and bait him to try to punch you, and with good timing you can consistently punch him in the skelecock.
For Mancubodes and Arachnotrons, they don't have a melee attack at all, so if you have something to dive behind to avoid intermittent hellfire, you can keep smocking them until they're done (mind these two are hard to melee in vanilla Doom due to hitbox pecularities)
Arch-Viles are scary, and fast as lightning, but if you're stuck in a space with one, and there's at least a pillar to break his line of sight for his devil magicks, you can Berserk punch the guy fairly easily, if nobody else interferes too much.
Meatballs are like made for Berserk, they have NO attacks, and if you keep staying in his way, you can keep aborting his skull children.

Super Sci-Fi Steroids are bretty gud stuff.

>> No.4929821

Oh no the little bunny got impaled at the end

>> No.4929825

And now you feel the weight of the greatest tragedy in video game history

>> No.4929828

How do I load a custom textures wad into GZDoom Builder? I've added the wad to my list of resources, but none of the textures show up.

>> No.4929829

I think in many pretty good ways though.
E3M5 is really the only level of the episode that I hate.

>> No.4929831

Gameplay mod where you take revenge as the bunny when

>> No.4929834

I'd play DoomBunny

>> No.4929841

Im mapping for quoth2 in trenchbroom 2.
For some reason biohazard explosive boxes wont appear in map no matter what I do.
Also I made some crates out of func breakables but whatever I put inside them(ammo or weapon) wont appear, even though the box is much larger than the hitbox of the containing item. Getting a bit frustrated here

>> No.4929842
File: 814 KB, 1920x1080, Screenshot_Doom_20180725_102306.png [View same] [iqdb] [saucenao] [google]

I have a bad feeling about this. How did I even get here?

>> No.4929845

This is Epic 2,right?

>> No.4929850

You need to like, take some .webms or at least more screenshots of this shit, because the slaughter Epic 2 gets up to at times must be completely wild with Hideous Destructor.

>> No.4929858

Quoth 2? What's that?

>> No.4929862
File: 583 KB, 1600x900, Screenshot_Doom_20180725_094004.png [View same] [iqdb] [saucenao] [google]

Am I having some glitch with the AI not noticing me or is this how AA works?

>> No.4929869
File: 731 KB, 1920x1080, Screenshot_Doom_20180725_103906.png [View same] [iqdb] [saucenao] [google]

Holding up so far. The worst is yet to come, though.

It's Alien Vendetta's infamous Misri Halek. This map is long as fuck even in vanilla. UV-MAX record is almost 14 minutes.

>You need to like, take some .webms or at least more screenshots of this shit
I've been streaming it. Going live momentarily. Just search hideous destructor on twitch, should be obvious from there.

>> No.4929873
File: 540 KB, 1600x900, Screenshot_Doom_20180725_094614.png [View same] [iqdb] [saucenao] [google]

Yeah this is really weird. What the hells going on, did I accidentally fuck up a setting?

>> No.4929879

Weapon WAD?

>> No.4929881

I meant quoth version 2, the newest one, sorry

>> No.4929884

Are you playing with the patch for Map 20? Also, did you try doing the Black Label levels?
Russian Overkill.

>> No.4929886

Just started 2 and I'm already kind of sick of it. It hasn't done anything different than the first although it feels a bit smoother, but that might be placebo. The map design is kind of dumb, I'm on map 4 right now and there's some bullshit with boxes and it's just tedious. Does it get better?

>> No.4929887
File: 456 KB, 1600x900, Screenshot_Doom_20180725_095242.png [View same] [iqdb] [saucenao] [google]

Yeah Russian Overkill
and only other mod is ketchup
Pretty sure there is something wrong here

>> No.4929898


>> No.4929906

>None have stuck, and likely none will stick.
Thankfully. Discords have been the death of generals more than once.

>> No.4929915
File: 1.64 MB, 1275x720, gzdoom-lads.webm [View same] [iqdb] [saucenao] [google]

This is pretty nice.

>> No.4929916

It gets weirder. There are some real high points, but Doom 2 is a much odder, more experimental bag compared to Eps 1-3. I think it's worth seeing at least to be surprised by the directions they go.

Incidentally, you did beat Episode 4 in Ultimate Doom, right?

>> No.4929917
File: 5 KB, 746x32, 2018-07-25-170956.png [View same] [iqdb] [saucenao] [google]

Y'all better set this option when you're playtesting your mods or I'll eat your lunch money.

>> No.4929919

Wait, wait, wait. I didn't know this had been released!

>> No.4929920
File: 287 KB, 540x718, 1485989612151.png [View same] [iqdb] [saucenao] [google]

>mfw demons turn the abandoned Phobos station into a nightclub

>> No.4929923

Best girl.

>> No.4929924
File: 752 KB, 640x400, poisonyourhamster.png [View same] [iqdb] [saucenao] [google]

What's next, you'll poison my hamster?

>> No.4929927
File: 49 KB, 500x381, 1438808013077.jpg [View same] [iqdb] [saucenao] [google]

>tfw want to get into both Doom RPG and Hideous Destructor but the list of keybinds for both is so gigantic I start getting dizzy

>> No.4929929

>Colorful Heretic
Just imagine.

>> No.4929931

You can use Champions to get your fix for that, atleast.

>> No.4929936

Oh no I didn't, I read that episode 4 was made after Doom 2 so I thought I should play 2 first

>> No.4929945

Colorful Hell, but you can have every single idtech1 enemy in a single game if you want.

>> No.4929949

Play Ep 4 first, if only because it's easier to go from having fewer enemies and weapons in 1 to having more in 2 than vice versa. Also, Doom 2 is tougher than 1, and E4 is a good stepping stone from one to the next. Also E4 is the best episode in Doom 1

>> No.4929953

You thought good, don't worry.
E4 does ramp up the difficulty quite a bit from both original Doom and Doom 2

>> No.4929963
File: 12 KB, 400x225, hyperblaster alternate quake2.jpg [View same] [iqdb] [saucenao] [google]

My reasoning is that the SSG could then be nerfed to about 100 damage instead of 120, that means unless you're point blank you could blast an enforcer and not completely kill it by failing to get all the pellets to connect.

And also because I felt the Hyperblaster should have been the equivalent of the meatgrinder that the chaingun is. Because it uses cells the ammunition is expensive for the feat of delivering that level of DPS (increase the fire rate by about 50% or have a single spin cycle before ramping to full).

Im not sure if they were limited to the 10tic timeframe of Quake1 in that game, but after ramp-up the hyperblaster could deliver 2 bolts per attack. Or like the SNG from Q1 it could start firing Brighter colored bolts that cost 2 cells each and do 30 damage a pop.

I also feel the hyperblaster should have had a chaingun style appearance. Used future maybe, with possibly oversized whiffle-ball style barrel shrouds (d64 style).

And like the one tech monster from AD that fires red nails, they could have had a hyperblaster strogg which sprays (full damage) hyperblaster bolts. That would have been more terrifying than the gladiator or the beasts.

The Spider Mastermind is too easy to kill and takes up a yuge amount of space. The latter is probably the more limiting factor for a map designer (eats up 256 map units). But really the Spider is about as dangerous as a Archvile without the ability to resurrect monsters. Its not so much a boss like the Cyberdemon as a target objective to be eliminated, that just happens to have some self defense ability.

The Spider Mastermind chaingun dishes out serious damage but if you shoot it back with a plasma gun or chaingun it will get interrupted pretty quickly. You might take 50ish damage. Which is nothing compared to what the Cyber can do. But it is a wonderful enemy to get into infighting with others because of the wide spread
> player doesnt get fazed by injuries he just grunts

>> No.4929964

I'm on way too shitty of a connection to watch streams right now. Is any of this being recorded or condensed into some supercuts or something?

Also, I knew I recognized that shit, you've got a lot of fucking patience to play Alien Vendetta with Hideous Destructor.

>> No.4929968

>Tricks and Traps
What the fuck is this fucking bullshit, it's the kind of stupid map you make when you're bored or just testing out how to make maps

>> No.4929969

I feel you anon, this and the pit makes me stop playing

>> No.4929974

you probably have a case of Sandy Petersen aversion, his maps tend to be the more outlandish ones

>> No.4929975
File: 1.09 MB, 1267x1920, caco ride.png [View same] [iqdb] [saucenao] [google]

Doom 2, compared to Doom, has somewhat weaker map design overall.

The new monsters do a lot to create interesting scenarios (and the community has proved that for decades now), and there are some pretty strong maps in Doom 2, but there's also some pretty mediocre, and even outright poor ones.
I would suggest trying to tough it through until you've beaten Map 11, then you've seen most of Doom 2's strong side.

Whether or not you want to continue from there is up to you, I'd suggest you do just to have it done, and for reference and experience (and there are some maps worth playing later on), but in terms of gameplay and exploring, it really doesn't ever reach the same heights for most of the rest of the game.

>> No.4929978

Ah damn that's a shame, I'll continue to at least map 11 then.
I think so, I looked it up and all the maps I liked like the Gauntlet and Dead Simple were made by American McGee and the ones I hate are by Sandy Petersen

>> No.4929980

not retro, but i love doom 3... cept no one else does.

>> No.4929987
File: 1.83 MB, 1920x1017, Screenshot_Doom_20180725_125619.png [View same] [iqdb] [saucenao] [google]

yep, also Id suggest using the Doom 64 weapon stuff and textures on Moddb
it becomes gloomy and creepy as fuck
>yeah im using xBRZ_4 old filter with nearest trilinear

>> No.4929991

A lot of people hate Sandy's maps in Doom 2, and there's some weight to that, because they were on a rush and Romero's frequent absence meant Sandy had to pick up his slack (under pressure), so they're not all gems.

But I think maps like Tricks & Traps, Refueling Base, and The Chasm, are pretty damn good.
And if you look at his maps in Quake, they are very good, and he has a much more consistent visual style this time around.

>> No.4929994

Sandy maps in Quake were dungeony as he likes it

>> No.4930004
File: 90 KB, 274x245, diablo2 panther WTF.png [View same] [iqdb] [saucenao] [google]

ammo grows on trees
carry 9 weapons each with its own specific ammo
the only dangerous monsters are possibly lost souls and cacodemons
absolutely underwhelming
> plasma rifle is underwhelming when traditionally its supposed to be a highAF dps weapon
No need to really even use the rocket launcher or chaingun
> Chainsaw doesnt stunlock demons

Its a clusterfuck anon
Its an absolute clusterfuck

And as for the graphics... while it does have some nice lighting and effects going for it, even back then at that time I criticized the texturing on the models for looking like they were made of plastic (even if they were higher resolution, the way they were textured absolutely sucked compared to other modeling from around that time - Pic related is the panther woman from D2 and that was several years prior, and is almost the same quality)

>> No.4930009

Yeah. He's an old guard nerd, through and through.

I wonder if he's a fun GM?

>> No.4930020

>ammo grows on trees
I'll give you this, mostly BFG edition though
>carry 9 weapons each with its own specific ammo
not the norm?
>the only dangerous monsters are possibly lost souls and cacodemons
I somewhat agree only bc other enemies appear behind or jump infront after you open a door. Not ideal but it does mix things up.
>No need to really even use the rocket launcher or chaingun
Rocket launcher worked great against Mancubus and Revenant. Chain gun for practically any enemy when not using the plasma gun.
>Its a clusterfuck anon
Vanilla is in some areas, BFG is entirely.

>> No.4930025

I thought Doom 2 was really cool when it was supposed to be hell on earth and in those stages like downtown and suburbs and stuff you could really see that they tried to create that albeit limited to the resources they had back then.

>> No.4930029
File: 2.01 MB, 1920x1080, DarkXL 2018-07-25 13-16-33-497.png [View same] [iqdb] [saucenao] [google]

well, Darkforces XL works perfectly

>> No.4930051
File: 1.15 MB, 1920x1080, DarkXL 2018-07-25 13-22-29-988.png [View same] [iqdb] [saucenao] [google]

and it kinda bothers me a bit that the pickup sound for powerups and weapons is the same as the default build engine pickup sound (aka duke3d)

>> No.4930061

Except for the beginning part of the game I pretty much just Machinegunned and Plasma Rifle'd my way through the game.
I wasnt forced or compelled to use any other weapon, and trying to use the shotgun due to overflowing ammunition made me seriously have to go out of my way to do that.

And the Chaingun and BFG are probably the only weapons in the game that dont have overflowing ammunition. Since the plasma rifle does as much as the chaingun (instead of twice as much, hint hint) that means I might as well not even have the chaingun. I think I picked up the plasma rifle about the same time as the chaingun too, my memory is fuzzy about that.
> 9 weapons
Yeah but in doom1/2 you only had 7 weapons. Realism aside there's something shitty about carrying such a wide arsenal and many of the weapons in it become superfluous.

There should have been ammunition sharing, and weapons being replaced when you pick up a better one. Chaingun and Pistol should have used the same ammunition (they both did 14 damage) and you should've lost the Pistol when picking it up.

Doom3 didnt come with an SSG and it should have, and it should have replaced the Shotgun when you pick it up.
Plasma Rifle and BFG should have used the same ammunition
Rocket Launcher should have used Grenade ammunition like Quake1 (I feel the same way about quake2 though).

>> No.4930064

>And also because I felt the Hyperblaster should have been the equivalent of the meatgrinder that the chaingun is. Because it uses cells the ammunition is expensive for the feat of delivering that level of DPS (increase the fire rate by about 50% or have a single spin cycle before ramping to full).
I actually would've preferred the opposite, having the chaingun be the impractical monster that only shines for heavy duty combat, and on the other hand have the hyperblaster be more like a weaker, but easier to use workhorse blaster rifle. Would probably have to give the BFG a different kind of ammo to make this practical. I think this is pretty much what they did in Q4?

>I also feel the hyperblaster should have had a chaingun style appearance. Used future maybe, with possibly oversized whiffle-ball style barrel shrouds (d64 style).
It already kind of does. Though it's more of a weird mix of a spinning gun and an assault rifle.

>And like the one tech monster from AD that fires red nails, they could have had a hyperblaster strogg which sprays (full damage) hyperblaster bolts. That would have been more terrifying than the gladiator or the beasts.
That's something that always bothered me, there are plenty of enemies using hyperblasters in Q2, but for some reason the game always presented them as (comparatively) low damage threats.

>> No.4930065

I hear about a Doom comic that no one likes, can anyone fill me in on this?

>> No.4930069

It bothers me how Doom 2 ditches much of the level progression style of 1 and instead just tosses a bunch of mostly unconnected challenge maps at you.

>> No.4930073

>Chainsaw doesnt stunlock demons
Haven't played it, but I've seen lots of anons here who seem to like the D3 chainsaw a lot.

>> No.4930078

I like these ideas, they could work nicely for a Quake 2 mod.

>> No.4930091

There is a room comic that noone really likes.

>> No.4930092

I like how Final Doomer turns the vanilla chaingun into the Doom 3 one.

>> No.4930094

I just remember how i hated the Doom 3 chaingun
>Barrel spins before and after shooting
>Still needs to reload

>> No.4930104
File: 1.74 MB, 1400x1000, do-it-for-him.png [View same] [iqdb] [saucenao] [google]

It's a goofy stupid thing that's fun as a meme, but actually has little value on its own merits beyond that. "Rip and tear" is kind of a fun catchphrase, but not one most would take seriously.

You can just google "Doom comic", and you should be able to find scans. It was given out at cons I think, as promotional material.

>> No.4930107

It should have had half the spin-up time, twice the magazine size, and twice the rate of fire, so you could really feel it as the powerful ripping gatling weapon it should have been.

>> No.4930109

> that no one likes
Where the fuck did you get that from?
Everybody loves it! Just ironically. In a "it's so bad it's good" kinda way.
And it gave the doom community perhaps it's biggest meme.

>> No.4930110

Or just remove the reloading

>> No.4930114
File: 2.66 MB, 4000x2105, minigun rifle.png [View same] [iqdb] [saucenao] [google]

I think this one came from Deep Rising (a b-movie) but its a minigun rifle. Best of both worlds.
> toss a low end caliber at it like 5.7mm or 9mm, high volume of fire but low damage similar to the venom minigun from wolf
Hyperblaster could've been like that too I guess.

Enemies in Q2 did nerfed damage that was between 30-50% of what the player did. Unfortunately that means the splash radius on strogg explosives, even though you use the same ammunition, is also nerfed too. When they infight against each other it takes longer for them to kill each other than it does for you to kill them with the same weapons.
> enforcer drops bullets, his gun only does 2 or 3 damage per shot, your gun uses the same ammo and does 8 damage per shot
It does compensate for strogg having quickscoping cyberized accuracy but all iD would've had to do was make them do the same damage and slap a 60% Damage Resistance on the player.
> Which could have persisted and been adjustible into Deathmatch to really make players grind against each other and do ballerina rocket jumps like it was nothing.
> what a fucking waste

Well its like that or you get rid of the Machinegun and only have the Chaingun but the maximum fire rate is nerfed. Two full barrel cycles before it ramps up and it only ramps up once instead of twice.

Another thing I would've preferred ala Q1 is combining grenades and rockets ammunition. Make the grenades look like the traditional brown can that the player twists the cap on the front of it before throwing. Rocket Launcher replaces the Grenade Launcher, press the button to select the RL a second time and it switches modes to lob ballistic grenades.
> This also tones down ammo economy since instead of 50 grenades and 50 rockets, you're only carrying 50 of the combined ammo type.
> Again there's too much frigging ammo in that game too, you're never forced to use the blaster pistol

>> No.4930116

>and twice the rate of fire
To be honest it kind of compensates for this by doing heavy damage per shot.

>> No.4930117

Man Diabolus ex was just so fucking pretty, if only we had a full length ordeal like Ancient Aliens, that would be fucking great.
How do I cure my withdrawal now

>> No.4930121

I think the idea for it was to be like a heavy assault rifle from d44m, notion being that it fires 7.62mm Nato or such. Problem is those bullet belts should be linked to each other, thats the strength of having a belt fed weapon you can take a 50 round belt and turn it into a 200 or 500 round belt.

>> No.4930123


>Everybody loves it! Just ironically.

So...yeah, no-one likes it.

>> No.4930126

>It was given out at cons I think, as promotional material.

The fun part is that no can't find a physical copy.
They said it was reprinted but there's still nothing.

Btw I can't believe it took so long to make a wad based on this comic

>> No.4930129

You can love something for how hilariously silly it is. Not quite the same as just plain not liking something.

>> No.4930130

Play Deus Ex or replay it with Lithium mod.

>> No.4930134

"Doesn't like it" and "Likes it ironically" aren't equals at all!

>> No.4930146

that pic you posted isnt realtime like D3 models, thats the only defence I can give you, would agree that polycounts are low tho, never liked how "spiky" character heads are

>> No.4930147

there's one like that, it's called something like final heretic or ultimate heretic, all monster spawns get random variations with different strengths according to their color. there's also type weaknesses, so a monster type gets more damage from x weapon and takes less damage from y weapon.

>> No.4930152

I knew you people weren't like the rest of the site but jesus.

>> No.4930161

asset pack was released with the mod, you could always make your own maps for it, or wait for someone else to release theirs.

>> No.4930162

the texturing on Doom3 monsters and faces is shit, UT2004 did a better job with much lower system requirements.

>> No.4930165

ut2k4 didnt have real time stencil shadows
different tech for different purposes

>> No.4930172
File: 26 KB, 250x500, !UT2004-TheCorrupt-Cathode.jpg [View same] [iqdb] [saucenao] [google]

The texturing
on doom3 monsters
is shit
did a better job
> the texturing
> the texturing
> the texturing

For supposedly being the frontrunner of FPS technology you would've thought that iD would've actually given a shit and tried. Some parts of D3 were revolutionary, some parts were left to carelessness. It affects the overall Presentation.

>> No.4930175

UT2k4 had realtime shadow maps, though.

Now you're going to tell me that stencil shadows are better, right?

>> No.4930180

they arent, but they are a different tech, much like the difference between RT reflections and SS reflections
yeah fair point, I was talking about polycounts, I dont have good memory for how D3 looked in terms of texture since it was a long time since I played it, but would you mind posting actual models instead of rendered pics?

>> No.4930184

>/doom/ suddenly hates Doom 3
What happened? Did we get an influx of people from /v/ again?

>> No.4930190
File: 250 KB, 500x500, give me a HUUH, man.png [View same] [iqdb] [saucenao] [google]

Given some quality posts in the past few threads I wouldn't be surprised.

>> No.4930192

I have never really seen much praise for Doom 3 here. Mostly just anons saying they liked the chainsaw and that's it.

>> No.4930193
File: 281 KB, 815x579, banner01b.jpg [View same] [iqdb] [saucenao] [google]

Then there's of course, yknow, Unreal Tournament 3 (which nobody or their grandmother played). And it might have come out a couple years after Doom 3 but it had basically the same technology, im going to guess you could do almost everything in D3's idtech that you could've done in UE3 if not more.
And somehow despite about the same polys you get much more gritty, visceral, detailed things and that is 100% to do with the quality of the texture art.
You get NO plastic faces here.

> is that one board here again
No we were correcting someone who erroneously posted here saying they love doom3. Though it is somewhat /vr related because people have been fishing sprites out of doom3 art for years and the d3 chaingun is one of those things that has been poached heavily.

>> No.4930194

Not everyone is willing to look past the series' weakest link.

>> No.4930195

Doom 3 has always been trash this is not new.

>> No.4930196

D3 and UT3 have very different tech, you cant even compare them despite 3 years difference between releases.

>> No.4930197

In UT3 you get plastic everything. Vaseline-smeared plastic, to be specific. It was a thing that plagued most UE2.5 and UE3 titles

>> No.4930243

Doom 3 has always been the redheaded stepchild of the series.
I don't think it's a bad game, but it has flaws, and I can see why many people wouldn't like the game.

All that said, it has inspired content in the community a lot over the years, so I guess we can say it's a 'controversial' or mixed opinion kind of thing.

>> No.4930254

This x 100%

It's obviously the worst entry in the Doom franchise (excluding mission packs + dlc) but considering the impact left on Doom 1 and 2 that's not bad. Haven't even touched the 2016 Doom so not sure what the census is on that one.

>> No.4930267

D44M is good, but it has too much in common with Painkiller

>> No.4930268

you know theres a port of Jaguar Doom to the PC right https://doomwiki.org/wiki/Calico

>> No.4930270
File: 2.43 MB, 2976x3968, IMG_20180725_183553.jpg [View same] [iqdb] [saucenao] [google]

Made this after playing DM4 jam.

>> No.4930273

Never played Painkiller. Is it any good?

>> No.4930275

it's 100% a "get locked in a room and fight the dudes" sort of game, but it's got more interesting maps and weapons than serious sam

>> No.4930279

It wears thin but worth checking out just for it's interesting weapons

>> No.4930284

painkiller: black is the game you want, goes dirt cheap on steam sales but you can pirate it no probs, if you want more "best of" type of experience, painkiller: hell and damnation is just what you want.

>> No.4930297

Good to see traditional drawings here

>> No.4930319
File: 62 KB, 664x468, doom 3 guy.jpg [View same] [iqdb] [saucenao] [google]

I would say Maximum Doom is the worst entry, technically, as that was official shovelware.
But I suppose you could say that for the mainline series, it has a lot of weaknesses.

It'd be neat to try to remake it some day, in GZDoom, a lot of similarities, but also a lot of upgrades and changes. Like not a straight recreation, but something based on its levels, based on its monsters, and only vaguely holding the same style.

Also, I really like Doom 3 Guy, he just looks cool to me. He has the right shifty eyes to be a Doomguy.

>> No.4930327
File: 191 KB, 1920x1080, Screenshot_Doom_20180725_142744.png [View same] [iqdb] [saucenao] [google]

Actually not that bad, once I decided that playing the map straight was for suckers and started breaking shit with the brontornis.

I've got VODs turned on, so you can watch at your leisure (provided it's within the next two weeks) here: https://www.twitch.tv/videos/289065564.. I don't do any fancy editing nor am I any sort of entertaining streamer who would have people volunteering to do it for me. You'll just have to put up with watching me sit around waiting so as to not to die when berserk wears off.

>> No.4930329

he looks like he has a fake zipper in the right

>> No.4930336

First one, or black are great. The expansion is fucking awful. Never played HD

>> No.4930338

Doom 3 is a fantastic game. Loved it.

>> No.4930342
File: 190 KB, 1920x1080, Screenshot_Doom_20180725_144834.png [View same] [iqdb] [saucenao] [google]

And there's a shitty speed time. Could beat the vanilla record of 2:53 with some optimization.

>> No.4930348

Doom 3 if taken as its own game, it's really good. But as a Doom game, I can see why many people didn't like it.
But it has its merits:
-The lore is interesting
-The nice plasma gun sound
-The environments look great.
It inspired some great wads like Darkstar Starship.
-The Hell Knight design which is so good that they reused it in D44M but slightly different.

>> No.4930350

add some health in the bfg room please. being forced to play reality is annoying. thank you.

>> No.4930353

Okay, the Tenements ended up being much better that both Circle of Death and Industrial Zone. If CoD was more or less "Romero goes McGee-style" and IZ was "Romero goes Petersen-style", Tenements is more alike his Knee Deep stuff, abstract and staightforwardly devious.

What I think is (partly) going on is that Romero is some kind of a turbonitpicker, that llllooooooves to search for caveats in others' works while not necessarily having anything constructive to say or to teach them - and that he sort of tries to fake that constructiveness somehow.

Also, there seem to be Romero's levels where he more like tries to nitpick at the player's playing style (Tenements is that kind of level) - and Romero's levels where he more like tries to nitpick at other leveldesigners' levels starting from trying to imitate their respective styles.

What, for me, corroborates that hypothesis is that, well, there were some levels by other leveldesigners that I regarded as purely "Fuck off, Romero!" levels. For Sandy, I regarded for "Fuck off" level his "Fortress of Mystery" (which is something like "good luck imitating something you obviously don't QUITE get - also I incidentally and completely """unintentionally""" broke every single one of you precious and utterly bullshit """rules""" "), for American, his "Hell Beneath" (which is something like "Oh no, you WILL eat it up", he sort of did hit exactly his blind spot with it), and for Willits I suspect his "Wind Tunnels" to be that kind of level. So, in the light of the nitpicking hypothesis at least both "Fortress of Mystery" and "Hell Beneath" more or less fall into place.

Anyway, these are just some thoughts I currently happen to have on the matter, nothing more.

>> No.4930364
File: 31 KB, 500x260, cacodemons_master.jpg [View same] [iqdb] [saucenao] [google]

>The Hell Knight design which is so good that they reused it in D44M but slightly different.

Speaking of design, what the fuck were they thinking with the Cacodemon for Doom 3? I thought it was a joke at first.

>> No.4930370

>"good luck """criticizing""" something..."

>> No.4930372

Not bad, you should save that video and have someone do a supercut of each level.

>> No.4930374

tenements is a boring map that relies too much on "wow surprise this wall had monsters behind it"
every time I go to map32 to test something, I'll play through map16 because it's a fun map with lots of demons to mulch, and then I get to map17 and I lose all desire to keep going

>> No.4930375

It's a good design, just not a good cacodemon design. You feel me?

Like, I really loved the creepy insect version of the imp in Doom 3. But it didn't feel like an imp. It felt like its own thing.

>> No.4930392
File: 200 KB, 1280x800, ominous.jpg [View same] [iqdb] [saucenao] [google]

Y'know, that's some really intense shit with the Archie there, they really are bastards in HD, huh?
I can see why people enjoy some of the tension and challenge of it.

>> No.4930396

Imagine a Final Doomer set for Compendium

>> No.4930398
File: 61 KB, 530x530, 530-90_55bb6598e167e.jpg [View same] [iqdb] [saucenao] [google]

>would you mind posting actual models instead of rendered pics?
But that is the actual model, anon?

>> No.4930401
File: 151 KB, 421x500, b29.png [View same] [iqdb] [saucenao] [google]

>that sky

>> No.4930403

the in-game model anon, and you couldnt even do that since you are posting a hl1 mod

>> No.4930408

What the fuck does the Arch-Vile do? He disappears? And then just wreaks havoc like crazy?

That cyberdemon fight was pretty rough too.

>> No.4930409

Because google isn't being helpful okay

>> No.4930419

Archviles can't be killed through sheer damage. Each time you inflict pain, they'll run away and hide, only to come back with seemingly perfect timing whenever you're not ready for them. If you pain them enough, eventually they'll get tired of your shit and go away for real, but not before leaving you with a curse that'll revive enemies in your vicinity at a later time. Also seemingly only activates when it would hurt you the most.

>> No.4930427

>frontrunner of FPS technology

They indisputably lost that crown to Epic when UE3 hit.

Honestly the problem was likely Carmack. He has a long, documented history of not giving a shit about what the art guys have to say and only caring about pushing the tech.

>> No.4930430
File: 112 KB, 2100x1500, 1508328515760.png [View same] [iqdb] [saucenao] [google]


>> No.4930431

That is devilish.
How much of a nightmare is Hunted with HD?

>> No.4930434

Fuck off.
I like it.

>> No.4930436

Does anyone know how to get the random various monsters from RGH without the RGH part? It doesn't look like colorful doom fits the bill or legendary.

>> No.4930438
File: 502 KB, 403x681, cathode.png [View same] [iqdb] [saucenao] [google]


>> No.4930439

the AAAAA to end all AAAAAs

>> No.4930441

What wad/level?

>> No.4930442

Well, the main problem is that they can revive mass amounts of enemies at once and they take so long to deal with. They're not that dangerous on their own, as long as you keep your eyes and ears open. Worst case scenario, their attack spawns two of those Icon of Sin cubes on you and you don't react in time before they both shoot you and you die because balefire is fucking bullshit since the fire mechanics changed.

>> No.4930447

TNT Revilution, Map 02.

Ostensibly meant to be a sequel of TNT, and to replicate the feel, it doesn't really, but other than that, it's a really good megawad, very cool levels that are real fun.
Easily one of my favorites in recent years.

>> No.4930453

thats something I dont get, in HD enemies will get resurrected randomly even before you find the archvile, is this because you only need to have one somewhere in the level?

>> No.4930465

It's obviously intentionally silly though, so that's not ironic enjoyment.

>> No.4930484

The end has come, the giga-boner has risen. Now the world will know nothing but screaming and doots.

>> No.4930491

Dooki nooki saves the churno

>> No.4930492

I don't know what RGH is but you can check out the mod Shades of Doom. It has lots of monsters and you can turn on chaos mode to randomize the skin of every monster on the map. Or turn on forced themes so each level will have a theme with a certain set of monsters that fit together thematically.

>> No.4930494

do the monsters of Shades play different from vanilla?

>> No.4930496

Unfortunately by he looks of it, those damn alien bastards have done irreparable damage to her spine

>> No.4930497
File: 175 KB, 480x383, 36387670_1827590804202796_8884366716243542016_n.png [View same] [iqdb] [saucenao] [google]

I don't want to flame on the forum, but can someone have the patience to explain to me why Hideous Destructor is regarded as one of the best thing ZDoom has produced?
I simply can't find the correlation between Doom and a realistic simulator (an incredibly crappy and clunky one).
But then again, these are the same people who think Brutal Doom is trash, so it probably boils down to just having shit taste.

>> No.4930505

Why does Cirno need saving?

>> No.4930507

Not as far as I can tell. Just skins.

>> No.4930509

>but can someone have the patience to explain to me why Hideous Destructor is regarded as one of the best thing ZDoom has produced?
It appeals very well to *a certain kind of taste*.

It's not what I would play, not my kind of thing, but it makes Doom very challenging and complex, which is extremely appealing to some people.

>> No.4930510

No, that's another mechanic called Frag in the lore, more experience players would call it vileshards. Various actions such as killing healer imps or barons, using the BFG to recharge empty cells, blowing up inanimate explosive barrels, inflicting pain on archviles, etc. etc. will cause Frag to be emitted, which are little green sparks that float around the level looking for enemies to revive. You can prevent it from doing so by gibbing corpses with the chainsaw or crushing them with a door. Which option is better really comes down to the enemy in question and just how much Frag you're dealing with. A crushed enemy can't be revived at all, but the Frag won't dissipate on its own, so it'll be more likely to revive enemies as you're fighting them. A gibbed corpse can be revived, but the first shard that hits it only rebuilds the corpse. A second shard is needed to revive it properly, and you can interrupt the process by simply gibbing the corpse again. Bigger enemies that can't be gibbed mostly require more than one shard as well, although some of them are restored to partial functionality first. Arachnotrons and pain elementals will just die if they haven't gotten enough shards yet, while barons like to stay standing and launch attacks, though you can put them back down in a single hit in that state.

>> No.4930518

HD seems to be for:
>difficulty junkies who know their prodoomer strats like the back of their hand and cannot play anything below nightmare anymore
>hardcore /k/ anons
>people who really value inmersion
>people who just want to rock the boat and play something different
>elitist types
one or more may apply at the same time

>> No.4930521

That's a really complex layer of gameplay.

I'm not fit for Hideous Destructor, but I'm very impressed at people who are and take things like that into account with their strategy.

>> No.4930523

Use a fucking paragraph break.
No one likes to read like that.

>> No.4930531

well, thats bullshit
its also really interesting and pretty clever I might add
still bullshit tho
is there anything else I should know about this fucking mod that isnt covered in the manual? I barely started with this thing and getting used to how it plays

>> No.4930535

better dead than reddit spaced, amirite?

>> No.4930539

If mark made maps full time and stopped making brutal doom stuff he would be a lot better liked around here.

>> No.4930543
File: 95 KB, 625x626, cirno makes a point.png [View same] [iqdb] [saucenao] [google]

>But then again, these are the same people who think Brutal Doom is trash, so it probably boils down to just having shit taste.

>> No.4930546

There's a difference between paragrahping and spacing between every single complete sentence like a spaz.

I don't think it's THAT rough to read.

Probably true. He can actually map well when he tries.

Didn't even read that far desu.

>> No.4930549

Good point.

>> No.4930556

>/doom/ has a consensus

>vagueposting over literally nothing

>> No.4930558


Good shit, my dude.

>> No.4930563

just f'kin shoot it

>> No.4930564


>> No.4930568

but he wouldn't get money from Fatreon

>> No.4930570

>What I think is (partly) going on is that Romero is some kind of a turbonitpicker, that llllooooooves to search for caveats in others' works while not necessarily having anything constructive to say or to teach them - and that he sort of tries to fake that constructiveness somehow.
>Also, there seem to be Romero's levels where he more like tries to nitpick at the player's playing style (Tenements is that kind of level) - and Romero's levels where he more like tries to nitpick at other leveldesigners' levels starting from trying to imitate their respective styles.

this is the exact opposite of what happened
romero didn't test or critique shit, he just slapped something together and played DM the rest of the time

stop making shit up in your giant walls of text

>> No.4930572

Radical. Can we get a version without the shadow in the lower left?

>> No.4930573

There's nothing else like it. Not in Doom mods, not in video games period. Milsims just pit you against human opponents with real current or historical guns. Other games that offer varied weapon sets and enemy rosters don't bring any comparable level of detail. And none of them are compatible with Doom's unmatched level library. Since it fills a niche that nothing else even tries to, people who enjoy that niche will naturally be very passionate about it.

>> No.4930580

unfortunately thats not what RGH does. It just seems like it expanded the enemy roster to crazyness where you'd find gray barons with cyberdemon like rockets or orange cacos that can fire fast magic balls and other things like that. It didn't work like colorful/shades of doom with color/skin swaps and it didn't work like the legendary monsters either. It's hard to explain cause the only way I can think of is to play RGH and see for yourself. But I want it's enemy part with other mods and I just can't seem to find how.

>> No.4930582
File: 33 KB, 480x375, 55c.jpg [View same] [iqdb] [saucenao] [google]

Hey, look, it's another episode of hating a Doom modder that's put a ton of well inspired effort into popularizing Doom modding and bringing great content for people to enjoy for wanting to monetize his effort

>> No.4930584

oh hi mark

>> No.4930585

>put a ton of well-inspired effort
>and bringing great content for people to enjoy

>> No.4930592

I looked up RGH and the first thing I saw was someone screaming RELOADING while reloading a COD skin gun. Nope. Just nope.

>> No.4930593

what Mark needs its the budget and the proper video game engine to make the overbloated immersive sim of his dreams a reality
it will be the first title of what shall become the "BR Jank" genre

>> No.4930594

>great content
almost got me there

>> No.4930595

Hi Mark can you make brutal doom compatible with hdoom pls

>> No.4930602,1 [INTERNAL] 

like flies on shit

>> No.4930598

ik I laughed

>> No.4930602

Turn off joystick. If you have a controller plugged in and its deadzone is too small this will happen. Just happened to me with my 360 controller.

>> No.4930604

If he started making a boom mapset, I'd pitch him a dollar or two, just to encourage him.

>> No.4930607
File: 463 KB, 600x900, triangle-basic-black.jpg [View same] [iqdb] [saucenao] [google]

I don't mind modders monetizing their work.

Pillowblaster & Hege have patreons, I don't see anything wrong with that. I've donated money to Term & Kegan & Revae.
The simple fact of the matter is that if Mark didn't do Brutal Doom, his Patreon would flatline. But on the other hand, getting booted out of nearly every community and closing up its development without an open forum to give feedback & input & opinions on has also lead to Brutal Doom's current state. It's features for the sake of having features, spinning his wheels, implementing something halfway and then dropping it just so he can continue working on it later and bring in huedollars.
Modders making content for $$$$ is p cool. But Mark is Yanderedev as a hue. Got a niche that appeals to everyone else, no fucking sense of scope, got all of his best work from "volunteers"/other people, panders to youtube e-celebs/literal children, rides & fans drama to bring more attention to himself, dismisses all criticism as some kind of cult, codes like a pajeet, and thinks he fucking saved the scene.

pic unrelated

>> No.4930614

>implying ZDoomers could drop flaming over menial shit and get a grasp of the bigger picture and support something that doesn't pander to them

>> No.4930615

You think I give a fuck about how much money mark gets from patreon? Just about the only things mark is good for is
1) Introducing people to doom mods
2) making the occasional good map/mapset.

Brutal doom is only cheap fun at the very best and doesn't come near to the level of creativity of other modders/mappers.

>> No.4930616

Actually play it before you knock it.

>> No.4930623
File: 8 KB, 231x219, images.png [View same] [iqdb] [saucenao] [google]

>that 20 year old ZDoomer who still plays Brutal Doom

>> No.4930625

fucking gay, fag

>> No.4930627

Why don't you post a level you've designed yourself?

>> No.4930642

>I've donated money to Term & Kegan & Revae.
So that was you... Thanks!

>> No.4930643
File: 194 KB, 557x605, 1531267797918.png [View same] [iqdb] [saucenao] [google]

I got introduced to Doom through Brutal Doom and now I play with only the Dead Marine mod and Smooth Doom monsters. I'm also learning to map and use Decorate. I love the community for this game.

>> No.4930646

Thanks for the tip. I always have a 360 controller plugged in, so it sounds like that's probably what it is.

>> No.4930651

I had an idea for a new glory kill in doom eternal that i wish would be implemented. no way its going to happen, but here's my idea:
>imp is up against a wall, staggered
>Doomguy turns him so that he's facing Doomguy
>Doomguy headbutts the imp into the wall over and over again until the remains of his head are hanging off his spinal cord
>doom guy throws the imp down and then wipes the blood off his visor with his right hand
>animation over

I'm imagining the sound effects too, the helmet smashing the imps head would sound like the flesh getting crushed and then eventually doomguy is ramming his head against the wall behind the imp and it makes a CLINK sound a few times. Then he wipes his visor and it sounds like when you clean your windshield at a gas station with that little piece of plastic, like VVVVHIP.

Maybe I'm retarded but I like my idea.

>> No.4930656
File: 435 KB, 989x589, 1528611548619.png [View same] [iqdb] [saucenao] [google]

>tfw introduced to Doom through Doom 64

>> No.4930658

Oh hi Mark.
How's your mod life?

>> No.4930660

That's an unusual way to start but hey you gotta start somewhere.

>> No.4930661
File: 117 KB, 251x321, tumblr_oyty0sCQcE1r0x1nyo2_400.png [View same] [iqdb] [saucenao] [google]

>TFW there are people in the fanbase who don't know who is Daisy.

>> No.4930663
File: 328 KB, 1280x720, Screenshot_Doom_20180723_113509.png [View same] [iqdb] [saucenao] [google]

Personally I had shareware Doom on my late dad's computer as a kid, but my real exposure to the full deal was through the PSX port, and then some several years ago I found these generals, got the full iwad set and started Dooming for real. Though I did later buy all of the games legit.

>> No.4930665

does the DERP in HD reload when you pick it back up or do you have to reload it when deployed?

>> No.4930673


>> No.4930680

I believe you put in whatever mag is selected in the manager when you deploy it, but it might prioritize full mags over partials or empties.

>> No.4930682
File: 292 KB, 787x612, tumblr_oso8zmPqGV1uckvemo1_1280.png [View same] [iqdb] [saucenao] [google]

>The sweet satisfaction of accidentally telefragging a Shambler.

>> No.4930683

makin' momma proud

>> No.4930684

fúck you nigger ut3 was really fun just looked too much like gow but itger than that it was really tits lmao

>> No.4930685

Just remembered Doom 3 also had those oxigens sections, which were like a shit version of toxic floors and needing the rad suit

>> No.4930695

didn't those sections last all of 45 seconds?

>> No.4930697

What is the best coop setup for doom? Any similar games you can coop? I am playing through duke nukem 64 with a buddy and want to find more coop to play. It's just me and him so 2 player online coop is all that matters.

>> No.4930702
File: 2.60 MB, 2976x3968, IMG_20180725_233646.jpg [View same] [iqdb] [saucenao] [google]

Sure, there you go.

>> No.4930705

Momma niggurath

>> No.4930707
File: 43 KB, 480x350, CnlyTi4UAAATi6Q.jpg [View same] [iqdb] [saucenao] [google]

I was searching for some Quake ad that circulated back in the day... Great times even for said advertisements.

>> No.4930715

Ok, thats it, I decided to do something, so I downloaded GZDoombuilder bugfix, which is apparently is the one currently maintained, maybe I should use the original Doombuilder?

Im also a bit confused about the other editing tools listed in the tutorial section like SLADE and DECORATE, can you use these for everything or do you favor one for enemies, one for weapons and one for other things like items and HUD? I could figure mapping but I have no fucking clue about the programming side of things

>> No.4930732

Slade is the tool most people use for most non-mapping needs, like writing code and adding/paletting art. Decorate is the language for adding custom actors (enemies, pickups, etc.). ACS is a scripting language that many people use to make custom HUDs. There's also ZScript (which can make custom actors and HUDs, among other things, all in a more advanced way), but it's more like an actual programming language so I wouldn't recommend it to newbies.

>> No.4930737

absolutely, i am 100% against monetizing anything related to my favorite hobby. money ruins everything.

>> No.4930739

>ACS is a scripting language that many people use to make custom HUDs.
only when absolutely necessary
SBARINFO is the standard way to do HUDs, but sometimes you need more complicated behaviour that it can't deliver

zscript replaces the need for both, if you're willing to learn them

>> No.4930741

spoken like a true communist

>> No.4930748

worse, there are people who think the random rabbit that gets eviscerated in a random field somewhere on earth in the cutscene at the end of the first game is actually literally doomguy's pet rabbit

>> No.4930749

What an absolutely fucking idiotic statement.

>> No.4930751
File: 210 KB, 1129x768, CUwYAOlWIAAJtYP.jpg [View same] [iqdb] [saucenao] [google]


>> No.4930754

it's true though. what hobby hasn't been ruined by increasing monetization? look at the internet, the more big money comes into it the worse it gets.

>> No.4930758
File: 121 KB, 457x506, Brutal Doom 2.png [View same] [iqdb] [saucenao] [google]

but he isnt and he wont

>> No.4930761

Money is means, means lets you do things.
No money means you can't have a computer, can't have games, nothing is made.

Doom exists because there was money, they made money on their previous product and decided to make another product.
Fuck off.

>> No.4930763
File: 59 KB, 480x498, 1503676535683.jpg [View same] [iqdb] [saucenao] [google]


>> No.4930775
File: 113 KB, 894x870, 550 DOLLARYDOOS A MONTH.png [View same] [iqdb] [saucenao] [google]


>> No.4930776

jesus chrsit what the fuck is this code

>> No.4930778
File: 34 KB, 378x349, 1530362199428.png [View same] [iqdb] [saucenao] [google]

>that 30 year old doomer who sits on the odamex IRC waiting for someone to log in

>> No.4930780

>game Doom
>health specified for +CORPSE
>0-duration frames on everything

>> No.4930781


>> No.4930783

literally why would you need +CORPSE

>> No.4930787

what would be a good retard-proof progression route to take?
for now I think I should just focus on the mapping, save myself the headache of trying to mess around with weapons when I have no drawing skills to begin with, at least for now.

>> No.4930789

>scale 1.1 on an actor that's literally just TNT1 A 1

>> No.4930794

More people need to see this.
Just holy shit.

>> No.4930795

I dont speak computer what Im supposed be upset about

>> No.4930796

That, and the green toilet.

>> No.4930797

all of it really
the one good thing about it is that it's not all on one line

>> No.4930802

I'm no Decorate expert, but... Why would the lines BLOD and XDT1 even be necessary if they last for 0 tics and do nothing?

>> No.4930808

BLOD A 0 is necessary so that the Splash state exists
the XDT1 line is completely pointless

>> No.4930824

The XDT line is most likely Mark using 0 tics as a //comment

>> No.4930829
File: 93 KB, 481x784, 73b.jpg [View same] [iqdb] [saucenao] [google]

Someone is going to defend this.
No matter what, despite the proof.
This is what happens when you get banned in every Doom related forum and the only places where you can get feedback are YouTube and Moddb.

>> No.4930836
File: 918 KB, 408x311, 1502446516806.gif [View same] [iqdb] [saucenao] [google]

>banned from every doom forum
can someone give me the basic gesalt?

>> No.4930838

metadoom has it where if a jumping enemy gets hit on mid air, they jump again, to go higher

>> No.4930845

> xdt1 efghijk 0
> sprite name
> frames
> zero tics

> +missile
> +nodamagethrust
> +thruactors
> +bloodlessimpact
> damagetype blood
specify all that damage related shit when you just have it never collide with anything that can take damage

>> No.4930848

they goomba stomped your bullets

>> No.4930853

A kid made a post in Zdoom Forum where he said he wanted to commit suicide,Mark answered linking to a guide on how to kill yourself.
Regardless if it was real or not it felt tasteless.
On top of that there were hundreds of kiddos on other forums harassing modders to make the mods compatible to BD. The rest is history

>> No.4930858
File: 95 KB, 252x264, b08cd382-5de5-472e-90b3-c5201306c0c1.png [View same] [iqdb] [saucenao] [google]

I feel bad for my own code. I'm still learning DECORATE, and it's the only programming language I've been able to learn.
I don't use if-else statements at all. (i really should)
But... what the fuck. Even I know not to use sprites that aren't TNT1A0 on zero duration frames. What the hell does this actor even if do if all of its frames are instant or invisible?

>> No.4930859

always funny when wierd bugs like this crop up

> implement bullet piercing
> bugged out
> bullets get lodged into enemies and constantly deal damage until they die

>> No.4930862

Don't forget the code having jokes with stuff like "plasma burning you hotter than rap turning a white guy into a nigger" and the accusations of art theft

>> No.4930868
File: 124 KB, 640x400, 1521559658031.png [View same] [iqdb] [saucenao] [google]

>Stolen assets AND brought waves of kids to the doom community
now it makes sense, all those shitters praising brutal doom like the second coming of christ and the shitshow that was nu-doom, which copied the worst shit from BD

>> No.4930871

Some even said he's a neo-nazi but I highly doubt that.
By that logic he would've removed the Wolfenstein enemies.
But yeah some even said that it was just a code that no one is going to see it but in the modding community everyone can see that.

>> No.4930874

>haven't got any of the latest QCDE updates
>including the new character portraits
Is it me or does Corvus look a bit off?

>> No.4930878

Brazilians don't care about offending others.

>> No.4930880

Now now, nu-doom also copied the other bad ideas, like slaughter maps

>> No.4930881

>and the shitshow that was nu-doom
Oh you're one of those tryhards that likes to make shit up about Doom 4, like how glory kills were stolen from BD even though they showed they already had them planned before BD.

>> No.4930885

>doom 4
>slaughter maps
>less enemies per map than the average post-doom-2 wad map
>even the map editor has a tiny ass limit for monsters that people complained about

>> No.4930886

Actually Nu-Doom was in development before BD. Glory kills existed even before BD was even a concept.
Mark just taken modern FPS mechanics, just look at the latest version. The toss enemy attack it's clearly taken from Crysis

>> No.4930887
File: 2.93 MB, 710x400, Duke Nukem 3D.webm [View same] [iqdb] [saucenao] [google]


>> No.4930889
File: 103 KB, 1121x1200, DOOM DAB.jpg [View same] [iqdb] [saucenao] [google]

can nu doom get any worse?

>defending nu doom

>> No.4930891

Hello /v/.

>> No.4930892

>Some even said he's a neo-nazi but I highly doubt that.
frankly, alarm fatigue has set in for supposed neo-nazism or pedophilia, everyone gets accused of it

call out mark for shit he's done, don't try and sensationalize it with nonsense handwringing

>> No.4930896


>> No.4930901

Doom 4 was fine, you nigger.

>> No.4930902
File: 438 KB, 1348x1165, nu doom.jpg [View same] [iqdb] [saucenao] [google]

but there are regular D44M shill threads on /v/ and people like the game, those people also have shit taste

>> No.4930908

/v/ shits on Doom 4 all the time and /doom/ complains about said threads all the time too. Incidentally you're talking like a /v/ child by using things like ironic dabbing and mocking those who dare not agree with you.

>> No.4930909

So you're unwelcome both here and over there.

>> No.4930914

>Incidentally you're talking like a /v/ child by using things like ironic dabbing and mocking those who dare not agree with you.
The start was >>4930881, don't you get on your goddamn highhorse you blubbering hypocrite.

>> No.4930915

>/v/ shits on Doom 4 all the time
/v/ shits on everything to be fair.

>> No.4930917

Um, I accidentally ticked that button at the start of the GZDoom launcher that makes it always select Doom 2 when I click on it and now I don't know how to change it :(

pls halp

>> No.4930919

Yikes! doom64 is far superior, even doom3, D44M fails on so many levels, kinda like every quake after the first one

>> No.4930920

2 babes out of 3 saved.
You still did great anon

>> No.4930923

>Talking shit about Quake 3
>Implying Quake 2 Soundtrack sucks

>> No.4930924

D44M was fine
D44M2 i hope is better
do the opposite of SW2013 and SW2 where the first one was good but the second was garbage
so if D44M is the low point, it's a pretty good start to go up from

>> No.4930925

are there any good haunted house themed mapsets or maps for doom?
i would also like if they feel cliche or have most haunted house cliches

>> No.4930928

Unloved is a good one, even if it becomes a slaughter map set in the 2nd half

>> No.4930930

i only shit on things i dont like, instead of people calling me a fag or moving on, they just relentlessly try to prove my opinion wrong, it almost like autismos cant handle differing opinions

quake became generic sci fi shit after the first game,2 and 3 are good, but i think they should have stayed with the original lovecraftian theme

>> No.4930947

I don't understand why they decided to turn it into sci fi.
Quake 2 supposed to be its own thing.But they changed it because they saw the success of the previous game.
I mean yeah the development of Quake 1 was a mess but its setting was amazing.
Ironically Quake 2 Soundtrack fits better in Quake 1.

>> No.4930957

MGQ3D has a very good haunted house level and its only a beta demo.

>> No.4930960

Sorry, I lost that screenshot ages ago when I cleared things out. Wish I could recover it, look back in the archives to right after Champions was released

>> No.4930962

Which ones?
Where they ever posted on /vr/?

>> No.4930964

Yeah, I tested Brutal Doom + Hell on Earth Starter Pack with Champions to see how it stood up. Champions' code wasn't quite refined since it was the first release, and Mark's spaghetti code was so bad that it counted the player as a creature to championize while constant state switching made the player and monsters change all over.

Then I posted a picture here of one of the toilets turned green, since Mark's code got them classed under early Champions tomfoolery.

>> No.4930965

Probably because some people would think it was either a bit similar to Doom's theme or too complicated to understand

>> No.4930974

I'm testing some explosion effects and I'm really not sure if they look good or not. Can I get some feedback?

>> No.4930979
File: 228 KB, 1920x1080, Lo Wang.jpg [View same] [iqdb] [saucenao] [google]

This. I really loved SW2013, but man, the sequel was SO awful.

>better graphics
>more and cooler guns (sort of)
>actually pretty good music
>technically more varied environments and chests and stuff
>but there's literally ONLY like 5-6 levels recycled endlessly for the entire game
>and the varied monsters with differing roles are replaced with a set of extremely generic monsters who are reskinned to fit the different level themes
>and the upgrade system is really tedious and slow paced and you basically need to use cheats to get anything that's of any substance
>and the story is fucking retarded
>and the characters aren't very good
>the game ends on a lukewarm bossfight, in an arena you've already seen before many times, and a weak as fuck cliffhanger
>there's a quest to get the badass sword from the previous game, but they just taunt you and what you actually get is a generic upgrade that's shit, you can get a gimped version painted gold as a secret

How did it turn out so bad? I hope to god that if there's a sequel that they just retcon Shadow Warrior 2 as a retarded nightmare that Lo Wang had.
The idea of some sort of demonic quasi-post-apocalypse isn't even a terrible idea, but it's just done so badly.

>> No.4930980
File: 541 KB, 1920x1080, green toilet.png [View same] [iqdb] [saucenao] [google]


>> No.4930981

what mod is that?
is that like a rocket launcher replacement?

>> No.4930982

also note how the player is yellow
somehow sgtmarkiv made it so that champions thought the *player* was a monster

>> No.4930983

There it is, thanks anon

>> No.4930989

With all this talk about BD's code and glitches, i'm surprised nobody made a video that was just a compilation of bugs and shit

>> No.4930990

Make the explosion a little bigger

>> No.4930991

They should just retroactively rename it Quake : Slipgate or something, and then one day make a sequel, Quake : Slipgate 2

>> No.4930993

It's a mod I'm making that's currently in development. I have no name for it yet, though I really could use one. And yeah, it's a replacement for the rocket launcher. The mod started as 'reimagining' the standard doom arsenal with pseudo-realistic mechanics like reloading, chambering, and dynamic accuracy on some weapons. I'd base the replacements off whatever real gun the sprites are based off, but that kind of stopped being a thing with the chaingun, rocket launcher, and (upcoming) plasma rifle/BFG for pretty obvious reasons. Sorry for the wall of text.

>> No.4930994
File: 65 KB, 800x800, 1512683628320.jpg [View same] [iqdb] [saucenao] [google]

a sequel to quake would be amazing now that we have all this modern technology

>> No.4930995

Seconding making the explosion bigger, add more sparks too.
Maybe add a subtle smoke trail behind the grenade.
Also decrease the time between loading grenades to make the reload faster.

>> No.4930996

Speaking of Lo Wang, I prefer his original version over this.
His design in this one doesn't stand out and the quotes and taunts feel forced.
Classic Wang was basically Asian Duke Nukem, but it was fun like this.

>> No.4931001

honestly i wouldn't be surprised if mark is basically using monster states to make the character animate jumps, roll and other shit, and then putting it overtop the player or some shit
it's also probably how the gore system even works for the player to begin with

>> No.4931009

Co-op compatible wads played over Zandronum. Compendium is intended to make that process a lot easier for a ton of old-school map packs. You can do co-op, which is infinite respawns, or survival, which has lives. As for other games, Blood via BloodGDX has multi now evidently, including co-op.

>> No.4931010

Hope they don't rename it simply Quake. That would create a lot of confusion.
I would really like to see the axe having a major role in your arsenal.
Do you think they should go for the Doomslayer/Terror Billy route? Where Ranger got so strong he basically became the boogeyman of his enemies?

>> No.4931012

>nu shadow warrior
is broken as fuck, easily got the most OP skills and abilities and im barley halfway through the game
>that ability that lets you create chi waves with SS LMN
>get the every chi strike gets you health ability
>get the damage upgrades and speed upgrades
game is now PISS EASY on the hardest difficulty but mini-bosses are damage sponges

>> No.4931015

> multiple overlapping "sonuvabitch must pay"s

>> No.4931017
File: 187 KB, 640x479, Untitled.png [View same] [iqdb] [saucenao] [google]

besides Doom, what other games are you playing right now.

>> No.4931018


>> No.4931021

Really? I found it pretty well challenging doing a new game on hard mode, especially that last big fight.

>> No.4931024

Thanks a ton for the feedback, guys, I genuinely appreciate it.
Here's modified explosion and changes to the grenade launcher reload. Could probably speed it up a bit but it's a step in the right direction, I feel. If this is satisfactory I'll work on making it eject bigass casings next.

>> No.4931026

yes, you can 1-2 hit kill most enemies and finish anyone left off with that strike attack, the game becomes unfun and just a chore with all those sponge enemies in the later game

>> No.4931027


>> No.4931032

Nah, one of the great things about Quake was how you felt you were somewhere where you really don't belong, how you were the 'odd man out' and everything around you was a horror show.

I mean I wouldn't mind the axe now being a quick attack instead of its own weapon, and with a quad damage (or alternatively a berserk style level powerup, or both), where you can just get in a brutality kill on weaker enemies, but overall, I like the idea of you being really out of your element in Quake.

>> No.4931036

I always find myself trying to keep my distance to not get hacked up in melee, so I end up doing the energy wave move a lot, while trying to remain as mobile as possible.

>> No.4931037

I was supposed to be finally playing Mother 3, again, but I haven't touched it in almost a month.

>> No.4931042
File: 554 KB, 1920x1080, 20180709182048_1.jpg [View same] [iqdb] [saucenao] [google]

thats pretty much the best strategy, do literally anything else and you die

>> No.4931046
File: 112 KB, 220x266, 220px-Soldier_of_Fortune_Coverart.png [View same] [iqdb] [saucenao] [google]

I am finally getting around to playing this game.

>> No.4931050

Mark forgets that the rest of the Internet isn't 4chan and shitposts constantly.
Weirdly, he's, in my experience, been more civil on 4chan than traditional forums.

>> No.4931053

Having worked with a few Brazilians I can confirm this. They have 0 filter and give no shits.

>> No.4931059
File: 15 KB, 300x283, Billy Mays 2.jpg [View same] [iqdb] [saucenao] [google]

>released in 2000
literally verboten

>> No.4931060

For some reason I also felt that Quake was far scarier than Doom.
While Doom monsters are demons they don't really look scary.
Quake monsters are just weird and look unsettling.
Imagine them with modern graphics and redesigned

>> No.4931065

That's why I avoid doing the forward sword strike on really anything that's big and mean, because I know they'll obliterate me in melee.

>> No.4931067

Pretty sure the cutoff was after the year 2000.
May be wrong though. Also shut up.

>> No.4931069
File: 42 KB, 600x600, Billy Mays HO begone.jpg [View same] [iqdb] [saucenao] [google]

1999, RIGHT THERE on the sticky

>> No.4931075

runs on quake 2 engine, it's as valid as majora's mask

>> No.4931085

Tell that to the RCT2 thread

>> No.4931089

Is it just me, or does GMOTA v1.2 not work with Zandronum?

>> No.4931090

bandwaggoning crossboarding niggers like you are the reason of why no one comes to /vr/ to discuss retro anymore

and hiromoot stated that the threshold will be 2003/4 after the next gen is out, mainly because of obscure japanese gaming stuff from that period like rpgs

>> No.4931095

Does that included the dreaded PS2/Gamecube?

>> No.4931097


>> No.4931098

>hiromoot stated that the threshold will be 2003/4 after the next gen is out
source on that?

>> No.4931110

nigger I like online play

>> No.4931113

shit like Deus Ex and Postal 2 get the loophole by running on computer hardware released before 2000, but I don't recall an hiro ever saying that PS2/XBox would be allowed, every time it's brought up people start talking about /v2k/

>> No.4931116

Well how the hell else am I supposed to play online?

>> No.4931121


The Megaman X series.
Didn't really get into it when I was younger outside of 7 and X1, but it's super fun.

>> No.4931126

>and hiromoot stated that the threshold will be 2003/4 after the next gen is out
source nao faggot

>> No.4931136

If I host my own Z& server with my own PWADs, do people joining download it or do I need to upload it to an external site?

>> No.4931137

Liking stuff ironically seems so dishonest and shitty to me. I like the Doom comic for how hammy and silly it is.

>> No.4931142

If it's not already on the host's wad list, then you manually upload it yourself.

>> No.4931147

How can I make a bouncing projectiles death state create a decal if the death state is jumped to? I have a projectile that's able to either explode on impact or bounce (in that grenade launcher video from before), and it will create a decal if it bounces normally, but when forced to the death state it won't create a decal. What can I do? Sorry for such a dumb question.

>> No.4931153

Non retro stuff like a robot named fight and Way of the red.

>> No.4931157

Did you grab Zandronum 3.0?

Yes anon. Zandronum. I've made damn sure to make GMOTA Zandy 3.0 friendly.

>> No.4931158

Anyone? I can't tell if it's just not compatible or I'm retarded.

>> No.4931165
File: 22 KB, 747x193, zandy.jpg [View same] [iqdb] [saucenao] [google]

I believe so.

I (>>4931158) didn't see your post.

>> No.4931167

Looks like you're -slightly- out of date, and some of the features I used in GMOTA are pretty new on Zandronum.

>> No.4931169

Yeah, I just went to the website and downloaded the package installer. It's defiinitely a newer version, so I'll give it a try.

You're speaking as if you authored GMOTA. Are you the guy who made it?

>> No.4931174
File: 254 KB, 1414x561, priorities.png [View same] [iqdb] [saucenao] [google]

Yeah dude. I lurk here pretty much 90% of the time. I'll be going back to work on GMOTA soon to add another character as soon as I finish this Combined_Arms update.

>> No.4931186

Still waiting anon

>> No.4931189

Then I'd like to let you know that I've been playing games off and on for 20 years, and GMOTA is easily one of the best mods (game?) I've ever played. This is indistinguishable from a standalone title. The way you packed so many features into such simple gameplay, every single thing feels like it belongs. Being the brainlet that I am, I didn't read the guide until an hour after I started, and I was amazed at how useful the hook was, and how much frun the Magic Zarach+Subweapon attacks are.

Then it just keeps getting better. Magic Zarach refills your health, the subweapons all have their own good uses, I don't think I've used one that I didn't like, and that's just with Lord Blaz! I haven't even played Doomslayer yet, but I'm sure it will be just as great.

The only complaint I have is that I feel the Fatal Draw is too easy to recharge for how powerful it is, but otherwise this is easily one of the best mods for Doom, imo, and it should probably be added to the infrographic.

Do you accept donations? I would have easily paid for this.

>> No.4931207

I'm really glad you're enjoying this so much, and funny you should mention how powerful the fatal draw is, I've had a lot of people complain it's too weak.
GMOTA SHOULD be on the "So you want to play some fucking doom?" Infographic, it's been there for a few years

as for donations, I do accept them, but I'd feel really weird posting that here. If you check my Tumblr I left a kofi link thing at the top.

>> No.4931220

Doom isn't supposed to be gloomy goddammit

>> No.4931221

I had the same issue with Fatal Draw, I was playing Syche and when the last row of maps go full slaughter you pretty much NEED to fucking abuse it, specially with the revenant walls
what a glorious clusterfuck it is to see all the monster infighting when everyone has crazy attacks

still GMOTA is fucking fantastic and the maybe its just fault on my part for using the meele character on a slaughter situation

>> No.4931228

so uh i "made" (i.e got some pieces of other mods and mixed em all in one package) a mod that can be resumed in one word: chaos.
https://www.youtube.com/watch?v=2BhbYD65VWo for gameplay, download links, etc

>> No.4931234

I had never noticed it was on the infographic. But I'm glad it's there.And I'll donate you some dosh after payday. Keep up the good work.

On the original note, the mod is at least working now. I'm using ZDL to run it on Zandronum using doom2.wad but I don't see your modified HUD. What's up with that?

sorry for being autistic, 12hr shifts have adverse effects on intelligence

>> No.4931247
File: 161 KB, 728x1484, 1532420335306.jpg [View same] [iqdb] [saucenao] [google]

>no doom 64 weapons option for dead marine

>> No.4931254

Got a link to the Doom 64 textures mod? Every search I made just brought up a bunch of Brutal Doom 64 garbage.

>> No.4931258
File: 69 KB, 620x494, RATM.jpg [View same] [iqdb] [saucenao] [google]


>> No.4931261

I don't see why it can't be.

>> No.4931264


>> No.4931274
File: 49 KB, 200x202, 1530686421960.png [View same] [iqdb] [saucenao] [google]

>using a d64 weapons/texture pack
>on a mod designed to port the level design to doom 2's aesthetics
>when regular ports of Doom 64 already exist

>> No.4931291

how do you turn off fluidsynth

>> No.4931294

options -> audio -> midi device

>> No.4931298

What midi device gives the best performance boost?

>> No.4931325 [DELETED] 


>> No.4931349

>no one comes to /vr/ to discuss retro anymore
nibba are u retarded

>> No.4931356
File: 1.83 MB, 3200x2157, 16955627808_e0cb11f79f_o.jpg [View same] [iqdb] [saucenao] [google]


>> No.4931363

Holy shit. No wonder people were scared of violent video games with fucking ads like this.

>> No.4931368

nice sphincter lights

>> No.4931373

I've seen a nailgun ad similar to that, but never saw a high res version of it. Do you have it?

>> No.4931375

What are some good maps to play with GMOTA?

>> No.4931398

>best console of all time, the ps2

>> No.4931406

With the PS2 selling more it's gonna attract more normalfags.

>> No.4931420
File: 692 KB, 1360x768, Screenshot_Doom_20180725_211049.png [View same] [iqdb] [saucenao] [google]

Since someone asked about it, and because I wanted to do a small review on what I've actually done so far, here's all the weapons currently in my unnamed weapon (and eventually monsters) mod. I don't know why the recoil on the pistol looks odd.

>> No.4931428
File: 65 KB, 640x480, alejo.png [View same] [iqdb] [saucenao] [google]

Do you use player skin mods? If so which?

>> No.4931431


>> No.4931437


>> No.4931470

>me parece una idea diferente y buenisima, es ideal para descontracturarse

>> No.4931479

Try hitting - or + a few times, and don't sweat it, long shifts can destroy your brain.

>> No.4931491
File: 599 KB, 1920x1080, Screenshot_Doom_20180725_224639.png [View same] [iqdb] [saucenao] [google]

My own that I made from an h-game character

>> No.4931514

I got introduced to Doom in school, through informatics class.
It was in early school years, so pretty sure the olny actual program we were taught was Paint. But more importantly the teacher taught us how to play games. Mostly Doom, Doom 2, Wolfenstein and Dangerous Dave.

>> No.4931518

Momma Niggur

>> No.4931548

Do you guys think there has been a sort of mythologized version of Doom that the general public remember instead of what it actually is? Before I played it I heard Doom was a violent super fast paced shooter, and while that's true there's also a bunch of dumb environmental puzzles and tedious keycard hunting, but that never gets mentioned. I'm just wondering your thoughts on if a game can have such a legendary status people actually forget what the true game was like

>> No.4931554

The "dreaded" bit was a joke.
/vr/ hates the 6th Gen, sans Dreamcast.

>> No.4931574

It would have been a lot better if the toilet was dark green, then it would also have green sludge underneath it.
Or violet, so it wold lazily shoot you.

>> No.4931592

No. The key hunting isn't tedious at all and there's nothing puzzling about the game. Stop being a brainlet.

>> No.4931597

I feel like the general public definitely sees it that way, and nu-id designed their reboot as a super gory painkiller-esque because of that. I hope Eternal takes us back to some exploration of giant structures.

>> No.4931608

Doom 4 had a bit of exploration, aside from a few maps. It wasn't AS point to point as people make it out. You definitely couldn't get lost though.

>> No.4931610


Much like how the mythologized version of Duke is balls-to-the-wall god-king of mankind rocking to guitar, when in his actual game nobody in-universe gave a shit about him, there was a lot of large roam-y environments, and the music was very moody.
Even a lot of reviewers fell prey to this myth, with the idea that Painkiller/Serious Sam were throwbacks to old Doom gameplay.

>> No.4931613

Agreed. I feel like people forget that Doom was meant, at the time, to be a horror game. And heck, at times it succeeds. Doom 64 takes the horror theme further obviously, but there still isn't that much of a tonal disconnect between the two unless you count the genre of the soundtrack.

>> No.4931618

>Doom was meant, at the time, to be a horror game

>> No.4931635
File: 1.18 MB, 462x670, doomboxartcollage.png [View same] [iqdb] [saucenao] [google]

Eh, nevermind. I'm talking out of my ass. That's just what I always assumed, I guess, due to its inspiration from Alien/Aliens. And the boxart, creepy themes (again, for the time), and some of the music tracks, like:

>> No.4931638

not retro, but I want to see a doom spinoff where you play as one of the martians mentioned in doom 3, using weapons and items more alien and creative than Doom's usual lineup.

>> No.4931639

The box art? Look at it yourself, it looks like a total action game, not a horror.

>> No.4931643

It wasn't meant to be, but if you played it when it came out, there was nothing else like it. Monster closets and dark hallways were scary until you mastered the controls.

A perfect (good anyway) nudoom game, imo, would be one that starts out more horror, like doom 3 was intended to be. Then it would ramp up as you progressed with newer weapons and perhaps upgrades to balance the older weapons. You would speed up. By the end of it you would be full on dooming like everyone here is used to. But the early game would simulate the feeling many people got when they first played Doom. A bit spooked.

>> No.4931645

>going through the gameplay mods on the zdoom forums
>see one called Tranquility
>literally Receiver for Doom
>get excited and play the most recent version
>look back at the forum page after playing E1M1
>only the pistol is done and the creator has taken a step back and hasn't done an update or planned to do an update since August of 2017

Goddamnit, I was so excited. My computer can't really handle the actual Receiver very well but I've been really wanting to play it or something like it.

>> No.4931647

I say it wasn't meant to be, but there are definitely areas where they intended it to be creepy or startling. But what I mean is it wasn't supposed to be the main theme of the game I guess.

>> No.4931654
File: 119 KB, 633x393, loldead.jpg [View same] [iqdb] [saucenao] [google]

The game's manual is far too humorous for that, same with the in-game exit dialogue that makes fun of you for leaving. Also the game itself, it's action focused with mostly bright levels. Colorful enemies with simple monster designs that you can comedically infight each other. To top it all off, the ludicrousness of gibbing weak enemies with your berserk'd fists.

There were actual horror games before Doom, like Elvira Mistress of the Dark and Waxworks, those can easily still scare people today with their freaky visuals and death animations. So it's not like people didn't have a frame of reference.

>> No.4931661

Yes, because Kushner's book is ABSOLUTELY EXHAUSTIVE. Nothing ever at all happened at id that wasn't described in that book at length. Naturally.

>> No.4931667

Partly, because the time I would need to spend in order to make one, could (and, in my opinion, in my case, should) very well be spent otherwise.

>> No.4931671

There are spooky things in Doom like the scrolling faces or the meat pillars, but a key part of horror is vulnerability. Doomguy is pretty much the opposite of vulnerable

>> No.4931679

>There were actual horror games before Doom
That's not what I mean. No game had you crawling through corridors in a first person perspective with random monsters popping out of the walls. Lights flickering, etc.

A lot of gaming magazines from the era even related doom to a haunted house simulator. It was like switching from black and white to color TV. Shit seemed a lot more real. No one bobbed their heads left or right to dodge digital projectiles before Doom. It was intense, we're just jaded now.

>> No.4931678

i would much rather take kushner's book, approved by id, over the insane ravings of a fucking idiot trying to assign made-up-shit motivations to maps

>> No.4931682 [DELETED] 

4chan ate my reply.

Essentially: It wasn't the visuals that made it a horror game. The first person perspective made it more intense, and Id definitely capitalized on that. The lighting effects, monster closets, dodging, etc. No one bobbed their heads left or right while playing a game to avoid projectiles before Doom. We're just jaded now.

Gaming magazines of the era even called it a haunted house simulator.

>> No.4931684

Oh nevermind. It eventually decided to post it 5 minutes later. OH WELL

>> No.4931689

>No game had you crawling through corridors in a first person perspective with random monsters popping out of the walls
That's literally Waxworks and Elvira. Except they were actually horror themed, unlike Doom which is very much not so.

>> No.4931691
File: 2.28 MB, 320x240, 1532204110662.gif [View same] [iqdb] [saucenao] [google]

>everyone says turning fluidsynth off increases performance
>anon asks which setting gives the best performance

>> No.4931693

>No game had you crawling through corridors in a first person perspective with random monsters popping out of the walls. Lights flickering, etc.
You want to be technical, only 3 months prior Pathways into Darkness came out on Mac which wasn't just an FPS, but also a lite RPG with inventory management, conversations with a parser, and puzzles and legitimate mazes to figure out, all while on a time limit and strict objectives. Though the monster art was kind of kooky and bad, and since it was on Mac, it probably flew under the radar for a lot of people back then.

>> No.4931709

Fast paced action is not horror. You don't call a heart pounding action movie scene horror. Even the Doom comic, as inaccurate as it was with things like the bfg, could at least appreciate that the tone of the game is tongue in cheek, testosterone-tastic, adrenaline-pumping rooty tooty point and shooty.

There's a difference between a horror game and a game of another genre with an atmospheric part here and there. Nobody calls Arkham Asylum a horror game just because of the Scarecrow section.

>> No.4931732

That is your own goddamn business.

>> No.4931734

yes it is?

>> No.4931746

you're actually a fucking retard who is quicker at drawing conclusions and taking other people head-on with his forced, obnoxiously florid vernacular than making actual agreeable or at least arguable or COHERENT points. much to the surprise of one person: yourself.

>> No.4931747
File: 10 KB, 225x360, 1524445294775.jpg [View same] [iqdb] [saucenao] [google]

in Duke, why do they have human keycards in the alien levels?

>> No.4931757

Big surprise, I do my """psychoanalyses""" not in the least in order to take other people head-on better, than I currently do. Maybe I'll demonstrate that to you using your very example soon enough, since I doubt you'll cram it in my regard any other way.

>> No.4931760

cringe and /v/pilled

>> No.4931764

>Big surprise, I do my """psychoanalyses""" not in the least in order to take other people head-on better, than I currently do.
What the FUCK did he mean by this?

>> No.4931773

not only are you unbearable, you're either utterly incomprehensible or just plain wrong

>> No.4931787

amazing. it's like witnessing someone's mental state slowly deteriorate.

>> No.4931793

One of my main goals in analyzing levels is training myself to effectively shut up people who allow themselves way too much in my regard. In other words, I am trying to generally make myself better at hitting the bull's eye when I call someone out on one's shit.

>> No.4931797

You've a long way to go, friend.

>> No.4931805

you talk shit because you've attempted to do this about Duke maps, about mappers I've known and you have never been on point about any of them

>> No.4931808

step 1: stop talking like you're the bastard child of a philosophy 101 class and a thesaurus ran through google translate
step 2: stop """"using"""" five billion """""""""""quotes""""""""""" """"""""""""""""""""""all the time"""""""""""""""""""""" holy fuck that's awful
step 3: stop pulling events out of thin air because you can imagine a reality in which it's true, and not just because for some reason you believe everyone is 10 times as pretentious as they actually are

basically, write your normal review, then throw it out a window and write something completely the opposite of that, and it's guaranteed to be better

>> No.4931821

If you are who I think you are, I think you really like to be consistently overestimated, to be considered as something more than you consider yourself. And I think you severely overstate your familiarity with all of those mappers. I think they are at best distant acquaintances you know in the passing, not close and personal friends you would possible have any moral right to speak for.

Besides, what I post are my R&Ds, which are very much unfinished and in progress. I doubt your levels, when 30% finished, look better than my "analyses".

>> No.4931839

>In other words, I am trying to generally make myself better at hitting the bull's eye when I call someone out on one's shit.
You aren't anywhere near that level, especially when your initial premise is flawed to begin with.

>>4930570 is right on the money. You are not going to win this fight, no matter how eloquently you speak.

>> No.4931859
File: 283 KB, 770x891, classes.png [View same] [iqdb] [saucenao] [google]

Hey guys I finally got class selection menu thing for Combined_Arms

>> No.4931867

Battle for Wesnoth

>> No.4931868

left 4 dead 2

>> No.4931870
File: 3.99 MB, 1360x768, scree0045.png [View same] [iqdb] [saucenao] [google]

Blood. Replaying the original game on well done, and playing through Banzai's Addon on the side. The latter is a mixed bag so far, some of the levels are great and some are full of bullshit.

>> No.4931871

Are those their helmets?

>> No.4931873

Yeah, or rather -his- helmets
The idea is you play as the same guy regardless, he just add an extra helmet on top of the bubble helmet he normally wears.
Because video games.

>> No.4931874

>combined arms getting an update

>> No.4931878
File: 1.06 MB, 1164x453, Drink.gif [View same] [iqdb] [saucenao] [google]

Heck man, I've been working on this since april.

>> No.4931901
File: 42 KB, 400x400, 23082017034852_Dario-Casali[1].jpg [View same] [iqdb] [saucenao] [google]

Everyone who's beaten Plutonia pistol start no mid-level saves say aye

>> No.4931903

im not a fuckin nutter

>> No.4931905


>> No.4931907

What difficulty?

>> No.4931909

This is a cool fucking ad.

>> No.4931912


>> No.4931913

Are you that verbose fucking idiot from last week?

>> No.4931918

You ARE that wordy dumbass from last week!
You should shut your fucking mouth sometimes, you know that?

Mostly because you use a million words yet manage to convey so little.

>> No.4931924

I should've guessed.

>> No.4931925

What if I am?

>> No.4931928
File: 194 KB, 1920x1080, Screenshot_Doom_20180726_045404.png [View same] [iqdb] [saucenao] [google]

What's the deal with this map? It was so straightforward and easy it felt like an apology for how painful the last few maps were.

>> No.4931934

You should stop writing your posts like you do. Seriously.

You intentionally use the most wordy way to convey yourself, often even repeating yourself, which, while you probably think makes you sound smart, actually makes you sound like you have something wrong with your head and can't communicate properly with other people.
You also tend to aggressively project ideas and opinions onto level authors to make wildly fucking baseless assumptions, which is fucking stupid and annoying, stop doing that.

>> No.4931936
File: 79 KB, 582x544, plutonia.jpg [View same] [iqdb] [saucenao] [google]

Aye. People love to talk shit because "muh trial and error," never realizing that once you get past the bitchboy mental block of needing to beat a level your first time, you're treated to more exciting, complex encounters to be solved than just simplistic "pop a couple imps running down a hallway, monster closet opens for a few pinkies and hell knights, maybe zombiemen sniping from a distance."

>> No.4931937

Are you the guy doing Alien Vendetta with Hideous Destructor?

>> No.4931938

Yeah. I didn't even stream this one because it was just room after room of mowing down a handful of enemies. An archvile showed up at one point so I thought there might be trouble, but immediately after it was a closable door that monsters couldn't open.

Not that I'm complaining. After spending nearly four hours grinding through map20, this was pleasant. Just felt very out of place.

>> No.4931942
File: 89 KB, 582x544, trutonia.jpg [View same] [iqdb] [saucenao] [google]

Fixed your pic.

>> No.4931943 [DELETED] 

Okay, I am going to blindly assume you are not the same person >>4931821 was written to. In fact you messed up a little plan of mine quite badly. It's just your intervention was somewhat untimely.

Anyway, I'll just write what I initially intended to write.

No comeback for an hour and a half, eh? Suddenly, not in the mood to talk, are you? I wonder what could possibly be the reason. Suddenly what seems to be several people just stopped participating. Suddenly, my posts stopped being """actively""" discussed and Doom discussion proceeded on course.

You know what? In case you really are who I think you are. I have always treated your main persona here more or less warmly. It's in your interest not take that for granted. I get the wind of you trying to pull your samefagging schtick with capital letters and dots on me ever again, I am gonna make you, your maps and your texts a priority. And I am gonna post every single funny enough thought I would have as a reaction to experiencing them and reading them respectively. And, I guess, we'll then both see, how close or how far my conclusions will land in relation to the target, meaning you. And, if my command language is not up to your oh-so-high a standard, guess what, I don't fucking care. Do your best to wrap your head around the gist, or there might be consequences if you continue your current course of actions in relation to me.

>> No.4931946

... what?

>> No.4931949 [DELETED] 

pedantic faggot

>> No.4931956 [DELETED] 

Shut the fuck up, God, the Oxford Dictionary isn't as fucking wordy as you.

>> No.4931961 [DELETED] 

cringe and not based

>> No.4931965 [DELETED] 
File: 376 KB, 540x532, 1526956945413.png [View same] [iqdb] [saucenao] [google]

>God, the Oxford Dictionary isn't as fucking wordy as you.

that got a giggle out of me

>> No.4931967

>play delta touch during down periods at work
>took me weeks to figure out all the wird shit in this app and get it working with a controller
>eventually realize playing with controller is just plain inferior, keeps getting me fucking killed
>buy little bluetooth kb+m
>fucking mouse won't work with the app on my tablet despite promised support
>Google didn't add proper fucking mouse capture until Android 8
>fucking OEM stopped updating my tablet at Android 7

Great, now I gotta root this fucking thing. Playing this game on the go is always a pain in the dick for me.
Also fuck Nvidia you cheap jew fucks, my tablet doesn't get oreo but your dumb fucking shield tv does, greedy cunts.

>> No.4931975 [DELETED] 

Jesus fuck I can hear the fedora, you are trying way too hard to sound way more intelligent than you actually are. This isn't the fucking Enlightenment, quit trying to sound like some faggoty philosopher.

>> No.4931983

Is there still a working link for the "top 100 wads of all time"

>> No.4932042

also would like this

>> No.4932045

It's just cacowards
Well, more specifically 1994-2004

>> No.4932057

https://www.doomworld.com/10years/bestwads/ ?

>> No.4932083

i've done all 32 maps from pistol starts, no saves, 100% kills/secrets, UV.

>> No.4932084

Kind of
Doom at times is taken at face value to the point even some fans misunderstand the gameplay

>> No.4932086

Wel at least you could agree the fleshy hell in classic Doom was kind of more fucked up than in later games' versions of hell

>> No.4932087

I don't think I've gotten 100% kills and secrets, but it wasn't because I was trying to run from fights. The only map I ended up crying uncle at was Go 2 It, I just couldn't figure it out at the time. Maybe I should give it another shot.

>> No.4932161
File: 126 KB, 1280x858, This nigga eatin’ beans in the Pacific Theater!.jpg [View same] [iqdb] [saucenao] [google]

I'm kind of liking watching this crazy shit desu.

Anyone who can download the recorded ones and preserve them somehow?
I really couldn't watch them all right now on this limited data plan.

>> No.4932168

yeah keep trying, i needed several dozen attempts, i had died nearly everywhere on it or at least everywhere with multiple cyberdemons or unconstrained archviles. one trick is not to open the door to the field out the back, so when you pick up the blue key the flood of archviles/revenants/chaingunners stays inside and you can kill them through the window.

>> No.4932206

I haven't played Doom in a while, but D64 for D2 reminded me why fuck Archviles.

>> No.4932226
File: 11 KB, 957x180, изображение.png [View same] [iqdb] [saucenao] [google]

> This beef-eatable bean

>> No.4932228

Whenever i think about how pop culture can affect the appeal of a series vs how its fanbase does it, i feel like going back to game parodies and people who still think Zelda fans still make "Link's name is not Zelda" jokes, like they're failing at pretending to like an established franchise
I feel like it's something to do with the fact that video games as a medium are a bit unexplored, that people think a line said by Tom Cruise inspired the series' name is an obscure fact
But also because we're in a time where story in video games is becoming a more noticeable deal and Doom is that one series that goes "Story later, gameplay first"
That and we've had shit like how nobody noticed the damaged spriteset on Spriters Resource

>> No.4932230

now that Night Dive saved NOLF and Powerslave from the copyright hell, does it mean that we may see a Dark forces and Blood port soon? M210 and Jace could give the source to kaiser work on

>> No.4932234
File: 109 KB, 600x388, IMG_20180722_192622.jpg [View same] [iqdb] [saucenao] [google]

Is there any good YT or twitch channel wherer i can watch doom content and mods?

>> No.4932237

Guineu Trapella made some demo ones with no commentary, even if some of the older videos fuck up the audio

>> No.4932251

Did Quake ever get a phone game like Doom and Wolfenstein?

>> No.4932269

>Hideous destructor on Hellbound
>trapped in corridor with health in the yellow, 3 derps and some granades, my minigun, both shotguns and the standard rifle
>once you reach the end of the corridor a bunch of imps and pinkies will spawn
I tried planting some grenades to help take the load off the derps, but no matter my position shit moves in too close and I get either burned or rushed before too long
I need some tactical advice

>> No.4932271

Is there a best collection of all the Quake games?

>> No.4932286

Not that I'm aware of. But most likely because it doesn't have Sprite work to easily work from. Those mobile games were just carmack fucking around.

>> No.4932307

>now that Night Dive saved NOLF
Oh neat. The unofficial releases work pretty well, but this is better news. Especially if they set up new mp servers. Not that nolf had a bustling mp scene or anything.

>> No.4932314

>detroit smash
I smiled, but honestly it's more like when izuku uses a finger. If it was as powerful as detroit smash...
We could just break the walls in levels

>> No.4932324

Are you being deliberately obtuse?
Because you're not being acutey.

>> No.4932327

Hellbound gets congested as fuck at times, I'd honestly just pray.

>> No.4932329

I just really appreciate when a good guy punches a villain really hard.

>> No.4932337

well, there was an opening I could use to get the fuck out, it is guarded by lost souls however
now for some reason I got my health back in the green with a message "you feel power coming out of you" or something, and now plants are growing around for some reason, might be the potion I drank earlier back when I was in the red
now dealing with the horde on the other side is a different issue

>> No.4932370

whats the mod called?

>> No.4932373


>> No.4932378

Cool, I'll replace the link and make the new thread when I'm done with these fish assholes.

>> No.4932413

New thread. Shit that was fast


>> No.4932661

>Playing with auto-aim.
I wish Build wasn't trash for free-look.

>> No.4932763

>This piggu is eating beans!

>> No.4932901