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/vr/ - Retro Games

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5069175 No.5069175 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5062317

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



Doom, Quake, Duke, Marathon, or Thief: https://imgur.com/a/wWS8zXz (infographics)
Doom video: https://www.youtube.com/watch?v=ietb4JwaaXA
IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake video: https://www.youtube.com/watch?v=lwe0nwBkDyU
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)

Doom RPG series

Launchers for Build Engine games



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








>> No.5069176

=== ONGOING ===

-Some elements in the OP (not the news) need some updating
-Quaddicted no longer blocking EU IPs, but still seeking help for GDPR compliance

=== NEWS ===

[09-28] La Tailor Girl's 1.68.99 release available

[09-16] Doom Delta 2.0 released

[09-15] Anon's quickstart map updated to support more Heretic, Hexen, and Strife IWADs

[09-14] RedneckGDX released (fixed link)

[09-13] SM187 for Quake released, 4 hour speedmaps

[09-11] id Tech 1 mapping tool 'Eureka Editor' updated

[09-10] John Anderson, author of Ultimate Doom's E4M7 and other maps, passed away back in April

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

[09-06] LOTX milestone 3, project put on hold

[09-02] DAKKA SSG revamp in latest alpha

[09-02] Audio level rework in new pre-release version of Babel

=== PREVIOUS ===


=== PROTIP ===

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

>> No.5069190
File: 18 KB, 420x300, rattles at keyboard.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5069203

>On the internet, nobody knows you're a skeleton.

>> No.5069207 [DELETED] 

Romero is a beaner
that is all

>> No.5069320

Quake would have been more interesting IMO if the game removed your DB-shotty, SNG, and RL from the previous level when entering the next one.

>> No.5069323 [DELETED] 

kill yourself. Not personally. But in game lol

>> No.5069335 [DELETED] 


>> No.5069369

The Quake Double Shotgun isn't that special, so I don't see the point in taking it away.

>> No.5069375

You're so close to realizing that Quake (and Doom and other old school FPS) are best when you pistol start. Just do it. Take the plunge. You'll be glad you did.

>> No.5069380

Finished Quake and moved onto Quake 2.

WTF happened? I dont like this at all

>> No.5069389
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>> No.5069398

Quake 1 is an amazing game, the sequels never lived up to it. Aside from the great physics and feel, the cuthulian horror intermingled with medieval setting was emergent from the team and not originally their goal, so i guess it makes sense we didn't get more of it.

>> No.5069415

Thanks for the demo! I'll watch it as soon as I get home. All fair points you made.
I wanted the last fight to be a bit tougher, but I ran out of time for monster placement. Probably could've sprinkled some more pinkies in and maybe some barrels or some such in the 30 seconds I might've had left, but I was trying to be strict about the time limit.
The map is too large, really. Ideally I think you'd want to make a small map with opening pathways to traverse the area in new ways, or find a gimmick and stick with it.

Next time.

>> No.5069429

they made a sci fi shooter and slapped the Quake name on it

>> No.5069447

Is it just me, but Tim Willits and Americunt McGee have the same bland, blocky mapping style? If they say Attack or Canyon from "Master" levels are McGee I would believe it.

>> No.5069450

Any news on that Samsara monster addon?

>> No.5069457
File: 792 KB, 1280x720, 1527723664999.png [View same] [iqdb] [saucenao] [google] [report]

>talking shit about Tim Willits
You'd better start running, kiddo

>> No.5069461

don't deathmatch him, heard he invented the mode

>> No.5069473

Tell me one good Willits level for Doom. At least The Crusher was decent by Americunt.

>> No.5069474

The McGee-ish parts of Attack/Canyon are Theresa Chasar's. Early Willits is very loopy and spacious. Quake's Willits is Wind Tunnels and Necropolis.

>> No.5069482

He invented everything, guns, monsters, the works.

In his heart he knows the rest of id were lucky to be allowed to bask in his glorious shadow.

>> No.5069484

That's literally the only good Willits' Doom level.
It looks like a complete piece of shit though. Like eyebleedingly bad. But it's very unpredictable and entertaining.

>> No.5069486

And yet Necropolis, Wind Tunnels and Sewage System (which is pretty much proto-Q2) are legit good levels.

>> No.5069487

>The Crusher
an abomination

>> No.5069497

I know Doom is very well balanced for pistol starts, but is the same true for Quake?

>> No.5069502

I still want them to unite both universes in a coherent way.

>> No.5069504

It's very complicated starting quake with a pistol

>> No.5069506

Was the Spider Mastermind's humilliation in that level id's way of acknowledging how poor of a final boss it was?

>> No.5069508

Why? The Strogg are a thousand times less interesting than the Eldritch horrors from other dimensions that invade the Earth in Quake.

>> No.5069509

Not for Petersen's maps (well, you can shotgunstart E4M2, but that's it) due to him only handing each gun strictly once over the course of his entire episode. The other three leveldesigners, however, do seem to allow shotgunstarts.

>> No.5069513

>how poor of a final boss
the last map didn't help it

>> No.5069514

Not this shit again. Why are lovecraftfags such an arrogant bunch?

>> No.5069516

There is literally nothing wrong with Spider Mastermind's Doom1 bossfight IF you pistolstart it. In fact, it's pretty fucking neat, although you can make an irrecoverable (other than by starting the map over again) mistake while doing it.

>> No.5069526

/v/iggers need to leave.

>> No.5069528 [DELETED] 

How is this arrogant? That's just a fact.

>> No.5069542

Fact by only hte matter of Creatures, Quake 1 and Quake 2 has dull level detailing imo, Q1 is mostly Castle after Castle or Stronghold after Stronghold, Quake 2 also does the same repetition but with the Strogg architecture, mind that i'm not saying the level design is poor, just the visuals that are.

Quake only got decent visuals in the maps after Quake 3, but then Q3 has the Lovecraftian architecture but not the creatures, and Quake 4 Stroggs are alot more variant in their buildings.

[Spoiler]Quake Champions does a regression because the maps only have nice skyboxes and that's it.[/spoiler]

>> No.5069553 [DELETED] 

/vg/ of late is being raded by autistic linux and weirdo retrofags of late who keeps derailing threads

just ignore and move on

>> No.5069561

i mean /vr/

>> No.5069562
File: 142 KB, 480x313, 18972634189.jpg [View same] [iqdb] [saucenao] [google] [report]

And i missed the spoiler tag

>> No.5069569

the specific groups of people you don't like are joining forces to ruin your experience on this board

>> No.5069596 [DELETED] 

>implying this thread hasn't been garbage since the doom eternal gameplay trailer

>> No.5069598

You can take my Super Nailgun from my cold, dead, hands.

>> No.5069601

It's always been popular to shit on Quake 2 on /vr/, which I think it doesn't deserve, but the first Quake was always a cooler and more interesting setting, even if I don't hate Quake 2's setting.

>> No.5069607

>That's just a fact.
You answered it yourself. Cthulhu Mythos are cool and all, but fags acting like it's the ultimate thing ever and shit on everything else get annoying fast. Besides, body horror cyborgs are a pretty cool trope on their own.

Quake 3 visuals are underrated, it's the perfect mix of the previous styles but with a much more appealing touch.

Quake 2 has a lot of things to criticize, but some people here often take it to ridiculous levels just to show some bizarre retro street cred.

>> No.5069617

holy shit why are you such a thin-skinned bitch

people are allowed to like the lovecraft theme of quake 1

>> No.5069620

Willits barely did any levels for Doom, but I thought they were ok. His Quake levels are quite good.
American's levels ranged from alright to above average.

The Crusher is a good level.

I think they just wanted to give the players the novelty of squashing a big monster. Don't read too much into it.

>> No.5069623

I think he has some kind of inferiority complex over Quake 2, for some reason.

>> No.5069625 [DELETED] 

Nice strawman.

>> No.5069626
File: 321 KB, 1920x1440, 1528195311886.jpg [View same] [iqdb] [saucenao] [google] [report]

>The Crusher is a good level.
don't reply to me or my cacodemon ever again

>> No.5069627

because he's shitposting and faggots like you keep falling for it

>> No.5069628

I think the slipgate horrors should be separate from the Strogg, you'd be just doing them all a disservice by trying to mash them together.

>> No.5069630

That's not a strawman.

>> No.5069631

I'll pet ur fookin Caco, m8
swear on me mum

>> No.5069632

No, just annoyed by dumb arguments. Criticize the slow enemies, the hub design, the lack of muzzle flashes. You know, the actual shit.

Guys defending things you don't like isn't shitposting.

>> No.5069635

Can I get a quick gestalt on the different "vanilla" source ports like PrBoom, Chocolate and Classic DOOM?
Which is better for a "near vanilla" experience?

>> No.5069637

Most people will never even think to pistol start Doom though, so as a bossfight, he is what he is.

>> No.5069640

I like the levels and enemies in Quake 2.

>> No.5069642

It is. You implied the argument was about not letting you like Quake 1, when it was about not acting as if lovecraftian stuff was the ultimate be it and be all of styles, while shitting on another style that frankly is pretty cool on it's own.

It would be quite a daunting task to mix them both and not have a shit mishmash.

>> No.5069646

you don't actually know what a strawman is, do you?

>> No.5069648

>You implied the argument was about not letting you like Quake 1
Not me.
>when it was about not acting as if lovecraftian stuff was the ultimate be it and be all of styles, while shitting on another style that frankly is pretty cool on it's own.
Not even what the poster you whined against said.
He just said it was less interesting, not that it was the ultimate or that it was uncool.

You want to act like the posting police, but YOU are the problem, here.

>> No.5069656

>Why? The Strogg are a thousand times less interesting than the Eldritch horrors from other dimensions that invade the Earth in Quake.
And a later post even got deleted for implying opinions as facts. Don't be disingenuous.

>> No.5069661

Yes. He just said it was less interesting, not that it was the ultimate or that it was uncool.
Nothing more. Nothing less.

YOU are the problem, here.

>> No.5069663

Those are just two anons tossing shit at each other over their respective tastes. Nothing out of the ordinary.

>> No.5069664

>Yes. He just said it was less interesting, not that it was the ultimate or that it was uncool.
Nothing more. Nothing less.
A "thousand times" gives a bit more strength to the post, wouldn't you say? Enough to warrant a slightly more heated

>YOU are the problem, here.
Oh, woe me.

>> No.5069668

*a slightly more heated reply

>> No.5069669

He could have said ten thousand times, or a million times, or a billion times, that doesn't change anything.

>> No.5069670

>Enough to warrant a slightly more heated reply
then allow me to repost my thoughts on the matter

holy shit why are you such a thin-skinned bitch

people are allowed to like the lovecraft theme of quake 1

>> No.5069671

>people are allowed to like the lovecraft theme of quake 1
Which no one ever tried to stop. Thank you!

>> No.5069674

holy shit why are you such a thin-skinned bitch

people are allowed to prefer quake 2 shit over quake 1 shit

>> No.5069679

This is beyond mere shitflinging, this is a goddamn raid.

>> No.5069680

Just settle this in Quake Arena Generations, dudes

>> No.5069681

>exactly one minute apart
a lost cause, i see

>> No.5069683

>one minute apart

>> No.5069684

Detective anon on the case!

>> No.5069685 [DELETED] 

anons iffy uh

>> No.5069689

don't worry, i'll figure out their writing styles and see who came in from completely unrelated topics

>> No.5069690 [DELETED] 

>The redditor is immunized against all dangers: one may call him a faggot, normie, underage, shitposter, it all runs off him like water off a raincoat. But call him a redditor and you will be astonished at how he recoils, how injured he is, how he suddenly shrinks back: “I’ve been found out.”

>> No.5069702

I'm the anon whose post was deleted, for some reason. Not sure which.
Anyway, ask anyone who's played both Q1 and Q2 and the vast majority will tell you the monsters in Q1 were far more memorable.

>> No.5069703

Why fight when you can be brothers in HUH together?

>> No.5069705

They were, though I'd argue more for their gameplay than the style (except for the Shambler and Fiend, love those fuckers). Strogg are way too slow, which I'd say it's the problem with a more advanced game giving longer, elaborate animations to its monsters.

>> No.5069708 [DELETED] 
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Jannies are iffy faggot anons got the blicky they drum it now holds fifty

>> No.5069710

The Strogg are just very generic for the most part. The most memorable were probably the Icarus and Hornet because they had cool equipment. Some of them border on the laughably bad, like the big guys equipped with Railguns whose name I forget.

>> No.5069716

people shit on quake 2 just as much if not more often.
this exact same defense operates both ways.

>> No.5069717

I wouldn't call body horror cyborgs generic, really. It's not like they're stormtrooper wannabes, or other stuff one could really say it's more overused sci-fi stuff.

>Some of them border on the laughably bad, like the big guys equipped with Railguns whose name I forget.
The Gladiators?

>> No.5069718

>people shitting on quake 1
>sure okay whatever
>people shitting on quake 2

>> No.5069725

The problem is that the body horror thing is extremely superficial. They'd have been more interesting if they really went there. Instead you just have machines with a few fleshy bits and that's about it.

>> No.5069727

Both sides had guys getting heated over their respective games. The fact that you rushed to defend Q1 means that it wasn't "sure okay whatever".

>> No.5069728

looks to be a personal problem.

>> No.5069734

i ain't even play quake, i'm a buildfag


>> No.5069735

Too many hitscanners, unsatisfying combat, boring lighting, boring textures, visually boring enemies
>inb4 people say BUT MUH BODY HORROR
That doesn't even register actually looking at them. They just look like generic robots and cyborgs.

>> No.5069736

what now?

>> No.5069738

True. Though frankly there were some interesting designs here and there, like the Brains enemies. It wasn't until Q4 that the designs became more repetitive.

>> No.5069740

you aint even speak english

>> No.5069743

>Too many hitscanners, unsatisfying combat, boring lighting, boring textures, visually boring enemies
I like the cyborgs and feel you are oversimplyfing things to make them easier to attack, but I agree 100% with you here.

>> No.5069745

Im only a few levels in but the levels feel far too long. The grenade is fucking terrible and so slow. But i love the super shotgun.

The enemies are kinda janky but i like that you see them take damage. Which is funny that this is the new revolutionary thing Doom Eternal is doing now.

>> No.5069748

hey, if you've run out of arguments, fine by me
just next time, call me a faggot, it's faster

>> No.5069749

I like both Quake 1 and 2.

>> No.5069751

Explosive weapons were pretty OP in Quake 1 (mostly the RL), so they got nerfed hard in the sequel.

>> No.5069753

They're cool games.

>> No.5069757

it is in contrast to the way they would simply plop to the ground in the first game. they didn't go about it for too long anyways.

except there is no argument to fend for here. you looking to be offended to justify your tirade or something?

>> No.5069759

>The problem is that the body horror thing is extremely superficial.
I'd say this is where this comes into play >>5069745
The Tank showing a Terminator-like metallic skull behind it's fleshy face once it had taken enough damage was pretty cool.

>> No.5069760


>> No.5069763

you, i like you

>you looking to be offended to justify your tirade or something?
nigger what
you confusing me with some other faggot

>> No.5069765

>you, i like you

>> No.5069767

no way, you gay

>> No.5069768

seems the choice is clear, heh

>> No.5069769

what are you so up in arms about anyways?

>> No.5069770

Not a chance, fancypants.

>> No.5069772


Think again, cakeboy.

>> No.5069774

and you replied to me calling me out on my lack of arguments despite the fact that i wasnt even the same guy lol

>> No.5069778

The Tank by itself should be able to beat a Shambler handily due to higher stats, I don't see why they had to give it this weird cannon melee attack that wasn't in the original game.

>> No.5069780

we're all faggots together, then

>> No.5069784
File: 176 KB, 322x321, 1504294618237.png [View same] [iqdb] [saucenao] [google] [report]

did quake 3 ever get any single player mods of note?

>> No.5069785


>> No.5069786

there's that one puzzle map by sock, but that's all I can think of
i recall that making singleplayer things for it was very hard

>> No.5069787

oh wait, you said single player
nevermind, though i guess you could still play it with bots

>> No.5069789

there's that hunter's doom mod, takes after the aesthetics of q3. but it's unfinished, can and will tank your toaster, and frankly doesn't play very good.

>> No.5069791 [DELETED] 


>> No.5069796

I'm still mad Quake 3 didn't get any sort of proper single player campaign.

>> No.5069797

American McGee's Alice

>> No.5069798

Jedi Outcast was the pinnacle of idTech 3 and no one will convince me otherwise.

>> No.5069803

That series is amazing in general. Does the Dark Forces sourceport actually work now? I think I remember some anons talking about it some threads ago.

>> No.5069806

I dunno, Scourge of Armagon gives some interesting possibilities.

>> No.5069816 [DELETED] 

is a decent fetish when it isn't literally shoved right up your business, isn't too blatant or is otherwise 90% of your fucking canvas.

unlike hunter's moon.

>> No.5069828

call of duty still uses the quake 3 engine very deep inside

>> No.5069832

What is Doom 64 Unabsolved?
Has anyone played or even heard of it?

>> No.5069834


I never liked Jedi Outcast, tried replaying it on multiple occasions but it feels like an endless stream of "oh god. it's THAT LEVEL"

>> No.5069838

an update of doom 64 absolution that colonel sanders based brutal doom 64 on

>> No.5069856

I thought it was a mod someone once posted picturs of here

>> No.5069869


>> No.5069919

I think he want an sp with the q3 assets

>> No.5069948

There's this: https://www.moddb.com/mods/entityplus

But seems that nobody is using it to make proper SP campaign besides the modder of this himself.

>> No.5070005


>> No.5070013
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>> No.5070053

I'm no map designer, but I feel like you had the right idea with the arachnotrons on the hill. Maybe if you had some kind of sniper on the opposite wall - another set of arachnotrons or revenants - there would be a serious dance to be done of dodging their shots while the cyber is also raining down. You could also do a partial invisibility to make the cyber's shots more unpredictable like how Scythe MAP27, though there's a fair amount of people in this very thread who would be offended by that.

Good luck with your next map. I hope you give a thought to trying out the voice-commented PRBoom fork.

>> No.5070057
File: 21 KB, 582x1152, E4M9_map[1].png [View same] [iqdb] [saucenao] [google] [report]

E4M9 is pretty fun pistol starting.

>> No.5070101

Not bad at all, considering you only gave yourself a mere 100 minutes to work with. I would also like to see 100 minutes of /vr/ be a thing now.

>> No.5070208

I watched/listened to the demo. Pretty neat. A little choppy, but I imagine that has to do with keeping the audio synced.

Pretty much an all around fair assessment of the map. Unfleshed ideas in a time constraint. While thing should've been about 2/3rds the size, but then it would say "10" instead of "100" and I don't think I'm ready to make a 10 minute map.

Get mapping. We can make it a thing... Together!

>> No.5070225

If I had a custom player skin for Zandronum, would others be able to see it if they had the option on?

>> No.5070230

>Played Scythe first 9 maps.
>Every level is a short, throwaway garbage
>Deleted the WAD

If this is really one of the best megawads for Doom, there is not much too see here.

>> No.5070232

>short = bad / throwaway
Ah, I see we have a KDIZD fan

>> No.5070236

They will only see if they also have the wad which provides such skin.

>> No.5070238

I like Scythe maps, short and sweet.

>> No.5070239

Well to even play a match everyone needs the same wads right?

>> No.5070240

I'm pretty sure wad usage is controlled by the server host.

>> No.5070242

Not in Zandronum, there are optional files which can be any wad file that does not affect the gamesim, in case any wad that does no change to the codes on its own, visual and audio replacements are totally fine which is the case.

Generally it will, but you can use autoload section in the ini to load up certain stuff such as graphical/music/sound replacement wads and the server will never know you are using them.

>> No.5070245

That's pretty handy knowledge, in the case that a friend likes using stuff like Smooth Doom.

>> No.5070249

It deliberately starts small and gets progressively bigger. That's the whole point - seeing the scale grow until it ends in some wild shit. Just go to the Doom Wiki and look at the maps. You fucked up bouncing early.

>> No.5070251

>peek around corner looking to ambush an idle shotgunguy
>he reacts immediately
>I miss
>hunter jams
>get hit with a meatshot and die

>> No.5070256

smooth doom can't be made optional, because it replaces all the monsters and weapons with its own versions
if you did somehow join a server with smooth doom despite not loading it, you would crash instantly, as your client would have no idea what half the things on the map are

>> No.5070272

keep going, when you get to map 11 you will appreciate the previous levels and what they lead to

>> No.5070281

Shit, oh well

>> No.5070308

Reposting because new thread...

I've been trying to make some Doom maps for some time but I always end up stuck. I don't know if I'm overthinking it.

Painting/drawing relies on armatures (invisible guides that cross the frame) to plan and execute a drawing. Is there an equivalent for Doom mapping?

I know it's not a random process. You just don't go spamming square rooms, connecting them with corridors and calling that a day. There's a mental workflow here that I couldn't grasp yet.

Speaking of workflow, is there one that can help streamline the creation of maps? I thought of maybe building the map in 2D then after it's done Wolfenstein style then I start messing with room heights, stairs, elevators and secrets.

Are there any design guides that can help me learn how to make better maps? I've read a dozen game design books and the best I got is that I need to create a flavour or concept (inside a Vulcan, underwater, etc), try to tell a story with it (the played got to a large frozen lake before diving into the water and finding a cave, etc) and then draw the maps of how the "scenes" should be. I got the best results with this methodology but perfectionism got me real early and with it came anxiety and inadequacy.

Also, for slopes, wouldn't it be better if I could just select a line in preview mode and set it's height with the mouse instead of using dummy sectors that must be aligned and take time and brain power to organize and not screw up?

Is there a logic for enemy distribution? When I played Doom64, it felt like the enemies were exactly where they should be. Why is that?

Anyway, I just needed to vent my questions in hope someone would pick any of those up so we could exchange some ideas.

>> No.5070312

If youre so interested in "exchanging ideas" why didnt you respond to either of the responses in the last thread?

>> No.5070393

If you're playing Hideous Destructor, then yeah, that's how it is. Using the Hunter in self-loading mode means you have to accept the risk of it short-stroking, which is why getting used to using it like a repeater is a good idea.
Or go for the double-barrel.

>> No.5070394

>I know it's not a random process.
You're thinking way too much and nobody likes essays.

>> No.5070398

self.pain_finished = (time + FL_SWIM);

Any Quake modders in here that know what FL_SWIM is supposed to mean?

I'm trying to replicate Quake's cooldown system on pain states but I don't know what number to put to that.

Repost because new thread and knowing the answer would be really helpful

>> No.5070404
File: 45 KB, 640x480, 100vr.png [View same] [iqdb] [saucenao] [google] [report]

Alright /vr/,
Boom compatible (because fuck fixing vanilla limit issues in this time frame). 100 minutes or less. Otherwise, same rules as last time.
Anyone wanna make it a trilogy?

>> No.5070406

100min is awfully thin though.

>> No.5070407
File: 293 KB, 622x525, cheers.png [View same] [iqdb] [saucenao] [google] [report]

You can do it, anon! I believe in you.

>> No.5070428

You need to be able to quickly search across multiple text files if you want to do anything meaningful.

>> No.5070452 [DELETED] 

How about a new, creative collab instead of continuing a mediocre shitshow? 100 Minutes sucks.

>> No.5070453

>I need to create a flavour or concept (inside a Vulcan, underwater, etc), try to tell a story with it (the played got to a large frozen lake before diving into the water and finding a cave, etc)

Don’t do this, I play doom to have fun and be challenged, any story elements are inconsequential compared to the gameplay.

>> No.5070456


If that's what it takes, I'm fine with that.

I'm just trying to replicate the pain states for all the Quake monsters that I'm porting into Doom. Both Armagon and the Centroid use time + FL_SWIM in their code.

then the Wrath uses self.pain_finished = (time + MOVETYPE_WALK);

>> No.5070468
File: 691 KB, 720x1000, 1535472869030.png [View same] [iqdb] [saucenao] [google] [report]

[Obligatory post complaining about Graf Zahl]

>> No.5070470

fucking graf

>> No.5070474 [DELETED] 

grob salz

>> No.5070478

The Community Needs To Chillax 5: the grob sallies

follow the journey of one dickwad dev as he blocks the progress of a 25 year old game engine.

journey into the hive of villany known as /vr/ as you attempt to appease the elder gods with high quality content

follow the quest of one degenerate on his duty to uproot a conspiracy 25 years in the making on the journey to gittin gud at making maps and mods

mock 3 has nothing on this.

>> No.5070484

theme it around something that isn't time.

>> No.5070489

FL_SWIM is 2 and MOVETYPE_WALK is 3 but those constants are not supposed to be used that way.

>> No.5070495

got any more guidelines aside from "100 mins lol"?

>> No.5070497

I just tried playing Doom on mobile. 2 thoughts:

1: Wow, Doom on mobile should totally have a wider autoaim zone, and an option for Doomguy to automatically fire his weapon if there's an enemy in the autoaim zone. That would REALLY make the game much more fun.

2: It's actually a question - can y'all recommend some excessively easy wads? It's a real pain to play Doom on a touchscreen so I need some wads that are super easy so I won't be dying all the time? Preferably easier than vanilla Doom 1/2. (I know I could simply use Russian Overkill etc but I'd like to have options).
That or at the very least wads with very short levels suited for handheld gameplay.

>> No.5070508

>follow the quest of one degenerate on his duty to uproot a conspiracy 25 years in the making on the journey to gittin gud at making maps and mods
lmao, you wish

>> No.5070516 [DELETED] 

Don't acknowledge.

>> No.5070520

It's called a joke.

>> No.5070521

"""creative""" """collabs""" have resulted in fucking nothing.
X00 minutes have resulted in something.
Make a fucking map.

>> No.5070524

You mean like the time we've never had a creative collab?

>> No.5070526

yes, and it was a funny joke, hence the lmao

>> No.5070527

how nu r u

>> No.5070530

Does anyone know what the HDooM detection on La Tailor Gal causes? I'm afraid if it's some kinda screamer or something.

>> No.5070531

Anyone know someone who takes commissions for DooM spriting/converting screenshots to DooM sprites?

>> No.5070532 [SPOILER] 
File: 16 KB, 1280x720, 1538117241121.jpg [View same] [iqdb] [saucenao] [google] [report]

you called?

>> No.5070534 [DELETED] 

How about you make them yourself, you lazy dipshit?

And collabs fall through because faggots like you, i.e.'idea guys', don't have a single ounce of talent running through that armor plated skull of yours. Instead you place yourselves as the forerunners of copy and pasting already done concepts because critical thinking isn't possible for idiots who haven't developed a frontal lobe.

The idea sucks, the .wad sucks, nobody had fun making it or playing it -- so what makes you think anyone is willing to do it again? Why waste 100 minutes for a throwaway map when someone could spend that and a better part of the week making something good?

>> No.5070536

No, collabs fall through because of raging asshats like you.

>> No.5070537

>How about you make them yourself, you lazy dipshit?
I do. I make maps. Unlike you, who whines about other people not making maps.

Sorry, nobody wants to do a collab with you.
Make a fucking map.

>> No.5070540 [DELETED] 

>nuh-huh you!
Good job knuckle-draggers.

>> No.5070542 [DELETED] 

No one is fooled, just fucking shoot yourself already.

>> No.5070543

Pls answer im not the anon who asked but im deadly curious

>> No.5070547

Sewie appears on the bottom of the screen with "Begone thots" as a sign.

>> No.5070552

It was never meant to be a sequel to Quake, it's just team at id couldn't agree what to call the new game so they called it "Quake 2" because it used the same engine.

If you want games with a similar feel, try Quake 3, or if you want a single player game: Painkiller, Dusk, Amid Evil, Hard Reset, Devil Daggers - as they're all made by fans of Quake.

>> No.5070553

Any reason why you can't commission a regular pixel artist and ask that they use a high color count for that 32 bit feel?

>> No.5070557

That implies I know decent pixel artists. :V It's also mostly for player/enemy sprite "rips" from 3D games.

>> No.5070561

Nice thanks Anon.

>> No.5070562

Sewie also floats up to block the center, so no fucking for you. Sprites aren't changed, anyway.

>> No.5070564

Yeah didnt expect to change them since its there for a laugh.

>> No.5070569


Thanks! Just knowing that got me thinking that ProQCC just applied those to anything that matches those numbers and it turns out that's the case.

>> No.5070574

If anyone's working on any maps, I'm down to record some demos to test out this voice record stuff.

>> No.5070581

Well, I hope so, since then perhaps someone could give you a discount since it's a 'trace'. Because otherwise, doing 8 directions of every frame, with bunch of frames for every animation... could easily get pricey.

As for pixel artists - I recommend checking out pixel art groups on deviantart, and searching on pixeljoint and tumblr, and look for people with open commissions. I imagine pretty much every pixel artist worth their salt will accept such a commission (provided YOU will provide the correct screenshots), though don't be shocked if they ask for over a 100 dollars or something, animation is costly.

If you're not ready to do that, I recommend checking out pixeljoint and deviantart again - but this time looking for pixelart tutorials. Learn basics of pixel art and do it yourself. Tracing is not that hard, it's mostly tedious.

>> No.5070591

What gameplay/weapon mods make you ridiculously overpowered? I'm taking so much that regular maps will no longer offer challenge, and it only makes sense to use this mods in slaughtermaps and stuff.

I know of Russian Overkill and SwiftSlaughter, what else?

>> No.5070592

Yeah, posing in Gmod/SFM, screencapping, and editing the outlines to a transparent background in GIMP is simple enough for me.

>> No.5070593


>> No.5070603
File: 9 KB, 256x256, hl1smiley.png [View same] [iqdb] [saucenao] [google] [report]

Worked on my first map during my downtime for the last week. It ended up being way bigger than I imagined and I didn't really have a plan with the level design. But I think it turned out nicer than I expected.


I also made it in the Boom format, heard it was "a good starting format" or some jazz but the linedef triggers don't work in it. Anyway everything works fine in ZDoom.

>> No.5070610

So is it not functioning in PRBoom then?

>> No.5070617

Sadly no, I didn't really play around with it too much and just felt as though most people play through ZDoom anyway. I'm not entirely sure what the problem was, maybe certain generalized linedefs aren't compatible in Boom or something because I remember trying to go down one of my lifts and it simply not working. Probably shouldn't have given up so easily.

>> No.5070619

Bummer, I would have liked to make a demo in PRBoom. I'll make a demo in Zdoom for you later today, but I gotta sleep first.

>> No.5070621

sometimes i wonder if metadoom could cause some mandela effect shit with how some things even work in the mod because the unmakers main fire feels off

>> No.5070623

6/10, it's alright. Took me around 10 minutes, found 2/4 secrets, 80% kills (I'd post a final screen, but I forgot my screenshot hotkey and skipped it). Highlights: beginning is too easy, pls don't give me a rocket launcher right away, and ammo for it 5 minutes later, thanks. Crampled rooms like the ones with 2 barons + fatso and with 2 skellies + baron were alright. Didn't like the "shooting gallery" rooms like the one with fatso - knights - imps - shotgunners. They immediately started infighting because of the mancubus in the back, doomguy just had to stand and watch, where's fun in that. The "hell" area was cute, and I liked the pain elemental placing, but I still managed to run through like half of it without too much problems, hence missed like 15% of kills. Last room is too ez. When I saw the cyberdemons, I instantly thought that this is the ending, and rushed to the skull button. Overall, keep up the good work.

>> No.5070625

Yeah, also felt that ammo distribution was pretty uneven. I spent all my ammo in the area with the threes 2 cacos, I think. Also also, ran on UV of course.

>> No.5070626

*trees and 2 cacos

>> No.5070635

So is it just me or does it feel like development of megawads has really slowed down this year?

>> No.5070637

megawads are passe
we need GIGAWADS

>> No.5070641

Anyone have a mod that's just a fancy titlemap? I need it as a workaround for a GZDoom bug.

>> No.5070665

dunno what you're talking about, the lifts work just fine for me with complevel 9
(also I didn't think using door activation on lift specials would even work)

>> No.5070689


Mock 2 (41 level)
Strange Aeons (45 lvls)
Chibi Rebellion (78)
Push - Griefing Made Legal (70+?)
Alfonzone (62)
Compendium (~1000)

>> No.5070695

>Not terawads

>> No.5070760

What's the Chad WAD?

What's the virgin WAD?

>> No.5070775

You do something in the editor. You fire it up in the editor. You are like "What the fuck is this shit? I imagined it differently! / It doesn't work the way I thought it would! / It doesn't work the way I thought it would but I am surprisingly okay with that - come to think of it I can follow up along the same lines if I... / More or less okay, but it would be even better if I...". In other words, having playtested your two-cubes-two-grunts you get feedback, that gives you ideas on how to fix and to expand your creation. Then you fire editor and do a bunch of stuff. Then playtest again. And you repeat it again and again until the map plays more or less the way you currently imagine it should play, and you are thus more or less content with its current state. There, done.

tl;dr: editor-playtest-editor-playtest-editor-playtest-...

>> No.5070776

>You do something in the editor. You fire it up in the game.

>> No.5070784

Also, ideas based on experience from the feedback are more or less always way more interesting than, let's say, ideas derived from someone else. However, that having been said, you DO need a starting point, something the map is ABOUT.

>> No.5070786


>Chad WAD
Doom Slayer Chronicles

>virgin WAD
Alien Vendetta

>> No.5070872

>no one talking about ashes 2063
that sideways building in the city level is one of the coolest things i've seen in a doom map

>> No.5070879

Would Doom 64 have been better if the demon keys were part of the main course, instead of being hidden secrets in secret levels?

>> No.5070890

Doom2.wad, find a midi you like for it, needs to be beatable, so if you run out of time work an exit in real quick.
Anything else you need to know?

>> No.5070893

So is there a deadline or are we going util we reach 33 maps like the others? Are custom midis allowed?

>> No.5070896

The original 200 mins had a deadline to sort of light a fire under people, and was dropped pretty readily.
I think we've proven we have the focus to knock out a speedmapping challenge.
So 32-33 maps it is.
Custom midis encouraged.

>> No.5070908
File: 890 KB, 680x1033, 1532686008723.png [View same] [iqdb] [saucenao] [google] [report]

are you actually going to do this?
I dropped my halloween map because we are already in October and not a single sign of life about the map pack on sight, also I originally wanted the map to be udmf
I'm working on the quake Christmas jam but I can manage 100 minutes for this of course

>> No.5070913

any spooky FPS out there?

>> No.5070914

do a small map

>> No.5070916

you sick fuck

>> No.5070917

Should say, if we don't reach 32, and stop getting submissions for a period of time, we can release at a lower number. No strict requirement for number of maps.
>are you actually going to do this?
We've done it twice before.
I'll personally definitely be contributing.

>> No.5070921

What the hell, /vr/?
First you spend whole August posting stuff like "Oh! October is soon! We're gonna make Halloween wad! It'll be great!"
Then you completely forgot about it during September.
And now that October is almost upon us, you're thinking of doing something different?
Just... What?

>> No.5070925

ok, I'll try to have something for the next week, I have to handle my ex wife tomorrow
I thought about taking the torch but I don't know how to put all the maps together with title pic and all that shit

>> No.5070928

btw, I'm still willing to finish the map for halloween if we do something

>> No.5070934


>> No.5070935
File: 7 KB, 143x62, thotsensetickling.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5070940
File: 29 KB, 1280x720, ash.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5070947

condemned criminal origins
well, not exactly fps, also not retro

>> No.5070949

TOO much ammo

>> No.5070959

So is it 100 minutes and done or can the maps be adjusted for balance/detailing once feedback is given?

>> No.5070960

/vr/ isnt one person.
100 minutes of /vr/ doesn't take up a lot of time per map either. An hour and 40, plus testing maybe 2 hours and change - unless you manage to bust out a larger map in that time. I'd recommend erring on the smaller side.
Rad. Looking g forward to it.

>> No.5070967

Typically we've adjusted for game breaking issues - Inescapable pits, untagged doors, etc. I don't recall us polishing anything design related past the 100 minutes.

>> No.5070992
File: 26 KB, 636x480, Can't take a proper PrBoom screenshot i guess.png [View same] [iqdb] [saucenao] [google] [report]

Tried it and it was neat.
I wonder if anyone has ever thought of a mapset or megawad, where each map is mapped around the number related to its slot order.
>First map has huge number one
>Second map has number two
>Third map has number three
And so on.

>> No.5070994

say I have a custom enemy who I want to have a state, then when he sees you he does a brief animation (let's say, standing up) which leads to normal See animation. is it even possible to do this in Doom? I'm guessing i'd have to do some magic in the Spawn state but hell if I know what

>> No.5070996



I don't know the reason behind the last teleporter

>> No.5071002 [DELETED] 

You just have his "look" states be home sitting or whatever, then have his alert state go into your animation frames with no action attached to the states., then to "chase" states and repeat chase. Only way it would reset is in vanilla Doom if you save and load.

>> No.5071005 [DELETED] 

Actually I don't think I'm remembering right. Might not be an alert trigger... Might go straight into chase.

>> No.5071006

Just to get out of the room if you want to. Door doesn't open from the inside.

>> No.5071036 [DELETED] 
File: 62 KB, 1024x755, 1538146766016m.jpg [View same] [iqdb] [saucenao] [google] [report]

Sorry to bring unrelated stuff to this thread but I think a Ranger edit would be funny

>> No.5071038

yeah there's Spawn (the idle animation) See (the walking/running after you animation), Melee, Pain and Death which are self explanatory.

>> No.5071045 [SPOILER] 
File: 37 KB, 634x153, 1538148740022.png [View same] [iqdb] [saucenao] [google] [report]

Here you go.

Now go back where you came.

>> No.5071050

>Just discovered the BFG room in Chasm

>> No.5071070
File: 517 KB, 784x578, file.png [View same] [iqdb] [saucenao] [google] [report]



YEAP chasm was a good game....

>> No.5071074

In vanilla the only way I can think to do what you want is to make a monster that idles, sees you, runs through his animation, then simultaneously dies and drops a "weapon" that is replaced by a monster entity.
Otherwise you should be able to do it with zscript or decorate, but I know less about that.

>> No.5071105

I think I found a solution in A_LookEx which allows you to create your own state, so I can go from the idle Spawn to the custom state of getting up, leading to the walk/chase. So everything works out in the end.

>> No.5071118
File: 138 KB, 285x246, 1529857862780.gif [View same] [iqdb] [saucenao] [google] [report]

>100 minutes of /vr/?
>halloween /vr/ project??
let's not forget doom turns 25 years old this December 10
>25 years of doom /vr/ project¿????

>> No.5071121

also christmas

>> No.5071126


>> No.5071127

Art-wise, it looks like an inbetween of Doom and Quake.

>> No.5071135
File: 530 KB, 640x480, unknown[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.5071159

I love both Doom and Quake to bits. Are there any good WADs that have a Quake-like aesthetic? What about Quake maps that have a Doom-like feel?

>> No.5071168

dimension of the boomed

>> No.5071170

have you played dimension of the boomed yet

>> No.5071180

ive head good things about dimension of the boomed

>> No.5071184

Shadows of the Nightmare Realm and Umbra of Fate

>> No.5071187
File: 1.67 MB, 1920x1080, Screenshot_Doom_20180928_195017.png [View same] [iqdb] [saucenao] [google] [report]

screen didn't upload

>> No.5071204

Is back to saturn x good with pistol start?

>> No.5071207

idk dimension of the boomed kinda sucked
I really liked bimension of the doomed tho

>> No.5071209
File: 598 KB, 1286x803, Screenshot_Doom_20180929_030346.png [View same] [iqdb] [saucenao] [google] [report]

here you go. time for bed

>> No.5071226

I hope you reveal squares by jumping on them

>> No.5071270
File: 42 KB, 700x525, Doom 3 Mirror.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw never used any doom tools so i cant participate

>> No.5071273


>> No.5071289
File: 823 KB, 1920x1080, ad.png [View same] [iqdb] [saucenao] [google] [report]

Wait, Arcane Dimensions has runes?

>> No.5071304

was thinking about that one door texture with a bunch of demon skulls and thought if the big one with horns was the same species as the cyberdemon

>> No.5071327

Are there any modern maps by official authors other than E1M4b and E1M8b?

>> No.5071350

hey has anybody saved that doom comic in which doom guy uses the hook shot attack on a baron, only to loose it by said baron that was gonna shoot him, finishing with doom guy saying "UNF"

>> No.5071352

Is the moving face wall texture Doom's version of the green hills with eyes from Mario?

>> No.5071359
File: 982 KB, 850x850, 1531930567260.png [View same] [iqdb] [saucenao] [google] [report]

>he didn't know

>> No.5071363

>Intermission S3 is dead

>> No.5071435

Sandy was considering giving it a go at one point. Doesn't look likely now.

>> No.5071445

Appreciate the feedback.

If it works in that case my bad. Not too familiar with everything.

>> No.5071446

I heard the same about Tom Hall

>> No.5071448

I wonder how Adrian drew the imp

>> No.5071451

Goddammit, that would have been sweet, then you could assemble those new maps into a bonus episode.

>> No.5071458

I wonder how he or whoever did Quake art made Ranger’s face, it would be cool to copy that process to make a more animated HUD mug.

>> No.5071465


Speaking of this, Romero hasnt been talkin about rebooting his failed kickstarter, right ?

>> No.5071474
File: 79 KB, 3200x2000, dem1b_1.png [View same] [iqdb] [saucenao] [google] [report]

Probably just painted by hand, which is why maybe a few of the details (particularly the head) doesn't look 100% consistent at all times.
Romero released a whole bunch of old Alpha and Beta stuff a few years ago, among stuff which was finished and never used (sprites, flats, textures, etc), and some which wasn't (and also not used), there's a handful of old work in progress graphics for stuff which would eventually make it into the game.
Some of the gore graphics can be found in parts in these packs, so if you want to make such stuff for yourself, you can grab and assemble some stuff of your own, from all of that.

Pinkie was painted over a dinosaur toy, probably because it made it easier to do the legs. There was also a couple of test mockups where they were looking at how much his jaw was to open for his chomping, one which was very long.
Caco was most likely painted from scratch, and being mostly spherical, that was probably fairly easy, and why he looks mostly consistent.

Looking through the files, I can't find anything at all which looks like a WIP or basis for the Imp (and no model, clay or latex, has been ever shown or implied about), so I assume those were hand drawn from scratch, and likely quite early on in the development, given how they can be found in the early alpha builds, looking pretty much complete.

>> No.5071479
File: 11 KB, 3200x2000, head1_1.png [View same] [iqdb] [saucenao] [google] [report]

Tests for Pinkie's jaw.

What I recall, he said that since the general reception was kind of lukewarm, he decided to withdraw the concept/project, and revise it, to then bring it back again.

No idea how that's going, I'm hoping he didn't go back to his Dai-Katana headspace.

>> No.5071482

"Fall Of Triton" has like 40 levels.

>> No.5071485

Yeah, the imp does look inconsistent, especially in its attack frames, but I don’t mind it. Some enemies like the archvile are clearly digitized models, some like the player are those clay dolls that have a bit of touch up.

Really amazes me how all this was done in 93, there are all these tools out there now and I can hardly do anything beyond flat MSPaint blocks.

>> No.5071486

sometimes, i don't mind the existence of final doom and master levels, probably because they either had some good bits between the bad parts or there's something that always sticks out, even if it's minimal
it's less "looking at shit" and more "looking at trash you didn't bother to throw away"

>> No.5071489

Didn't Tim Willits make a level for some soda company in the 2000s?

>> No.5071491

Kick attack

>> No.5071494

congratulations, you have learned that /vr/ is not a hivemind

>> No.5071519

Any tips for Ancient Aliens?

>> No.5071541

Don't die.

>> No.5071545

NRFTL author level.

>> No.5071553

Dodge projectiles like it's 2hu and play punch out with the skeletons

>> No.5071567
File: 79 KB, 3200x2000, sk-fist1_1.png [View same] [iqdb] [saucenao] [google] [report]

It's practically like oldschool movie making, making models and posing them for individual frames, but then digitizing them and working them over in post, to create your monsters.

Doomguy was clay, and the two first zombies were based on him.
Cyberdemon was clay too, as well as the Baron.
Adrian coated those wooden posable puppets in clay, and then would sculpt them out into what he was going for, and while this pretty much worked and gave good visuals, often when changing their poses, the clay would break up or deform, mostly they fixed this, and you actually have to go and look for it (Baron's hooves differs in a few frames, because it was repaired).

Because of the difficulties and added time this caused, that's why they hired Gregor Punchatz to make latex models for them, which featured steel skeletons, to make them poseable. Spidermind, Mancubus, Arch-Vile, and Revenant were made this way. Spidermind was mostly the same, but they gave him a bigger gun in post, Mancubus had the striping removed (and his six nipples aren't easily visible in the final resolution). Arch-Vile actually looks fairly different, a lot of his detail disappeared in the downscaling (but he also gets a distinct, evil, skeleton-faced appearance that way), and Revenant actually changed a bunch, he was supposed to be all meaty, but they repainted him to look bony (presumably to make his shape more simple and easily recognized).

Some of the Doom 64 monsters were actually made as latex-steel models, like the new Pinky, an unused Vile-like monster and a hellhound.

>> No.5071568

I have to take a moment every time I read about NRFTL because I've gone through too many shitty doujins and I keep reading it as "NTR".

>> No.5071614

Do i need jumping and crouching in ultimate torment and torture?

>> No.5071640
File: 62 KB, 406x700, fixed.jpg [View same] [iqdb] [saucenao] [google] [report]

The ammo bacpack is a funny item, because no matter how many weapons Doomguy can carry, carrying their ammo means he needs a backpack to carry more of it.
This also means most Doom fanart or even promo art is incorrect, because unlike the rad suit and light visor, the backpack's effect lasts an entire game.

>> No.5071667

Any mods that turn DOOM into a roguelike? I know there are map randomizers but I'm not sure if they provide the same experience of getting stronger as you delve deeper and facing tougher enemies like nethack

>> No.5071698


>> No.5071701
File: 134 KB, 1280x914, 1538173339733.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright which one of you did this?

>> No.5071709

With all the HDoom inspired designs already around, this was kinda unnecessary.

>> No.5071725

Any way to play Quake on Android that isn't fucking ancient? QuakeTouch was last updated on 2015. Delta Touch exists for DOOM and it's up to the latest GZDoom build along with a couple other source ports.
There's QuakeDroid but it's fucking shit and doesn't even support the expansions.
Should I give up and buy Quake Touch?

>> No.5071740

Doom 64 lighting is gorgeous and makes Doom look like shit lmao

64 > Doom

Better music. Better enemies. Better weapons. Better sprites. Better lighting. Much much better atmosphere.

>> No.5071747

It's a very good Donkey Kong game.

>> No.5071749

sadly is not fully added on gzdoom ports

>> No.5071779


>> No.5071804

QI4A is free.

>> No.5071813

Lacks the b-horror movie/metal album cover styling and aesthetic of the original game.
Doom 64 has a very consistent aesthetic, which is a strength, but the original aesthetic is a strength in itself.

>> No.5071825
File: 2.48 MB, 960x540, gzdoom 2018-09-28 19-16-49-03.webm [View same] [iqdb] [saucenao] [google] [report]

Having one last issue with the deepdream doom thing. The partial invisibility mode overrides GZDoom's custom shaders, which I use to create crude 2-frame deepdream animations. So all the weapons (and Spectre) are doubled. Is there a way to replace the partial invisibility shader with my own, or should I just do the lazy thing and keep it in?

>> No.5071835
File: 458 KB, 500x312, blood zombie.gif [View same] [iqdb] [saucenao] [google] [report]

why are blood's guns so satisfying?

>> No.5071839
File: 201 KB, 640x480, Screenshot_Doom_20180929_003605.png [View same] [iqdb] [saucenao] [google] [report]

>MetaDoom + Doom 2 Redux
Somehow i got some weapons a bit earlier, that in map 07, i got both the lighting gun and the Gauss cannon.
So far, it seems like an interesting mapset, outside of some songs sounding like they're having a seizure.

>> No.5071841

>better sprites
>several weapons lack extra frames for pumping, reloading, and the "recoil" of the plasma gun
I disagree. The extra frames of animation added a lot to those weapons

>> No.5071845

Petersen's episode is underrated as fuck and everyone hates it just because of the Spawns.

>> No.5071849

Doom 64 still misses most of the material that defined classic Doom Hell.
The combination of elements, most noticeably flesh and tech being a good example.

>> No.5071869

>stole the coloring from PSX
>stole the sound effects from PSX
>majority of monster redesigns are retarded
>console only, meaning less enemies onscreen
>lacks the archvile and revenant, taking away even more challenge
>Nintendon’t exclusive

>> No.5071874
File: 252 KB, 468x700, d64 variant.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5071875

when you are totally interested in talking about doom

>> No.5071883

because they loud boom and make enemy do blood go dead

>> No.5071886

Quake C devkit "progs_dump" released, plus maps demonstrating its use

>> No.5071904

>stole the coloring from PSX
>stole the sound effects from PSX
They're both by William's Entertainment, it literally cannot be theft.

>majority of monster redesigns are retarded
The Zombies suck, the Mancubus is boring instead of the grotesque and monstrous original, and the new Caco feels goofy, that's all true.

However, the Pinky is cool, as is the Imp, the Pain-Elemental, and Arachnotron. The Cyberdemon is pretty much the same in design, but he's redone in such a way to stylistically fit the new graphics, as is the Baron, and I feel that's fine.

>console only, meaning less enemies onscreen
I don't think they were gonna go the slaughter route at any rate. The PSX versions lacked here too.

>lacks the archvile and revenant, taking away even more challenge
True, the PSX versions had the Boner, but he's so crazy nerfed, and the absence of the Archie is a huge minus.
Imagine the Arch-Vile proper in the PSX Final Doom, and instead of Master Levels, they use more Plutonia levels. It could have been so great!

That said, Doom 64 DOES try to challenge with what it has, and it gives you a unique final boss.

>Nintendon’t exclusive
Nintendo wanted a selling point, can't fault them for that, it's one of the best games on the console, on top of being pretty much all new, exclusive content.
These days you have other options to play it, so it's not as big a deal.

>> No.5071909

I'd say the weirdest part of Doom 64 is the unmaker's demon keys
They not only upgrade a new weapon in the game, they also shut down portals that spawn enemies before you face the final boss, which includes Pain Elementals
Yet they're available in secret levels, through weird areas

>> No.5071915

I just got done playing Unloved and I really enjoyed it for the most part. I was wondering what are some other wads like Unloved that does atmosphere well and/or the kind of exploration/backtracking via hub that Unloved does, which I suppose is mostly just Hexen style levels.

>> No.5071950
File: 461 KB, 1919x1030, vid.png [View same] [iqdb] [saucenao] [google] [report]

Why am I stuck like this, I'm not writing a fucking novel.

Cut some fat off the video, sorted the classics by year and added a little bit of info, now I don't really want to do about the last part, I was thinking of doing the same thing, add dates and level count, sort by year and use the extra space I got after cutting to add Soul of Evil and two more picks to the selection and call it a day, but I feel like that would be a little lazy when I have the opportunity to expand on it, the rest of the video hasn't changed that much.

In the other hand I dont really know what to do with the last stretch.
Ah fuck, this is taking longer than it should have.

>> No.5071953
File: 58 KB, 360x361, 2k-UMAA.jpg [View same] [iqdb] [saucenao] [google] [report]

Am I missing something obvious, or is it just not possible to use $random for multiple *usefail sounds without getting
'Sounds that are reserved for players cannot be reassigned'?

>> No.5071971
File: 430 KB, 1360x768, Screenshot_Doom_20180928_181125.png [View same] [iqdb] [saucenao] [google] [report]

Damn. Only on the first level and this wad "Violence" is shaping up to be the best I've played in awhile.

>> No.5071979

why do I see this generic fucking anime girl everywhere I go?

>> No.5071991

gzdoombuilder is really simple and easy to learn. you should try it some time.

>> No.5071994
File: 679 KB, 960x540, Screenshot_Doom_20180928_212423.png [View same] [iqdb] [saucenao] [google] [report]

invisible bridges are neat

>> No.5072001

So, I fucked up and believed this guy >>5070665
and tried running it on complevel 9 in PRBoom and you were right: the lift doesn't work. I recorded a demo anyway, but I'll get you the Zdoom demo like I mentioned before.

Here's the demo: http://www.mediafire.com/file/0vuf5c7cv8r9q9x/hellFDA.lmp/file

It has a voice recording embedded into it, which you can listen to with this fork of PRBoom (but the demo itself will still work without it): https://www.doomworld.com/forum/topic/96894-my-prboom-build-with-in-demo-voice-recording-support-and-something-extra/

Zdoom demo incoming.

>> No.5072008

how is this possible?

>> No.5072046
File: 1.02 MB, 475x449, 1460846559257.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone up for playing some Daikatana?

>> No.5072049

It has multiplayer?

>> No.5072050

Well it has co-op.

>> No.5072057

>when you grisly but she still grotto

>> No.5072058

I've never played it.

>> No.5072064

Quality bug team that game had.

>> No.5072068

Daikatana is an alright game without the NPCs. Makes me wonder what could've been, if Romero had the common sense to cut them before release and replace NPC dialog with 'mission control' radio transmissions a'la Deus Ex.

>> No.5072070

I noticed some anon a few threads back asked if AvP 2000 was retro. I remember it coming out in '99 so I checked, and it did. They probably named it 2000 since Y2K and the new century or something. Anyway, you got me to play it again in a long time. Many flaws, but very fun anyway. Shame that the GOG version lacks functioning multiplayer and the Steam version is dead anyway, but that's not too surprising.

>> No.5072084

Its DM is stats and character based - each character has their own stats for speed, power, and some other shit, and you can level up over the course of a match. Bhopping is insane.

>> No.5072086

Also the Alien missions are fucking insane, it's like Quake speed on roids. Even a simple jump is moderately fast. Crouchjumping and strafing along walls and bouncing around like a rubber ball is nuts, flying over marine and predator heads while sniping them with your tail.

>> No.5072095

Here's the ZDoom demo (Not GZDoom, to be clear, but the final version of ZDoom): http://www.mediafire.com/file/ba3bi7172c2j7i4/zdoomHell.lmp/file

Nice visuals and setpieces, the hell teleport was cool. Fights were mostly not very memorable, but they weren't bad. I'm a bit tired so I don't have much more to say, but I hope the demo will be useful.

Thanks for the map.

>> No.5072113

That was exceptionally good for a first map. Better than most people's third or even fourth maps.

>> No.5072124
File: 149 KB, 1360x768, Screenshot_Doom_20180928_193131.png [View same] [iqdb] [saucenao] [google] [report]

Osiris is fucking awesome. Especially for a 1996 amateur TC. The textures, the sprites, the sounds, the level design, everything about it is so well-executed.

>> No.5072128

The music is like the best part.
I can't believe people haven't used it, that shit SLAPS!

>> No.5072131
File: 480 KB, 1360x768, Screenshot_Doom_20180928_195203.png [View same] [iqdb] [saucenao] [google] [report]

Damn, you even get a flamethrower. Which came first, Osiris or Powerslave?
Truly a collection of bangers.

>> No.5072137

I don't think Osiris has any textures at all from Powerslave, or from Quake, both games which have quite good textures one could use for an Egyptian themed TC, and most people would have nabbed a few from there for convenience.

There's this certain quality to the textures which gives it kind of a homely, amateurish 90's feel.

>> No.5072141

Osiris TC came out 1996, being a continuation on Anubis, which uses some of the same stuff.
Powerslave/Exhumed came out in late 1996.

Can't find exact dates.

>> No.5072149

Osiris was uploaded to idgames on August 24, 1996 while Powerslave came out September 26, 1996.

>> No.5072161

I guess the mid-90's were a good time if you're into Egyptian themed action.

>> No.5072163

>and the new Caco feels goofy
You're saying it as if the original one wasn't a complete goofball.

>> No.5072167
File: 115 KB, 810x718, file.png [View same] [iqdb] [saucenao] [google] [report]

Pixel by pixel, probably. Paul Steed wrote a bit about Adrian in his book on modeling.

>> No.5072171

>other wads like Unloved that does atmosphere well
Demons of Problematique 1 & 2

>> No.5072178

>There's QuakeDroid but it's fucking shit and doesn't even support the expansions.
According to Baker it should support all mods that its parent engine (Mark V) does. What version are you running?

>> No.5072179

I forgot how obscenely loud the plasmagun was in Osiris TC, Jesus, that thing REALLY sounds powerful.

I know, but classic Caco is goofy in an endearing way, also his big smiling maw of teeth is still imposing.
Caco 64 just doesn't look as good.

>> No.5072182

They compensated with the absolutely terrifying D64 Pain Elemental.

>> No.5072184

The 64 Pain Elemental is baller as fuck actually.

>> No.5072201

lo wang>duke nukem

fight me outside

>> No.5072203
File: 464 KB, 570x598, 85d.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5072206

Appreciate the demo, it's cool seeing someone else's perspective when playing.
Thanks, hopefully I can follow it up well when I get the chance to make another.

>> No.5072225

What is the best fanmade Duke Nukem episode, which feels like the original game?

>> No.5072229

Or even fanmade levels

>> No.5072236


nvm, I was a dumbass and didn't check the fuzz settings. "Transluency" and "Shadow" work perfectly, it's just "Fuzz" that gives the double vision. Wonder how pissed people would get if I found a way to automatically change the game settings, as mipmapping's fucked too.


obligatory https://nodontdie.com/rebecca-heineman

>> No.5072320

Super flat levels though. Shit animation. Great texturing.

>> No.5072327

I thought the enemy and weapon animations were pretty solid. Level design was indeed shit though.

>> No.5072347
File: 526 KB, 1360x768, shot000.png [View same] [iqdb] [saucenao] [google] [report]

FUCK this part of powerslave

>> No.5072356
File: 80 KB, 640x960, 100vrRules.png [View same] [iqdb] [saucenao] [google] [report]

>I'm working on the quake Christmas jam but I can manage 100 minutes for this of course
Here's a more normal rules post. Don't think I'm forgetting anything. Maps will be organized based on difficulty, "feel", or suggestion I guess, except maps that utilize special functions (tags 666 and 667, secret maps).
Accepting suitable custom skies as well.

>> No.5072414

This is what good game journalism looks like.

>> No.5072428
File: 954 KB, 2448x3264, 1527060788842.jpg [View same] [iqdb] [saucenao] [google] [report]

any of y'all done any maps for half life?
how does hammer behave?

>> No.5072438

well then somebody else finds a MIDI or i'm just going to use sandy's city.


People were allowed to keep working on their halloween maps well past the original deadline last year so it's your own fault.



>> No.5072439

>this wad "Violence"

>> No.5072443
File: 7 KB, 100x100, shit.png [View same] [iqdb] [saucenao] [google] [report]

i am fucking blind

>> No.5072449

is it possible to do that?
I'd change it in a second if I could. at the moment you just walk on squares to reveal.

>> No.5072491

Frankly I'd rather see work on the halloween stuff continued than a new project with such a restrictive time limit.

>> No.5072525

Because they dismember enemies and blast them away giving the feeling they have serious impact and power.

>> No.5072541
File: 49 KB, 432x480, 1241253492259.jpg [View same] [iqdb] [saucenao] [google] [report]

is there any guides for emulating PS1 FPS with KB+M?

>> No.5072556

Speaking of Doom 2 Redux.
Is there something wrong with map 31? I can't even reach double-barrel or activate any switches.

>> No.5072557
File: 648 KB, 1242x608, roy.jpg [View same] [iqdb] [saucenao] [google] [report]

Will the Quake and Doom map making communities die one day? How many people do you think they contain (producers and consumers)? Can't be more than around 2000 right? In time it will probably fizzle out like... shit particles in farts.

>> No.5072561

That’s a scary thought. I don’t like to think about something dying. But I would say this is only the beginning.

>> No.5072562

they will all literally die of old age soon

>> No.5072571

Quake - possibly, it's not THAT popular, and the only thing that keeps it going are passion projects of a few autists.
Doom - doubtful, since it rides the surfwave if memery, with sourceports providing new features and more accesible modding.

>> No.5072572

Their numbers will dwindle (though not as quickly as you think), but there will always be people doing mods for old games, and even when the last generation that can say that they played Doom and Quake on release dies, the games will remain both historically interesting, and extremely enjoyable. Besides, we still have to run Doom on quantum computers.

>> No.5072582
File: 11 KB, 200x200, 1528666087768.jpg [View same] [iqdb] [saucenao] [google] [report]

>drama happens
>that one fag that found out how to do the thing never tells anyone even though it can greatly improve the mods and community
>something something LE RIP AND TEAR
>school shooter made doom maps of his school

>> No.5072595

>that one fag that found out how to do the thing never tells anyone even though it can greatly improve the mods and community
Revenge is a dish best served spitefully.

>> No.5072602

You mean Graf? Or is there some other drama that I missed?

>> No.5072603
File: 42 KB, 317x303, 1503936272494.png [View same] [iqdb] [saucenao] [google] [report]

on who? withholding something just because you can is a dick move to everyone else that could benefit from it

literally who?

>> No.5072609

Just some no-name coder, don't worry about it.

>> No.5072632

>withholding something just because you can is a dick move to everyone else that could benefit from it
That's the point of revenge.

>> No.5072636
File: 23 KB, 414x425, 1250172040773.jpg [View same] [iqdb] [saucenao] [google] [report]

but whom is taking revenge and against what?

>> No.5072641
File: 304 KB, 1024x768, 1503264327469.png [View same] [iqdb] [saucenao] [google] [report]

That was a terrific map. The bit at the end where you teleport to hell was well-made. The sharp texture contrast from grey metal to hell-red stone made you feel like you were a million miles away.

I too ran past the Cyberdemons at the end. Where did you find the music?

>> No.5072658

alright so here's the thing: most of the lifts DO work (the ones that use the door activation method). I didn't notice the WR lift when poking around the map, though

you gotta use sector tags with walkover/switch/shoot lines; only zdoom ports assume sector tag 0 means "the sector behind the line"

>> No.5072691
File: 107 KB, 640x480, Screenshot_Hexen_20180921_173345.png [View same] [iqdb] [saucenao] [google] [report]

caption this

>> No.5072781

I need this wad with random music, how it is called?

>> No.5072804

Now you just need to wrap him in plastic, and you can put him in the store.

>> No.5072815

Now that's a Cool Piggy!

>> No.5072821

It's Dracula's Castle from Symphony of the Night, and he probably got it from a vidya midi site like vgmusic.com

>> No.5072829

Jimmy's Jukebox, I guess?
Don't know about others.

>> No.5072857

I don't know, I thought it had a bunch of nes .midis
maybe I'm nuts
this is fine anyway, thanks

>> No.5072861

Pretty sure Jimmy's Jukebox has that, yeah.

>> No.5072872
File: 311 KB, 1920x1080, 20180722002716_1.jpg [View same] [iqdb] [saucenao] [google] [report]


Gonna ask this again

Beside Duke Nukem Repository and Steam Workshop, where can I get DOUK KICKEM maps?

>> No.5072873

I miss paul

he did wonders for both quake 2 and wing commander

>> No.5072880

I don't personally know, but if no one gives you an answer in here, you can try the Build Engine thread somewhere in /vr/.

>> No.5072910

>previous doom thread I was in on /v/ was comfy
>the latest thread is full of politics shitflinging making it unsalvageable

>> No.5072921
File: 2.87 MB, 640x360, 2018-09-29 18-56-53.webm [View same] [iqdb] [saucenao] [google] [report]

thanks to marisa's vector matrix utility, i made an icosphere of sorts
then i made it rotate
i accidentally made holo art

>> No.5072925

the future is now

>> No.5072934


>> No.5072952

Then work on that. Shan't stop you.
It should've been shilled more. What still needs to be done?

>> No.5072956


>> No.5072975
File: 172 KB, 294x226, roffle.png [View same] [iqdb] [saucenao] [google] [report]

>posting on /v/ ever

you deserve it

>> No.5072976

pretty sure a large chunk of /vr/ came from /v/ in the first place, this board's userbase didn't pop out of nowhere.

>> No.5072978

Came out of nowhere and plays really good. Sort off strify, deus ex.

Its pretty cool, I hope more eps get made.

>> No.5073010

People who cared about old videogames came here, while people who actually don't really like videogames infest /v/ perpetually.
This is just a better place.

>> No.5073027

Hammer is an abortion that should have been properly slain in the womb back when it was called Worldcraft.

>> No.5073032 [SPOILER] 
File: 15 KB, 491x314, 1538242007153.png [View same] [iqdb] [saucenao] [google] [report]

third LTG character coming slowly along

>> No.5073035

Quake 1 definitely has less than 2000 people playing and making content for it.

>> No.5073046

>Map 09
Alright, walking through these pillars in lava was kinda bullshit.

>> No.5073047
File: 28 KB, 128x128, 283084363493539841.png [View same] [iqdb] [saucenao] [google] [report]

>Muscular android girl


>> No.5073051


Mikko Sandt is Duke Nukem in disguise.

>> No.5073052

And she still looks... froggy

>> No.5073053
File: 271 KB, 804x603, aqua_smug2.png [View same] [iqdb] [saucenao] [google] [report]

I'll give her a frog suit at some point thats for sure

>> No.5073057
File: 161 KB, 512x512, ejIl0tI.png [View same] [iqdb] [saucenao] [google] [report]

Kinda agree with the anon from a couple threads back that adding a couple lines underneath her eyes (pic related) would go a long way to make her look more like an android, and less like Crazy Frog's attractive cousin. Otherwise, swell work.

>> No.5073063

I tried that but it gets in the way pretty badly when making expressions and the like
if this was higher resolution of sprite it'd work but too small in this case

>> No.5073089

Pretty much THE junk heap of everything Duke-related. Thousands of myhouse.map-s included.

>> No.5073090

The same could also be said about Half-Life (in relation to Quake) in general, to be quite fucking honest.

>> No.5073101
File: 222 KB, 1366x768, Screenshot_Doom_20180929_185635.png [View same] [iqdb] [saucenao] [google] [report]

I picked it up after seeing mention of it here and it's fucking fun, driving around the wasteland with a bike, crashing it into scavenging fagtrons and nailing everyone square in the face feels great. It also sates my abandoned building exploration 'tism and makes a few references to Roadside Picnic too which is even better for my stalkerfag tastes.

>> No.5073106


>> No.5073121
File: 119 KB, 640x480, Screenshot_Doom_20180929_192236.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5073140

Which were the best maps in Plutonia Experiment?

Who was a more talented mapper? Dario or Milo?

My choice would be Milo, and Map29 was the most awesome level in the history of Doom.

>> No.5073146
File: 1.46 MB, 1197x1461, Frog_Mario_SMB3_art.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5073154

I don't know about who's the best mapper, but you're the best poster in the universe.

>> No.5073159

IIRC the imp and all the zombies were drawn over the player sprites.

>> No.5073164
File: 111 KB, 458x858, q3_sexy_hunter.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying he didn't also do wonders for quake 3

>> No.5073165

If you think about it, some of Doom's power ups were kinda like cosmetic or clothing related shit.
Backpacks, blue armor, the rad suit, light googles etc.
It's not a surprise some of this stuff didn't came back, because that would imply Doomguy would wear that with his Praetor suit still on.

>> No.5073179

Currently on map 10 in Hell on Earth, please help. There is such a ridiculous amount of enemies that I run out of ammo for all my aeapons and there’s still a shit ton on the map, I have no idea how to deal with them and so many of them have hitscan that I can’t dodge them

>> No.5073181

>romero finds his next bitch.png

>> No.5073190
File: 82 KB, 554x500, 1526342552222.jpg [View same] [iqdb] [saucenao] [google] [report]

i go to /v/ to shitpost
i come here to talk about video games

>> No.5073194

i cant even go back to /v/ after being here for so long. its just shitpost the board. theres multiple /b/ tier threads going on at any given time.

>> No.5073206
File: 91 KB, 685x719, Duke Nukem.jpg [View same] [iqdb] [saucenao] [google] [report]

i cant go back to /v/ because i got banned for a week
>its just shitpost the board
it really has become /b/ 2.0

>> No.5073208

Then suck my dick.

>> No.5073214
File: 10 KB, 369x300, 56657574.png [View same] [iqdb] [saucenao] [google] [report]

what is everyones opinion of freedoom2? i thought the first freedoom was mediocre, that levels basically occupied slots just for compatibility. but today i loaded up freedoom2 to test smoothdoom with it and have been pleasantly surprised thusfar. the level design is fun and coherent, the enemy encounters are thoughtful, even the music sounds better (and rather catchy at that). i was having so much fun i didnt even care that smoothdoom was obviously breaking compatibility with sprites. it is pretty easy, though im on hurt me plenty, it feels about right with doom 2, i am rather impressed

>> No.5073227

Are there any youtubers currently creating Quake content? There's plenty of people making Doom videos but I don't think I've seen anyone who makes stuff about Quake.

>> No.5073230

i wanted to make videos about quake mods but figure it wouldn't be fun to do without talking and that the people who like quake dont want to watch a letsplay

>> No.5073242

quake is 2 obscure for youtube clicks
please leave it that way

>> No.5073248

muh secret club

>> No.5073270

yes master mmmRRUOOM Muummm mmmmmMM MMOfff

>> No.5073273

muh viewcount

>> No.5073280

Tailor Angel Alita?

>> No.5073319

I've only played through Plutonia once and I didn't know who made which while playing it. But my mind goes to Map04 and Map15 when I think about the kind of quick thinking and tricky movement that I loved about the mapset, and Map16 is what comes up when I think of keeping cool under a huge ambush, and it looks like two of those three were Milo. I never really noticed a sense of "identity" from the mapset though; if I didn't know about it beforehand, I wouldn't have guessed that Plutonia was more than one person.

I keep meaning to replay Plutonia, but I keep stopping, which means that I keep playing those first few levels before Map11 over and over. Maybe if I just start on Map10, I'll commit.

>> No.5073321
File: 597 KB, 800x1204, 1538239729798.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5073338

is that meant to be the archvile?
wheres the mouth tubes?

>> No.5073345

that's the effect of the crown

>> No.5073349

Hunted (map11 of PL) along with TNT's Habitat is the worst official level ever.

>> No.5073367

Map11 is great. It's a funny change of pace with plenty of almost survival-horror-like tension. And once you actually understand what's going on, it's pretty cool because it forces you to be aggressively charge and bait Archies because there's almost nowhere for you to hide. It does get a bit annoying when they're all dead and you're just trying to get out of the maze, but the sheer concept is top notch.

Worst official level ever is a tall fucking order in a world where E4M4 exists.

>> No.5073368

Doom must have many many more than 2k, just based on the amount of views channels like IcarusLives get.

>> No.5073402

Why pistol start even exists? Why devs tested each level in doom 1 separately, with pistol starts?

>> No.5073404

It's easier to warp between levels than it is to test for every possible contingency in a continuous run.

>> No.5073405

They couldnt play through the entire episode just to get to one level to test it.

>> No.5073412

how did the guy that made project msx get the weapons to look so damn smooth?
did he trace shit over a model or something?

>> No.5073413

it's both easier to test a map from a pistol start by warping directly to it and ensures that players won't be forced to restart the episode/game if they die on a later level and hadn't saved recently

>> No.5073424
File: 54 KB, 640x400, tnt02.gif [View same] [iqdb] [saucenao] [google] [report]

really feels like tnt does a lot more with the whole 'hell on earth' concept than doom 2 itself

>> No.5073425

It looks like he traced over some Halo and Call of Duty viewmodels and then modified them from there.

>> No.5073431

i'm not 100% sure what you're doing, but it's very possible

>> No.5073432

Like >>5073404 and >>5073405 said, but also, what do you think should happen if someone dies in a map? If it had an auto save, then what happens if someone comes into a map almost dead and with no ammo? If it was just manual saving, then it'd suck pretty big dick to have to load a save earlier than the level you're on to make sure you have enough resources for the next level, if that's even possible based on when your last save was. Pistol starting is the logical decision.

Plus, pistol starting is much more fun than continuous.

>> No.5073447

>completely taking out 'does' in question format
why this meme even exists?

>> No.5073470

you're not on earth, though

>> No.5073474

i know, that's what makes it funny

>> No.5073494

because not everybody has english as a first language?

>> No.5073496

yes but why is so common?

>> No.5073501

No need to thank me. Gutawer did most of the work, all I did was simplify it.

>> No.5073516

i think the best example of that happening could be plutonia's 29th map but that's more like a earth on hell kind of thing
also, if anyone cares, bobby prince was interviewed in a series called "composers play"

>> No.5073554

plut map29 still feels a little more exotic and not as homely as any of the earth-like tnt maps. also tnt is even paced more like how doom 2 is supposed to be with you starting in more earthly techbases and slowly descending into the hellish wilderness. every map til let's say 12 feels like a somewhat sensible place with a purpose. also even the weirder levels feel more space-like than hell-like which suits the theme better

>> No.5073583

Watch this https://www.youtube.com/watch?v=zOX-HZwa-z4

It could be useful.

>> No.5073598

Compendium is so beautiful

>> No.5073639

To get an answer to your question, study any European language that's not from the Germanic family, smartass.

>> No.5073641

I aggree, comrade.

>> No.5073642
File: 82 KB, 1280x720, trust.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5073651

The first few levels that I did play felt pretty nice. Sprites' artstyle is almost caricatural, though.

>> No.5073715

why you angry at facetious post, anon?

>> No.5073738
File: 10 KB, 93x138, nariwalk.gif [View same] [iqdb] [saucenao] [google] [report]

walk the walk

>> No.5073764

big ass yeti feet

>> No.5073801

>demon dies
>their soul becomes a lost soul
>comes out of a pain elemental
>possess a person and turns them into a former human
>their body's remains are used for a revenant
is this correct?

>> No.5073827

also i forgot
>former human may turn into an unwilling from doom 4

>> No.5073861

No Rest For The Guy Who Keeps Dying

>> No.5073863

>clunk, clunk, clunk, clunk...

>> No.5073871

Gaming Heads has announced a $700 Doom 2016 Cyderdemon statue, for the very small group of wealthy people who like the design

>> No.5073875

gross. tell me when they make an articulated cyberdemon.

>> No.5073881

Am I alone in liking the nudoom redesign for him? Everyone said he looked like a chitinous moose from Gears of War, but it’s grown on me.

>> No.5073893

He looks cool imo, but not enough like a demon to be a "cyber demon"

>> No.5073920

Where did you get this beta?

>> No.5073932

>it's less than 2' tall

>> No.5073943
File: 316 KB, 472x445, HEY THAT'S PRETTY DUMB.png [View same] [iqdb] [saucenao] [google] [report]

If I liked Doom 64, that makes me a boomer
If I liked DOOM, that makes me a zoomer

So if I liked both, does that make me a Doomer?

>> No.5073952

I think it makes you too invested in a meme

>> No.5073994

What are the chances of GZDoom getting support for brush based BSP levels in future?

>> No.5073996

no, all of this makes you dumber

>> No.5074006

>You call them cooled hams
>despite the fact they are obviously frozen.

>> No.5074008
File: 671 KB, 1360x768, Screenshot_Hexen_20180929_192702_01.png [View same] [iqdb] [saucenao] [google] [report]

Finished my overdue map for XUMP. The project should be released pretty soon.

>> No.5074012


>> No.5074015

Very nice. Looking forward to playing it.

>> No.5074052

Is Boom v2.01 complevel 9?

>> No.5074127


No, that's complevel 8. 2.02 is CL9

>> No.5074135

Doom 64 was the first Doom game I played and I was totally let down to find out just how not scary the original was

>> No.5074178

Cacodemon was traced from some d&d book's front cover

>> No.5074194

Problem is that repugnus hasn't posted in a while.

>> No.5074201

Finished another 100 minute map...
No map name or midi yet.
Something to do.

>> No.5074202 [SPOILER]  [DELETED] 
File: 359 KB, 753x1100, 1538284261535.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm fine with a frog girl.

>> No.5074204


>> No.5074206

It is a great design, just not the kind of modernized cybie I would've wanted to see. With Eternal going back to many original designs, I wonder if we will get something closer to the classic cyberdemon now?

>> No.5074236

Thank God, I was going crazy not being able to demo a level. Is it boom compatible?

>> No.5074239

Should be.

>> No.5074240
File: 18 KB, 412x315, diogenes.png [View same] [iqdb] [saucenao] [google] [report]

Is it Screenshot Saturday yet?
What dumb shit are you working on?

>> No.5074258

Caco64 looks pretty much a pain elemental and the PE64 looks like a Lovecraftian dingleberry

>> No.5074274

any trippy quake 1 maps?

>> No.5074298
File: 154 KB, 1360x768, Screenshot_Doom_20180929_234100.png [View same] [iqdb] [saucenao] [google] [report]

Graffiti is an art.

>> No.5074309 [DELETED] 

>Shub "Nigger Wrath"
>Huge disgusting single mother blob with massive birth rate creates waves upon waves of ultra violent hideous offspring

What did ID mean by this?

>> No.5074313
File: 755 KB, 295x210, giphy[1].gif [View same] [iqdb] [saucenao] [google] [report]

Here's the demo: http://www.mediafire.com/file/k3qnqijsm4lfwc0/fuckinFDA.lmp/file

As always, it has a voice file inside of it of my immediate reactions that can be heard with this PRBoom fork: https://www.doomworld.com/forum/topic/96894-my-prboom-build-with-in-demo-voice-recording-support-and-something-extra/ (but the demo can still be run without it)

Post-thoughts in spoiler:

The ideas in here are good. The crusher pit ambush was sufficiently startling (even though it should have been obvious with the crushed bodies underneath them), making me spend more time than I would have liked running around in nukage, and the actual fight itself is still kinda tense because big dodges require running through the nukage line.
The darkmaze is good overall, though you maybe could have hidden some of the ambushers a little more - I could walk right up to a revenant and blast him before he woke up. The double archviles are kinda wasted because they're too far from any enemy to resurrect, there's enough cover to handle them without moving back, so there's really nothing to worry about.
The mancubus march was funny, but neutered because I could easily run back around to just funnel them through the door to the darkmaze.
The last little Archie and the Manc Squad was cool, and I only wish that it could have been more dangerous to justify the space that it was in.

If you do listen to it, sorry if my voice is a little too low. Turn off the music and turn down the sound to hear me better.

The map reminds me of some sort of abandoned waste disposal facility (hence the dark computer room) that's decayed to the point that the nukage has come out of its containment and is pouring dangerously into the facility proper. Maybe that idea's worth thinking about for a map name.

Thanks for the map.

>> No.5074318

Not him, but how do I play demos in PRBoom?

>> No.5074323

You open the wad in PRBoom with
-playdemo [demo.lmp]
in the command line. I use ZDL to launch PR, so I just stick it in the "extra command line arguments" box.

>> No.5074327

Shub Ni-Goo-Roth

>> No.5074331

Cute voice.

>> No.5074334

shubniggurath is the mother of all or something in lovecraftian lore, so don't ask id, ask lovecraft

>> No.5074336

For any modders, is it possible to have hexen style level changes in doom? For example, that I teleport to another map instead of 'finishing' a level?

>> No.5074353

Thank you. I think.

>> No.5074358

in zdoom, yeah

>> No.5074364
File: 66 KB, 1014x663, Capture.png [View same] [iqdb] [saucenao] [google] [report]


Would you maybe have a link to a tutorial? I set my configuration in doom builder to zdoom and launch it via UDMF, but the line segment does nothing.

>> No.5074398


>> No.5074470
File: 1.28 MB, 1322x803, hub2.png [View same] [iqdb] [saucenao] [google] [report]

Teleport to map is what you want, both leaving and re-entering the hub.

To return to the hub, you need to place extra player starts near the portal, and give them a new argument 0. This argument 0 is the "position" that you should send the player to when using teleport to map to re-enter the hub.

This way you can have multiple player starts, all with different arg 0 values, and each map will send the player back to the right area (near the portal they left by).

You can see in pic related, each portal entrance has its own player starts for when the player returns.

You may need to add some cluster definitions to your MAPINFO if things don't work properly (like you get an intermission screen between maps). Ideally you want all your maps and the hub to be in the same cluster.

>> No.5074490

To the "muh skill, also jumping" webm-anon, who didn't like Madfox' Abandon in the previous thread.

skill 3
map r3b1
and see whether or not it manages to do anything for you (be advised, there's a rune in that level that is supposed to be found).

Also, if you want muh challenge, you can try this map of his
I don't really like it due to it not having an apparent intended way of completion (both in terms of level progression and the individual combat encounters, the map basically seems to be built just so you are sort of fucked either possible way), and it being not as experimental as his Abandon maps, but it looks quite a bit nicer than his Abandon maps, and it is quite a bit more challenging (at least from keyboard - moreover so for Winquake, which just keeps fucking your vertical aim when you move) than them.

That is not a requirement, that is just something you could try doing on a whim. Or not. Whether or not you play those two maps is of no real difference to me, but I could just sort of just as well mention it in the passing, so I just did.

>> No.5074539

Wait, got it now.
Accidentally googled a different term- and google finally gave me a thread where someone actually posted some code (for random player death sounds) that was proper enough that I could see that I wasn't missing any info needed to change it to usefail. thanks.

>> No.5074556

Fuck, wheres the post?

>> No.5074560

I forgot to post it before I left today, and now I'm not sure if I should post it because we're getting pretty far into the thread.

>> No.5074627

do it anyway! or wait until next thread, or both

>> No.5074662
File: 282 KB, 1000x480, M_DOOM.png [View same] [iqdb] [saucenao] [google] [report]

v1 of deepdream doom is out. Needs GZDoom, I only tested it with the Windows version of 3.5.1. Probably shouldn't have rushed it considering this is a novelty mod where first impressions matter, but oh well.

Thanks to Gifty for giving permission to use the SmoothDoom sprites.


>> No.5074665

it just takes me to the mediafire home page.

>> No.5074671


Thanks for the catch. Actual link is here: https://www.mediafire.com/?z7wrmazotn6ws

Oh, set the texture filtering to "Linear" or "Off" and the fuzz style to something other than "Fuzz". This will prevent graphical artifacts.

>> No.5074710

w-w-wew lad

>> No.5074716


8x bigger textures * 2-4 frame animation = 128-256x the pixels. You may wanna hold up for v1.01, a couple of textures were missing transparency.

>> No.5074760
File: 42 KB, 581x922, ranger loli.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5074771

Last time I played Quake 2, it just didn't feel right at all.

Mostly the controls and the way you move. It was like you had no mass at all, but it also felt kind of clunky.

I used to play it tons back in the early 00's so I don't know what the hell happened.

>> No.5074805

>ask lovecraft
seems legit then

>> No.5074810
File: 293 KB, 540x718, 1519641694130.png [View same] [iqdb] [saucenao] [google] [report]

>956 mb

>> No.5074812

People talk about the demons redesigns but what about how they play?
I get the removal of Rev's homing rocket but i don't like how the Mancubus no longer actually shoots two fierballs at once, since their patterns can even fuck up the player's moveset, which fits for an otherwise slow walking fridge of flesh and fat.

>> No.5074825


New trailer for Project Crimson, now known as "The Crimson Deed"!


>> No.5074835

looking good

>> No.5074836

> batandy spookoween
eyy nice
> vampire lady

>> No.5074837
File: 240 KB, 800x600, SCREENSHOT SUNDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]

Fuck it. I'll do right now and post another next thread too.

>> No.5074845


refined it a bit and am now using it for more volumetric explosion effects

>> No.5074851
File: 1.44 MB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google] [report]

I'll start with a nice picture of Vesper, the protagonist of >>5074825

>> No.5074852
File: 14 KB, 128x296, DON'T GIVE EM THE STICK.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on a stick.

>> No.5074856


>> No.5074859

You can straight drag the wad and demo onto the exe

>> No.5074886

Hey, thanks for the demo. Fair assessment, especially on the arch viles. I was pushed up right against the time limit again, so I didn't have enough time to make them more effective.
You handled everything well enough. Got you down to 5% at one point though, so that's nice.
I'm glad you liked the dark maze area, since it was probably the cheapest way to add length to the map. Literally just mapping on a 64x grid...
100 minutes is pretty challenging, but it is a lot of fun to just knock these out.

>> No.5074903

you two are national treasures

wonder when the BURL TUMD guy is going to post again

>> No.5074912

I've been really appreciative of the webms you've uploaded. Thanks for making bonkers shit like this

>> No.5074929
File: 92 KB, 343x563, custamGif.gif [View same] [iqdb] [saucenao] [google] [report]

here is a way to potentially cheaply add depth.
would need some more clean up than this, but layer effects are a the tits and gradients make everything look better.

>> No.5074937

Glad to help. The only defense I can say for you getting me down to 5 is that I was playing extraordinarily sloppily, but I guess I can't prove that.
In retrospect, I dunno how useful demos are for speedmaps because the entire idea is that you won't go back to edit it, so it's not like you can use the info per se. But I like recording demos, so if it doesn't hurt, I might as well keep doing it.

>> No.5074941
File: 11 KB, 1394x278, Spas sample.png [View same] [iqdb] [saucenao] [google] [report]

I used the Duke Nukem 64's pickup sprite to make a more authentic looking one for the Franchi SPAS-12.
Probably a bit big for Doom, but you can use Scale to size it down by like 20% or something.

Anyone need one?

>> No.5074943
File: 522 KB, 3572x689, SPAS highres copy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5074947

Looks nice

>> No.5074956

Kustam, no! There's kids watching!

>> No.5074975

I can use it in the next map I make though. For instance, the next time I plop an arch vile in, it'll always be in the middle of a group of dead things, and not at the end.
And instead of opening something like the silver manc door, I'll open a precursor door with a few smaller enemies, then when you clear them out and move forward, the mac door will open. Then when those are killed I'll spawn twice as many mancs, 4 revenants and 2 arch viles, and hope you're playing even sloppier.

>> No.5074990

Oh cool! I didn't know HDoom was still being updated!

>> No.5075020

I'm feeling sick on E1M2 already. Impressive.

>> No.5075063

any more wads that give the same feeling as pirate doom and golden souls?

>> No.5075064

golden souls 2.

>> No.5075065

Phocas Island 2

>> No.5075084


Adventures Of Square, Shadow/Rise Of The Wool Ball.
There's also Skulldash which has a similiar concept to the first Golden Souls

>> No.5075129

i like this

nicely done

>> No.5075159

all "huhs" are replaced with "uguu"

>> No.5075167


>> No.5075169


>> No.5075219
File: 2.87 MB, 1280x720, 2018-10-01 05-04-24.webm [View same] [iqdb] [saucenao] [google] [report]

I'm working on a project for a friend's birthday.

>> No.5075229

Alfonzone does that nominally.

>> No.5075240


Still coming to grips with the fact that literally anything can become a Doom enemy. Your family, your pets, your face, your dick...

>> No.5075323

How good is D4T Crucible and what makes it different from the original D4T?

>> No.5075331
File: 141 KB, 1078x1017, 7656453.jpg [View same] [iqdb] [saucenao] [google] [report]

i really like the pinkie and imp redesigns myself but i see what you mean.
>those mancubus
i thought i was fighting a cluster of noses but good gravy was that a good finale
>map08 song

>> No.5075336
File: 328 KB, 1360x768, Screenshot_Doom_20180930_021535.png [View same] [iqdb] [saucenao] [google] [report]

Ashes 2063 is truly an incredible TC. The theme is so strong it feels like a lost Build game that could've stood alongside Blood, Duke, and Shadow Warrior. Can't wait for the second episode, the first felt like it ended so abruptly.

>> No.5075362

Fuck mutants and fuck that area in particular

>> No.5075381 [SPOILER] 
File: 8 KB, 78x132, 1538340752433.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5075384

Are the mutants the jumping guys? They weren't bad. The surprise is really good. And after the shock wore off I realized I could just chainsaw them easily.

>> No.5075425
File: 156 KB, 800x600, bspvis.jpg [View same] [iqdb] [saucenao] [google] [report]

Started something. Of course I'm never going to finish it.

>> No.5075442
File: 8 KB, 138x160, 1534293752618.png [View same] [iqdb] [saucenao] [google] [report]

>that mall level
>that echo
>get to a bunch of switches
>flip the music one
>https://www.youtube.com/watch?v=ksR0wDS-L_c stars playing
it's fuckin' great

>> No.5075451
File: 334 KB, 1280x800, ITS ASSCOCKFUCK.png [View same] [iqdb] [saucenao] [google] [report]

my 100 mins map is fucking shit

>> No.5075454

Doom 2 Redux is kind of interesting, because even if som levels are completely different from the Doom 2 originals, they have certain areas and ideas that resemble parts of those levels.
So you get the idea of what it represents.

>> No.5075462 [DELETED] 

nigger what are you doing with that image. you must have failed to select the right one.

>> No.5075467 [DELETED] 

(((he))) knows what he's doing.

>> No.5075471 [DELETED] 

Unless he's just using my shitty mary sue as a generic reaction image when there's more fitting ones, that's arguable.

>> No.5075478 [DELETED] 

it's just a reaction image
i didn't even save it from here

>> No.5075485 [DELETED] 

god what the fuck is wrong with you drama faggots?

>> No.5075487 [DELETED] 

To avoid going further offtopic, it's a crop: >>>/trash/18576036

>> No.5075494 [DELETED] 

well yeah, i knew that
i just didn't think anyone would care or who made it even

>> No.5075495 [DELETED] 

why did you think that was worth creating an entire thread for

>> No.5075506 [DELETED] 

I was just trying to make sure he wasn't banned over something stupid.

>> No.5075518

Release it and let us judge that. It doesn't have to be included in the megawad if you don't want. Just consider it a warm up.

>> No.5075524

That's more the manager/compiler's call, is it not?
Somebody could always use it as a scrap if they needed, as joke-y as the name is. the joke would be perfect if we set the the revenant sprite to the Quake Shal'rath

>> No.5075537

when were they ever refered by that name?

>> No.5075538

Managers/level authors call. We're not going to include a map if the level author doesn't want it to be. That'd be insane.

>> No.5075545

There's no ' in shalrath, I'm mistaken.

>> No.5075546

Do i need jumping and crouching in hacx?

>> No.5075547

By that time we will have super advanced neural networks to make wads for us

>> No.5075549

theyre called shalrath in the editor / internal files

>> No.5075550

yeah, but was an alternate name besides "vore" a thing?

>> No.5075553

If anything, the scene may outlive anyone who worked on official games, at least the early ones
Which sounds depressing enough

>> No.5075556
File: 360 KB, 640x480, 2f805gjauf501.png [View same] [iqdb] [saucenao] [google] [report]

Aside from >>5075549
not exactly

Still. "this better not be a vore map"

>> No.5075567

I remembered this.

>> No.5075569

Where can one find Outlaws SP usermaps? I tried a couple sites but all the links were dead

>> No.5075573

That kicked fucking ass. thanks for sharing.

>> No.5075612

is she featureless when she gets naked?

>> No.5075614
File: 374 KB, 192x160, 1538167176325.gif [View same] [iqdb] [saucenao] [google] [report]

I've always wanted to make my own game full of shit only I'd get a kick out of or enjoy. Guns I've always wanted to fire, enemies I've always wanted to shoot, maps I've always wanted to play in.
It seemed like a pipe dream for a while until I took notice of all the kickass .wads for DOOM out there, and realized I might be able to make a real bare bones mod for myself to unwind in.
But I'm a retard when it comes to most all things /g/. The best I can say for myself is I built my last two PCs.
What are the best guides or tutorials to get into the DOOM .wad making scheme? I'm also interested in making my own pixel art, so figuring out how to do that would be helpful, too.

>> No.5075642

I don't think I can do that in aseprite but I'll see what if I can pull it off.

Can't be helped. Getting kinda tired of the same dick jokes people keep repeating constantly but that's just the nature of the weapon itself.
Well that and I guess a lot of people have dicks on the brain.

>> No.5075648

Have these threads ever had a Marathon themed OP?

>> No.5075653

You can do it with Photoshop.
And yes, I do have dicks on the brain, thank you very much.

>> No.5075657
File: 343 KB, 512x512, tumblr_inline_ovrjv032lr1qd93xq_540.gif [View same] [iqdb] [saucenao] [google] [report]

Get started then. Bookmark a few sites:
https://zdoom.org/wiki/DECORATE (for reference purposes when fiddling with DECORATE)

http://gunlabs.blogspot.com/2011/01/welcome-to-new-doom-armory.html (tutorials for making babbies first gun)

https://www.realm667.com/index.php/en/repository-18489 (useful for resources to poke at to see what makes them tick, you can learn a lot this way)

as for learning how to do pixel art, google is your friend, as is the guy who makes gif related. Good luck anon making mods can be a lot of fun.

I ain't got photoshop and I cannot be assed to pirate it.

>> No.5075667
File: 332 KB, 610x764, 1512385313235.png [View same] [iqdb] [saucenao] [google] [report]

Thank you very much!

>> No.5075810
File: 9 KB, 316x266, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

she covers herself like other girls

>> No.5075853

Yes, but they're rare. Have another


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