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/vr/ - Retro Games

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4953828 No.4953828 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4948797

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


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
Doom Downloads:
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Marathon: https://desu-usergeneratedcontent.xyz/vr/image/1528/27/1528276019025.png
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)

Doom RPG series



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









>> No.4953830

=== NEWS ===

[08-01] Windows versions of Wing Commander 1 & 2 now moddable

[08-01] Nightdive releases a remaster of Forsaken

[08-01] Complete Clusterfuck updated

[08-01] HUMP Mini for Heretic released

[07-31] LegenDoom updates to 2.3

[07-31] GZDoom 3.5.0 Released

[07-31] 2018 Quake award winners announced

[07-29] Addons for Samsara

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

[07-25] Colorful Hell updates to 0.942

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

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

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

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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4953835
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4953846
File: 121 KB, 264x364, monikhuh.png [View same] [iqdb] [saucenao] [google] [report]

Shit, last thread ended just as I asked, so I might as well ask again here.
I wanna 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.4953857

>Download quake gog, OP link and whatever the shit
>Download FItzquake or QUakespasm and extract it at quake folder
>Download and extract arcane dimensions, crerate a folder named AD if the zip doesnt have it
>create a shortcut using fitzquake or quakespasm, right click, proprieties, destiny and put this at the end -game ad

or download Simple Quake Launcher 2

>> No.4953868 [DELETED] 
File: 473 KB, 840x848, jojo~03.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'm stuck in System Shock 1.
>I've destroyed all the cameras
>Have no idea what to do
>Look a walkthrough
>I have to go to some random room I've been before so I can use the elevator.

How the hell was I supposed to know that? I'm playing with 2 on every stat

>> No.4953871

>I'm stuck in System Shock 1.
>I've destroyed all the cameras
>Have no idea what to do
>Look a walkthrough
>I have to go to some random room I've been before so I can use the elevator.

How the hell was I supposed to know that? I'm playing with 2 on every stat

>> No.4953872
File: 775 KB, 1920x1080, 438c62dc-d98f-4d2c-9a31-7a2c8bd169f2.png [View same] [iqdb] [saucenao] [google] [report]

I'm just playing this map

what did they mean by this?

>> No.4953880

Not the point of screenshot Saturday.
is the point of screenshot saturday.

>> No.4953883 [DELETED] 

I think that guy might be a shitposter, or just from /v/

>> No.4953886 [DELETED] 

Given what he's trying to invoke it's obvious he's not from here.

>> No.4953896

or he made a simple mistake you tinfoil-hat-wearing pants-shittingly-paranoid gits

>> No.4953897

It's the year 2022...
People are still the same.
They'll do anything to get what they need.
And they need ONIONS GREEN.

>> No.4953898

>simple mistake

you underestimate the mindset of the /v/irgin

>> No.4953902

> what did they mean by this?

>> No.4953905

I could've sworn I typed basedle- is this 4chan's fault? Anyway it's supposed to be a reference to söylent green you uncultured swine

>> No.4953908

What are some of your favorite creative tricks in classic Doom mapping?
Like certain use of textures, sectors, limitations etc that you liked

>> No.4953910


>> No.4953913
File: 221 KB, 645x483, qcde.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4953914
File: 854 KB, 1920x1080, Screenshot_Doom_20180804_142248.png [View same] [iqdb] [saucenao] [google] [report]

Im not diggin guncaster
mayber its the mapset

>> No.4953915

The portrait art for the characters is pretty nice, how recent is that?

>> No.4953917

The way people did bridges above ground was a fun one. A whole section of lightspeed lifts designed so you could walk across.

>> No.4953936
File: 520 KB, 1920x1080, Screenshot_Hexen_20180804_133719.png [View same] [iqdb] [saucenao] [google] [report]

Neat how Guncaster is designed around Hexen

>> No.4953940

how so?
I have tried Hexen a couple of times but I always end up losing steam and dropping it

>> No.4953947
File: 282 KB, 800x450, Screenshot_Doom_20180804_165617.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4953949

I’ve been seeing that same shotgun for years and I’ve never figured out where it came from.

>> No.4953950


I always enjoy when you leave one room and enter into a new "world", with the room you just left completely disappearing. Strange Aeons used this trick a lot. Bridges (not bullshit invisible ones) and moving fans are also pretty cool.

>> No.4953958
File: 57 KB, 1600x1200, HTIC21.png [View same] [iqdb] [saucenao] [google] [report]

I thought the trick used to make this look a bridge was neat. It's just a darkened 1 pixel wide sector raised on both sides to give it that look.

>> No.4954004

Onions Green

>> No.4954010

Thanks /pol/

>> No.4954014
File: 364 KB, 800x600, Screenshot_Doom_20180804_203147.png [View same] [iqdb] [saucenao] [google] [report]

After months of stalling, I finally finished up the new shotgun guy, I'm hoping he'll stand out a bit more visually. The previous graphic for him made him kind of murky and sometimes he could be hard to spot in time, not good when he hurts like shit, and can actually shoot pretty rapidly.

This is a fucking terrible screenshot of him, because I'm refusing to go up in his face to get a good look at him when he's in action. I'll post him in a sec.

>> No.4954031
File: 55 KB, 524x534, shotcunts.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4954037
File: 81 KB, 540x720, freeman.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm the one who made that drawing.
I've also made one for Half-Life.
sorry for the quality.

>> No.4954042

How you get weapons and powers in Hexen seems scaled to go with Guncaster (at least Guncaster Vindicated)

Also, the dragon dude responds to when the skullface in Hexen calls him stuff.

>> No.4954064

I liked that map except for the hitscan ship at the end. I just didn't have enough ammo to deal with it.

>> No.4954079

doom 3/ 2.5

>> No.4954084
File: 116 KB, 800x600, Screenshot_Doom_20180804_194244.png [View same] [iqdb] [saucenao] [google] [report]

T-Tom, that wasn't weed...!

>> No.4954096
File: 222 KB, 989x673, steam retro updates.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else with retro fps on steam get this sometimes? I'll restart steam/open it up after restarting my PC and notice there are a bunch of updates with no bytes for random retro FPS for some reason. It's not just the ones listed here but theyre usually on the update page when this happens.

also inb4 >using steam xddd

>> No.4954098
File: 97 KB, 800x600, Screenshot_Doom_20180804_194735.png [View same] [iqdb] [saucenao] [google] [report]

I've always liked basic stuff like fake deep water, or mid textures for various kinds of creative structures that look like they couldn't otherwise have been made in vanilla.

I'm pretty sure it was Boom format, but there's a level in BTSX2 where you start and there's a courtyard that's dry dirt, and you flip a switch and this place later transforms to a lake, like it was filled up by a reservoir.
I thought that was REALLY neat.

Feels kind of weird to blast these dudes with shotguns.

>> No.4954101

>using steam

>> No.4954128

For the anon who's making the Samsara monster mixer, when do you plan on releasing the mod?

>> No.4954150

I would've his shoulderpads and kneepads green. It's a tad off to have only one portion of him be one color.

>> No.4954156

Maybe just interal database edits that accidentally get pushed to clients with no info? Idunno.

>> No.4954158
File: 1.20 MB, 440x404, ezgif.com-video-to-gif.gif [View same] [iqdb] [saucenao] [google] [report]

So Quakeaddicted is down here in Europe,anyone can suggest me some Quake mods?

>> No.4954227
File: 27 KB, 376x440, 1511103499084.png [View same] [iqdb] [saucenao] [google] [report]

Can we share some /comfy/ doom experiences?

>Late 2000's when I first got all the doom games again and played through all the big megawads back to back while listening to the Metallica discography
>Last few years and after finishing study, have some Adderall left over so take a bunch of them and blast away like a mad bastard for a few hours in Vanguard and finish it in one go while listening to retrowave

>> No.4954239
File: 2.32 MB, 1280x720, 2018-08-04 14-55-29.webm [View same] [iqdb] [saucenao] [google] [report]


I don't really have a time frame for any of this since I generally just work on it when I get bored.

But at the worst I'd say hopefully by the end of the year.

I mainly want to finish out the Quake set, add a few new monster modifiers, and finish the Doom 64 addon set (as an example on how people could add their own sets) before I put out a new version.

>> No.4954242

Will it still have monstersets from the games with playable characters in the main Samsara mod?

>> No.4954245

Ok Im going to play hexen
warrior, cleric, mage or Overpowered furry dragon?
Im thinking mage because his staff weapons are not bugged thanks to the widescreen

>> No.4954248

Mage if you wanna go ZAP MOTHAFUCKA on bitches and take advantage of his amazing starting weapon, or just go full fighter and punch everything to death.

>> No.4954278

Is there a source port for Dark Forces or will I have to use dosbox?

>> No.4954279

Takes multiple point blank shots to kill?

>> No.4954281

there's a patch floating around somewhere that fixes the clipped sprites in widescreen resolutions.

>> No.4954284
File: 83 KB, 480x849, marineguys sample1.png [View same] [iqdb] [saucenao] [google] [report]

I was thinking about that, but a lot of the other guys already have colored pads and stuff, I was thinking he would stand out a bit from those, so you don't get them confused at a distance or glance.

>> No.4954285

sweet. is there anything i should do, like how to turn off these >filters or how to increase FOV?

>> No.4954298
File: 951 KB, 1360x1536, Screenshot_Doom_20180804.jpg [View same] [iqdb] [saucenao] [google] [report]

Working in the Tutorial Map for Hunter's Moon, i passed beyond the time to make such thing because i see many people getting lost in all of its mechanics and stuff of the kind.

>> No.4954312

Quaddicted is where mods and maps are stored, right?
Has anyone from anywhere else made archvie download links with content from that place?

>> No.4954316

what mod? Looks sweet.

>> No.4954317

Wanted to spell archive but i guess my brain mixed it with archvile

>> No.4954319


>> No.4954321

>because his staff weapons are not bugged thanks to the widescreen
I've got you.


>> No.4954323

Whoops, meant for >>4954245

>> No.4954326

Insanity Requiem:

Fearrific textures:
You have to download the entire package and then y
only take the F5_Textures file.

Doomvisor by Mike12

>> No.4954336


Yes, after this update all of the stock playable Samsara characters will have their monsters available.


It takes the same amount of shots as it does in Quake. I'm flipping between the single and double shotguns so I can force them to gib.

The webm is showing that I was able to replicate Quake's gibbing system.

>> No.4954342
File: 66 KB, 505x749, shambler.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4954348

It may never happen but if Doomguy ever got in Smash, i always wondered if enemy would make the best choice for an assist trophy.

>> No.4954350

google quakespasm console commands
quite a few useful options are console commands but not menu options

>> No.4954353

They would problably go for Nu-Doom designs.
I think it might be the Cacodemon(the most iconic) or the Cyberdemon.

>> No.4954359

Duke Nukem.

>> No.4954363

Which is weird considering how more iconic classic Doom is and how busy looking some of the later Doom designs are
How characters are represented is usually a deal in Smash (at least for third parties) which is why Snake is a mix of two Snake's

>> No.4954364

now I dont know if I want to punch with the fighter or crusade with the cleric

>> No.4954379

You know, original Caco does actually look pretty cartoony and family friendly.

>> No.4954382
File: 79 KB, 680x553, eda.jpg [View same] [iqdb] [saucenao] [google] [report]

Bayonetta kinda did the same.
She had outfits from both of her games.

Snake was basically had Solid outfit but with Big Boss face.
The issue is he managed to get in despite having little history with Nintendo.
Aside from those 2 ports for the NES of Metal Gear and the remake for the Gamecube of MGS 1 there was nothing else at the time he debuted.
And all the references were from MGS 1,maybe it was because Kojima and Sakurai are pals.

Doomguy on the other hand is from a series that sure has Hell and all but it never took itself nearly as seriously as Metal Gear.
The problem are=
-His weaponry:Snake uses explosives and Sakurai doesn't want any realistic gun in Smash.
And one of Doomguy's signature weapons is the SSG.

-Doom is not that popular in Japan but that didn't stop Little Mac from Punch Out to get in,and the latter is almost unknown in Japan.

>> No.4954391

Pretty sure Sakurai once mentioned John Carmack in some interview about notorious devs, even if it doesn't mean much
I'd say the issue is that most of the time, it's western companies themselves that can be an issue with crossovers, due to some copyright stuff or not caring that much
I can also see a scenario where they shove in Dovahkiin instead
Speaking of weapons, Doomguy does have some unrealistic ones, but i wondered if the SSG could get in if it got cartoonish proportions or was colored like the NES Zapper

>> No.4954392

The problem with Caco are those two buttholes.
But I think they can get rid of those.

>> No.4954393

>two buttholes
Anon, you know ladies like the caco have another orifice down there, right?

>> No.4954396

we all know that carmack was an asshole when it came to game developing, just look at the doom console ports history.

>> No.4954397

They also should probably edit the hanging guts to look like normal bumps.
And now I'm thinking that Caco kinda looks like something from Lumpy Space (from Adventure Time)

>> No.4954398

I wished they could base him off Doom 64, since he even looks like a transformed Scarfy from Kirby, but D64 is on a trademark limbo, from what i heard.

>> No.4954406

i just realized the doomslayer in gmota may be the closest to there being player sprites based off the night sentinels

>> No.4954407


That's a shame, because I'd love for a classic Doom pack for the Switch that included Doom 64.

>> No.4954408
File: 80 KB, 864x486, fox.jpg [View same] [iqdb] [saucenao] [google] [report]

Fox gun in the last game kinda looks like the one you see in D44M. But I think they should go for a mix between Classic and D44M in terms of weapons.
For the SSG they might use the Quake Champions model which looks more "unrealistic".

Doom 64 might be out of the question because it's still stuck in copyright limbo.

>> No.4954412

It's weird because D64 is a literal N64 exclusive from Doom
Also, speaking of Quake, his taunt could be the Quake 3 one and outro/victory animation could maybe be his QC intro

>> No.4954428
File: 3.25 MB, 600x338, e7f.gif [View same] [iqdb] [saucenao] [google] [report]

I was thinking the same thing.
Right when he punches the screen,the name appears and the background change.
For the models they might use the models from Quake Champions for Classic Doomguy.
The colours should be:
-Orange: as reference for Phobos in Q3.
-Silver/white: Crash,also from Q3.
-Brown/orange:as reference for Ranger from Quake.Which had a port on the N64.

For Doomslayer,I don't know maybe a colour palette as reference for Night Sentinels.

For assist trophies,I have no idea.
A Cacodemon shooting fireballs while flying around maybe.

>> No.4954440

What would be some good WADs for coop?

>> No.4954443

Is it worth playing through the Marathon games? I used to read parts of the the Marathon story website and I thought it was rad as hell

>> No.4954445

The first game is really good. The other 2 are just okay. The lack of music in M2/3 really kill it for me.

>> No.4954446
File: 1.72 MB, 1920x1080, empy08.png [View same] [iqdb] [saucenao] [google] [report]


MM and MM2 are the classics. Empyrion isn't bad


>> No.4954447

Either alien vendetta or memento mori was designed for it, forget which one

>> No.4954449


Btw if you play Empyrion be sure to play it on Slaughter difficulty which replaces NM otherwise you'll find there's far too few enemies.

>> No.4954452

Most of the soundtrack could be remixes of classic and modern soundtrack
His symbol could be a UAC logo or the mark of the slayer
His stage could be just some random floating platforms with classic/modern props and that Hangar building from KNITD's intermission screen in the background

>> No.4954454

what if metadoom has codex entries for each game in the series?

>> No.4954475

I've been reading some stuff, which was just some posts on someone's blog where they discussed this and it's that id may own Doom 64, then ZeniMax "bought it" from id, while Aubrey Hodges owns the soundtrack?

>> No.4954476

make sure there is a working mirror as a homage to first map in q3a

>> No.4954479
File: 496 KB, 1360x768, Screenshot_Doom_20180801_141826.png [View same] [iqdb] [saucenao] [google] [report]

Camping Simulator 2018


>> No.4954481

Something i do like about Plutonia is how the sixth map has that floating cube that gives you items
I like to imagine it as the Doom version of the question mark block from Mario

>> No.4954485

Oh yeah, i'll do that probably right in the lobby of the temple soon as you open the door.

>> No.4954490

What happened to QuakeForge? Last update is 2013 according to Sourceforge repo.

>> No.4954498

Hey Repugnus, are we going to get any new textures to use for the Halloween mapset, or must we stick to the Gothic Orange set?

>> No.4954502

Can I have a link to this orange gothic set?

>> No.4954503

It's a custom one based after the Gothic textures, I think someone posted it in a previous thread, give me a moment to see if I can find it.

>> No.4954509

Has anyone ever thought of recreating Doomguy's status bar face in the style of Doom 64?
I can already imagine Doomguy looking like that dude from Small Soldiers

>> No.4954514

Danger Chip or something? That dude reminded me of Sarge

>> No.4954516
File: 316 KB, 800x450, Screenshot_Doom_20180805_005827.png [View same] [iqdb] [saucenao] [google] [report]

Well that's horrifying

>> No.4954517


>> No.4954531
File: 910 KB, 800x600, 1530490485514.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4954535

what was?

>> No.4954541

The sky,it's literally watching me.

>> No.4954552
File: 396 KB, 800x450, Screenshot_Doom_20180805_011721.png [View same] [iqdb] [saucenao] [google] [report]

Oh dear god,this is truly hellish

>> No.4954631

If they do him, they'd have to make him as blocky as his original model.

>> No.4954636

give me that texture pack!

>> No.4954653

Bumping this, in case anyone knows.

>> No.4954674

Fearrific, you have to download the whole thing and then only take the F5_Textures file

>> No.4954675

Like this?

>> No.4954696

Is it possible to use Project Brutality on the Hell on Earth Starter pack?

I keep getting

Script error, "Project Brutality 2.03.pk3:cvarinfo" line 1:
cvar 'bd_bloodamount' already exists

when I try.

>> No.4954710

oh no the filters have made it to real life we're doomed

>> No.4954716

That reminds me, Private Johnson 3 put something in extermination day a while ago that would crash PB users? I think he removed it though, so this might be a case of his "quality" coding getting in your way. I think you need to try to use extermination day (the standalone version of hell on earth starter pack) instead of hell on earth starter pack itself.

>> No.4954725
File: 988 KB, 660x484, 2hudoom_proper.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4954728

i cant find this doomvisor, i keep getting lead to like "ultimate doom visor" which is an overdone crap

>> No.4954732

I'll try that thanks.

>> No.4954734


>> No.4954752


It means one of the two files are defining a cvar that, well, already exists.
Check to see if Hell on Earth has a cvarinfo file, and if so, remove it.

>> No.4954781

what map is this?

Admin is just fussing over nothing. It'll get online once they decide on the privacy policy (likely to be copied from some other filesharing service)

Meanwhile how can one download that kind of archive (including descriptions, ratings and comments). I know there are some software that allows downloading entire sites offline, but they dont play nicely with scripts or pages of any sort of complexity. If anyone could link me to such program I'll try to create a mirror of Quaddicted as it is now.

You really should include some kind of "fast traversal" tool for all the characters to use. Te very first level is a fuckhuge corridor and secret hunting becomes a major chore when running from one end of the level to the other takes 10 miutes of real time. Maybe some kind of ultra-dash that is 5-7 times faster than run, but does not allow you to shoot while dashing? Or a motorcycle/howerboard.

>> No.4954785

Man, Arcane Dimensions is fucking pretty
is there any equivalent in the Doom engine?

>> No.4954804

It's from HUMP-mini. Check the news post for a link. It was fun.

>> No.4954806

I'm aware of that problem with such map you are referring to, i said to another anon many threads ago that Baerhon's Lair are going to be removed in the next update, that maps is very flawed in the navigation, time to travel between places and too hidden secrets with no hint they are there (some are even try once like the OEDB in the rising lava room).

I can say that i'll be salvaging only the bosses from that two maps since they have their info by pressing F1 on the supposed level.

For the map pack status now: Baerhon's Lair Part 1 was replaced by Rarlocan Main Base and Part 2 was replaced by Monoliths of Agora.

Also, for secrets i'll be using that SECRETS lump to help players know in what room they are.

>> No.4954831
File: 1023 KB, 1852x835, Map.png [View same] [iqdb] [saucenao] [google] [report]

heh, I wondered if anyone would notice that.

Vanilla mapping forces you to get creative

>> No.4954842

You ever watch a movie or see a video or something and think about making a doom mod dedicated to capturing that exact feeling?

I saw Heat today.


Expect progress soon.

>> No.4954846
File: 250 KB, 500x500, a02.png [View same] [iqdb] [saucenao] [google] [report]

>Tfw touhou doom is a thing but touhou quake isn't

>> No.4954863

Nice. I've got a little bit of Heat in the back of my mind too with my mod.

>> No.4954869
File: 12 KB, 216x196, splinter displeased.jpg [View same] [iqdb] [saucenao] [google] [report]

Lost in Hexen
Is it normal to be lost? Searching for switches...

>> No.4954873

hexen is 100% dungeon crawling, getting lost is normal

>> No.4954878

yes. consult a walkthrough. I also got lost many times in Hexen. even in the first hub.

Hexen 2 is even worse...

Both great games though, don't get me wrong. They just expect a VERY high level of problem solving and careful exploration from the player

>> No.4954879
File: 355 KB, 800x600, Screenshot_Doom_20180805_012004.png [View same] [iqdb] [saucenao] [google] [report]

So aside from one or two maps which I didn't much like, D2TWID has been quite good. Would recommend, in case anyone here hasn't played it yet, like my slow ass.

I'd say it almost doesn't work as its concept (The Way Id Did It) because it averages like 7/10 across the board, with a few particularly good ones standing out, while the original Doom 2 kind of just averages 5, maybe 6 out of 10, and there's like only a select few above that.

I love the secret hunting, it's very neat.

>> No.4954880
File: 327 KB, 1360x768, Screenshot_Doom_20180804_194816.png [View same] [iqdb] [saucenao] [google] [report]

>there are still people who recommend Memento Mori as a must-play megawad in 2018

>> No.4954885

I haven't touched it in like, maybe a decade.
How's it like? Is it good difficulty, or does it just plop down swarms of monsters with little thought?

>> No.4954887

2018 must play is Struggle: Antaresian Legacy

>> No.4954891

That screenshotted map is definitely like that. You finish blasting through a hallway of 50 imps to be greeted with 20 cacos. It's not downright bad/unfun, but not especially good.

>> No.4954892
File: 551 KB, 1920x1080, e4bce4ef-4602-4d7d-b345-c316dd393a4a.png [View same] [iqdb] [saucenao] [google] [report]

going to the show?

>> No.4954901

Well, it's one of the very first full megawads, I guess people were still learning and figuring out what works and what doesn't.

Are all the levels like that or are there some good ones too? How's layout, interesting or really bland, easy to navigate or a samey-ass maze?

>> No.4954903

>Extra Heroes is only compatible with a Samsara version you can't find absolutely anywhere
what the fuck

>> No.4954908

I was gonna say try to make it compatible yourself but then I vaguely recall hearing SAMSARA's code was a pot of linguini, so maybe not.

>> No.4954920

Sounds groovy

>> No.4954926

Cygnis is also edited into the images that appear at the end an episode or IWAD.

>> No.4954968

what mod may that be?

I know Hideous Destructor exists but it's definitely more Way of the Gun in its shootouts. Lots of cover, much realism, but almost no movement at all. Once a firefight starts you pretty much camp out in your area and pop in and out. Hoping to make it just as tactical but faster and more cat-and-mouse, you know what I mean?

>> No.4954969
File: 781 KB, 1920x1080, Screenshot_Hexen_20180804_234938.png [View same] [iqdb] [saucenao] [google] [report]

I don't know if the music in Wolfen is original but its good

>> No.4954971

/r/ing the Hexen calarts pic

>> No.4954974
File: 314 KB, 997x665, 1530157082839.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4954980


>> No.4954994


What version does it need?

>> No.4954997

Do you guys ever call the demons in Doom, doomons? Because I do.

>> No.4955001
File: 168 KB, 479x730, Quake1Rangerette.jpg [View same] [iqdb] [saucenao] [google] [report]

There's always Kawaiik.

>> No.4955010


The mirror trick and haunted bathroom like doom 3 in JPCP blew my mind

>> No.4955016

The time machine level in Going Down was super neat. Not technically impressive, just simple teleporting, but thematically was genius, I loved that whole level.

>> No.4955019
File: 341 KB, 800x600, Screenshot_Doom_20180805_031758.png [View same] [iqdb] [saucenao] [google] [report]

ICD: Counter-Diabolic Commando
The CAR15 kind came to me with thoughts about Heat, and though taking cover isn't strictly 100% necessary at all times, it's usually a good idea.
I always find myself stacking up at doors and trying to get a view in at an angle, with as little exposure as possible, often I'll clear with a grenade first. If I gotta drop down some shaft, I definitely drop a grenade to clear.

I should probably add an ingame manual via F1 once it's done, to give some tips on how things play out and what to do and don't.
Tanking damage is a ludicrously bad idea for instance, and should be avoided at all costs, dodge and cover for your life.

If I could script and shit and do crazy ZScript magic, it'd be interesting to experiment with suppression mechanics, where maybe some of the smarter monsters will dive for cover if a stream of lead is passing near (or hitting them a bunch). That way, it would be slightly more like Heat, given the emphasis on suppressing fire in the street shootout.

>> No.4955021

Going Down is full of neat mapping tricks, people who map for Boom format should all take a look at it at least once.

>> No.4955035


What wad?

>> No.4955064

0.31 beta, very specifically, other versions throw errors

>> No.4955072

rename to "samsara-v0.31-beta.pk3"

>> No.4955083

Yes, that's its most common complaint, the whole "a door opened somewhere". Same with Doom maps like KDIZD.

>> No.4955125

Made a speedmap. 1 hour vanilla format
I'm a fairly new mapper and I left a lot shit unpolished (just look at the textures.) but I think I had something going.

>> No.4955157
File: 881 KB, 960x540, ddd.webm [View same] [iqdb] [saucenao] [google] [report]

deepdream doom update: wrote a shell script to process my deepdream generator's -frame outputs and combine them into 2x2 images, plus a glsl shader that does some crude animation with interpolation. No animdefs needed. Current issues are that the animation timer varies per sector, and the actual animation kinda looks like shit. I'm thinking I'll need to find a more deterministic deepdream program where I can adjust the number of octaves and get consistent results, because iterating on the same image with the same settings just looks like I'm boosting the contrast..

>> No.4955159
File: 1.28 MB, 1360x1536, Screenshot_Doom_20180805_032459.jpg [View same] [iqdb] [saucenao] [google] [report]

Finished starting area of "Training Grounds", lol now going to map the other 99% of the map.

>> No.4955160

here are my 5 cents
>extremely basic layout, no height differences
>you dont need to make a linear map with keys, getting rid of them may give gameplay a lot better flow
>not all doors need to be there, you can have some of them open which would help with final fight
>too little health until after blue key doors
>pain elemental works best when its alerted before player can see it, the way you set it up I had no problem with killing everything before I got to meatball, then I just cockblocked it and got out unharmed
>final fight is fairly bullshit, not because you give us two archviles and two revenants in front of corpses to resurrect, but because there is little place to move, barely any cover and you are surrounded by doors which further prevent you from moving around well
managed to beat it on first try on hmp, but it doesnt mean I enjoyed it, especially final fight where I took plenty of damage I could avoid if certain doors werent there or were open

>> No.4955169

that's six cents

>> No.4955171

>no height differences
Yeah, I had grander ideas for that.
yeah, I was realizing that like really late on but didn't have time to fix it.
Again, I realized the doors were silly when I had like a minute left.
>too little health
not gonna be a fag and say that it was meant to be that way, but it was.
>pain elemental
You're right.
>final fight
lol. yeah. I realized that room was empty and I had a bit of an excess of ammo from getting the yellow key in my playtests.

>> No.4955181
File: 7 KB, 198x188, dsparil.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4955186

I get that it was meant that way, in terms of health, but what you could have done is move some healthpacks from last area to early area, so you have at least two stimpacks there

>> No.4955196
File: 17 KB, 77x76, 374percentofprecision.jpg [View same] [iqdb] [saucenao] [google] [report]

Tfw playing TOO MUCH Quake and suddently gets...

>> No.4955197

How the fuck am I supposed to run Samsara with the addon?

>> No.4955201

few thoughts:
- all the encounters are the same: you open a door and theres a horde or monsters in front of you but the corridors are so tight that you only take damage from the odd hitscan bullet that gets through
-couple of the doors only work on one side
-every room is flat, add things to run up/around to make rooms more interesting
-the double arch rev fight worked well with the tight corridors imo, forcing you to rush forward before the revs get revived. the doors make backing up frustrating though

>> No.4955224

I'll make a demo for you.

>> No.4955229

I really wanna make a strogg-universe themed weapon wad, but I cant program for shit, what do? decorate is challenging and zscript just scares me.

>> No.4955239
File: 37 KB, 500x334, 1530062794347.jpg [View same] [iqdb] [saucenao] [google] [report]

am I the only one to find machinegames' quake episode just really forgettable and bland?

>> No.4955241

it wasn't too bad.

now, the new colossus, hoo boy.

>> No.4955242

it was better than their official wolf games lmao

>> No.4955248

Nah, The New Order and The Old Blood are great.
That episode wasn't too bad.

It's just The New Colossus that ruined everything.

>> No.4955249

Don't know why GZDoom doesn't just keep a "legacy" renderer in the main version as a fallback, instead of fucking around with all these surveys. Most users probably wouldn't even notice.

>> No.4955251

its funny
when I first played hexen 1 and 2 everytime I got lost so bad I was just wasting time I would start a new game and get farther, then get lost and start a new game
It was a fun way to try all the characters, but it was a tedious too and in hindsight probably stupid.

>> No.4955252

>Nah, The New Order and The Old Blood are great.
Nah, they're not.

>> No.4955253

>Don't know why GZDoom doesn't just keep a "legacy" renderer in the main version as a fallback
They literally made the surveys so that they didn't have to keep maintaining support for old systems.

>> No.4955262


At least in the first two games you don't have to press a button to win the final boss fight immediately.

>> No.4955264

What happened to that guy who made that upgrade for smooth doom changing the colors and stuff?

>> No.4955267

Machinegames Wolf suffer from "How much cringy plot and tedious cutscenes can I get away with?" syndrome. Aforementioned shit negates everything good there is about their games. Old Blood is the only one that is "passable".

>> No.4955268

dude you fucking rock, worked like a charm

>> No.4955270

Can you play Golden Souls 2 in co-op?

>> No.4955271

New Order shares a spot with Dying Light for being one of the only video games I have dropped to due the writing being so fucking insufferable

>> No.4955274

I forgot dying light had a story
we were too busy being retards in coop and completely ruining the atmosphere of the game

>> No.4955283

The writing wasn't too bad. I really liked that version of Blazkowicz.
The problem was that certain cutscenes dragged for too long.
The gameplay was really good too.
The New Colossus gunplay was good too but it was constantly interrupted by the plot.

>> No.4955286
File: 822 KB, 1440x2560, untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

Here you go.

This demo contains a voice recording in it that basically has my real-time reactions and thoughts to everything. It's a normal PRBoom demo that will play in normal PRBoom, but this fork can let you hear the recording audio: https://www.doomworld.com/forum/topic/96894-my-prboom-build-with-in-demo-voice-recording-support-and-something-extra/

Everything leading up to the final fight is pretty much forgettable because there's not much to do except pop in and out of cover to mow down the clumps of hitscanners, do a simple rushdown of the elemental, and then just kinda clear out every room with a couple pulls of the super shotty. If you didn't already mention to other posters that you didn't intend the doors to end up the way they did, I would have assumed that the final fight was designed to be a puzzle of opening doors in advance so the player could back up from the incoming archies without getting cornered. There may be an idea there, though it certainly was frustrating for me as a player to discover.

There isn't much else to say about it; it's clear that this is meant to be practice getting acquainted with mapping rather than an actually fun map for players. But just cranking shit out for the sake of getting experience is how you gotta do it, so keep at it. Thanks for the map.

>> No.4955298

You technically can't because it's heavily scripted, but some people still managed to play it, with a few compromises: Coins are individually stored, so that means you won't be able to unlock golden weapons or the secret levels unless only one player grabs them. A workaround is to simply cheat them with Give Big_Coin (number) in console, or Give Star_Soul (number) for the golden souls, since those are individually stored too. Another issue is that only one player can fight the bosses unless the other noclips into the arena. There's probably more as the mod was meant as a singleplayer experience.

>> No.4955304

Have you tried this one: https://deepdreamgenerator.com/

>> No.4955306

They've admitted they'd decided on what they were cutting already, the data gathering was just to add legitimacy to that.

>> No.4955310

A survey 0.1% of all people who use GZDoom participated in it because nobody updates GZDoom unless a mod requires it, and survey version went past so quick I doubt even a 20 people used the survey feature.

>> No.4955314

>A survey 0.1% of all people who use GZDoom participated in it
You'd love that to be the case, wouldn't you?

>> No.4955316

At least do some research.

>> No.4955318

eh. Compare it to the maximum downloads of any version past 3.0 to get actual precentage. I don't see the data on actual downloads anywhere sadly.

>> No.4955320

wasn't there some massive "downt download it its malware that steals your shit" campaign that actively dissuaded people from downloading it?

>> No.4955321

On /doom/ there were a couple of paranoid schizos saying that, but they didn't get anywhere, especially after it was pointed out to them how gzdoom is open source.

>> No.4955324

Later Intel Athom are technically OpenGL 4 and Vulkan compatible, and GZDoom will run in GL4 mode. But it's slow as hell, much slower than GL2, and Vulkan compatibility is at "well, it can launch the executable" level. Asking the hardware about what it user uses is pretty much irrelevant for the supposed purpose of the survey, yet that's what Graf did.

>> No.4955326 [DELETED] 
File: 2.81 MB, 960x540, eh.webm [View same] [iqdb] [saucenao] [google] [report]


On second thought I'll just run it 4 times. I'd still rather see deepdream patterns smoothly blossom out of the textures, but this looks trippy enough I guess.


It's likely that the site is using the same tool that I have (as what I'm looking for would only apply to animations), and it's infeasible to run every single texture through the site 4 times.

>> No.4955327

holy fuck...

>> No.4955328
File: 2.81 MB, 960x540, eh.webm [View same] [iqdb] [saucenao] [google] [report]


On second thought I'll just run it 4 times. I'd still rather see deepdream patterns smoothly blossom out of the textures, but this looks trippy enough and I don't wanna overthink what is basically a joke wad. Just need to set the number of iterations higher and process the rest of the textures.


It's likely that the site is using the same tool that I have (as what I'm looking for would only apply to animations, which isn't supported on the site), and it's infeasible to run every single texture through the site 4 times.

>> No.4955330

holy fuck...

>> No.4955331

It's just Mt Erebus with Fearrific text8

>> No.4955337

It's not just compatibility, they checked for specs to see if it the user's system was strong enough. And intel numbers weren't even counted. Hell he later told intel users to upgrade because they were going to become extinct just like xp users.

>> No.4955345
File: 1.15 MB, 512x512, ex.gif [View same] [iqdb] [saucenao] [google] [report]


Illustration of what I meant by octaves and features emerging if anyone cares. The deepdream program is able to do large-scale features by starting off with a smaller copy of the image, then repeating itself on a larger copy to get the finer details. The more octaves, the more it repeats this process.


I'm getting "head of DeSmuME vetos wifi emulation specifically to piss off Pokemon fans" vibes. That's not healthy for an open source program's future.

>> No.4955350

>I'm getting "head of DeSmuME vetos wifi emulation specifically to piss off Pokemon fans" vibes.
But it's not that at all. The unnecessary support for old hardware is something that affects game development, like a certain mmo that's getting held back by still supporting an ancient java client which causes bugs, delays and technical issues in general out the ass. The survey helps back them up when showing the the people who wouldn't benefit from this are nigh-nonexistant compared to the hundreds that do.

>> No.4955356

I'm also getting the
>"This game worked fine before, I ran it at all max 60 FPS but now it doesent run at all!"
>"Buy new computer lol"

>> No.4955370


You have a point, I just disagree on what counts as "unnecessary".

>> No.4955375

for a real challenge, convert deep dreams into 3d levels

No idea why it's so hard to just leave an old renderer in the code, if it's sufficiently modularized (as it should be)

>> No.4955387
File: 1.45 MB, 224x224, bunny.gif [View same] [iqdb] [saucenao] [google] [report]


Well there's https://github.com/hiroharu-kato/deep_dream_3d but it only works on 3D models. Which rules out Doom and (I think) Quake's environments.

>> No.4955392


Though come to think of it, can Doom levels be exported as a text file? I have a text-generating neural network program lying around, maybe it could hallucinate Doom levels given enough input data.

>> No.4955403
File: 181 KB, 598x357, Ask_me_about_DOOM.png [View same] [iqdb] [saucenao] [google] [report]

I have this little dumb idea for a community project:
I would call it "In the realms of vanilla" it would be a collection of maps specifically designed for gameplay mods, yeah it would be a bit annoying to have to change wads every time you finish a level, but you would have a hub area like in compendium so you don't have use the console to jump around levels

sadly Im just learning to map so I still dont have the technical knowhow to put all that shit together

>> No.4955405

What weapons mod are you running?

>> No.4955437

the idea's been bounced around before, but it never got anywhere (presumably because no one ever bothered agreeing on what mods to map for)

I nominate extreme weapons pack

>> No.4955449

Postal Guy mod when

>> No.4955450

yeah but I was thinking of a free-for-all
it would be a bit of a mess for the player but I who cares
just Imagine, an assortment from GMOTA to Run for It

>> No.4955451


>> No.4955468

would be interesting desu especially since weapon models are easy to get as postal 2 has proper up-to-date sdk. the only problem I would see is too many weapons filling the same role, its mostly the case with melee

>> No.4955476

I want a Max Payne mod
they already got the slowmo

>> No.4955486

You would probably have to implement cats just randomly roaming around the level.
You know.
For the silencer.

>> No.4955527

It IS one of the first Megawads and the first community project, so it has a role in history

>> No.4955535
File: 6 KB, 128x128, launcher_128.png [View same] [iqdb] [saucenao] [google] [report]

Making an icon for my Doom launcher...

>> No.4955562

Immoral Conduct: Counter-Diabolic Commando

I said about a year ago that I was gonna have a version ready for testing around Christmas, but then shortly after my hard drive died, so uh, we'll see. Early next year maybe.
Knock on wood.

>> No.4955574

I liked it.

>> No.4955578

what is this?

>> No.4955595


>> No.4955610

>complex doom clustermeme released
>might as well check it out
>so many files I can't make a shortcut with the command line because it doesn't fit
Alright fuck this, maybe later when it's actually a mod instead of fifty other things that haven't even been duct-taped together

>> No.4955636

Or you could use something like ZDL.

>> No.4955640

Why do people like DOOM 2 more than the original ?

There are so many DOOM 2 maps that seems like a 13 year old kid just though "HA Lets put as many huge monsters as possible, also lets punish people for finding secrets!"

>> No.4955650

D2 advantage over original is extra monsters and super shotgun, thats why everyone maps for it especially since each new monster except hell knight affects gameplay in significant way

>> No.4955652

if I had a nickel for every time someone complained about doom 2's level design here I would be a fucking millionare

>> No.4955660

Doom 2 has a varied mix of strong, mediocre, and weak maps. Most of the good ones are early on in the game. It's not bad, it's just flawed.

What really makes Doom 2 good is really just all the cool new assets that was made available for users, and how much crazy shit has spun from that ever since. The new monsters are great, and Final Doom really did a much better job with them across the board.

>> No.4955683

Or you could just read the ReadMe that straight up tells you to use ZDL and even provides a correct order.

> when it's actually a mod instead of fifty other things
Well it IS a modpack, what else did you expect?

>> No.4955697

>Well it IS a modpack, what else did you expect?
I dunno, a modicum of effort to be put into making it work smoothly?
this is literally half the reason GAMEINFO exists, so that you can have one mod autoload others

>> No.4955729
File: 134 KB, 1000x1333, exorcist_mondo_captain-howdy_Jason-Edmiston.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a way to make Doom guy's face show at the bottom of GZDoom's alternative HUD option?

>> No.4955736
File: 6 KB, 128x128, launcher_128.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4955738

Any tacticool UAC marine arts? Maybe not tacticool, but I like marines carrying modern-like firearms and equipment in general.

>> No.4955740
File: 766 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4955741

Anyone down to play some co-op? If so, what wad do you guys wanna go through?

>> No.4955772

To the anon doing the Samsara monster mixer, will the Quake monsters use 3D models or sprites?

>> No.4955782

>Why do people like DOOM 2 more than the original ?
People frequently says the complete opposite, not once have I seen anyone ever claim 2 is better.

>> No.4955786

Someone needs to rip metroid prime monsters 3d models

>> No.4955795
File: 36 KB, 233x280, fun.png [View same] [iqdb] [saucenao] [google] [report]

D2 being the weakest of the four official IWADs is a pretty common opinion. It however was still important for the SSG and new monsters, giving mappers more to work with.

>> No.4955796

You could.

>> No.4955801

Kinda makes me wonder why people never switched over to the plutonia wad as the go-to mapping iwad.

I guess just that less people have it.

>> No.4955802
File: 37 KB, 639x536, hmmm.jpg [View same] [iqdb] [saucenao] [google] [report]

Playing more DM4.
I really love this mapset.
Some of them are really tough but challenging

>> No.4955810
File: 148 KB, 466x359, a marine prepares against the invasion from hell (colorized).png [View same] [iqdb] [saucenao] [google] [report]

Yes, Doom 2 is older as well as being more widely known and available. It also would've likely been more difficult to get Final Doom.

>> No.4955812


now someone needs to put them to use since GZD now supports it

>> No.4955813

Well shit mang. That's gotta be a whole lotta fun.

>> No.4955814

isn't final doom more difficult to play?

>> No.4955816

if you call Chaingun revenant and archvile traps fun...

>> No.4955820


oh shut up

>> No.4955823


Oh god i can't wait to play this and barf everywhere

>> No.4955825


Ohh, thanks

>> No.4955827
File: 187 KB, 750x650, 22940.png [View same] [iqdb] [saucenao] [google] [report]


hey term, this kinda adds a new whole level right?

>> No.4955828 [DELETED] 

Trying to get Quake to work on my computer via Darkplaces, but I have two problems:

>at 1080p the interface disappears, can't see my health/armor/face
>i can fix this by switching to 900p but cmon

>I want to disable all texture filtering so I just have those pixelly mipmaps, not the kind of blurry stuff i have on now, how would i do this? setting gl_texture_anisotropy to 0, 1, or -1 doesn't work

>> No.4955830

don't use darkplaces, its bugged as balls, use FTE, fitz or quakespasm

>> No.4955831

I'm pretty sure the major reason he didn't get C&D'd to death by Nintendo the way AM2R did is because he didn't use resource rips in Dreadnought, or at least not without modification to the point where a casual viewer wouldn't notice it.

>> No.4955832
File: 61 KB, 970x582, 809bfbc3-bc7a-41b7-b68c-fa126a8896c1.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is Ranger a Tier 1,while Bitterman and Doomguy are respectively Tier 2 and 6.
Is this supposed to be random or what?

Other than Xaero,I don't understand the choice of characters for each tier.

>> No.4955835


It does! That would've been really cool to get modelrips from to make sprites.
Hell, with a lot of modelrip work you could probably make an entire bestiary. Would've been cool, considering how few enemy mods there are.

>> No.4955838

keep in mind that AM2R C&D worked well for nintendo and the fans since they let everyone download it before the C&D, and it helped on SR PR since the game itself is good also it gave Samus RIP AND TEAR punches and energy whip as her doomy
Also Dreadnought is long dead and even struggling to work on modern GZD

But then the main problem is that no one can't do a Doom mod nowadays without Fucking PC Gamer and RPS stalking this place, its a miracle that Andrea's Golden souls is still up.

>> No.4955840

He didn't say fun...

>> No.4955841

I heard Golden Souls had to use new enemies beacuse Nintendo didn't wanted to see actual Mario enemies getting shot or something

>> No.4955850

also keep in mind AM2R was trying to recreate an actual game that was still being distributed while dreadnought was just a thing in general

dreadnought getting dmca'd likely wouldn't happen

>> No.4955876

I vote for doing another custom texture wad, I'd really like to use a few textures like a chandelier, shrubs, etc

>> No.4955887



>> No.4955903

It's practically Switch Hunt the game.

>> No.4955904
File: 69 KB, 590x700, flex quake.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4955917

There are exactly 4 youtube results for "Doom ASMR".

>> No.4955925
File: 12 KB, 185x232, 07448ea5-35af-4a21-896a-96d4e6fc38fb.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4955927

>it helped on SR PR
How? From what I hear AM2R is the better game and SR was a mess of a remake

>> No.4955936

SR isn't very good. Honestly, the stop and go nature of the melee counters makes running around the world an obnoxious chore, plus even at the very end of the game, the most basic bitch enemies will stop you and you have to fight them, seeing as the screw attack was nerfed massively and a lot of enemies can resist being hit by it, hell there's a lot of enemies that can you hit OUT of the once borderline invulnerability the screw attack gave.

>> No.4955946



>> No.4955949


Good to know

>> No.4955960
File: 458 KB, 1301x927, изображение.png [View same] [iqdb] [saucenao] [google] [report]

No there isn't. There's a lot more.

>> No.4955970

I'm not sure if we should blame Sakamoto again or Mercurysteam, they're idiots too. But this isn't doom related. So just don't bother with Samus Returns, it has a few music tracks, and Samus has a great armor design, everything else about it is either mediocre or annoying.

>> No.4955976


>ASMR: Doomguy unloads and reloads the super shotgun repeatedly while smooth jazz music plays

>> No.4955978

>no one answers
Only late millenials here?

>> No.4955979

Some more SR criticism while we're at it from a different dude:
Parry mechanic is the greatest detriment to the combat - while before basic enemies had some actual patterns now all of them just bumrush you once you enter their aggro zone only for you to parry them and dispose of them in one hit while they are stunned. The mechanic is cheap and uninteresting, but if you don't use it situation becomes opposite - enemies designed to be countered take too long to shoot down so if you forego the parry they are often guaranteed to hit you at least once.
Especially prominent in bossfights. Boss migration between arenas is a fresh idea... That does not work if a player uses parry because boss dies in the first area after just 3 parries, leaving other 1 (or 2 in some cases) zones completely empty and useless chunks of space.
Enemy variety was also greately nerfed.

Another thing is mechanics placed deliberately to prevent sequence breaking. In the game where that could be considered a prominent feature in the prior istallments. - like vacuum pipes that suck your bombs to prevent you from bombjumping too much.

>> No.4955980

a more likely answer is that other people know as much as you but answering with just "i dunno" would be a waste

>> No.4955983

Any way I can check player inventory from the console in GZDoom? I want to see if I have some token items or not. Is there a command for that?

>> No.4955986

What was that one metroid inspired mod that a guy from here made? Had a freeze gun and everything

>> No.4955989

>lets insult people that'll get me an answer quicker


>> No.4955990
File: 681 KB, 1920x1040, gzdoom_2018-08-05_14-27-35.png [View same] [iqdb] [saucenao] [google] [report]

I don't get it, what's happening?

>> No.4955992

That was Space Hunter

>> No.4956003

It's a shame he didn't showcase the screw attack. Probably because it's a weapon that you don't get when using give all.

>> No.4956004

But Golden Souls has Snifits. They even make the same sound.

>> No.4956005

But why?

>> No.4956006

What do you mean "why"?

>> No.4956014

It's worse than Other M, no joke, gameplay wise.

>> No.4956017

>and Samus has a great armor design
I thought it looked awful, just made me wish it was Prime Samus again. This game has no redeeming qualities whatsoever and is just another fuck you to the fans like Federation Fore. What I find hilarious is how excited people were when it was revealed at e3 2014 and how "Metroid is back!" was being spouted all around. And prime 4 isn't even being developed by retro and is in development hell, what a shitshow.

>> No.4956024

Does this count?

>> No.4956025 [DELETED] 

Don't slit your wrists.

>> No.4956032

Why there are so many?

>> No.4956034

Serves you right for supporting a company that now once again finds solace in fucking over consumers now that they're profitable again. Note how they tossed out Virtual Console like a used condom after the Switch managed to do well.

>> No.4956072

Git gud.

>> No.4956084

They're not doing Virtual Console anymore?

>> No.4956090

Not really, they're gonna offer 20 NES games (Most of which are the really basic launch titles) if you subscribe to their online services but they've been mysteriously quiet about virtual console. Though this ain't doom talk, but it doesn't make it any less bullshit.

>> No.4956091


>> No.4956095

He's right though, acquiring proficiency transcends all board barriers. Besides which /v/ doesn't git gud, they whine.

>> No.4956096


He isn't wrong

>> No.4956103

Goddammit, I actually kind of liked Virtual Console.

You can just admit that Plutonia is too hard for you and not be a bitch about it.

>> No.4956113

>Golden Souls
This is not true, enemies in Golden Souls are still Doom enemies (or customs) because Golden Souls is more of its own thing rather than just a Mario crossover.

>> No.4956114

i finished up plutonia and never more.

of all Team TNT wads, plutonia is the weakest

>> No.4956117

Interesting opinion, I found their Deathmatch wads to be their really weak game, followed by the mostly dull Eternal Doom, while Evilution and Plutonia were quite exciting adventures.

>> No.4956118
File: 231 KB, 1600x1600, zolq2c97i6n01.jpg [View same] [iqdb] [saucenao] [google] [report]

>Chaingun revenant
someone do this! let's create the ultimate life form!

>archvile traps
unf pic somehow related

>> No.4956120

>someone do this! let's create the ultimate life form!
It's been done, I think it was called the Plutonium monster or something, it was a revenant with a chaingun cannon on one shoulder, archvile flames, revival, super punches, and a revenant cannon on the other shoulder

>> No.4956131

>revenant cannon on the other shoulder
it shoot mini revenants?

>> No.4956138

what are some gameplay mods you can use to make vanilla more difficult, without changing the core gameplay (no reloading, weapons have the same functions)

>> No.4956140

plutonia is pretty much an official slaughtermap megawad.

Eternal at least had some good level design, icarus wasn't that stupid, also Evilution was good, and i love evilution's soundtrack.


>> No.4956161

>someone do this!
It already exists, it's on realm667 I think. I know complex doom has it.

>> No.4956186

But they can get shot in Smash 4 by Bayonetta.

>> No.4956192

No amount of skill can give you clairvoyance to know when a trap will spring behind you when there's no hint whatsoever, like a suspiciously empty room with a key in the middle, that's a hint. For example, Plutonia does this. You're going on with your business when suddenly a wall springs open behind you and a chaingunner is already firing at you. The only way you can avoid damage there is if you already know the trap's there, and things should be based more on reaction than trial and error.

>> No.4956193

Why not?
A lot of people are doing ASMR videos and some of them are gamers.
Besides, pretty sure at this point this is basically like the rule 34.
If it exists, there is probably ASMR of it.

>> No.4956196

So? The game has quicksaves.

>> No.4956198


Youtube's ad system and algorithms reward long videos that are watched all the way through, and the more you churn out, the better. This rewards content like ASMR, let's plays and children's videos (it's why https://www.youtube.com/watch?v=HP-MbfHFUqs has 2.1 billion views)

>> No.4956210

How many of those rules do we have again?
The only rules anybody seems to remember are Rules 34 and 63.

>> No.4956216

People obey rules 1 and 2, but only because /b/ has nothing to talk about anymore.

>> No.4956242

I could really use some shrubs and vines for my swamp map. Right now I'm improvising using thin strips of greenish middle textures.

>> No.4956261
File: 3 KB, 243x79, 2018-08-05 13_54_39-Window.png [View same] [iqdb] [saucenao] [google] [report]

>Continuous combined with pistol start mindset
...literally what did he mean by this

>> No.4956267

maps designed to be played continuously like your average megawad, but balanced for pistol starts too?

>> No.4956272

It's from a review, so he's saying it's how he played it

>> No.4956279

Plutonia only really gets slaughter a little in the last few maps, not counting the secret maps.
It does hit you with the occasional mean trap, but it's seldom with gargantuan amounts of monsters, IMO.

For Eternal, I would disagree with the design being very good, drawn out switchhunting and going long stretches between enemy encounters I think isn't a good combination.
It has an interesting visual style, and some pretty alright looking maps, but I don't think they actually play that well.

>> No.4956291
File: 43 KB, 768x384, icon of sin.png [View same] [iqdb] [saucenao] [google] [report]

>icarus wasn't that stupid
Icarus is a little bit like Doom 2 in how level quality could vary. The Simulation levels tended to be kind of dumb, but there's some pretty cool ones too, like the demon restaurant, or that crazy shit in the secret map where the map sort of 'builds' as you progress.
The final boss map is kind of terrible, but lets be real, a lot of really good wads have bad ones, just because Icon Of Sin just is kind of a mediocre encounter as is, and it's hard to make something interesting out of it outside of vanilla/boom parameters.

>also Evilution was good, and i love evilution's soundtrack.
Evilution I think is mostly good, and I agree that the soundtrack is lovely.
Can you imagine that they actually had no real design direction or goals and just kind of threw maps together as they made them? Yet thanks to texture usage, the sky textures, and the cool-ass new music, TNT Evilution overall still manages to define its own style, it very much feels like it's deliberate despite actually kind of not being so.

Extremely atmospheric music can do a lot for your maps.

>> No.4956294
File: 334 KB, 1360x768, Screenshot_Doom_20180805_163839.png [View same] [iqdb] [saucenao] [google] [report]

community chest looked like it was smooth sailing up until map 6. what the fuck were they thinking?

>> No.4956298

How well did GMOTA perform online?

>> No.4956307

It preformed very nicely. So much fun. I'll throw up another server with a more consistently good mapset in a sec. Just look for GMOTA + (whatever wad I choose) in the title.

>> No.4956314
File: 392 KB, 800x600, Screenshot_Doom_20180805_220016.png [View same] [iqdb] [saucenao] [google] [report]

>find extra backpack
>you can only get a deployable machinegun turret from a backpack, already have two
>decide to get the most out of my find and just plop down one somewhere, in case more enemies appear
>get back to this place later
>find a bunch of dead zombies, and a dead arch-vile
>no fucking clue this went down
These things are fucking darlings.

>> No.4956321
File: 58 KB, 500x695, 1463844820465.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright it's up. Server name is GMOTA + Hell Revealed 2 if anyone wants to play.

>> No.4956323

I assume that means that he plays how the game was originally designed: continuously, but if he dies, he pistol starts the level, and continues from there.

>> No.4956326

how do i get in

>> No.4956330

>community chest
which one of them all?

>> No.4956332

What does /doom/ think of the megawads Nova 1 and 2?

>> No.4956334

I joined but have just been "1st in line" to play for awhile. I've never played Doom coop, why would I be in line if there's plenty of open slots? What am I waiting for?

>> No.4956336

Haven't played. Link?

>> No.4956337

if it's survival, you have to wait for the currently alive players to either die or clear the map

>> No.4956350


They're community collabs. So while the maps do share a theme, however, style and quality varies.

>> No.4956365

check the OP

>> No.4956370

So he played it continuously, but pistol started on death, most likely.

>> No.4956406
File: 331 KB, 1360x768, Screenshot_Doom_20180805_175431.png [View same] [iqdb] [saucenao] [google] [report]

almost halfway through. it's good shit bros.

>> No.4956409
File: 159 KB, 800x600, Screenshot_Doom_20180806_002412.png [View same] [iqdb] [saucenao] [google] [report]

Fuck THIS level. I didn't think I'd dislike a level centered around crushers as a gimmick, but I did.

>> No.4956414

gibs me dat weapon mod

>> No.4956420
File: 387 KB, 800x600, Screenshot_Doom_20180806_002605.png [View same] [iqdb] [saucenao] [google] [report]

Though it's partially my fault for constantly letting down my guard in that level, not so much for monsters (though some ambushes were pretty tricky), but more that I kept forgetting to look out for crushers.
The following map featuring wide swathes of blood, but it not being damaging, feels a bit freeing, in contrast to the previous one.

Not until I get at least the basics done for the weapons.
I have the knife, chainsaw, revolver and BFG replacement still to do, most of which at least have their graphics and sound done.

In the meantime, check out Immoral Conduct, which I based it on;
You'll need icd-se.wad to run the mod once I release it.
For the longest time, Immoral Conduct: Special Edition was exclusive to the Edge sourceport, until this guy in the link there recreated (mostly) everything in Decorate for GZDoom.

>> No.4956449
File: 192 KB, 879x1024, 1524370006747.jpg [View same] [iqdb] [saucenao] [google] [report]

How can I set up binding for brutal Hexen?

I have:



0 uses flechette on normal hexen, but not on brutal

>> No.4956454

it must have a different name

>> No.4956457

is the issue that the mod doesn't use the same bindings as the main game?

>> No.4956473

it seems to use the same. For instance, E is bound to my +use key (I use E to open doors and interact), yet there is no binding for use at all in brutal_hexen bindings. I'll keep looking

>> No.4956484
File: 51 KB, 540x386, tumblr_inline_ohhdnhJ1p11qlq63p_540.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4956486
File: 25 KB, 280x246, tumblr_inline_ohhp37h3yP1r4b3ys_540.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4956489


>> No.4956491
File: 17 KB, 618x465, that weird guy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4956493
File: 381 KB, 1152x648, 3dujpveggwt01.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4956494
File: 271 KB, 1360x768, Screenshot_Doom_20180805_193111.png [View same] [iqdb] [saucenao] [google] [report]

That was a lot of fun boys. Got kinda burned out, but the server is still up if anyone else wants to play.

>> No.4956498
File: 838 KB, 891x1005, american bear.png [View same] [iqdb] [saucenao] [google] [report]

ids dime to kig ass and tsuu bubble gom :-DD

>> No.4956501

Thanks again for hosting it.

>> No.4956505
File: 17 KB, 725x561, gondola.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4956508

Funko Pop version of Doom 4 when?

>> No.4956512

I really need help with a map i''m making rn.
Does anyone know how to get line_set_portal to work with both gzdoom and zandronum3.0. It works fine with gz but not zand

>> No.4956527

FunkoDoom mod for classic

>> No.4956535

Somebody'll make one after that Gears of War atrocity comes out

>> No.4956536

the what now

>> No.4956545


>> No.4956561


>> No.4956564
File: 48 KB, 249x184, 1532162352723.png [View same] [iqdb] [saucenao] [google] [report]

jus found oud ids nod subborded yet. fuggg :DDDD

>> No.4956569

Using PRBoom, what complevel is considered "normal?" I assumed that complevel -1 is typical because it's using all of the port's fixes, but the doomwiki says "complevels 2 and 9 are the ones used in the overwhelming majority of cases." Which is better? How inaccurate of a version am I playing by defaulting to complevel -1?

>> No.4956581

complevel 2 is Doom 2 v1.666, complevel 9 is the latest version of Boom

>> No.4956584
File: 123 KB, 572x303, confused boner.jpg [View same] [iqdb] [saucenao] [google] [report]

You know, the thing literally nobody anywhere on earth ever asked for; a funkopop themed Gears Of War game, for mobile phones.
I never even really liked GOW very much and even I'm baffled and a little upset.

By far the most unexpected announcement of E3.

>> No.4956604

*bobel gom

>> No.4956613

I dunno, tards have been fighting each other for those pieces of crap for ages now.

The company that makes them is still fucked but the actually things sell like hotcakes to dipshits.

>> No.4956689

>tfw can't play Doom anymore because you switched from a PC to a Mac

>> No.4956693

bruh... look at this dude

>> No.4956696

oh ho
oh no no no no

>> No.4956708

yeah, some vines and chains too

>> No.4956746

why on earth (and hell) ?

>> No.4956759

Sure you can, there's not only the original, official Mac port, there's DosBox, Chocolate Doom, PrBoom+, and GZDoom.

Unless OSX can't run any of that shit, in which case, HAHAHAHAHA (laughing at Apple, not at you).

>> No.4956782

ooh HOO HOO waittillyouseethepitch-

>> No.4956785
File: 310 KB, 800x600, Screenshot_Doom_20180806_040041.png [View same] [iqdb] [saucenao] [google] [report]

Me swapping the sky texture with the console probably does a lot, but for going for a very basic style with stock resources, D2TWID actually has some pretty good aesthetics going for it.

>> No.4956831

trying to change the gamma in ezquake doesn't seem to work for me. it changes for a second then reverts back to 1.0

anybody else experienced this? is it an outside problem?

i just want to be able to see shit

>> No.4956848

Has the guy who made Babel posted in these threads before? I just started trying it and I held the reload key to see what it meant by giving information, and the paragraph it generated really reminded me of a post I say a few months ago worrying about being too detailed in describing a gun, with the example looking a lot like this paragraph I just saw.

>> No.4956862

The mod started in here.

>> No.4956982

So the new smooth doom update states it increases gore, mainly by adding more blood droplets when shooting stuff, but i find this negatively affects my performance when the smooth doom versions before it had no problems with gore causing lag. Does anyone know what relevant lines of code I could change to make it like old smooth doom gore?

>> No.4956993
File: 2 KB, 360x360, f649a0ce6ada73fecb0a4f19777dd321828a7073 (1).png [View same] [iqdb] [saucenao] [google] [report]


>> No.4956994


Traps almost always happen when you pick up a key, valuable item or a switch. You should always be expecting shenanigans.

>> No.4956996
File: 526 KB, 797x598, two eyes.png [View same] [iqdb] [saucenao] [google] [report]

Playing through Pirate and is it just me or is the two eyed Cacodemon really cute

>> No.4956997

Did you not read his post?

>> No.4956998

Where is my Star Wars shit dude, goddamn. One guy made something very impressive looking and then fucking delete it. Am I going to have to make my own

>> No.4957010
File: 299 KB, 800x600, Screenshot_Doom_20180731_184950.png [View same] [iqdb] [saucenao] [google] [report]

Says you, I'm quick as lightning at wheeling around, strafing away, and laying down return fire, at least for simpler traps and ambushes.

Pic related took me a bit by surprise, but I still managed, even if fairly injured.
That's a more advanced ambush than just opening a door and one or two guys start attacking.

Sometimes I find a key, and it's conspicuously placed somewhere where there's nothing around, but it's so obviously a trap, like it's on a pedestal or at the end of a hallway.
And then I grab it, and NOTHING happens.

Anyone else almost feeling blueballed when that happens? Like, you're SUPPOSED to spring me a nasty surprise when you place a key like this!

>> No.4957015


Yeah I did, and he said no hint whatsoever. His example of "just chaingunners out of nowhere lol" is a hardly meaningful critique of plutonia, and by no means was there just a trap for "no reason". At the very least the player has to enter a new area, which, is a hint that some bullshit is behind the door. Especially in plutonia.

To what my post was saying, is that you should always be expecting shenanigans. Traps never *just* happen. In fact, if you need a hint that there is going to be a bunch of enemies you don't particularly enjoy to face ready to fuck you, then perhaps you should improve your reflexes and troubleshooting skills (aka GIT GUD).

Saying that "no amount of skill" can prepare you for traps indicates you need to play more doom; as traps in mappin are very consistent. Additionally, gitting gud can allow you to navigate those meany weany situations with ease.

>> No.4957020
File: 376 KB, 800x600, Screenshot_Doom_20180806_040405.png [View same] [iqdb] [saucenao] [google] [report]

>as traps in mappin are very consistent
This, I'm finding I'm actually predicting over half of all arch-vile encounters now.

Like, you kind of just get the gut feeling that, now's the time for THAT to happen.

>> No.4957026


Yes, all the time. It screws with my head probably much more than a traditional trap does.

However, I feel that it can be a great tool to increase the tension for an upcoming encounter.

As you say here: >>4957020 there is almost a it of a meta with traps.

Hell, if traps really were as "random with no hints" like the other anon says, I feel it could really spice things up. Whenever I see pillars, or blocks/walls in an arena, it is pretty much guaranteed to have those alien murder mutants involved.

>> No.4957051
File: 272 KB, 800x600, Screenshot_Doom_20180801_204409.png [View same] [iqdb] [saucenao] [google] [report]

There's definitely things which can hint towards an arch-vile.

Pic related had me thinking, as I approached, "This is totally where I would put an arch-vile.", and then as I stepped up, one pops out.
Have you played D2TWID? Do you remember this room, and can you picture why that felt like such a natural hunch to make here?
I'm not 100% sure I can, just that it did.

>> No.4957056


I have never played it, but I can see why...

Having a narrow, enclosed hallways can be a nice safety area for the pillar but also has a lot of risk evolved in case he decides to strut up and keep you in.

can't remember of other specific encounters but I recall getting annihilated due to similar situations....

>> No.4957058

What does this general think about maps designed with jumping/crouching in mind?

>> No.4957060
File: 66 KB, 198x169, 1524219854084.png [View same] [iqdb] [saucenao] [google] [report]

>they always make: hell on earth
>they never think: earth in hell

>> No.4957065

It's not Plutonia hard or anything, though it's certainly a bit of a step up over original Doom 2.
I had already killed everyone else in that building, and it really wasn't a dangerous encounter or anything, I suppose it just struck me as a good way to impede the player from going forward, force him to stop.

They can be good.
Alfonzone features lots of it, along with 3D floors and slopes being used well.

>> No.4957073


Definitely, I think you hit the nail on the head with the enemy. As much as I hate the archvile, I love him at the same time for how he can totally change an encounter.

>> No.4957075

What's the latest greatest megawad/large level pack I should check out?

>> No.4957076


They seem to not get made enough, but can really add new elements to the gameplay, at the very least in terms of exploration and environment. I figure if you are making a wad in this day, it should be included in your map.

>> No.4957083

Yeah. I used to hate him a lot, I dreaded him (still do, a little bit), because he just fucking scared me, but understanding encounters more, I find I'm not as intimidated by him as I used to be.

I may still reflexively go "Oh man!" to myself, but I feel I assess his behavior and my surrounding and quickly determine how to easily handle him.
I still don't have patience for Skillsaw shenanigans though, where he drops in two of them at once in a space with sparse cover/range of movement.

I actually find the Cyberdemon much more annoying, because he gladly attacks from long range, his attacks have splash damage and he takes a lot of punch, and people these days are generally much better at crafting encounters for him than iD themselves generally did.
A cyberdemon off in the distance, or uncomfortably close, that's a fucking chore to handle, if I have space to circlestrafe him, I can manage, however.

>> No.4957085

D64 For Doom 2 looks very interesting, if you haven't checked it out already (I plan to).

>> No.4957089

sweet thnx

>> No.4957097


100% agree, the archvile is a difficult miniboss in my mind, but can make an otherwise regular encounter a lot more challenging. Two archviles, well, it really depends on what else is being thrown at you and where. Those are pretty rare encounters though, I think the most I have ever seen was 11 in Ancient Aliens when things turned into slaughter, which turned it into an all out clusterfuck.

Yeah, the Cyberdemon is definitely the nastiest asshole in the game. He would be a lot easier to handle if he took splash damage, and you could abuse his movement around corners.

The nastiest is two cyberdemons in an enclosed space, with no bfg or equivalent.

>> No.4957101


>> No.4957103


It's great.

Favourite part was the dynamic lighting and effects with the sky.

Be prepared for some very dark maps though, it'll make doom 3 look like a sunny day

>> No.4957109 [DELETED] 
File: 292 KB, 700x700, tmp_23869-15320627040361226606840.png [View same] [iqdb] [saucenao] [google] [report]

BD is such a buggy mess, right fellow ZDoomers?

>> No.4957126

Romero would be proud

>> No.4957175


Carmack would not

>> No.4957191
File: 43 KB, 512x512, Doompalette.gif [View same] [iqdb] [saucenao] [google] [report]

Which Doom Engine game has the best palette?

>> No.4957194
File: 72 KB, 699x643, 1531010576375.png [View same] [iqdb] [saucenao] [google] [report]

I just berserk punched a spectre like 7 times in a row in chocolate doom. he dealt 15 dmg each bite.

what the fuck, dude.

>> No.4957197

You didn't step back when he tried to chomp you?

>> No.4957203

it was nearing the end of a flight of stairs in E3M3.

I'm still fucking baffled. RNG is a righteous cunt in this game.

>> No.4957208
File: 1.16 MB, 1920x1080, wardusted.png [View same] [iqdb] [saucenao] [google] [report]




>> No.4957210

>I figure if you are making a wad in this day, it should be included in your map.

Disagree here.
Lots of interesting layouts are made with PRBoom and Chocolate in mind, which doesn't support jumping and indeed shouldn't. Just because GZDoom allows jumping doesn't mean it should be mapped for with other source ports.
That being said, I do definitely agree about more maps could be built around jumping/crouching.

>> No.4957220

there's always the classic total conversion form the 2000s

and of course, Dark Forces

>> No.4957226
File: 310 KB, 1360x768, Screenshot_Doom_20180806_000402.png [View same] [iqdb] [saucenao] [google] [report]

This has to be the ugliest room ever made for Doom

(Cthulu Doom)

>> No.4957241

why does crispy doom's mouse feel so awful?

>> No.4957246
File: 12 KB, 238x183, 1526948506077.jpg [View same] [iqdb] [saucenao] [google] [report]

>mouldy aka cyriak will probably never make another wad again

why live?

>> No.4957268

>earth in hell
>small town gets transported to hell due to UAC fuckup
>now its inhabitants have to defend their homes against the local demons

>> No.4957273
File: 16 KB, 400x307, 1496789356581.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw I have gone through 8 maps of vanilla Doom 2 with Hideous Destructor
But whoever designed the instant death melee of Lost Souls should consider wrapping a rope around their neck

>> No.4957346

Keep an eye on this one...

>> No.4957390
File: 10 KB, 272x216, somemong.png [View same] [iqdb] [saucenao] [google] [report]

Just keep revering his work and maybe others will take note of his design principles. We generally need more vanilla Doom levels that feel handcrafted and interesting.

>> No.4957402

I think by some point in the upcoming Doom Eternal, Hayden will do some great shit mistake with the Crucible and manage to accidentaly teleport the entire planet to Hell, giving it that look we saw in the teaser.

>> No.4957403


>> No.4957406

It's ok, I have a flashlight.

>> No.4957545

Just a heads up that Chaotic vanilla is now compatible with Zandronum.
Enjoy. :^)

>> No.4957639
File: 1.02 MB, 1920x1080, Screenshot_Doom_20180806_102859.png [View same] [iqdb] [saucenao] [google] [report]

I don't know if I'll revisit Guncaster anytime soon after I'm done with this campaign. There's something very off and usually unsatisfying about it's gamefeel. Even Vindicated doesn't fix it much.

>> No.4957679

it's purely that pillowblaster's mods tend to tread into the 'too much' territory, and even when everything you're doing is on such a scale of awesome that no other mod could ever really hope to come close to, it falls short 'cause you're just too strong; the game will just play itself if you're there or not, you may as well not even do anything

>> No.4957682
File: 29 KB, 193x177, 1529934296786.png [View same] [iqdb] [saucenao] [google] [report]

The price of creating movement that isn't supported by the default levels and Pillowblaster's general inability to even consider balancing his mods.

>> No.4957761

Guncaster and Trailblazer are still leagues better to play than Russian Overkill.

>> No.4957764

Surely this counts.
I imagine this is what doomguy spent all his time doing waiting at the launch pad on Phobos

>> No.4957790

I wonder if people know about Russian Overkill having an option to increases enemy hp tenfold and all soulspheres/megaspheres are replaced with stimpacks and medikits that got over 100 but not 200hp, so you can easily kill yourself with your own weapons.

>> No.4957897

on the bright side its not FIREBLU

>> No.4957927
File: 376 KB, 796x960, DressedLikeMasochism.png [View same] [iqdb] [saucenao] [google] [report]

Suggestion for the next thread image.

>> No.4957932

Because balance can be boring at times.

>> No.4957994

Boring means predictable. Imbalance doesn't guarantee predictability but when a game is clearly way too easy it certainly comes soon boring. Also if game is difficult in a tedious manner, as in there is no real sense of accomplishment and the winning strategy relies on luck or meaningless skill-requirements, it generally just isn't fun. A good sense of balance is what makes every good game worth playing more.

>> No.4958089
File: 1.74 MB, 177x150, 1494834250486.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw watching Icarus play Hideous Destructor
Just how?

>> No.4958091

He didn't read the manual.

>> No.4958092

Don't make fun of specially-minded people.

>> No.4958102
File: 591 KB, 677x921, 1522972240105.png [View same] [iqdb] [saucenao] [google] [report]

>"I've done everything I can to familiarize myself with the controls"
>opens the control list
>half the important shit isn't bound

>> No.4958107

> wants to use the bandages
> stops, looks down and just presses the hotkey that only SELECTS bandages
> completely ignores the "press fire to use bandages"

>> No.4958120

>Alternatively presses the button, but doesn't hold it

>> No.4958123

Icarus has never been particularly good at studying or utilizing everything a game has on offer, he never used the machete when he did that review of Zen Dynamics, nor did he ever use the fists in REKKR

>> No.4958126
File: 310 KB, 1024x679, notjustariver.jpg [View same] [iqdb] [saucenao] [google] [report]

maybe, just maybe HD is a clusterfuck and you should not get so defensive when people have problems with it

>> No.4958127

No, he specifically thought that the "bandage" hotkey just straight up uses the bandages.
At least the chat was there to set him on the right track.
Still it was like 10 wasted minutes or more of Doomguy just slowly bleeding to death with Icarus just shouting "WHY ISN'T THIS WORKING? WHY AM I STILL BLEEDING? WHY AM I BLEEDING MORE?"

>> No.4958129

maybe he shouldn't be reviewing mods if he can't be bothered to learn anything about them

>> No.4958130 [DELETED] 

Hi Icarus, you're a terrible player and an unfunny fuck with an ear-grating voice.

>> No.4958135

I'm not defending anything, I've never even played HD or read the manual.
I just know from the posts here, the messages that popped on screen during the stream and all of the chat messages, that he certainly was doing something wrong.
And I'm just describing what I saw in the half hour that I watched of the stream.

>> No.4958140

Some of the mechanics aren't that hard to understand. Once you actually read what the game says on screen, during the manually reloading mags for instance, it'll become managenable. I've played it now for past two days and have played through 12 vanilla Doom 2 maps, although on Hideous (Which I believe is the 'normal'/intended) difficulty.

>> No.4958152 [DELETED] 

Global rule 2.

>> No.4958163

you know what's really boring?

hitting fire once and then the entire room is completely gone.
but that wears off extremely quickly, leaving you with just the gameplay that devolves into a session of Cookie Clicker: Doom Edition

>> No.4958198

Dusk is a redpill on Blood 1 specifically, exposing it as a shallow nonsensical gimmickfest, the authors of which were primarily concerned with TOYing with the player, and where player is being led by the nose by the intentionally false promises both of things making at least SOME amount of sense, and of being taught at least SOMETHING.

In other words it's a modernist dec-... destruktion of a typical postmodern drivel Blood 1 is. Also, it's not a very good game, but it is definitely a better game than Blood.

I guess, being 20 years late is better than never showing at all.

>> No.4958206

Is Blood any good? I've never played it. I've never played any of the 3D Realms games, actually.

>> No.4958208

i don't even like blood but this post is a gigantic pile of made-up bullshit

>> No.4958210

don't enable him

>> No.4958216


what's dusk

>> No.4958224

An okay FPS game inspired by Quake and shit, with questionable art direction and a slightly bland weaponset, but still does some neat and amusing things like how throwing soap does a gorillion damage and how you can slowly smoke to recharge your HP.

>> No.4958235


ohh, I thought he was referring to a wad. Thanks for the heads up.

>> No.4958241

actually this is very unbased and bluepilled

>> No.4958246

BLOOD is pretty great, the tnt is probably my favorite thrown weapon in any game I've ever played.. It's not really 3D Realms though, at least not the finished product.

>> No.4958258
File: 724 KB, 2166x1920, 1533576016606.jpg [View same] [iqdb] [saucenao] [google] [report]

will it be good?

>> No.4958260
File: 53 KB, 358x358, 1526313243272.jpg [View same] [iqdb] [saucenao] [google] [report]

Blood was a game about being super gory and edgy, while throwing out the occasional horror movie reference. Don't think people played it to learn anything, they just wanted to shot shit and look at the ludicrous gibs.

>> No.4958262

Will it even be better than the first movie?

>> No.4958263


probably not, but when it comes out I really hope we stream it and watch together.

>> No.4958264

Probably not because it'll have very little to do with Doom. I wouldn't be surprised if its based off that cancelled shitty call of Doom thing.

>> No.4958273


what do you guys think of this? I hope he does more content like this.

>> No.4958274



>> No.4958280
File: 100 KB, 673x767, 1532711531127.jpg [View same] [iqdb] [saucenao] [google] [report]

Would you play a shoot game where you shoot cute grills?

How do you feel about this?

>> No.4958281

Judging by the background and the other pictures i have seen, this is probably a sequel to the 2005 movie, a.k.a some random scifi with Doom slapped on it.

>> No.4958283

Carmack wants to speak with nobody, Willits is occupied with id, Romero is cool with everyone, Tom Hall is still tom hall.

>> No.4958284


Interesting for sure, nice to learn more about the team instead of just carmack/romero

>> No.4958291

>it's this faggot again
Show me on the voodoo doll where the cultist hurt you

>> No.4958292

If I worked for Facebook, especially these days, I wouldn't really want to speak to anyone, either. I'd be too busy self-loathing.

>> No.4958295 [DELETED] 

no and i dont want to shoot girls, i do want a game where you can strangle and hang women though, preferably where you stalk and possible rape them

>> No.4958296

looks nice

>> No.4958302


>> No.4958303

adding on to this, if you did make a shooter with girls i would want them to only be npcs with preferably sexual clothing and big breasts

>> No.4958305

only if I can shoot them with my dick

>> No.4958306


>> No.4958309
File: 2.88 MB, 960x540, babbys first shaders.webm [View same] [iqdb] [saucenao] [google] [report]

got distracted by wacky glsl effects

>> No.4958314
File: 256 KB, 973x846, FeYvW3j.jpg [View same] [iqdb] [saucenao] [google] [report]

It looks worse than their last attempt

>> No.4958316


>> No.4958317

dude drugs lmao

>> No.4958319


>> No.4958327

That already exists.
It's called Gal*Gun

>> No.4958331


thanks for the name idea

>> No.4958339
File: 19 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Play Strife.

>> No.4958357

If you don't like it then you're a sexist pos

>> No.4958360

>gimme a HUUH, man

>> No.4958365

you better give me credit for that name
put my name as "some random lazy shitposter from /vr/"

>> No.4958368


>> No.4958375
File: 2.61 MB, 1357x3061, seriousdoom.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4958378

Depends if you like really hard games that basically require trial and error.

>> No.4958381

Hideous Destructor objectively plays a very particular way and has a written manual for a reason.
You can't just jump into it like any other mod and just play it, you have to learn HD to play it. For something that's aiming kind of for a super tacticool and vaguely realistic and methodical kind of gameplay, I think that's fair, especially when it's built on the base of a fast paced action game that's just barely realistic at all. There's a lot of things to learn and take into consideration, and some aren't obvious if you haven't read the manual.

Now, the author is clear that this kind of gameplay makes some levels simply not playable, but that's the price of making a mod that plays as it does, HD is not made for all maps, and most maps weren't made for HD in mind, thus whether or not the map actually is feasibly playable with the mod, can indeed be a crapshoot. There's good reason why he (and people who play) suggest maps which play well with the mod, and which kind don't.

I don't even enjoy Hideous Destructor, but at least I'm not a fucking faggot about it, whereas some people have a logjam of jizzing cocks in their mouth whenever the subject is brought up.

>> No.4958397

Play Duke first, it's arguably better for newcomers to the BUILD games

>> No.4958401
File: 2.98 MB, 640x480, blood 1997.webm [View same] [iqdb] [saucenao] [google] [report]

It's pretty different from Duke, though it's a relatively fast paced action game, lots of adrenaline.

Things to take into consideration:
>tanking damage is about the worst thing you can do in Blood, Caleb just isn't that meaty or resilient
>Caleb is however extremely limber and agile, he can jump high and fast, and combining the fast jumping with varying degrees of crouching and strafing left and right, you can confuse enemies and make them miss you, stay as mobile as you can in a gunfight, mobility is key
>taking cover is actually a good idea in Blood, if a heap of gunfire is coming your way, there's nothing wrong about diving behind a corner or pillar and getting out the dynamite, bundles of TNT bounce around, you can carry a lot of them, and you need to conserve your precious health and armor
>never walk out in front of an open doorway or out in the open without surveying the area, the game loves laying ambushes for you, if you walk past an open door to a room full of cultists, they're gonna sling a lot of lead at you, always assume they're gonna try to fuck you, if you have a lot of dynamite, bounce one around the corner or into the door and listen for screaming
>zombies can get knocked over by shotgun blasts and explosions, make sure that they're actually dead so you don't have one getting up and hacking you in the back with his axe
>the flaregun sets smaller enemies on fire pretty reliably, though it can a sec or two, pop off a flare into a dude's face and then pull back into cover, then listen to him scream his lungs out
>save relatively often, not saying to savescum, but every 10-20 minutes maybe
>the original .exe has some bugs with difficulty, when loading a saved game, damage scaling is accidentally inverted (taking more damage on easy, and less on hard), this only resets when you go to a new level, where if you load a game again, it can bug again, in BloodGDX, this is fixed, and you can even manually set up your own difficulty parameters

>> No.4958403

Also this, Duke 3D is overall a fun game, and it goes a lot easier on you than Blood ever will.

>> No.4958404

Echoing this sentiment. Strife is basically Doom doing Deus Ex, and it owns. Play Strife.

>> No.4958410

>Doom doing Deus Ex
I know what you mean, but still, not quite... I appreciate your post though.

>> No.4958420
File: 634 KB, 220x165, Blood - Monolith (1997).gif [View same] [iqdb] [saucenao] [google] [report]

There's some trial and error, but you really would get used to the ambushing and traps, you adjust to the mean streak of the game eventually.

>> No.4958421

>didnt even bother to make space armor

>> No.4958429

honestly i sometimes went full Max Payne when playing blood
> jump around a corner while holding crouch and prefiring the tommygun

also: how to use the tommygun in Blood
> shoot first
> aim second
even though they don't seem to flinch, tommygun bullets will prevent enemies from attacking (atleast cultists)

>> No.4958432

yep, and they still feel like swinging around whiffle bats

>> No.4958438

i would not, and i would feel nothing, as games like that are already in the JP indie market

>> No.4958441

i don't get what you mean

>> No.4958443

>RPG-like progression based around augmentations that affects how much health you have and how accurate your shots are
>Action levels mixed with peaceful hub levels where you can chat with NPCs to get side quests
>Missions are varied and not always just "get to the end and kill this guy/hit this button"
>Levels having multiple pathways and multiple solutions that can be found through exploration, including stealth
>Somewhat non-linear progression where you can return to completed areas whenever you like
>Multiple paths through the plot that can affect what bosses you fight and levels you go to
>Multiple endings (even if they're just "did you die to the last boss or not")
>Getting mission briefings over a comlink

A true immersive sim it ain't; most levels are still just Doom-like labyrinth shootouts and by the end the choices largely get whittled down. But that's why it's "Doom doing Deus Ex" rather than "Deus Ex doing Doom" - it's Doom with some immersive sim elements.

>> No.4958445


Like out of the guns?

>> No.4958447

Going total Max Payne can be viable, and I guess I never thought about it, but that's almost like suppression mechanics.

>> No.4958448


>> No.4958450

well that's a broad and vague statement to something very subjective

>> No.4958453

not him but I am on my first playthrough of Blood, currently somewhere in episode 4, and I have noticed that going full rambo, too-fast-for-you gameplay style was very viable, the only downside was that I had no idea where to go and improvised, enemies couldnt do shit to me because I was literally 2fast4them
I would usualy go rambo after failed attempts in the level, this allowed me to "scout" the map, was useful in quite a few locations, especially dam and hospital

>> No.4958454

and so is "Guncaster and Trailblazer are still leagues better to play than Russian Overkill." what's your point?

>> No.4958468
File: 404 KB, 1920x1080, Screenshot_Doom_20180806_174143.png [View same] [iqdb] [saucenao] [google] [report]

>captured marines whimper and scream in agony

Legitimately upsetting

>> No.4958469
File: 59 KB, 671x673, Cr7WvReXgAE4Bwn.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing Arcane Dimensions
>Firetop Mountain
>There is a "side-story" about a fallen Death Knight
>You have to follow his ghost
>The story is told through books
>To see the full story you have to collect bones by shooting certain parts of the walls

Now in Quake Champions we have a Death Knight and is a skeleton.
Did they play Arcane Dimensions and were inspired by this to create this version of the Death Knight who also has his own lore?

>> No.4958471

There were certain parts in Fearrific mod where you see these marines scattered in certain parts of the maps.

>> No.4958472
File: 52 KB, 198x163, firefox_2018-08-06_22-46-05.png [View same] [iqdb] [saucenao] [google] [report]

he looks pretty happy here

>> No.4958476

the demons gave his the joker treatment to the sides of his mouth, just to get their sick keks

>> No.4958479
File: 18 KB, 437x431, DYqiZF7XUAIllyX.jpg [View same] [iqdb] [saucenao] [google] [report]

Would like to play Quake 3 Arena but I can't decide between Doom and Ranger.Which one should I pick?

>> No.4958481

Carmack wrote the game on a NeXT cube

>> No.4958482
File: 386 KB, 800x600, Screenshot_Doom_20180806_221658.png [View same] [iqdb] [saucenao] [google] [report]

Map 29 of D2TWID is pretty intense to play, it's like The Living End, but much better.

>> No.4958483

Getting tortured is his guilty pleasure

>> No.4958484

I always roll my boi gorre, who is a reskin of visor
you could pick grunt, aka OG bitterman

>> No.4958487
File: 437 KB, 800x600, Screenshot_Doom_20180806_223603.png [View same] [iqdb] [saucenao] [google] [report]

It doesn't even stop at the Spidermind, there's a bunch of Barons guarding the exit.

>> No.4958491

Flip a coin.

>> No.4958502
File: 440 KB, 800x600, Screenshot_Doom_20180806_223620.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4958505
File: 581 KB, 800x600, Screenshot_Doom_20180806_225301.png [View same] [iqdb] [saucenao] [google] [report]

The Icon Of Sin map is also pretty neat, I didn't expect it to do anything out of the ordinary.

>> No.4958509

Does anyone else here hate the Icon of Sin fight?

I always just noclip right to romero's head.

>> No.4958515
File: 576 KB, 800x600, Screenshot_Doom_20180806_225602.png [View same] [iqdb] [saucenao] [google] [report]

And you don't see it here, but I got him with a single aimed grenade, which I had to get up close for.

Overall, would recommend, solid 7/10 megawad.
The lack of new music and skies does make it less interesting though, so I had that fixed. If anyone can provide a place where I can upload it (my dropbox is full), I'll share the music compilation+skies for y'all, if you want.

>> No.4958516

It's not very strong in the original Doom 2, they were probably running short of time by that point.

>> No.4958524


Likely, especially with romero fucking around so much.

I will admit that Requiem did a pretty nice job at the fight.

>> No.4958528

How does it look without the wavyness?

>> No.4958537


How can something feel so overpowered and yet at the same time so weak? Damn, that mod is a wonder.

>> No.4958543

>tacticool armor
>Sensible looking rifles

>> No.4958550
File: 14 KB, 256x256, launcher_256.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4958554

Beautiful, but I fear we're entering the 1GB+ Core-i9-required era with all these shaders.

>> No.4958557

blood > shadow warrior > duke 3d

don't touch blood 2 though. People say that Blood has a lot of hit-scan enemies and is too hard, but in Blood hit-scans are surprisingly easy to deal with once you get the hang of it. Blood 2 on the other hand... lots of bulls-eye accurate hitscans, explosive >9000 dmg, bullet sponges etc. etc. etc.

one of the bosses I was only able to beat after AI got stuck so the weapon hit a wall and I just spamed sniper rifle in the guy's head until he was dead. which was about when I ran out of ammo. too bad as I loved the atmosphere.


>> No.4958564
File: 29 KB, 492x640, thy booze consumed.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4958570
File: 234 KB, 545x530, 1515360148003.png [View same] [iqdb] [saucenao] [google] [report]

>shadow warrior > duke 3d

>> No.4958576

if graf is a fucking retard... yeah

Though Q2XP uses PBR and its smooth here, and i own a i3.

>> No.4958583

>Play ever wad with ketchup on maximum for the lols
The amount of times a switch gets covered in blood and it takes me a few minutes to realize there's even a switch makes me chuckle.

>> No.4958585
File: 48 KB, 180x120, tumblr_mpmmss4dLm1sos9ego1_250.gif [View same] [iqdb] [saucenao] [google] [report]

Here's a quick patch in case anyone wants it:
You could use it with any megawad for Doom 2 that lacks new music and skies, I suppose.

>> No.4958592

>better grenades
>better melee
>overall more city levels and interesting places compared to Duke's canyon and alien levels
I don't see the issue here.

>> No.4958609
File: 31 KB, 640x480, Perditions_Gate_title.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone toss me the complete .wad for Perdition's Gate? The .zip file Tom Mustaine uploaded has a bunch of old old .exes that won't run on Windows 10, and I don't know how to compile it all into a proper .wad

>> No.4958612

Actually, I'm being a retard, I can just run PG-RAW.wad as a pwad, right?

>> No.4958613

Thank god for Doom 2016, because if it wasn't for me being a cheap bastard when it came out I still wouldn't be playing some of the best single player and coop FPS levels, mods, and campaigns ever made three years later.
I'm trying to get my little brothers into it now but all they play is League of Legends.

>> No.4958616

What does any of this even mean?
You say X makes Y "something" but why is it "something"?
Where is the "meat" of the statements?

>> No.4958617
File: 60 KB, 1000x757, Help-wanted-sign.jpg [View same] [iqdb] [saucenao] [google] [report]

Asking this question again because I never got an answer

Doom 64 Retribution suggests that you open gzdoom-[user].ini and change the "fluid_patchset=gzdoom" line to "fluid_patchset=DOOMSND.SF2" in order to get the sound working properly. I have no idea what this cvar does, an I've played both with and without changing it, and it sounded the same both times. Am I just retarded? DO I really need to change it? Can someone explain to a brainlet what this does, specifically?

>> No.4958664

Use compendium

it was updated to run on modern stuff

>> No.4958675

I already picked one of the .wads and it works.

Not very impressed though, the readme said it was supposed to be extra challenging, and though I'm only four maps in, it's really not very exciting yet.

>> No.4958678

What are Compendium's best megawads in the lot?

>> No.4958679
File: 1.15 MB, 1360x768, Screenshot_Doom_20180806_001738.png [View same] [iqdb] [saucenao] [google] [report]

Now that's a fucking titlepic

(Bloody Steel)

>> No.4958682
File: 684 KB, 1360x768, Screenshot_Doom_20180806_014051.png [View same] [iqdb] [saucenao] [google] [report]

Never though I'd see sector vehicles actually done well in Doom.

>> No.4958686

them square tires tho

>> No.4958689

There's a few decent attempts here and there.
Suspended In Dusk had a pretty neat looking spaceship made out of midtextures, looked very neat.

RIP Espi.

>> No.4958690
File: 601 KB, 1360x768, Screenshot_Doom_20180806_135244.png [View same] [iqdb] [saucenao] [google] [report]

It's like a Doom 2 city level but not ugly as fuck.

Well, it's very good considering the limitations. Usually vehicles are low-detail and use stock textures to little effect.

>> No.4958692

it pisses me off that PBR term is even used when it comes to GZDooM because its not even proper implementation, slapping PBR shaders on your OpenGL renderer will not make the game use PBR properly since you dont have environment probes. might as well just use good old specular workflow which is more forgiving and requires less work

>> No.4958704

Is this Extermination Day or something?

>> No.4958708

Bloody Steel

>> No.4958710

I wonder if a Doom adaption would work if it was animated instead of live action, considering how Doom's core identity is this weird idea of "tough guy vs hell" while exploring the stories in the games only makes it weirder
On top of that, you'd have a hard time to try and render all of those different monsters and abstract hellish environments for a movie and both the existing Doom movies have "tactical" secutiry teams with no actual space marine armor
None of the art direction in the movies resemble anything in the games, even with the series' inspiration from Aliens or Evil Dead

>> No.4958717
File: 83 KB, 1168x657, HE KNOWS!.jpg [View same] [iqdb] [saucenao] [google] [report]

It's like someone pulled off a bunch of symmetrical jizzing for the carpet and walls.

What if FIREBLU is what turns the humans into zombies and bad dead folk into demons?

>> No.4958729 [SPOILER] 
File: 1.90 MB, 1920x1080, 1533601033177.png [View same] [iqdb] [saucenao] [google] [report]

Beat the Icon Of Sin in one earth-shattering shot

>> No.4958740

remember that back then Hell Revealed was considered insanely hard.

>> No.4958754

Well I mean, it IS, but c'mon, the readme is telling me that even HMP is supposed to be really challenging, and I haven't even seen anything bigger than a pinkie yet.
Mind that some of these people worked on Final Doom.

I'm really hoping it ramps up some as I go.

>> No.4958769

RIP lithium

>> No.4958782


I played it on UV up until level 21 I believe, and threw in the towel.

Biggest complaint was the lack of ammo. I know, you have to have really solid resource management but sometimes I just like to go a bit ham.

>> No.4958785
File: 355 KB, 1360x768, Screenshot_Doom_20180806_173439.png [View same] [iqdb] [saucenao] [google] [report]

I sense a slight contrast between this building's exterior and interior.

>> No.4958786



>> No.4958789

Does anyone here play from pistol start only, and if so, how does it improve the gameplay?

I've tried it a few times but it just annoys me having to plink away at mid-tier enemies with pistol and shotguns at the beginning of maps. Feels like I'm just wasting time.

>> No.4958797

Was there anything exciting going on in any of those levels?

>> No.4958804
File: 304 KB, 1360x768, Screenshot_Doom_20180806_173739.png [View same] [iqdb] [saucenao] [google] [report]

Or perhaps things are not as pristine as they look from the outside...

>> No.4958807


Honestly, no. Hence why I never dropped the difficulty down and replayed.

The encounters were very challenging, but I felt that the biggest issue I had was, as mentioned, the lack of ammo. I have pretty great accuracy, but I don't like having to use melee in general and many encounters were designed with this in mind.

It turns into a total slaughter, like a lot of megawads, but personally I'm not much of a fan of that style of gameplay.

>> No.4958809

>Well I mean, it IS
Compared to later hard wads like Sunder and Sunlust it's a walk in the park.

>> No.4958814


>> No.4958850

Those make Plutonia look easy, and Plutonia can never not be considered some form of challenging, only relatively.

>> No.4958851

Nah, Plutonia's pretty simple outside of maybe map15 since it's a tight corridor with endlessly reviving chaingunners due to a hidden archvile that you can't kill until you press a button later in the level. And even the infamous map32 is simple if you're patient, because you never have to face the horde of monsters head on, you have massive amounts of space to pick them off at your leisure.

>> No.4958858

No, because QC Death Knight's lore sucks and if id had played AD they'd have given him an alt skin for one of Quoth's other Knight types instead of two out-of-place robots and a FUCKING TREE.

>> No.4958861
File: 14 KB, 416x799, e4m9[1].gif [View same] [iqdb] [saucenao] [google] [report]

Levels that are designed with pistol start in mind deliberately set up enemy encounters and how resources are doled out to compel the player into certain tactical challenges and induce feelings of tension and release.

Not to get too artsy fartsy, but there is a kind of dramatic arc that comes from how a pistol start level is usually designed. For example, E4M9 starts you out immediately under fire from every direction, and you're forced to make a decision of where you can go. You're being descended on by pinkies and spectres, which you can't afford to fight with your pistol. You'll either run straight into the front door and take the shotgun, in which you'll be forced to fight imps with only a few shells, or you'll sprint to the left and kill the shotgunner and grab the shells along the wall, in which you'll be cornered and have to shoot it out against that mass of pinkies, blasting the barrels to try and catch them in the explosions and save ammo. From there you have to run around to gather more shells and resources while cacos chase you and fireballs and shots keep coming, and the level continues from there with telefragging the baron inside to save more ammo but throwing you right in the middle another melee that you need to escape to grab the rocket launcher, getting the plasma rifle and taking the fight back to them, etc.

On the other hand, if you come in with the BFG and full cells from E4M2, then none of that matters because you can just shit out a bunch of blasts and kill everything without even thinking about it. It completely flatlines the peaks and valleys of tension and release and turns it into a single note of "keep shooting til they all die."

Pistol starting changed my whole perspective on Doom and made it way more emotional and exciting. Once I started pistol starting, I never looked back.

>> No.4958867

lmao nerd

>> No.4958898

>thanks for the name idea

>> No.4958905

Imagine FIREBLU varients for every other texture

>> No.4958908

What is /veeyar/'s opinion on texture packs? Specifically, in this case, H2D4D2TP.wad.

>> No.4958924

I use plenty of texture packs to make maps with. But that's the only wad I know of that replaces vanilla textures to be used with other maps.

>> No.4958972

>Hideous Destructor doesn't support Zandronum
muh coop

>> No.4958975

To the GMOTA guy, assuming you're lurking

Why did you encrypt the music files? I want to listen to them outside the game.

>> No.4958987

ranger is best boy

>> No.4959005

it uses zscript

>> No.4959009

Based Zandronum

>> No.4959020

you know that things get really stupid when a Quake mod does classic doom models better than the existing classic doom models


>> No.4959025

Funnily enough I remember that some of those model replacement packs based their models off of YPOD's models, e.g the weird cyberdemon death

>> No.4959026


>> No.4959028

Also, why are Living Armors just like, one solid color? I love the mod but I have to question some of your design philosophy

>> No.4959034

Bleh, it looks so ugly and janky.

>> No.4959037

I didn't encrypt them. I just used raw .spcs, you could extract those and play them in anything with an .spc plugin.

Cus that's how the sprites themselves were done, I certainly didn't make those guys, though it'd be cool to find a different set of sprites for them. Though I have to say that's a strange question. Armor is usually one uniform color unless you get into what's worn over armor, or under it. I mean hell. Pinkies are pretty much one solid color.

>> No.4959053

lithium's been dead for eons

sure, supposedly there's talk about moving it to eternity, but eternity never gets releases

>> No.4959064

Is it possible to run this mod on Quakespasm? If not, what's a good soure port that will?

>> No.4959069


>> No.4959071

I would assume Pinkies are one solid color because that's just the color of their skin. I think it's odd that Living Armors are just one solid color, sword included. Even things that could conceivably be a different color are the same, like the horns on the helmet. I just think it looks odd compared to the rest of the cast.

Also, I swear that some of the sfx for the Brood Slime sound just like Keese sfx from Ocarina of Time.

>> No.4959074

its kind of weird how long doom has been around, and how long people have been making custom wads. Yet it's actually pretty underwhelming the amount of creative interesting vanilla doom levels. I can name maybe a handful.

>> No.4959076

Any more story driven wads with boss fights like winter fury? Or is that really one of a kind

>> No.4959081

I could probably at least recolor the sword and horns next update. I always pictured those guys carrying big ass bronze swords. Also you're close regarding brood slimes. I used tektite and biri/bari sounds.

>> No.4959086

You see how he has no lower body?
He clearly died by snu snu. Delivered by a Baroness of Hell no doubt.

>> No.4959094

not him but i know the answer to this question
it's illegal to use a game's legit music files ripped straight from the games so he's just protecting himself a bit from getting owned

>> No.4959097
File: 1.34 MB, 1311x785, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4959101

see >>4959037

>> No.4959102

Uhh... But I am just using the legit music files ripped straight from the games. .spc files to be exact. If I used anything else the file size would most likely triple or quadruple.

>> No.4959107

It's not too big of a problem, I just thought they looked out of place. If I would suggest you do anything to their model, maybe widen the visor in the helmet and add a pair of glowing eyes. They lack character, or any real defining features. At least when compared to the Hellfos, or the Pavise Guard.

If I knew the first thing about spriting (doomlet here) I'd have toyed with it to see if I coud make it into something more recognizable

>I used tektite and biri/bari sounds
I fucking knew I'd heard them somewhere

>> No.4959108

it's like i'm playing risen3d

>> No.4959115

I'm not sure if I'll go too crazy with editing them as that's a lot of games to edit. Plus fatal draw death animations and freeze deaths.

>> No.4959125

Maybe just keep it in mind for a post-final release update or something. Otherwise I love the mod and by this point I've probably played it more than I've played vanilla, or any other mod. Keep up the good work.

>> No.4959217
File: 279 KB, 800x600, Screenshot_Doom_20180807_052049.png [View same] [iqdb] [saucenao] [google] [report]

It's kind of blueballing me still.

In a way, it's giving me feelings of Eternal Doom, despite the fact that the levels are all kind of compact, brief, and monsters are nominally even spread. Not sure why that is. I guess the visual style?

>> No.4959219

All textures, flats, and sprites are FIREBLU'd.

Do it, /Doom/. Make it happen.

>> No.4959236
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google] [report]

Yep, might as well be dead. Goddammit, I really liked that mod.

>> No.4959238

last i heard, marrub wants to make one last version to gzdoom and then make his own thing to port it to

>> No.4959248

With the batshit lengths he was going to, to get Lithium to do what he wanted with gzdoom, he may as well make his own thing.

>> No.4959268

He's a guy who thinks russian overkill is the best mod ever made, so if something isn't really flashy and with big bang sounds and over-the-top explosions, he probably won't look too deeply at it.

>> No.4959278

>He's a guy who thinks russian overkill is the best mod ever made
Huh, just like Vinny from Vinesauce.

>> No.4959282
File: 685 KB, 1006x1086, 48c29681-7d53-402d-8035-de4203657149.png [View same] [iqdb] [saucenao] [google] [report]

I was considering making a post talking about how;
>Icarus says in his review of Terrorists! that he can't enjoy it as much because he was spoiled by Russian Overkill???
>because I guess mods focused on spectacle and mods focused on more nuanced gunplay and effects can't be judged separately
But I thought it'd be too petty.

>> No.4959289

Vinny at least has an excuse. He doesn't really know much about the doom community (to my knowledge) and probably isn't the biggest fan of doom or its mods. Better he praises it over Brewtal Dewm or some shit, right? I still like RO, honestly, I just wish there were more silly and satisfying weapon mods that keep balance somewhat intact.
Icarus doesn't have an excuse. His whole channel is about Doom. But what am I saying, he did a stream with Hideous Destructor after saying he hates it because he can't read a manual.

>> No.4959291

RO can be challenging on the second to last difficulty which makes you unable to get more than 200hp, nerfs powerups and increases all enemy's hp to 10x. The difficulty comes more from you killing yourself with your weapons though.

>> No.4959292

all of this being said, I still love icarus. Anyone who puts that much effort into videos for a 20 year old video game gets an A+ in my books.

>> No.4959293

Icarus is about the same tier. Brutal Doom-loving fringe-of-the-community type.

>> No.4959294

hi icarus' mom.

>> No.4959295

Can't argue with that. Props to him for all his work.

>> No.4959302

He's not perfect, but Icarus is almost single-handedly responsible for me getting back into the Doom modding scene in recent years. And I'm sure I'm not the only one.

At the least, His videos serve as a good catalogue for shit to check out.

>> No.4959314
File: 43 KB, 169x156, 1524935599000.png [View same] [iqdb] [saucenao] [google] [report]


It's like watching a candle burning out.

>> No.4959336

>Wow this guy is putting in effort to help grow this niche community I'm a part of. What a faggot m i rite? He doesn't even have the exact same taste as me!

Shut the fuck up. Make yourself useful and make some maps or something instead of fronting on an anonymous image board.

>> No.4959340

I'll never be swayed by Icarus' inoffensive milquetoast output. Deal w/ it

>> No.4959347

I'll give him that, he cares about Doom enough to produce regular video content about it, even if he doesn't perhaps have the best of tastes or best of judgement at all times.

>> No.4959348

I'm about on the same opinion, but every now and then he'll show something I hadn't heard about, which is why I check in sometimes.

>> No.4959361

New thread.


>> No.4959432

will give it a shot after I get back from work

>> No.4960369

What weapons mod?

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