[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]

/vr/ - Retro Games


View post   

File: 152 KB, 927x380, sacking bones.jpg [View same] [iqdb] [saucenao] [google]
5034046 No.5034046 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5029602

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

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

SO YOU WANT TO PLAY SOME...
Doom: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
+ In video format: https://www.youtube.com/watch?v=ietb4JwaaXA
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.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.5034047

=== ONGOING ===

Quaddicted still down for European users

=== NEWS ===

[09-10] Anon creates a 'quickstart' map, designed for grabbing items before warping into a map and difficulty of your choice
https://my.mixtape.moe/oogulp.pk3

[09-10] John Anderson, author of Ultimate Doom's E4M7 and other maps, passed away back in April
https://www.doomworld.com/forum/topic/43010-where-is-dr-sleep/?page=2&tab=comments#comment-1916824

[09-07] System Shock Enhanced Edition's source port update released, including official support for mods
https://steamcommunity.com/games/410710/announcements/detail/3098929145092416976

[09-06] LOTX milestone 3, project put on hold
https://www.dropbox.com/s/ymtpoqmqbur88l6/LOTX-milestone3.rar?dl=0

[09-02] DAKKA SSG revamp in latest alpha
http://jinotra.in/downloads/mods/doom/dakka/dakka-0.10alpha-2018-09-02.pk3

[09-02] Audio level rework in new pre-release version of Babel
https://my.mixtape.moe/mrcokp.pk3

[08-29] Anon shares GZDoom gameplay mod compatibility patches for Heretic, Hexen, and Chex Quest
http://www.mediafire.com/file/zkt5vzcjh65r9ny/Almost_Universal_Doom_for_Heretic_patch_V0.2.7z/file
http://www.mediafire.com/file/cxs2055thu8zd2x/Almost_Universal_Doom_for_Hexen_patch_V0.1.7z/file
http://www.mediafire.com/file/ltm30tpj80h222o/Almost_Universal_Doom_for_Chex_Quest_patch_V0.1.7z/file

[08-29] GEC PSX Master Doom Beta released, incorporating missing PC levels into the PSX version
https://www.doomworld.com/forum/topic/101161

[08-27] SM186 for Quake released, 12 Terracotta-themed maps
http://www.celephais.net/board/view_thread.php?id=61621

[08-26] GZDoom 3.5.1 released, implementing a "resolution mode selector"
https://forum.zdoom.org/viewtopic.php?f=1&t=61800

[08-25] A more recent build of TerminusEst's Booster mod
https://www.dropbox.com/s/nt4ycstu42sc4dq/te13-Booster.pk3?dl=1

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.5034056
File: 608 KB, 1920x1080, Screenshot_Doom_20180827_223153.png [View same] [iqdb] [saucenao] [google]
5034056

>>5034046
Score one for iDOLM@STER Doom.

>> No.5034058

I gotta piss

>> No.5034059

>>5034058
need some moral support?

>> No.5034060
File: 2.77 MB, 1280x720, 2018-09-10 00-54-01_1.webm [View same] [iqdb] [saucenao] [google]
5034060

Watching an Arch Vile completely obliterate a Grunt from Quake makes me happy.

I finished doing frame offsets for 10 out of 14 Quake monsters. After that I added the Zorch death states and made them all capable of being revived by the Arch Vile. not that I often play with more than one set active at a time but someone else might

>> No.5034061

So much for Lethe.

>> No.5034062

>>5034059
Piss that way really, really fast. If something gets in your way?

turn.

>> No.5034068

WHEN THE FUCK IS BRUTAL DOOM v21 COMING OUT?

>> No.5034081
File: 1.47 MB, 267x200, 1518903771706.gif [View same] [iqdb] [saucenao] [google]
5034081

>proposed to myself to pass Goldeneye with an emulator on 007 difficulty with health: 200%, damage: 200%, accuracy: 100% and reaction: 100%
>3 hours dying on runway
>tfw some dudes passed it with 1000%, 1000%, 100%, 100% in the original console

>> No.5034085

What makes a good doom or quake level?
I'd like to learn some theory on the level design and such

>> No.5034089

>>5033946
zscript is real neat if you can figure out how to get around the zscript source and docs (and gzdoom's source code whenever you run into a native function), but yeah if you can't do that, you're kinda fucked
also anything hud-related looks like pure pain, but I never liked doing UI stuff to begin with

>> No.5034092

>>5034085
Making a level that is balanced for vanilla gameplay, but is still interesting with gameplay mods. Interesting and varied encounters, without relying on monster closets and similar ambushes. Also interesting architecture thats both functional and involved.
Basically if you can go from vanilla to a mod like Demonsteele or GMOTA or Project MSX and still find it in similar levels of enjoyment, its probably a bretty gud map.
FOr the most part though focus on going with coherent design, and releasing it to people to review and tell you what they like and hate about it. Then use that feedback for refinement on scripting/overall design.

Also make sure to put a thousand chaingunners behind pillbox Plutonia foliage. Everyone loves that.

>> No.5034094

>>5034089
One of the things I really want to learn is ZScript menus, I was just about to learn the ACS gross hacks methods people have used in the past before I heard it could be done in ZScript. Now I'm wondering if I should just learn Ye Olde way to do it instead if its not worth the effort of the new hotness.

>> No.5034126
File: 269 KB, 922x691, all_the_fears_you_hold_so_dear.jpg [View same] [iqdb] [saucenao] [google]
5034126

What is the difference between regular Quakespasm.exe and Quakespasmsdll12.exe? I'm new to Quake. I have regular Qspasm and the soundtracks are working fine, but there's sometimes a stutter in fps when I flick my mouse and go into a bunnyhop. My fps is set to host_maxfps 160 since I read it will fix the stuttering in fps, but maybe I'm doing something wrong? It's been working buttery smooth now for the past 40 minutes

>> No.5034145

how do i force pistol start every level without quitting and launching gzdoom at a specific map?

>> No.5034147

>>5034068
it's already out, they removed all the bloat and edge and renamed it project babel

>> No.5034151

>>5034092
>Also make sure to put a thousand chaingunners behind pillbox Plutonia foliage. Everyone loves that.
And don't forget a hidden Archie to keep reviving them.

>> No.5034160

>>5034126
Quakespasm-sdl12 uses the older SDL version 1.2 mouse input and is kept around only for legacy purposes; on most modern systems it has issues with input so a while back QS switched to SDL 2.0 as standard (which is the plain Quakespasm.exe).

How good/shit is your computer? Also, it's not recommended to raise the host_maxfps value above 72 in normal Quakespasm, Quake's physics can do funky things above that.

>> No.5034169
File: 3.22 MB, 491x704, 1501986416133.gif [View same] [iqdb] [saucenao] [google]
5034169

>>5034160
10603gb and an i7. I think I should be perfectly fine. My only problem is the stuttering that happens occasionally when flicking my view 180°. So far host_maxfps 160 has fixed it the stuttering when flicking for the hour that I played, but the stutter occurs a lot more often on 72. 170+ fps seems to be where the physics break I read, I'll continue tomorrow and see if I get stuck in any maps

PS. what are some recommended map packs/mods? I'm going into Arcane Dimensions after I finish the regular game + expansions. I could play this shit for hours

>> No.5034172

>>5034169
That sounds like something's fucked up on your end, there shouldn't be any stuttering of any sort going on. Mouse and GPU drivers up to date? Mouse itself isn't having any issues spinning out? Making sure you're using the normal exe and not -sdl12?

>PS. what are some recommended map packs/mods?
Go to Quaddicted, sort by 3/4/5 star, go nuts. Shit's in the infographic, come on man.

>> No.5034176
File: 37 KB, 138x132, 1535324177151.gif [View same] [iqdb] [saucenao] [google]
5034176

>>5034172
Everythings up to date and working perfectly, must only be a problem for me. I can live with it though since it isn't too bad.

Oh and what I meant was specific mappacks and mods like Arcane Dimensions. Personal recommendations from you guys. I read the infographic but I want to know what you guys like or have played, if nothing then I'll explore Quaddicted for a while

>> No.5034178

>>5034176
https://www.quaddicted.com/reviews/?filtered=planetquake-map-of-the-week
https://www.quaddicted.com/reviews/?filtered=mustplay
Remember that Arcane Dimensions is, in the grand scheme of things, pretty fucking recent and there's a whole lot of years of stuff to play before that.

>> No.5034180

>>5034085
Feeling that you have something to convey by means of doing that level, pushing your own limits while doing it, and making sure your own shit sort of makes some semblance of sense at least to you personally.

>> No.5034207

>>5034145
pls respond

>> No.5034216

>>5034207
idclev(your map number)
like idclev32
Or map (your map name) in console
like map map32

>> No.5034217

>>5034145
two ways
1. use the map command
2. use this https://forum.zdoom.org/viewtopic.php?t=47204

>> No.5034224

Holy fuck, Dr Sleep died? Damn man rest in peace

>> No.5034229
File: 304 KB, 640x993, 1530734307687.png [View same] [iqdb] [saucenao] [google]
5034229

>>5034068
Soon enough, I hope
EDay is gonna be grand, lads

>> No.5034230

is there a way to convert a wad in zip archive? i opened one with slade but can't find any option to save it as a pk7

>> No.5034237

>>5034230
Yea, manually

>> No.5034270

>finally decide to square the fuck up and actually play vanilla Doom via chocolate Doom
>just beat 'Inferno' and moved on to 'Thy Flesh Consumed'
>the game went from being a shitty maze with enemies constantly behind hidden doors to a straight up clusterfuck of spawning monsters
Please tell me Doom 2, TNT, and Plutonia have better consistency.

>> No.5034273

>>5034270
vanilla and official wads are garbage

>> No.5034276

>>5034270
plutonia is consistently a dick to you, does that count

>> No.5034283

>>5034270
>>5034273

TNT Evilution is noice tho.

>> No.5034296

>>5034145
Disable autosaving.

>> No.5034298

>>5034270
What's a good doom1 maps remake? Because I honestly can't stand them

>> No.5034302

god damnit i want to fuck crash.

>> No.5034304

>>5034270
Are you fucking serious?
"Thy Flesh" came AFTER Doom 2! It's literally just an expansion made like two years after the first three episodes.

>> No.5034305

>>5034092
>balanced for vanilla gameplay, but is still interesting with gameplay mods
Not the guy you were replying to, but what are some examples of this?

I have a hard time distinguishing when a map is good for only vanilla gameplay, for only modded gameplay, or roughly equally good for both.

>> No.5034310
File: 80 KB, 253x328, NotAmusedCrash.png [View same] [iqdb] [saucenao] [google]
5034310

>>5034302

>> No.5034314

>>5034304
Sorry for not knowing everything you know? I don't know what you want me to say, anon. If it came out after Doom 2 then why didn't they just include it in Doom 2? Surely you can see how someone who hasn't played Vanilla Doom before or knows the backstory to any of this can get confused?

>>5034276
In what way? I can stand wave after wave of enemies, but not when it's in a tight labyrinth with no lighting and walls opening up everywhere. That's not fun in the least.

>> No.5034317

>>5034314
> Sorry for not knowing everything you know?
Well, everybody is supposed to know that.

> why didn't they just include it in Doom 2?
Because Doom 2 was actually made on a slightly updated engine from Doom 1, and so ID wanted to re-release Doom 1, but they didn't want to just re-sell the same game, so they made new content for it.

> Surely you can see how...
Well... maybe? I don't know.
I'm sorry for my autism.
I really do have this problem that if I known something for a long enough time, then I automatically assume that everyone else knows that.
Well, not absolutely everyone of course, I don't expect people who don't play games to know that.

>> No.5034323

Any one here experience mouse lag with BloodGDX?

>> No.5034327

>>5033958
I thought Colorfull Hell only changed the base Doom 2 monster line up and not IOS, Keen or the SS guards

>> No.5034335
File: 910 KB, 800x600, 1536271351143.gif [View same] [iqdb] [saucenao] [google]
5034335

>>5034305
>>5034046
Pls respond

>> No.5034336

>>5034314
plutonia pioneered the "chaingunners with a hidden archvile reviving them" technique, to give you an idea of what you're in for

>> No.5034338
File: 1.07 MB, 170x180, 1535996964293.gif [View same] [iqdb] [saucenao] [google]
5034338

>>5034336
And people seriously think that's good?

>> No.5034340
File: 1.23 MB, 1920x1080, Screenshot_Doom_20180910_144316.png [View same] [iqdb] [saucenao] [google]
5034340

What do you think of the placement of the key icon on the hud? Is it too far from the rest of the hud elements? Should it be toggleable much like an inventory item? (These are not standard doom keys, they work more like Zelda keys)

>> No.5034343

>>5034338
it was pretty damn good in the early 2000s when you only knew of the official wads

>> No.5034345

>>5034340
That looks fine to me. If anything, maybe it should be more to the top right, so that the distance between HUD and corner is consistent across all 4 corners.

>> No.5034350

Kegan man, that second weapon set in Combined Arms with the modular gun feels so lame to use. The shooting has no punch to it on any mode. It feels like a nerf gun. Very very unsatisfying.

>> No.5034356
File: 8 KB, 248x180, caguyloadingtakesawile.gif [View same] [iqdb] [saucenao] [google]
5034356

>>5034350
Well at least you have the default set to use as well.

>> No.5034369
File: 230 KB, 600x800, 1425192582188.jpg [View same] [iqdb] [saucenao] [google]
5034369

I wanna have an old school LAN party and play some fucking Doom and some fucking Quake together with some friends. Figuring that Doom and Quake pretty much run on toasters (moreover Doom than Quake), would all I need are some thin clients and an Ethernet switch? I'd figure that modern-day thin clients can at least play both games in software rendering mode if anything.

Also what would be a good source port for both games for networked play? Networked, not online, mind you...

>> No.5034373

you guys are gonna bully me for this but Doom 2 never had jumping by default right?

>> No.5034375

>>5034369
Well, there are only 3 ports that can support any form of multiplayer really
Odamex, Zdaemon and Zandronum
So like, best of them is Zandronum, but it's closer to zdoom than it's closer to vanilla
ZDaemon is fine for Boom maps, if they have ZDaemon support, since ZDaemon can't into MBF
Odamex is Odamex, nobody plays Odamex.

>> No.5034378

>>5034373
Nope, or crouching, that was stuff the sourceports added.

>> No.5034379

>>5034373
Yes fcorse, what are you, some underage?

>> No.5034382

>>5034375
LAN is different; you could probably do gzdoom on LAN and be absolutely fine (to say nothing of chocodoom), and on the quake side of things, you could use just about any port since netquake only shits up online

>> No.5034385

>>5034369
>that feel when no friends to do this with

>> No.5034386

>>5034382
It's just easier to set those three up, really. Won't stop you from trying to set up eternity lan party or something

>> No.5034387

>>5034379
19, just making sure desu

>> No.5034392

>>5034375
Since you mentioned Zandronum, I see people all the time playing mods in multiplayer but in hardware rendering mode. Would playing mods work in software rendering mode too or do most mods rely on some hardware rendering shit? I'd test this myself but I don't have Zandronum currently, plus I'd like to test it on the thin clients when I do get them.

>>5034385
I'm not sure if my LAN party is going to follow through, anyway; just getting some information. It's better to have friends who are willing to play than just including them for the sake of doing something. One of my "friends" would rather play co-op rather than deathmatch because he's an absolute pussy when it comes to literally anything competitive, but he won't admit it. While I do prefer co-op, I like to frag sometimes too.

>> No.5034403

>>5034373
I love sourceports breaking the flow of the levels by being able to skip over most segments with a hop.

>> No.5034404

>>5034392
hardware rendering mode is fancier, software is playable, doesn't really brake map/mod visuals, apart from dynamic lights here and there

>> No.5034408
File: 4 KB, 226x204, 1530618397882.png [View same] [iqdb] [saucenao] [google]
5034408

What happened to Grandvoid's Zandronum servers? They just vanished out of nowhere a few months ago.

>> No.5034428
File: 2.22 MB, 512x384, 1536463836581.gif [View same] [iqdb] [saucenao] [google]
5034428

>tfw you want to finally play some serious mods like The Golden Souls 2
>tfw you need to switch from zDoom to GzDoom
>tfw GzDoom is a piece of shit on my machine and keeps on spouting errors (mostly OpenGL acceleration ones or something)
>tfw you apparently need a super computer to play some fucking doom mods
>tfw you're forced to play once again vanilla doom while holding back the tears
perhaps i am autistic but you see i have feelings too

>> No.5034429

>>5034408
Probably its cluster was shutdown too like Best Ever but for better reasons though.

>> No.5034434

>>5033138
What I meant was that Quake's campaign is simply a glorified collection of usermaps, and no more than that. Romero's levels don't hold nearly the same weight in it, as they did in Doom. What that means, is that there isn't a correct, "canon", enforced by Quake's campaign, way to map for Quake, the way there IS a correct, "canon" way to map for Doom. Romero's levels aren't "the way it's supposed to be done" and Petersen's levels aren't "and this is how you DON'T map, ever". Both, as well as Petersen's levels and McGee's levels, exist independently, simply showing SOME of the things Quake's engine could be used for and leaving you free to explore whatever similar or different other directions you might fancy.

Seriously. Quake is the game, the focus of which is the very notion of mapping, and the game that has enforced said mapping as a medium of self-expression.

>> No.5034435

>>5034408
>>5034429
Just searched the Zandronum forums and I'm not finding any info on the matter, shit is strange.

>> No.5034439

>>5034428
what videocard?

>> No.5034447

>>5034434
>as well as WIllits' levels

>> No.5034449
File: 40 KB, 725x505, Weapons-Doom-chaingun-h.jpg [View same] [iqdb] [saucenao] [google]
5034449

low-key revenant killing kino

>> No.5034450

>>5034428
buy a refurbished GTX750 or something for like 70 bucks
it isn't exactly the newest shit out there, but it's cheap and will run gzdoom

>> No.5034452

>>5034439
Intel HD Graphics, Intel Pentium G860 @ 3.00 GHz (2CPUs), 8GB RAM, DirectX 11.

>> No.5034457

>>5034452
HD Graphics? Question itself is rather redundant, but which one? Pretty sure 4000 can run gzdoom, probably

>> No.5034460
File: 610 KB, 1280x1024, Screenshot_Doom_20180910_102031.png [View same] [iqdb] [saucenao] [google]
5034460

Project may be on hold, but i'm still gonna fiddle with some of the minor things on the map, like the wall light color here. (as in, what colors look best together)

>> No.5034462

>>5034428
Dude, I can launch GZDoom on my Win8 tablet. Yeah, a tablet. It has an optional keyboard block though, that's how I play.

>> No.5034470

>>5034428
>>5034462
gzdoom actually runs on my phone lol

>> No.5034473
File: 3 KB, 199x137, specs.png [View same] [iqdb] [saucenao] [google]
5034473

>>5034457
I'm googling a little and it seems that i'm not alone with the problems on an Intel machine... Don't think i have a 4000 btw
>>5034462
i've cracked the most horrible shit on this world and for christ sake i can't make this thing work... if you say stuff like that it seems like it's my fault... don't know where to bang my head anymore though

>> No.5034479
File: 319 KB, 1920x1080, 20180910163318_1.jpg [View same] [iqdb] [saucenao] [google]
5034479

so this is the infamous arrow

>> No.5034480

>>5034479
That's simply as spin on his E3M2's arrow (which is subtler). Also, going there without nabbing a plasma rifle first is a pretty bad idea.

>> No.5034482

>>5034473
yea that doesn't help me much, what version of opengl does it support?

>> No.5034484
File: 376 KB, 503x824, Kustam3.png [View same] [iqdb] [saucenao] [google]
5034484

Still got a lot of work left but this is a good start.
Also man it's been so long since I linked a post I can't remember if I'm doing this right or now

javascript:quote('2361275');

>> No.5034486

>>5034484
YEP I FUCKED UP. IT WAS THE OTHER ONE

>>>/wsg/2361275

>> No.5034497

>>5034486
Put the face back on. It's more charming/endearing.

>> No.5034498
File: 3 KB, 271x213, specs.png [View same] [iqdb] [saucenao] [google]
5034498

>>5034482
Does this help you in any way? sorry for autism

>> No.5034501

>>5034497
No.

>> No.5034502

>>5034497
As was the whole 'single finger bolt pull'
this doesn't seem as endearing, soulful, or charming.
it's just a robot dude pulling back a bolt
or a dude in armor.
it doesn't have the same love as the others without that stupid gob on it.

>> No.5034506

>>5034498
wew old.
Try updating your specs someday really, 750 is fine really. Until then use vintage version of gzdoom.
https://forum.zdoom.org/viewtopic.php?f=1&t=61800

>> No.5034507

>>5034501
How soulless.

Old:
>stupids accidental face that looks funny and adds to the charm
>tiny bolt on a pistol plus using a single finger gives a lot more character
>slight comedic air despite not intending to be so

New:
>let's just be realistic and make people care about the mod less.

>> No.5034509

>>5034507
>>5034502
>unironically using the term "soulless"
Opinion discarded.

>> No.5034510

>>5034224
Yeah. Anyone have any of his works to recommend? I've played E4M7, and the Master Levels.

>> No.5034512

>>5034506
kek, ikr. So, it's implicit i can't play that specific mod which only recently came out.. No other way around? I wanted to use this PC until it melted, but i should opt for buying an entire new case, someday.

>> No.5034513

>>5034507
Sorry, I didn't like the face or the really awkward and lazy old bolt pull. If a goofy face was the only thing attracting you to this character and mod, you could always try one of the joke mods that people have made over the years.

>> No.5034515

>>5034507 me
To add:
-Old style fits DOOM more, more charming, more air, more passion and love. Fits in with dumb, silly things like the imp, cacodemon, and the like. and he's a robot, so he's got a lot more force per square inch so it looked like has to actively not break the damned bolt on it, which gave more character.

-New style just looks like a generic purple pistol. He's using his whole hand to pull a tiny little bolt. How is he not breaking this thing?

>> No.5034517

>>5034512
Also try launching it on older versions of gzdoom.
Opengl versions lower than 3.3 support ended only on the last versions of gzdoom, golden souls 2 was released before that.

>> No.5034519

>>5034513
Agreed.

>> No.5034520

>>5034509
>Not taking "gormless" and "soulless" as genuine argumentative terms

>>5034513
>Sorry, I didn't like the face
okay, fine, but it "felt" better.
>the really awkward and lazy old bolt pull.
>>5034515
Had more character than the new one, He doesn't need to use his WHOLE HAND to pull a bolt smaller than one's pinky finger. Maybe for a sniper rifle, but this is not a rifle. Furthermore, he's a robot. His movement and animations should be -slightly- stuttery/choppy. Gives more authenticity to a machine; they don't move quite as fluidly, especially for an medieval robot. Furthermore, due to being said machine, he's got more force per square inch and could likely crush every bone in one's body without really trying.
>If a goofy face was the only thing attracting you to this character and mod
It wasn't.

>> No.5034523

>>5034486
Wait, so the player character isn't even inserting anything into the "mouth"? What's the point then in opening an obvious hole?
I thought that ammo would go there and that this was a reloading animation for when the pistol is out of ammo, not an animation for every time you shoot.

>> No.5034526

>>5034520
Okay, another thing that bugs me is the bolt itself. There's no need for so much detail on that tiny little piece that the player only sees for a few scant frames, The old one was just a smooth, black bar, this one has all sorts of weird stuff on it, and there's no logistical reasoning for the detail.

>> No.5034528

>>5034523
THIS especially. Putting the mouth back on and then feeding the bolts in there or having them eject would be a pure form of Kino.

>> No.5034529
File: 398 KB, 480x238, (You).gif [View same] [iqdb] [saucenao] [google]
5034529

>>5034273

>> No.5034530 [DELETED] 
File: 443 KB, 480x238, 8c6.gif [View same] [iqdb] [saucenao] [google]
5034530

>>5034273

>> No.5034531

>>5034520
The animations are staying. Sorry. There'll still bit a few other animations with the super kick and staff.
>>5034526
I also wanted to swap the bolt out because that solid black chunk didn't match with anything, so a redesign was needed.

>>5034523
You're gonna load shells into that when you reload. Otherwise you have to ratchet the bolt with each shot, the gun's going to be incredibly powerful, but slow.

>> No.5034535

>>5034530
>>5034529
whoop. (You)mind.

>> No.5034539

>>5034531
I'm just saying that, for all intents and purposes, we're talking about a medieval robot. HOW that was cobbled together is beyond all logic aside from 'magic lol', but again, jankier animation looks better for robotics. Exhibit A: https://www.youtube.com/watch?v=hCT9eMM0cXchttps://www.youtube.com/watch?v=hCT9eMM0cXc

There's a weird 'jankyness' to early movies and animation, that adds a lot of charm to it, and it fits especially well on robotics.

>> No.5034540
File: 302 KB, 1920x1080, 20180910170625_1.jpg [View same] [iqdb] [saucenao] [google]
5034540

oh another one

>> No.5034542

>>5034539
My problem is if I go for that, then a lot of the animations will lack punch. I feel if I altered how the left hand reached for the bolt, and then lowered, it'd help, seeing the bolt tug itself is a very sharp motion. I'll fuck about with this later.

>> No.5034545

>>5034540
That's Romero aping Petersen.

>> No.5034546

>>5034542
I get what you mean by that. Stuff's hard, but the right balance would make it look ever more stellar.

>> No.5034551

>>5034540
This is why I try to design without using these arrows, and especially the use of the lamp/lights to indicate direction towards things when it fails

The last we want is a "where the fuck do i go" like hexen, and even most cacowards suffer from a severe case of 'wherethefuckdoigoisis''

>> No.5034558

>>5034486
It doesn't make a lot of sense for the charging handle to fly out after the gun is ready to fire again.

>> No.5034559

>>5034338
It does that like, once, or twice.
Otherwise, it has a lot of decent challenges, like Hunted, which was a very unique map for its time.

The levels were designed to consistently give the authors a hard time on Ultra-Violence, they made sure to increase the challenge any time they felt it was getting easy. I think in that regard, it succeeds.
It's not Kaizo tier or anything, however, and there's far meaner levels in other megawads, like Alien Vendetta.
It's not bad. If you find it annoying, try out turning off auto-aim and use freelook with a crosshair, it'll make *some* encounters easier and less annoying to handle, while maintaining a good challenge across the board still.

I think it's a good enough megawad, definitely worth checking out.

>> No.5034567
File: 1.19 MB, 1280x756, anonsavestheday.png [View same] [iqdb] [saucenao] [google]
5034567

>>5034517
Thank you anon. It seems that now i'm playing TGS2 smoothly. I've already replaced all my zDoom files of every game with Gz ones, this means that save files will be destroyed but i have the excuse to replay all of them, at least. For now, it's mod time, hopefully i won't have any other error. Who would've ever guessed that that download link for 32bit machines was the one that actually worked with me. Thanks again buddy

>> No.5034569
File: 90 KB, 640x480, Screenshot_Doom_20180910_101700.png [View same] [iqdb] [saucenao] [google]
5034569

added some zscript to my quickstart map to check if a map actually exists before warping to it
if your version of zdoom doesn't have zscript, the ACS just assumes the map exists and warps

also, something I didn't mention last time: you can use this to hot-swap map packs without losing progress, which is something worth considering for RPG-style mods

>load this PK3 along with your mods and maps
>when you want to switch map packs, "changemap quickstart" and save (if you don't have autosaves)
>quit game, load new maps
>load saved game
>you can now warp to the new maps with your current save

https://my.mixtape.moe/pjczfa.pk3

>> No.5034572

>>5034567
I'd also check out QZDoom. Basically has everything GZDoom does visual-wise (minus sloped 3d floors iirc), and has the same zscript shit to run modern mods, but it's all in a software renderer that works quite well on old ass integrated graphics chipset (judging by that spec you posted, Intel HD 3000 via a thinkpad or something?).

>> No.5034580

>>5034569
actually hold up I fucked up the map-checking logic - if a map was missing SEGS/SSECTORS/NODES lumps and a map after it had them, it'd reject the map even if zdoom could still load it

fixed it: https://my.mixtape.moe/kedhsk.pk3

>> No.5034583

>>5034572
All the stuff QZDoom had is now in GZDoom, so don't bother. It's only worth getting when it really does have some crazy experimental feature that Graf won't take seriously.

>> No.5034584
File: 539 KB, 720x360, beep boop fuck the imps.webm [View same] [iqdb] [saucenao] [google]
5034584

>>5034546
Let's give this a shot.

>>5034558
This isn't the only weird thing this gun is gonna do by the time I'm done, it's gonna be a bolt action pistol that's also capable of burst fire where the bolt action won't come into play, along with with firing shotgun blasts and being able to charge several rounds and compress them into a hard explosive shot. Video games.

>> No.5034591

>>5034584
which wad were those imps from again?

>> No.5034594

>>5034507
You're making it out to be really horrible, when it's a non-issue.

>> No.5034598

>>5034572
Thank you. Alas, GzDoom works surely a lot better then before, but sometimes keeps on crashing without any particular reason. I'll try QZDoom now and i'll see the differences.

>> No.5034601

>>5034558
I don't see why it couldn't. Do we know how it operates mechanically?
It could be spring-loaded and released from a catch by recoil, flipping out on the side, then you pull back on it to cock the action, then fold it closed, the handle engaging the catch again.

>> No.5034614

>>5034584
Not -quite- there, but yes, this looks quite fitting for a robot.

>> No.5034619

>>5034594
I think you're exaggerating. I never said it was an issue, only that the older one "felt" better to doom's aesthetic.

>> No.5034632

>>5034583
Whatever you do, make it at least ZDoom compatible.

>> No.5034635
File: 233 KB, 720x360, More animation testing.webm [View same] [iqdb] [saucenao] [google]
5034635

>>5034614
I'm gonna keep fucking around with this, I think keeping things smooth but adding a few pauses here and there works better than the last thing I tried.

>> No.5034638

>>5034635
Yeah, you definitely had the feel of it in the webm, but it still needed refinement

>> No.5034641

>>5034635
That looks pretty good.

>> No.5034642
File: 31 KB, 312x244, adventure.png [View same] [iqdb] [saucenao] [google]
5034642

>>5034641
I'm tryin my hardest to git gud at this. I really look forward to working on this robot man so I wanna make this great. His weapons are gonna be a lot of fun to work on.

>> No.5034647

Also, not really a nessasary thing, but kustam seems to be in quite good shape for a medieval robot, How does he keep in such quality? Don't need to put any rust, wear or tear on the design, I'm just speaking some random mental garbage that popped in my head here. Your character tho, so you probably have an explanation.

>> No.5034648

>>5034642
Yeah. The 'pauses' are definitely indicative of the same pauses that one would expect out of early robotics

>> No.5034656

>>5034647
Self repair. The guy carries a repair tool/synringe thing that he can use to restore his HP and help keep himself running good. You'll be able to use this thing while playing as him too, though it'll need a recharge between uses, you'll also be able to jam it into his chest for some extra ammo at the cost of HP because video games. In fact taking damage will play a role into charging his BFG tier ability too, he's a bit of a masochist.
I fucking love lore and flavor text shit.

>> No.5034669

>>5034656
Ah, okay.
>I fucking love lore and flavor text shit.
Makes us both.

>> No.5034674
File: 123 KB, 1680x997, Screenshot_Doom_20180910_155314.jpg [View same] [iqdb] [saucenao] [google]
5034674

I'm thinking of corridors.

And I'm thinking of adding vapours/steam rising from the floor vents to make it almost Doom 3 like and sinister.

>> No.5034683

>>5034598
Back to zDoom, it seems. GzDoom Vintage crashes 75% of the time when pressing continue for a new level or when loading a game. I would try QZ but it seems that it's a waste of time just as >>5034583 said. Goodbye mods, it was nice til it lasted.

>> No.5034697

>>5034583
so, anything that matters?

>> No.5034703
File: 595 KB, 657x514, qzdoom.png [View same] [iqdb] [saucenao] [google]
5034703

>>5034683
>>5034583
>>5034572
Nevermind, i tried QzDoom on a whim and i'm amazed at how well it works now. Non-existent lag, and for now not even a crash. Perhaps i've finally found the right engine.

>> No.5034730

>>5034449
Unironically this.
If you do controlled bursts you give him time to do other things, maybe fire a rocket which you're prepared to dodge, then you resume fire and give him some stunlock. At being half the man a mancubus is he will go down before long.

>> No.5034756

Why does MIDI sound so good?

>> No.5034767

>>5034756
It doesn't always sound good but it's working within limitations, which helps promote creativity with what you have.

>> No.5034768
File: 227 KB, 450x430, full length erection.png [View same] [iqdb] [saucenao] [google]
5034768

>>5034756
OPL Emulation is god-tier, especially when its done using the type found in dosbox ("Adlib").
omg adlib omg adlib

It is literally, the exact way, that the designers intended for the music to sound. It is the way it sounded back in the 90s. It is the way every old school gamer remembers it sounding like (unless they were stuck with some shitty port like win95 doom, which could only use windows midi emulation, which is terrible)

Every game also had its own instrument set so, for example, the tracker music in Xcom: Ufo Defense, or from Rise Of The Triad sounds a little different if you put it in a game like doom. Even the instrument sets for the tracker music were catered to the type of "sound" they wanted the player to hear.

>> No.5034816

>>5034756
It's simple, but if you know what to do with simple, you can make great things.

A borger doesn't need a whole slew of different ingredients to be enjoyable, a rather plain one can be quite pleasant.

>> No.5034863

>>5034428
>>tfw GzDoom is a piece of shit on my machine and keeps on spouting errors (mostly OpenGL acceleration ones or something)
>>tfw you apparently need a super computer to play some fucking doom mods
try having a pc made after 2010

>> No.5034905

>>5034863
Try reading the thread before replying; at the current moment it's objectively a poorly optimized piece of shit. At least FOR ME; right now i'm playing steadily at 60 fps with QzDoom, on 'The Golden Souls 2'. So i achieved what i wanted with my PC toaster just as i thought. Thank you anyway, my dear computer technician.

>> No.5034921

>I'm a man and a half! -comicguy
>I be a quarter of a man! -gmotablaz

>> No.5034942

>>5034921
When did Blaz learn to round up?

>> No.5034956

>>5034373
Nope, never.

>> No.5034958
File: 17 KB, 282x415, kornheiser doubt.jpg [View same] [iqdb] [saucenao] [google]
5034958

>>5034863
umm thats actually Pretty Darn Hard to arrange for alot of people, or at least anyone interested in /vr/. If you're interested in /v/ or you're using your work computer then most likely you're playing modern stuff.

Mainly because the cheaper computers that are available are refurbished models from around that time or they're netbooks. The one I picked up a few months ago plays GZ now but im the guy who had the "disgusting" red windows 7 theme running a netbook that couldn't even achieve oGL 2.0.

Turns out this comp was a much better thinkpad laptop, refurb, but it was manufactured in 2012. Doesnt sound too far off from that time period. It runs oGL 4-something but its only a 2 core cpu going at about 1.5 ghz.

Games like GZ do tend to rely alot on CPU power and even so for other games the onboard AMD graphics might require at least 512mb of vram and this one only has 384mb (how they'd pick some non-2-power amount to give it is beyond me).

CIP - you're in /vr/ and one reason that some people go to /vr/ is because they have a toaster or semi-toaster and decide
> "Hah! I can at least still run old games with it! Yeah I remember those quite well, time to get to modding them so they wont be the same old thing"
One reason for buying a toaster is economical, more beer money, having another expensive hobby like collecting guns, saving up for a house, having a big budget for monster drinks, the list goes on.
Im quite happy with how this computer performs, its only some modern games that start slowing it down, and im comfortable (tho not exactly happy) with framerates that dip down around 15. In fact I dont like framerates above 30-40 because I dont like real-life smoothness in my games which are obviously not real life.
Ive run into memory shortages only a few times with the 4 Gb I have, and thats not a big issue for me if its only happened a few times.

>> No.5034962
File: 94 KB, 1280x720, sorry babe.jpg [View same] [iqdb] [saucenao] [google]
5034962

>>5034942
One sixteenths of a man?

>> No.5034967

>>5034958
>CIP - you're in /vr/ and one reason that some people go to /vr/ is because they have a toaster or semi-toaster and decide
Not the case for things done in recent years i.e modern doom mods that try to take advantage of source ports' capabilities.

>> No.5034970

>>5034905
i wouldn't say that really, given the direction graf is heading, and a majority of playerbase using his port, and majority uses pcs with opengl 3.3 support at the very least. There is no point to cater to minorities and stop the progress just so fridge could run it. Doom itself didn't run on some machines back in the day.

t. graf

>> No.5034979

>>5034962
1/256ths of a boy

>> No.5034982
File: 296 KB, 1280x636, highly radioactive.png [View same] [iqdb] [saucenao] [google]
5034982

>>5034967
irrelevant
its still lumped in with /vr/ and with old school doom because its BASED on doom and the source ports are based on it's architecture too
It does not get a pass for trying to be "more modern" and it will get shut down by people in an instant because of that.
Its almost like you cant into marketing or something.
> not the case for things done in recent years
> ie, modern doom mods
> modern doom
> modern
this differentiation only applies to YOU buddy
modern doom is either Doom 3 or D44M or the upcoming Doom Eternal and those are all /v/ or /vg/ subjects
there is no modern in Doom1 or Doom2
Get back with reality.

>> No.5034983

>>5034979
man
am i bad at numbers

>> No.5035005

>>5034970
Objectively speaking, gzdoom kind of sucks even for users that use 3.3 and up, at least for now.

>> No.5035018
File: 511 KB, 1920x1080, Screenshot_Doom_20180910_133847.png [View same] [iqdb] [saucenao] [google]
5035018

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.5035020

>>5035018
>not disabling the weeb girls option
bad admin.

>> No.5035023
File: 50 KB, 449x600, vintage horror.jpg [View same] [iqdb] [saucenao] [google]
5035023

>>5034982
>>5034970
>>5034967
This basically.
The overall architecture for Doom even with the UDMF even adding strong moddability is still stuck way back in yesteryear.

Its technically better than Quake 1 at this point, but even the quake sourceports have surpassed the original limitations for Q1 and they have colored lighting and high def models now. Playing AD is almost a foray into mid 00's 3d gaming and well surpasses anything from the 90s era including HL.

The only way GZ could compete for OpenGL 2.0 or greater capabilities is if, like the queen alien it pulled away from its egg laying sack and got up on its feet to chase ripley. GZ would have to expand its Mapping and Physics Environment and effectively become Q2 idTech level.

GZdoom is, at its foundation, too stuck into the past to compete at a "modern" level for anything. All of the fancy graphics are just window dressing to its foundations which are 90s era 2.5d linedef mapping.

Just imagine if someone said "fuck you graf" and decided to take Quakespasm... and basically transfer the equivalent of DECORATE into it while also providing .md2 support (I dunno does it allow md2's yet?). You would see an enormous migration. People would be remaking doom in quakespasm, modders would be biting the bullet and start trying to make 3d models for it, they'd be giving weapons sprite muzzle flashes, the whole nine yards would be taking place.

Graf better get his shit priorities straight before somebody does something akin to that and makes him irrelevant. Because that shit can come out of nowhere and there's already calls for someone to take the mod stuff of his engine and transfer it to something more stable.

>> No.5035021

>>5035018
>999999 HP
good boss i like it

>> No.5035024

>>5035005
They're actively making it worse for the end user (be it people playing it or mod developers) by changing/removing shit with no substantial improvement to show for it.

>> No.5035027

>>5035020
How do I add ""weeb"" girls to my doom?

>> No.5035039

>>5035018
How much you wanna bet that it's also so fucking fast it can outrun doomguy?

>> No.5035041
File: 146 KB, 256x256, eyesshaking.gif [View same] [iqdb] [saucenao] [google]
5035041

>>5035023
such majesties would only happen in best timeline

>> No.5035049

>>5035023
>Playing AD is almost a foray into mid 00's 3d gaming
I personally wouldn't consider a good thing. The genre went SERIOUSLY apeshit after HL's smashing success. I still wonder how basically a 3D Another World's clone, on Q1's engine no less, could possibly inflict that much harm. Not that I even have a problem with Another World, in fact, I sincerely like both AW and Heart of Darkness. And Shiny's Messiah, talking about 3D games and Another World clones, is one of my favorite games ever.

Half-Life though

>> No.5035058

>>5035018
What is this?

>> No.5035060

>>5035027
Comple domple clusterfuck edition
Don't even bother they are exactly one step behind enemies in terrywads

>> No.5035068

>>5035049
granted AD with no centralized plotline, and some of the limitations of its material doesnt hold a candle to Half Life 2 or FEAR or Halo 2. But the amount of detailing in it, the design and architecture, the richness of atmosphere pushes it well into and past RTCW.
> funny that when I think of 1999-2001 nothing really comes to mind in the FPS arena, kinda a big dead zone, probably because Quake 3 and UT hit the community so damn hard nobody was interested in making anything else besides redneck rampage and deer hunter shovelware

>> No.5035069

>>5035068
There were Monolith's cinematic games (which originated from Shogo, not HL)? Also, Halo 1 (OG XBoX version).

>> No.5035078

>>5035023
Just so you know, Vavoom had all you've mentioned plus Quake 3 tier lighting with lighmaps 10 years ago and --brace for it-- Graf was a contributor to Vavoom. Unfortunately its development stopped.
But you've described the exact reason Graf should quit. He's not talented enough to re-create Vavoom and even if he did, Doom is for creativity and not for turning its players into involutary NVidia drivers beta tester.

>> No.5035080
File: 52 KB, 453x516, 1516070786203.png [View same] [iqdb] [saucenao] [google]
5035080

>>5035023
I sincerely hope that I'll live up to that day. As much as I love Doom, Quake still has a special place in my heart and I believe it deserves more love and new gameplay mods

>> No.5035089
File: 73 KB, 1023x575, boom.jpg [View same] [iqdb] [saucenao] [google]
5035089

>>5035069
yeah but since xbox is such a black box all to itself I dont count Halo 1 because it wasnt released for PC until like 2003 or something.

Im not all that familiar with Monolith's other games besides FEAR. I remember hearing about that girl-spy game (The Agent?) but not much else.

>>5035078
> graf was a contributor to vavoom
> unfortunate its development stopped
thats not a good reference for a resume

>>5035080
See just look at how much of a demand there is for that. And just imagine if someone did that shit with Quake2 engine or better yet took one of its source ports (berserker?) and pulled that shit. There is such a silent demand for this, and the only reason nobody has pulled the pin on that grenade is because they dont know the pin can be pulled. Its not an easy thing to do, but experience serves that it is doable.

>> No.5035109

You know, that reminds me.

Are there any entirely heightmap/voxel-based games with sizable usermap communities built around them? Basically, what I'm looking for, is something like Doom, in the sense of levels being effectively-2D-with-height-differences, BUT with infinitesimal sectors (well, pixels of the heightmap). So, like the entire game would be built around doing Doom-like combat on this really REALLY rugged terrain with trenches, and walls, and hills, and outposts, and you could make elevators or doors by animating groups of those infinitesimal-sectors-texels-of-the-height-map somehow, stuff like that. Like rugged-terrain-Doom. With hundreds, thousands of already existing usermaps. Is there anything like that?

I know early Delta Force games are voxel-based, but I don't know anything about them otherwise. I doubt they are like Doom though?

>> No.5035110

>>5035080
QuakeC. Or its compiler specifically. It's odd, nobody likes it, Carmack never liked it, so he removed it for Quake 2, which is very hackable in plain C, but the problem there is you have to compile platform specific binaries and that's a problem for windows users which are probably 90%

>> No.5035114
File: 9 KB, 216x99, Vadrigar_railgun.gif [View same] [iqdb] [saucenao] [google]
5035114

>>5035080
>>5035089
Imagine someone doing a megamod for Q2 that put Q1 monsters in it, tying together the "strogg shipping crates" mystery with strogg secret bases that've been overrun by Shub's minions and even necromancers and wraiths who've gone into business for themselves in the wake of Shub's demise
> high def or even original Q1 textures used for the maps
> added weapons like the way the Widowmaker and Plasma Guns have been inserted... to bring Nailguns and RL replacement into Q2

Shamblers, Vores, Ogres, Fiends, even Death Knights... fighting in a 3 way battle against the player and Stroggos enforcers, tanks, and gunners.
> the railgun is an option against all of these creatures

There's only so much I can take before I cum.

>> No.5035119

>>5035109
Ken Silverman years ago made a Wolfenstein clone entirely in voxels. Including the scenery and you could tunnel everywhere with enough patience. Google for it maybe it's still on his website. It's a windows only demo.

>> No.5035132

>>5035119
I am talking more like Outcast's terrain, than volumetric walls you could punch through. Like, columns voxels grow strictly vertically from the zero level to the levels specified by the respective texels of the heightmap, forming a surface you subsequently walk upon, jump around upon, hide behind, slide down, etc.

>> No.5035134
File: 48 KB, 736x628, nuclear hand grenade.jpg [View same] [iqdb] [saucenao] [google]
5035134

>>5035119
> demo
there's nothing that makes people angrier than a demo, its right up there with arabs raping european women

>> No.5035139

>>5035132
>columns of voxels

>> No.5035148

>>5035132
I am also talking about this Outcast specifically:
https://store.steampowered.com/app/336610/Outcast_11/

Anyway, I guess I'll just take a look at those Delta Forces. I doubt there are any other voxel-y rugged-terrain-y games with sizeable communities.

>> No.5035149

>>5035134
I don't know why but Ken is not having a great time lately. He sould have released the source code for that.
>>5035132
The only other thing that come to mind and which is moddable is Sauerbraten/Cube/Cube2.

>> No.5035157

>>5035149
>Sauerbraten/Cube/Cube2
Thanks!

>> No.5035159

>>5035089
This is just circumstantial, but the timeline goes:
. Graf joins Vavoom as a contributor
. They announce that going forward they're going to drop the software renderer
. The development stopped for 10 years now
But maybe it's just a coincidence.

>> No.5035161

>>5035119
http://voxelstein3d.sourceforge.net/

Not to be confused with Super Wofenstein3D which kind of does something similar.

>> No.5035163

>>5035058
Complex clusterfuck.

>> No.5035169
File: 1.95 MB, 500x500, revolving autocannon.gif [View same] [iqdb] [saucenao] [google]
5035169

>>5035149
ive never played Cube2, when I picked it up it seemed broken and wouldnt display player models or such... ive never seen that game in any functioning state

>>5035139
>>5035148
One thing I had a remarkable idea for was a brush-based tile game FPS which basically goes off of what ROTT did except with a wide variety of wall shapes which would be textured in 3d.
Any large flat surfaces like the ground, or the areas (dead noclip space) encapsulated by a section of walls could be defined as a contiguous object. In the case of dead space it could generate wall tiles inside if you blew a hole in a wall or a wall piece moved revealing it. Floors wouldn't have to be made up of a bunch of tiles, it just tiles graphics across them like doom's flats work.

Idea is you're not technically dealing with a 3d modelled environment, no BSP trees necessary, and if you have a decent number of shapes for wall and object tiles you can still have a rather decent FPS experience which is fully 3d.

>> No.5035170

>>5034327
Thats correct, so custom final bosses tend to feel like a joke compared to how absurd even normal enemies get. In that regard, at least puzzle bosses like Icon of Sin feel at least more climactic.

>> No.5035172

i just remembered caleb's voice actor voiced some characters in a mario party game and metroid m, so therefore caleb confirmed for smash before samsara

>> No.5035194

>>5035169
There are two renderers in Sauerbraten. One uses shaders, one is OpenGL 1.x compatible. It's a setting. Works very well, even on a Raspberry Pi and I consider it to be some sort of Easy Quake because it includes the map editor and the tools. Just press "e" and you can multiplayer edit.

>> No.5035212
File: 1.09 MB, 1920x1080, DarkXL 2018-07-25 13-19-22-376.png [View same] [iqdb] [saucenao] [google]
5035212

>>5034046
Has someone ever fucking tried to remake Dark Forces into eduke or gzdoom?

>> No.5035216

>>5034310
i wish someone could mod working hands into Q3A models

THPS3 Doomguy is literally the same model with working hands

>> No.5035231

>>5035212
The latter has been attempted a few times.

>> No.5035262

redneck GDX is out

>> No.5035268
File: 88 KB, 800x600, vavoom.jpg [View same] [iqdb] [saucenao] [google]
5035268

Vavoom 1.32 circa 2010. 32 bits colors, colored dynamic and static lights with shadows, perspective correct software renderer. But then Graf contributed to it.

>> No.5035270
File: 73 KB, 730x1024, thumbs up kid.jpg [View same] [iqdb] [saucenao] [google]
5035270

>>5035262
Neat. Gonna wait to play until it's further developed, but still neat.

>> No.5035275

>>5035268
whoa
wtf

>> No.5035298

where do i get the weeb girls for complex doom?

>> No.5035315

>>5035298
Through complex doom clusterfuck. They'll kick your ass into next year.

>> No.5035390

i still don't understand what freedoom's ss replacements are

>> No.5035403
File: 51 KB, 979x507, a14c89ddf6.png [View same] [iqdb] [saucenao] [google]
5035403

For the one guy who is using this, here
https://mega.nz/#!b9lAFILR!iXHElc2yhabawXBVjVGlzvDQjAw4OWZJ0rRz--KgzF4
Video for everybody else of what I did is here since it's too huge and kinda needs to be like this.
https://my.mixtape.moe/wxzrci.webm
Should be universally compatible, if you want to use your own sprite you can replace RCHRA0, B0, or C0 to replace the cross, dot, or arc crosshair respectively. Loading a pk3 with just that image in a sprites folder should work. If you're really adventurous you can use RCHRD0-Z0 and manually set the rc_shape cvar to the appropriate value (RCHRD0 = 3, RCHRE0 = 4...). This should work based on the code I used, but i haven't tried it. Crosshairs should be grayscale and centered.

>> No.5035406

>>5035172
which ones?

>> No.5035409

>>5035406
for the mario party game, i think he was the announcer
in the metroid m one, maybe some commander or coronal, i dunno

>> No.5035440

Remember: if you are playing a pirated copy of DOOM 2 you are going to HELL.

>> No.5035453

>>5035409
Oh god please I don't need a mod where every enemy in Blood is replaced with Toad that constantly screeches ala Super Toad 64.

>> No.5035464

>>5035440
and if you play an unregistered copy of Heretic they'll send a Maulotaur after you.

>> No.5035465

>>5035464
Don't joke about that my brother died from a maulotaur attack.

>> No.5035467

>>5035403
Not the anon who originally asked for it, but I started using it a week ago and I think it's pretty cool, keep up the good work.

>> No.5035481

>>5035390
>>5035440
Have you ever noticed that when you dopen a door in Doom, the sound actually says: "turbodooor" and when it closes is says: "cloooose"?

>> No.5035520

I feel like that in some way, Eternal's old school inspired designs may make more sense in terms of context and game design, comapred to 16's designs
>Mancubus' new face actually shows an angry emotion, making him feel more of a threat
>6 nipples fit with the idea of him being an angry fat bastard
>Green haired dudes with red eyes is easier to be read as "zombie" than guys who merged their flesh with white armor and a sci fi gun, since those look more like unintentional cyborgs
>Health pick ups are a medkit and blue bottles, which fit more as health pick ups, since the blue glowy items in 2016 could be mistaken as plasma ammo
>Plasma rifle looks distinctive enough from machine guns, because 2016/3 made it seem like plasma rifles are just assault rifles that shoot lasers balls and not their own thing
>The weird flesh corrupting earth fits with the idea that hell is a strange, weird dimension, which can also help it to make it more scary
>More colors, to make levels more interesting and memorable
>Maybe Doomguy showing more skin makes him stronger, since he's reaching silly levels of strenght
It's like this realization that in some way, these older designs made more sense, which is probably why they're that iconic
Not that new designs are bad, because some of the weapons and demons also look good

>> No.5035530

>>5035520
Old id were very good at giving weapons and monsters a sort of unique silhouette, they were highly distinctive from each other so there was no time or effort needed to identify them.

Meanwhile with Doom 4 (and 3 to some extents) you kind of have to think about what something else.

>> No.5035536
File: 1.26 MB, 245x135, bateman calm face.gif [View same] [iqdb] [saucenao] [google]
5035536

Quake mapping isn't hard until you get to the fucking lighting.

>> No.5035541

>>5035023
it's time to embrace the unreal engine
>b-but it's too hard and time consuming!
no is not, you just not want to read or watch a fucking tutorial and want everything served on a silver plate

>> No.5035549
File: 16 KB, 500x229, SargeQ3.jpg [View same] [iqdb] [saucenao] [google]
5035549

>>5035536
Anything isn't hard until to get to the fucking lighting and scripting.

>> No.5035550
File: 215 KB, 600x600, 1468241112_SmugHiRes.png [View same] [iqdb] [saucenao] [google]
5035550

>>5035536
this is why you stick to doom and flick your scroller

>> No.5035557
File: 201 KB, 625x500, PCquit.jpg [View same] [iqdb] [saucenao] [google]
5035557

>>5035550
Doom mapping is hard if you want to nail the item/monster placement properly, otherwise ends like Doom 2 or Plutonia.

>> No.5035567

>>5035541
exactly and there's nothing wrong with that either, this is the modern era, the time is right

Also nobody wants to listen to some jackass on youtube for 30-60 minutes, I do not look up how-to videos. Ive got several reasons for this.

I need a blog or other site with a how-to illustrated and written out to scroll down, read, and go page by page. That way I can screenshot it or save it as a pdf file so I can peruse it at leisure later on. And so I remove the auditory part of it since im not an auditory learner.

>> No.5035568

>>5035530
Although, something i liked about Doom 4 is making up hell versions of gameplay stuff like barrels and computer maps, which kinda mirrors who the same was always done for keys

>> No.5035570

>>5035530
I don't think that's the case at all, enemies look distinct from one another enough to be told apart from a crowd or from afar. even in Doom 3 they had some easily recognizable bodyframes and moreso in 4, which is particularly important since running around the environments is a thing you do half the time and you need to be able to tell them apart in the heat of battle.

>> No.5035575
File: 116 KB, 802x623, ssfd.png [View same] [iqdb] [saucenao] [google]
5035575

>>5035390
The beauty of freedoom is that with freedoom you can decide for yourself what you're looking at.

>> No.5035580

>>5035549
it would have been neat if they released the assets used to make that intro

>> No.5035581

one detail about e2m4 i haven't seen brought up in the doomwiki is the crusher with eyes

>> No.5035585

>>5035557
Well that's just inherent to any mapping, not any different from Quake.

>> No.5035586
File: 14 KB, 283x150, 8797.gif [View same] [iqdb] [saucenao] [google]
5035586

>> No.5035592
File: 5 KB, 131x138, shitty.png [View same] [iqdb] [saucenao] [google]
5035592

>>5035575
can't that be said of any texture?

>>5035586
lmfao, funny you post this because i just did a shitty scribble of something similar. (basically just some loose scribble silhouettes of some Doom-Classic styled "gore keys"

Make these dudes into real enemies or passive entities and I'll love you

>> No.5035593
File: 40 KB, 173x165, 436.gif [View same] [iqdb] [saucenao] [google]
5035593

>>5035586

>> No.5035596
File: 104 KB, 500x375, battery barf.jpg [View same] [iqdb] [saucenao] [google]
5035596

>>5035567
>>5035541
> current year 2018
> not wanting things on a silver platter
> and getting them on that silver platter too
WTF is wrong with you
computer shit has been around for like 40 fucking years now
> FORTY

>> No.5035598

>>5035536
It's hard if you try to make it realistic, which you can't anyway because Quake point lights have linear decay by default, because they were meant to be displayed without gamma correction, so...
What you do instead in Quake is you place those point lights at random or where you feel like and then you call it moody and mysterious artistic lighting.

>> No.5035601

>>5035593
>there's more than just that silly animation
Holy shit. You releasing these dudes? Might be nice as 'mini archviles' where you wouldn't want a full archvile fight and it's annoying fire, but still want the same general behavior.

>> No.5035604
File: 21 KB, 510x93, skullkeymonsters_zpsdce8f0f1.png [View same] [iqdb] [saucenao] [google]
5035604

>>5035593

>> No.5035609

Are there any Quake mods with a chainsaw or equivalent weapon?

>> No.5035610
File: 18 KB, 510x93, redskull_zps11a02744.png [View same] [iqdb] [saucenao] [google]
5035610

>>5035604

>> No.5035613
File: 10 KB, 213x265, Red.png [View same] [iqdb] [saucenao] [google]
5035613

>>5035604
I'm getting serious RED copypasta vibes for some reason

>> No.5035615
File: 21 KB, 510x93, yellowskull_zps2115f885.png [View same] [iqdb] [saucenao] [google]
5035615

>>5035610

>> No.5035616

>>5035567

there is a gorillion tutorials, written and recorded; free and paid; there is even official documentation and official tutorials, heck, the engine is open source and documented up the ass, the engine comes bundled with working projects (one is an fps project btw), I don't know what more do you need to start making shit aside of a bit of desire to live

https://docs.unrealengine.com/en-us/
https://academy.unrealengine.com/

I'm not saying you need to jump and make unreal tournament 4, the engine is flexible enough to make a doom clone with the capabilities everybody here request long ago, because the engine is practically unlimited in terms of what you can do whit it

and despite what many people think, the engine can be very light on resources if you READ and take the time tweaking it (it works on mobile phones)

>> No.5035617

>>5035615
Stop cockteasing us.

>> No.5035619

>>5035593
Thats awesome. Reminds me of that gif of a medikit morphing into an Archvile. I can just imagine walking up to grab the key after a tough battle and suddenly being greeted and assumably electrified by this dude.

>> No.5035620

>>5035610
UNF

>> No.5035621

>>5035619
Reminds me of the necromancer's flesh golem animation for Diablo 2

>> No.5035629

>>5035567
>>5035616
https://www.youtube.com/watch?v=PPkRuqyNT_4

>> No.5035642

>>5035616
Unreal and Unity are big communist projects. We will never obey AMANDA A. BOTT. Because we have a soul. But thank you for trying.

>> No.5035643

>>5035642
ok, have fun being gagged by graf

>> No.5035647

>>5035629
Honestly i think each thing must be on each place, this guy are clearly trying some Doom-inspired game even in the visual standard, that said, it was better if he used GZDoom instead of UE4, imo.

Whenever i see something like that, i think in like a guy using a Tractor to drag a pencil tied by a twine.

>> No.5035658

>>5035647
>i think in like a guy using a Tractor to drag a pencil tied by a twine
that's what confuses people, as a flexible engine, you can transform it con a john deere, a lamborghini or a lada (I bet you a testicle that implementation of the game runs faster than in gzdoom)

>> No.5035662

>>5035629
Looks forced and goofy. And WE WILL NOT BE RECALLED.
>>5035643
Legacy, Eternity, PrBoom+, Vavoom, Doomsday... Nonbody has to be gagged by Graf. Also learn to program in C, hack those engines, fix bugs, add features. It's the best part.

>> No.5035663

>>5035629
This is similar to an idea I've had for a while, which is why not just make a "Doom-like" game engine that uses UDMF/Boom but isn't actually trying to be Doom specifically? Mapping in those formats is easy, so long as the engine uses DoomEdNums etc. Make a generic "retro shooter" engine that's open source and easy to use and let people go nuts with it. There's no need to force something with oodles of legacy compat and shitcode like GZDoom for people who essentially just ant to make a different game entirely.
I dunno, maybe I'll do it eventually.

>> No.5035664

>>5035570
That kind of varied. For instance the Arch-Vile was way too easy to be mistaken for an Imp at a distance, because they were both gray humanoids.
It would really have helped if they had colored up the monsters in Doom 3 some.

>> No.5035665

>>5035658
I know it is a very flexible engine, however i think for whenever you use it to make a sprite-based game, you are thrashing out like 80% of the engine's capabilities just to favor it's easy-to-use logics, blueprints with C++ are sure nice, but there are other engines more lightweight for sprite-based games.

UE4 for me will always be for games that wants to be ambitious in graphics to reach what Paragon once was.

>> No.5035676
File: 257 KB, 1920x1080, wp2742636.jpg [View same] [iqdb] [saucenao] [google]
5035676

Hey boys so what ever happened to the GZDoom Bumpmapping thing? Are people still working on it?

>> No.5035681
File: 525 KB, 640x480, spasm0010.png [View same] [iqdb] [saucenao] [google]
5035681

Truly the game for 30 year-old boomers.

>> No.5035686
File: 180 B, 256x256, doom3.png [View same] [iqdb] [saucenao] [google]
5035686

>>5035664
You're right. As you can tell from pic related, which is a screenshot of Doom 3, it's really hard to tell things apart in Doom 3.

>> No.5035690
File: 553 KB, 1280x1024, Screenshot_Doom_20180904_190648.png [View same] [iqdb] [saucenao] [google]
5035690

>>5035676
I think so. Still looks weird though.

>> No.5035691

>>5035662
oh yeah, I'm still trying to finish my prboom+ mod backlog (...)

>> No.5035692

>>5035663
https://forums.unrealengine.com/community/work-in-progress/1373235-doom-e1m1-remake-with-ue4-and-freedoom-assets

>> No.5035693
File: 2.98 MB, 220x242, 1533092083321.gif [View same] [iqdb] [saucenao] [google]
5035693

>>5035686
oh, i actually had it confused for a black square at first that's the joke

>> No.5035695

>>5035681
https://youtu.be/HcltPmP_1uE?t=40s

>> No.5035696

>>5035692
well, look at that, the guy even made a tutorial:
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1520242-very-easy-and-simple-doom-like-sprite-based-character

>> No.5035701

>>5035692
Yeah that's not what I mean. Not UE4. I mean a custom engine that's made to function like a really beefed up version of build or something for modern PCs, but still looks retro and accepts an easy to use format like UDMF for maps and maybe AngelScript for entity logic.

>> No.5035704

>>5035691
There are a ton of BOOM-compatible mods, but if you want to play anime mods you can use ZDoom. The best anime mods, like Brutal Doom works perfectly with ZDoom, just be sure to leave out the "G".

>> No.5035713

>>5035692
>with UE4 and Freedoom assets
That's going to be great. be sure to use the nazi replacement >>5035575 from Freedom.

>> No.5035720

>>5035609
There is and it's the scariest chainsaw I've ever seen. It's like it's growing thick curly hair out of the chain itself.

>> No.5035724

>>5035713
isn't mine

>> No.5035731

>>5035720
sounds wonderfully eldritch

>> No.5035740

I remember Kinsie once saying he planned on player sprites in MetaDoom and maybe a combination of elements from Doomguy's armor designs he had.
I wonder if Morgon would get a Crash inspired armor, while the VFR combat chases could get something inspired by the MP armors from D4.

>> No.5035745

>>5035740
>Morgon
Major Morgan*

>> No.5035748
File: 80 KB, 313x326, Blank+_334f70068ba7e19eaee7f6d3c7309bfe.png [View same] [iqdb] [saucenao] [google]
5035748

>>5035704
>best anime mods, like Brutal Doom

>> No.5035754

>>5035541
it's a real balls breaker to change your comfy environment that you are accustomed for for another unknown one, even if you know it's for the better
I'm still doing shit in unreal engine 2 for a dead game, I know the editor from the inside out, I dream of porting all the ut2004 unrealscript code to unreal engine 4 but you know what's stopping me?, laziness
since unreal engine 4 became available I could have done that 10 times

>> No.5035757

>>5035704
I don't even like anime or anime girls inserted into literally everywhere they don't belong

>> No.5035761
File: 25 KB, 105x124, 1517729933157.gif [View same] [iqdb] [saucenao] [google]
5035761

>>5035757
what about her

>> No.5035765
File: 293 KB, 540x718, 1530442258226.png [View same] [iqdb] [saucenao] [google]
5035765

>>5035761
>

>> No.5035769
File: 25 KB, 491x348, 1534908494076.jpg [View same] [iqdb] [saucenao] [google]
5035769

>>5035403
Based anon keeps delivering the goods. Thank you, gonna go take it out for a spin right now.

>> No.5035772

>>5035023
>Just imagine if someone said "fuck you graf" and decided to take Quakespasm... and basically transfer the equivalent of DECORATE into it
learn quakeC you dumb motherfucker

>> No.5035773

>>5035467
>>5035769
Thanks guys. Let me know if you find something wrong. I'll be in the thread for a few more hours today.

>> No.5035779

>>5035693
>peak human genetics
>crooked teeth

>> No.5035792

>>5035779
the british were ubermensch all along.

>> No.5035794

>>5035779
britannia! rule the waves, they say

>> No.5035796
File: 1.43 MB, 4862x4862, light_chart_01.jpg [View same] [iqdb] [saucenao] [google]
5035796

>>5035598
>Quake point lights have linear decay by default,
Lemme tell you about tyrutils SONNNN

>> No.5035802

>>5035773
Working brilliantly. Just exactly what I wanted it to do.

You mentioned how to add extra spirtes, but If I wanted to add a "White" color for the present sprites, how would I go about that? I'm sure it's trivial but I've never done that sort of thing before.

>> No.5035809

>>5035802
Oh, I didn't really consider that. It requires a bit of hacking in the files since the colors need to be hard-coded into TRNSLATE. I could add it though, along with some mother colors if you have more that you want.

>> No.5035818

https://www.youtube.com/watch?v=BXyKucL30yE

>> No.5035819
File: 1.04 MB, 1920x1080, 2018-09-10-204249_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5035819

>>5035809
Ooh interesting, I see. Does the game read HEX color values or what does it interpret?

If you could just add white along with the existing colors that'd be perfect, but if you don't feel like it please don't, this is already fantastic. You even added the size scale, that's awesome too.

>> No.5035823

>>5035819
Actually I just had a crazy idea that might allow for even better color customization. I can totally add white though, even if it doesn't work. Let me try some stuff.

>> No.5035832
File: 35 KB, 352x242, Eye.jpg [View same] [iqdb] [saucenao] [google]
5035832

>>5035818
thats really impressive.

>> No.5035842

>>5035819
I love the fact that the only kind of flashlight you can make in GZDoom is one that points straight ahead, otherwise it would generate shadows.

>> No.5035848

>>5035779
That's not exactly a human though
engineers are shitty though anyway, mala'kak all day.

gonna record this map as it should be with developer's commentary. https://www.youtube.com/watch?v=f-lpSBksudw

>> No.5035853

>>5035796
That's pure heresy. However, Quake 2 is even worse because point lights are the same as in Quake, surface emitters have quadratic decay. Why did they do that is and probably will remain a mystery.

>> No.5035854

what's that one doom map where the blue key falls down a sink drain when you go to get it?

>> No.5035856

>>5035819
https://mega.nz/#!e8s23C6K!HxkdAFayVCFjkOOFJyXsQsTubrfcAdu9gaga63yRQJw
Welp, white added. My stupid custom color hackery has been foiled, sadly, but maybe I'll hack together some ACS tomorrow to make it work.
>ZScript can't set Stencilcolor
Literally how is this a limitation?

>> No.5035858

>>5035854
iogw.wad

>> No.5035859

https://www.youtube.com/watch?v=86vjV2-1dMI

>> No.5035860
File: 667 KB, 2048x1536, 1534738734588.jpg [View same] [iqdb] [saucenao] [google]
5035860

>>5035856
Can't thank you enough, you're a real cool dude.

>> No.5035862

>>5035858
no, it was something else. i think maybe a teamtnt wad??

>> No.5035868

>>5035860
I'll be even cooler when I spit in the face of ZScript tomorrow and make the color fully customizable by allowing the rgb channels to be set. :^)

>> No.5035870
File: 650 KB, 1920x1080, 2018-09-10-211423_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5035870

>>5035860
Even works with TargetSpy with no issues
(1/2)

>> No.5035873
File: 784 KB, 1920x1080, 2018-09-10-211625_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5035873

>>5035870
(2/2)

>> No.5035881
File: 797 KB, 1920x1080, 2018-09-10-211917_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5035881

>>5035873
(probably should have chosen a better screenshot to demonstrate but oh well)

>> No.5035886
File: 27 KB, 460x276, 1536620899736.jpg [View same] [iqdb] [saucenao] [google]
5035886

FREEEEEEEEDOOOOOOOM!!!

>> No.5035894
File: 957 KB, 1920x1080, 2018-09-10-212825_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5035894

>>5035881
>tfw trapped between a rock and a hard place but you make it out

>> No.5035898

>>5035886
oh i am laff.

>> No.5035901

>>5035853
tyrutils will support quake 2 (says the legend)

>> No.5035902

>>5035848
>FIREBLU messing with the recording
every time
what sort of eldritch magic is this?

>> No.5035910

>>5035902
the alternating red and blue utterly confounds compression algorithms

>> No.5035913
File: 45 KB, 379x318, 546456.jpg [View same] [iqdb] [saucenao] [google]
5035913

>> No.5035920

>>5035910
It utterly confounds human minds too. I don't even want to think on what the fuck a program is doing with it.

>> No.5035923

>>5035902
the algorithm has a hard time following pixels that are not there anymore

>> No.5035929

>>5035901
That's never going to happen BUT I like the fact that it supports Hexen 2. One day I tell you. One day somebody is going to do something really nice with that engine.

>> No.5035935

>>5035923
The human brain has a hard time just comprehending fireblu as it is
Like, what the fuck is even fireblu?

>> No.5035939
File: 481 KB, 1200x1155, 1535872727205.jpg [View same] [iqdb] [saucenao] [google]
5035939

>>5035935
You don't wanna know.

>> No.5035940

>>5035935
Demon jism?

>> No.5035942

>>5035940
The closest possible relation is the cacodemon so fuck, might as well be.
Fireblu is Fireblu. It's an enigma in of itself. Like any form of tesseract or recursive shape.

>> No.5035947

>>5035848

not sure if vertigo is around, but here's the shitty video.
https://www.youtube.com/watch?v=-RHti3lfmpk

>> No.5035954 [DELETED] 
File: 127 KB, 1300x1007, 5022411-man-hanging-from-noose-on-white-background.jpg [View same] [iqdb] [saucenao] [google]
5035954

>>5035947
>commentary is way too quiet

>> No.5035973

>>5035853
>That's pure heresy.
why

>> No.5035991
File: 512 KB, 1280x1024, Screenshot_Doom_20180909_094039.png [View same] [iqdb] [saucenao] [google]
5035991

>>5035947
tl;dr: only thing stopping this from being redone in gzdoom is the visual unable to be replicated in it.

this is the gl render.

>> No.5035993

>>5035973
Because Quake's look and feel depends on lights behaving the way they do. For example, if lights have quadradic decay that meanst the never quite get to zero, which prevents you from making essentially black corners on purpose.
If you remember Quake 2 introduced quadratic decay on surface emitters and radiosity. That's some great improvement on paper, but tunrned out that people liked it less than before. In fact they went back for Quake 3.

>> No.5035997

>>5035993
oh, it's you
tell us about how much you hate sock

>> No.5036000

>>5035991
oh. well then it really is that simple
Is there a way to force the software render in mapinfo or something? Doesn't seem to be possible

>> No.5036003

>>5035997
I hate all the Arcane Dimensions people. They've essentially made another game (including extensive changes to the tools and the engine) and called it Quake. It's great, but it's not Quake.

>> No.5036006

>>5036003
They call it Arcane Dimensions, retard.

>> No.5036008

>>5036006
I'm sorry I was under the impression Arcane Dimensions is presented everywhere as a mod for Quake.

>> No.5036014
File: 35 KB, 500x280, 1532005106699.jpg [View same] [iqdb] [saucenao] [google]
5036014

>unfiltered texture mode in eduke32: stutter every 2-3 seconds
>filtered texture mode in eduke32: butter smooth 120-130fps
please no. not like this.

>> No.5036016

Unrelated to anything, the Eureka Editor for Doom:
http://eureka-editor.sourceforge.net/
Has been updated recently. It's a really good.

>> No.5036019

>>5036008
>a mod for Quake shouldn't be called a mod for Quake
Are you off your meds?

>> No.5036020

>>5036008
...because it is? Does using sourceport features not make it Quake? Do you want them to call it "Arcane Dimensions, a mod for the Quake game running on modern ports derived from the Quake engine"? Boy what a catchy line.

>> No.5036025 [DELETED] 

>>5036019
>>5036020
Just report.

>> No.5036029

>>5036020
Arcane Dimensions is a mod for a game called QuakeSpasm, which is derived from Quake, but it's not Quake. Nothing wrong with that, it's just not Quake.

>> No.5036031 [DELETED] 

>>5036029
Literally kill yourself.

>> No.5036034

>>5036025
No, shut up faggot. Someone can post something that I disagree with without me running to the mods.
>>5036029
Then why does it require the Quake gamefiles to run?

>> No.5036036

>>5036025
Fuck off.

>> No.5036038 [DELETED] 

>>5036034
>>5036036

This is the same faggot that accused someone in the webm thread of faking their gameplay. I'm not taking any chances, you fucking thicklipped cunts.

>> No.5036039

>>5036029
Pedantic as fuck.

>> No.5036041

>>5035947
you could replace it with psx sky really, basically, same effect but works with hardware renderer

>> No.5036043

>>5036038
Is it? How do you know, o mighty wannabe janny?

>> No.5036049 [DELETED] 

>>5036043

>>4965287
>>4965287
>>4965287
>>4965287


Because I was in that thread.

>> No.5036051

>>5036049
So what one is he supposed to be, the Anonymous one?

>> No.5036056

>>5036038
Are you really such a loser that you try to keep track of personalities on an anonymous forum and think everybody else cares?

>> No.5036057 [DELETED] 

>>5036051
The nigger crying about Arcane Dimension's existence, and acting like a pretentious cunt.

>> No.5036061

>>5036057
So you have no fucking clue and are stringing together completely unrelated posts in completely different topics and think that it's only one person.

>> No.5036064 [DELETED] 

>>5036056
>>5036061
Right I forgot we can only point out problem posters if they're using trips.

>> No.5036067

>>5036034
AD is incompatible with the Quake engine. Try to run it on TyrQuake (which is the sourceport that's closest to the original Quake) and what happens is it just crashes.
AD requires the the QuakeSpasm game engine to run. The QuakeSpasm engine was written many years after Quake was shipped.

>> No.5036068

I love that this thread has both people being genuine bros and people acting like retards and starting flame wars in the process. Perfect episode of the /vr/ doom community right here

>> No.5036071

>>5036064
Because that's literally the only way to actually consistently identify who is who, you fucking crybaby.
You're not an internet detective, you're not the thought police, people are allowed to disagree with you, people are allowed to argue, and stop telling everybody to report just for disagreeing when you shit up the thread harder than anything else with your fucking bawling.

>> No.5036073

>>5034449
>>5034730
The chaingun's power is underrated, few vidya machine guns are as capable of immobilizing enemies as reliable as it can.

>> No.5036074 [DELETED] 

>>5036071
>shitposter who just HAPPENS to have the same typing quirk and personality and targets the same fanbase as someone on this thread appears in another and shits in the soup
>hurr durrr, how can you be sure it's him, durrrr

You are actually fucking defending him.

>> No.5036075

>>5036067
>Try to run it on TyrQuake (which is the sourceport that's closest to the original Quake)
No, it isn't. TyrQuake supports BSP2, colored lighting, Fitzquake protocol demos and limits, etc. You're thinking of Winquake.

>> No.5036078

>>5036041
That's not the issue, though. I specifically selected the firelava/firewala sky, or i would have picked the psx skies.
the sky is fine; it's the lighting that only looks right in Software

>> No.5036079 [DELETED] 

>>5036074
>the same typing quirk and personality
What the fuck is this, Homestuck? Are you so far stuck up your ass trying to be an internet sleuth that you're trying to compare writing styles? Are you autistic?

>> No.5036081 [DELETED] 

>>5036079
Not an argument.

>> No.5036083

>>5035593
>>5035586
>>5035615
>>5035610
>>5035604
so uh, these gonna be submitted to R667 when coded or?

>> No.5036084 [DELETED] 

>>5036079
Do we really need a repeat of the last time someone had to explain typing styles to your autismo ass? Why don't you do everyone a favor and fuck off back to 8ch.

>> No.5036090

>>5036014
This doesn't happen to me at all, are you running it on a toaster?

>> No.5036101

>>5036090
I suspect Graf may have contributed to eDuke32 too, maybe under an alias.
Jonof is what you want for Duke Nukem and Shadow Warrior anyway.

>> No.5036105

>>5036068
Sorry did I write episode I meant epidome. Fucking autocorrect

>> No.5036112
File: 11 KB, 500x272, 1530682055980.jpg [View same] [iqdb] [saucenao] [google]
5036112

>>5036090
APU HP laptop with less than 1gb of ram power and no cooler. fucking can't live with this. saving up for a new rig.

>> No.5036115
File: 560 KB, 1365x768, Screenshot_Doom_20180911_085629.png [View same] [iqdb] [saucenao] [google]
5036115

>>5036078
dunno dude, can't see anything wrong with that.

>> No.5036119

>>5036115
didn't want to include the screenie, but whatevs

>> No.5036125
File: 304 KB, 1280x1024, Screenshot_Doom_20180909_093535.png [View same] [iqdb] [saucenao] [google]
5036125

>>5036115
I don't think you get it. See: >>5035991
is the wrong one
pic related is the right render.

>> No.5036126

>>5036105
*Epitome

>> No.5036134

>>5036125
oh well, sure

>> No.5036139

>>5036112
Yeah, it appears that either you're running out of (V)RAM somehow or the performance hit for unfiltered textures hits much harder on your PC because of how bad it is in the first place. Take >>5036101 advice and use the Jonof ports.

>> No.5036140
File: 5 KB, 56x57, B0re.png [View same] [iqdb] [saucenao] [google]
5036140

I'm a complete ZScript noob, how can I make piercing bullets without +RIPPER? Spawning a new projectile doesn't work because the new bullet flies straight ahead instead of keeping the same trajectory as the original bullet.

>> No.5036141
File: 370 KB, 1280x1024, Screenshot_Doom_20180909_093149.png [View same] [iqdb] [saucenao] [google]
5036141

>>5036134
S'just the wrong shader and all. The statues don't look right, and the lighting doesn't quite visualize proper.

guess i'll try to put in another message about software render if that occurs.

>> No.5036148

>>5036141
nah its fine i got it

>> No.5036151
File: 82 KB, 320x200, 1532996886575.gif [View same] [iqdb] [saucenao] [google]
5036151

>>5036148
I mean in any maps that use the software render if required. If a map requires HOMS, it's likely to be the same deal.

>> No.5036161

>>5036140
Why do you want to avoid +RIPPER?

>> No.5036167

>>5036161
Because it doesn't like projectiles with a small hitbox

>> No.5036172

Probably a dumbass question, but what version of GZDoom does Doom RPG need? Been trying to get it set up. I've got the launcher and everything, but most of the GZDoom versions I've seen recommended for it doesn't work.

>> No.5036174

>>5036167
Try overriding CanCollideWith(). Apparently the ZDoom wiki says if you damage the other actor directly during that call it'll blow up the engine or something, but spawning in a really small explosive dummy might work.

>> No.5036175

>>5036140
look up SpecialMissileHit

>> No.5036181

>>5036140
>Spawning a new projectile doesn't work because the new bullet flies straight ahead instead of keeping the same trajectory as the original bullet
new.vel = old.vel
new.pos = old.pos + old.vel

>> No.5036209
File: 935 KB, 1920x1080, Screenshot_Doom_20180910_184026.png [View same] [iqdb] [saucenao] [google]
5036209

>>5035757
Understandable

>> No.5036217

>>5036209
Why the fuck would you have those for enemies?

They don't even work mixed with the normal ones.

>> No.5036223

>>5036209
why is there mario

>> No.5036224

>>5036217
they're skins

>> No.5036246

Can anyone tell me the name of the song on map 18 of the 300 minutes of VR mapping wad?

>> No.5036269
File: 885 KB, 720x405, LongSGJump.webm [View same] [iqdb] [saucenao] [google]
5036269

>>5034403

And then there are the mods for those sourceports.

>> No.5036273

>>5036269
Modded runs are in themselves another gameplay opportunity

>> No.5036278

>>5036269
also map?

>> No.5036280

holy shit fuck rabid transit
whoever came up with this trash needs to get sounded with a concrete rod

>> No.5036285

>>5036278

MAP30 of Resurgence. My best DS run of it was 5m 58s.

>> No.5036297

>>5036285
surprised i didn't recognize it

>> No.5036298

>>5035609
A Roman Wilderness of Pain.

>> No.5036302 [DELETED] 

You guys know how there's the Columbine mod? Well, somebody should create a mod where you play at Elliot Rodger and shoot up couples.
The name? No Breast for the Living

>> No.5036304 [DELETED] 
File: 10 KB, 240x240, aY5Q4R3J_400x400.jpg [View same] [iqdb] [saucenao] [google]
5036304

>>5036302
>no breast for the living
spoiler that shit for better comedic effect

>> No.5036305

>>5036302
I was going to call you edgy but that's a pretty good pun

>> No.5036307
File: 22 KB, 720x480, elliot-rodger.jpg [View same] [iqdb] [saucenao] [google]
5036307

You guys know how there's the Columbine mod? Well, somebody should create a mod where you play as Elliot Rodger and shoot up couples.
The name? No Breast for the Living
Forgot image with previous post.

>> No.5036309
File: 10 KB, 240x240, aY5Q4R3J_400x400.jpg [View same] [iqdb] [saucenao] [google]
5036309

>>5036307
>no breast for the living

>> No.5036310
File: 290 KB, 1280x1080, 1527922795713.jpg [View same] [iqdb] [saucenao] [google]
5036310

>>5036307

>> No.5036312

>>5036307
Except Elliot Rodgers didn't really kill any couples, he was too pussy for that. Nerds tho.

>> No.5036313
File: 8 KB, 785x757, 1521906814767.png [View same] [iqdb] [saucenao] [google]
5036313

Is the original Wolfenstein 3D still worth playing nowadays, or did Doom 1 and 2 basically surpass it in every imaginable way?

Wondering if I should plop it on DOSBox, or if I should just play Wolfendoom's original missions, if that?

>> No.5036314

>>5036313
It's a bunch of completely 2D mazes with like 5 textures. I'm sure it was good for the time, but it's not enjoyable for more than a couple levels.

>> No.5036315
File: 444 KB, 708x480, sup.png [View same] [iqdb] [saucenao] [google]
5036315

>>5035765
Imptan is a good girl.

>> No.5036325

>>5036315
I always thought it was a missed opportunity for demons in HDoom to just want to gib Doomguy instead of weakening him to gangrape him or something.

>> No.5036329

>>5036325
Doomguy is no dumb shota, he's too dignified for that. The demongirls consider him a serious threat until he subdues them.

>> No.5036331

>>5036325
YES

>> No.5036334

>>5036331
MAYBE

>> No.5036336

>>5036331
NOT REALLY

>> No.5036362
File: 440 KB, 1280x1024, Screenshot_Doom_20180911_031139.png [View same] [iqdb] [saucenao] [google]
5036362

New screen for my map. Tried a little reflective experimentation and made the map-start teleporter pad look like an eye of sorts.

>> No.5036364
File: 449 KB, 1280x1024, Screenshot_Doom_20180911_031630.png [View same] [iqdb] [saucenao] [google]
5036364

>>5036362
fuck wrong screenshot

>> No.5036376

>>5036016
>>5034047

>> No.5036379

>>5036016
What are the key advantages of Eureka over other editors available?

>> No.5036394
File: 60 KB, 427x667, welp, this won't do.png [View same] [iqdb] [saucenao] [google]
5036394

>>5036364
well fuck I don't think this one is going to work out at all, even after having swapped the layout around a whole lot.

>> No.5036396
File: 138 KB, 1280x1024, old layout.png [View same] [iqdb] [saucenao] [google]
5036396

>>5036394
comparison

>> No.5036414 [DELETED] 
File: 269 KB, 1024x835, 8b6.jpg [View same] [iqdb] [saucenao] [google]
5036414

surprising nobody of course, my first map is still my best map.
figures I shouldn't of listened to "criticism" and "feedback" that was meant to make my maps shit.
back to square one: do whatever the fuck I want.

>> No.5036428

>>5036414
You will never learn as long as you continue to blame other people for your failings.
So, you will never learn.

>> No.5036429
File: 22 KB, 319x460, 1445880672424.jpg [View same] [iqdb] [saucenao] [google]
5036429

So what do you guys use for your sprite/image editing and creations? Because GIMP 2.10 is starting to piss me off right now.

>> No.5036431

Any good maps to play with Demonsteele?

>> No.5036432 [DELETED] 
File: 427 KB, 1280x1024, Screenshot_Doom_20180911_044520.png [View same] [iqdb] [saucenao] [google]
5036432

>>5036428
Obviously that's not the problem considering my literal first map is my best map.

ahhh. much better.

>> No.5036435

>>5036429
I use Aseprite. Either pirate it, or buy it. You can compile it too but if memory serves right the compiled version is outdated.

>> No.5036437

>>5036432
Nah.

>> No.5036438 [DELETED] 
File: 444 KB, 1280x1024, Screenshot_Doom_20180911_044742.png [View same] [iqdb] [saucenao] [google]
5036438

>>5036437
Yah.
god this brings me back. so much better than the garbage i'm making today.
should of never listened to deceivers.

>> No.5036445

>>5036435
I'll probably will buy Aseperite then. I also unfortunately have Pyxel edit, and it's plagued with a memory leak problem, which is a shame because it too was pretty good.

>> No.5036447 [DELETED] 
File: 331 KB, 1280x1024, Screenshot_Doom_20180911_050332.png [View same] [iqdb] [saucenao] [google]
5036447

obviously going to have to do a lot of this over again, but that's the price you pay when everybody is responsible for your fuckups.

>> No.5036448

Is it pronounced KAK-oh-demon or cayke-oh-demon?

>> No.5036454
File: 34 KB, 663x491, 1536365692197.jpg [View same] [iqdb] [saucenao] [google]
5036454

>>5036448

>> No.5036456

detective cacodemon when
cacodemon crossing when
cacodemon garden when

>> No.5036462

>>5036448
This is a joke, right?

>> No.5036468

>>5036456
Ace attorney: Elemental Payne

>> No.5036486
File: 156 KB, 536x440, 3d3.gif [View same] [iqdb] [saucenao] [google]
5036486

What's the best way to play Quake on a modern PC? For Doom I use Zdoom and for Wolfenstein 3D I use ecwolf. Is there any such useful external optimization software for Quake? Help me, faggots.

>> No.5036493

>>5036486
Quakespasm

>> No.5036497

>>5036313
>did Doom 1 and 2 basically surpass it in every imaginable way?
this one, aside from historical value there's nothing worth playing w3d for

>> No.5036508
File: 221 KB, 800x450, HUD mockup1.png [View same] [iqdb] [saucenao] [google]
5036508

Time to do some HUD mockups until something sticks, this one's a little bulky so I'm not sure if it's good enough

>> No.5036518
File: 438 KB, 1280x1024, Screenshot_Doom_20180911_061846.png [View same] [iqdb] [saucenao] [google]
5036518

Back to the colors it SHOULD be. Everything else was a bad combination.

>> No.5036519
File: 278 KB, 2340x1755, blood_one_unit_whole_blood_screenshot_2@2x.jpg [View same] [iqdb] [saucenao] [google]
5036519

Okay, /vr/, now I need to know what software to use to play Blood (the one in the screenshot) on a modern PC. Will trade Shekels for knowledge.

>> No.5036525

>>5036519
blood gdx

>> No.5036526

>>5036519
dosbox

>> No.5036536
File: 5 KB, 225x225, billy.jpg [View same] [iqdb] [saucenao] [google]
5036536

Doom Incarnate version 1.8 released.
https://forum.zdoom.org/viewtopic.php?f=43&t=58594

>> No.5036546

Has anyone on these threads ever contributed to Doom wiki?
Also just for curiosity, are webm supported on those wiki format site?

>> No.5036561

>>5036546
The wiki seriously needs an overhaul with all that faulty, let alone outright confusing and contradictory information

>> No.5036569

>>5036526
No, dosbox is literal aids. blood gdx is far superior.

>> No.5036572

>>5036313
Maybe cheat just to get to e3m9 and get to hitler

>> No.5036579

>>5036572
You're not exactly missing anything if you don't.

>> No.5036591

>>5036313

I'd say Wolf 3D is still playable IF you use some kind of source port with an automap function.

Without it, the samey mazes just might break your will to live.

It's sort of fun sporadically, but hasnt stood the test of time at all.

>> No.5036594

>>5036519
>>5036525
I've been out of the loop since 2015

Someone actually finally made a Blood source port? How the fuck did this happen? I thought the source code was supposed to be guarded by a sect of monks ready to kill on sight if someone wanted it.

>> No.5036595

>>5036594
>How the fuck did this happen?
who the fuck knows
>I thought the source code was supposed to be guarded by a sect of monks ready to kill on sight if someone wanted it.
no, just that, much like strife, it's up and fucking VANISHED
hopefully no asshole gives it to the publisher/dev like that scumbag did who ruined starcraft forever

>> No.5036596

>>5036594

Dev apparently reverse engineered the shit out of it. Also doing the same for Redneck Rampage.

I hope he'll also tackle Powerslave\Exhumed, I'd love to play it with decent strafing and saves.

>> No.5036597

>>5036497
I still believe W3D has a bit of a different feel and playstyle to Doom, perhaps enough to be considered its own experience.

>> No.5036598

>>5036508
Perhaps move them to the edges?

>> No.5036602

>>5036595
>no, just that, much like strife, it's up and fucking VANISHED
I'm pretty sure there was that one dev who was the only one who had it, and he constantly refused to release it out of fear of being taken to court.

>>5036596
>Dev apparently reverse engineered the shit out of it.
That's really fucking impressive if it's true. I'm playing it right now and it feels just like it would running it on DosBox, sans it being much smoother.

>> No.5036604

>>5036598
No can do. I keep my HUDs pushed more towards the center of the screen to keep them friendly with all screen resolutions.

>> No.5036613

>>5036604
Good point.

>> No.5036616

>>5034047
>[09-07] System Shock Enhanced Edition's source port update released, including official support for mods

Im ready for some system shock renaissance

>> No.5036619

>>5036314
Spear of Destiny could've really used a new weapon.

>> No.5036621

>>5036604
>No can do
WHOOPS.

>> No.5036625

>>5036604
that's what fullscreenoffsets is for

>> No.5036632

>>5036075
Tyrquake didn't seem to have the increased limits the last time I checked. Loaded one of the Maps that was producing copious packet overflows, invisible polygons (grey walls everywhere), missing sounds, invisible platfoms, monsters, projectiles everywhere, when loaded in vanilla WinQuake - it looked and behaved exactly the same in TyrQuake.
AguiRRe's bjp-WinQuake, however, DID solve the problem in its entirety for that map.

>> No.5036636

>>5036625
I keep forgetting why I stick with with the HUD styles I use but there's a specific reason for it. I think it has something to do with the HUDs being xbox hueg at smaller screen resolutions

>> No.5036641

>>5036313
Not really. Well, you could try Spear of Destiny on Death Incarnate difficulty, that's basically the best Wolf3D has to offer both in terms of maps and combat alike.

Hovertank and Catacomb3D are somewhat interesting conceptually, however.

Oh, and speaking of flat-surfaced FPS games, do try to check out Bungie's Pathways into Darkness. Now, THIS is a worthy game.

>> No.5036681

>>5036518
But I liked the "cool colors" asthetic you had going

>> No.5036687

>>5034457
I play on a laptop with Intel HD 4000 just fine.

>> No.5036692

>>5036313
Yes and yes.
It was surpassed in every way possible.
But it still can be some neat arcadey fun if you play with a sourceport.
Specifically this one: https://www.afadoomer.com/wolf3d/downloads.html
Don't even try playing on DOS, it's just painful.

>> No.5036706

>>5036313
It's kinda fun, but it's very plain in gameplay, and since the engine doesn't permit a lot of options, level design sometimes goes to really bad places.
It has some arcade fun, however, and as someone suggested, an automap would help a LOT for some levels.
The original 3 episodes are kind of fun, if you play like a level a day or something, don't let it wear you out.
The Nocturnal Missions aren't that great, they have some of the more annoying levels.
Spear Of Destiny actually offers a few new things, so if you really liked the original episodes, it can be worth checking it out.
The FormGen sequels to Spear Of Destiny are really terrible, don't play them.

If you want to see a really cool and fresh take on Wolfenstein 3D, try out Totenkopf SDL, extremely atmospheric and detailed, great action, and has some more layers to the gameplay.
Rise Of The Triad was originally developed as a licensed sequel to Wolf 3D, but that was cancelled, and the game was retooled heavily, the resulting game is a wacky-ass, high speed, high octane arcade game, like a classic coin-op shmup played in first-person, complete with weird powerups, dozens of flavors of rocket launchers, and photorealistic digitized actors juxtaposed with absolutely cartoony gore.

>> No.5036742
File: 1.63 MB, 1704x2272, elite cyborg 2.jpg [View same] [iqdb] [saucenao] [google]
5036742

Played the updated System Shock Enhanced Edition.
So far it's just great.

>> No.5036747

>>5036742
Would you be so kind as to upload the installer for the updated version somewhere, anon? To test it out

>> No.5036753
File: 2.66 MB, 960x540, gzdoom 2018-09-11 08-34-03-88.webm [View same] [iqdb] [saucenao] [google]
5036753

Apparently I can't just put my HUD into /hires and expect it to scale right

>> No.5036756

>>5036753
Is this lilith2 ?

>> No.5036764

>>5036753
Is this an overlay for the sprites, or did you actually have to manually edit each one?

>> No.5036767

>>5036753
You forgot ARMS

>> No.5036768

>>5036753
I like how enemies kinda have cel-shading effect on them.

>> No.5036782

>>5036753
https://youtu.be/djV11Xbc914?t=1m34s

>> No.5036783

is polymer supposed to run like dogshit in eduke32?

>> No.5036790
File: 5 KB, 100x100, FixedGraf.png [View same] [iqdb] [saucenao] [google]
5036790

>>5036753
I'd laugh so hard if this got finished in time to get a kekoward and give Graf Zahl a demolished derrière

>> No.5036796

>>5036790
but it runs on gzdoom, so it won't

>> No.5036803
File: 80 KB, 336x496, 5OSSj0.png [View same] [iqdb] [saucenao] [google]
5036803

>>5036764
>>5036768

My method is

>convert the sprites to PNGs
>enlarge them 8x via nearest neighbor and convert to JPG
>run the JPGs through a deepdream generator twice (or 4x for wall textures)
>blur the PNGs and apply an alpha threshold filter, creating pic related
>create new sprites using the color of the generated JPGs and the alpha of the PNGs
>create a 2x1 grid of sprites, switching between them in GZDoom via scripting to create a crude animation

The reason the outlines are there is because I didn't set the threshold value high enough and I was too lazy to redo it

>> No.5036805

>>5036753
Why does it look like you edited Smoothdoom sprites?

>> No.5036808 [DELETED] 
File: 233 KB, 392x592, BOSSB1.jpg1_00001.jpg [View same] [iqdb] [saucenao] [google]
5036808

>>5036803

The reason for all this being that I wanted the clarity of NN when deepdreaming the sprites, but I also didn't want jagged edges.

>> No.5036810
File: 233 KB, 392x592, 1536672672546.jpg [View same] [iqdb] [saucenao] [google]
5036810

>>5036803

The reason for all this being that I wanted the clarity of NN when deepdreaming the sprites, but I also didn't want jagged edges.

>>5036805

I did. I thought the weird Heavy Metal-ish look of SmoothDoom would be a good fit. I plan to ask the dev for permission, and if he says no I'll just go without it. Most of the grunt work is done by scripts, so scrapping it all's not a huge issue.

>> No.5036828

>>5036803
I'd say maybe leave the outlines, since without them the enemies might get lost in the chaos

>> No.5036834

>>5036692
With the MapToWad tool and the tool that allows you to convert Doom maps into Duke maps, you can play Wolf3D maps in Duke 3D.

>> No.5036854

so, did gzdoom brought back the resolution setting things?

>> No.5036861

>>5036854
Yes, there are presets and you can input your own custom screen resolution for both fullscreen and windowed.

>> No.5036872 [DELETED] 

Before EU fucks up the internet, what are some wads and mods i should get?

>> No.5036883

>>5036854
>>5036861
Proper borderless when?

>> No.5036885

>>5036753
Welcome to GZDoom 3.5 onwards, where you can't be certain if hud and sprite scaling will even work right for everybody anymore.

>> No.5036887

>>5036883
Isn't it like that now?

>> No.5036898 [DELETED] 

>>5036872
contact your meps to stand against article 13 and 15 and if all else fails, use other methods to make your voice heard.

>> No.5036902 [DELETED] 

>>5036898
>15
I know about 11 and 13, but what's that one?

>> No.5036904

>>5036902
shit fuck, i got mixed up, my bad.

>> No.5036918

>>5036854
Not fully or sufficiently to cover everything they took out.

>> No.5036921

>>5036918
What are you talking about?

>> No.5036951
File: 1.06 MB, 1763x984, lolwut.png [View same] [iqdb] [saucenao] [google]
5036951

>>5036918
>Didn't fully or sufficiantly bring back resolution settings

What?
You can literally put in any screen resolution you so desire and it will work

>> No.5037003 [DELETED] 

>>5036898
>contact your meps
I did it, however I doubt it's gonna do shit. I just hope this won't fuck up my job too.

>> No.5037014
File: 384 KB, 657x519, file.png [View same] [iqdb] [saucenao] [google]
5037014

>>5036632
I just checked the readme and didn't actually try it out. First run of AD crashed immediately, but trying again loaded the mod successfully and loaded into the start map as well (albeit with a few minor graphical errors like no alpha-masked textures), but crashes on loading any actual maps due to overflow even with sv_protocol 666. So I guess it's 'technically' able to run so long as you don't actually play any of AD's maps.

>> No.5037018
File: 55 KB, 351x351, 1470491556173.jpg [View same] [iqdb] [saucenao] [google]
5037018

>mfw can't get a speedmap even remotely playable in the time allotted
I'm gonna keep trying but shit this is more difficult than I thought. Good practice at least.

>> No.5037020

How good are Reelism's addons and how would you rank them?

>> No.5037059 [DELETED] 

>>5036854
Yes.

>>5037003
The EU should be destroyed and its beaurocrats buried alive in concrete.

>> No.5037060

>>5035275
yeah, graf loves to fuck other people's projects due to his autism.
Legacy Doom has the best dynamic shadows, the GZdoom version is shit.

>> No.5037068

>>5036753
>health draining as you fire
That should be 'sanity'

>> No.5037103

>>5035947
>Those audio levels
Can't you do anything right?

>> No.5037135

>>5037060
Doom Legacy is shit comparing to the GZDoom. It can't even into widescreen.

>> No.5037158

>>5037060
>Legacy Doom

So I installed this shit and played for about 5 minutes. This shit didn't even support my ultrawide 5k. Also dymanic lights were crap comparing to GZDoom. Just look what GZDoom can do: https://youtu.be/NPdq4V4FdSM

I think Graf deserved to be called god for this.

>> No.5037176

>>5037158
I know this has nothing to do with the conversation, but could you please get yourself a trip? So I can filter you easier

>> No.5037181
File: 762 KB, 3440x1440, 88888888.jpg [View same] [iqdb] [saucenao] [google]
5037181

>>5037158
...the only problem with GZDoom is that it has this problem with PBR materials shown on pic. For some reason this is still not fixed.

>> No.5037191
File: 119 KB, 1020x295, Untitled.png [View same] [iqdb] [saucenao] [google]
5037191

https://arxiv.org/pdf/1809.03470.pdf

Apparently there's gonna be a competition this year to create AIs that can beat Doom levels using only the information that's shown in a regular game.

>> No.5037209
File: 289 KB, 1215x776, heat treatment.png [View same] [iqdb] [saucenao] [google]
5037209

>>5036681
It's still there my boy. It just genuinely looks terrible as anything other than orange, and doesn't exactly fit, as well as not fitting the "subtle subliminal color association" shtick, as well as "color theory is a joke of a guideline (never a restriction) and severely outdated considering colors do not genuinely have temperature and there are blue-cyan stars in space, which are ironically the hottest", ontop of "primary substitution/shifting" as there is no natural sources of yellow/red on the surface of Enceladus, and therefore restricting to color theory for these maps would be faulty.

>>5036790

youtube 666/AI vision/sm666 textures/mod needs to be a thing
fortunately you've already made a shader for us. how kind.

>>5037103
it's very fucking loud despite these old shitty speakers.

>> No.5037212

>>5037209
>considering colors do not genuinely have temperature
I don't think that was the point. There's just a mental association (and art/visual design is all about the mental associations)

>> No.5037213

>>5034046
Does anyone have a transparent gif or any gif at all of the Icon of Sin's Spawn Cube spinning? I can't find the fucking sprites for it and Google Image Search is retarded. Surely someone here has it.
Even an edited cube. Just some Spawn Cube spinning.

>> No.5037217
File: 105 KB, 1920x1080, 1518270083150.jpg [View same] [iqdb] [saucenao] [google]
5037217

>>5037212
Well not everybody associates colors to the same things.
Everybody claims "feeling blue" as a sad color, but I always interpreted it as a more enjoyable, satisfied, content color.

>> No.5037220 [DELETED] 

Do not engage him.

>> No.5037228

>>5037213
just search for the "BOSF" sprite range in slade

>> No.5037232

>>5037228
I wasn't aware of Slade. Is Slade better than Doombuilder?

>> No.5037245 [DELETED] 

>>5037220
This same thread is letting Vasyan and the anti-AD shitter be. I think the writing's on the wall.

>> No.5037246

>>5037232
Slade is the other major tool you'll want to use.
Doombuilder is for mapping.
Slade is for the under-the-hood shit like music, sprites, etc.

>> No.5037251

>>5037245
Is AD supposed to be untouchable or something?

>> No.5037253

>>5037245
You are not the thought police, no matter how much you want to be.

>> No.5037254 [DELETED] 

>>5037253
>I said it again!

>>5037251
It has flaws, but I'm talking about the idiot who's obsessed with the author's intents for their maps.

>> No.5037256

>>5035586
>>5035593
>>5035604
>>5035610
>>5035615
So are these like "SkullKey Mimics"? That's great!

>> No.5037264

>>5037256
I fully agree with you on that one and we need these fuckers coded ASAP. The sprites do seem to be frankensprited from the Pinky Dinosaur Toy and the Archvile, ontop of the keys, so they'd probably do well as the "hell knight" equivalent of a 'vile with less health/slightly different attacks.

>> No.5037267

>>5037264
Link a full Sprite set and someone will definitely code them.

>> No.5037268

>>5037254
That idiot's (mine) position is that sock's maps are, at the very least, copy-pasted and explicitly derivative. You have a problem with that - or you rather have a problem with me?

>> No.5037269

>>5037267
Well, the sprites we do have are in >>5037256
and the first little gif is ever so amusing that it should be retained.

>> No.5037275

>>5037268
how is something explicitly derivative

>> No.5037279

>>5037269
Not enough sprites. Needs a walk cycle at least.

>> No.5037282

>>5037217
Well, you are not entirely wrong, many colors can represent several defferent, but somewhat similar things.
There are colors like red, which can represent both anger and joy, green, which can represent terror and calmness at the same time, blue, which represents the sorrow and, again, calmness. I guess it really depends on the context of what you are trying to do, as a tool to amplify the emotion you are trying to convey.

Colors are gay, brutalism is the only way to map

>> No.5037287
File: 14 KB, 384x406, изображение.png [View same] [iqdb] [saucenao] [google]
5037287

How about this for a thread bingo?
Any additions?

>> No.5037292 [DELETED] 

>>5037287
Wow somebody's mad.

>> No.5037295

>>5037282
Brutalist architecture is something else entirely. Impressive.

>> No.5037298

>>5037287
got bingo

>> No.5037303
File: 905 KB, 1440x959, grief.jpg [View same] [iqdb] [saucenao] [google]
5037303

Am I too casual for Doom?

>> No.5037304

>>5036112
why does the cooler matter?

>> No.5037306 [DELETED] 

>>5037287
Kill yourself.

>> No.5037308

>>5037275
By putting a reference in a spotlight and making a point of it being a reference.
See backsteingothik explicitly citing E3M5: Wind Tunnels, 1000cuts warping you to the E4M4: Palace of Hate after the end of the level (the level contains the healing pools instead of medkits, you see), In the Shadows containing barely edited portions of E1M1 and E1M2, etc.

>> No.5037313
File: 781 KB, 640x1439, grafzahl.png [View same] [iqdb] [saucenao] [google]
5037313

>> No.5037315
File: 427 KB, 1084x440, IsvKran32.png [View same] [iqdb] [saucenao] [google]
5037315

>>5037209
Your map is somehow more chaotically coloured than the ISV-Kran, congrats

>> No.5037316

>>5037135
I want square pixels

>> No.5037318

>>5037313
put his avatar on the last panel instead of what's there and it's perfect

>> No.5037321

>>5037287
Bingos are supposed to be 5x5, aren't they?

>> No.5037332

>>5037315
well i'm not making it brown-and-bloom garbage so...

>> No.5037337
File: 714 KB, 640x1439, improvedgrafzahl.png [View same] [iqdb] [saucenao] [google]
5037337

>>5037318
You explicitly asked, so here you go!

>> No.5037340

>>5037337
well, i mean with the text, but hey.

>> No.5037343

>>5037304
because he can't have it on for too long?

>> No.5037347
File: 721 KB, 640x1439, evenmoreimprovedgrafzahl.png [View same] [iqdb] [saucenao] [google]
5037347

>>5037340
Everything is in order now!

>> No.5037351

>>5037268
oh, you again.
good to see you dropped the fucking textbook essays.

>> No.5037353
File: 30 KB, 220x221, tenaeor.gif [View same] [iqdb] [saucenao] [google]
5037353

>>5037347

>> No.5037357

>>5037351
He was clearly dropped as a baby, though!

>> No.5037358

>>5037292
>>5037306
What the fuck?

>>5037321
Well yeah, but I got 16 squares so far.
(The site allows to create a bingo of any size)
This is moslty just an example so far, that's why I asked for additions/corrections.

Also I think the Free Space could just be "DooM"

>> No.5037362

>>5036783
it's not really optimized but you wanna turn on texture filtering if you want a substantial fps amount at least in my experience. software renderer runs like garbage on my end.

>>5037308
'derivative' doesn't mean what you think it means.

>> No.5037367

>>5037357
And then a thesaurus was dropped on him.

>> No.5037393

>>5037158
I didn't know god made lights that don't project shadows on an expensive computer.

>> No.5037401

>>5037358
Icarus, /pol/posting, anti-AD shitter, posts about making a new sourceport, prboom+, Chocolate/Crispy/Marshmellow Doom

>> No.5037419 [DELETED] 
File: 576 KB, 1024x1012, real with graf.png [View same] [iqdb] [saucenao] [google]
5037419

I want to watch Graf, Sarais, sgt mark 4, and vsayan777 get into a fight over the internet concerning gzdoom

>> No.5037428

>>5037419
That would be amazing.

>> No.5037432

>>5037393
It does. Just enable shadowmaps in settings. Only 3D models are not affected. The only port that projects shadows for 3D models I've seen is DoomGLES

>> No.5037447 [DELETED] 

>>5037419
i would enjoy being in such a fight

>> No.5037485 [DELETED] 

>>5037419
This general gets more embarrassing and childish every day.

>> No.5037498
File: 42 KB, 1056x518, изображение.png [View same] [iqdb] [saucenao] [google]
5037498

https://osric.com/bingo-card-generator/?title=%2Fvr+Doom+thread+bingo%21&words=Sgt.+Mark+IV%2FBrutal+Doom%2C%0D%0ABoomer%2FZoomer+meme%2C%0D%0ABuild+Engine+games%2C%0D%0AQuake%2C%0D%0ASarais+blogging+on+his+maps%2C%0D%0AMemes%2C%0D%0AZandronum+servers%2C%0D%0AVasyan777+baiting+with+his+modpack%2C%0D%0ADoom+2+maps+discussion%2C%0D%0AOther+retro+FPS+games%2C%0D%0AGraf%2FGZDoom%2C%0D%0ANew+News+being+reported%2C%0D%0A%22Check+out+my+first+map%22%2C%0D%0AMod+Maker+blog+posts%2C%0D%0AComplex+Clusterfuck%2C%0D%0ANuDoom+discussion%2C%0D%0AICARUSLIV3S+releases+a+new+Doom+Mod+Madness+video%2C%0D%0A%2Fpol%2Fposting%2C+%0D%0Aanti-AD+shitter%2C+%0D%0Aposts+about+making+a+new+sourceport%2C+%0D%0Aprboom%2B%2C+%0D%0AChocolate%2FCrispy%2FMarshmellow+Doom%2C%0D%0A%22What+mod%2Fwad%2Fmap+is+this%3F%22%2C%0D%0AOff-topic+discussions&freespace=true&freespaceValue=DooM&freespaceSubheadingValue=Free+Space&freespaceRandom=false&width=5&height=5&number=10#results

Wwell there you go.

>> No.5037523

>>5036596
I think he's said no to developing ports for anything non-Build engine.

>> No.5037525

>>5037523

Powerslave\Exhumed PC runs on the build engine.

>> No.5037529
File: 18 KB, 1600x1120, 1536694557655.png [View same] [iqdb] [saucenao] [google]
5037529

Any Russians out there could translate this? From Heroes Tales map19.

>> No.5037539

>>5037529
Do not drink or you will become a goat.

>> No.5037546

>>5037529
Translates to "Don't drink from it, you will become a goat". Phrase is a reference to the old folk tale in which a boy despite warnings of his sister drinks from the puddle.

>> No.5037562

>>5037529
Well, first, it's upside down.
Second, the first two replies are right.
Third, it seems that Baron did drink from a puddle.

>> No.5037573

>>5034392
This feels entirely relatable anon, though I have only really bothered with Quake due to not being a big fan of Doom. Can't help you, since I did my stuff online (it is impossible to get online friends willing to play with me, nevertheless real life) I just don't have friends or people really interested in old-school gaming. Even if they are, there just is nobody like me, my brand of autism is a bit unique and it tends to isolate me entirely from others.

But when we have played, the problem is that everyone just wants to play Quake in cooperative. The problem with that is that Quake is ridiculously easy in cooperative and there are a large number of maps people are cutting themselves off from.

>> No.5037579

>>5037498
I feel like Hideous Destructor should have been a space. That gets brought up a lot.

>> No.5037587

>>5037539
>>5037546
>>5037562
Thanks lads. I shall have to look up the tale.

>> No.5037594

>>5037579
Oh, of course.
I guess we can merge the "PrBoom+" with "Chocolate/Crispy/Marshmellow Doom"

>>5037587
It's called "Cecтpицa Aлeнyшкa и бpaтeц Ивaнyшкa", which in English would probably be "Sister Alyonushka and brother Ivanushka". All of the words in the title are in their diminutive forms (besides "and" obviously).

Also, just a fun fact, it was referenced in one episode of "Hy Пoгoди" (Or "Just you wait") It's basically a Soviet Tom & Jerry, I'm pretty sure you kind find it on You-Tube with eng subs.

>> No.5037595

>>5037539
>>5037546
>>5037562

Heh. I like that.

Is cute.

>> No.5037596

>>5037594
what does the -nushka suffix mean anyway?

>> No.5037601

>>5037303
I don't know.
Use these strats:
https://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.5037605

>>5037601
Needs a "doom pro strats 2: the mappening" which covers some tips for some popular, tricky, must-play mapsets, AND the amendment of the pistol and chaingun's true value.

>> No.5037614

>>5037601
Baiting skelly punch was the hardest for me. Otherwise the strats are so easy even a toddler can use them (if he can at least play Doom to begin with, that is).

>> No.5037615

>>5037596
1). As I already said, "Alyonushka" is a diminutive form. Specifically of the name "Aлёнa" or "Alyona"
2). The suffix is actually "-ushk-"
3). The "-a" is a word ending. Those can change depending on the... Um, "grammatical case", I think that's how it's called in English?

>>5037601
Oh hey, this can go into bingo.
And the "Newbie asks a question".

>> No.5037616

>>5037614
The problem with baiting the revs is that if they enter their pain state they'll retaliate with rockets even if they're in melee range. So it's a big risk.

>> No.5037638 [DELETED] 

>>5037419
Would much rather it being a real life fight. In a big cage. Also there's 10 tigers in there with them.

>> No.5037647

>couldn't beat the first level of hacx and even got stuck in a room
it's just me being bad at games, right?

>> No.5037654

>>5037647
The level design is horrible. I beat the first couple levels but it wasn't easy (finding where to go & what to do that is). I remember getting stuck in a room and having to reload a save.

>> No.5037656 [DELETED] 

>>5037638
Whoa now dude, we don't need animal abuse

>> No.5037658 [DELETED] 

>>5037656
The tigers are all on one team it's okay.

>> No.5037659 [DELETED] 

>>5037419
>a conversation between these 4 would be priceless

>> No.5037671

Speaking of HACX.
Is it normal that the first area in the first map is literally mostly pitch black?
Also that the objects like, I think chairs and lamps are very weirdly glitching?

>> No.5037693

>>5037158
Greaf literally stole the code for GZDOOM, legacy before graf's autism got in to "help´", had some of the best looking dynamic shadows back then, without sacrificing the old look.

Gzdoom's shadows are artificial as fuck.

>>5037523
M210 isn't doing nothing towards powerslave because SVkaiser is already looking at said game for Night Dive.

he has all 3 source codes, and he pretty much stated that the new EX version will feature all goodies from the 3 ports

>> No.5037697

>>5037362
Framing derivative work as an homage doesn't make it any less derivative.

>> No.5037707

>>5037308
>See backsteingothik explicitly citing E3M5: Wind Tunnels, 1000cuts warping you to the E4M4: Palace of Hate after the end of the level (the level contains the healing pools instead of medkits, you see)
They both included a gimmick from the respective levels you consider them derivative of. But the actual level design is completely different.
>In the Shadows containing barely edited portions of E1M1 and E1M2, etc.
I remember it had a little homage to the "You can jump here" part of E1M1. Besides that it's completely fucking different, not only the level design but the game mechanics. It's absurd to say that that tiny homage invalidates his work.

>> No.5037712

>>5034046
Could someone please upload the latest DarkXL source port into OP MEGA
https://mega.nz/#!xJczlAzQ!1YmuXKPGoIu86v9pUo08WTisTDj0qhv1rdKt3Wx9wyc

>> No.5037740

>>5037707
>you consider them derivative of
I consider them EXPLICITLY derivative of.

There are also implicit derivations. Textlogs, choices&consequences, active usage of closed-off-arena/wave-of-enemies design, stealth mechanics, destructibility, tutorial prompts and quests, none of that is in any way original, and all of that modern stuff is picked up from some modern games, but none of those modern gimmicks are given proper credit for, the way the proper credit is given for memes from vanilla Quake's campaign!

>> No.5037745

>>5037697
>>5037740
you're an idiot.

>> No.5037747
File: 353 KB, 3440x1440, 1.jpg [View same] [iqdb] [saucenao] [google]
5037747

>>5037693
>Gzdoom's shadows are artificial as fuck.

So I took a screenshot of Honte Remastered (russian Doom 2 remake with dynamic lights) and it looks great. Dunno what youre talking about. What is the version with your better dynamic shadows/lights then?

>> No.5037759

Kinda wish Reelism addons were in a simple file

>> No.5037761

>>5037707
The actual leveldesign is a ton of copy-paste with endless "you see a gate, oh boy its time to look for a glyph visible from a single point in this room" and other memes used from room to room, from map to map, over and over and over again, until you seriously start pondering the question of whether you've been in this particular room yet (apparently you did, there are dead bodies there, oh, wait, some shitters just spawned from thin air) and whether you've already played this exact level, just called differently and painted over with a different set of textures.
And yes, I exaggerate, but the self-referencing in sock's maps is completely off the charts.

>> No.5037762

>>5037759
http://edthebat.com/doom/reelism/reelism.php
I tried checking DIS and it led me into some place
I wonder if the download for the file is lost

>> No.5037778

>>5037747
What HUD?

>> No.5037784

you know that thing in some doom source ports, where if you look up and down, the ceiling/floor textures look like they're stretching, instead of you actually looking up or down?
how do i turn that off in gzdoom?
because it seems like it got turned on in doom 2, after i played a bit of hacx

>> No.5037787

>>5037778
Default hud from Beautiful Doom.

>> No.5037794

>>5037740
>>5037761
I mean, frankly, I don't know what my position in regards to sock's maps is. I mean, I look at his maps, I play them, and it simply makes jack sense to me. I don't like them, that's a given. I think I am wasting serious amounts of my time playing them without seeing anything whatsoever I haven't, in principle, seen before, that's also a given. But I simply don't understand what the fuck that is he is even doing, trying to do, why this, why this way, what he is even aiming at, like, it simply doesn't add up for me yet. Moreover so due to the amount of unpaid effort obviously crammed in utterly superficial detailing.

So, I guess, so far, the only coherent thing I can really say about sock's mapping is pretty much "Huh?".

I'll get it eventually, but so far I sure don't.

>> No.5037796

>>5037784
help
i think hacx cursed my settings

>> No.5037798

>>5037796
nevermind, turns out it was something to do with a color rendered

>> No.5037803

>>5037747
I don't see any projected shadow in that picture. Looks like cheap trickery made with OpenGL dynamic lights. In '97 that would have been stunning.

>> No.5037805

>>5037796
To solve that issue you need to run all the mods you have on your hard drive using hacx as the base iwad. It's the only way.

>> No.5037813
File: 72 KB, 770x326, AreYouUsernameLadies'Man217!.jpg [View same] [iqdb] [saucenao] [google]
5037813

>>5037747
>looks great
>that fucking shine for no reason on all the things

>> No.5037814

>>5037747
Honte is great, I wish they made that for Doom1
I once saw someone using a flashlights that could cast realtime shadows, anyone know what mod it is?

>> No.5037815

>>5037803
Yes, it's made with dynamic lights. There's no port other than GZDoom that can do it better. I only saw good lighting/shadows in this Unity remake.

https://www.youtube.com/watch?v=_gfMeRaj3e8

>> No.5037816

>>5037796
You mean it... Hacxed your settings?

>> No.5037823

>>5037814
For Doom 1 I only know this: https://www.moddb.com/mods/gl-e1m1

I tried once add dynamic lights for E1M2 in GZDoom Builder, but gave up because it was too tedious.

>> No.5037827

>>5037815
Yes, it's circa '97 technology. You may not be tech savvy and you may not understand and you may just want to enjoy a game, but let me say this: good job Graf. It's just like your mom said. You're the best.

>> No.5037839

>>5037815
There in that video I'd say they did a great job at simulating the lack of support for projected shadows, even though Unity supports them. Did Graf contribute to it?

>> No.5037843

>>5037839
What about this?

https://www.youtube.com/watch?v=GanHQQ2XwmA

>> No.5037857

>>5037843
that looks utterly hideous, but yes those are indeed projected shadows

>> No.5037871

>>5037843
>>5037857
Single color dynamic shadows sharp as a knife, that's a big leap I'd say about 2005 technology. That's a big leap. How many video cards running in parallel do I need in my system to do that in GZDoom?

>> No.5037873

>>5037857
Now that I think about somebody mentioned it somewhere. They've implemented the "Carmack" renderer, as in Doom 3. That's great because it's almost the endo of 2018 now. Do you need a screenshot of Doom 3 by any chance?

>> No.5037878

>>5037647
Hacx wasn't very good.

>> No.5037879

>>5037873
>Do you need a screenshot of Doom 3 by any chance?
nah, I can make my own black rectangle in mspaint

>> No.5037885
File: 154 KB, 1224x689, nice torch shadow.jpg [View same] [iqdb] [saucenao] [google]
5037885

>>5037843
wait hold on a goddamn second, how is this torch casting a shadow on itself

>> No.5037887
File: 306 KB, 640x480, spasm0007.png [View same] [iqdb] [saucenao] [google]
5037887

So the final boss of Abyss Of Pandemonium is a short twink with a rocket launcher he consistently shoots at the ground rather that straight at ranger. Okay.

>> No.5037895

Complex Doom's legendary monsters are extremely gay

>> No.5037906

>>5037601
Y'kno

I wonder if some modder out there ever thought of eliminating these shortcomings in the demon behavior. I think it might be a very very effective way of increasing difficulty for some WADs if you're forced to approach PainElementals+Pinkies differently. If you can't 'abort' Lost Souls with the old "standing next to the pain elemental" trick that isn't at all intuitive, I feel you'd have to take them a lot more seriously in combat. Same thing with Pinkies if they suddenly became more like Zerglings.

>> No.5037909

>>5037843
Probably the sky has dynamic light point on it and it reflects the torch which is just as 3D model like the rest objects.

>> No.5037912

>>5037885
>>5037909

>> No.5037915

>>5037906
I have an idea: make it like tilt in pinball games. If you abuse it too much, you just instantly lose. You could make the animations really comical. For example, if a pinky gets baited too many times, he gets mad, pulls out a gun, and just shoots you and kills you. If a Pain Elemental does the same thing, he gets mad, and vomits out a fucking massive stream of Lost Souls that also kill you. For Revenants, they just get mad and punch your screen, which kills you.

>> No.5037916
File: 974 KB, 750x600, coming for you.gif [View same] [iqdb] [saucenao] [google]
5037916

>>5037915

>> No.5037923

>>5037915
>>5037916
kek
How about maybe the Pinky gets an Alien-like Secondary mouth, so that if you do the "bait bite and retreat" too much, he eventually sends out his long second mouth to insta-kill your ass before you can fully retreat?

And the Pain Elemental just fucking chomps you with his big ass mouth if you stand close to it for too long. I actually didn't learn about the "aborting" trick for a long time because I just never thought I'd be able to get away with it, I just assumed they'd chomp you like any other self respecting demon would.

>> No.5037925

>>5037923
Oh crazier idea for the pinkie, the mouth latches on to you and it just keeps biting you until you die. Imagine multiple pinkies all biting you at once.

>> No.5037929

>>5037923
Also, Pain Elementals are supposed to bite you. They've even got code for it. Carmack just accidentally disabled it iirc. That's why they make that animation when you get close. They aren't trying to summon a lost soul, they're trying to bite you.

>> No.5037931

>>5037929
Huh. Has anyone made a simple mod that re-enables that behavior?

That alone would tick the difficulty for certain maps way the fuck up.

>> No.5037938 [DELETED] 

>>5037885
I'd say the shadows there are as accurate as the shadows in the NASA moon landing pictures.

>> No.5037939

>>5037938
>>>/x/

>> No.5037940 [DELETED] 
File: 989 KB, 500x269, 1516875628528.gif [View same] [iqdb] [saucenao] [google]
5037940

>>5037938
Are you a flat-earther by any chance too, anon

>> No.5037949
File: 321 KB, 454x530, 1531427738274.png [View same] [iqdb] [saucenao] [google]
5037949

>>5037906
I already had a solution to this.
Pinkies:
They burp big fireballs with a slight gravity arc, set their maximum attempted range to something like 600 units (first tic the fireball bumps itself up slightly so the pinkie doesnt have to adjust vertical aim).
This means Pinkies have a ranged attack but it doesnt reach too far, so they arent a danger long range. However if they are in a pit or even on top of a ledge they still pose a hazard.

Pain Elementals:
I made them spit out facsimilie versions of Imps that are implied to be summoned or made from clay like golems. They throw fireballs, and they have more health than a usual imp. Whats worse since they're made of stone they take half damage from buckshot (shotgun or ssg).
Since the Fake Imps cant fly they drop to the ground, but because they can still throw fireballs they're still a danger even if they're dropped into a pit or lake of lava. And since the Fake Imps arent going right for you like the Lost Souls would the Pain Elemental can drop them into a small horde well off away from you. They can pose a delayed hazard, and unlike Lost Souls which might miss and fly across some great distance away from you, these remain a problem.
> Also they tend to populate pits and low lying areas, so if you get knocked into one of those you could be facing the equivalent of a pinkie horde that was not intended by the designer.
> I gave them a countdown sorta deal so that after a few minutes the Fake Imps would spontaneously die, and I make their corpses disappear after a few seconds to prevent them piling up on the map.

In exchange for there not being any Lost Souls on the map, I started making Archviles randomly summon stronger versions that had a miniature archvile flame attack of their own. They'd just randomly summon a Death Skull while running around. This was a BAD idea as it turned out (the death skull flaming attack while less damaging, from so many of those things, could launch you to the moon).

>> No.5037951 [DELETED] 

>>5037940
flat earth doesn't even seem plausible
hollow earth seems more plausible but it's a case of "how the fuck?"

>> No.5037967 [DELETED] 

>>5037951
Doubt it, even the guy who proposed the hollow earth theory doesn't entirely believe it.

>> No.5037968

>>5037949
what was the name of this chick again?
I remember some people making vaporwave tributes about her or something

Did you ever upload some tests for this anon? Would love to try it

>> No.5037970

>>5037923
Once I've made a pinky that shoots cyberdemon missiles when you get far and bites normally in close range. To me it signified that he gets upset when you deny him affection. You just have to change a codepointer in DECORATE to do it. It's oddly interesting.
>>5037929
I don't think it was an accident. Pain elementals are clearly females. Just look at they eyes. And altough humans females do bite, demon females are more gracious.

>> No.5037983 [DELETED] 

>>5037951
To to associate people with flat/hollow earth ideas is a psyop by people who glow in the dark to discredit other people who are telling the truth. And the truth is Bush did WTC. That's really all you need to know.

>> No.5037993

I think some of the download links for some Reelism addons don't exist anymore

>> No.5038004

I've seen some videos of people playing where it shows the name of the weapon they switch to, no matter if they're playing vanilla or a mod

Is this an option in GZDoom or is it a mini-QoL mod?

>> No.5038016

>>5038004
options -> hud options -> display nametags

>> No.5038023

>>5038016
thanks anon

>> No.5038036 [DELETED] 
File: 455 KB, 256x256, 1514518622115.gif [View same] [iqdb] [saucenao] [google]
5038036

>>5038026
>mods deleted this post

>> No.5038041

>>5038036
>not retro

I wonder why.

>> No.5038042 [DELETED] 
File: 1.88 MB, 480x264, 1514605709294.gif [View same] [iqdb] [saucenao] [google]
5038042

>>5038041
Then why didn't they delete the other posts on the subject?

>> No.5038132
File: 1.60 MB, 1920x1080, 2018-09-11-193648_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
5038132

>>5035403
Hey mod anon, check this out. Found this little curious behavior when you point the reactive crosshair towards lava.

It seems like the game interprets the crosshair as an object actually colliding with the lava, so it plays this impact animation.

>> No.5038146

chaingun or hyperblaster?

>> No.5038153

>>5038146
Chaingun+quad all the way

>> No.5038160

>>5038146
hyperblaster in general, chaingun when you want a big dude dead right now
you get enough cells that as long as you don't use the hyperblaster exclusively, you'll have at least 105 cells at all times even if you're running the power shield

I guess there's the bfg, but between the chaingun and railgun, I never needed it even in the mission packs

>> No.5038161

>>5038160
150 cells*
typing and editing is pure pain on mobile and I don't understand why it has to be this bad

>> No.5038165

>>5038146
Chaingun, because I put it through the single cycle of 9 shots and never use the Machinegun again.
I keep my cells for the BFG and the power shield. Ill rail the shit out of things before I bother with the hyperblaster.

>> No.5038176

>>5038160
actually no I did use the BFG on the beta class gladiators in the reckoning, but that's the one and only case, and even then the hyperblaster would've been more ammo efficient on single gladiators

>> No.5038178

>>5038146
>try to come up with pros and cons for both
>realize the blaster is literally a high tech SNG that has a wind-down and eats BFG ammo
chaingun forever baby, tap once and most lower tiers die, hold it down and everything dies

>> No.5038189

>>5038132
Huh, weird. That's with smooth doom right? I'll take a look at it a bit later. I was trying to get the custom colors working in a way that didn't require gross hacks earlier, but decided against it. I'll just generate a TRNSLATE lump in the next version with ~81 colors in it and use that instead.

>> No.5038197

>>5038132
>>5038189
Actually, turns out it just needed +DONTSPLASH
https://mega.nz/#!r0NmnIbJ!7VBoc470M2pIXjW65S0O4ScvnzTBiU42O682IQ7x6ew
Fixed.

>> No.5038198

>>5038189
just slap +DONTSPLASH on the crosshair actor

>> No.5038204

>>5038189
Yeah this is my load order:
GZDoom.ini stuff

>[Global.Autoload]
>Path=lights.pk3
>Path=brightmaps.pk3
>Path=targetspy.pk3
>Path=reactive_crosshair.pk3

>[doom.Autoload]
>Path=flashlight_pkuika.pk3
>Path=dumbhud.pk3 (BURL TUMD's HUD-only)

And then after that, this gets loaded with the command line launch stuff
>gzdoom -iwad tnt -file smoothdoom.pk3 doomsfx healthwarning.pk3 ~/Vidya/Doom/MusicPacks/tnt-music/

>>5038197
>>5038198
Oh, neat! Thanks a bunch

>> No.5038212

>>5037181
What map is that.

>> No.5038215

>>5038212
Looks like a remake of Refuelling Base.

>> No.5038237
File: 642 KB, 1000x800, 1526277617489.png [View same] [iqdb] [saucenao] [google]
5038237

Which short and sweet WADs are you guys' favorites for testing out gameplay mods or just a quick doom session?

Also, I didn't get an answer above so I figure I'll throw another 'PLS respond' at this: >>5034305

>> No.5038246

>>5038237
I often test my gameplay mods with the Vrack trilogy, each one is only single map and they're not too long. But still tough

>> No.5038248
File: 495 KB, 1920x1017, Screenshot_Doom_20180912_044545.png [View same] [iqdb] [saucenao] [google]
5038248

she'll read your performance reports

>> No.5038249

>>5038248
>Suddenly it dawns on you that TailorGirl anon has a crush on his boss
>Boss catches him slacking at work one day and he's playing doom
>The image to the bottom left is lewd pixelated cartoon of herself

watdo

>> No.5038265

>>5036595
strife veteran edition runs in the kex engine (doom 64 ex, powerslave, turoks, etc), I'm pretty sure somebody in nightdive has the code

>> No.5038284

>>5038265
alright then.

>> No.5038302

>>5038237
Chainworm, it's short, varied and detailed without going too far and being Knee Derp in ZDoom tier retarded .

>> No.5038312

Man, I really fucking like Plutonia so far. I'm on Map03 and it feels like a very traditional sequel to a video game. I think you guys might know what I mean, where a game comes out, and establishes some rules and shit, and then the sequel raises up the challenge significantly based on what you know? I don't know how to word it but I hope I'm conveying my point. Also, the jungle aesthetic is extremely nice and I love it.

Man I fucking love video games.

>> No.5038318

>>5034046
Please
Where can a man find Heretic 2
None of the download links I've found seem to work and the game is fucking abandonware. Does someone have a file they can just fucking put on mega or something?

>> No.5038319

>>5038312
>I'm on Map03
you haven't seen what makes Plutonia Plutonia yet. enjoy it while it lasts.

>> No.5038330

>>5035610
Did you reference Goliath from Gargoyles?

>> No.5038349

>>5038312
Anon, I...
I...
I'm so sorry

>> No.5038352

>>5038349
>>5038319
I'm on Map07
yeah lotsa chaingunners and archviles, but it's still really fun

when do I hate it?

>> No.5038357

>>5038318
It's in the OP DOOM torrent, anon
Just mark it as high priority and don't download anything else from it if you want

>> No.5038359
File: 144 KB, 1164x686, chaingunner_commish__by_arborix-d9vtgdr.png.jpg [View same] [iqdb] [saucenao] [google]
5038359

>>5038312
>>5035610
reminds me of this dude.
s'like a alternate chaingunner or someshit.

>> No.5038363

jfc map12 of tnt is fucking with my expectations masterfully
>that easy bruiser brothers trap that transitions into a dual mancubus trap and then a dual arachnotron trap as soon as you start getting comfortable with each
>that e1m2-esque "secret" with the ssg that drops you into a room full of shotgunners and imps that isn't even actually considered a secret
>that pitch-dark hallway that has you on high-alert for spectres only to get btfo by arachnotron fire from a wall on the complete other side of the hall
it's completely turning all my doom 1 sensibilities on their head. it's great

>> No.5038396

>>5038352
I'm on Map11.

I see what you guys mean about Plutonia now.

I still love it.

>> No.5038404

>>5038396
run and don't look back

>> No.5038406
File: 144 KB, 100x100, when you cross the wrong line.gif [View same] [iqdb] [saucenao] [google]
5038406

>>5038396
Plutonia is a real polarizer in the community, for reasons you have encountered, and loads more to come. You either get it, or you don't, and it seems so far you get it. Welcome brother (or sister).

>> No.5038405
File: 141 KB, 570x692, Bez_nazvu.png [View same] [iqdb] [saucenao] [google]
5038405

>>5038396

>> No.5038409

>>5038406
>>5038405
did I mention I'm playing Map11 with DCS
this is fucking hard and fucking awesome for the same reasons

>> No.5038423

>>5038409
>DCS
What is that?

>> No.5038424

>>5038409
DCS?

>> No.5038425

>>5038423
Demon Counter Strike. It spawns demons in parts of the map as you clear it to keep it stocked, so that you have combat almost all the time. It also spawns a bit of ammo (not too much) to accommodate for it.

>> No.5038428

>>5038406
the only thing I really hate about plutonia is the nearly unkillable archvile hidden behind that chaingunner on map27
map10 and map15's takes on it were fine, because they eventually exposed or crushed the viles, but map27 doesn't do any of that, so you had to lob a billion rockets at it until it finally died from the splash damage

>> No.5038446
File: 630 KB, 1033x584, file.png [View same] [iqdb] [saucenao] [google]
5038446

DUDE
THIS GAME IS FUCKING AWESOME
WHY DIDN'T YOU GUYS TELL ME SOONER THAT PLUTONIA WAS SO FUCKING FUN

>> No.5038447

>>5038446
I can't tell if this is sarcastic

>> No.5038448

>>5038446
*pulls out Rocket Launcher/Plasma/BFG*
Pshhh...nothin personnel, demons....

>> No.5038449

>>5038447
100% serious. It's fucking hard as shit but somehow I've come to love it for that. It's a constant challenge. All the years of playing Freedoom, Doom, and Doom 2 haven't done enough for me in the form of challenge, but Plutonia? Fucking shit dude, this is what I want. Yeah, the chaingunners are excessive, as are the revenants, but that difficulty makes it fun. I'm fucking CHALLENGED.

>> No.5038454

>>5038449

Same reason I love Plutonia, personally.
Solidarity, brother.

>> No.5038463

>>5038449
>I'm fucking CHALLENGED
anon...

>> No.5038464

>>5038463
I'm serious. Wads don't challenge me enough anymore. The tips of my body are cooling, I'm on the edge of my seat. This is fucking exhilarating. I can't wait for Go 2 It.

>> No.5038468

>>5038464
Usually saying "I'm challenged" is an abbreviation for "I'm mentally challenged", which is an euphemism for "I'm retarded"

>> No.5038473

>>5038468
I know, that's why I clarified.

Maybe there is something wrong with me mentally to enjoy this kind of difficulty though.

>> No.5038537

Any good music wads?

>> No.5038539

>>5038537
Roland SC-55 music packs

>> No.5038557

I beat Plutonia. After finishing Map30, I warped to 32 and did IDKFA, then beat it.

That was fucking AWESOME. Should I go to Plutonia 2 or Hell Revealed first?

>> No.5038564

>>5037925
literally hideous destructor

>> No.5038572
File: 401 KB, 1280x1024, Screenshot_Doom_20180912_020934.png [View same] [iqdb] [saucenao] [google]
5038572

I sure love pu- oh fuck

>> No.5038573

>>5038557
Plutonia 2

>> No.5038576

Don't.

>> No.5038579

Pet.

>> No.5038580

dick

>> No.5038590
File: 1.88 MB, 500x402, 1532310447663.gif [View same] [iqdb] [saucenao] [google]
5038590

>>5038576
>>5038579
Call the police, I don't give a fuck.

>> No.5038591
File: 191 KB, 600x600, 1464014230729.gif [View same] [iqdb] [saucenao] [google]
5038591

>>5038590
MOOOOOODDDSSSSSS

>> No.5038592

>>5038539
how the fuck do I use this?, they are a bunch of .ogg inside a folder

>> No.5038593

>>5038592
Load the folder as a -file with gzdoom
Or if you're using crispy/chocolate doom, go to crispy-doom-setup and select the folder and the config file there. It's explained in the wiki

>> No.5038595

>>5038396
You seem to enjoy a challenge, so obviously Plutonia will appeal strongly to you.
Lots of people dislike it, because it's hard, and does a few dirty tricks every now and then.

Beating Plutonia will put hair on your chest.

>> No.5038598

>>5038447
Some people like a good challenge.

>> No.5038603

>>5038593
thanks
I tried to do a .pk7 with no success

>> No.5038605

>>5038449
You should then check out Plutonia 2, and Plutonia Revisited Community Project, to see some interesting levels with similar visual aesthetics.

If you like it hard, I will also suggest Mutiny, Alien Vendetta, Bloodstain, and Ancient Aliens.

>> No.5038624

Man as much as a challenge is nice sometimes it's too much. AV with CH and Legendoom eventually forced me to start saving on map20 hard because I wasn't about to rerun half the map because I didn't land a solid 9x damage BFG on something three times in a row... And chances are I'll go back to it in a few days when I'm bored again. I guess I understand those fans of Hideous Destructor a tiny bit more now.

>> No.5038654
File: 488 KB, 720x360, I think I nailed that robotic feel.webm [View same] [iqdb] [saucenao] [google]
5038654

I think I finally got this animation to feel more robotic, after getting some feedback and advice, I realized I can have a smooth animation AND still have it look convincingly robotic.

>> No.5038692
File: 315 KB, 300x200, GUD SHIT.gif [View same] [iqdb] [saucenao] [google]
5038692

>>5038654
Yeah man. Robots are all about that "efficient movement" and so their movement would be slightly more jerky and "snap to position and angle only when necessary"

gud shit kegan

>> No.5038698
File: 647 KB, 1280x1024, Screenshot_Doom_20180912_043120.png [View same] [iqdb] [saucenao] [google]
5038698

in other news, this annoyingly deadly cacodemon variant seems to be where I want it, gameplay wise.
don't move. it's designed to fuck you up if you move around too much, it can't shoot straight forward, but it does spread off to either side. Extremely deadly in melee though, but it's not as effective at longer distances

>> No.5038704

>>5038698
so the exact opposite gameplay of literally every other doom enemy and what doom was built around, got it

>> No.5038706

also i gave it the demon's melee sound. Is the only way to apply the same to the vanilla caco via a new actor? just wondering.
yes i already read the respective wiki pages

>> No.5038709
File: 89 KB, 800x599, 1505757941860.jpg [View same] [iqdb] [saucenao] [google]
5038709

>>5038698
>that screenshot

>> No.5038716

>>5038704
It has it's place, though.

Archvile: forces player to hide behind walls/cover/geometry to avoid being assblasted, revives fuckers to force you to deal with him at risk of being ass-blasted and gang-banged by hell's prostitution force

chaingunner: forces the player to seek shelter from this dickwad

zombiemen:
>zombiemen
still deadly if used well.

sergeant: oh fuck this dude has a shotgun, we don't need to explain anything more.

Demon: melee enemy with a general point of health, meant to constrict movement and generally cause a nuisance.

Lost soul: Constricts movement and is a nuisance, but does it's job differently, Does not bite, rather, charges like a wonder-child across the map at you, often with unintentionally hilarious consequences.

Pain Elemental: useless in of itself, but is a fucking douche that spawns the most brain-dead members of the adam's family.

Cacodemon: it floats. it bites, it pelts you from long distances while closing the distance to bite you.

"Frosty" Caco: Inversion of most of the doom relatives, this guy's meant to trip the player up a bit, Not terribly threatening on it's own, but when dealing with close quarters, it is a terrible threat. In large numbers at distance may also be problematic, as it can create a terrible flurry of projectiles that the player has to weave through to avoid damage.

>> No.5038717
File: 434 KB, 200x198, 1528682703960.gif [View same] [iqdb] [saucenao] [google]
5038717

>>5038709
That wasn't intentional I swear it.

>> No.5038720
File: 742 KB, 1280x1024, Screenshot_Doom_20180912_045920.png [View same] [iqdb] [saucenao] [google]
5038720

>>5038716
Basically it's an overlap between the pain elemental and cacodemon; but it does it's job differently, constricting movement out of desire of not wanting to run into a projectile.

>> No.5038732

>>5038720
It also serves for other enemies in the future, so there's that

>> No.5038757

when i launch project bablel i get this in the log

LoadActors: Load actor definitions.
:actors/monsters/imp.txt, line 61: Default values for parameter of virtual override will be ignored!
:actors/monsters/zombieman.txt, line 66: Default values for parameter of virtual override will be ignored!
:actors/monsters/shotgunguy.txt, line 48: Default values for parameter of virtual override will be ignored!
:actors/monsters/chaingunguy.txt, line 66: Default values for parameter of virtual override will be ignored!
:actors/monsters/wolfenss.txt, line 46: Default values for parameter of virtual override will be ignored!
5 warnings while compiling :actors/weapons/7_bfg9000.txt

and the bfg doesnt fire, what do? happens in both stable and git

>> No.5038772

>>5038704
It's not a terrible idea though, he invented an all new niche for his bestiary. Presumably it's only being used at special places.

>> No.5038778
File: 1.38 MB, 1920x1080, boa bolt.png [View same] [iqdb] [saucenao] [google]
5038778

>player opens the bolt with palm downwards in Blade of Agony
I cringe. Have none of the guys who made this mod ever used a bolt action rifle?

>> No.5038781
File: 638 KB, 1280x1024, Screenshot_Doom_20180912_062741.png [View same] [iqdb] [saucenao] [google]
5038781

>>5038772
>Presumably it's only being used at special places.
Somewhat.
Really he's just an introductory to any projectile-crazy enemies to be introduced

There are three caco types in the set, "nightmare (stealth)", normal, and the ice-themed one.

>> No.5038785

>>5038778
most likely so they could recycle the hand sprite from some other game

>> No.5038786

>>5038709
I saw the same thing myself, haha

>> No.5038789

>>5038781
There are a small handful of new monsters added, but they're mostly one-off bosses, atmospheric/setting/aesthetic reasons, or edits of existing monsters

>> No.5038808

>>5038781
Woah, the christmas Caco looks great.
What is this mod?

>> No.5038810

>>5038772
>It's not a terrible idea though
it is, it runs completely contrary to the most basic tenet of doom gameplay

and i don't care to argue further because he's going to ignore it anyway

>> No.5038818

>>5038704
>>5038810
that is true only if you face one at a time, throw it in a group of monsters and suddently instead of mindless strafing you actually have to dodge shit, which i can see how it may upset some people

>> No.5038827

>>5038808
something i'm still working on every now and then
Check OP, it's that LOTX thing if you want an outdated version

>> No.5038842

>>5038810
>it runs completely contrary to the most basic tenet of doom gameplay
Yes, it's a surprise for the player and he needs to reevaluate his tactics. What's bad about that?

>> No.5038845

>>5038842
This.

>> No.5038856

>>5038842
the only problem I see with enemy like that is if it spawns in a group of enemies like with barons or something where you really want to be able to move.

1v1? not that terrible idea

>> No.5038864

>>5038698
>>5038720
https://m.youtube.com/watch?v=iY_e-WoVIqU

>> No.5038865
File: 532 KB, 1280x1024, Screenshot_Doom_20180912_073003.png [View same] [iqdb] [saucenao] [google]
5038865

>>5038856
the very first encounter with one basically points out the glaring flaw in the monster's design
however it's true use is, again, similar to the way the mancubus has shots fired off to either side, and is best coupled with other enemies that want the player to try to get out of the way.

>> No.5038894

What mods are close to the feel of Zombie Master?

>> No.5038905 [DELETED] 

Which mapset had the destructible tech-pillars?

>> No.5038934

>>5038757
Mod is intended for 3.0.0, so those warnings appear on higher versions. Rhey're harmless. BFG only fires when there are enemies onscreen.

>> No.5039000

New thread.

>>5038996
>>5038996
>>5038996

>> No.5039193

>>5037191
I just want bots with Gladiator levels of AI.

>> No.5039197

>>5037308
So all his levels have some sort of continuity? That sounds really neat, actually.

>> No.5039202

>>5037401
Seething.

>> No.5039212

>>5037906
That's pretty much what D64 did with the Pain Elementals.

>> No.5039221

>>5038146
>>5038160
I like how the hyperblaster seemed to be a more utilitarian, all-purpose gun than the energy weapons from previous games, and that carried on to Q4. Good way to make it different from the plasma rifle.

>>5038178
Poor comparison, the hyperblaster is both more ammo efficient and more damaging than the SNG. And cells are abundant in Q2.

>>5038165
Boy I do love wasting ammo.

>> No.5039298

>>5037794
is english your mother language, by any means, any perchance, any plausible possibility that may or may not take place in this specific scenario of a question I am currently interested in asking to you?

>> No.5039305

>>5037794
are you actually retarded enough to fawn over inane shit like detailing and how the level is supposed to 'make sense' from a design standpoint over how it actually fucking plays?

>> No.5039819

>>5038396
Hunted's great, it's where I got stuck at as a kid. I had to unlearn my fear of archviles to the point that one can shoot them point blank as their attack animation is finishing without flinching.

>> No.5039937

>>5039819
I think Hunted may genuinely be one of my favorite Doom levels.