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/vr/ - Retro Games

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5000021 No.5000021 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4994447

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


Doom: https://cdn2.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://cdn2.desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Marathon: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1528/27/1528276019025.png
Thief: https://cdn2.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.5000023

=== NEWS ===

[08-23] Combined Arms v1.3 as well as 'Combined Harms' officially released

[08-23] EDuke32 and BStone source ports now on the PSVita

[08-23] La Tailor Girl updated to 1.66, featuring a myriad of changes

[08-19] MetaDoom 5.1 release, mainly bugfixes and fine-tuning

[08-18] Underwater Map Jam for Quake SP released

[08-15] Anon demo release of LOTX

[08-13] WIP release of Gorgos, a total conversion

[08-13] XUMP, a Hexen mapping project has officially started

[08-13] Half-Life: Echoes released, a mod about experiencing Black Mesa from another perspective

[08-12] Anon shares his mods, including a monster shuffler and voice-over support system

[08-10] Quakecon 2018 keynote reveals some Doom Eternal concept art and gameplay footage, as well as F2P release of Quake Champions
https://www.youtube.com/watch?v=i14lwVFY0KQ&t=5108s (Timestamped)

[08-09] MetaDoom V5 'Artifice' released

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply and anchor it to this post.

>> No.5000026
File: 45 KB, 1340x920, doomd2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5000027
File: 52 KB, 1340x920, doomd3.png [View same] [iqdb] [saucenao] [google] [report]

The end as far as I know.

>> No.5000031

That's adorable

>> No.5000032

I downloaded the dos version of ultimate doom. did I fuck up?

>> No.5000034

As long as you have DOOM.WAD you are fine.

>> No.5000036
File: 14 KB, 99x99, 1534245374543.png [View same] [iqdb] [saucenao] [google] [report]

Among the following Sourceports, judging on basis of accuracy to the original and also lifting of limitations, which do you think strikes the better compromise?

>Crispy-Doom (fork of Chocolate)
>Doom Retro
>GZDoom with a bunch of stuff turned off

>> No.5000037

Just finished playing Blood, glad I gave it another shot and pushed through the slower first levels. I liked the weapons and atmosphere, and level design was mostly decent too. Loved all the old horror movie references. Monster Bait as a level kind of sucked but that was the only one I really didn't like, and I didn't like how sometimes you were forced to kill the non-cult humans to get a key or something. Not that I was being a total moralfag while playing but I ended up running around for a while just trying to find a key before realizing I had to kill one of them for it, didn't make a whole lot of sense. Fun game though, will definitely play it again.

>> No.5000038

Why do so many people (outside of here, of course) seem to enjoy Brutal Doom? It just feels like such a downgrade from the original thing.

>> No.5000048

They are dumbfucks with lower standards who just see "durr more blood = better!". You can't really call them doom fans.

>> No.5000063

>judging on basis of accuracy to the original and also lifting of limitations

For the most this seems like two diametrically opposed this.

>> No.5000068

I may have worded it poorly
I meant to ask "out of these four, which do you think strikes the best balance between both of those things"

>> No.5000071

Prboom+ is probably what you're looking for. Demo compat is the holy grail of port accuracy. Crispy Doom has it but Prboom+ has it while expanding more features.

I really like Doom Retro myself since I don't care about demo compatibility.

>> No.5000076

If I don't care about demos, what's the case of Doom Retro vs Crispy?

>> No.5000079

and are demos the only thing that Prboom+ has above those other two?

>> No.5000081 [DELETED] 
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>> No.5000085

Do Carmack and Romero 'get along' nowadays as far as the public knows, or did they have a falling out after Quake and that was that?

>> No.5000086

I don't think they're enemies or anything, but they're both doing their own things.

>> No.5000090

Doom Retro has some graphical flourishes I enjoy (translucency on certain sprites, blood decals on the floor, powerups bob up and down, water sinks you 8 units down while standing in it, subtle wave effect, etc.) while keeping the software renderer (and thus the 1993 aesthetic) intact. It also supports Boom wads (Valiant, Ancient Aliens, etc.), while Crispy Doom doesn't afaik.

Prboom+ obviously supports Boom wads.

>> No.5000092 [DELETED] 
File: 56 KB, 960x544, Medic!!!!.png [View same] [iqdb] [saucenao] [google] [report]

Did anyone catch this post before it got deleted?

>> No.5000093

How new are you?

>> No.5000095

Are people who like, well, Blood also dumbfucks with lower standards?

>> No.5000098


>> No.5000103

metadoom is possibly the anti brutal doom
>actually about doom and tries to expand on itself with even obscure doom material, instead of "what doom should be"
>tries to kind of care about the gameplay design or what maps you are playing
>probably okay code
>an actual good doom 64 spider mastermind spriteset, by drpyspy

>> No.5000117

So, redpill me, where exactly is Blood better than Brutal Doom Starter Pack, and why shouldn't I consider it Duke Nukem's equivalent of, well, Brutal Doom?

>> No.5000153

That's a fucking stupid comparison, Blood is actually really challenging and well designed, while BD is a mess.

>> No.5000192

Well, so far, that's just, like, your opinion, man (tm).

>> No.5000195
File: 39 KB, 455x500, reimu sitting in a chair.jpg [View same] [iqdb] [saucenao] [google] [report]

Blood isn't a 2edgy4u mod made by an asshole developer that is horribly balanced, horribly coded, and has childish amounts of gore that gets old fast.
You aren't from around here, are you?

>> No.5000202

>Blood isn't [...] horribly coded
let's not get ahead of ourselves here. it's build engine after all.

>> No.5000204

It was my gateway into Doom because of all the videos I saw on it. So I downloaded gzdoom and played through vanilla Doom 1, 2 and a bit of Plutonia and Evilution first to get a feel and to compare how different it is compared to BD.
But then after a couple of playthroughs of BD, I trundled over to the zdoom forum, tried out new gameplay .wads and a couple of TCs and though, "wow, I'm having more fun with these, why the hell did I start with BD"

All the blood and such is nice, but sometimes you need something else after seeing entrails slide down a wall and a zombieman bleeding out for the umpteenth time.

Pirate Doom at the moment is my favorite TC, it's so charming.

>> No.5000269

>Eduke and Bstone on Vita

Why not something more universal like Android?

>> No.5000280

Actually, the leaked code from the Blood alpha is very clean and well-written. It holds up very well even by the standards of modern codebases.

I'm sure you've seen the text files where various Blood developers complain about the state of the Build engine code, they even went so far as to rewrite parts of it (which I've heard makes reverse engineering Blood a bit more difficult, since some parts of Build aren't the same as in other games).

>> No.5000318

I have a question regarding the Quake pastebin. Are the soundtrack files in the mega link de-emphasized, or pre-emphasized? I just stumbled upon a post that claims they should be de-emphasized, so I was wondering about it.

>> No.5000324

They're already de-emphasized, IIRC.

>> No.5000335 [DELETED] 

What was the 499 one?

>> No.5000374

Sometimes, after a long day work or uni, when nothing else seems good at the moment, or it seems like you've played everything else, or you can't be fucked to finish that megawad with that archvile room, shooting a shotgun and having an Imp burst like a blood filled balloon feels just right.

>> No.5000392

I gave Doom 3 a fair shake after writing it off as boring so many times and stopping in the middle of it. Holy fuck this is amazing. Either I just enjoy video games as a whole or a lot of the games I write off end up being amazing and I should give them a chance.

Playing Doom 3 at 3 in the morning and going "SHIT FUCK WHAT WAS THAT WERE THOSE FOOTSTEPS" at everything was amazing and hot damn it makes me wanna play it more now. Any mods I can combine to get this feeling in Doom? I normally play PSX Doom with Hideous Destructor and it's a great feel.

>> No.5000398

The game spooked the shit out of me when, during the final boss cutscene, my power just went out.

>> No.5000413
File: 869 KB, 1600x900, 1cmpx8.png [View same] [iqdb] [saucenao] [google] [report]

I couldn't even imagine the paranoia you went through. Also, what map is image from?

>> No.5000417

That shit's so purple it might be Stardate 20x7.

>> No.5000424

Thanks to whoever recommended chnworm.wad. So many adorable sector objects! Little books, misplaced papers, computer mouses, everything! Chainsaw duels with hell-knights cause there is very little ammo! Easy to find secrets!

It reminds me of ll though 90's wads that tried to look like real places, with bathrooms and double-takes on objects thar represent something poorly and everything. A modern-day barracks.wad. I liked it.

>> No.5000427

It's got some really fucking neat places and features, and it doesn't drag itself out too long.

Personally I like the medieval little market town the most.

>> No.5000437

I remember reading a story way back where some guy playing Bioshock when it first came out had their graphics card blow out spectacularly. I'm talking big bright flash of light and then nothing. Guy was like "whoa these special effects are amazing!" for a second before realizing no, his card just shat the bed

>> No.5000445

My heart literally melted when I saw a chaingunner guy holed up in a German-style deer stand in the woods in the spooky forest level.

>> No.5000459

I guess Hideous Destructor with the PSX version of Final Doom?
Maybe also Hellbound, though I don't think it would play so well with HD.

What else is kind of dark and spooky? Nihility has a little of that, but is more of a TC and doesn't go with gameplay mods.
Double Impact, maybe.

>> No.5000464

It's a shame he's not made many more maps because shit like that adds so much to maps.

Link related, I'm not sure what to make of the Sin City sort of set he's working on but I'm keeping an eye on all the same.

>> No.5000467

Only spooky game I can think of was the old Skulltag game. With the spooky near- invisible enemies that'd jump up and one-shot you.

>> No.5000470

I played Hideous with Hellbound and its surprisingly doable
so far

the turrets are a godsend
>smell a trap room
>deploy a heavy turret in front of me
>walk some steps
>suddenly two mancubi and a couple of imps
>run to the nearest pillar
>as soon as I reached cover everything was dead

>> No.5000472

Soundless Mound is spooks/10.

>> No.5000490

I think there was a monster replacement mod that was pretty spooky. Don't remember what it was though.

>> No.5000520

Shut Up And Bleed has really cool monsters, though the ZDoom port has absolutely fucked weapon balancing. Originally you were strapped very short for ammo and had to get by on the smallest scraps, use melee a lot, but the ZDoom port just gives you lots of ammo drops and lots of ammo through spawns.

>> No.5000523

Doom Retro is a Boom port with select changes to aesthetics. It sometimes gets shit because the guy behind it is a bit of a social media whore.
Crispy Doom is a limit removing chocolate doom fork. Has dynamic crosshairs, and supports freelook and jumping.

Another thing to note, if you're into Dehacked editing, both ports support an extended Dehacked format that adds 100 extra things and thousands of extra actor states to play with.

>> No.5000524

I guess there's enough 'realistic' architecture to use for cover and shit.
How far did you get? At around map 20 it starts pouring in a LOT of monsters.

>> No.5000549

There's also Marshmallow Doom, which is another fork of Chocolate that goes kind of mad with some fairly interesting features.

>> No.5000558
File: 637 KB, 1920x1080, Screenshot_Doom_20180823_210026.png [View same] [iqdb] [saucenao] [google] [report]

working on [email protected] doom.

>> No.5000564
File: 439 KB, 1920x1080, AlienArm.png [View same] [iqdb] [saucenao] [google] [report]


New Duke mod for Eduke32 released, it's got 5 new levels and a shitload of new content as well

>> No.5000567

>there will never be Strawberry or Mint Doom

It hurts.

>> No.5000572

Does it help that Mocha Doom is a thing?

>> No.5000580

I guess the Ghoul's Forest series, if you like a game where the entire foundation is cheap jumpscares.

>> No.5000585

I really dislike Ghoul's Forest personally. Doom 3 has some jumpscares but they fit in with the atmosphere and don't make the whole game boil around "run aimlessly until you hear the monster then shoot for five hours until it dies or get one shot killed and have to start over."

>> No.5000593

thanks and checked
I can't find that mod, I just wanted to check the map anyway

>> No.5000598

I can absolutely see why.
I used to have a morbid fascination for it when I was younger, because the Creeper ghoul seriously scared the everloving bejesus out of me the first time, but looking back at it all, it's so very quaint and plain, and there's just so little mileage to get from it.

Doom 3 isn't a perfect game, but it is an adventure, moving from place to place, getting in fights, etc. It's a fulfilling game, especially in comparison.

>> No.5000605

This should be in the news post!

>> No.5000607


if this could be added to the next OP that would be great, ta very much

>> No.5000632
File: 9 KB, 681x408, mYfIrStvIdEo!!111.png [View same] [iqdb] [saucenao] [google] [report]

Well the video is "done", I uploaded it as private, but If Im not mistaken you should be able to see it with the link

Theres still lots of stuff missing I wanted to include, but I decided to reach a compromise and go for the 15 minute mark, not overly short but not so long as to drag on for too long
From here I could just add everything else I wanted to cover and make a long video or just make a couple of riveting sequels like "SO YOU WANT TO PLAY SOME MORE DOOM" and "SO YOU WANT TO PLAY SOME MORE MORE DOOM"

As I mentioned before It started as a ripoff of the prodoom monster strats, but I decided to cut back on that a little, make it a bit more of its own thing instead of trying to capture lighting in a bottle.
Im not entirely happy with the middle section, Im not opposed to the idea of redoing that entirely, but I wanted some feedback before going back to the drawing board, this has been pretty much a learning on the fly sort of thing.
If any of you are actually video editors: Im sorry

>> No.5000638

Doesn't work. I think you need it unlisted, not private.

>> No.5000639
File: 1.25 MB, 1920x1080, Screenshot_Doom_20180824_214106.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5000640
File: 979 KB, 2091x2128, 1534612004135.png [View same] [iqdb] [saucenao] [google] [report]

should work now

>> No.5000665

Looks like DUMP2's "Green and Purple" map.

>> No.5000672

people have different opinions

>> No.5000684

You should refrain from posting screenshots until you have something decent to post. Especially considering this appears to be the same screenshot you posted like yesterday.

>> No.5000686


>> No.5000703

Can you change/restart a level from ZScript?

>> No.5000705

Not a bad video. Could be shorter. It would make sense to actually show footage of sourceports as you talk about them. Changing the MIDI periodically to match the mood of the mods being showcased would be nice. Also I don't think it's necessary to showcase brootal, everyone and their mom knows about it.

>> No.5000715

>GZDoom is the go to for mods
>shows GMOTA in the background
With the best will in the world, you could have probably showed something like High Noon Drifter instead of a mod developed with Zandronum compatibility in mind.

>> No.5000718

Please don't advertise GZDoom.

>> No.5000720

>Also I don't think it's necessary to showcase brootal, everyone and their mom knows about it.
you should've kept watching, it was a psyche out for burl tumd
seeing that almost made me want to work on it again
maybe after i finish up this little map i've been working on

>> No.5000723

Fuck off

>> No.5000724

>You should refrain from posting screenshots
until screenshot saturday, in the park? People dancing, people laughing. A man selling ice cream, singing italian songs.

>> No.5000728
File: 24 KB, 704x567, maranax.png [View same] [iqdb] [saucenao] [google] [report]

I've just realized that nearly every phrase of Blood is a quote. Even the iconic Caleb's ending line or the Son-of-a-bitch must pay...

>> No.5000738

Fuck off.

>> No.5000765

Yeah, I know I played through Plutonia twice and I can't remember a single thing about it besides that it had a lot of green and brown textures (specifically that it had a novel camouflage pattern wall, but nothing recognizable as military, it was just used to add to the green and brown of the other wall textures.)

More likely I'll remember the chaingunner in the deer blind and many parts of say, Action Doom.

>> No.5000768
File: 901 KB, 1920x1080, Screenshot_Doom_20180820_215027.png [View same] [iqdb] [saucenao] [google] [report]

just finished Kama Sutra playthrough
holy fucking shit so glorious
can fellow anons recommend me some more megawads with as much shit to kill as possible and as little key/switch hunting possible?

>> No.5000770

It literally looks like every 'myfirst.wad' ever only with a anime girl holding a BBC dildo.

>> No.5000771

Fuck off.

>> No.5000779

Why not? What's wrong with it?
Are there any other ones that are better with mods?

>> No.5000781

nah, this one's true

>> No.5000784

If you could have a Doom source port that combined the best of every active Doom source port with none of the drawbacks, what would you call it and who would you have code it?

>> No.5000785 [DELETED] 

This, leave with your shit wad and take your terrible drawings with you.

>> No.5000789
File: 181 KB, 598x357, Ask_me_about_DOOM.png [View same] [iqdb] [saucenao] [google] [report]

>It would make sense to actually show footage of sourceports as you talk about them.
I did show footage of each sourceport as they came up, maybe you mean the menus and such?
also as the other anon said the brutal doom plug was a bait & swtich

yeah I should have figured that out, I will replace that with some more HND in Ancient Aliens

Im sorry but Im a sucker for Term and his Zscript devil magicks

>seeing that almost made me want to work on it again

I remember when you shared some ideas you had for possible new playable classes here, I was pretty stoked back then, Im glad I helped rekindle that, even if just by a little bit.

Also the links in the Zdoom post are dead, we cant deprive possible new players off their dose of BURL TUMD, can't we?

>> No.5000793 [DELETED] 
File: 413 KB, 533x1007, 1534744140685.png [View same] [iqdb] [saucenao] [google] [report]

like chris chan I'M WORKIN ON IT

>> No.5000796

Here's some constructive feedback from a newfag that's just recently learned some of this info

The video really could use a LOT of cutting, it drags on forever. If you really want to show all of the recs, then keep them very tight, less than 10 seconds each. Or curate the recs to just a select few and then show the titles of the other ones only (with links in the description). If I was just watching your video because I found it on youtube, I would've clicked away at around half-way.

I would suggest cutting chocolate doom entirely, because Crispy Doom does all chocolate doom does AND with the QoL improvements you mentioned, to the point where even puristfags really have little to no reason to stick with Chocolate...at least in my opinion.

One thing I noticed between Crispy and prboom-plus that was a tie-breaker for me was that in Pr boom-plus you can't bind many actions to mouse buttons, while you can in Crispy. So for example in crispy I play without vertical aiming, and I my right mouse button is for free look. So if I want to take a peek down or up, I can easily do so by pressing M2 and doing that, and then it snaps me back to center view automatically. In Prboom-plus I can't do that, because it doesn't allow me to bind M2 to free look, and worse, the only free look key is a toggle, which is not what I want.

However, one minor feature I did prefer from prboom-plus is that you can change the color of its dynamic crosshair (I like it so that it shows yellow cross usually and then when near an enemy it snaps to him and turns red). In Crispy, you get a nice projected crosshair that can also snap to enemies, but the problem is you can't configure its color when off/on enemies.

>> No.5000804

to be honest i don't remember any plans i might've had, the only thing i have left to work with after several computer changes is whatever's in the file itself
i've gotten some ideas lately from playing both doom 2016 and crispy doom, and my obsession with hideous destructor has resulted in a new personal standard for crafty goddamn murder mutants. there's definitely work to be done.
i'll see if i can fix the link in the meantime at least, i know it got shoved into the dead projects forum and i don't even know if what i've got is actually the last release or some in-progress version, but it should be playable anyway.

>> No.5000805 [DELETED] 

with your avatar faggig

>> No.5000816 [DELETED] 

>deleted post

>> No.5000819

Maybe clips showing gameplay mods and maps could have been a bit shorter or you could at least find a way to integrate the names of the content next to the footage, at least if you were planning on showing other works that also deserve to be recommended
Also, maybe a pet peeve of mine, but normally i would mix Trailblazer with Colorfull Hell

>> No.5000820

What are doom mods that are just like cod zombies or killing floor?

>> No.5000823

eh, looks like stuff in dead projects is locked so i can't edit it
i'll stick it here for now, don't care to bother the mods until i'm actually working on it again

>> No.5000827

My bad, I skimmed quite a bit desu.

>> No.5000836

Can anyone post that pic of Doomguy and Ranger being swarmed by enemies from below them, and Doomguy is trying to reach out for Daisy and Ranger is trying to reach out to a photo of his family?

>> No.5000845

I can post it.

>> No.5000847
File: 201 KB, 640x1629, DiwMv0DXUAApRXp.jpg orig.jpg [View same] [iqdb] [saucenao] [google] [report]

Wish I had a higher res variant.

>> No.5000848

The Hideous Destructor part kind of make it look easier and smoother than it is, by just showing the footage of you succeeding.

I get that with the laid on action midi, it wouldn't be too exciting to see the inventory management, putting out burning armor, or treating open wounds, but you could show some more firing from cover, special things like IEDs, the Brontornis, and crazy magical effects like Arch-Viles ruining your day, or things that happen when you use the Blursphere for too long.

I guess what I'm saying is that it wouldn't quite fit the format of the rest of the video if it showed it more truthfully, but that the action supercuts make it look much less slow and methodical than it is.

>> No.5000849
File: 477 KB, 691x779, 1503130902105.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5000853

Ghoul's Forest?

>> No.5000856

New map for Hexen 2
(same map posted in the other thread but complete and balanced better)

>> No.5000863

That's some great art

>> No.5000868

Anyone here tried Mayhem 2048?
Is it good?

>> No.5000870
File: 202 KB, 640x1629, DiwMwy3WAAErsB1.jpg orig.jpg [View same] [iqdb] [saucenao] [google] [report]

It's breddy gud. Here's the turnways-flipped version the artist also posted if you'd rather stare at Ranger.

>> No.5000872

I will look into integrating the mod information into the footage and keep each rec under 10 seconds, I dunno is there is a function in Vegas 13 to do some fancy overlay in the corner you can edit quickly, maybe I will have to do some tinkering with photoshop or gimp

Im also gonna relegate Chocolate to the Crispy section and mention it as an option for the hardcore purist in passing
Monster mods are going to be added too

>and my obsession with hideous destructor has resulted in a new personal standard for crafty goddamn murder mutants

yeah, I had to compromise for the sake of the soundtrack, but that sounds more reasonable
thats why I snuck the surprise shotgunner to convey things could turn on a dime, but It could use more cuts of me failing miserably

>> No.5000904

Does prboom-plus have any glaring flaws compared to Crispy?

At least from what I've gathered it seems like it's plain superior

>> No.5000909
File: 27 KB, 720x833, tmp_17798-15332937786412042135379.jpg [View same] [iqdb] [saucenao] [google] [report]

play Death Wish

>> No.5000912

because not everyone has shit taste

>> No.5000916

PB is better

>> No.5000918

If Blood is objectively better and more popular than anime meme mods probably, yeah.

>> No.5000923

>the Guilty Gear music in BURL TUMD's segment


>> No.5000925

Why do you have such a massive hateboner for him?
All he did was post some silly doodles and go on to make an anime mod or something

>> No.5000932
File: 267 KB, 444x500, 1533525996410.png [View same] [iqdb] [saucenao] [google] [report]

Hot take of the day

I do not enjoy DOOM when the mods demand full freelook+jumping+crouching to complete them

If I want to play DOOM I play DOOM, with horizontal mouse only. If I want to play QUAKE I play QUAKE, with the whole freelook, jump, and crouch shebang. Making DOOM play like QUAKE just feels wrong to me.


>> No.5000934

forgot to ask, are you going to change the hitscanners?
that and the caco blinding you are the only two pet peeves I can think of

>> No.5000938

Hot take on your hot take
Play vanilla-style wads like vanilla-style wads, play wads with freelook/jumping/etc like wads with freelook/jumping/etc, you can enjoy them as separate experiences, don't let autism/OCD get in the way

>> No.5000939

I do not care

>> No.5000941

i don't think i'll be doing projectile bullets or anything like that, but i'll likely tweak their behavior a bit. something to give the player a bit of a warning before the shotgunner blows their head off.

>> No.5000942 [DELETED] 

There's literally nothing wrong with Brutal Doom. If you like it there's no point asking why people from here (since they're the only ones) are against it. Unless you wanna have a laugh at the reasons they invoke

>> No.5000947 [DELETED] 

>There's literally nothing wrong with Brutal Doom
Is that so?

>> No.5000950 [DELETED] 

>a ton of completely new people joined doom community sites in droves and began demanding all maps and mods be compatible with brutal doom, harassing content creators about it non-stop
>people joining the doom community and absolutely refusing to play anything that isn’t brutal doom, constantly saying how “brutal doom is the only way to play doom” or “brutal doom is what doom would have been like if they made it now” or even “brutal doom is better in every way than normal doom”
>It's Brutal Doom's fault people are retards

>> No.5000951


>> No.5000960 [DELETED] 
File: 292 KB, 700x700, tmp_17798-15320627040362082510458.png [View same] [iqdb] [saucenao] [google] [report]

based sarge

>> No.5000967 [DELETED] 
File: 59 KB, 720x960, tmp_17798-15227636632152034113339.jpg [View same] [iqdb] [saucenao] [google] [report]

>sgt told a kid to kill himself and then linked him to a site on how to kill yourself

>> No.5000968 [DELETED] 

It was actually an Wikipedia article

>> No.5000969

Instead these days it's Hideous Destructor and Clusterfuck.

>> No.5000970

Whats the quick save and quick load button for gzdoom? I tried looking in the key config menu, and it wasn't an option.

>> No.5000972

Wait for it!


>> No.5000973

Never could have guessed popular things get brought up more than things that aren't.

>> No.5000974 [DELETED] 

said kid admitted later he was joking.

>> No.5000976

There isn't any. You can thank Graf for that.

>> No.5000978 [DELETED] 

And yet you will do nothing about it.

>> No.5000980

You can bind/rebind them through the console, like with a lot of shit they deem shouldn't be visible or shouldn't be changed from their perfect defaults.

>> No.5000981

F6 and F9

stop posting

>> No.5000982 [DELETED] 

You're still butthurt from that one post, mr. imitator? Let it go already.

>> No.5000983

Oh thanks, I was about to take that first reply seriously.

>> No.5000984 [DELETED] 

Kill yourself.

>> No.5000986

if you want to rebind them, the console commands are "quicksave" and "quickload"

>> No.5000987 [DELETED] 

>it was merely an act

>> No.5000996 [DELETED] 

so let us go over it

>stole assets
okay that's shitty

>put racist comments in his code
waah muh waycismmm

>told a kid to kill himself and pointed him to a link to help him out
that's fucking hillarious

>used actual gore
[citation needed]

>cried about how new doom stole his ideas
okay boils down to him stealing assets which is shitty fair enough

>ton of completely new people joined
yes and that indirectly made your mod or the mods you like more popular and relevant among normies at the expense of some annoyance. It kicked doom modding forward

>list of bullshit subjective reasons why BD sucks
it's like... your opinion man

Bottom line is that he created 100 times more than he stole, which is literally the only thing he did wrong. If you want to let that get in the way of the fact that he popularized doom modding ans extended it's area of influence and longevity then fine

>> No.5000997

how does everyone feel about the original plasma rifle "overheating" after you stop shooting with it?
do you think it should return in later doom games?

>> No.5001005 [DELETED] 

Dude literally got mad at the real of D44M for "stealing" his ideas and once got mad at some other modder, he tried to make some crash inducing code if they mix someone else's mod with one of his mapsets
Every goes way too far on talking about how bad he is, they either exaggerate or forget other points, but he's still a retard
He's also shit at coding, for someone behind the most popular mod

>> No.5001013 [DELETED] 

>it kicked doom modding forward
>If you want to let that get in the way of the fact that he popularized doom modding
i'm not going to say that there ain't some real reaching bullshit among the bd criticism, but the whole "MARK LITERALLY SAVED DOOM MODDING!!!" is 100% more bullshit than anything else


brutal doom barely even put a fucking drop in the bucket
the doom community is goddamn tiny, sgt. mark being king of the pond means nothing compared to the fucking ocean

>> No.5001021 [DELETED] 

Brutal Doom spawned its own subculture compared to a lot of other mods, that there is an essential difference between liking Doom mods and liking this one specific mod
This also comes from some places, such as Reddit and Wikia, treating the mod as if it were an official game or an important part of Doom, by mentioning it in official Doom related areas or giving it its own category

>> No.5001026 [DELETED] 

>Brutal Doom spawned its own subculture compared to a lot of other mods, that there is an essential difference between liking Doom mods and liking this one specific mod
you know what else did?
8-bit deathmatch, which literally split zandronum in half
and which has more a fucking infinite more submods than brutal doom does

>> No.5001028 [DELETED] 
File: 411 KB, 640x640, 1527177804582.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5001035 [DELETED] 

And it's not as big because it's tied to another franchise, Megaman
BD? It's Doom but "brutal"
It was released in a time where Doom wasn't that relevant, so everyone treated it as if it was an official game, because the series was kinda dead then
BD in itself was a "reboot" before there was an official Doom reboot

>> No.5001038

there are two or three aliens mods I can think of
but are there any predator themed wads?

>> No.5001040

Doom Eternal

>> No.5001041

wasn't there one about aliens versus predator?
would that count?

>> No.5001043 [DELETED] 

>so everyone treated it as if it was an official game, because the series was kinda dead then
in 2010? citation really fucking needed

even doom 3, released in 2004, the most disliked doom game, the one everyone considers the black sheep of the franchise, is more relevant than brutal doom in 2013-2018

>> No.5001049 [DELETED] 

Doom 3 had the BFG edition back in 2012
I meant somewhere in like 2011 or 10
The mod also had inspiration from memes related to the infamous Doom comic

>> No.5001052 [DELETED] 

all the way back to 2004, in 2010 there wasn't even a poke in overall activity

i can do this all day, bro
like i said, i ain't gonna pretend there ain't some reaching-ass bullshit among the bd criticism
but the whole "brutal doom literally saved doom" is 100% made-up bullshit

>> No.5001057 [DELETED] 

My point wasn't "it saved Doom"
It was "a lot of people didn't care about Doom until some dude made some meme mod and kids started to push it as a meme, to the point it caught on youtubers and gaming media"

>> No.5001059

What Doom source port should I use if I just want stuff like higher resolution, mouselook, uncapped FPS, but everything else left alone like texture filtering, lighting, etc.?

>> No.5001060 [DELETED] 

and a LOT LESS people didn't care about doom until doom 3 or doom 2016 came out
and a lot of people still aren't going to care about doom until doom eternal comes out

sgt. mark is king of the pond, but that pond is nothing compared to the fucking ocean

>> No.5001063

I wasn't defending BD or SgtMark
What was my arguement and what was yours?
This is exactly why arguements here are fucking pointless: everyone will accidently "slip" and switch posts
>X says X
>Y says Y
>A while later
>X is saying Y
>Y is now Z?
You can't have TWO individual human beings talking directly to each one another, without accidently changing viewpoints, like fucking magic

>> No.5001064

Prboom+ has mouselook support

>> No.5001065

Or is the only thing I have to do with GZDoom is disable the texture filtering?

>> No.5001067

>what was yours?
my initial posting was against someone saying that brutal doom kickstarted/popularized doom and/or doom modding, which is not only objectively wrong but demonstrably wrong

if that post wasn't yours, hey, my mistake.

>> No.5001112
File: 2.92 MB, 1280x720, putting on doomguy's glasses.webm [View same] [iqdb] [saucenao] [google] [report]

You can disable texture filtering in GZDoom, yes.
Also, I recommend at least trying out the Brightmaps, because they actually look extremely good.

>> No.5001136
File: 2.85 MB, 1280x720, Base Profile 2018.08.24 - [View same] [iqdb] [saucenao] [google] [report]

so i looked at what i had and what a fuckin mess this was design-wise
i kept the internals fairly clean but damn i don't know what i was thinking with some of this shit
pistol silencer is out, assault rifle is out, chainsaw out, fists in (not polished yet, but you can punch dudes and berserk has a purpose again), sword moved to chainsaw spawn
this is your pistol now

>> No.5001145
File: 2.93 MB, 1280x720, Base Profile 2018.08.24 - [View same] [iqdb] [saucenao] [google] [report]

not sure what i'll do for the chaingun now that this thing vomits so many bullets, but i'll work it out
it'll probably be something easier to control than this crazy fucker

>> No.5001147
File: 158 KB, 505x344, +.png [View same] [iqdb] [saucenao] [google] [report]

>that gun
nigga what?

>> No.5001152

BURL TUMD remake?

>> No.5001156

not really remaking anything, just going to put together an update with what i've learned in the five years since i made it
don't expect too much content-wise, i'm no kegan. i'll be tightening up mechanics and overall design mostly.

>> No.5001158

Oh, hey Eric. You got me into modding. Thanks for making legible code.

>> No.5001160


>> No.5001165
File: 479 KB, 792x524, pond.png [View same] [iqdb] [saucenao] [google] [report]

here you go

non-autistic answer: no, but I prefer crispy because of all the bells and whistles it dresses doom in. also prboom may be a bit more stable

>> No.5001167

I tried it but aiming with the mouse felt awkward for some reason

Thanks, I'll take a look at it

>> No.5001171

what bells and whistles does crispy add that pr cant?

>> No.5001179

transparency, visual/physical gun jostling, randomly mirrored dead bodies, the works. think smooth doom except it comes bundled with the sourceport. all relatively small changes but they add a lot to the gameplay I feel.

mouselook feels funny with uncapped framerates though.

>> No.5001182

It's locked at 4:3 right? Or can it do widescreen?

>> No.5001193

man Im so fucking happy
when that comes out Im going to play it blasting the Guilty Gear Xrd soundtrack until I go fucking deaf

>> No.5001195

Does Chocolate Doom not qualify?

>> No.5001196

Marshmallow's got some neat stuff on top of being built on Crispy too.

>> No.5001227

Mayan Mishap seems like a nice fit for GMOTA, so far the starting area is kicking my ass

but it seems like it has its own custom enemies like flying mancubi, Im surprised nothing seems broken for now

>> No.5001237

Goddamn this seems great
Thanks anon

>> No.5001243
File: 2.60 MB, 1280x720, Base Profile 2018.08.24 - [View same] [iqdb] [saucenao] [google] [report]

hello anon! i'm not really sure it would qualify as legible these days, but i'd like to think it was good for its time, and if it inspired anyone to get into modding, then it accomplished its goal.

check this shit out bruh

>> No.5001252

Well it was back in 2013 that I read it and used it for the first time. Considering the only other mods I had on hand were Brutal Doom and Batman Doom it was clearly the best option. I guess you could say it's also the reason I prefer vanilla enhancement type mods because it made me realize just how much work can go into good balancing. I'm sure the update will be great.

>> No.5001260
File: 21 KB, 550x550, question.jpg [View same] [iqdb] [saucenao] [google] [report]

Can you play Ancient Aliens with Crispy Doom?

>> No.5001263
File: 158 KB, 917x1280, 1534125176683.jpg [View same] [iqdb] [saucenao] [google] [report]

nice, maybe kegan taking a page from the deflating cacos in CA was some sort of auspicious omen

>> No.5001273

poor guy didn't stand a chance

>> No.5001276


>> No.5001327

Am I just retarded then? I can't seem to get it to work.

>> No.5001337
File: 622 KB, 3106x1551, 1534967755169.jpg [View same] [iqdb] [saucenao] [google] [report]

I saw a guy last thread that was posting about gzdoom vr. where do i get that?

>> No.5001338
File: 2.92 MB, 1280x720, Base Profile 2018.08.24 - [View same] [iqdb] [saucenao] [google] [report]

more or less what i want the chaingun to be
i may improve it more later but it's pretty much where i want it mechanically
it's slower and less efficient than the pistol, doing only 15 damage instead of 20 and firing at the same rate as the vanilla chaingun, but it fires rails, so the more enemies you can line up, the better it'll perform
zombies don't drop it anymore as of posting this, i was just lazy and didn't root out the old rifle completely before implementing the new one

>> No.5001346

try making a shortcut

>> No.5001347

dicksucking aside that looks pretty fucking satisfying
any changes to the pump shotgun? I love how snappy and punchy it feels in the current version of burl

>> No.5001349

not yet but i'm gonna make it a bit faster, and also throw in the same reload canceling the ssg and rocket launcher have now
might also throw in manual pumping? as an option for more speed, you'd still do it automatically regardless

>> No.5001364

Eric and BURL TUMD inspired me to make GMOTA's early sword and chain only gameplay. The deflato cacos are a fun little nod to an old mod that means a lot to me.

>> No.5001380

I tried, and while it does load up, the pipe which warps you to the main part of the first map doesn't work.

>> No.5001382

maybe if you add little calebs to GMOTA term will finally add him to samsara

>> No.5001389

Were the Duke 3D World Tour bumpmap textures ever successfully ported to EDuke32?

>> No.5001419

Which WAD is that?

>> No.5001431

deus vult 2

>> No.5001439
File: 383 KB, 1920x1080, duke0001.png [View same] [iqdb] [saucenao] [google] [report]

Gotta admit, I don't find the Alien Armageddon content very fun.

>> No.5001475

I can't wait for the inevitable fork called Smores Doom.

>> No.5001484
File: 1.17 MB, 1920x1080, Screenshot_Doom_20180824_224620.png [View same] [iqdb] [saucenao] [google] [report]

Well I just gave the Booster mod beta a spin in resurge.

besides the paceholders it feels pretty much complete, unless you are going to add enemies, but Im going to try give some constructive feedback anyways, even if Im not good at this sort of thing

-perhaps too many weapons are flame based, to give an example maybe make the fire ring bomb flames into some glowing spheres, give the rockets some more colors
-also some more differentiation would be welcome, maybe make one of the weapons an actual weapon like the flamethrower instead of hand magic, or maybe get an animation of one of the hands holding a flame like Corzo with the Bassilissa mask but while idle
-I imagine somebody different did the art this time compared to how polished corzo's arsenal looked visually these hands look a bit... crunchy? I dunno how to describe it really, maybe its intentional since its trying to evoke Megaman X
-its probably just me but the individual rockets of the BFG replacement feel weaker than the rocket launcher, the targeting is pretty cool tho, also maybe some more pipe bombs would be cool, even if just as visual flare
I was playing Initial D Street Stage on my PSP recently, im not sure if the secret found sound cue comes from that specific game
-maybe make the timestop into a slowdown, if thats possible, too many mods have timestop these days

how does the development road map (no pun intended) look on this one?
is it going to come with its own playlist like Demonsteele and GMOTA? a playlist full of wonderful meme eurobeat songs?

>> No.5001486

stop looking at a mirror

>> No.5001524

>I play QUAKE, with crouch
You wot?

>> No.5001535
File: 49 KB, 748x748, 1534291143530.jpg [View same] [iqdb] [saucenao] [google] [report]

Funnily enough, prdoom+ is (by comparison to Crispy) very unstable for me. It has crapped itself way too many times just from changing options in the menu, and confusing slowdowns from time to time.

By the way, just curious: Why are obituary messages after the player is killed missing from Crispy/Chocolate, but are present in GZDoom? Weren't those in the original Doom?

>> No.5001550

those were introduced with zdoom
the secret found obituary originates from Doom 2 and it's the only official one

>> No.5001554

Oh alrighty, thanks lad
Another thing - is it just me or is OpenGL rendering just really dark looking? and not in a good way. Between the software rendering and OpenGL I much prefer the former for everything except freelook.

And also - why does GZDoom have "None" in texture filtering options but also "None (nearest mipmap)" and "None (linear mipmap)"? If it's already None, when does the parentheses part kick in?

I haven't noticed much difference between 8bit and 32bit software rendering. Am I blind or something?

>> No.5001557

Is that Bruce Campbell with a mustache?

>> No.5001634

What's the MIDI that starts here from? This sounds fucking awesome and I love it.

Great video, btw. I'm sharing it to all my friends, will give some of their feedback or questions if they have any.

>> No.5001639
File: 23 KB, 400x399, 1514993045300[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5001663
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]

You might need to fix the dancing revenant gif, it's weirdly stuttery in your video, see how each frame has an equal length here?

>> No.5001668

That's Henry Cavill, you know, from these latest awful DC movies?

>> No.5001670

hell revealed 1 and 2, alien vendetta

>> No.5001679

Are there any WADs/mods you consider to be better than vanilla?
Or is vanilla in your opinion the peak in terms of gameplay and level design?

>> No.5001684

Arcane Dimensions mod for Quake is a better campaign than Quake 1's campaign

But to be fair it would have been impossible to do something in the scope of AD at time of release. It can only run on the newest Quakespasm sourceport because of the size of some of the maps.

>> No.5001690

Out of all the vanilla enhancers I liked project babel the best. Aside from chugging on huge maps from god only knows what anon did to the AI it was pretty balanced and played well.

>> No.5001698

almost every good megawad is better than the original doom games

>> No.5001703

The gameplay of id's Quake is way better than AD's. It's just nice visuals and a bunch of meme enemies.

>> No.5001704
File: 600 KB, 1920x1080, duke0006.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5001708

now imagine how bright it'd be without those sunglasses

>> No.5001709

Maybe different things appeal to us, I guess. I was completely entranced in the exploration of AD's maps, finding the secrets, dealing with the interesting fights that were presented.

id's Quake has a couple great levels, but I would say most of them are greatly overshadowed by AD

>> No.5001714

The entire purpose of AD is to supplant vanilla Quake as a modding platform, framing it as dated and effectively obsolete by means of superficial attempts at "modernizing" it.
Problem is, Quake's mapping ethos enforced by its vanilla campaign is effectively pure self-expression, meaning art, while the level-designing ethos AD is trying to enforce is effectively artisanship and mapper being level artist's bitch. In other words Quake coerces you do completely disregard its campaign and to design something of your own, taken from your head, while AD coerces you to design something akin to existing AD maps.

>> No.5001718

anon what
how did you even get this impression

>> No.5001725

Bombshell and Ion Maiden are cool ideas that follow the same theme and could grow into something bigger, but it's a shame both are kinda whatever games

>> No.5001728

don't give him attention

>> No.5001731

By playing o'Callaghan's maps. His entire schtick is to take something Quake did, then do it "better" by blowing it up 5fold and introducing some "professional" level-designing meme-schtick taken from some contemporary shit. Stealth mechanics, choices&consequences, dedicated arenas, enforced usage of environmental hazards to dispose of enemies (effectively minigames), meaningless destructability, extremely monotonous - "le consistency" - environmental design, etc. He boasts his professional credentials and doing things the "right" way like there is no tomorrow, problem is, on professional scene he is fucking nobody, and by taking Quake community for a spin by his half-assed "modernization" attempts he tries to acquire leverage in order to become somebody. There is no vision, no nothing, just an amalgamation of ideas plagiatrized from different AAA games, the only purpose it serves is to created a semblance of the original Quake being hopelessly dated as of 2018.

>> No.5001737

Also, AD is his baby, by supplanting OG Quake with it as a modding base he automatically becomes the spearhead of the community, which is the aforementioned leverage.

>> No.5001738
File: 303 KB, 400x444, 1511855445295.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5001747 [DELETED] 

But no, a drawfag who makes doodles and happens to have severe depression is the problem.

>> No.5001752

By the way, fucking NO ONE should take you seriously.


>> No.5001759

who hurt you?

>> No.5001761

I learn from my playthroughs. I regard levels as lessons, not as exams. By jumping around like an ape and brute-forcing your way through the level you didn't learn jack shit, effectively wasting your time for nothing.

>> No.5001763

I dislike fakes. That's all.

>> No.5001772

This is so fucking completely out of nowhere and apropos of nothing that I'm going to copy-paste this and use it as a rebuttal for everything for the next month.

>> No.5001775

I'm confused

>> No.5001778

If you disliked fakes you wouldn't be posting here with your pseudointellectual "reviews" in the first fucking place. Who's to say you're not another shitter targetting these threads? Lord knows we've had our share of repeat offenders in the past.

Fuck, I can tell from your egowank you're to Quake what Lowtiergod is to fighting games, and I play on Normal most of the time. Are Destiny and Goose your favorite streamers too?

Maybe if you were just honest about yourself and decided to stop typing like a backpacker you'd be taken more seriously here.

>> No.5001781

don't do it man, forced memes are terrible

>> No.5001785
File: 472 KB, 1920x1080, Screenshot_Doom_20180824_223842.png [View same] [iqdb] [saucenao] [google] [report]

i can see my house

>> No.5001790

I shouldn't have replied to >>5001759, it was already offtopic.

I regard my reviews as legit and even if I am bad at reviewing, I do both become and intend to become better at it, even if it is not currently apparent.

I don't think I am a shitter, and I think I have a constructive point, which is more or less along the lines of "learn from what you see first, from what others tell you second". As for any other posters and lurkers in this thread, I'll let them decide FOR THEMSELVES who they consider me being, be it a "backpacker" or not.

I won't reply to any of the replies to this post, since going offtopic, the way I do in this very post replying to the message that is offtopic to begin with, DOES objectively make me a repeated offender, in regards to "house rules" of this place.

>> No.5001912

Are you diagnosed with PLI?

>> No.5001915

What kind of shitty palette does this mod use?

>> No.5001938

>I recommend at least trying out the Brightmaps, because they actually look extremely good.

Personally I'm not a fan of what it does to former humans in the dark

>> No.5001945

eat shit I love GZDoom

>> No.5001961

Oh, it's the Dic(tionary)-anon!
Hey there, Dic-Anon, still being a douchebag, I see?

>> No.5001979

that's just a bright area, it's the default Duke pal

>> No.5001983
File: 171 KB, 774x528, Shivers - unknown.png [View same] [iqdb] [saucenao] [google] [report]


Thank you very much for playing, anon.
If you'd like a more recent build, here. I've been kind of sitting and prodding at this for a bit, playtesting it and trying to figure out the balance. It's pretty difficult this time around, since there's nine (technically ten) weapons, each with primary and alt-fire. So your criticism is appreciated.

Flame/explosive weapons are something I wanted to focus on this time, but I 100% agree about differentiation between the weapon sprites. It's too easy to mix up what weapon you currently have equipped and it's very annoying to go "okay what am I currently using?" and need to mentally adjust yourself.
Someone different did do the hands, and yeah, I rather like the sort of MMX look. But it also leads to a bit of graphical inconsistency which I'm not sure how to address yet--this is especially obvious with some of the ammo pickups, which make me grit my teeth on seeing.
The mini-rockets are the plasma rifle replacement, the BFG is something else entirely. The timestop is indeed changed into a slowdown, though, that's a good call--its alt-fire is a sort of AoE/vision nuke now.

In terms of a development roadmap? Well, at this point, it's mostly polish and graphics stuff.
Name for mod, titlescreen, interscreen, finish up minimal HUD, no overlap on bar HUD when playing in SD resolution, figure out replacements for blursphere/infrared/radsuit, finish the Ride Armor weapon for the invulnsphere, AND THEN A WHOLE BUNCH OF SPRITES HOO BOY. And, of course, balance.
Unique enemies for this are something I REALLY WANT, especially with how just typical MM-style hit-invuln trivializes a lot of things, but probably not at first. Gathering up enough robot sprites for a full enemy roster would be rough. Strifebots only go so far.
Eurobeat music playlist would be fun but would end up being 100% MP3s/OGGs and would probably end up both super-huge and DMCA'd.

>> No.5001990

Some time after Doom 3 was released they met up again and were fairly amicable. Carmack even helped Romero fix his car when it broke down at a convention.

But they don't seem to communicate regularly and I wouldn't call them 'friends'.

>> No.5001997

>But it also leads to a bit of graphical inconsistency which I'm not sure how to address yet
gmota literally uses snes sprites

it's fine, m89

>> No.5002027

>Gathering up enough robot sprites for a full enemy roster would be rough. Strifebots only go so far.
I'd think the System Shock servbots would make decent pinkies.

>> No.5002045
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5002047
File: 28 KB, 1386x470, CA roadmap.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on a roadmap for combined_arms while waiting for anymore bugs to pop up before I move back to GMOTA. It's been fun drawing these, I'm obviously not done yet as I need to fill out the the last 3 helmets.

>> No.5002051

is that last one player 2 of gungeon?

>> No.5002052
File: 41 KB, 765x670, WizardWarriorsIIITitle.png [View same] [iqdb] [saucenao] [google] [report]

Nah, it's gonna be a special final weaponset where you have three classes to cycle from on the fly. Based on Wizards and Warriors 3

>> No.5002069
File: 747 KB, 1400x875, Screenshot_Hexen_20180825_114905.png [View same] [iqdb] [saucenao] [google] [report]

When I've been arsed, I've been slowly working on a sort of low-level prepatch to make Hexen play nice with most Doom gameplay / monster mods without all that fucking around doing mod-specific patches for each mod.

GMOTA only related as far as it mostly working fine with it, even with me not having bothered to touch monsters yet. Am not Kegan.
Oh hai, predicting well in advance it's going to be compared to Trine.

>> No.5002074

Are you fucking demented?

>> No.5002087
File: 66 KB, 960x544, network-security.png [View same] [iqdb] [saucenao] [google] [report]

They say that software renderers don't scale well to high resolutions. What's the maximum res that a modern processor can get 60fps on, in, say, a Doom port? is 4k too much?

>> No.5002092

Project Crimson Teaser Trailer https://www.youtube.com/watch?v=aN8bxm0cbro

>> No.5002098

oh my, this looks like a looking glass game ported to Doom

>> No.5002109

these are all the songs featured in the video:
this one I had to rip myself from Mutiny using OBS, couldnt find a video with the soundtrack alone

Thanks for the plug btw, I'll need all the feedback I can get

yeah I noticded that, I have no idea whats the problem however, maybe some fuckery while the video was rendering
I will try to fix it

>> No.5002114

If the gif isn't behaving correctly, you could do it the hard way and make the boner dance into a PNG, then just flip it every second or so, it's not like the revenant isn't on screen too long.
Also I suggest rather than the revenant screaming at the beginning after the "You guys wanna play doom?" Put a doomguy helmet on all of them and play the HEH HEEENNNHHH sound clip.

>> No.5002118

>Put a doomguy helmet on all of them and play the HEH HEEENNNHHH sound clip
maybe Im retarded, or too sleepy, what clip are you talking about?

>> No.5002121

>what clip are you talking about?
The best taunt sound ever.

>> No.5002131

I like how Doom rpg uses Doom 3 "sprites" for NPCs and classic ones for the enemies and such

>> No.5002139

has the tnt truck from map 19 showed up in other mapsets?

>> No.5002148
File: 356 KB, 1920x1080, Screenshot_Doom_20180825_211543.png [View same] [iqdb] [saucenao] [google] [report]


no idea where this is going

>> No.5002160

What's the point of this video?

>> No.5002164

Fuck off.

>> No.5002213

its basically the "so you want to play some doom" chart in video form
you can show the cart to a new player and they will be fine for the most part, but I think seeing snippets of the mods motion could be an extra incentive for them to check stuff out

>> No.5002232
File: 25 KB, 538x453, 2018-08-25_16-25-27.png [View same] [iqdb] [saucenao] [google] [report]

Is that Link?

>> No.5002238

Yes. It's gonna be a Zelda 1 themed weaponset, lots of subweapon play involving the candle, boomerang, and bombs. They'll do different shit depending on what primary weapon you have currently equipped.

>> No.5002251

>the 3:39 mark is now the 1:48 mark
my biggest worry is that this is going to feel too spastic now
I'll worry about that later
hey at least this is going to render a lot quicker

>> No.5002253
File: 2.94 MB, 512x384, Running from the BRRRRT.webm [View same] [iqdb] [saucenao] [google] [report]

These bitches exist to give you the ouch face.

>> No.5002257

That sounds awesome.

>> No.5002261

how do you manage to be such a content wizard

>> No.5002269

too much videogames, an overactive imagination and the constant frustration of cool shit that could potentially happen in other video games that never fucking happens.

>> No.5002271

p l s r e s p o n d
d n o p s e r s l p
Pls Respond

>> No.5002275

Oh, right on. You might be overestimating people's attention spans with a 15 minute long video... though. I for one never even looked at a single link on the /doom/ OP post and just scroll right past cause I can't be bothered.

>> No.5002280

I'm trying to play through Dead Air, and while I managed to get through the first two, uh, three? levels unscathed, I'm getting my fucking ass handed to me on the red level, It's like trying to play a three-dimensional bullet hell on a platform that is really easy to fall off of. God damn

>> No.5002283

If memory serves right, every time you beat one of the weapon rooms, the remaining rooms become harder. If all else fails, try starting over and try the red room first.

>> No.5002284

Even Joel managed to beat it, you have no excuse.

>> No.5002285
File: 396 KB, 1214x835, image.png [View same] [iqdb] [saucenao] [google] [report]

making something. Not telling you what it is

>> No.5002286

Also is there a document that explains all the settings for display and video especially? For GZdoom.

I have no fucking clue what any of them actually do. I want to optimize settings for top FPS but don't know if turning everything off does that or not.

>> No.5002290
File: 1.84 MB, 202x360, 1534448629125.gif [View same] [iqdb] [saucenao] [google] [report]

Don't piggyback off my post, anon

>> No.5002292

No filtering with nearest neighbour mipmapping.

No filtering with linear interpolation mipmapping.

No filtering with no mipmapping.

>> No.5002294

Im divided on that, I want to give people more credit, but then again Im the type of person who religiously watches Redlettermedia every time they post a 40 minute long video of old men drunkely talking about shit movies

>> No.5002301

Seems a rather OP, unless that's the point of the mod.

>> No.5002308
File: 2.69 MB, 268x262, 1519579495500.gif [View same] [iqdb] [saucenao] [google] [report]

>old men drunkenly talking about shit movies

>> No.5002312
File: 39 KB, 560x800, dadoom.png [View same] [iqdb] [saucenao] [google] [report]

I made this after a weird dream I had last night that combined Doom with Taiko no Tatsujin.

>> No.5002314

And now I want to go and play Osu with Doom music.

>> No.5002315

To be fair Joel plays on Hurt Me Plenty and quicksaves every 10 seconds

>> No.5002319

i just realized that the machingun in eternal that can be used as a sniper rifle reminds me of a weapon like that in trailblazer

>> No.5002320

Exists there a Taiko.wad?

I'd like it if the faces in the powerups get replaced with angry drum faces.

>> No.5002321

> quicksaves every 10 seconds
Actually that only makes the game a lot harder for Joel.
Because he keeps saving at ~10 HP while in an open area with fireballs flying at him.
Every time

You could make a drinking game out of all of Joels fuck-ups and you would fucking die after just one stream.

>> No.5002328

Is it possible to code 'inventory' in decoration so you can hold X number of weapons in total on you?

>> No.5002342

this would actually make a pretty fucking cool mod

>> No.5002351

I guess it would be about you, the drummer, wielding two sticks, and you go around bashing in drum faces. If you bash all the drums in one level you get a "full combo" bonus.

>> No.5002353

>"Doom 2"
>might as well be an expansion pack sold separately

>> No.5002358
File: 1.93 MB, 460x259, tumblr_inline_p8aezeNtAQ1syqsd4_540.gif [View same] [iqdb] [saucenao] [google] [report]

>"Quake 2"
>Has nothing to do with the Quake 1 and was originally supposed to be a completely different game

>> No.5002359

There was a ranked Doom beatmap but I can't find it anymore.

>> No.5002360

What was the name they were going to give it? Operation Overlord?

>> No.5002367

Oh found it. It doesn't have Doom in the search tags for some reason.

>> No.5002370
File: 9 KB, 168x94, hqdefault.jpg?sqp=-oaymwEWCKgBEF5IWvKriqkDCQgBFQAAiEIYAQ==&rs=AOn4CLDvO2Css2PQefKeCucstIRoru6V6g.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone have Ranger/Doomguy edits with him giving a thumbs up?

There was this one with Ranger shopped on top of the white shirt thumbs up kid but I can't find the original

>> No.5002371
File: 279 KB, 850x1100, 1515713302595.jpg [View same] [iqdb] [saucenao] [google] [report]

If I remember correctly, "Wor" was one of the names considered but was dropped because of copyright issues, probably because of pic related.

>> No.5002394


>> No.5002395

Can you run it on something besides a toaster

>> No.5002396

>Console messages that flash over the whole screen for 1 frame
What in the fu-
>channel name

>> No.5002401

It's okay when anyone else does it.

>> No.5002407

Double-u Aye Tee

>> No.5002409

Keep telling yourself that.

>> No.5002416

Turn off blur and filters, man!

>> No.5002432

I see your point. For that kind of audience, maybe instead of footage of E1M1 (especially if it's aimed at people unfamiliar with classic doom) do demos of the best examples of the content.

You could also mention Freedoom for people into indie projects, since it works with all the ports and limit-removing engines and it's free.

>> No.5002434
File: 210 KB, 1920x969, screenshot001.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh, neat.
Although the "I'm too young to Die" difficulty is just insultingly easy, the the HNTR and HMP are pretty fun.

>> No.5002439

i like to think the invisible bridge in plutonia was an uac prototype of some holo/techno bridge test they were working on

>> No.5002442

Vanilla doom chaingun/pistol are also effective sniper rifles. The first shot is always 100% accurate and tapping the pistol this way makes all the shots hit whatever it's aimed at.

Sniping at distant enemies is fairly uncommon in doom, but if you don't want to waste shotgun shells, chaingun is the way to go.

>> No.5002447

And of course there's the unranked ones.
Play at your own risk, no quality standards here.

>> No.5002449

>Quake 1, the protagonist is Strogg that fights an extradimensional threat.
>They become fascist, paranoid and militaristic
>Quake 2 the protagonist fights the Strogg

>> No.5002460

It was just an Indiana Jones reference to get out of dealing with engine limitations.

>> No.5002463

You know Quake 1 already had a plot, right?

>> No.5002481

okay I smirked

>> No.5002485
File: 2.85 MB, 454x259, doom souls.gif [View same] [iqdb] [saucenao] [google] [report]

anyone know how to turn off the green filter for night-vision goggles in GZDOOM?

>> No.5002515

I think it's enhanced light vision mode you have to turn off in the render shit.

>> No.5002518
File: 7 KB, 126x142, 1534445028189.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the best Sector Light Mode for OpenGL?
>Fog Based

and what looks better, OpenGL or the software renderer? I wasn't able to see much of a difference between 8bit and 32bit software rendered though

>> No.5002519
File: 2.28 MB, 1920x1080, Screenshot_Doom_20180825_174856.png [View same] [iqdb] [saucenao] [google] [report]

Decided to add more silly effects to doomtest when loaded with doom tournament

>> No.5002520

I ask because the OpenGL stuff I've tried just looks too dark, but I don't know if it's because I'm doing something else wrong.

>> No.5002530

Like he dev's and John Romero said, they gave zero effort into the plot because they considered violent video games to be akin to pornography. It's just blood and gibs because everyone that owns a computer in 1996 and plays violent games is a shut-in degenerate psychopath with a double-digit IQ and a triple digit monthly income.

They didn't know their game would actually be popular.

It's just there for the violence, the story is supposed to be a cheesy joke, the same as wolf 3d "Yuo are a commando soldier from WW2, will you attack the castle to kill Hitler Y/N????"

Doom devs wanted to model old Wolf 3d shovel-ware games since it was popular. They wanted the plot or story to be a joyke, basically

>> No.5002534

Go away

>> No.5002541

Quick question guys, wich are the essentials source ports to have?

I got GZDoom and Zandronum (mostly use GZ), do I need any others?

>> No.5002542

PrBoom+ for anything that chugs performance in the other ports.

>> No.5002543

Fuck off.

>> No.5002546

Bug off.

>> No.5002549

Chocolate/Crispy/Marshmallow if you fancy a vanilla or somewhat vanilla experience.

>> No.5002550
File: 97 KB, 650x650, playstation-ps1-disruptor.jpg [View same] [iqdb] [saucenao] [google] [report]

As far as Doom clones go, how good is Disruptor?

>> No.5002551

ZDoom if you want to play Lilith.pk3 and a few other mods that are unplayable on GZDoom.

>> No.5002552

Bugger off with ye, ye wee cunt.

>> No.5002562

What the fuck am I watching
Is this like a creepypasta made WAD or what

>> No.5002563

So you don't know the plot for wolf3D either.

>> No.5002568

Blood is peak cozy. It's my go-to game for slacking off at work

>> No.5002570

I do, but it's obviously simplistic and idiotic and the game would probably even be better WITHOUT a storyline. At lest the average player in that era, a 42 y/o child molesting welfare recipient in 1997 could create a better story in their own imagination.

>> No.5002572

Not really, it's a glitch wad.

It's a really fucking divisive mod though, opinion on it is mostly split between it being a technically impressive emulation of glitch levels or a low effort /x/ tier shitfest.

The only thing the two sides seem to agree on is how great it is at making certain source port developers lose their shit.

>> No.5002575
File: 569 KB, 1920x1080, Screenshot_Doom_20180825_011507.png [View same] [iqdb] [saucenao] [google] [report]

it's just a warmup make to test my map skills and so i will move on to the main course right now im just adding details to the map and fixing the sprites and gonna write the decorate soon

>> No.5002579


SOLDIER! You are of greatet polan super-soldier made with greatest eugenics. Prettist Child of Poland, you must take this pistol and become captive for prison, very, very big castle for held by Angellmange forces. Careful of their very,very racist dogs! Shitty mother-fuck fuckign dogs open them with knife or kill with machinegun! Yuo half you're mission, seek and DESTROY!!!!

>> No.5002582

Now make like a tree
and leave

>> No.5002589

speaking of textures but do I have to make a TEXTURE lump or can I just use markers for my custom textures?

>> No.5002592
File: 208 KB, 550x796, wut.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5002601

so... why ranger can't crouch yet?

>> No.5002602
File: 220 KB, 1621x810, 3DGE thing (edit area) at 2018.08.25 12-42-45.349 [R3039].jpg [View same] [iqdb] [saucenao] [google] [report]

Working on an old map I left lying around a while back. I've decided it's going to be a part of a 4-5 level episode that will be part new stuff (like this) and part old maps submitted for projects that may or may not see the light of day, depending on how busy/lazy the compilers of said projects are.

(I'm also going to use UMAPINFO for it, because that's a cool addition for Boom maps that been sorely underused so far. I just want my damn monster death triggers in Boom maps, and boy howdy, am I going to get them).

>> No.5002604

because quake modding and doom modding are two different beasts

>> No.5002605

It looks like a downtown of some city! Where are the cars, street signs and why do the skyscrapers have ground-level windows??

Also interesting take on the concept of a side-walk Why would the side of the curb be the same material as the surface if it's the future? Very smart and forward-thinking.

>> No.5002607

doomguy is the predator

>> No.5002615

Do it, finish the level! Also make the floor black, not beige like the walls.

>> No.5002616


>> No.5002617
File: 444 KB, 708x480, 1534690810854.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5002620

Sod off, ya wanker

>> No.5002625

Oi, buzz off, cunt.


>> No.5002628
File: 438 KB, 1920x1080, 2018-08-25-130316_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

First time Doom player here

>> No.5002629
File: 264 KB, 1621x810, 3DGE thing (edit area) at 2018.08.25 13-01-45.140 [R3039].jpg [View same] [iqdb] [saucenao] [google] [report]

Good thinking, friend. That said, a lot of the texture choices so far are just the placeholder default textures; I'll be replacing them when I get closer to the final product.

>> No.5002631

Look out for a certain large fornicating firearm in E3M3

>> No.5002632

How is final doom on psx? I just got a Playstation for the first time to play some jrpgs, but can't help but want to try the doom.

>> No.5002634

i fucking love inferno, go and kick that spider's ass

>> No.5002652
File: 24 KB, 252x265, 1523290990683.jpg [View same] [iqdb] [saucenao] [google] [report]

>Accidentally complete E3M1 before I explore everything
>Having trouble in E3M2 due to low health, low ammo, and only shotgun+pistol
>Get the idea to aggro all the enemies near the starting area and just run around collecting health, armor, ammo, and any weapons/powerups i can find
>The enemies start killing each other because chaotic evil (based romero)
>mfw I find the chaingun and the berserker powerup


>> No.5002661
File: 572 KB, 1920x1080, Screenshot_Doom_20180515_200053.png [View same] [iqdb] [saucenao] [google] [report]

took sidewalk inspiration from this wad

>> No.5002669
File: 137 KB, 1920x1080, 2018-08-25-132549_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

>mfw I realize the map is shaped like a demon hand


>> No.5002671
File: 288 KB, 1600x900, Screenshot_Doom_20180825_132427.png [View same] [iqdb] [saucenao] [google] [report]

"You came to the wrong neighborhood motherfucker"

>> No.5002672
File: 586 KB, 1920x1080, 2018-08-25-132652_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

I love this game guys

>> No.5002675
File: 398 KB, 1600x900, Screenshot_Doom_20180825_132715.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5002684
File: 164 KB, 466x492, 1471913944462.png [View same] [iqdb] [saucenao] [google] [report]

Me too my man

Like that other anon said, look out for a nice gun in the next level

>> No.5002686

The Shores of (G)ZDoom when.

>> No.5002690

AH, cause of the gutters/ stormdrains.

Thing with city/ urban levels is everyone knows what cities look like and if it's not quite right, it fucks up the whole experience. Nobody has ever been in a futuristic sci-lab on Phobos or a castle in hell, so those get off easy..

If you portray something realistic it either has to be instantly familiar to the player, or has to be an abstraction.

>> No.5002697

see the arrow?

>> No.5002698
File: 409 KB, 1600x900, Screenshot_Doom_20180825_133555.png [View same] [iqdb] [saucenao] [google] [report]

Pistol starting this level was a mistake

>> No.5002707
File: 1.93 MB, 1576x833, untitled(1).png [View same] [iqdb] [saucenao] [google] [report]

understood, i thought you were being sarcastic earlier but im not sure what im really going with i even created some hellish version of the town that got warped in the distance but that's going offtrack from what the main theme of the wad is but surely i'll figure out my mapping skills since it's supposed to be [email protected] based and all so i gotta go with a japanese city theme

>> No.5002709

Wouldn't it technically be rifle starting considering how Project Brutality starts you with a rifle?

>> No.5002712
File: 377 KB, 1600x900, Screenshot_Doom_20180825_134341.png [View same] [iqdb] [saucenao] [google] [report]

True. Still a mistake. Good god.

>> No.5002714

Interesting idea, though I'd just take the step and 'storm drain' textures and desaturate them to gray in photoshop, to match them more to the grey sidewalk tiles.

>> No.5002718

Infighting is one of the most fun features you can have in a shooter, and it's criminally underused in the genre.

>> No.5002720
File: 1 KB, 26x56, DILLF2.png [View same] [iqdb] [saucenao] [google] [report]

here's a frame from the custom player sprite I completed yesterday.

>> No.5002723

I thought it had options for rifle and pistol starting.

>> No.5002730

I'm curious, what were the opinions of the people in /doom/ of the modern reboot (DOOM 2016)?

Favorable, disfavorable, lukewarm?

>> No.5002735

good for what it is, but not without flaws
doesn't surpass the originals, no way any new game could at this point

>> No.5002736

Someone put something like this in their WAD, mite b cool


>> No.5002739

For me what really does Doom 4 in is the piss poor state of the deathmatches, everything from the maps to the reduced seeming damage (to encourage melee finishers) and the loadout junk, it would have a hell of a time finding room to suck more.

>> No.5002742
File: 361 KB, 1600x900, Screenshot_Doom_20180825_135938.png [View same] [iqdb] [saucenao] [google] [report]

Of course...

>> No.5002745
File: 341 KB, 1920x1080, 2018-08-25-135948_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Oh, baby.

>> No.5002752
File: 453 KB, 1600x900, Screenshot_Doom_20180825_140332.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5002756
File: 84 KB, 1600x900, Screenshot_Doom_20180825_140355.png [View same] [iqdb] [saucenao] [google] [report]

Jesus fuck this level...
I guess I should feel lucky the PB autoprogression didn't give me some kind of uber variant mastermind.

>> No.5002758

It's pretty damn good for a console FPS. Gets a bit ammo-starved at some points though, often you're forced to use the magic system (or whatever it's called, some sci-fi shit).

>> No.5002760

Hopefully never. KDIZD was just ridiculously large switch hunts, meme enemies, and overdetailing. Stupid shit.

>> No.5002763

EZ-make hell portal: for all your diabolic needs!

>> No.5002764

I had fun with ZDoom Community Project 2 recently.

You can also never go wrong with UAC Ultra

>> No.5002765

Doom 2016's multiplayer was made by the same people who fucked Halo 4's multiplayer. Good for everybody, multiplayer is being developed in-house this time.

>> No.5002772

Fuck that convoluted mess and having to hunt down the billionth puce keycard.

>> No.5002774

Sci2.wad even has original OST!

>> No.5002776

Me neither, but keep at it.

>> No.5002779

looks like shit, chief

>> No.5002780

Looks very interesting

>> No.5002782
File: 100 KB, 96x96, 1497194826258.gif [View same] [iqdb] [saucenao] [google] [report]

It begins

>> No.5002785

Git gud

>> No.5002787
File: 398 KB, 1920x1080, 2018-08-25-142007_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

This is pretty metal.

>> No.5002795
File: 454 KB, 1920x1080, 2018-08-25-142444_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

I wanna buy the edgelord who made this level a beer, it's great

>> No.5002850

Mixed, with some points of criticism, but generally favorable.
Few people here outright dislike it, some even love it.

>> No.5002859
File: 73 KB, 559x339, sandy_petersen.jpg [View same] [iqdb] [saucenao] [google] [report]

E3M4? That'd be Sandy. He's not so much edgy more as he just understands the idea of having fun and how you can just have dramatic and gruesome detail like that in a violent videogame and that's ok.

Most of the gore detail would be made by Adrian Carmack, who was their lead graphics artist and head edgelord.
Both of them would do great work further in Doom 2, then in Quake.

>> No.5002860

That would be Sandy Petersen

>> No.5002867

I thought doom 2016 was great and I'm looking forward to eternal.

>> No.5002872

Hell Revealed's Map 07 was once described by RottKing as "... some pretty poverty stuff", and I'm inclined to agree with him.

It's just not a very good level.

>> No.5002878
File: 1.91 MB, 916x1560, 1522525318289.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5002879
File: 242 KB, 1600x900, Screenshot_Doom_20180825_145953.png [View same] [iqdb] [saucenao] [google] [report]

A shitload of imps spawned in so I ran back to choke point them up to take up. Now their corpses are blocking the stairs (I didn't even know that was possible). Is there anything I can do?

>> No.5002885

Try jumping and climbing?

>> No.5002889
File: 241 KB, 1600x900, Screenshot_Doom_20180825_150457.png [View same] [iqdb] [saucenao] [google] [report]

Ain't working. I also tried blowing up the bodies by shooting the last of my rocket ammo at it. Didn't work either. I thought bodies only had collision if they were dying?

>> No.5002892
File: 226 KB, 1600x900, Screenshot_Doom_20180825_150547.png [View same] [iqdb] [saucenao] [google] [report]

Using the chainsaw I see sparks off the stairs so basically these imps shouldn't have collision. Damn.

>> No.5002896

I'd give a sarcastic "Bravo, Mark!", but he doesn't make PB. I guess noclip your way past?

>> No.5002898
File: 223 KB, 1600x900, Screenshot_Doom_20180825_150707.png [View same] [iqdb] [saucenao] [google] [report]

Yeah just decided to do that. Oh god there's still so many of them.

>> No.5002913
File: 2.02 MB, 215x323, 1522619776260.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5002923

It's the Imp Rush!
The Imp Horde!
The Imp Raid!
The Impocalypse!
The Impture!
The spim... spamp... spImp!
The annihilImption!
The Impastrophe!
The Impvasion!
The Impcursion!
The Impslaughter
The Impzkrieg!
The Impdvancement!
They're chargImp!
They're rushImp!
It's OffensImp!
I'm sorrImp

>> No.5002924
File: 13 KB, 670x773, 1534908099809.png [View same] [iqdb] [saucenao] [google] [report]

>Romero follows Carmack on twitter
>Carmack doesn't follow Romero


>> No.5002926

GZdoom 3.5.1 released

>> No.5002928

>The Impvasion!
Yeah, that's the one.

>> No.5002932
File: 323 KB, 1600x900, Screenshot_Doom_20180825_152825.png [View same] [iqdb] [saucenao] [google] [report]

I thought I was playing HR not sunder. What the fuck?

>> No.5002935
File: 1.60 MB, 1366x3901, barrels of fun.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5002939

You didn't know Hell Revealed gets slaughtery at times? I don't think it ever goes full Alien Vendetta but it tries to to challenge.

>> No.5002942

Nope just my first time through it. Decided to play it with PB for even more fun.

>> No.5002943

Thanks anon

>> No.5002948

Same. I like Doom for its simplicity. I do not enjoy UDMF maps.

>> No.5002950

Carmack is too robotic to do something not based on efficiency and productivity. That's why he got rid of the id software cat.

>> No.5002954

What happened with RAGE? Did he lose his edge?

>> No.5002958

are half-life vortigaunts just lesser archviles?

>> No.5002970

Nothing. It was just a mediocre game. The engine tech and production tools are cool as shit.

>> No.5002972

Nope, it's a Boom-format wad, and Crispy Doom only supports Doom-format.

You're not gonna have fun with HR

>> No.5002973

Mitzy was probably moved temporarily, she's been seen in footage from after that time period.

If you mean all the texture pop-in problems, I think it was kind of just dumb luck.
FWIW, the game looked gorgeous on my PS3.

It's definitely not perfect.
How's the second one look? Did they improve upon it or did they turn it into Borderlands?

>> No.5002975

>and Crispy Doom only supports Doom-format.
Is that true? In that case, that is an enormous mark against it.

>> No.5002990

Cat? What?

>> No.5002994

It has vanilla limits removed, but doesn't support Boom extensions.

>> No.5003014
File: 219 KB, 1920x1080, Screenshot_Doom_20180825_141703.png [View same] [iqdb] [saucenao] [google] [report]

the predecessor to [email protected] DOOM.

>> No.5003021

>How's the second one look?
Gameplay wise it looks like it'll probably be fun. Setting and "feel" wise - Kinda stupid. Doesn't have the same after-nuke horror feel, or as much of the originality as the first (nuclear western or whatever).
Going after the Borderlands crowd I guess. Who knows. Maybe they'll pull it together in the end.

>> No.5003031
File: 596 KB, 1600x900, Screenshot_Doom_20180825_141930.png [View same] [iqdb] [saucenao] [google] [report]

Writing down a game-plan/story etc.... Not much new to show. Did a few textures and plopped them in my test map.

>> No.5003032
File: 600 KB, 1914x1023, thefatdonotbelongonthisworld.png [View same] [iqdb] [saucenao] [google] [report]

Well after some major trimming the entire video is 5 minutes long, jesus fucking christ
I was going to post it here but I dont want to make you watch the same video more times than necessary, so Im going to push for the 10 minutes by adding a vanilla map section and a monster section for colorful, bratwurst and champions.

I dont know for sure how I will make the brutal doom bait & switch work however
maybe I will cut the gameplay section in two and have that other half by the end so I can have it (almost) as it was intended
or I could proceed as normally and have a "wait you didnt mention brutal doom" moment at the end, cut to burl tumd

vanilla map showcase is going to be AA, sunlust, Going Down, JCPC and Scythe 1 among whatever else I record now, what else should I put there that wasnt featured in the other clips?
any maps in particular inside those wads? keep in mind I want to lure people in without spoiling too much

>> No.5003041

God damn, E3M6 was awesome.
So far Inferno has had the best levels by far, in my opinion.

>> No.5003045
File: 290 KB, 1600x900, Screenshot_Doom_20180825_163253.png [View same] [iqdb] [saucenao] [google] [report]

The fuck kind of placement is this?

>> No.5003046

I just got into Doom through GZDoom and everything is working fine except for controller inputs regarding movement on the y and x axis from both analog sticks. Is there any guide on what inputs to put in the Doom 2 settings to calibrate the correct movement for a Dualshock 3 pad? YouTube and pastebin had nothing. Thanks in advance.

>> No.5003047
File: 121 KB, 220x265, 220px-Shadow_Warrior_Coverart[1].png [View same] [iqdb] [saucenao] [google] [report]

God damn it, I wish Shadow Warrior had a good sourceport. The most complete / recent one I could find is buggy as fuck. Won't play the MIDI music and I already have a corrupted save on the first map. DOSBOX it is then.

>> No.5003050

More so than you might think, they were originally even supposed to be able to revive their dead buddies


>> No.5003052
File: 300 KB, 1600x900, Screenshot_Doom_20180825_164538.png [View same] [iqdb] [saucenao] [google] [report]

Dear god

>> No.5003056

You know what. I never played brutal doom. And I want to try it out so I'm gonna go out there and get it

>> No.5003073

is it possible to put another map from some other wad into a new map in doom builder?

>> No.5003082

Open map, select the option "save map into". Or use Slade, it's the best tool for managing wads.

>> No.5003086
File: 90 KB, 800x600, SWCP0000-ConvertImage.png [View same] [iqdb] [saucenao] [google] [report]

My bad, apparently it had only CD music. But still, quite bad port. DOSBOX aint bad in comparison.

>> No.5003089
File: 84 KB, 1600x900, Screenshot_Doom_20180825_171051.png [View same] [iqdb] [saucenao] [google] [report]

Fuck this map so much. Those caged barons at the end are pure hell.

>> No.5003104

if you jump very high you can see that this level is a foot very exciting

>> No.5003109

This. The new game isn't as good as the originals, and isn't exactly the same sort of game, but given the current industry it was made in, it's probably as close as it could ever get. A welcome entry to the series, in my opinion.

>> No.5003124

Wasn't HR like... the original slaughter megawad? Or was there an earlier one?

>> No.5003128
File: 257 KB, 1600x900, Screenshot_Doom_20180825_173530.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5003130 [DELETED] 



>> No.5003131
File: 2.92 MB, 1280x720, Base Profile 2018.08.25 - [View same] [iqdb] [saucenao] [google] [report]

replaced the pistol sprites since vanilla's weren't really suited to the role of a bullet hose like this
the last shot of the burst does extra damage so you can kill chaingunners
that was actually already a feature of the old assault rifle the burst fire came from but i forgot about it
thinking about giving it perfect accuracy along with the rifle, not really sure. movement and enemies are so fast that precision aiming isn't usually a luxury you have, but i don't like the feeling of firing a full burst at a chaingunner and still needing two more shots to kill him because the last shot missed due to spread

>> No.5003149
File: 267 KB, 1920x1080, 2018-08-25-174914_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

So, that was pretty fucking cool.
Looking forward to Thy Flesh Consumed.
Should I play Doom II and then TNT+Plutonia? Or what's the "right" order?

>> No.5003153

Play Doom 2 first, then come back to Thy Flesh Consumed. That's the order the levels were made in.

>> No.5003158

Oh ok, figured since it was included in DOOMU.wad that I should play it after Inferno

Does Thy Flesh have DOOM2 enemies/weapons?

Jumping into DOOM2 then, fucking hyped. Excited to see the revenants and super shotgun

>> No.5003162

is it possible to do a six shooter looking spread around the one accurate bullet?

>> No.5003167

Not him, but yes, it's not that hard, just looks kinda awful in Decorate.

>> No.5003168
File: 112 KB, 640x360, 1528400802178.gif [View same] [iqdb] [saucenao] [google] [report]

Your posts are very wholesome, have fun with Doom 2

>> No.5003169

>Does Thy Flesh have DOOM2 enemies/weapons?
No, it was a bonus episode made for the Ultimate Doom retail release in 1995. People who'd already purchased the original mail-order version could get it as a free patch. The levels are a huge difficulty spike compared to anything in the first three episodes, which is why you play it after 2.

>> No.5003179

What is the Arcane Dimensions of Doom

>> No.5003181
File: 63 KB, 1280x720, 1528765467445.jpg [View same] [iqdb] [saucenao] [google] [report]

>Looking forward to Thy Flesh Consumed.

>> No.5003184
File: 474 KB, 1920x1080, 2018-08-25-180233_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for the heads up. I've been playing it all (DOOM1) through for the first time on Ultra Violence, it hasn't felt too tough yet. Will do the same with DOOM2

thank you anon! already am
i love the crispy source port

>> No.5003192
File: 382 KB, 1920x1080, 2018-08-25-180517_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Finally got the SSG in my hands

>> No.5003194
File: 308 KB, 1600x900, Screenshot_Doom_20180825_180502.png [View same] [iqdb] [saucenao] [google] [report]

Based cheap turret

>> No.5003197

Doom was originally distributed as a shareware demo; the entire first episode was free and could be freely redistributed (they basically gave copies away for free just to put it out there and make it visible to people), then you could call up iD and you could order the full game from them. The full game wasn't available for retail at first.

Doom 2 would be published like a typical retail game, and this would be the first time you could get a full Doom game off the shelf.
So their then new publisher, GT Interactive, asked if they'd be willing to publish the original game this way too, and iD was like "Sure. But let's tack on an extra episode to give people an incentive for people who bought it before to buy it again."
Someone who knows can correct me, but I think for people who already bought the original Doom could have it upgraded to Ultimate Doom at a discount.

Thy Flesh Consumed doesn't have much in new content (it's pretty much all Doom 1 assets), but it does have a new set of levels, and they were designed to be more challenging. E4M1 and E4M2 especially plays hardball, and starves you on health and ammo on Ultra Violence, but it calms down reasonably after that.
If you find you like the increased difficulty of Thy Flesh Consumed, then I will heartily recommend Plutonia.

>> No.5003198

its always fun to see somebody discovering something cool for the first time

>> No.5003207

Man you're going to have a blast with all the community wads and mods after this.

>> No.5003214

which would you recommend right after the id WADs? I downloaded the torrent from the OP so I have everything there, but of course I can download others if they're not there

I already have GZDoom and Prboom+ set up and all, but I was thinking maybe it's a good idea to start with WADs compatible with Crispy since that's what I'm using mainly

>> No.5003219
File: 34 KB, 577x832, ???.png [View same] [iqdb] [saucenao] [google] [report]

Any linux anons getting errors when launching BloodGDX? It's running on openJDK 10.0.2 that seems to have updated recently.

>> No.5003223

I'm the newfag currently posting about the DOOM1 thing and I'm on Linux. If you tell me what to do and where to get BloodGDX I can test it for you

>> No.5003231

This is the latest version.

>> No.5003232

I dunno what's in there but the usual recommendations are things like Hellbound, BTSX, Community Chest 2/4, etc. Mods are whatever, don't let anyone tell you what to not like though, lots of hot opinions. Generally here you'll hear a lot of people recommend GMOTA and Demonsteele, which are pretty good imo, but the pit of content is DEEP for maps and mods so even getting a starting point is hard.

>> No.5003238
File: 421 KB, 1600x900, Screenshot_Doom_20180825_182057.png [View same] [iqdb] [saucenao] [google] [report]

Aaaand now this just got literally impossible.

>> No.5003240

So if Doomguy is killed in Hell, wouldn't he just respawn again? Where does Doomguy go after he dies?

>> No.5003242

Forgot to mention you need a copy of Blood
It's in the zip file called "One Unit Whole Blood"

>> No.5003245

Super hell?

>> No.5003247

And now you know why Saving/Loading your game is canon.

>> No.5003267
File: 25 KB, 400x400, 1f639ff1388c6bda028b18ab6c895b42_400x400.jpg [View same] [iqdb] [saucenao] [google] [report]

>WAD has that classic feel

>> No.5003270
File: 42 KB, 362x362, 1461176926868.png [View same] [iqdb] [saucenao] [google] [report]

>modern WAD
>cheesy-ass MIDI renditions of old pop songs
that's the good shit

>> No.5003274
File: 219 KB, 1920x1080, 2018-08-25-183828_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

It's loading just fine for me anon
On Debian Sid with these installed:

i A openjdk-10-jre
i A openjdk-10-jre-headless
i A openjdk-8-jre
i A openjdk-8-jre-headless

>> No.5003278

Also my package version of openJDK 10 is 10.0.2+13-1

>> No.5003281
File: 2.98 MB, 1280x720, Base Profile 2018.08.25 - [View same] [iqdb] [saucenao] [google] [report]

got shotgun's pump cancel implemented, easier than i expected
gonna have to work on improving the one for the ssg since this is crazy responsive in comparison

>> No.5003283
File: 308 KB, 1600x900, Screenshot_Doom_20180825_184335.png [View same] [iqdb] [saucenao] [google] [report]

I don't know if I'm having fun anymore. What the FUCK is this level even?

>> No.5003285
File: 34 KB, 375x360, 1532036346344-vr.png [View same] [iqdb] [saucenao] [google] [report]

>The dead simple remix map shows up again
Man I love me some dead simple. So fucking comfy.

>> No.5003287

Thanks anon. I just had to uninstall openjdk-10 reinstall openjdk-8 and it's working fine now.

>> No.5003289

pls respond ;-;

>> No.5003293

>never actually ejects the shell

>> No.5003297

No, thank you anon. You ended up giving me another cool game to try out. Glad you got it running too

>> No.5003305

There was also Alien Vendetta, and I think Memento Mori played pretty hard.

>> No.5003312
File: 202 KB, 680x445, bcf.png [View same] [iqdb] [saucenao] [google] [report]

>mfw trying to understand GZDoom's new resolution options

>> No.5003315

Yeah. Blood's a neat game. When you play through it I'd recommend turning off the CD audio and listening to the midi renditions. They sound much better in my opinion.

>> No.5003319

Are you working on burl tumd?

>> No.5003324

he could always steal the shotgun pumping from HD

>> No.5003325

If googling it had no immediate results then I don't really know what to say. Sorry anon. never played DOOM with controllers so I don't know which sourceports work best with them

My suggestion is just play with KBM for now until someone more knowledgeable comes along

>> No.5003327
File: 165 KB, 719x1280, tumblr_p33r3rVZqa1whmquwo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Gee, you could probably go through the years of Cacowards and pick ones you think look good.
Some old classics include Scythe, Memento Mori, and their sequels, as well as The Darkening, and what not.

There's also a lot of good shit which doesn't get mentioned all too often at other places, like Bloodstain, Doom Damnation, Interception, etc.
I also get the idea some people don't like Doom 2 Like Id Did It, even though I think it's overall better than the original Doom 2.

There's a bunch of recs here too: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png

>> No.5003335

I don't see the other guns ejecting spent casings either, so I assume he just hasn't implemented them.

>> No.5003339

I play with an analog stick, but I pretty much just played around with the sensitivity options in GZDoom until it felt right and haven't touched them in years.

I use mouselook though, so I guess I don't have the exact same experience.

>> No.5003340

it just works
i don't really like casings honestly, when they don't have any real purpose like in hd they're just visual clutter to me

yeah, after five goddamn years i figured it really was overdue for some improvements

not likely that i will, i don't think i want altfires really
unless you meant the animation, but it would conflict with the current shotgun sprites and i'm no longer in contact with blox so i can't get him to make new frames

anyway check a look at this, it's too long to make a decent 4chan-friendly webm

>> No.5003350

At least preserve the pump or I can just bind a key to turn it into an autoshotgun.

>> No.5003352


>> No.5003359
File: 1.04 MB, 1440x1982, Screenshot_2018-08-13-16-21-56.jpg [View same] [iqdb] [saucenao] [google] [report]

You've gotta love how last year some anon basically makes BURL TUMD 2 and hardly one person plays it, but then when BURL TUMD gets updated everyone's hyped as hell. Really goes to show how much you have to have threads on other sites to generate attention. Anyways you should steal stuff from his mod if you're looking for ideas.

>> No.5003361

D2TWID is pretty decent, overall. Minor things that aren't enough like Id did broke me out of the "alternate universe" sort of feel, but pretty great. The secret levels were fun too.

>> No.5003362

There was a BURL TUMD 2?

>> No.5003364

>You've gotta love how last year some anon basically makes BURL TUMD 2
direct me to that shit right now

>> No.5003368

In terms of level design, it actually kind of felt much more ambitious than the levels iD put out for Doom 2 at the time.

I guess hindsight, and no real deadline, means it's easy to make it a little too good, in comparison to Sandy having to fill in too much for Romero's absence.

>> No.5003371

It's okay, anon. Thanks anyways.

Anon, do you mind taking a screenshot of your controller inputs? I'm hoping it might work for me if I put in your same inputs in the settings menu. I'm also using mouselook.

>> No.5003373

It's like with Dakka and Chainworm and a bunch of other good mods that haven't been publicized to fuck, if you don't spend like 50% of your effort basically marketing your mod/map then very few people play it cause it's not really being played by other people.

>> No.5003375

Pretty sure he's abandoned it based on the lack of updates. Hits a lot of the same notes as BURL TUMD, deadlier enemies, better guns, etc. Slightly lacking in good sound design but it plays pretty well except on big maps where it chugs.
Damn right. Dakka is another mod that deserves way more love.

>> No.5003376
File: 64 KB, 1024x576, ss_c68e83515e6aafa6e837a097a76838feea51d362.1920x1080[1].jpg [View same] [iqdb] [saucenao] [google] [report]

God damn it, nobody wanted to mention that there's an official port/remaster in existence? Am I shouting into a great void here, never to be heard?

>> No.5003386

I don't think Babel is abandoned, he seems to genuinely love doing that shit.

Pretty sure before he had that site for it, the updates were a bit sporadic on here too.

>> No.5003393
File: 392 KB, 1600x900, Screenshot_Doom_20180825_193520.png [View same] [iqdb] [saucenao] [google] [report]

This is just getting... Yeah fuck this...

>> No.5003396

What's the most tough but fair WAD you can think of that works on mostly-vanilla sourceports like Chocolate/Crispy?

Is Plutonia 2 still king there?

>> No.5003398

Well maybe he's just taking a while. There aren't really any major bugs or anything so whatever. Either way I have no idea why he didn't just make a forum thread for it, but it's shameful that good mods like this, Dakka, zorasoft guy's mods, and more don't get any real popularity.

>> No.5003409

Try out Suspended In Dusk for a change of pace.

I'd be genuinely surprised if Plutonia 2 doesn't hit visplane limits somewhere. Correct me if I'm wrong, however.

>> No.5003410
File: 403 KB, 1553x1551, 20180824233722_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>this one room where a Cyberdemon gets torn to shreds as you watch

>> No.5003419

>Either way I have no idea why he didn't just make a forum thread for it.
Some people just don't want any part of that on any of the forums or other shit, I sure as fuck don't care for engaging in that crap.

>> No.5003420

I'm pretty much of the same feeling.
Though once I've fully finished my mod, I'll probably make a release thread there, if just for visibility.

>> No.5003423

I guess I can understand that. It does get very circlejerky around there. And it's not like dumping the thing then ditching has any effect beyond a locked thread

>> No.5003429

Curious about how people got into doom.

>> No.5003435

Who made "Doom the way id did it"?
How can they make that claim? What's the ethos behind their WAD?

>> No.5003436

>within the last year
>5-10 years ago

>> No.5003437

>It does get very circlejerky around there
And here.

>> No.5003438

Add Crispy as an option of port or edit the Chocolate category to read Chocolate/Crispy/Marhsmallow or something like that

>> No.5003439

The idea was a Doom megawad, done in the style of the original game, ergo, you look at them, and if someone told you it was a lost level from the original game, you'd kind of believe it.

Whether or not they achieve exactly that is up for debate, but I think DTWID and D2TWID are pretty good, if anything.

>> No.5003440

Not even fucking close. This also isn't on topic.

>> No.5003441

You sound upset.

>> No.5003443

>done in the style of the original game
But what's that style, exactly?

>> No.5003448
File: 420 KB, 616x338, 1534435154328.gif [View same] [iqdb] [saucenao] [google] [report]

pls respond

>> No.5003453
File: 1.28 MB, 320x240, Unreal2walk.webm [View same] [iqdb] [saucenao] [google] [report]

>"Unreal 2"
>Has nothing to do with Unreal and was originally supposed to be a completely different game

>> No.5003454

never head of these, im going to check them out, seems like a lot of it was updated this year

>> No.5003458

Abstract, vanilla limits, following similar patterns like floor height changes, wall angles, ratio of rooms that are perpendicular to not, texture choices, style of detailing... Don't really know what you're looking for here. You know what the original Doom looks and plays like. Make more maps. I imagine you'd have to defend whether your map is "like id did" item by item, and if enough people agree then you did okay.

>> No.5003460

Here's got a chunk of the eternal "I hate BD but have to keep talking about it" shit that largely plagues the community but apart from that it's still preferable to the alternatives.

Also anywhere is more preferable to the zdoom forum, offend the moderation clique and they'll throw shit everywhere and then use that as the reason to fuck you over.

>> No.5003463

Yeah, that was a pretty shit game. I liked some of the concepts in it, and the character designs (outside of the main character - who was a bland a-racial mess with no personality) were pretty nice.

>dat ass
you know what I mean.

>> No.5003464

>Really goes to show how much you have to have threads on other sites to generate attention.
what is "basic fucking marketing"

>> No.5003465
File: 18 KB, 430x319, 173d09959bf3686b63a79e6f9a474ecaf09440f3ef4df3ae008c3087b83b9040.jpg [View same] [iqdb] [saucenao] [google] [report]

>marketing a free product

>> No.5003467 [DELETED] 

But no, a drawfag who makes doodles and happens to have severe depression is the problem.

>> No.5003470

>I want people to see what I do
>but I don't want to put it out there for people to see

>> No.5003471


by making more people aware of your mod, more people play it and thus more people know about it
and to make more people aware of your mod, you post on multiple forums.
if you don't do that, there really is no ground to complain if people don't post much about it.

>> No.5003472 [DELETED] 

>he's actually trying to force it

Go back.

>> No.5003473

Just because something is free doesn't mean it needs no marketing

There's fucktons of free stuff out there. Time is also a resource. You have to justify why *your* free shit is worth someone's time.

>> No.5003476 [DELETED] 

But it's okay when weebs do it, right?

>> No.5003479

>not "marketing" (i.e. shilling) a mod is the same as never showing it to anyone
I don't even understand how you can act like there isn't an enormously thick line between those two.
Let me be clear here, I'm not the original guy who started this chain, but how the hell is "marketing" a mod a thing that people think they need to do? As far as I'm concerned when someone is obviously shilling their shit it gets annoying pretty fast. I dunno maybe I'm just wrong about this but I find that I see more people getting annoyed with that kind of thing than people reacting well to it.

>> No.5003486
File: 298 KB, 960x720, 1534447925084.jpg [View same] [iqdb] [saucenao] [google] [report]

Does BURL TUMD only work on GZDoom for single player, or can another sourceport run it as well?

Is it intended to be played with always freelook, jump, and crouch?

>> No.5003487

looking at it the practical way, if you make a mod one of the basic things you need is player feedback

>> No.5003489

>but how the hell is "marketing" a mod a thing that people think they need to do?
to get your mod out there and for people to play it, you need to market it

marketing it isn't just obviously shilling "DUDE PLAY MY MOD IT'S BETTER THAN EVERYTHING ELSE"
it's making posts on forums so people are aware of your product and that it exists and keeping people interested in it with updates

babel has not been marketed at all, so someone going "wow nobody noticed burl tumd 2 but people are excited about burl tumd 1??? WACKY HUH" is really baffling to me
if nobody knows your mod exists, nobody's going to play it

>> No.5003492

Every time you post this, I will always reply with yes, no matter the context.

>> No.5003493

>"marketing" (i.e. shilling)
Jesus Christ.

>> No.5003496

Sadly it's kind of the state of modding now, you either spend time working on it's presentation and reach or you just post it on /vr/ or Doomworld or your own site and let whoever finds it, finds it.

Dakka's been brought up before and it's a good example, the developer keeps to himself, posts his updates on his self-hosted git and outside from some interest on here and a few other places, it gets glossed over, usually for arguably worse mods.

Link related, it's literally the only non-developer video of Dakka on Youtube, it's a seriously old version and it's unlisted. https://www.youtube.com/watch?v=zP1KRMMlMjk

The SEO for it is so bad that one of the first results is a Hexen mod of Terminus's from 2011.

>> No.5003502

Well yeah but everyone leaves an email or something.
I guess I can see where you're coming from there but really that only manifests in one of two ways. Either someone is constantly posting about something and never shuts up about it, thereby annoying people, or they have to get it on a larger forum and bump the thread over and over which will probably sour the opinions of the moderators. If you leave it up to other people to keep interest it'll probably die out so no matter what you're going to have to artificially make it appear more popular than it is.
Christ that's sad. I almost want to make one just to give it at least one other video.

>> No.5003509
File: 375 KB, 1603x600, joystick setup.png [View same] [iqdb] [saucenao] [google] [report]

Sorry it took some time. Hope it helps.

>> No.5003523

>and bump the thread over and over which will probably sour the opinions of the moderators
i have never seen this happen, as long as updates are happening

>> No.5003525

Maybe it's just been so long since I've been active on an actual forum that I have outdated ideas about how they're run these days. I don't think I've even posted on one since 2011

>> No.5003531

These days some people seem happy to argue in threads to keep them bumped.

Sometimes it's even the moderators doing that.

>> No.5003545

Thank you, anon! Now it works perfectly.

>> No.5003564
File: 268 KB, 1280x1707, notice the fang.jpg [View same] [iqdb] [saucenao] [google] [report]

Glad to help!

>> No.5003572
File: 154 KB, 626x767, 28848a24-bf66-43b0-b1ea-32f6b839a79f.jpg [View same] [iqdb] [saucenao] [google] [report]

I see your cute doggo and raise you a cute fox.

>> No.5003576
File: 844 KB, 1920x1080, 2018-08-25-211351_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

>Project Babel

(Newbie that finished DOOM1 today and was starting DOOM2 today)

Just tried this mod and my fucking god it's amazing. Do you figure I should only use it on vanilla id maps, or would it be alright on most community WADs as well?

>> No.5003579

I specially loved the changes to the AI. Was reading his website and it's really something else. I fear Imps now, that means it's doing something right.

>> No.5003587
File: 18 KB, 400x309, fred up in arms.jpg [View same] [iqdb] [saucenao] [google] [report]

>when you do a random spawner
>and it works fine
>but then you do it again for another thing
>and it doesn't work at all
>but it works for this thing
>and for this thing
>but not for that thing
>and none of it for any kind of obvious reason

>> No.5003592

I only ever saw issues on maps with around 150+ enemies in a single room at once all active, but even then it was a bit inconsistent. Whatever is going on behind the scenes to co-ordinate attacks and do the morale break seems to be pretty heavy when lots of enemies can see each other. Then again I'm on a very high-end PC so it's more likely I'll only bump into issues when GZDoom is actually hitting its own limits.
I do know it doesn't work on anything with custom monsters though, since it needed to change all the monsters to do what it does. That's the same for any monster mod. If you like it, definitely try BURL TUMD and maybe Faspons' mod. They're similar, bit taken in different directions.

>> No.5003593

Recommend me some gooood city-themed wads please. Preferably vanilla or boom-format. Already played Hellbound.

>> No.5003595

Will do. I assume you're supposed to play Babel/BURL TUMD/Faspon's with zero aim-assist, right?

>> No.5003601

I think Babel works fine with keyboard controls, I remember the guy saying that one time a while back. BURL TUMD worked well with aim assist too back when I played it, I think. Faspons I'm not sure.

>> No.5003605

I ask more because it seems like since they're way more fast paced than vanilla, they'd be a more natural fit to always mouselook and no aim assist

Am I wrong there or is that down to preference? I played the vanilla stuff with vanilla controls (only horizontal mouse aim/shoot, rest with WASD and QERF)

>> No.5003609

I say play however you want. The game is about having fun. Typically people play GZDoom+anything with full mouselook, sometimes with aim assist but often not.

>> No.5003613
File: 2 KB, 67x62, WB11A0.png [View same] [iqdb] [saucenao] [google] [report]

was it photoshop they used for the shading?

>> No.5003615
File: 89 KB, 711x443, I'm UAC.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5003617
File: 700 KB, 1920x1080, Screenshot_Doom_20180515_200515.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5003624
File: 814 KB, 1920x1080, Screenshot_Doom_20180508_210500.png [View same] [iqdb] [saucenao] [google] [report]

same wad different map

>> No.5003628
File: 192 KB, 1166x1716, clay doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

For what, the original Doom by iD Software?
No, they'd use a proprietary program called "Fuzzy Pumper Palette Shop", and a lot of the graphics were digitized photos of props and models.

For instance, Doomguy, Baron Of Hell, Cyberdemon, and the two original zombies, were sculpted out of clay, on a poseable wood doll, they'd use a high quality camera (for the time) to take shots of each pose from eight angles, then they'd work those over with their image editing software.
The clay would often break when changing poses, meaning the sculpts needed to be repaired frequently, so that's why they hired Gregor Punchatz to make properly poseable models made out of latex, with steel skeletons.
A lot of the guns were just toys and stuff they picked up at Toys R' Us, with Kevin Cloud posing them in front of the camera, wearing leather gloves.

So the lighting on a lot of graphics looks distinctly photorealistic, because a lot of it was made from digitized photos.

>> No.5003629

that's a pretty fox.

>> No.5003630

i know that

>> No.5003631
File: 944 KB, 1920x1080, Screenshot_Doom_20180825_224245.png [View same] [iqdb] [saucenao] [google] [report]

>jump into the nukage on the right
>take no damage
>just walk out
>jump into the nukage on the left
>take damage
>no way out

So this is Plutonia

>> No.5003632

Did you? Because you just asked a question implying that you didn't know how they created the art.

>> No.5003643

Be more specific, then.

>> No.5003646
File: 881 KB, 1920x1080, glboom-plus_2018-08-25_23-57-12.png [View same] [iqdb] [saucenao] [google] [report]

Nearly as much of a great design idea as damaging water

>> No.5003661

>combined harms
nice, new monster mod
>it's just the basic monsters but with different sounds and attacks

>> No.5003664

>have 2 windows right next to each other in a 128x64 area that can hardly fit a human
brilliant architecture

>> No.5003674

Yeah, Doom 2 has much more of that.
Especially when pistolstarted.
You'll probably feel right at home.

>> No.5003676
File: 270 KB, 330x370, Oh.png [View same] [iqdb] [saucenao] [google] [report]

>Trying out the updated Combined Arms loadout with a megawad I haven't played yet
>Turns out there are specific encounters that require the normal BFG's blast radius, which I'm sure none of the BFG replacements match

>> No.5003678

It could be surprisingly spacious in there, you don't know.

>> No.5003680

Doom 2, then Thy Flesh Consumed, then Quake. TNT+Plutonia are optional.

>> No.5003681

samsara could probably use a hud update that sets its resolution and uses fullscreenoffsets

>> No.5003684

>E4M1 and E4M2 especially plays hardball, and starves you on health and ammo on Ultra Violence
Pretty much every McGee's level in Doom2 does that when pistolstarted, E4M1 just forces you to pistolstart due to being the first level in episode.

>> No.5003687
File: 16 KB, 720x405, 30 year old doomer.jpg [View same] [iqdb] [saucenao] [google] [report]

>Final Doom is optional
Nah, son.

>> No.5003689

Y'all fuckers are forgetting Doom 64, the best console Doom.

>> No.5003690

Do we talk about Ion Maiden here or should I fuck off to /v/? Working on a project related to it.

>> No.5003691

Some noob questions:

>Is there a way to make the crosshair in GZDoom reactive/projected, like in Crispy/Prboom+? (Meaning that it's not static)
>How can I turn on FPS display on the HUD in GZDoom?

Thanks for your time

>> No.5003695

Yeah, well, next thing you know, you are playing Master Levels, then unathorized commercial wads.

>> No.5003702

>Is there a way to make the crosshair in GZDoom reactive/projected, like in Crispy/Prboom+?
This can almost certainly be made as a mod.
>How can I turn on FPS display on the HUD in GZDoom?
vid_fps 1 in the console.

>> No.5003706
File: 95 KB, 500x347, 1529960969307.png [View same] [iqdb] [saucenao] [google] [report]

okay so snapmap may be garbage and I'm definitely catching a whiff of that with its most popular section, but the ENG pistol or whatever the fuck its named is actually fucking fantastic. probably the strongest it's ever been on any iteration of the series. virtually the same as the one on the campaign except the damage output isn't negligible and the altfire fucking rules.

too bad I almost never get to use it to its full potential because most maps I keep stumbling upon are actual fucking shit and don't include it. has any D4 mod so far done anything with it?

>> No.5003710

it hasn't been deleted, from what i know

>> No.5003713

Thank you lad
Final question
Does the SG/SSG have a max range where its pellets will not reach, or do the pellets go on indefinitely? If they do go indefinitely, do they have a max spread pattern or does the pattern get so wide you can't hit the broad side of a barn eventually?

>> No.5003717

All hitscans, by default, go 8192 units at whatever angle they're fired from, in GZDoom. Which means that you're unlikely to actually miss due to being out of range, but you could definitely miss because the spread is too wide at extreme distances.

>> No.5003724

Is ProjectBabel's maker hanging around here?

I'd like to know if you plan on putting the project on github/gitlab or something, I'm really interested in checking out what you've done and maybe helping out eventually

>> No.5003732

The range limit was much shorter in vanilla and boom, right?

>> No.5003734

I think it's 2048 outside of ZDoom-based ports.

>> No.5003735

What wad? could be helpful feedback.

>> No.5003740

Castle Heng (castheng.wad). It's mostly that around maps 15-20 (maybe even later, I haven't gotten that far yet), it pretty much places you in situations where there are multiple Cyberdemons firing at you, sometimes behind walls, where you could probably kill them if you had the AOE of the BFG. I've only used the Bat, Plasma Shotgun, and the Revenant Box, but none seem like they would do the job; maybe I just haven't found the correct BFG replacement from the boxes yet. Map 19 is where I really felt compelled to post about it, but then again I am a bit of a shitter so maybe it's just a me problem.

>> No.5003742

I mean, at least there's new attacks. I hate monsters with new sprites that behave exactly the same as vanilla monsters.

>> No.5003743

What is you guys' preferred MIDI Device to use in GZDoom?

>> No.5003750


>> No.5003754
File: 616 KB, 3990x1081, explorer_2018-08-25_23-30-23.png [View same] [iqdb] [saucenao] [google] [report]


Figured I'd toss this in before Saturday is over.

Just working on sprite offsets for the Quake monsters and I figured using this approach would help me do it faster.

>> No.5003759


>> No.5003762
File: 148 KB, 341x600, Waitasec.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy fucking shit, i was going to link that on my own but thanks for doing it, anon.

>> No.5003771

Here's a really simple reactive crosshair mod. Unzip it to change the sprite to whatever you like, just remember you'll have to re-center it in SLADE once you re-zip. I might expand on this in the future if I get bored.

>> No.5003785

I love you anon. This is just the kind of thing I was looking for.

>> No.5003787

You'll love me even more if you use this version, because I forgot that autoaim only works within 1024 units. This one fixes that, and still lets the crosshair go out to 8192.

>> No.5003789

I was gonna post a picture, but shit isn't working, so next week.

>> No.5003796
File: 386 KB, 578x790, 1511370196620.png [View same] [iqdb] [saucenao] [google] [report]

You've made my night anon. I just want you to know that

If I wanted to get into modding like this, where do you reckon I should start? I like tinkering/programming, but since I'm new to doom and modding in general I don't really know where to begin.

>> No.5003804
File: 2.92 MB, 426x240, Give yourself eyestrain looking for the crosshair.webm [View same] [iqdb] [saucenao] [google] [report]

ZScript is undocumented shitcode to be perfectly honest, so jumping directly in will be hard if you don't have a good grasp on OOP. Assuming you're either ok with that or are quite good at OOP, rip apart some simpler DECORATE mods to get a grasp of the old stuff, then unzip the gzdoom pk3 and use it as a reference. There were some ok bitchute videos a while back on this but idk if they're still up.
ACS is another ballgame, but there's a lot of code of it floating around. However, all that being said, the best way to learn is to just try to make shit. Start simple and work your way up.

>> No.5003806

You could always try the contact info on his site. There used to be an email but I think he took it down. Discord is still there.

>> No.5003809

>"Promise" starts playing

>> No.5003834

>Wow. What is it gonna be about?

>> No.5003841

Does this have auto-aim baked into it, or does it only snap onto targets if auto-aim is enabled in GZDoom under Player config?

Because I was trying turning that to 0% and to 100% and I noticed the same behavior

>> No.5003842

Uses GZDoom's autoaim, at least for me. use the console and type "autoaim 0" and it should just work like a relatively normal crosshair. "autoaim 35" and you get a reactive one.

>> No.5003852

Yeah, it works now, was a problem on my end

>> No.5003871

sci fi stuff

>> No.5003876

Are there any mods from which you just can't come back from?

Like now that you've tasted them there's no way you're playing DOOM without them (or at the very least it's going to feel like a massive step down)

>> No.5003884

Are these your own textures? They look great!

>> No.5003890

No. Well, there used to be a period of time where I was always using Beautiful Doom for animation adjustments.

There is just too much out there for me to always play just with one mod.

>> No.5003895

There were some improvements to SWP made by one of the EDuke32 devs, but I think you can only find the files on the duke4 forum. Try searching for it.

This being said I always play it in DOSbox and it plays great.

>> No.5003923

That's literally what happened in the first game. Right at the end of Episode 1.

>> No.5003932

Jaguar Doom doesn't do that thing.
Both Phobos Anomalies are official id interpretations.
Which one is correct?

>> No.5003935

> Where did you first learn about Doom?
Um, I don't know what to choose here. I learned about Doom from school, from a teacher and we actually played it on school PCs.
So I guess maybe "Word of mouth"?

>> No.5003969

I started at level 15 of Castle Heng and got a few levels in, only encountered one cyberdemon thus far, if you can gimme an exact map I'll take a peek at it and see if there's anything I can do. What do you mean by blast radius though? The BFG ball has no splash damage, unless you're referring to the rays that are cast out from the weapon on hit
Also this mapset is kinda not good.

>> No.5004114

Not that anon, but I'd suggest taking a look at map07 of Sunlust, too.

>> No.5004169

I'm exploring the idea of a mod where the player is a demon fighting against the endless hordes of humanity. I'm sure this isn't an original idea are there any mods like this already? Any resources I could rip?

I'm especially looking for mechs/ tanks/ robots sprites to replace the stronger demon types.

>> No.5004178

mutiny is a gameplay mod with an enemy roster that might fit the bill

good luck finding it instead of the mapset, though

>> No.5004186

Well, there is a Rampage...

>> No.5004206

Thanks I've never heard of that mod and its very similar to what I had in mind.

>> No.5004236

I got the RPG bundle, but performance decays to complete hardlock within 5 minutes. Doom 2 also seems to buffer inputs every frame, so I'm sliding 2 tiles at the lightest touch. What do?

>> No.5004279

Never mind, Kemulator seems to be working fine.

>> No.5004285

Are there practical applications to the SG after you get the SSG?

Do you find the time between shots being shorter/ammo consumption being lower keeps it relevant in some WADs, or not really?

>> No.5004289

Sometimes for range or ammo conservation on maps that expect you to make the most of your ammo, also for gameplay mods like Trailblazer where the shotgun and SSG are entirely different things from each other.

>> No.5004303

you can usually save one shell by switching to the shotgun after putting two SSG shots into hell knights and arachnotrons
the more common use case is when you have a surplus of shells, not so many bullets, and need to hit something outside the ssg's effective range

>> No.5004310

Having played those, I would generally not reccomend them.
Play Final Doom and Memento Mori instead.

>> No.5004317

It can help me save ammo in some situations (e.g. picking off lone zombies & imps, or using it to snipe when low on chaingun bullets), outside of that it's completely irrelevant once I have the SSG

>> No.5004320

The SG is better for sniping at long range, its also superior for certain maps that like to do small, frequent ambushes with monster closets or deaf shotgunners and the suchlike. Also tight twisty corridors. Some situations where the ammo consumption is wasteful and the long reload time opens you up for attacks and your health will be whittled away.

Anything where the enemies are predominately scattered imps and zombie hitscanners the SG is better than the SSG. Also where ranges are long. Level 17 Industrial Zone in doom 2 or much of Freedoom's campaign are good examples of where the SG is better.

The SG has overlap with the chaingun which is also appropriate for that kind of monster placement.

>> No.5004352

so what are the gameplay only changes that make (g)zdoom different from prboom+?

>> No.5004379

>decorative actors such as trees and torches block projectiles
>infinite height removed from mob/player/decoration collisions, explosions, and enemy melee attacks
>RNG table fixed to be more consistently random, resulting in lower overall damage
>blockmap bug fixed, increasing the size of actors' hitboxes with the most notable effect being on the player's melee
>dynamic lights make dark areas substantially less dangerous and can spoil ambushes involving lost souls
>enemy line of sight bugs fixed so they can no longer aggro through walls if the angle is right
>using freelook with no autoaim makes the rocket launcher more capable and the plasma gun less so, and can trivialize certain setups designed to take advantage of autoaim's behaviors
>blursphere has added heretic functionality that allows you to avoid alerting enemies if you walk past them slowly
>berserk's red screen effect lessened and doesn't obscure incoming damage/pickups
some of those might only be vanilla but prboom+ is demo-compatible so most of them should also apply

>> No.5004389
File: 48 KB, 700x1000, dadoom2.png [View same] [iqdb] [saucenao] [google] [report]

And here's the sequel.

>> No.5004402

>enemy line of sight bugs fixed so they can no longer aggro through walls if the angle is right
this sound aggravating enough to not use prboom asn much to be honest

I dunno, I used to play vanilla mostly in zdoom

>> No.5004421
File: 11 KB, 768x672, Densetsu no Kishi - Elrond (J) [!]-0.png [View same] [iqdb] [saucenao] [google] [report]

W&W series was fantastic.

>> No.5004430
File: 17 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

I love the Wizards and Warriors games, even if the 2nd and 3rd are flawed. I actually want to recreate the title screen of W&W1 for the final update for GMOTA with all four heroes squaring up against the monsters in silhouette

>> No.5004443

I made some sprites based on some of the weapons you use in the NES games, but the thread's almost over. I'm wondering if I should wait or post it now...

>> No.5004448

You have my attention. Please post them next thread.

>> No.5004454

>watching Hexa do Dark Tartarus
This guy's heart is gonna explode.

>> No.5004463

> Ultimate Da-Doom
> Da-Doom II
> Da-Doom 64
> Fa-Final Da-Doom
> > Ti-NT: Drumilution
> > Da Plutonia Drumxperiment
> Herimshotic
> No Rest for the Drumming
> Da-Doom 3
> Da-Doom Eternal

> Drumloved
> Da Speed of Da-Doom
> Drumlien Vendetta
> Drum Revealed
> Da-Deus Vult
> Going Da-Down
> Drumlust
> Ancient Drumliens
> drum.air

>> No.5004478

how can you stomach several 7 hour livestreams from some random streamer

>> No.5004489

background noise

>> No.5004494


>> No.5004495

Same way people sit through 6 hour streams of mod devs, background noise and/or bullshitting with the audience and the dev.

>> No.5004503
File: 455 KB, 1686x1069, 1535221102332.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5004514

He's not random, he's Hexa.

Although to be honest I myself have problem starting to watch that.
It's fine with his regular videos, even if they go to an hour long.
But just the stream format makes it harder to watch for some reason.
(And I guess it may also be the fact that he's just playing it without Complex. Or the fact that I haven\t played the wad myself..."

>> No.5004545

what is with the cottage industry of complex doom streamers

>> No.5004549

what do you mean people play a popular thing

>> No.5004552

What do you mean by "cottage industry"?

Also, he isn't a streamer really, he only started doing streams recently. Before that it was all Let's Plays of Complex + LCA (and that's it. He's kind of a purist.) on first vanilla wads, then on some popular ones like Epic 2.

>> No.5004584

>>blockmap bug fixed, increasing the size of actors' hitboxes with the most notable effect being on the player's melee
Does that mean it's harder to weave through horde of pinkies and jumping is not actually cheating?

>> No.5004590

I think the blockmap changes only affected attack calculations, not movement collision. It's definitely harder to weave through enemies in vanilla and jumping over pinkies is super cheating.

>> No.5004634


>> No.5004635

come again?

>> No.5004636

S-should I call an ambulance?

>> No.5004668

Having this error with GZDB. Just installed an SSD and I'm using that as my primary drive with my old HDD as the slave drive. Happens if I try to run it from either drive.

>> No.5004670
File: 19 KB, 466x199, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Forgot pic. Happens any time I try and draw a line.

>> No.5004693
File: 29 KB, 320x200, Doom guy age 9.png [View same] [iqdb] [saucenao] [google] [report]

Whassa matter, did the chicken guy say something stupid again?

>> No.5004701

>Having this error with GZDB
What else is new.

>> No.5004724

Weaving pinkies is probably a bit easier in GZDoom.
Otherwise, what the tuned blockmap thing does, is make it so it's not extremely difficult and frustrating to make melee attacks contact certain enemies with larger hitboxes, such as Fatso, Spidermind, and her kids.
In vanilla, trying to punch or saw for example Arachnotron is really fidgety and it's hard to make the hits connect at all, and this is kind of just an oversight. GZDoom fixes this and makes melee more viable, meaning you can actually can berserk punch a fatass in the nose and it won't miss for no reason.

>and jumping over pinkies is super cheating
Yeah, it is, but it feels so fucking cool and intense.

>"Oh shit, I'm cornered!"
>Hurriedly climb on Pinkie, using his lower jaw as a stepladder, pulling it out before he bites down, then run on top of their heads to escape, narrowly avoiding having your feet chomped off, leaving filthy bootprints on their scalps
>Leave them a grenade or some other bomb if available, before GTFO and regrouping

I don't play mods just to follow all the original rules, bending and breaking them is just really fun sometimes.

>> No.5004756

All mine, except the sky. Which I think I'll be doing skyboxes and 3D terrain for.

>> No.5004759

What is this brightmap option some anons keep mentioning in GZDoom?
I can't find it

>> No.5004768
File: 133 KB, 984x888, 1531247122834.png [View same] [iqdb] [saucenao] [google] [report]

click on gzdoom exe/shortcut once
hold shift and hit enter
> [_] load brightmaps

>> No.5004769

Any good tutorials and How Tos on making textures?

>> No.5004774
File: 200 KB, 800x600, Screenshot_Doom_20180806_002509.png [View same] [iqdb] [saucenao] [google] [report]

You toggle it at the start prompt where you select your iwad.
What it does, is that it's sort of a 'map' for various sprites and textures, highlighting specific areas on them, which tells the game that these specific parts of the sprites and textures render brighter than the rest of it.

So, for example, a lamp will be fully bright in a dark room, or the eyes of imps will be visible even if it's super dark and it's hard to see the rest of them, so it looks a bit like their eyes are glowing, the same for a few wall textures with 'glowy' eyes like that.
It's a bunch of subtle effects, but it looks quite good and doesn't look horribly out of place with the original graphics.

Pic related, you can kind of see it on the pinkie that killed me here. Caco's big mouths also light up a bunch when firing off ball lightning.

>> No.5004775

New thread.


>> No.5005065

>He's not random, he's Hexa.
so, a random

>> No.5005079

>conspiracyposting in a dead thread
why? Also I'm not Hexa.

>> No.5005083

i'm just saying i don't know who hexa is, my dude

don't make it into something it ain't

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