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/vr/ - Retro Games


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4948797 No.4948797 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4943779

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

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

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
Doom Downloads:
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Marathon: https://desu-usergeneratedcontent.xyz/vr/image/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.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.4948798

=== NEWS ===

[08-01] Windows versions of Wing Commander 1 & 2 now moddable
https://www.wcnews.com/news/2018/07/31/wc1-hack-enables-hd-ships
https://www.wcnews.com/news/2018/07/29/kilrathi-saga-tools-released-use-to-help-identify-music

[08-01] Nightdive releases a remaster of Forsaken
https://youtu.be/OfDSXz1HTYU

[08-01] Complete Clusterfuck updated
https://pastebin.com/ww8UVrk3
https://mega.nz/#F!GdsVnKyY!tBahBv35NujhwVpUxAkpDQ

[08-01] HUMP Mini for Heretic released
https://www.doomworld.com/forum/topic/101302-hump-mini-community-project-released/

[07-31] LegenDoom updates to 2.3
https://forum.zdoom.org/viewtopic.php?t=51035

[07-31] GZDoom 3.5.0 Released
https://forum.zdoom.org/viewtopic.php?f=1&t=61482

[07-31] 2018 Quake award winners announced
http://www.quakeawards.com/2018-award-winners/

[07-29] Addons for Samsara
https://forum.zdoom.org/viewtopic.php?f=43&t=61431

[07-25] Brutal Doom adds in a flamethrower for whatever reason
https://www.youtube.com/watch?v=3CdCKx7Dd7I&ab_channel=SGtMarkIV

[07-25] Colorful Hell updates to 0.942
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&p=1065240#p1065240

[07-23] Fan-made PBR pack released for Doom 64 Retribution, also compatible with Consolation Prize counterpart
https://forum.zdoom.org/viewtopic.php?f=46&t=61399

[07-19] Redneck Rampage source port in RedneckGDX is now in early development
https://youtu.be/O3CtVzcr_Pg

[07-19] Anon wants some DarkXL things in news post
http://xlengine.com/forums/viewtopic.php?f=19&t=1062&sid=f969982a628c5402743c2964c3390605
https://github.com/luciusDXL/XL-Engine
https://www.gamepressure.com/download.asp?ID=62915

[07-17] Ion Maiden to have a multiplayer beta coming later this year, may lead to proper EDuke32 multi as well
http://www.ionmaiden.com/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4948808
File: 1008 KB, 1920x769, 2oxylHH.png [View same] [iqdb] [saucenao] [google]
4948808

Exomoon the sequel to Moonblood got released.
https://www.doomworld.com/forum/topic/101755-exomoon-megawad-released-former-moonblood-x/?tab=comments#comment-1903737

>> No.4948826

Anyone know of some Heretic compatible weapon mods?

>> No.4948835

>>4948826
Juvenile Power Fantasy

>> No.4948838
File: 3.29 MB, 319x215, 1525907460819.gif [View same] [iqdb] [saucenao] [google]
4948838

>>>/tv/101889032

>> No.4948839
File: 579 KB, 1080x1080, 1472778212337.jpg [View same] [iqdb] [saucenao] [google]
4948839

Why is the pistol the most useless weapon in the game? I just finished playing TNT and never used it. It's horribly useless. Quake didn't and it didn't hurt the gameplay one bit.

What can be done to fix the handgun problem in games?

>> No.4948848
File: 174 KB, 640x480, Screenshot_Doom_20160502_170042.png [View same] [iqdb] [saucenao] [google]
4948848

>>4948839
>What can be done to fix the handgun problem in games?
make other weapons rare af.
make it super satisfying to fire.
introduce reloading?

If its the only weapon you have, pistol is ok.

>> No.4948863

>>4948839
use sister weapon from strife to upgrade it piece by piece much like dispersion pistol from unreal so it eventually ends up as one of main guns

>> No.4948870
File: 434 KB, 1280x1796, tumblr_o6y5sjzmM81tg94xho1_1280.jpg [View same] [iqdb] [saucenao] [google]
4948870

rare doom ad I found last week

>> No.4948873

>>4948839
>Why is the pistol the most useless weapon in the game?
So that you feel the need to pick up better weapons.
> It's horribly useless.
It is supposed to be. There's not a Doom IWAD where it isn't replaced within seconds of starting anyway.
>What can be done to fix the handgun problem in games?
Literally not a problem. Pistols have always been useless so that the simple action gameplay still has an advancement system. You start at the bottom. This is how games should be. You're asking an insanely stupid question and I don't understand how you could possibly feel so wrong. But you posted a cute girl so I won't use mean words at you.

>> No.4948884

>>4948873
It still takes up a slot for a weapon that you will never go back to using. It's wasted space.

>> No.4948885

>>4948826
Heretical Doom.

>> No.4948887
File: 2.74 MB, 2997x2000, 1532891527882.gif [View same] [iqdb] [saucenao] [google]
4948887

Anyone else feel like megawads were a mistake? I much prefer the length of episodes and I rarely bother to finish entire megawads.

>> No.4948889

>>4948873
Weird to see /doom/ always saying how weapon mods should make all guns be useful for the sake of balance, which is a common criticism of mods like Complex Doom and Brutal Doom. And games like Halo and Goldeneye actually make pistols good and viable. Yet now we have this post saying that the original doom pistol is the exception somehow and how the fact that it sucks is a actually a good thing.

Hint, there's nothing wrong with pistols being the worst gun in the game, what is wrong is making it suck so much to the point of becoming obsolete. You said it yourself, you get a shotgun early on in Doom iwads, doesn't that tell you about how the pistol has no reason to exist other than those few moments before you get a shotgun, let alone the chaingun making it 100% obsolete?

>> No.4948893

>>4948887
Often I find even the big name ones people don't shut up about have a drop off in quality about 2/3 of the way through it, mostly resulting in transitioning from well thought out maps to badly thought out slaughtermaps.

Kind of makes me think the people who go on about those maps don't make it to the end.

>> No.4948895

>>4948839
Simply giving it a unique ammo type would give it inherent usefulness.

>> No.4948897

>>4948887
Completely disagree. I play with mods involving progression like DRPG, WoC and other weapon/monster mods in general, and having to reset my progress every few levels is just asinine. And even if I used cheats to avoid that, I would be overpowered for the first map of the next episode. Those kinds of mods were made for megawads, because it's at that length that you get most if not all of their intended content and the amount of progress is longer and more rewarding.

>> No.4948898

>>4948873
You can have a clearly inferior weapon that still has usefulness. Have you ever played Blood? Although some outclass others, no weapon is useless, and they all have unique properties.

>> No.4948902

>Windows versions of Wing Commander 1 & 2 now moddable
Calling WC a retro FPS is kind of pushing it.

>> No.4948907

>>4948893
>Often I find even the big name ones people don't shut up about have a drop off in quality about 2/3 of the way through it, mostly resulting in transitioning from well thought out maps to badly thought out slaughtermaps.
But people never shut up about what you just said, about megawads turning into slaughter maps later on. I see it a lot more often than actually praising megawads.

I'm not bothered at all, because actual slaughtermaps are a lot, lot more brutal than what you see in all the classic megawads. If you think the "big name ones" are too scary for you, god forbid you try out Sunder or Chillax, actual slaughterwads, you will have a heart attack on their first map. Even Plutonia's second secret level, Go 2 It, which could be classified as the oldest iconic slaughtermap, is a walk in the park because of how easy you can hide yourself from enemy fire throughout the whole map. It's proof that enemy count alone doesn't matter much, and I feel like that alone makes people think the last maps of a known megawad might be slaughterwads, when enemy placement matters more.

>> No.4948908

>>4948889
>Weird to see /doom/ always saying how weapon mods should make all guns be useful for the sake of balance
i don't play weapon mods

/vr/ is not a hivemind, you bent dog

>> No.4948909

>>4948884
The space is only wasted if it was ever planned to be used for something else, which it never was. GOT YA THERE CUNT!

>>4948889
>should make all guns be useful for the sake of balance,
It's hardly balance if you are never compelled to upgrade your weapon.

>original doom pistol is the exception somehow
Absolutely not. Useless pea-shooters used to be the rule, Doom is not an exception at all. Surely you don't mean to tell me you found Duke's peashooter, Q2's blaster & shotgun or Half-Life's glock useful when you has access to any other weapon with a decent ammo supply?

>the fact that it sucks is a actually a good thing.
It's a good thing that it's shit because that allow level creators to make (vanilla) maps where you have nothing. If the game started you with something as effective as the mid-tier weapons you'd never be in a situation where you were hopelessly outgunned.
How do you make a lone Baron of Hell even slightly dangerous? By giving the player a pistol with 50 bullets and nothing else. If you had a weapon as useful as the shotgun or chaingun it'd be a 3 second distraction, not a battle.

>> No.4948916

https://www.youtube.com/watch?v=UVITWBkndj8

>> No.4948917

God, I took a look at that first thread about the res screen being taken away, Graf and Rachel are acting like they took away a toy that was broken and booger encrusted, when in reality what they did was cut off a persons hand and just give them that shitty hook thing.

>> No.4948936

>>4948908
Completely missing the point of my post and also claiming I said something I didn't. I never said you did. I said it was strange to see an opinion like yours in a place like this where the general consent is the opposite. It's like if you went to /k/ and in the middle of a thread you saw someone saying guns are for retards and should be banned.

>>4948909
>It's hardly balance if you are never compelled to upgrade your weapon.
What? Nobody said anything about no upgrades, I told you it's perfectly okay for the pistol to be the worst weapon, which is the case in other games I mentioned and thus you are compelled to upgrade it, what's different is that the guns in those games are more useful than the one in Doom. If you suddenly lost all your guns besides your pistol, you'd still gladly press on in those games, but not in Doom where the game would suddenly turn into a survival horror game.

>when you has access to any other weapon with a decent ammo supply?
See above, good pistol doesn't mean other weapons can't be better.
>because that allow level creators to make (vanilla) maps where you have nothing
Except they'd just start out with your fists if the pistol was good, helps that the fist is upgradeable. Not to mention, you get shotguns early on anyhow.
> If the game started you with something as effective as the mid-tier weapons you'd never be in a situation where you were hopelessly outgunned.
Completely false, the games I mentioned have good pistols yet you can easily die if you're not careful, especially on higher difficulties. Hell, Doom itself has dangerous situations even if you have the best guns in the game, it's not like wads all become a joke just because you get mid tier weapons, let alone the bfg.
>a lone Baron of Hell even slightly dangerous?
A baron can only be dangerous based on enemy placement and map design, i.e a tight area where you can't avoid his extremely slow projectiles easily. He's just an imp with higher stats after all.

>> No.4948946

>>4948909
HL pistol is good, helps that you don't get a shotgun 3 seconds later. Even later on I still found myself using it to kill some headcrabs here and there, which are common enemies.

>> No.4948949

>>4948946
The HL1 Pistol is actually stronger than the MP5 if I remember right, and is really accurate for headshots at medium to potentially long ranges. The big problem is that against Marines, you'll be fighting most of them at close to medium range so the MP5's DPS outdoes the Pistol's and overtakes it in utility for the mid-game. Still, the Pistol can do a fair amount of damage if you use it right and remains useful until the Alien Grunts start showing up and being real assholes.

>> No.4948979

>>4948936
>He's just an imp with higher stats after all.
While I agree with the rest of your post, this statement has always annoyed me. A Baron's very low pain chance completely changes how it works compared to an imp beyond just inflated HP.

>> No.4948986
File: 22 KB, 320x240, alpha rifle.png [View same] [iqdb] [saucenao] [google]
4948986

>>4948909
>Surely you don't mean to tell me you found Duke's peashooter, Q2's blaster & shotgun or Half-Life's glock useful when you has access to any other weapon with a decent ammo supply?
All of those are still useful in different ways even after you get stronger guns, unlike the Doom pistol. Frankly, I wish they'd just given the player the Alpha rifle as a starting weapon with a faster rate of fire, while also buffing that same trait for the chaingun. Bullet weapons in Doom are kinda underwhelming in general, so I feel that would've made them more fun to use without going too far into OP territory.

>> No.4948991

So I built a big map a few months ago that's basically multiple levels in one, separated into different areas involving a cave with an underground lava area, a frozen computer station with a swimming part, and also a sewage-type area with poison all over, each with its own mini boss and main boss, and a final boss room too. I've spent a number of weeks on it learning to utilize 3D floors, translucent effects for windows, reflections, and even a basic enemy spawn after you've already gotten to the end of an area. Although it's big and features over half an hour of gameplay (I did a couple speed runs through it on UV, beating it between 35-45 minutes, I feel it could use a lot more rooms that have meaning other than hitting a switch or picking up a key or just to kill some monsters, and a bit more of a mazey structure to make it like a metroidvania style WAD. Does anyone have any downloads that could be used as examples as to how I could accomplish something better?

>> No.4949041

>>4948870
Great stuff.

>> No.4949069

>>4948826
Wasnt there one named Quake Descent Into Herecy?

>> No.4949081
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google]
4949081

>>4948839
>What can be done to fix the handgun problem in games?
Infinite/recharging ammo.

>> No.4949094

>>4949081
>>4948936
Serious Sam actually does this with the starting revolvers which have infinite ammo, but need to be reloaded in order to balance things out somewhat. You'd use it if you wanted to pick off weaker enemies from a distance like Kamikazes without wasting ammo for other weapons. I guess the pistol in Doom could be made similar in function and DPS to the revolvers in Serious Sam, but as a result you'd lose out on the initial scramble of finding a better weapon first when pistol starting a map. Maps designed around pistol starts tend to have a wider sense of progression where you first start off as absolutely weak in hopeless solutions and then slowly move on to the big guns. It wouldn't be the same if you could start out with the assault rifle.

>> No.4949120 [DELETED] 
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4949120

>>4948839
>What can be done to fix the handgun problem in games?

The pistol should be positioned to be the most long range, precise and fast weapon when compared to ***early*** more powerful weapons like shotguns and rocket launchers.

Also there must be enemies that are a waste to kill with advanced weapons. Think of the bee on Shadow Warrior or Headcrab in Half-Life.

It also helps when the pistol is a fine weapon to handle and it's seen as a satisfaying "hard-way-to-do-the-job" and "pro-player-choice" to solve things.

Seriously, there are many games that do this right.

>> No.4949123
File: 314 KB, 1200x900, sit down and lets talk.jpg [View same] [iqdb] [saucenao] [google]
4949123

>>4948839
>What can be done to fix the handgun problem in games?

The pistol should be positioned to be the most long range, precise and fast weapon when compared to ***early*** more powerful weapons like shotguns and rocket launchers.

Also there must be enemies that are a waste to kill with advanced weapons. Think of the bee on Shadow Warrior or Headcrab in Half-Life.

It also helps when the pistol is a fine weapon to handle and it's seen as a satisfaying "hard-way-to-do-the-job" and "pro-player-choice" to solve things.

Seriously, there are many games that do this right.

>> No.4949124

Anyone think it would be more elegant if pain states were inflicted by dealing enough hits in a short timeframe instead of being determined by chance on hit? It's like random bullet spread on weapons to enforce certain roles. Some weapons will clearly be too inaccurate at longer ranges, but the possibility exists that you can get a lucky shot off nonetheless.

Pain chances as they are do work as intended and give weapons with a higher amount of bullets/pellets fired per second a higher chance of inflicting a pain state, but it still leads to moments where chance can play some role in success.

For Imps and zombies where the pain chance is super high anyways it's rarely noticeable, but for the Archvile which has the lowest pain chance in the game, it's very much up to chance whether a super shotgun blast will stun an Archvile out of his flame pillar attack so you can get another super shotgun blast in without moving back into cover.

Pain chances are honestly minor enough in the grand scale of things because they only have a few negative edge cases, but edge cases nonetheless. I don't mind RNG, but RNG should ideally pertain to variations in enemy attacks rather than determining whether I get an easy window of opportunity or not (like how enemies in Descent would patrol alongside certain routes or move about randomly so you don't EXACTLY know where all enemies in a room are). With a stun gauge of sorts the frequency of pain states would be more consistent and controllable at the very least, maybe open up some additional means of inflicting additional hitstun. I read elsewhere that the pain chance in Quake increases if you shoot an enemy from behind or when you shoot an enemy in an attacking state.

>> No.4949146

>>4949124
so basically poise?
https://forum.zdoom.org/viewtopic.php?t=50643

>> No.4949182

>>4948839
>>4949123
> accurate at range
> damage ramp-up up close
> all weapons have not-insignificant reload times
> ammo not shared by the dedicated automatic weapon
for once realism offers gameplay improvements

>> No.4949190
File: 3.02 MB, 2560x1440, Doom wall of faces.png [View same] [iqdb] [saucenao] [google]
4949190

>>4948797
TURNED THE WALL OF FACES INTO A WALLPAPER

>> No.4949193

>>4949190
You got that in HD?

>> No.4949202
File: 48 KB, 580x371, no thanks.jpg [View same] [iqdb] [saucenao] [google]
4949202

>>4949190

>> No.4949204

>>4949190
Well that's a nice thing to put on a school PC.

Actually, I remember once setting up one school PC wallpaper to be a sequence of Weeping Angel screenshots, changing into the next picture every half hour.

>> No.4949219

I haven't played any oldschool games in like forever and fired up Quake yesterday and it totally kicks my ass. Been stuck at The Ebon Fortress since yesterday and can't get through that last part with the three switches without the six gorillion enemies in that area tearing me a new asshole.
Is it normal that Scrags can go through walls, by the way? I've seen that one or two times and I'm not sure if that's intentional or a bug. Scared the shit out of me, either way.

>> No.4949256

>>4949190
they didn't have enough agony that you had to go and filter them?

>> No.4949267
File: 200 KB, 1920x1080, 2018-08-02-150036.png [View same] [iqdb] [saucenao] [google]
4949267

While you kids were complaining, this happened.

>> No.4949271

>>4949267
what the fuck
who even has monitors that wide

>> No.4949273

>>4949267
Not bad

>> No.4949275

>>4949271
You can put in whatever you want as long as it's at least 320 pixels wide and/or 200 pixels tall. Heck, you could even do 4x4 supersampling with this if you somehow feel like it.

>> No.4949282
File: 686 KB, 1920x1080, 2018-08-02-150927.png [View same] [iqdb] [saucenao] [google]
4949282

>>4949275
Actually I just did 8x8 now. I'm surprised that worked.

>> No.4949286

>>4948909
>>4948936
Like most things, talking about mechanics in isolation is not particularly useful because they're meant to be part of surrounding mechanics and design decisions that create an overall dynamic. In a Doom level that's starved for ammo, the pistol fires so slowly that you won't be able to meaningfully fight most enemies (though you could take on pinkies and even zombiemen with your fists if you had to), so you're compelled to book it from many fights. In Duke, your pistol has separate ammo and can easily stunlock many enemies with it (including troopers who drop more pistol ammo), and you can mash the boot while shooting to up your damage, so you have more of a fighting chance than Doom (not to mention that there's an inventory system that can give you other means of defense than just ammo and weapons). Serious Sam gives you an infinite pistol, but enemies never drop ammo, so you're compelled to pull them out when you want to save ammo in your better guns.

Each contributes to their own feel, and aren't inherently better or worse than another; they just create their own dynamics and tactical decisions.

>> No.4949340

>>4948887
Just make your megawads in episodic format. problem solved

>> No.4949373

>>4949204
You are a naughty boy, aren't you?

>> No.4949385

>>4948839
Do it like the Duke Nukem 3D pistol; has decent accuracy at range for shooting switches and stuff, has it's own ammo pool, so it's never made obsolete by having its ammo being used by a better weapon (even if it's a weak weapon in general, it can remain a reliable backup), it shoots rapidly so it's actually decent for close combat, however, it has to be reloaded every 12 rounds, a rather fast reload, but it prevents the pistol from taking on the role of the machinegun.

>> No.4949407

>>4949373
No, not really. Or more like not at all. That was like literally the only jokey thing I did.

>> No.4949413

>>4949385
This. Also, Unreal was mentioned in the thread, where it was kept relevant with upgrades. Blood just got rid of pistol entirely, and it was for the better - flare gun is a weapon that never goes obsolete in the game. The Outlaws is a good example of moving in the other direction, though it is highly dictated by its setting - there is no "starter" guns or usual power progression really, as the enemies stay more or less the same.

>> No.4949415
File: 180 KB, 800x682, Sewiee.png [View same] [iqdb] [saucenao] [google]
4949415

SEWIE!

>> No.4949427
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4949427

>>4949415

>> No.4949429

>>4949407
>>4949373
Well, maybe not the only. But I wasn't a prankster or anyting like that.
I don't even know if anyone noticed it.
...
Also I remember how once a PC that I was using had a nice wallpaper with a lighthouse on a cliff. And I was bored. So i took that wallpaper, I googled another picture with hell. It was a pretty hellish picture, with tons of lava and skeletons and stuff. And I photoshopped two pictures together! So it looked like a lighthouse on a cliff in hell. It was really cool actually!

>> No.4949443

>>4949415
Sewie a cute
Post more

>> No.4949481
File: 1.87 MB, 320x240, 1456081127131.gif [View same] [iqdb] [saucenao] [google]
4949481

>>4949415
Sewie is the cutest and best sidekick.

Also more pls.

>> No.4949554

Anyone know what the best launcher is? I've been using ZDL, but the page on pcgamingwiki mentions SSG Launcher, Rocket Launcher, and Doom Launcher. Are any of these objectively better than the others?

>> No.4949605
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4949605

>>4949554
It's hard to imagine how much more you need than a launcher that lets you choose a source port, wad loading order, maybe a map/difficulty chooser, maybe the ability to save configs, and command line stuff. It looks like SSG Launcher integrates Oblige in so you can have it generate maps from the launcher and automatically start with them, Rocket Launcher lets you configure Dosbox as well (though apparently it's buggier than ZDL), and Doom Launcher lets you search and download directly from /idgames and does some automagical stuff to more easily go through your downloaded wads. I guess Doom Launcher looks like it has the most immediately useful features, though I think it'd personally mess up how autistically I organize my wad folders. I use Quickly Launchering GZDoom for GZ and ZDL for everything else, but I could probably just delete QLGZ and use ZDL for everything if I wanted to.

>> No.4949614

>>4948873
>So that you feel the need to pick up better weapons
That's fucking stupid, just because my starting weapon isn't worthless doesn't mean I'm not going to look at the other weapons.

>> No.4949625

>>4948909
>It's hardly balance if you are never compelled to upgrade your weapon.
I don't think literally anyone here ever said your starting weapon should be the end-all-be-all weapon at any point.
Nor would it have to be to remain useful.

It's the second weakest weapon in Duke Nukem 3D, but it can actually be useful at times in spite of this, combine it with Duke's quick kick and it can in a pinch be used to dispose of single octobrains just by your rate of attack stunlocking them.
Against pigcops and chaingun commanders, the pistol is a very poor choice, not to mention bosses, so it's not like the pistol is a super weapon.

>> No.4949630

>>4948909
>you'd never be in a situation where you were hopelessly outgunned
That is complete bullshit.

>> No.4949638
File: 53 KB, 244x170, baroness.png [View same] [iqdb] [saucenao] [google]
4949638

>>4948909
>If you had a weapon as useful as the shotgun or chaingun it'd be a 3 second distraction, not a battle
Taking a Baron Of Hell with the chaingun or the regular shotgun is a fucking drawn out chore, if the pistol was vaguely comparable to those two weapons, this wouldn't change, he's not called a HP-door for nothing.
He'd be a 3 second distraction with a rocket launcher, but that's a higher tier of weapon.

>how do you make him dangerous
Make you fight him in a tight space where it's hard to avoid his projectiles and where he can easily get in clawing range of you. Or combine him with ranged fighters at a distance, so you have to concentrate on avoiding him, and to avoid incoming fire from the outside.

It's like you're a fucking idiot.

>> No.4949642

>>4948848
What weapon mos os this

>> No.4949643
File: 1.95 MB, 2016x1512, image.jpg [View same] [iqdb] [saucenao] [google]
4949643

>> No.4949648
File: 475 KB, 1920x1080, Screenshot_Doom_20180802_122722.png [View same] [iqdb] [saucenao] [google]
4949648

I really like this kind of sector lighting and wish people utilized more.

>> No.4949651

>>4949643
Is that a tiny computer or just a huge CD?

>> No.4949653

>>4948839
Either infinite ammo, or an upgrade that gives it a useful function. In legendoom, I find myself swapping back to the pistol to debuff enemies with the freezing perk.

>> No.4949654

>>4949651
>USB-C cord right fucking there
You tell me

>> No.4949662

>>4949605
Yeah, I guess you have a point. Those other launchers do have a bunch of Features™ but really all I need is what ZDL does. Everything else just seems to be an upsell.

>> No.4949669 [SPOILER] 
File: 101 KB, 640x479, 1533227825011.png [View same] [iqdb] [saucenao] [google]
4949669

>>4949443
>>4949481

sewie sweat

>> No.4949673

>>4949654
It could be a giant one.

>> No.4949689

>>4949651
>>4949654

A novelty radio that I gutted and put a composite screen into. One of these days I’ll finally finish it, it’s attached to a raspberry pi that I intended to put in the under-area after shifting the original speaker deeper into the monitor housing so both the screen and speaker could coexist with a raspberry powering both of them from underneath, and ports on the sides.

Basically making it a “microcomputer.” Sadly I am bad at cutting plastic smoothly and straight. That’s essentially the only thing stopping me.

>> No.4949729
File: 2.54 MB, 960x540, gzdoom 2018-08-02 12-46-27-78.webm [View same] [iqdb] [saucenao] [google]
4949729

I got bored figuring out anidefs in zdoom so i mixed Wobbly Shader with a mandlebrot generator

>> No.4949738

>>4949729
Can you apply that effect to the enemies?

>> No.4949742

>>4949729
OOoooooOOoOOhh
Yeah!
Awesome!
So trippy!

>> No.4949748

>>4949729
this is the true face of the multiverse

>> No.4949756

>>4949729
i don't know what I'm doing anymore

>> No.4949764
File: 34 KB, 498x822, jesus christ.png [View same] [iqdb] [saucenao] [google]
4949764

>>4949738

I dunno, it's weirdly inconsistent. Most floor and ceiling textures aren't getting mandlebrot'd properly. And looking at the new version of Wobbly Shader, it works by literally hardcoding rerouted shader data for every Doom texture. The texture names used internally by GZDoom seem to be different from the names in the iWADS, so I'll have to find out what names are used for the enemy textures. But I don't know how that'll interact with animations.

>> No.4949775

>>4949219 here again
Can someone tell me how to make my character go fast as fuck like in these videos https://www.youtube.com/watch?v=VpiNDxssUL0 ?
I already have always running enabled, tried bunnyhopping too of course but i cant reach these speeds.

>> No.4949794
File: 21 KB, 584x389, but your brain did.jpg [View same] [iqdb] [saucenao] [google]
4949794

>>4949614
There's a difference between a "need" and a "want." If you have a particularly useful starting weapon, you WANT to use the other weapons, either because they'll do certain things better than your starting weapon or they're more exciting to use or because you have an ammo surplus, etc. If you have a particularly useless starting weapon, you NEED to use better weapons because you won't be able to fight back without them. Both lead to different feelings and strategies for the player - the first leads to feelings of confidence and capability and makes them more willing to fight off the bat; the second leads to feelings of tension and constraint and makes them more willing to run off the bat.

You may not notice them, but your brain does. (They're also more obvious if you pistol start everything, as you should).

>> No.4949865

>>4949182
>pistol accurate at range
>realistic
No.

>> No.4949879
File: 45 KB, 231x265, 1515706779790.jpg [View same] [iqdb] [saucenao] [google]
4949879

>tfw prefer Shadow of the Wool Ball over Rise of the Wool Ball
Something just doesn't click right in Rise of the Wool Ball, even if I like it.

>> No.4949884

Is there any reason to use Zdoom over Gzdoom?
I was playing Ancient aliens in zdoom and noticed some frame dips so i switched to gz. I switched to software rendering too and everything felt identical plus it ran great, even though the author didn't directly claim it was supported

>> No.4949887

>>4949605
>I guess Doom Launcher looks like it has the most immediately useful features, though I think it'd personally mess up how autistically I organize my wad folders.
Pretty much why I prefer Simple Quake Launcher over Quakeinjector.

>> No.4949889

>>4949884
ZDoom is discontinued, so no.

>> No.4949892

I'm setting up Doom 64 Retribution for GZDoom, and the readme says that I need to change the "fluid_patchset=gzdoom" line to "fluid_patchset=DOOMSND.SF2" in order to make the sound work properly, but I tried it with and without doing that, but it sounded the same both times. Am I just retarded or can I play without doing that?

For clarity I used ZDL to launch doom2.wad with D64RTR.wad and D64RTR_BRIGHTMAPS.wad, which are the two other files required to run it.

>> No.4949893

>>4949729
Now play it with Going Down, it's only fitting.

>> No.4949898

>>4949884
Not really. I prefer QZDoom instead of GZDoom because it runs better on my thinkpad and I want software rendering only, but what you did with GZDoom should do the same thing.

GZDoom is just ZDoom with additional OpenGL powered effects. Some modern WADs will only work with GZDoom, but all WADs that work in ZDoom will work as intended in GZ. Only reason to use ZDoom nowadays is just older hardware that doesn’t work with even QZDoom.

>> No.4949908

>>4949889
>>4949898
alright, thanks for clearing it up!

>> No.4949917

>>4949879
Well, they are modeled after different games, gameplay-wise.

>> No.4949923
File: 9 KB, 259x194, 1524963194995.jpg [View same] [iqdb] [saucenao] [google]
4949923

>>4948473

https://mega.nz/#!K4YTiSaJ!5LYiYdIaKy6w27K_oQIqrjpL8mD6kD_IECXhcyhqm1Y

>> No.4949956

>>4949865
Doomguy could be a really good shot, you don't know.

>> No.4949957

>>4949892
Anyone?

>> No.4949961

>>4949956
But the thing is, he'd then be even better with rifle or any other weapon with a stock and longer barrel.

>> No.4949984
File: 128 KB, 600x431, 5906 9mm pistol.jpg [View same] [iqdb] [saucenao] [google]
4949984

>>4949794
>If you have a particularly useful starting weapon, you WANT to use the other weapons,
>either because they'll do certain things better than your starting weapon or they're more exciting to use or because you have an ammo surplus, etc.
>If you have a particularly useless starting weapon, you NEED to use better weapons because you won't be able to fight back without them
Doesn't make a difference. The starting pistol can be just a passable weapon without being able to easily fight back larger enemies.

Just because you make a pistol that's really good against zombies and imps, and kinda good against pinkies, doesn't mean the pistol will be especially great against barons, mancubi, arch-viles, or cyberdemons, enemies for which it would be worthless.
Your basic shotgun can still do better in both damage per shot and dps.

The starting pistol in Doom isn't actually a very good weapon at all, it does low damage, and it's really slow, and once you have your chaingun, there is zero reason to look at it ever again. It's such a hopelessly weak and unsatisfying weapon. If it shot faster, it could at least do a bit of stunlocking in a pinch, like in Duke 3D.

>> No.4949985

>>4949961
True, but what if he didn't have those, and only currently had a pistol? You make do with what you got.

>> No.4949994

what if the pistol just upgraded into the chaingun when you picked up the latter and they made a new gun for slot 4 instead.

>> No.4949998

>>4949994
I would prefer if you had the machine gun (as a starting weapon) and chaingun from Wolf3D, just updated with new skins and sounds.

>> No.4950012
File: 1.58 MB, 2976x3968, IMG_20180802_184838.jpg [View same] [iqdb] [saucenao] [google]
4950012

"If I were a rich man... "

>> No.4950013

>>4950012
i always find it funny when the cacodemon is drawn like that

>> No.4950047

>>4949984
You're still looking at the pistol from the perspective of "if it's in my arsenal it should have SOME niche"

It doesn't. You're not even meant to use it ever again after getting the chaingun, nor do you have any reason to considering the chaingun and pistol share the same ammo pool. The reasoning behind the pistol's role is to get you to prioritize finding other weapons with it first rather than kill as much as possible with your pistol until you run out of ammo (you can technically do that, but as is it's just slow and inefficient). Take it away and you take away the sense of progression when pistol starting a level.

It's not much different from how your starting weapon in Quake 3 is this piddly machinegun nobody ever uses once they pick up any other weapon. The reason again being to get you moving and get you finding other weapons.

To put it differently, there is no reason why the pistol in Doom should be good at killing at all. All the other weapons in Doom cover most of the necessary weapon archetypes anyways. The pistol is just a starting weapon, it doesn't need to be more.

>> No.4950058
File: 5 KB, 740x55, feel pathetic.png [View same] [iqdb] [saucenao] [google]
4950058

>>4949984
>Just because you make a pistol that's really good against zombies and imps, and kinda good against pinkies, doesn't mean the pistol will be especially great against barons, mancubi, arch-viles, or cyberdemons, enemies for which it would be worthless.
That falls into "they do certain things better than your starting weapon." As you say, the starting pistol could still be "good," just against zombies and imps and pinkies.

But what makes the starting pistol in Doom what it is is precisely that it isn't good. The closest thing to a strength it has is that you don't have to run into a shotgunner's face with your fists to kill him and take his gun. You are supposed to feel "hopelessly weak" (the Ultimate Doom manual in pic related says "pathetic") if you are forced to use your pistol. That is part of the dynamics of the game - you're on your back foot when you start a level, with just enough resources to kill a weakling and take his gun. It's comparable to how Wolf 3D starts: you break out of your cell with a shank, stab an unsuspecting guard to death, rifle through his pockets for his sidearm, and hopefully never need to pull that knife out again.

>once you have your chaingun, there is zero reason to look at it ever again.
You'll have to look at it again if you pistol start every level, which is how every map in Doom was designed.

Like I mention in >>4949286, it exists within the mechanics its surrounded by, and is meant to compel certain kinds of gameplay and feelings. It's subjective whether or not you like those feelings, but it's not for no reason that each game has its own approach to its starting weapon.

>> No.4950086

>>4949884
Play in Boom if you want better FPS.

>> No.4950108

>>4950047
>It's not much different from how your starting weapon in Quake 3 is this piddly machinegun nobody ever uses once they pick up any other weapon. The reason again being to get you moving and get you finding other weapons.
I take the same applies with the Quake 2 shotgun? It doesn't really have the long range combat role it had in Doom, and its role in general seems to be just a stepping stone towards the SSG. At least the machine gun still has some uses after getting the chaingun.

>> No.4950113
File: 69 KB, 1104x1085, Permission.png [View same] [iqdb] [saucenao] [google]
4950113

Fill the blanks!

>> No.4950128
File: 12 KB, 214x273, QAR2Q2.png [View same] [iqdb] [saucenao] [google]
4950128

I've been wondering for 3 years how I was going to get good sprite rips of Armagon for Monster Mixer until I extracted the model for his legs into a folder and then used QuArK to import them into the body model and it was all positioned and it animated perfectly.

I wish I had thought to try this sooner.

>> No.4950139

>>4950128
You're working on Samsara's monster mixer?

>> No.4950157

>>4950108
You can still oneshot the troopers with it and not have to use twice the ammo

>> No.4950208
File: 121 KB, 1200x630, Death-Knight-Quake-Champions.jpg [View same] [iqdb] [saucenao] [google]
4950208

Not Retro, but apparently Death Knight was added to Quake Champions.
What do you think about this redesign?

>> No.4950214

>>4950208
is that teh dragon born? FUS ROH DAH XD

>> No.4950220

>>4950208
Could they add a little more shit to his outfit? Not quite enough shit going on

>> No.4950224

>>4950208
A neat redesign i guess
Wonder what his abilities gonna be

>> No.4950227

>>4950208
Who dat?

>> No.4950231

>>4950208
>no bones
>no orb
who cares

>> No.4950234
File: 738 KB, 960x540, QC_August_DK_Skulls.jpg [View same] [iqdb] [saucenao] [google]
4950234

>>4950208
I wish they'd just put in a revenant instead of these "notrevenant" skins.

>> No.4950235

Didn't Bitterman talked in the intro of Quake 2?
Because i also know that Ranger didn't get his name until Quake 3, so i wonder when will BMan get in, specially as a rival for the Strogg

>> No.4950245
File: 61 KB, 642x644, Death_Knight.png [View same] [iqdb] [saucenao] [google]
4950245

>>4950227
The Death Knight from Quake 1

>> No.4950248

>>4950234
But we already have Keel whose ability is basically the Revenant rockets.

>> No.4950254

>>4950245
Wow. Looks nothing alike.

>> No.4950258

>>4950208
Honestly I thought it was gonna be the Death Knight from Spear of Destiny. I was utterly dissapointed to be honest.

>> No.4950259

I liked how QCDE had stylized character portraits because something i feel crossovers could use is an art style to make characters "fit".
But i also liked how Samsara gives everyone status bar faces, even if some games didn't have it.
If you were to choose between these two ideas and add it to the actual Quake Champions, which one would you choose?

>> No.4950260
File: 297 KB, 1000x1354, salvador-trakal-sketch47a.jpg [View same] [iqdb] [saucenao] [google]
4950260

>>4950254
I think they will give him a classic outfit like they did with Visor, Ranger, Doomguy and B. J.

>> No.4950264
File: 121 KB, 264x364, 1523217711421.png [View same] [iqdb] [saucenao] [google]
4950264

>>4950259
Mugshots where the characters show different expressions and get bloody when they get damaged.
It gives them even more personality

>> No.4950267

>>4950260
Something i noticed is that even thought TNO BJ was inspired by 3D BJ, his hair style and color is different
Kinda wish they did a literal Wolfenstein 3D BJ or at least some prop in his back like the spear of destiny
>>4950258
I fucking wished Machinegames brought back Wolf 3D characters and expanded on them, because i feel like that Death Knight could have been a neat boss fight if he was modernized

>> No.4950269
File: 187 KB, 192x192, Animated_Mac_Death_Knight.gif [View same] [iqdb] [saucenao] [google]
4950269

>>4950258
Maybe they thought he would've been too similiar to Clutch or Blazkowicz with the akimbo ability.
Or because they didn't want to have any trouble by giving the possibility to play as a nazi.
Even if Return to Castle Wolfenstein multiplayer did it before.

>> No.4950272

>>4950267
BJ in Quake Champions has two outfits taken from Wolfenstein 3D. One from the gameplay/cutscenes, one from the cover.

>> No.4950284
File: 7 KB, 184x174, mancupriest.png [View same] [iqdb] [saucenao] [google]
4950284

Confess.
i listened to Satono Nishida & Mai Tereida's theme while fighting the hell guards in nudoom because I thought it'd be funny

>> No.4950287

When is commander Keen getting in QC?

>> No.4950290

seen a doom mod where a weapon was doomguy's hands, one hand makes a hole while the other pokes it, causing enemies anus' to explode. What mod was this?

>> No.4950294

>>4950208

is that supposed to be the death knight from quake? if so, it looks like shit.

>> No.4950295

>>4950284
-I like Brutal Half-Life better than Brutal Doom
-I've played Doom 1 and 2 with a Xbox 360 gamepad for almost a year.
- If a mod has gore I care if it looks good.

>> No.4950303

>>4950248
He's also not a revenant

>> No.4950306

>>4950290
Abort_M

>> No.4950307
File: 839 KB, 1528x837, Screenshot_Doom_20180802_170500.png [View same] [iqdb] [saucenao] [google]
4950307

>>4950139

Yes, I am.

Not the Exmixer, specifically. I'm working on the original that I haven't updated since 2015.

>> No.4950319

>>4950284
I almost exclusively play Doom and megawads with mods, only sometimes doing vanilla.

>> No.4950328

>>4949081
kegan no

kegan stop

>> No.4950331

>>4950307
Is it this one?
https://github.com/Shadowlink223/SMM

>> No.4950334
File: 90 KB, 579x795, 1532967426549.jpg [View same] [iqdb] [saucenao] [google]
4950334

>>4950306

thank you my dude

>> No.4950338

>>4949638
gib full pic pls

>>4948848
>What can be done to fix the handgun problem in games?

It's not that hard, just have them fill some sort of niche that other guns would be unsuitable for. The trouble is that even if the pistol fills a niche, it's usually boring as hell to use compared to other guns that are available. Yeah the Glock in Half-Life filled a niche, popping off the occasional headcrab or barnacle, but it wasn't nearly as much fun as the big boomer bastard shotgun or the ratta-tatta of the MP5. Pistols are just lame to use.

Something I've never seen an FPS really do is treat pistols like the emergency sidearms that they are in real life. Obviously some tacticool games like Counter-Strike do this, but it's still treated like a separate weapon, with a long-ass unholster animation, making it almost useless in any intense scenario.

How about something like an "OH SHIT" panic button where you whip out a pistol really quickly for when you run out of ammo for your main gun? Like a melee button, but not just for up close.

>>4950220
People love to splurge about wow how pretty Bethesda games look but none of the designs are memorable in any way, it just looks like their philosophy is MORE POLYGONS = MORE GOODER. I don't even remember what the fuck the pinky demon or the cacodemon or the cyberdemon look like in the new Doom because they just looked like someone started drawing a beetle on its hind legs or something and NEVER FUCKING STOPPED DRAWING IT for 9 months. There's so much needless, pointless chitin and armor and musculature and veins and shit that it turns the monster into a spaghetti plate of inconsistent detail.

>> No.4950339
File: 575 KB, 1280x1024, Screenshot_Doom_20180802_175027.png [View same] [iqdb] [saucenao] [google]
4950339

Well ep 4 was rather, disappointing and anticlimatic
it seemed to start off strong, even throwing a cyberdemon in the 2nd level but then just got weak

>> No.4950342

>>4950339
Why does the Spidermind look like a cooked lobster?

>> No.4950347

>>4950338
>Something I've never seen an FPS really do is treat pistols like the emergency sidearms that they are in real life
every single cod and bf

>> No.4950349
File: 613 KB, 1280x1024, Screenshot_Doom_20180802_175029.png [View same] [iqdb] [saucenao] [google]
4950349

>>4950342
Cause he's about to die.

>> No.4950352

just realized that no matter how big metadoom v5 will be, when icarus makes a video on it, he'll only noticed a few differences like the new items and wont even check the codex, because he doesn't know the mod has key bindings, which is why he also didn't use the fist

>> No.4950353
File: 225 KB, 327x516, sixtyjians.png [View same] [iqdb] [saucenao] [google]
4950353

>>4950260
This is his lore skin.

>> No.4950354
File: 100 KB, 700x420, lobster.jpg [View same] [iqdb] [saucenao] [google]
4950354

>>4950339
I really like E4M1 for how intense and ball busting it is, I dislike E4M2 a bit because it's a bit TOO ball busty (though I don't dislike it), then it just kind of isn't that hard after that.

>>4950342
He was on the menu.
Wonder what boiled Mastermind would taste like?

>> No.4950361

>>4950353
Really?
What about the others?
And what's the context?

>> No.4950367

>>4950208
I guess at least they're showing more respect to it than whatever fucking shit they did to the Strogg.

>> No.4950372
File: 417 KB, 1280x1024, Screenshot_Doom_20180802_171823.png [View same] [iqdb] [saucenao] [google]
4950372

>>4950354
Exactly how I felt. Everything after E4M2 was disappointing.

>> No.4950378

>>4950339
I think one of the big problems is that the Spider Mastermind is too weak to serve as a proper climax to such an intense episode.

>> No.4950381

>>4950208
Why is everything in Quake Champions so fucking overdesigned?

>> No.4950382

>>4950361
It's the character (character in huge quotation marks because QC's writing is pretty shit imo) pre-Death Knight.
The others are the not-revenant, a guy whose body has been taken over by a parasitic tree, and a "skeleton face under visor" robot.

>> No.4950386

>>4950381
id has been like that since, what, Doom 3?

>> No.4950395

>>4950386
I wouldn't call shit in Doom 3 overdesigned. Just... weird. And very unconventional.

>> No.4950396

>>4950382
I really wish they would stop trying to meddle with the Quake lore.

>> No.4950402

>>4950284
I won't play wads that create incompatibilities with smooth doom

>> No.4950403

>>4950396
The only thing they added that I don't mind is the small bit about Ranger's past life. Other than that everything else feels really unnecessary.

>> No.4950406

>>4950353
>old timey microphone man

>> No.4950407

>>4950284
I fap to cyberdemon butt

>> No.4950409

>>4950284
I'm in these threads but I've only ever played commercial WADs. I'll probably leave once I run out of them.

>> No.4950412

>>4950353
Looks more like something out of a Bioshock game.

>> No.4950413
File: 588 KB, 2592x1936, MC_PC.jpg [View same] [iqdb] [saucenao] [google]
4950413

How much would it cost to make a period correct Win98 PC?

Is finding those parts difficult?

>> No.4950414

>>4950378
There's good ways to use him, the E4M8 arena is just kind of shit for him.

>>4950372
I'm not sure I'd use that word, since I think it's still kind of alright. I really don't very much like that level there though.

Also what mod are you playing that lets you cook the mastermind like a lobster? I've gots to know.

>> No.4950415

>>4950284
I don't play mods that have infinite ammo pistols that you can't disable.

>> No.4950416

>>4950284
I've still yet to beat TNT and only beat plutonia for the first time earlier this year even though I've been playing doom for a decade.

>> No.4950418

>>4950284
I've never finished vanilla Doom or Doom 2, but I've played them countless times. I will play literally any wad with GMOTA before trying anything else, I've never played Quake at all
and I fucking love Doom 2016

Am I The Man With No Taste?

>> No.4950420

>>4950414
>There's good ways to use him
Like? Not disagreeing with you, but genuinely curious. From what I've seen, the Mastermind is either too OP because hitscan and lack of cover, or a complete pushover due to relatively low pain resistance and only being able to deal heavy damage through prolonged offensive.

>> No.4950423

>>4950413
top of the line stuff like tualatin pentium 3s are stupid expensive
lower-end stuff you can potentially get for free, people and especially businesses just throw it out
you could also go slightly later to a pentium 4 and those suckers are everywhere

>> No.4950432

>>4950420
Put him up on a platform where he has good oversight of a courtyard, the courtyard has pillars and stuff for cover, but there's a whole lot of imps and pinkies to chase you around.

Better yet, make it two masterminds, each on their own platform.

>> No.4950434

>>4950420
I don't remember what map it was, but it was a large open area with several of them on the border, making moving near the border deadly while moving in the middle you'll only take minor attrition damage. That way they both pose a threat and put pressure on you.

>> No.4950457

>>4949648
i do too but it's way too god damn time consuming to do stuff like that, if i ever got time to work on doom stuff again i'd write a slade script to generate the light volumes

>> No.4950462

Any recommended mods for La Tailor Girl?

>> No.4950467

>>4950012
Chaingunner on the roof?

>> No.4950492

>>4949648
Is that really sector lighting? I thought it was just a clever texture.

>> No.4950501

>>4950492
yeah look at the outline of the light
either that's a texture or someone was really meticulous with their light transfers

>> No.4950503

>>4949648
.wad?

>> No.4950529

>>4949648
Is that DOTB? I know that uses a texture trick to accomplish that effect.
In Build it actually is possible to do that without premade textures, using slopes with different light levels.

>> No.4950542

>>4950331

Yeah, it's that one.

I probably should setup git again.

>> No.4950548

>>4950462
LTG is a mod, tho.

>> No.4950556

>>4950548
You know exactly what I mean

>> No.4950578

>>4950284
I judge weapon mods by the weapons you start with. If they suck/are useless, I usually disregard the entire mod.

>> No.4950591

>>4950462
Colourful Hell seems just fitting.

>> No.4950593

>>4950578
Don't know IDFA eh?

>> No.4950598

>>4950593
First impressions are important, anon. If the mod author didn't take the time to consider making half decent starting weapons, why should I think they took the time to make a decent arsenal in general?

>> No.4950604

>>4950284
Quake 1 is my favorite game and Arcane Dimensions is literally better than it

>> No.4950608

>>4950556
I don't, actually

>> No.4950628

>>4950608
La Tailor Girl only modifies weapons, armor, and pickups. So surely there must be complimentary mods that happen to work pretty well with it, such as a music mod, a texture mod, an enemy mod, et cetera.

My question was to determine if there were any commonly known mods that work well in conjunction with LTG.

>> No.4950634

>>4950628
Oh, I see

I know Hege plays Colorfull Hell and Legendoom a lot with LTG on streams

>> No.4950635

>>4950598
Because it's not only possible, but probable, that the author thought "Yeah literally everyone knows the pistol sucks and they're gonna replace it within ~20 seconds on MAP01 anyway, so why bother"

>> No.4950639

>>4950635
So it's just another vanilla-themed weapons mod? All the more reason to disregard it. We've had enough of those over the years.

>> No.4950640

>>4950634
Now that's what I'm talking about. Thank you.

>> No.4950641

>>4950639
You do you

>> No.4950642

>>4950639
>the pistol isn't super awesome with infinite ammo and charge-ups and upgrades and whatever
>must be a shitty vanilla-themed mod

>> No.4950643

>>4950462
Colorful hell. The outfits in la tailor girl are designed to work with DRLA damagetypes, and Colorful Hell (made by the same guy) also uses said DRLA damagetypes. I recommend using champions and/or legendoom, as some of the outfits can make you pretty powerful.

>> No.4950645

>>4950642

something tells me he's not posting in good faith, anyway

>> No.4950646

>>4950641
So can you at least mention a single weapon set that does something interesting with its arsenal but has a vanilla pistol/fist?

>>4950642
It doesn't even have to be that, do SOMETHING interesting with the pistol and fist. Final Doomer knew how to mix up the starting weapons for every set, even if you disregard the pistols, each fist-tier weapon was unique and had some interesting quirk to it.

>> No.4950647

>>4950608
Nude mods.

>> No.4950649

>>4950578
>>4950639
You know what they say, anon, don't judge a book by it's cover.

>> No.4950651

>>4950646
No, I can't. But I'm also not close-minded enough to disregard a weapon mod if the starter weapon is just a different-flavored pistol.

You may just be retarded

>> No.4950654
File: 143 KB, 640x1247, BYTCH.jpg [View same] [iqdb] [saucenao] [google]
4950654

>>4950649
you know what else they say?
YOUR FACE, YOUR ASS, WHAT'S THE DIFFERENCE

>> No.4950657

>>4950651
My point exactly, if the author can't do anything interesting with the very first two weapons you start with, what makes you think they can do anything interesting with the rest of the arsenal?

>> No.4950661

>>4950657
with this warped mindset, you'd make a good fit to work as a video game reviewer

>> No.4950665

>>4950657
Because in the first place, the pistol is a baseline weapon that is purely meant to give you a ranged attack. It's not good, and it doesn't need to be. There's only so much you could conceivably do with that before it loses it's identity and becomes a viable mid-game weapon, which it shouldn't be.

I can't really speak for the fist, it's definitely a better model for improvement than the pistol, but again, when there's almost certainly a more interesting selection of weapons to choose from, focusing your criticism on the most ancient form of attack known to man is a bit fucking stupid.

>> No.4950669

>>4950646
why are the starting weapons so important to you? are you planing to UV-TYSON with every weapons mod you come across? you should at least wait until you get the shotgun or chaingun before judging a weapons mod.

>> No.4950670

>>4950665
It doesn't have to be that way. They're MODS. Modifications.

>> No.4950680

>>4950657
You shouldn't base your opinions purely on first impressions, anon.

>> No.4950681

>>4950670
>It doesn't have to be that way
Alright then, so lets say that they turn the pistol into a pretty good weapon that can be comfortably used against ~50% of the enemies in the game.

You're going to either start off with a endgame-viable tool, you're going to get a new pistol-equivalent to start with (which defeats the purpose in the first place) or you're going to start off with fist, which is a terrible idea.

Barring weapon upgrades, any gun is going to stay at the same power level from the time you get it to the time the game ends. The idea you have that all of the weapons need to have a neat gimmick or use is lunacy. Sure, you could at least make the case that every weapon should be useful for something, and I agree with that, but again, we're talking about a pistol. If you power it up, what are you going to start off the game with?

>> No.4950686

Somebody should make a mod that replaces all weapons with pistols of some sort, with MIB's noisy cricket being the BFG replacement.

>> No.4950690

>>4950681
I brought this up last time pistols/starting weapons were being discussed, and it still holds true. Blood. All the weapons are unique and useful. Even the early game pistol, although it isn't ideal for most situations.

>> No.4950693

I always wondered if the lack of a starting pistol on Blood was why Caleb didn't get in Samsara.

>> No.4950698

>>4950693
well, the flaregun is the first GUN you get
rangerd weapon that has seperate ammo pickups that don't give you the weapon itself, unlike tnt
on that note, it is a pretty good pistol
start fights with it to increase your dps
on it's own it has low dps, but high ammo efficiency if you let the flares burn all the way

>> No.4950718

>>4948917
on the plus side, it doesn't take as long to switch from full screen to windowed mode (alt+enter is much quicker now), but that's pretty much all it's got going for it :/

>> No.4950725

>>4949204
I put a Giygas screensaver on a school laptop, it cycled through the Giygas backgrounds from Earthbound, sound effects included

>> No.4950746
File: 112 KB, 500x750, 1530205618156.jpg [View same] [iqdb] [saucenao] [google]
4950746

So iam tryng to play as bitterman (Quake 2 guy) in samsara extra heroes but i dont see the options, what iam missing?

>> No.4950752

>>4950284
I'm eagerly waiting for people to start making HDoom mods. Futa especially

>> No.4950758
File: 540 KB, 504x725, thinking saw.png [View same] [iqdb] [saucenao] [google]
4950758

I have some thoughts and questions about Sector Type 11, the special damaging floor that brings you down to 11% health and then ends the level, like at the end of E1M8.

Monsters which are placed in this sector, are they not counted for kills in some sourceports?
Because it seems that if you use IDDT, and then use GZDoom's options for the automap to set a certain color for allied monsters (let's say blue), then those allied monsters display that color on the automap, but then, looking at Plutonia's Map 11: Hunted (for the 'wrong' exit), and TNT's Map 25: Quarry (the oddly tagged teleporter pads with imps on them), the monsters turn up with the blue color on that automap.

What's the deal with this?

>> No.4950760
File: 922 KB, 1212x1130, loli jailers.png [View same] [iqdb] [saucenao] [google]
4950760

>>4950284
I'm eagerly awaiting loli mods for H-Doom.

>> No.4950762

>otherwise 10/10 WAD ruined by a shitty final bossfight with ten times the health of your average MMO raid boss in one of the most visually striking but mechanically deficient arenas ever
shame

>> No.4950763

>>4948986
that's basically exactly what brutal doom does, except in brutal doom they make the rifle and chaingun way too OP for their own good.

>> No.4950764

>>4950760
W E E W O O

>> No.4950767

>>4950284
I'm really tempted to try and make a simple Daisy Doom mod that just replaces Doomguy with that one artist's anthro Daisy and jump off from there with some light story and mechanic tweaks after getting better.

But I know fuckall about spriting and I keep psyching myself out about the modding tools.

>> No.4950768

>>4949729
Doom: Vomit Edition
Both looks like vomit, and will make you vomit!

>> No.4950771

>>4950767
I'd love for you to make this

>> No.4950774

>>4950771
I'd love for me to make it too.
Just gotta take the time to learn how to do all of it.

>> No.4950775
File: 148 KB, 1200x1600, loli jailer.jpg [View same] [iqdb] [saucenao] [google]
4950775

>>4950763
The rifle shouldn't be a starting weapon the way Brutal does it. 30rd magazine, full-auto, ADS, dual-wielding, etc.

ATM does it better by making it the chaingun replacement (and then a minigun with its own ammo pool, and no reloading, makes for the plasma gun).

>>4950764
I'd let a cute loli cop in boots put handcuffs on me.

>> No.4950782

>>4950760
>>4950775
>HDoom development literally progresses slower than human evolution

What the fuck, Richard?

>> No.4950783

>>4949729
and here I am thinking about a post I read years ago claiming this would impossible to achieve

>> No.4950789

>>4950763
>except in brutal doom they make the rifle and chaingun way too OP for their own good
Yeah, I was having in mind a rifle with a rate of fire closer to the one the Wolfenstein machine gun had.

>> No.4950794

Does anyone have that link to a vocaroo of an archvile and revenant reenacting the "youre not a real lawyer" scene from better call saul?

I made it years ago and cant find it

>> No.4950797

>>4950782
I wish he'd drop that MGQ shit and just put full focus on HDoom.

>> No.4950798
File: 554 KB, 967x954, 1527742834769.png [View same] [iqdb] [saucenao] [google]
4950798

>>4950782
oh right.
HDoom has to be completed before it can be modded.

>> No.4950802

>>4950284
I want reimu to be a playable character in Doom Eternal

>> No.4950806

>>4950797
>I'm also tinkering around with a halloween/horror themed game, so keep an eye out for that inbetween future MGQ3D and HDoom stuff.

Is HDoomGuy literally autistic?

>> No.4950814
File: 140 KB, 1360x768, Screenshot_Doom_20180802_201745.png [View same] [iqdb] [saucenao] [google]
4950814

first time I've seen Ben Shapiro in a Doom wad

(Infuscomus)

>> No.4950815

>>4950806
If by autistic you mean "he's working on multiple projects so he doesn't get burned out on working on just one" then yeah, he's probably got the mega-auts

>> No.4950818

>>4950815
Actually by autistic I meant "seemingly incapable of focusing his attention on a single project"

>> No.4950823
File: 337 KB, 1360x768, Screenshot_Doom_20180802_210459.png [View same] [iqdb] [saucenao] [google]
4950823

THOT

(Dead On Arrival)

>> No.4950821

>>4950818
That's not autism, that's ADHD.

>> No.4950827

>>4950284
eternal doom was not that bad

>> No.4950829

>>4950818
In most cases, its either that or one of two other things. Cancellation or Hiatus

>> No.4950831

>>4950827
Hi Alexander.

>> No.4950838

>>4950831
who?

>> No.4950843
File: 26 KB, 422x667, Jeff Sketch.png [View same] [iqdb] [saucenao] [google]
4950843

>>4950827
But it hasn't even come out yet, anon!

>> No.4950847

>>4950838
The guy who thought Eternal Doom was the raddest thing ever and not only used it as inspiration for his own megawads, most famously Epic 2, but also calls himself Eternal.

>> No.4950850

>>4950827
The maps were rather big

>> No.4950853

>>4950847
That's funny, I assumed it was just a coincidence.

>> No.4950861

>>4950853
Oh yeah, he's a valiant defender of Eternal Doom.

You can see some of the similarities in Epic 2, what with the switch hunting, but I frankly think he does a so much better job with his levels than Team TNT did with Eternal Doom (they have made good stuff, mind). I say this as someone who doesn't really like slaughter that much, by the way, which Epic 2 has plenty of.

>> No.4950870

>>4949729

i like it

>> No.4950873

Post underrated gameplay mods for me to try

>> No.4950874

>>4950407

jesus christ

>> No.4950879

>>4950284

i savescum

>> No.4950895

>>4950284
I find REKKR's to be only okay, mostly because some of the maps feel way too long, particularly in the first episode, not so much in the second episode, and half of episode three's maps. The weapons also confused me on which to use since the gatling gun replacement seemed to be so good I wasn't sure what to use the other weapons for. I mean I'll definitely recommended it to people who haven't played it, but my heart won't really be in the recommendation.

>> No.4950903

>>4950873
WildWeasel's pre-2010 stuff

>> No.4950906
File: 3.69 MB, 1232x1608, 1512017180162.png [View same] [iqdb] [saucenao] [google]
4950906

Found a Doom Vietnam mod from 2014
https://www.moddb.com/addons/doom-vietnam

Decided to change some of the stuff about it I dind't like
http://www.mediafire.com/file/gj422higxlwtbhc/NamMissionModded.wad/file

-The M16 and the 1911 have new sounds, the M16 I got from an AR video, the 1911 I got from Rising Storm
-The player now starts with an M16 and 100 rounds of ammo instead of just a 1911. This makes some of the harder difficulties playable.
-the M16 rate of fire has been raised closer to it's historical rate (600-700 rpm), this means you'll burn through bullets quicker though, so be careful
-I replaced the fireball with a puff of smoke, they shipped these things with flash hiders.

Might expand on it more, add some new weapons (probably just steal them from other games lol)

I'm not much of a modder but there is a serious shortage of single player Vietnam games and DOOM is a pretty good vessel for them due to it's difficulty and how close to hell Vietnam was.

>> No.4950913

>>4950906
you need to give up at the end?

>> No.4950917

is ioquake3 still the goto q3 port?

>> No.4950920

>>4950906
>they shipped these things with flash hiders
You can still get a little bit of flash with a rifle with a flash-hider, more still in full-auto fire.

Big Hollywood style fireballs generally is something you'd only see with like really short rifles, larger Magnum handguns, and artillery.
Though I like them so much visually that I'm perfectly fine with eschewing realism to have them.

>> No.4950926

>>4950920
I kept a little bit of the fireball. I just toned it down a lot.

.223 out of a 20" barrel is a lot less likely to fireball.

I wonder how the original modder got the NAM level over to DOOM. I want to maybe port some more levels over, especially that brutal first level.

>> No.4950934
File: 258 KB, 1080x1349, CAR15 POV.jpg [View same] [iqdb] [saucenao] [google]
4950934

>>4950926
>.223 out of a 20" barrel is a lot less likely to fireball
True, true, it's more with old CAR15s where it'd fireball like crazy (hence the Colt Moderator, a good concept with flawed execution, which I think would be a pretty popular thing if not for NFA laws).

>I wonder how the original modder got the NAM level over to DOOM.
I'd assume he just recreated it. Though there might exist converter software of some sort for Build format maps.

>> No.4950956

>>4950906

Nice, I'll give this a go.

>> No.4950957

>>4950913
Don't make me summon /k/, anon.

>> No.4950960

>>4950957
pls god no
Remember last time?

>> No.4950961

https://babel-mod.neocities.org/

what do you think about this guy's ideas to make the pistol not be a useless piece of trash?

>> No.4950967

>>4950961
Babel is a pretty cool mod in general, and I will never stop insisting that it deserves a Golden Boner.

>> No.4950996

>>4950934
that picture is fucking with me

>> No.4951008
File: 2.11 MB, 1920x4320, 1518624595022.jpg [View same] [iqdb] [saucenao] [google]
4951008

>> No.4951018
File: 537 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google]
4951018

How did Pillowblaster do this?
I tried to sift through the code but didn't understand jack.

>> No.4951020

>>4951018
you don't understand pillowblaster, you just marvel in awe at his wizardry

>> No.4951023

>>4950996
How so, the lighting?

>> No.4951025

>>4951018
>on my way to steal your bitch

>> No.4951027

>>4950996
looks like blender cycles lmao

>> No.4951028

>>4951018
>>4951020
I managed to gather that it somehow creates a pseudosprite, or something like that.
Also another thing is a vision powerup that shows location and istance to of treasure. Imo same thing but for keys wouldve been better so I want to modify it to detect keys instead, as well as first thing to make keys visible through walls maybe.

>> No.4951029
File: 599 KB, 850x640, jawdrop.png [View same] [iqdb] [saucenao] [google]
4951029

>>4951018

>> No.4951032

>>4951027
yeah, it's almost like a model render.

damn, we've come a long way for me to say that.

>> No.4951038

Is there a floor equivalent to decals (in ZDoom)?

>> No.4951039

>>4951038
[NO]

>> No.4951040
File: 556 KB, 1920x1080, Screenshot_Heretic_20180803_030703.png [View same] [iqdb] [saucenao] [google]
4951040

Spooky

>> No.4951041

>>4951038
technically not in the way you'd expect. i think all the blood, entrails and shit you see in Brutal Doom and some gore mods or the like are basically dumping voxel/3D models on the floor that fake the illusion of ground decals

>> No.4951046

what are some easy megawads?

>> No.4951060

>>4951041
would help explain the godawful performance

serious why must gzdoom run like such shit?

>> No.4951069

>>4951060
Partially because it isn't the best optimized, partially because of things like object handling and what not, the way the engine is set up, just means there's kind of a ceiling where you start to lose performance, regardless of how good your hardware is.
Addressing this would entail tearing out the code and redoing everything from the ground up, and Graf's flaws aside, I can see why he doesn't want to do that.

>> No.4951073

>>4950767
I'd at least take it a step further and add some extra weapons and mechanics, she should always have a duke style quick kick altfire for all her guns.

>> No.4951076

>>4951060
Mostly because of the way ZScript and DECORATE operate. To make them possible and as easy to use as they are, compromise with performance have been made. For simple stuff this is really unnoticable, but any kind of complexity weighs on them heavily.

>> No.4951078

>>4950967
I second this. Babel deserves more credit for a lot of reasons.

>> No.4951079

>>4951073
fine
just go toeless boots or go home

>> No.4951082

>>4951079
Anon no, they need to be armored rabbit feet, you wouldn't kick ANYTHING without proper protection.

>> No.4951112

>>4951082
I'm with him.
bare feet or bare home.

that made zero fucking sense but you get the idea.

>> No.4951113
File: 127 KB, 1280x852, qHRfqFc.jpg [View same] [iqdb] [saucenao] [google]
4951113

I love how Crispy Doom looks but I prefer the music in GZDoom. Is it it possible to make Crispy Doom sound like GZDoom? Help please.

>> No.4951120

>>4951113
you can use Fluidsynth (what GZDoom currently uses by default) in Crispy as well (check crispy wikia page). You can also use VirtualMidisynth and a soundfont of your choice (Roland SC-55 for authenticity).

>> No.4951128

>>4951112
>bare feet
toes, goddamn fuck overtime. never again.

>> No.4951129

>>4950818
Pretty sure autism is literally the opposite. As in "able to focus TOO MUCH on a single thing"

>> No.4951131

>>4950961
plasma pistol was a pos in the early version

>> No.4951135

>>4951131
That was FKER though, unless you're talking about the plasma SMG, which that thing was always a pretty reliable gun.

>> No.4951138

>>4948848
What's this wad? Looks comfy.

>> No.4951140

>>4951120
>Fluidsynth (what GZDoom currently uses by default)
GRAAAAAAAAAAFFFF

>> No.4951141
File: 13 KB, 225x225, index.jpg [View same] [iqdb] [saucenao] [google]
4951141

>open up Reelism's soundtrack
>1,084 songs
>several NES and Game Boy games have their entire soundtracks stored in .nsf files, even though only 1 or 2 songs from them are used

I know it saves space compared to making everything .mp3s but still

>> No.4951146

>>4949729
If I look that few more seconds, I'm gonna get a stroke.

>> No.4951150

>>4950284
I enjoyed Knee-Deep In ZDoom.
I even have ZPack on my Doom wad collection, and think that it does have a few good levels in every episode.

>> No.4951152

>>4950407
Does anyone have that old good cyberdemon doing goatse gif? And no, not for fapping purposes.

>> No.4951153

>>4950416
You are not missing anything. First third of TNT is really good, but last third it becomes almost unbearable. Ugly maps with unintresting gameplay. I would like the get rid of that wad, but my autism doesn't let me. My Doom collection wouldn't feel complete without the both parts of Final Doom.

>> No.4951156

>>4951152
e-excuse me?

>> No.4951160

>>4951156
More than 10 years ago (I think) somebody made a gif animation from the cyberdemon sprite and shared it on Zdoom forums. In the animation, cyberdemon does goatse.

>> No.4951163
File: 52 KB, 175x255, 1524298222139.png [View same] [iqdb] [saucenao] [google]
4951163

>>4951160
damn son.

>> No.4951165
File: 130 KB, 640x480, Screenshot_Doom_20160509_153810.png [View same] [iqdb] [saucenao] [google]
4951165

>>4949642
>>4951138
Mars One
https://forum.zdoom.org/viewtopic.php?f=19&t=51873

Its unfinished, but a bit of a different take on doom.

>> No.4951169

>>4951165
Ooh, I like the look of that Hexen TC. I assume both are dead though considering it's been 2 years since the last post.

>> No.4951175

>>4951169
yep, both are dead.
Plus batandy did Castlevania 100X better with 'Simon's Destiny'

The Mars map could have merit though, I just played through it and could be worth a re-visit. The idea of pistol being powerful enough to 1-shot humans and firing very slowly is quite nice. Imps are OP though.

There should be a cattle prod somewhere in that mod too that you use with alt fire

>> No.4951180
File: 15 KB, 902x250, QUIT.png [View same] [iqdb] [saucenao] [google]
4951180

>>4951165
>Those quit messages
jesus...

>> No.4951196

>>4951180
Immersive! I like it.

>> No.4951263
File: 7 KB, 198x188, dsparil.png [View same] [iqdb] [saucenao] [google]
4951263

Reminder to LIRAPS'D OT REDNERRUS

>> No.4951281

>>4951263
.kcoc ym kcus nac lirapS'D

>> No.4951296

>>4951263
PERHAPS IF IT CAN HELP US

>> No.4951301

>>4951281
llams2kcoc

>> No.4951302

>>4951263
> gets galactic domination plans cucked by a knife-ear

>> No.4951318 [SPOILER] 
File: 336 KB, 388x512, 1533298481780.gif [View same] [iqdb] [saucenao] [google]
4951318

>>4951152
>>4951160
I found it! Now I'm happy.

>> No.4951326

>>4951318
still think Doomguy is a virgin? Checkmate.

>> No.4951342

and you thought Clusterfuck was messy, wait till you see this.

https://www.moddb.com/mods/doom-ia

>> No.4951348

>>4951342
>I will make a patch with the requests that I read, and add the enemies of colorful hell in the next version
Wew.

>> No.4951354

I've been fucking around with Doom Builder for most of this year now, though more with GZDoom and its scripting potential. I got "recruited" into a project with the goal of Inferno inspired maps, so I've had a crack at making an actual map for once. Here is my entry thus far.
http://my.mixtape.moe/iqgntd.wad
Please gimme some feedback. Tear my anus asunder. Tell me why it's shit and if it's salvageable.
This map is designed with Chocolate Doom/PRBoom in mind, and UV for the difficulty.

See if you can spot the "inspiration"!

>> No.4951358
File: 399 KB, 1280x720, anoninfernewmap.png [View same] [iqdb] [saucenao] [google]
4951358

>>4951354
Already it's annoying with the constant icon of sin pain sounds and HOMs everywhere. Also what is up with that cacodemon spitting lost souls?

>> No.4951360

>>4951358
>HOMs
I'm retarded and forgot the texture pack that goes with it.
>IOS pain
That shouldn't be happening. That doesn't happen to me.
>Cacodemon spitting lost souls
That's not a thing that literally happens, though there are a few lost souls around.

>> No.4951363

>>4951360
>That shouldn't be happening. That doesn't happen to me.
Happens to me too. In both GZDoom and PRBoom.

>> No.4951364
File: 9 KB, 400x400, bored xenomorph.gif [View same] [iqdb] [saucenao] [google]
4951364

>>4950284
I don't like Doom.
Sure it is colorful, has banging tunes, and a great beastiary, but I can't be fond of it with movements more akin to a vehicle than a person, the starting pistol just being there to make others more useful, the delay in firing (paired with the vehicle movement style it makes combat feel sluggish af), RNG forks when it comes to damage, and I always get lost easily. Not helped where most megaWADs I come across take cues from slaughtermaps at some point, with open maps, weapons and powerups scattered around and enemies just being dumped left and right, feels like I'm playing serious sam or painkiller and I'm not fondof those game for this reason. I'd rather explore an actual place with architecture.

This is why I prefer Quake1 over Doom: sure it's less colorful, the tunes are more ambiant, and the bestiary isn't that big, but the starting gun can still be used even if you got more powerful guns, movements feel more like controling an actual person (and you can jump, adding verticality to the level design), no delay when firing, no RNG damage, and all of the maps I come across don't feel like they borrow from painkiller/serious sam.

>> No.4951370

>>4950284
I haven't played Doom in a while

>> No.4951371

>>4951358
>>4951363
Okay, I figured it out.
I copied some other DEHACKED file, but evidentally I didn't save it so it's got all that weird shit in it. All I wanted was the level name change.
Glaring incompetence aside, here's a .rar with the missing textures (it's just Doom 1 textures) and fixed Dehacked file. https://my.mixtape.moe/xsgias.rar

>>4951354
Nobody use this one

>> No.4951379
File: 756 KB, 1920x1080, Screenshot_Doom_20180803_091519.png [View same] [iqdb] [saucenao] [google]
4951379

>>4951371
This Imp doesn't aggro on me.

>> No.4951383

>>4950284

I don't like anything in D1/D2 other than Episode 1.

>> No.4951393

>>4951379
He's bugging out since the platform he's on is on a diagonal and he has less space to operate on, despite having the exact same space, technically.
Fixed, thanks.

>> No.4951412
File: 750 KB, 1920x1080, Screenshot_Doom_20180803_094021.png [View same] [iqdb] [saucenao] [google]
4951412

>>4951393
Just finished the map. Might post some screenshots for anything of note.
I would move these stairs to the other side, or change the area in some way so it's more obvious you need to press the switches. I missed the first one because I thought I was on a barren platform I was meant to come back to later. My first instinct was to go for the stairs since it seemed that was the right way. Was a bit annoying trying to find that teleporter with all of the radsuits used up.

>> No.4951415

How do you even play in multiplayer? I don't mean technical stuff, I have Doomseeker, I know how to get onto a server and stuff.
I mean... How do you actually go there and... play? With people?
What servers do you choose?
How can you play with people you don't know and that don't know you?
What if they don't like you? What if they wouldn't want you entering their server?

>> No.4951418
File: 192 KB, 1920x1080, Screenshot_Doom_20180803_093537.png [View same] [iqdb] [saucenao] [google]
4951418

>>4951412
Some of the areas feel like they could be scaled down if you're adamant on keeping the amount of monsters where it is. There are lots of large rooms with so much dead space because there are barely any guys to shoot at. The courtyard where you first encounter the Cacodemon is a good example of this, it's just a basic rectangle with nothing going on aside from a couple of pickups. That said, the grid maze was interesting for how it transformed each time you went through it but the monsters fought in it was annoying for how limited your arsenal is.
Some of the secrets were wallhump-tier as well, hidden away with no real indication of there being something there. The blue armor and backpack are specific examples that I missed, I also missed the Rocket Launcher on my first try but that was just carelessness on my end and I never really felt it necessary with all of the ammo it gives you.

>> No.4951428

Icarus is on live, he's going to be playing hideos destructor + diabolus ex

This should be good.

>> No.4951436

>>4950284
I prefer final doomer version of doom 2 weapons over the vanilla
And i really love what they did with the pistol

>> No.4951450

>>4951412
I think I'll ditch the stairs and make teleports that keep you on each platform. This'll force you to complete the blood maze but maybe that's a good thing, you'll actually use the door.
>>4951418
As for secrets, the backpack is a bit cheap (you're supposed to notice via map that that wall is shorter than the others, but it's shorter by like 16 units and you're probably not looking at the map at that point), the blue armor is inspired by E3M3(?) the map with the hand, where you have an arrow pointing to a secret. Suffers from the same issue, I suppose.
I'm going to rework the maze so hopefully it'll be more fun and less awful.

>> No.4951459

>>4951073
A kick is definitely on the books.
I was also thinking a sort of two foot longjump that also can insta-kill weaker enemies like zombiemen and maybe shotgunners and slightly pinkies, hellknights, barons, mancubi due to their fat absorbing the impact to badly damage them imps and chaingunners

Kind of like of you do the powerslide and jump at the same time in High Noon Drifter. But for now, a normal, but powerful kick would be done.

But again, gotta learn how to do all this stuff and learn how to use the modding tools since I've never done any Doom modding before.

>> No.4951461

>>4951450
I did notice the arrow on the automap, but didn't pay it as much find. I'll rack that up as my bad but you're in what is essentially a timed area anyway and don't really have the luxury of searching for hidden doors in an area like that.

>> No.4951479

>>4951371
I'll make a demo for you later today.

>> No.4951491
File: 2.62 MB, 1920x1080, Screen Shot 2018-08-03 at 10.21.10 AM.png [View same] [iqdb] [saucenao] [google]
4951491

>>4950906
Changed the M16A1 sprite completely.

Going to do some more work on this tonight.

Trying to decide if I should add more weapons or make a new map. I've never made a map before but I think I have a pretty good idea of how to add weapons into the game. Then again which ones?

I think the first step is to give the VC AKs. I REALLY also want the MAT49 in the game too, but I can't find a sprite, there are so few games that use them that making one might be kind of difficult.

>> No.4951509

>>4951436
Final's Chaingun is boss.

>> No.4951518
File: 290 KB, 640x480, Screenshot_Doom_20180803_165524.png [View same] [iqdb] [saucenao] [google]
4951518

>> No.4951527

>>4951518
spooky
shiny

>> No.4951535
File: 2.27 MB, 1920x1080, SM1_wcdx 2018-08-02 09-59-53.png [View same] [iqdb] [saucenao] [google]
4951535

>>4948902
i said that it may be news material or not, but i saw the stuff, and it supports everything, though its still an alpha, also they did old tests.

for now the sprite limit seems to be 400% sized and the sprite sheet is the same as Doom and other FPS games but with down, up, and angled turns.
>https://www.wcnews.com/chatzone/threads/adventures-in-explorations-wc1-edition.29214/page-3#post-404312

also with the DX9stuff now it supports reshade without using DgVoodoo2, though the screenshots are still 4:3 because he didn't worked on scale and its still alpha

>> No.4951551
File: 157 KB, 1000x894, 1433158185559.jpg [View same] [iqdb] [saucenao] [google]
4951551

>>4951318
Delet this

>> No.4951571

Between Doom 64 Consolation Prize and Doom 64 for Doom 2,which one do you prefer?

>> No.4951589

>>4951571
Neither.

>> No.4951596
File: 865 KB, 1920x1080, Screenshot_Doom_20180803_111623.png [View same] [iqdb] [saucenao] [google]
4951596

>> No.4951598
File: 175 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google]
4951598

Damn this is good

>> No.4951609

>>4950395
overdesigning has been a plague since 2006, the year gears of war came out.

>> No.4951635

What game is the best introduction to Six Degrees of Freedom shooters? Something not too confusing so I can get used to it.

>> No.4951648

>>4951371
Here you go.
http://www.mediafire.com/file/6r7p1xocyxdq2om/infernewFDA.lmp/file

If you're gonna have the Slough hand, it needs the booger at the end.

I stood still for a while at the hurtfloor maze start when there were no more radsuits because I was just staring at the map trying to figure out where to go. Some of those blind drops are scarier than others and because the purpose of the mapset seems to be replicating Sandy Petersen maps, I was sincerely concerned about falling into a deathpit.

That E3M9 hallway section was clever, but it goes on for a while, at least for me because I was nervous about checking each hallway for goodies or enemies.

It was fun, and very devious. Thanks for making it.

>> No.4951662

>>4950386
Rage, visually, wasn't over designed at all. Art direction was on point in that game. Probably would've been a fantastic game with more focus. Id isn't good at big worlds and mixed genres it seems.

>> No.4951663

>>4951635
Descent is the alpha and the omega. Everything else are just, well, descendants. I'm actually playing through Descent 1 for the first time right now as my first 6DoF. Rookie is the best choice for first timers - it starts out very gently, but still gets pretty fucked up the longer you go. I guess I'd suggest Trainee if you're deathly scared of not knowing which way is up, but the amount of overlap in design between Descent 1 and Doom is such that if you're comfortable with Doom, you've got a pretty good leg up in comprehending Descent.

>> No.4951667

>>4950967
3rded.
Golden Boners should be brought back in general.

>> No.4951702
File: 115 KB, 161x152, Clawani.gif [View same] [iqdb] [saucenao] [google]
4951702

>>4951535
In fact its the same sprite sheet with more degrees

>> No.4951705

>>4951635
>>4951663
I never liked playing descent with keyboard/mouse. Game needs a joystick.

>> No.4951718

>>4951705
Absolutely not. It's not a flight simulator, it's a first person shooter with rolling. The game didn't make sense to me until I finally realized that and stopped trying to play with a joystick.

>> No.4951732

>>4951718
What FPS game has a throttle axis?
Only flight/spacecraft games have them.

>> No.4951748

Is there a way to automatically generate a TEXTURES list for gzdoom?

>> No.4951753

>>4951732
Throttle isn't necessary when you can just press a movement key to go in that direction full tilt, let it go to stop moving in that direction, and just tap the movement key to make small adjustments like a normal shooter. There's no inertia.

>> No.4951771

>>4951753
fine, be the lame person that controls a spacecraft with the equivalent of an office tool: the computer mouse. i'll be the awesome person controlling my spacecraft with a joystick like true spaceman.

>> No.4951776
File: 305 KB, 697x439, 1386449522017.png [View same] [iqdb] [saucenao] [google]
4951776

what are some .wads that make high noon drifter fun?

>> No.4951786

if the cacodemon from doom 4 gets his sprites replaced with model rips in metadoom, shouldn't the same happen with the modern revenant who's just a reskin of the classic revenant?

>> No.4951830

>>4951748

nvm figured out how to do it in SLADE

>> No.4951862

What do you guys think about this?
https://www.doomworld.com/forum/topic/96894-my-prboom-build-with-in-demo-voice-recording-support-and-something-extra/
>In-demo audio recording.
>Yes, you can now actually record your voice commentaries while recording demos and they will be packed inside demo footer. When you start the demo with voice commentary, it will start playing automatically.
>The demos are fully compatible with all other versions of prboom+
I fucking hate recording and uploading video files and I've always loved how small demo files are (even the demo with voice example he posted was 706kb) so I think this is really cool. Even if the person watching isn't using the fork that allows for voice, the demo will play normally, so there's no reason not to record with it. I think I might start shilling for this when I record demos.

>> No.4951895
File: 120 KB, 1000x1000, IMG_0908.png [View same] [iqdb] [saucenao] [google]
4951895

>>4950284
i think descent is shit because im retarded and played on ace
wolfenstein 3d is shit and the only good wolfenstein is rtcw
i like black mesa over half-life because it doesnt make enemies bullet sponges on hard and has better weapon feel (the crossbow isnt shit and the smg has decent accuracy)
I rarely use gameplay mods because im autistic and prefer to improve my vanilla doom skills rather then mess around with mods that mapmakers dont build their wads around
I frogpost

>> No.4951918

>>4951776
high noon drifter is fun with literally any wad

>> No.4951920

>>4951771
>not controlling Descent using a HOTAS Thrustmaster double joystick setup

>> No.4951934

With all that fanart that's just redesigns of Doom monsters, imagine if someone tried to make ingame sprites of them

>> No.4951936
File: 88 KB, 334x334, 1531221319999.jpg [View same] [iqdb] [saucenao] [google]
4951936

>>4951895
>i think descent is shit because im retarded and played on ace
having no gravity sucks

>wolfenstein 3d is shit and the only good wolfenstein is rtcw
true

>i like black mesa over half-life because it doesnt make enemies bullet sponges on hard and has better weapon feel (the crossbow isnt shit and the smg has decent accuracy)
it will unironically become the best HL game

>I rarely use gameplay mods because im autistic and prefer to improve my vanilla doom skills rather then mess around with mods that mapmakers dont build their wads around
if the maps weren't built for that gameplay mod, you shouldn't use them.

>I frogpost
me too

>> No.4951975 [DELETED] 

>>4951936
based and redpilled

>> No.4951993
File: 424 KB, 1920x1080, Screenshot_Doom_20180803_142636.png [View same] [iqdb] [saucenao] [google]
4951993

People were talking about good pistols, Guncaster (Vindicated) has a great pistol

>> No.4951994 [DELETED] 
File: 1.30 MB, 743x800, 1530030415797.png [View same] [iqdb] [saucenao] [google]
4951994

>>4951975
redpilled and based

>> No.4952000

>>4951993
That imp doesn't belong up there, get him down.

>> No.4952007
File: 1.38 MB, 1920x1080, Screenshot_Doom_20180802_231200.png [View same] [iqdb] [saucenao] [google]
4952007

>> No.4952014

>>4952007
Is this Going Down?

>> No.4952016

>>4952014
With DN3D textures loaded on top and the gameplay conversion mod, yes

>> No.4952027

>>4952016
Wicked

>> No.4952040

>>4951364
understandable, have a nice day

>> No.4952045

How do you load up multiple mods (a pk3 and a wad) into GZDoom at once?

>> No.4952049

>>4952016
So it's "Going Nukem" now.

>> No.4952050

>>4952045

Either use an external launcher, make a .bat file, or hold ctrl to click multiple files and drag 'em all on at once.

>> No.4952059

>>4952045
Use ZDL. Easiest way to make sure your mods get loaded in correct order without retarded dragging

>> No.4952064

>>4952050
The ctrl + click method seems like the natural method to use but whenever I try that it wants to load each of them in a separate instance meaning I'll have two separate windows of GZDoom going at the same time.

>> No.4952085

>>4952045
Seriously?
Just select everything you need and drag-n-drop on the GZDoom shortcut.

>>4952064
> it wants to load each of them in a separate instance
Well, it shouldn't do that.

>> No.4952136

He did it.
https://www.youtube.com/watch?v=_RWcYBeeYfg

>> No.4952138
File: 262 KB, 854x480, 1505728198862.webm [View same] [iqdb] [saucenao] [google]
4952138

>> No.4952141

>>4952136
Is he right about the map design?

>> No.4952156

>>4952085
>Well, it shouldn't do that.
Well, it did. I'm trying to do the .bat thing. Is it noteworthy that I'm using linux?

>> No.4952160

>>4952138
play it again, hissy

>> No.4952165

>>4952156
in that case, use the command line you weenie
>./gzdoom -file $PWD/{file1.wad,file2.wad,file3.wad}

>> No.4952172

>>4948797
Any doom WADS(preferably of Doom2) that replace the chainsaw with a laser sword/rapier? Oh, and why no Transformers TC WADS?

>> No.4952182

>>4952156
Maybe you're dropping the files on an actual executable instead of a shortcut to it?
Dunno if there is actually a difference, but still, in that case try making a shortcut and dropping onto that.

Why do you even have linux? I never used it, so I don't know if it has any pros over windows, but it really seems that there are none and it's full of cons, especially when games are concerned.

>> No.4952185

>>4952141
Unfortunately so. I got lost many many times in Rekkr.

>> No.4952189

>>4952182
Not him but in terms of just average user usage, on Linux there are pros depending on your preferences, but you are right, games are just a big con.

>> No.4952196

>>4952182
Because Microsoft is evil.

>> No.4952226

>>4951936
RTCW is great, Wolf3D is outdated but it can be really fun too.
Wolfenstein 2009 is just good.
TNO and TOB are great and then you have The New Colossus...

>> No.4952228

>>4952226
there is nothing wrong with wolf 09

>> No.4952232

>>4952228
its too boring for its own good

>> No.4952248

are there some wads that can make guncaster somewhat interesting and a challenge or is it intended to be just russian overkill lite

>> No.4952260

>>4952248
Vindicated helps even some stuff out

>> No.4952262
File: 124 KB, 578x1224, 1338400455247.jpg [View same] [iqdb] [saucenao] [google]
4952262

>>4950284

I always shit on people for playing brutal doom even though its actually a really good mod

>> No.4952265
File: 10 KB, 308x325, unknown.png [View same] [iqdb] [saucenao] [google]
4952265

I'm having a slight issue with what I'm working on (that doesn't involve the heat making me not wanna do much of anything, that is): This fuck. I got the Malbouge kinda-sorta almost done, but I hate the sprite set he uses. Anyone got ideas of what I could use as it's replacement.

>> No.4952289

>>4952265
where does this spriteset come from?

>> No.4952316

>>4952289
The original sprite set comes from the Hornbeast, a monster on R667 (at least, this is where I know it comes from, I have no fucking idea where it originally came from.)

>> No.4952317
File: 559 KB, 473x545, blazko 10.png [View same] [iqdb] [saucenao] [google]
4952317

>>4952228
Didn't say it's bad,is just good,not great.
Sure it still has the supernatural elements like in RTCW but overall it's not as good.
The guns look amazing though.

It also has the worst design for Blazkowicz

>> No.4952323
File: 32 KB, 634x483, FB_IMG_1527746639312.jpg [View same] [iqdb] [saucenao] [google]
4952323

>>4952317
Why does that pic look like juicy eyes

>> No.4952350

>>4952228
>>4952226
As someone who liked 09', there's a lot of things which could have been much better.

>> No.4952368

>>4952185
A lot of people seem to. Not everyone. It's a bit hit or miss. Some are more navigable than others. Automap helps.

>> No.4952375
File: 2 KB, 250x140, DeepOne.png [View same] [iqdb] [saucenao] [google]
4952375

>>4952265
I never liked that graphic myself, no. I think maybe it could be based on something from like, Corridor 7 or one of those other cheap Wolf3D engine, or Wolf3D style corridor shooters.

Maybe recolor and rescale this guy? Paint some fire on him for when he attacks.

>> No.4952383

>>4952323
Took it from a rando YT thumbnail.
YT thumbnails are weird.

>> No.4952386

>>4952375
Using both that and it's winged version already.

>> No.4952393

"Play megawads in your area". Never said I'd get imp'd.

>> No.4952395
File: 427 KB, 1920x1080, Screenshot_Doom_20180804_000834.png [View same] [iqdb] [saucenao] [google]
4952395

>>4952393
My trigger finger gonna be sore tomorrow.

>> No.4952398
File: 44 KB, 765x625, blazko.jpg [View same] [iqdb] [saucenao] [google]
4952398

>Want to play Laz Rojas original Wolf3D maps with some mods but it replaces the keys,making them unplayable.
>MFW

>> No.4952402

>>4952395
Thankfully, they're more manageable in suab2.

>> No.4952406

>>4952386
Well fuck, what about recoloring one of those hellish looking Mancubus variants?

>> No.4952412
File: 102 KB, 960x521, Untitled.png [View same] [iqdb] [saucenao] [google]
4952412

>>4952406
Real talk, I was thinking about either using the "magma-colored windigo" sprites for this, either that or this weird, Lava-golem sprite thing I found. It's not the best, quality wise but it looks better (To me) than the horn beast sprite set.

>> No.4952414

>>4952316
Reminds me of Corridor 7, although heavily modified.

>> No.4952439
File: 449 KB, 216x121, 1421338822444.gif [View same] [iqdb] [saucenao] [google]
4952439

Which nazi enemies mods do you prefer?
Bratwurst or Kriegsland?

>> No.4952447

>>4951571
Doom 64 for Doom 2

>> No.4952459

>>4952439
Bratwurst

>> No.4952472

>>4952395
Can you make that healthbar as a separate mod?
I've seen onther healthbars but they are either all the way down or all the way up. I like position of this one most.

>> No.4952481

>>4952395
Is Turmoil like a stress level or something?

>> No.4952508
File: 1.32 MB, 1616x935, file.png [View same] [iqdb] [saucenao] [google]
4952508

Why is Golden Souls 2 for all its pros makes it a point to be a collection of the worst, most infuriating Doom map tropes?

>> No.4952510

>>4952481
I think that's the name of the enemy.

>> No.4952512

>>4952508
Every time I play it I enjoy it greately for like 5 minutes and then I encounter somehing so infuriating i get tempted to ragequit. Never before have I played a mod so polarising.

>> No.4952515

>>4952472
Here's one I use, it's rather good: https://www.dropbox.com/s/48tq7kw3lyo8uop/crosshairhp.pk3?dl=1 It places the health bar below the cross hair.

>>4952510
It is the name of the enemy, I have NFI why CT named the enemies the way they did.

>> No.4952539

>>4952515
I guess to suit the dark and angsty nature he was going for.

>> No.4952551
File: 7 KB, 201x206, VEGA.jpg [View same] [iqdb] [saucenao] [google]
4952551

"I have many regrets, Dr Hayden."

>> No.4952557
File: 2 KB, 198x57, file.png [View same] [iqdb] [saucenao] [google]
4952557

>>4952515
That's what I dislike, i want it on the position like on that screenshot.
I actually had an idea that I shared here (since I lack the actual coding knowledge to do it myself) - an enemy HP bar that is represented around the cross-hair: here's a bit of a mockup

>> No.4952561

>>4952472
Pretty sure that healthbar is a separate mod.
It's called Targetspy

>> No.4952565
File: 382 KB, 1200x748, China_Lake_4x40_REMOV.jpg [View same] [iqdb] [saucenao] [google]
4952565

>>4951491
Maybe you can add a China Lake grenade launcher, so that you can still have a fast firing explosive weapon that fits with the setting? Or just an M79 or LAW if you have difficulty finding a way to sprite it.

>> No.4952572

Any good mansion-themed maps/wads?

>> No.4952579
File: 732 KB, 1920x1080, Screenshot_Doom_20180803_193149.png [View same] [iqdb] [saucenao] [google]
4952579

The Brutal Doom Hell on Earth campaign has a secret that requires you to 'use" a random tree in an arbitrary lawn to open up a fireplace in an unrelated house for a secret and that's crummy

>> No.4952582
File: 64 KB, 640x400, Screenshot_Doom_20180803_192945.png [View same] [iqdb] [saucenao] [google]
4952582

>>4952572
Just started playing through "Hell Ground" and the opening map has a mansion vibe to it.

https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hg

>> No.4952585
File: 78 KB, 640x400, Screenshot_Doom_20180803_192804.png [View same] [iqdb] [saucenao] [google]
4952585

>>4952582

>> No.4952589
File: 82 KB, 640x400, Screenshot_Doom_20180803_192422.png [View same] [iqdb] [saucenao] [google]
4952589

>>4952585

>> No.4952590
File: 21 KB, 320x200, d1.png [View same] [iqdb] [saucenao] [google]
4952590

>>4952582

Software lighting looks so good.

>> No.4952596

>>4952582
Thanks, but I've already played through that wad. Very cool map.

>> No.4952602

>>4952579

What's the secret anyway? An Easter egg?

>> No.4952606
File: 479 KB, 1920x1080, Screenshot_Doom_20180803_195107.png [View same] [iqdb] [saucenao] [google]
4952606

Two Quadcannons

>>4952602
an early BFG

>> No.4952607

>>4951936
>if the maps weren't meant for that gameplay mod, you shouldn't use them
ah shite i guess there's no more playing just about any gameplay mod then, shucks folks let's just leave

>> No.4952620

QUICK
what gameplay mod should I play next

>> No.4952623

>>4952620
it's easier if you tell us what you've already played dummy
play demonsteele

>> No.4952624

>>4952623
demonsteele sounds good thanks

>> No.4952625

>>4952620
Complex Clusterfuck

>> No.4952634

>>4952512
Are you me? I got done with it a couple of weeks ago and I love all the diverse map looks it has but playing them, especially for getting the big coins, felt like such a chore I was glad I was finished with it just so I didn't have to keep playing it.

>> No.4952637

>>4952620
Doom Incarnate

>> No.4952656

>>4952620
metadoom

>> No.4952657

>>4952620
Hideous destructor

>> No.4952664
File: 2.92 MB, 854x480, 1511776584305.webm [View same] [iqdb] [saucenao] [google]
4952664

mmm

>> No.4952667
File: 62 KB, 800x523, file.png [View same] [iqdb] [saucenao] [google]
4952667

Fuck uh, why doesn't Aeons of Death work on GZDoom? Did I do something wrong? I even got the specific version the thread asks for.

>> No.4952669

>>4952667
that version is kinda buggy if i remember correctly

>> No.4952670

>>4952669
Oh, how do I make it work?

>> No.4952672
File: 571 KB, 1920x1080, Screenshot_Doom_20180804_033213.png [View same] [iqdb] [saucenao] [google]
4952672

That was surprisingly easy.

>> No.4952673

>>4952670
jus' get a newer version, the latest one might do it for you

>> No.4952675

>>4952667
doesn't work for me either, and I have the latest gzdoom.

works on zandronum though, I play aeod v5 and not v6 however.

>> No.4952680

>>4952670
oh, actually, you might want an older version instead; the last update to aeons was 2016

>> No.4952683

>>4952673
Shit, that's the one I got
https://forum.zdoom.org/viewtopic.php?t=55487
This version is from two months ago.

>> No.4952685
File: 50 KB, 640x400, DVVHZfJUQAAnR3j.jpg_large.jpg [View same] [iqdb] [saucenao] [google]
4952685

I need some wads that play well with Pillowblaster's edgy radical fursona mod

>> No.4952687

>>4952675
The latest doesn't mean the most compatible with everything, increasingly more often they've been breaking or entirely removing shit that mods use.

>> No.4952689

>>4952672
What map is that?

>> No.4952698

>>4952675
Fuck, I'd rather use GZDoom because it means I can have the cool weapon wheel mod. Does Zandronum have one like pyweaponwheel?

>> No.4952705

>>4952698
>cool weapon wheel mod
link me.

>> No.4952708

>>4952705
https://forum.zdoom.org/viewtopic.php?f=43&t=61061

>> No.4952717

>>4952672
I played Going Down with SUAB too once, and found it almost unplayable at parts, given the propensity for SUABs monsters to be much more mean.

>> No.4952729

>>4952698
try using an old version of gzdoom then.

>> No.4952734

>>4952729
I did, I used 3.4.0 which is what it suggests to use for that version.

>> No.4952742

>>4952675
I just tried Zandronum, it didn't work. Are there any major differences in content from v5 and v6?

>> No.4952745

>>4952742
yes, which is why I prefer v5.

>> No.4952752

>>4952745
Do you have a link to the dat file? I can't find it.

>> No.4952754

>>4948826
High Noon Drifter is compatible

>> No.4952759

>>4952752
https://mega.nz/#!nt8RQI4a!yYfLxCtWrxUDmVvNmt9afxBTosQyRbpkdYsFgjokyNs

I assume you already have aeod5.pk3.

>> No.4952772
File: 689 KB, 1920x1080, firebluam.png [View same] [iqdb] [saucenao] [google]
4952772

>>4952664

That bob and tilt is disgusting.

>> No.4952778
File: 382 KB, 340x340, 2huweed1.gif [View same] [iqdb] [saucenao] [google]
4952778

>mfw tried campions for the first time with Hideous Destructor

>> No.4952791
File: 1.06 MB, 1920x1080, Screenshot_Doom_20180803_212228.png [View same] [iqdb] [saucenao] [google]
4952791

Damn
thos aliens bastards,etc. rar I'm a dragon

>> No.4952802
File: 23 KB, 640x400, duke2d.png [View same] [iqdb] [saucenao] [google]
4952802

>>4952791

how many maps in this set? link?

>> No.4952805

>>4952620
Colorful Hell + LegenDoomLite + Champions + Demon Counterstrike + your weapons mod of choice.

>> No.4952806

>>4952778
i was tempted to try HD again just to suffer, only to learn that recent GZDoom versions borked it
welp

>> No.4952808

>>4952806
Borked HD or borked champ?

>> No.4952809

>>4952808
borked HD, the scope image trickery doesn't work anymore apparently

>> No.4952812

>>4952802
It's the Brutal Doom Hell on Earth campaign, 32 maps

>> No.4952816
File: 67 KB, 526x800, post-10825-0-17124200-1350948847.jpg [View same] [iqdb] [saucenao] [google]
4952816

>>4952565
>China Lake grenade launcher
Interesting. I see it was mainly issued to SEALs.

I've always wanted to do a level based on the Son-Tay (peak fucking aesthetics google it) raids so that might be a possibility.

For now I'm going to keep this mod focused on mid war era stuff (1967-69) so M16A1s, AKs, M60s, shit that's easy to find assets for. I was doing some reading on the NVA K50 SMG, It was basically a hot-rodded PPSH41 mixed with MAT49 features. I could take the PPS43 sprite from COD and photoshop the MP40 barrel on there and call it a K50, or I could just use the PPSH41 and call it a day since there were plenty of those floating around at the time.

Tonight my goal is to get a working usable AK into the game. I think I can just copy and paste the M16, change the names and variables and sounds and edit the damage and spread and it should be good. I already have AK sprites ready to go.

For now:
http://www.mediafire.com/file/gj422higxlwtbhc/NamMissionModded.wad/file

-New M16A1 sprite
-Enemy gunfire is now real recordings of AK47 sounds (thanks hickock45)
-switched primary and alt fire. left mouse button now shoots single bursts and right mouse now shoots full auto

I didn't expect to get this far with this. If this becomes something really cool what are the ethics of putting this on ModDB? I did basically use someone elses mod as a base and have been ripping off assets left and right. If I just credit everything that I've taken am I good to upload it to Mod DB? The original mod hasn't been touched since 2014 so I don't think I'm stepping on anyone's toes here.

>> No.4952817

>>4952802
I'm surprised no one ever tried to beef up / tweak Duke 2 backgrounds into skyboxes in Doom or DN3D or the like. Then again they probably don't loop well at all since they're entirely static.

>> No.4952832

>>4952817
Oh nevermind, i've not seen DN2 in so long that I forgot some of them did scroll or wrap around

>> No.4952871

>>4952754
sick, i'm taking on dark medieval fantasy with a revolver pistol

>> No.4952874

https://clips.twitch.tv/MuddyHealthyBaconAllenHuhu

>> No.4952878
File: 1.09 MB, 849x479, poptepilul.gif [View same] [iqdb] [saucenao] [google]
4952878

>>4952874
Amazing

>> No.4952880

>>4952874
Not funny.

>> No.4952976

Anyone here playing Struggle: Antaresian Legacy?

https://www.doomworld.com/forum/topic/74791-struggle-antaresian-legacy-june-30-2018-rc2-is-available/

The gameplay is phenomenal

>> No.4953008
File: 2.85 MB, 1920x1080, Screen Shot 2018-08-04 at 12.09.39 AM.png [View same] [iqdb] [saucenao] [google]
4953008

GENTLEMEN...............BEHOLD!!!!!!!

>> No.4953038

Fuck, does anyone have a link to that duke nukem mod/ conversion that only works on like edge i think it is?

>> No.4953065
File: 411 KB, 504x676, JUST.png [View same] [iqdb] [saucenao] [google]
4953065

wtf happened bros?

>> No.4953104
File: 2.42 MB, 1920x1080, Screen Shot 2018-08-04 at 1.06.01 AM.png [View same] [iqdb] [saucenao] [google]
4953104

Welp. I said I would have a working AK in the game by tonight and I do

I was originally going to have it share ammo with the M16 for simplicity's sake, but right now I ran into a bug that I might actually want to keep around as a feature. The AK will not pull from the same ammo as the M16, and the player will not store AK ammo found on bodies, he will only keep the current AK magazine full. This kind of represents the idea of a "battlefield pickup"

soldiers were also discouraged from using AKs since they had a very distinct sound which was burned into the heads of American GIs a "the enemy is near", or maybe that's just an excuse for my laziness. I haven't watched a single tutorial on Decorator, I'm just kind of guessing on how the scripting language works. It reminds me of Basic a little bit.

No need to spam the link again, it's roight here
>>4952816

>> No.4953109

>>4953065
You realize he collects old timey gas station stuff right? He isn't an employee at one.

>> No.4953113
File: 22 KB, 680x680, 316.jpg [View same] [iqdb] [saucenao] [google]
4953113

AHHHHHHHHHHHHHHHHHHHHHHHHHHH

I FUCKING WISH THERE WAS A DOOM MAP STANDARD WHERE WE DECIDE IF FUCKING NUKAGE TEXTURE IS DAMAGING OR NOT.

>> No.4953117

>>4953065
Now I want to see a weapons mod that solely deals with old timey gas station aesthetics.

>> No.4953118

>>4953109
>You realize he collects old timey gas station stuff right? He isn't an employee at one.
Frankly that sounds like a fun hobby.

>> No.4953121

>>4953104
Cool. Do you plan to replace the plasma rifle too? You could take a note from Final Doomer and have it be a .50 caliber machine gun instead.

>> No.4953123

>>4953121
The script in the original mod (which I've just been copy pasting and altering) doesn't have the weapons replacing any of the old ones, so technically they are all still there. I had this idea of having a level where you eat some bad acid and end up playing an unaltered DOOM level as part of your trip.

>> No.4953179

>>4953065
a job is a job

>> No.4953187

Anyone got a screenshot of the resolution selection before graf removed it?

>> No.4953209

>>4953065
he's just larping
In reality he does something far more humiliating. Phone games

>> No.4953214

>>4952508
>>4952512
like?

>> No.4953219

>>4951771
Hope you play Doom with a light gun.

>> No.4953229

>>4953214
instant death pits over tricky slippery platforming (margin of error my ass)
placing a shooting monster you cant take out in one shotgun blast right behind the door/around the corner so they could guarantee a hit on you before you kill them. Bonus (negative) points for that monster to be INVISIBLE that becomes visible only during attack so you cant blast him ahead of time.
Monsters so far away they become 1-2 pixels that shoot at you regardless, even if it is projectiles - it's hard to anticipate them if you can't even see the monster.
several secrets and even conventional paths require you to take damage from the damaging floor/liquid without any way to negate that
etc.

>> No.4953259

>>4953229
>That level where you have to swim through giant pieces of cereal and can't see shit

>> No.4953301
File: 593 KB, 1360x768, Screenshot_Doom_20180804_013754.png [View same] [iqdb] [saucenao] [google]
4953301

>>4952572
Fine, if I can't get any recs I'll make a map myself!

>> No.4953309

>>4953113
Forget Nukage.
The goddamn Blood floors are the ones that need some goddamned consistency.

>> No.4953330

>>4952664
doesnt look particularly fun

>> No.4953338

>>4953301
GS2 has plenty of mansions. but also >>4953229

>> No.4953391
File: 447 KB, 1600x900, Screenshot_Doom_20180804_030829.png [View same] [iqdb] [saucenao] [google]
4953391

>> No.4953415
File: 27 KB, 480x480, GAU5AA.jpg [View same] [iqdb] [saucenao] [google]
4953415

>>4952816
>Son-Tay (peak fucking aesthetics)
Them GAU-5/A/As tho.

>> No.4953427
File: 84 KB, 500x388, spider-shock.png [View same] [iqdb] [saucenao] [google]
4953427

>>4952880
t. Spider Mastermind

>> No.4953459

>>4948797
When I capture doom gameplay with nvidia shadowplay it comes out dark. not super dark but a bit too dull for my liking. even if I slide the in-game gamma slider to max it still comes out the exact same dark in the capture, like it doesnt detect the gamma at all, it's really weird.

anybody have a solution to this? I cant use OBS because when I record with that I get choppy gameplay at 60fps.

>> No.4953523
File: 8 KB, 676x223, wtffffffff.png [View same] [iqdb] [saucenao] [google]
4953523

WTF HAPPENED TO QUADDICTED, IS THIS SOME KINDA JOKE?

>> No.4953531

>>4953523
Didn't they said they neede help to add some something to their site because of this?

>> No.4953534

>>4953391
> it throws flame

>> No.4953536

>>4953113
desu damaging floors just shouldn't exist they are completely non-fun especially when you are expected to navigate through them with a timed radsuit

>> No.4953543

>>4953536
they can be used as "soft" boundaries to discourage a player from moving from a location without outright blocking them
the other option is a ledge, but then you have to find a lift/stairs/teleporter back up and monsters moving around would be limited to flying ones

>> No.4953556

cyberdong

>> No.4953562

thought of a funny comic where classic doom textures meet doom 64 textures and get in a fight
>"wow, fireblu looks so ugly! some of these textures don't even have any context at all"
>"at least we're iconic and don't use colored lighting to hide the fact we're all samey looking"

>> No.4953568

>>4953531
well everything is blocked, even that forum link, so all i know is what's displayed when you visit their site

>> No.4953603

>>4953523
Use proxy to access it.

>> No.4953606

>>4953603
nah, if they treat me like shit, screw them, i'm already sittin mostly on func_, just one more reason to sack this quaddicted shithole

>> No.4953627

Re: resolution crap

https://forum.zdoom.org/viewtopic.php?p=1066598#p1066598

It's coming back, but in a better way. Height/Width has been exported from console to a menu variable. There is also a submenu with predefined resolutions, akin to the axed resolution selection. It's somewhat...limited atm, but resolutions will be added as time passes, I suppose.

The "catch": currently only in a dev build. There's no real catch I can think of. Being able to input your resolution manually is a godsend. To be honest, the only problem with this change by Graf & co. was the piss-poor marketing and rushed release, giving the impression that resolution selecting was axed completely, which is bullshit.

>> No.4953635

any recording software that plays nice with Gzdoom?
I tried OBS and it just records sound, fraps outright killed my framerate from 100+ to 30, and shadowplay doesn't seem to care

>> No.4953637

>>4953635
OBS does record video, but for whatever fucking reason it needs a few seconds after Doom is launched to actually start displaying video as well. Like, launch OBS, launch Doom, and start recording after about 10-15 seconds. Then it works.

>> No.4953638

>>4953523
>europ*ans

>> No.4953639

>>4953627
someone finally cockslapped graf into sense?

>> No.4953646

>>4953639
Not Graf. The only thing Graf did was accept the PR. Rachael and Caligari are the champs here. It did take a bit of fire and conflict for this to happen, but who cares at this point. It's in, time to move on.

>> No.4953651

>>4953637
its not recording my desktop either, so I guess It wasnt a problem with doom
I did force it to run with the graphics card

>> No.4953664

>>4953635
Bandicam (you can easily find a cracked version). Doesen't kill FPS all that hard - depends on the encoder used - h264 drops it by 25-30% (from ~200 to ~150).

>> No.4953674

>>4953627
Oh, so it's more or less resolved?

Alright, you guys make a big announcement by the time it's been properly implemented in the normal versions, outside of devbuilds.

>> No.4953680
File: 282 KB, 800x450, Screenshot_Doom_20180804_165617.png [View same] [iqdb] [saucenao] [google]
4953680

Insanity Requiem was much better than I expected.

>> No.4953687

>>4953674
Seems to be the case. Fwiw I'm not a dev team representative, but I believe an annoucement will be made when the time comes. Likely for 3.5.1, whenever that is.

>> No.4953691
File: 16 KB, 431x476, 1532788939690.png [View same] [iqdb] [saucenao] [google]
4953691

What are the most "unfun" things in a Doom map?

>platforming sections
>damaging floors as part of the intended route
>pinky packs before you get ssg
>archvile traps
>more than one archvile at a time
>chaingunners

>> No.4953707

>>4953691
Large number of high tier enemies in a early part of the map. Like Barons and Mancubus etc.

>> No.4953708

>>4953691
>platforming sections
agreed
>damaging floors as part of the intended route
its fine as long as there is a way of getting past them unharmed, stonestepping or enviro suit
>pinky packs before you get ssg
I would change it to "pinky packs before you get any weapon at all" since chaingun exploits their high pain chance and shotgun works fine against them
>archvile traps
as long as they dont repeat they are fine
>more than one archvile at a time
its fine as long as they arent in ridiculous numbers or hard to hit areas
>chaingunners
nah m8

the only things I would add is overdoing archvile encounters because they become a chore, and unleashing 50+ of the same enemy type at once so no chance at infighting

>> No.4953723

>>4953708
>chaingunners above you and behind other monsters making them impossible to shoot
>fun

>> No.4953758

>>4953723
> chaingunners behind other monsters
i fail to see how this is a problem

>> No.4953765

>>4953758
Autoaim picks the closest monsters first, ignoring the chaingunners

>> No.4953772

>>4953765
I think the reason he doesn't see a problem is because you can just let the chaingunner infight with the monster in front of it before proceeding to kill them.

>> No.4953773

>>4953765
Chaingunner fire does not pass through monsters, anon.

>> No.4953776

>>4953691
Stock music and stock skies turn me off a lot.
Like I really do not want to go into a megawad that starts with D_RUNNIN and brown clouds, that tells me they could have done more but didn't, and I can expect the same for the rest of the levels.

>> No.4953780

>>4953773
not everyone plays with infinite height

>> No.4953782

More /arena/ than /doom/ but still
https://youtu.be/LYQjATp0-a8

>> No.4953786

>>4953776
The use of stock music bothers me to the point where I need to scrap together appropriate replacement tracks from various sources before I feel comfortable playing the WAD.
It's the reason I put off playing Plutonia before I found the MIDI pack.
The only megawads I know of that can get away with using the stock music without bothering me are the Doom the way id did series.

>> No.4953787
File: 81 KB, 572x692, smirkrex.png [View same] [iqdb] [saucenao] [google]
4953787

>>4953782
>that fucking hitsound

>> No.4953793

>>4950307
When do you plan on releasing this mod?

>> No.4953796

>>4953786
I'm ok with Plutonia because they picked tracks from Doom and Doom 2 and assigned them to new maps, and it has new skies, and not to talk about a distinct visual style.

I mean more like
>Wow, an 18 or even 32 level megawad
>the screenshots look cool
>it's supposed to be good
>go into first level
>dun dun dun dun dun dun dun dun DUN DUN
>dun dun dun dun dun dun dun dun DUN DUN
>sky is overcast clouds the color of dirt
>exit and look into .wad
>no new music tracks at all
>no new sky textures
>it's just gonna be the stock Doom 2 ones
I'm totally fine with someone making an episode or megawad for Doom 2, and they just grab skies and music from the first Doom, because it's at least SOMETHING.

I'll say though that TNT having it's own music score is why it stands so well vs Plutonia, despite probably being a bit inferior on some ways.
Now, going into D2TWID, I expected the sky to be the same, but the lack of new music bored me, so just as you I assembled a quick collection of random midi tracks from a folder, and it's good to go.
Little bit of Alien Vendetta and Double Impact in there, and some Memento Mori and Eternal Doom.

>> No.4953831
File: 453 KB, 600x527, monikhuh date.png [View same] [iqdb] [saucenao] [google]
4953831

I want to try out arcane dimensions but I know Jack shit about modding quake. What do I need to do to play this gorgeous mod for the greatest HUHing simulator of all time?

>> No.4953832

New thread. Screenshot Satuday?

>>4953828
>>4953828
>>4953828

>> No.4953858

>>4953832
too SOON

>> No.4953862

>>4953627
>To be honest, the only problem with this change by Graf & co. was the piss-poor marketing and rushed release.

Agreed.

>> No.4953901

>>4953534
The weapon's tag basically references that. (With a ton of bad German accent to go along with it)