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/vr/ - Retro Games

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5168697 No.5168697 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5159270

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
Contains infographics with setup information and user-made content recommendations

Same thing, but in video format:

IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
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.5168703
File: 105 KB, 640x960, two hours minus 20 minutes.png [View same] [iqdb] [saucenao] [google] [report]

=== ONGOING ===

-100 minutes of /vr/ underway
-Deadline extended indefinitely

=== NEWS ===

[10-25] 'Rednukem' EDuke32 project in now beta

[11-17] Quake Halloween Jam released

[11-15] A podcast about Quake launches, 'Quakecast'

[11-14] New Descent game announced, unimaginatively titled Descent (2019) (it's actually Descent: Underground with a singleplayer mode)

[11-06] Death Wish updated to 1.5; Original MIDI soundtrack addon released

[11-05] Consolation Prize updated, albeit with minimal testing

[11-04] Turok 2 Coop Mod version 0.9.5 released

[10-27] DOOM RPG Remake Project revealed

[10-25] Hexen ZDoom community project announced

[10-25] Redneck GDX supports Rides Again

[10-20] Deepdream Doom v1.1 and Deepdream Chex v1.0 released

[10-20] 'Beta 64' megawad for Doom 64 EX posted on Doomworld

[10-18] DM4Jam DLC Update released, three extra maps

[10-10] DavidN is making BD less of a clusterfuck

=== PREVIOUS ===


=== PROTIP ===

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

>> No.5168723
File: 241 KB, 1280x960, tumblr_o9atvrT0Ln1ty70x1o5_1280.png [View same] [iqdb] [saucenao] [google] [report]

>Meanwhile, in the locker rooms...

>> No.5168725

Rednukem vs RedneckGDX?

>> No.5168728
File: 377 KB, 900x720, Ba_security20011.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5168729

How's the Samsara monster addon?

>> No.5168735

Depends on what you want. Rednukem has Duke support but GDX has multiplayer

>> No.5168740

I would think if they wanted Duke support, they would just pick a standard Duke source port.

>> No.5168787

Question to all Doomfags:

Can these series of Doom threads survive in /v/? Are there enough posts here that can keep these threads alive there without falling off to archives?

>> No.5168791

Not a chance in hell, we move pretty slowly most of the time.

>> No.5168796

No, /v/ moves way too fast with their absolute monsoon flood of stupid shit.

>> No.5168896

>1 hour and a half
>11 posts
>threads last for 5+ days before hitting a limit.
what do you think?

>> No.5168919

Hey buddy, I think you got the wrong door, Zdoom’s two blocks down.

>> No.5168929
File: 272 KB, 342x360, fuck you say nigger.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5168940

Zanronum has more promise and more competant developers these days.

>> No.5168943

Who else here /fuckHiro/?

>> No.5168948


>> No.5168952

>nobody gets the reference
what the fuck

>> No.5168954


>> No.5168958

i do
rip ;_;7

>> No.5169003
File: 45 KB, 160x160, Romero_Joke.gif [View same] [iqdb] [saucenao] [google] [report]

I did, I just didn't have any fitting image to respond with.

>> No.5169019

Mecha cyborg Hitler in ECWolf but its Romero, and the Nazi soldiers are now Todd Howard clones.

>> No.5169027

Any working WADS or IWADS that take place during the Star Wars prequel trilogy, particularly the era of the Clone Wars?

>> No.5169030

>Nazi soldiers are now Todd Howard clones
Only if they scream "BUYSKYRIM!" when they die.

>> No.5169049

Sure, and they would wear different suits based on their rank. They would scream "BUYSKYRIM!" in all instances except when gibbed by Rocket Launcher, Berzerk Melee attacks, and the BFG9000, where in that case, they yell "FALLOUT!"

>> No.5169057

Oddly specific. I don't think there are many good wads for stars wars at all. There's one death star map I think? A Kyle katarn add on for an outdated samsara?

>> No.5169059

>download skyrim_beta1.wad
>it's skyrim
>legit fucking elder scrolls V skyrim running on your pc
>notice skyrim on your games library on steam
>not only that but you now own a ps4, an xbone and a switch, all skyrim themed, with the game preloaded and installed
>your debit card is now completely fundless
>it is also skyrim themed
>it all just works

>> No.5169083
File: 4 KB, 100x100, 12994367980.gif [View same] [iqdb] [saucenao] [google] [report]

it's fine.

it will either
>1. kills the site and every one leaves
>2 kills the site and is eventually reversed
>3. improves the posting quality severely
its a win/win/win situation

the vast majority of complainers are shitposters that have gotten away with far too much and shouldve been permabanned a long time ago.

>> No.5169094

but where will I post my random dev webms of mods that never get released

>> No.5169098

there are more channels than 4chan

>> No.5169101

His plan won't work; this place is still an advertiser's nightmare, and he'll probably give up on it sooner or later.
Perhaps he'll sell it off to someone who actually isn't an absolute crook, and actually cares.

>> No.5169102

Yeah but who the fuck wants those?

>> No.5169116

Not that we have much of a choice
especcially if its the first condiction
if its the second or third then we can continue as scheduled

>> No.5169118 [SPOILER] 
File: 737 KB, 1920x1080, 1542571086959.png [View same] [iqdb] [saucenao] [google] [report]

Last week I played Blade of Agony, Ashes 2063 and Winters Fury.

Loved them all. Probably Ashes the most because the scenario is great and the fucking soundtrack is pure 80´s Carpenter.

The act2 secret mission of BoA was a nice surprise. Picture related.

Any more good TC´s?

>> No.5169153

Tried REKKR?
its a good tc that tries to feel like annother game entirely

>> No.5169165

Thanks will try

>> No.5169182

>there are more channels than 4chan
Shittier channels, yes.

>> No.5169189

how to hell am I supposed to use yamagi quake 2? I expect it to work like quakespasm but I cant find a single .exe file

>> No.5169190

did you download the source code by accident
use this link: https://deponie.yamagi.org/quake2/windows/quake2-7.30.zip

>> No.5169193

there should be yquake2.exe

>> No.5169195

>the vast majority of complainers are shitposters that have gotten away with far too much and shouldve been permabanned a long time ago.

And you can already guess from what boards and threads too. /v/ermin sure do love making mountains out of molehills.

>> No.5169196

What does anyone here think of the Community Chest mapsets?
How would you rank them?

>> No.5169198
File: 43 KB, 512x384, 1498087472387.jpg [View same] [iqdb] [saucenao] [google] [report]

yeah I fucked it up, thanks buddy, sorry for my retardation

>> No.5169203

Any good mapsets that don't have death exits?

>> No.5169204

to be fair I did the exact same thing just now
the source archive probably shouldn't be the first link under the "downloads" header

>> No.5169206

I agree, also, I just need to drag and drop right? no need to mess with other files?

>> No.5169207

yeah just extract that folder somewhere, copypaste your baseq2/rogue/xatrix folders in there, and play
just like quake 1

>> No.5169209
File: 614 KB, 1728x1080, 1542205050827.png [View same] [iqdb] [saucenao] [google] [report]

Are there any high quality channels centered around Doom and related hosted by someone who really gives a shit

>> No.5169217 [SPOILER] 
File: 65 KB, 476x341, 1542574511814.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5169218

should I add an autoexec like with quake 1? if yes does it have the same commands like 1 does?

>> No.5169235

if you're worried about your settings not getting saved, I haven't found any that haven't been saved
they're in <home folder>/Documents/YamagiQ2 if you're curious

>> No.5169306

I can't stop playing with high noon drifter. I literally play every wad with it it's so good.

>> No.5169364
File: 999 KB, 1445x807, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5169369

it's ya boy markymark.

>> No.5169373
File: 708 KB, 574x315, 1000 hours in mspaint.png [View same] [iqdb] [saucenao] [google] [report]

>mark does what universal gibs and droplets already did before him and makes it out to be a big deal
>his cash cow of a doom mod still hasn't had its new full release he's been hyping up for over a year now
why am i even surprised anymore

>> No.5169380

I like it when people use textures in such weird ways

>> No.5169393

This is one sad flesh chair

>> No.5169397

The only good thing i see is less spagghetti coding...
realy thats about it

>> No.5169405

he made his mod better and nibbas still complain baka
>makes it out to be a big deal

>> No.5169408

Shouldn't you be working on the mod you're paid $500 a month for, Mark?

>> No.5169413

well it does look like a big improvement from ketchup, at least at a first glance
those glossy blood pool decals look fucking horrible tho

>> No.5169429
File: 650 KB, 400x229, Oh_hi_Mark.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5169430

Not fine at all, pretty scummy stuff. But eh, what can we do.

>it's another "he disagrees with me, thus /v/" episode

Hoping you're right here.

>> No.5169438
File: 386 KB, 802x1400, 678cb2fe74ebcc39479ec7b37b00f67635973ad9.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there any voodoo doll scripting guide? Most of the Doombuilder tutorials out there mostly cover the more basic stuff.

>> No.5169462 [DELETED] 

>found out

>> No.5169467
File: 41 KB, 321x306, 1442206340911.jpg [View same] [iqdb] [saucenao] [google] [report]

No, anon. Stop doing that. Not everyone who disagrees with you is your boogeyman.

>> No.5169468 [DELETED] 

And later you'll call for someone to go back to tumblr. Maybe you should follow your own advice.

>> No.5169472 [DELETED] 
File: 83 KB, 577x624, 1500755639617.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you okay? You're trying a bit too hard there.

>> No.5169474 [DELETED] 

>has to resort to future hypothetical posts

>> No.5169476

Can you please talk about Doom and old-school shooters instead?

>> No.5169480

Seconding. There's too little info on the more advanced things you can do with boom.

>> No.5169481 [DELETED] 


Another quality post from this shitter.


Anyone who accuses anyone of boogeymanning when the threat is tangible like the /v/irgin invasion has almost certainly pulled the same shit.

>> No.5169483
File: 16 KB, 63x66, cryingcatcaco.png [View same] [iqdb] [saucenao] [google] [report]

>me looking at all these posts

>> No.5169487

Why are you getting so angry over someone just saying not to strawman the guys complaining about the Hiro thing?

>> No.5169491

you really like using that reaction image.

>> No.5169493

>when you're so angry at someone disagreeing with you you literally track him down across the archive

>> No.5169502

Yes, please. Can anyone help me with this? >>5169438
I swear this shit didn't look so complicated at a first glance.

>> No.5169503

that pesky anonymous guy, thinking he can fool us.
fortunately we know better.

>> No.5169523

If you're doing Boom format, honestly just go look at Going Down in Doombuilder.

>> No.5169524
File: 536 KB, 381x512, 1500597623935.gif [View same] [iqdb] [saucenao] [google] [report]

You know what really makes me mad? When the Berserk punch fails to kill the fucking imp with a single hit.

>> No.5169527
File: 485 KB, 620x620, vulgar display of power.png [View same] [iqdb] [saucenao] [google] [report]

But that means you get to punch him a second time!
(imagine an imp in this image instead)

>> No.5169528

Will do, thanks.

>> No.5169529
File: 37 KB, 116x178, 1424325602782.png [View same] [iqdb] [saucenao] [google] [report]

>punch shotgunner with berserk
>doesn't die
>shoots back for 45 damage

>> No.5169540

Honestly? I don't have any doom-related images saved that are relevant to things I say 90% of the time. Sorry.

>> No.5169542
File: 37 KB, 640x400, GOING DOWN.png [View same] [iqdb] [saucenao] [google] [report]

If you haven't played it yet, I recommend you give it a try. It's on the somewhat difficult side, but seldom REALLY hard.

It's just really well made and makes a very good presentation, the way the voodoo scripting is used is very effective.

>> No.5169548
File: 370 KB, 1360x768, Screenshot_Doom_20181118_165017.png [View same] [iqdb] [saucenao] [google] [report]

I like brightmaps far too much.

>> No.5169550
File: 38 KB, 523x332, 1395042373988.jpg [View same] [iqdb] [saucenao] [google] [report]

There was a decent reaction image dump last thread.

>> No.5169553

Aren't they great?!

>> No.5169557

why don't you marry them then.

>> No.5169560

Were the brightmaps updated recently? I don't recall the computer textures lighting up

>> No.5169574
File: 341 KB, 1360x768, Screenshot_Doom_20181118_161913.png [View same] [iqdb] [saucenao] [google] [report]

Nope, it's from a pack called "Sbrightmaps". (I think the S means 'spooky'?)
It also makes enemy's eyes glow bright red in the dark, its cheesy and I love it.

>> No.5169579

>looks different from the mentioned mods, more options of gore to chose from
>works on zandro
>now people should stop asking modders to make their stuff compatible with brutal

Seems like a big deal to me

>> No.5169580

Shame that eyes are too bright. I'd love a more subtle glow.

>> No.5169584

Working on Zandro is an alright feature (I don't use it, so I can't really comment on that), but doesn't that mean the ceiling/floor blood splatters are models instead of GZDoom's flat sprites? Or is the performance impact similar with either method?

>> No.5169590

having children with glowing eyes would be so fucking cool.

>> No.5169595
File: 745 KB, 1024x1024, GoldenSouls.png [View same] [iqdb] [saucenao] [google] [report]

I'm thinking about making some models for Golden Souls 1. Not sure if I'll finish or release anything, though. Does GZDoom do back face culling? Pic related would be for Sorbetto Beach

>> No.5169602

>but doesn't that mean the ceiling/floor blood splatters are models instead of GZDoom's flat sprites?
not necessarily: with creative use of ScriptCall in ACS, you can check if you have zscript or not, and if you do, spawn zscript specific actors that can use features not in zandronum (since zandronum doesn't even know to look for them). I did that in the quickstart map I released some time ago.

I can also fucking guarantee you that marky boy doesn't know you can do that

>> No.5169620

GZDoom's own brightmaps are a bit more muted, you could always go into the Sbrightmaps files and delete the ones you don't like.

>> No.5169646

Well, I started playing through Doom 2 with that Special Weapons gameplay mod with the recommended HUD mod.
Pretty fun Rainbow Six 3 in Doom experience, despite the lack of a rocket launcher (which worries me a little when I get to the Icon) and some unfortunate use of noclip because some jumps in the vanilla maps are impossible with the run speed in the mod.

Added in the Use to Pick Up mod for an extra layer and to me it's now like a ghetto Hideous Destructor. When I get to the Icon, I think I'll just stop there and hunt around for some maps that work for HD and see if Special Weapons can work well with them as well.

>> No.5169657 [DELETED] 

>But eh, what can we do?
Aside from arranging for 4x2channers and endchanners to hack his personal twitter and his email there's the option of migrating to 7chan, 4+4chan, endchan, 2ch.hk, 5chon, or 76chan.

>> No.5169664
File: 22 KB, 414x600, nuclear butthurt.jpg [View same] [iqdb] [saucenao] [google] [report]

>unironically suggesting FE/gg/otchan or vodkacoon chan

Oh nonononono

>> No.5169667

I think NightFright (the guy doing them) is removing some of the more game-changing glows in newer versions, like toning down the eyes and removing baron hand lights.

>> No.5169671

>vodkacoon chan

>> No.5169679

Those places are dogshit.

>> No.5169682

>t. has never been to any of those places

>> No.5169694 [DELETED] 

Don't imply that shit like 2ch.hk is any good. Just don't.

>> No.5169708



>> No.5169710 [DELETED] 

How would you know, overall? I was at 4x2chan for just over a year, and yeah, there's shitposters in there, along with the admins being shady in a number of ways, but I've seen good stuff there. Also, I've been to endchan and 5chon before as well

>> No.5169716 [DELETED] 

I'm russian, so I know that 2ch is a horrible place. Hell, worst Doom meme came from there.

>> No.5169725

You pretty much just stick a voodoo doll on a conveyor and shove it through linedef triggers, no?

>> No.5169732

brightmaps are cool because they improve the games visuals while retaining the classic-style feel

>> No.5169739
File: 1.16 MB, 2048x2048, GoldenSoulsa2.jpg [View same] [iqdb] [saucenao] [google] [report]

Also, should I stick to the simple, cartoonish style in pic related, or should I go with something a little more realistic? Golden Souls uses a mix of art styles in its sprites, even within a single level, so it's hard to decide if it even matters. The textures for the rocks come straight from the games files.

>> No.5169749

no bully but is there an official /doom/ discord?

>> No.5169754

I'm not terribly a fan of the pools and some of the gibs but overall it seems less fucky than the previous version, which is never a bad thing.

de-spaghettifying his code does at least show he's trying to improve these days, which is notable if nothing else.
It's kind of to be expected with parts of this community, probably doesn't help that he's kinda trying to take the piss out of the people who gave him shit for his mods being a fucking mess.

>> No.5169757

No, go jerk it with the fags from ZDoom if you need a chat app that badly.

>> No.5169763 [SPOILER] 
File: 14 KB, 389x190, 1542591644601.png [View same] [iqdb] [saucenao] [google] [report]

barrel a day keeps the archvile away

>> No.5169773
File: 1.31 MB, 180x180, 1503922642718.gif [View same] [iqdb] [saucenao] [google] [report]

I have a certain feeling that someday, someone will
make a WAD and/or IWAD for DOOM1 or DOOM2 that is basically impcense but with anthro mammal and reptile characters

>> No.5169790
File: 74 KB, 1024x768, 1542584437707m.jpg [View same] [iqdb] [saucenao] [google] [report]

I love caco edits

>> No.5169801

More realistic goes well with the general style of Golden Souls I feel.

>> No.5169803
File: 319 KB, 539x452, tacodemon.png [View same] [iqdb] [saucenao] [google] [report]



>> No.5169805

I think you're right. It might look out of place is some areas, but generally, I think it's the way to go. I'll have to scrounge around for some textures, since I don't live near palm trees and coral, but that's not too big of a deal. I'll (hopefully) post updates tomorrow.

>> No.5169810

Why the disdain for the ZDoom forums, if you don't mind me asking? Having posted there on occasion, I can think of a couple reasons, but I'd like to hear someone else's opinion.

>> No.5169812

Cross-board drama. Don't engage.

>> No.5169813
File: 84 KB, 257x244, dont_be_a_faggot.png [View same] [iqdb] [saucenao] [google] [report]

>I need someone else's opinion to validate my own

>> No.5169814

who hurt you?

>> No.5169816

Not really. I pretty indifferent. I'm just curious, really. I've had one or two bad run-ins, but honestly, it's been mostly positive. I even got one of my maps in a community project once, which was pretty dope.

Yeah, I can see this is going to end with some severely rustled jimmies. Forget I asked, lol.

>> No.5169835
File: 1.24 MB, 1122x964, roadrage.png [View same] [iqdb] [saucenao] [google] [report]

I think the round shape and big grin just makes him suitable for all kinds of edits.

>> No.5169846

any other mods with the kind of RPG elements in ashes 2063?

>> No.5169856
File: 1.57 MB, 1920x1080, spasm0009.png [View same] [iqdb] [saucenao] [google] [report]

Why are you not playing the Halloween Jam RIGHT NOW?

>> No.5169858

cus its almost thanksgiving you donut

>> No.5169859
File: 1.41 MB, 1920x1080, gay baby tree jail.png [View same] [iqdb] [saucenao] [google] [report]

Not an excuse.

>> No.5169878

Lower res would look nicer imo. Those are quite high poly for Doom, and would clash with the level design limitations.

>> No.5169885
File: 2.05 MB, 370x345, 1542595370094.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw you 100% a slaughtermap without taking any damage

>> No.5169892

I didn't know Ocelot had a kid

>> No.5169909

Because I didn't know it was out, you donut.

>> No.5169915

Mouse in Quakespasm doesn't work well on my version of win 10.

>> No.5169920

what version of QS and what executable

>> No.5169983

Make them more blocky - N64 style

>> No.5170032

No. There was an IRC, but it was good for 2 years then Discord killed it. It was probably on it's way out anyway.

>> No.5170035

Christmas is coming soon, so I have an idea! Let's make a Doomified version of Jingle Bells!

I will start. Chorus:
>Caco bell, caco bell
>Caco all the way!
>Oh what a fun it is to fire
>Into demon's face a shell!

Remaining verses to Doomify are 1, 2, 3 and 4

>> No.5170037

Here's the full song btw - spoilered parts are already done

Dashing through the snow
On a one-horse open sleigh,
Over the fields we go,
Laughing all the way;
Bells on bob-tail ring,
Making spirits bright,
What fun it is to ride and sing
A sleighing song tonight

Jingle bells, jingle bells,
Jingle all the way!
O what fun it is to ride
In a one-horse open sleigh

A day or two ago,
I thought I'd take a ride,
And soon miss fanny bright
Was seated by my side;
The horse was lean and lank;
Misfortune seemed his lot;
He got into a drifted bank,
And we, we got upsot.

Jingle bells, jingle bells,
Jingle all the way!
What fun it is to ride
In a one-horse open sleigh.

A day or two ago,
The story I must tell
I went out on the snow
And on my back I fell;
A gent was riding by
In a one-horse open sleigh,
He laughed as there
I sprawling lie,
But quickly drove away.

Jingle bells, jingle bells,
Jingle all the way!
What fun it is to ride
In a one-horse open sleigh.

Now the ground is white
Go it while you're young,
Take the girls tonight
And sing this sleighing song;
Just get a bob-tailed bay
Two-forty as his speed
Hitch him to an open sleigh
And crack! you'll take the lead.

Jingle bells, jingle bells,
Jingle all the way!
What fun it is to ride
In a one-horse open sleigh.

>> No.5170038

>redneck rampage multiplayer
would it worth it tho? since its no armor, shitty hit detection and shit

>> No.5170041

w h y t h o

>> No.5170051

whats the main difference with original and yamakashi version? Ive not seen any problems in original r n

>> No.5170054
File: 453 KB, 280x207, image%3A8366.gif [View same] [iqdb] [saucenao] [google] [report]

Wtf is this autistic retardation

>> No.5170069
File: 130 KB, 640x360, 1498698667292.png [View same] [iqdb] [saucenao] [google] [report]

Fuck you

>> No.5170075

>/ discord?
for real tho. do people use discord outside of gaming?

>> No.5170078

It's pretty much replaced skype.

>> No.5170083
File: 106 KB, 593x647, ThisIsYouRightNow.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5170087

are there still online servers that host those long campaigns with the call of duty weapons/perks mods? guilty pleasure desu

>> No.5170090

Official? Not really but I’m in one that I found in here. A lot of the big doom discords have something wrong with it sadly

>> No.5170091

... Wh... what?
What game are you talking about? If it's CoD, then it's not retro goes into /v/.

>> No.5170093

Link it?

>> No.5170094

They might be talking about RGA2 coop/survival.

>> No.5170096

Huh, neat. I found a link someone posted to "RGA Refined" but for some reason, it was edited to it was no longer working into "www.[bad site].com/wads". Is this a thing Zandronum forums do? Sounds idiotic.

>> No.5170104

It was probably a link to the best-ever wad hosting page, which died long ago and then some malware thing took the domain or something. The WADs are probably in static.allfearthesentinel.net/wads/ now.

>> No.5170110

>best-ever is dead
holy shit

>> No.5170125

Anyway, a quick check with Doomseeker shows at least 2 servers with RGA, so it's definitely still a thing.

>> No.5170147
File: 544 KB, 960x540, doom03.png [View same] [iqdb] [saucenao] [google] [report]

One more (and I think final for me) contribution to 100 mins of /vr/, as I think I've probably taken up too much of it myself already.

"Le sang du sorcier" by Action Max.

This was my first time using voodoo dolls on conveyor belts, which took up more of the 100 mins than I was expecting.

Here are the links to my previous entries, in case any got lost in the shuffle:

Time to crate: https://drive.google.com/open?id=1B3MAlaMyq4cDrqv4H2Uhbwqq9ovVbCEi

Light & simple: https://drive.google.com/open?id=1fIlbBYrpuGV-BI9mW9k-c5ScPfVekT-v

Outpost: https://drive.google.com/open?id=1bmvhI7plzwHbBMhwVEtlLffRntWrGyUE

>> No.5170189

New gore mod from sgtmarkIV, succesor to ketchup called Bolognese


>Works with most other mods, total conversions, new monsters, gameplay mods, etc.
>improved performance
>No spaghetti code

I'm gonna run some tests to see if the performance increase is enough to make slaughtermaps playable.

>> No.5170201

What does the thread think about looking up secrets on maps via wikis or map editors, if you've already beaten the map? Is it kosher, or should you hump all the walls yourself until you've reached 100% secrets?

>> No.5170205

You want a demo for it?

>> No.5170218

HUGE performance increase over ketchup. Used with the newest devbuild of GZDoom I get no huge drops spamming BFG shots into huge numbers of monsters. Is this mod newsworthy? We get people asking about good goremods all the time and performance/feature wise this is the best so far.

>> No.5170238

But does it have blue blood for Cacos

>> No.5170250

If you want to and it's not too much trouble.

>> No.5170269

>No spaghetti code

>> No.5170285

That would mean he'd have to change the monsters, which this mod specifically avoids. Everything has red blood.

Rewrote form the ground up, and looking through it it's pretty clean. Also performance is fantastic for what it's doing.

>> No.5170305
File: 1.65 MB, 1920x1200, Screenshot_Doom_20181119_132324.png [View same] [iqdb] [saucenao] [google] [report]

Of course no. Dropped this mod.

>> No.5170358

You'd need ZScript for that.

... which both universal gibs and droplets use.

>> No.5170360

Even if it were possible why would anyone voluntarily put themselves through the hell of wading through /v/'s incessant deluge of shit?

>> No.5170363

>This was my first time using voodoo dolls on conveyor belts, which took up more of the 100 mins than I was expecting.
Heh, going to be the same case for me.

>> No.5170387

I use it to talk with pals. It's a perfectly good chat program, and that's why I use it.
The only thing I wish it had was a highlight feature like with some IRC programs, so I could get notifications on certain terms.

And yeah, it's replaced Skype, largely due to Skype gradually turning worse and worse after Microsoft acquired it, the goddamn program barely working at all for me at one point, also for Discord having far more functionality.
Like I seriously could not upload images to Skype, or view uploaded images, and Microsoft's solution to the problem was pretty much to shrug.

That looks fucking terrible, quite honestly. The super high resolution of the blood mist really clashes horribly with the original graphics.
And not to talk about the Caco not even having blue blood, like damn, fucking Zero Tolerance had that down, and that was a decade ago.

>> No.5170448

Hey, Batandy here, maybe i can give you some tips to figure out what you want to do.

When I made the first Golden Souls, i didn't have a consistent art style in mind so stuff like textures and sprites could heavily differ from each other. GS2 on the other hand has a more clear artistic vision due to the experience gained from working on the first one and a "planning everything in advance" approach rather than doing just what i wanted at the time. Generally speaking, I've never wanted to go full cartoony except for levels with gimmicky artstyles such as Crayon Creek. Doom's sprites don't feel serious/realistic to me as what they were intended to be back then, and that's what i was looking for when making stuff for Golden Souls, that fine line between looking realistic and also ridiculous. So yeah, I'd go with semi-realistic/doom clayfigure like rather than full cartoony with plain textures.

>> No.5170494

I've been experiencing some weird lag when playing gzdoom. I'm pretty new to playing doom. Other games that run in doabox do just fine and I never experience wierd stuff when playing build games. My setup is a bit wonky right now, though. Two of my monitors are plugged in to my video card but the monitor I play on is plugged in to the integrated graphics vga connector. I figured it wouldn't matter as I'm exclusively playing old stuff.
What I'm experiencing is a bit of lag, then an unresponsive mouse for a few seconds. I'll be able to continue to move but the clicks won't register.

>> No.5170497

I want to finish blood for the first time but I'm spoiled because all the other sourceports and can't stand the game in dosbox. Is BloodGDX good enough to get a complete experience now?

>> No.5170512

If only the mods that frequent /v/ would take out more of the shitposts and off-topic threads.

>> No.5170516

>/gg/ hurts my feelings so much.
What about 5chon and 76chan?

>> No.5170562

>Just some MetaDoom mapset/mapping inspired ideas
What about a level with Plutonia's tricks like the floating cube and invisible bridge, mixed with some of Doom 64's mapping tricks?

>> No.5170569

Well, considering mod compatibility is a focus, having the framework there for non-red blood for mods they do define custom blood colors for monsters (most that affect monsters do!) would be worthwhile. But what do I know?

>> No.5170571
File: 495 KB, 500x551, c59.png [View same] [iqdb] [saucenao] [google] [report]

I really don't get why it's so hard to stick to low res graphical assets.

>> No.5170581

the problem isn't that the blood doesn't get translated properly, it's that the vanilla cacodemon isn't defined to have blue blood, and therefore there's no reason to translate in the first place

then again, +PUFFGETSOWNER should work with blood in zandronum, so you *could* hardcode a special case for cacodemons, hell knights, and barons

>> No.5170584

Yeah, when I actually started out coding it bugged me that you have to define the blood colors. I more mean that I doubt Mark's mod actually supports other blood colors even if they are defined, but I could be wrong.

>> No.5170589

If you looked at BD's latest HUD, you know Mark has no clue about visual design
You don't have to know graphic design to even now BD's hud is a mess right now

>> No.5170605
File: 34 KB, 640x361, eUBQ0YJl.jpg [View same] [iqdb] [saucenao] [google] [report]

The HUD in my mod isn't much better.

>> No.5170608

At least every piece of text shares the same font, i guess

>> No.5170637

It doesn't. If you pay attention to the showcase video, one of the mods tested was Project MSX, which has a pinky with gold colored blood. At 4:00 you can see it blow up. The mod's own blood and gibs are gold, but sargy marky's stuff is still all red.

>> No.5170642

i hope doom eternal brings back the "face in the hud" feature because that's like the fps version of idle animations

>> No.5170648
File: 569 KB, 1024x1024, GoldenSoulsa3.png [View same] [iqdb] [saucenao] [google] [report]


Alright lads. I used the sprite for a reference this time to get shape, color and proportions more accurate to the original. I've also used more realistic textures this time around, which looks 1,000x better. I can't for the life of me fall for the low poly meme, though. Made several attempts to do the palm tree with square segments instead of octagonal ones like in pic related, and it just looked awful. I'm not giving up on it, though. However, a "normal" amount of polygons is probably what I'll be focusing on. Pic related is an orthographic projection compared to the original sprite.

>> No.5170650
File: 1.31 MB, 1024x1024, GoldenSoulsa4.png [View same] [iqdb] [saucenao] [google] [report]

And here's a rendering in perspective.I think having actual volume on the leaves makes it look great. Can't wait to get it inot GZDoom later today.

>> No.5170684

The blood mist is from a retarded setting which not even Mark recommends. Comparing this with Zero Tolerance is comparing apples to oranges.

>> No.5170687
File: 44 KB, 640x480, 339288.jpg [View same] [iqdb] [saucenao] [google] [report]

>try out complex doom for first time
>it's fun, but still a bit too easy

>try out complex doom + legendary addon
>every single legendary (save for the imp) instantly kill me within a single game tick
>no matter what, even if they view me for a single nano second, I instantly get killed in the blink of an eye

Fuck you /doom/ for recommending me this

>> No.5170705

I don't know jack about ACS but am somewhat well-versed in DECORATE. Somewhat. With all this talk of gore mods, I'm thinking of making a relatively simple blood/gore mod designed to replicate the blood effects in that old Half-Life 2 mod, SMOD. Mainly, I want to replicate the ridiculously over the top blood spurts. My only real roadblock is that I want to have the intensity of the blood effects be determined by how much damage is actually done, and I've heard such a thing is possible with ACS. How hard would this be for an idiot like me?

>> No.5170710
File: 2.94 MB, 1280x720, hideous destructor, berserk.webm [View same] [iqdb] [saucenao] [google] [report]

>Comparing this with Zero Tolerance is comparing apples to oranges.
I'll concede that.

Try out Hideous Destructor instead.

>> No.5170718

>low poly meme
It's not really a meme when it's a matter of visual consistency. Doom doesn't do high poly environments well. Even total chaos is 90% set in square realistic buildings, because complex natural architecture just doesn't lend itself well to the engine. Especially since all the hitboxes in Doom are square.
But you do you.

>> No.5170725
File: 80 KB, 900x675, fc45962b-da78-481c-93a8-0584bccc1b38.jpg [View same] [iqdb] [saucenao] [google] [report]

This is the thing I love about HD. Some peopleicarus make misconceptions about it being impossible and stripping you of 100% of your power. Yet, even without a berserk pack, running fast enough and turning your view JUST the right way when you punch can create enough damage to gib a human. You're still superhuman, just not as superhuman as you're used to.

>> No.5170731


>> No.5170732

I don't think droplets changes the monsters but it manages to have the right colored blood, even with stuff like project msx where the demons have yellow blood it comes out the right color.

>> No.5170752
File: 26 KB, 640x640, after eight.jpg [View same] [iqdb] [saucenao] [google] [report]

I think it's a very particular flavor of gameplay.
Like either you like dark chocolate mints, or you don't, but IF you do, then you'll probably really like After Eight, and Hideous Destructor is kind of like the After Eight of Doom.

>> No.5170756
File: 177 KB, 640x384, Screenshot_Doom_20181119_203131.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5170760

>It's not really a meme when it's a matter of visual consistency.
I don't disagree with you. I suppose its mostly the palm tree giving me trouble. For other things, such as rocks, I plan to model them so that the high poly model is derived from the low poly model. The hope is that it will make it easier to make both a low an high poly version, while having each look good and consistent with each other.
Plus I know that a lot of people running GZDoom don't have great computers, so I'd like for them to be able to use it if they want.

>because complex natural architecture just doesn't lend itself well to the engine. Especially since all the hitboxes in Doom are square.
But does the occasional tree in the wide open spaces of GS count as architecture? It's not like the hit box for the tree does a spectacular job of matching the shape of the sprite in the first place. So, whether the visuals are inconsistent with the collision in 3d or 2d doesn't seem very important.
I hope that some day in the future, we get collision meshes in GZDoom. I know the feature request has been turned down multiple times, but a man can dream.

>But you do you.
I will also try to do everyone.

>> No.5170775

>E3M8 but with those pillars from D4's last level during the Spider boss fight and E2M8 mixed with D64's Watch Your Step
>Lab levels with unique demon corpses inside those tanks to resemble D3/4, maybe recreate the jumpscare scene

>> No.5170785

Damn, now I remember what it was called. Thank you, gonna buy some After Eights.

Also thinking about giving Hideous Destructor a try now too

>> No.5170797
File: 2.25 MB, 800x480, hideous destructor plasma.webm [View same] [iqdb] [saucenao] [google] [report]

HD is very much like a tactical shooter, and the zombies and goons with guns are cunts who will make your life sour, but the real kicker is the demons themselves, they're The Big Cunts.
The design philosophy behind Hideous Destructor's monsters is to make them seem like they could plausibly eliminate a squad of modern first world soldiers, as opposed to the somewhat mindless AI of the base game.
You'll find yourself hating imps like you've never hated imps before, and especially barons.

It's difficult, and some levels are just not easily playable with HD (that said, you can actually beat things like Alien Vendetta with it, if you're determined enough). For a starter, I would suggest the original 3 episodes of Doom.
A big tip is to not bother very much with "playing fair", because the enemies won't, you just do what you need to do to reach the exit, even if that includes crouching/jumping/mounting past obstacles you weren't supposed to, or breaching locked doors with explosives instead of getting keys or breaking sequence. Don't struggle with a section you find unbeatable, if you don't have to.

Wounding mechanics are sort of semi-realistic, you need to stop bleeding, take off burning armor, bandage yourself, etc, apply stims, pay attention to your heart rate, however you can actually withstand quite a lot in the long run, and magic can fix injuries which otherwise you wouldn't be able to fix on your own, such as with blue potions and soulspheres.
You'll also need to bind the new keys, and remember to manage your inventory and magazines. The included manual is a must read.

IF you're up for all of this, you may find you'll really like Hideous Destructor.

>> No.5170805

In all likelihood, BDLite made him realize just how fucked his code is and is making him start to actually give a shit for once.

>> No.5170806
File: 147 KB, 900x1350, marinael_by_yarryozzo-d51ef6o.jpg [View same] [iqdb] [saucenao] [google] [report]

Thank you for the explanation. I enjoy tactical shooters, so I guess this might be my cup of tea.

>> No.5170818

Maybe he stole shit from BDLite.
He's known to steal code.

>> No.5170834

>sister act doom

>> No.5170837
File: 3.54 MB, 373x280, 1521466309360.gif [View same] [iqdb] [saucenao] [google] [report]

>systemdoom gameplay mod never ever

>> No.5170857

How about system Quake?

>> No.5170858
File: 133 KB, 640x384, Screenshot_Doom_20181108_213944.png [View same] [iqdb] [saucenao] [google] [report]

It's might be a too ambitious for a brainlet in GZDOOM modding like me, but I have some stuff from guy who made System Shock ReWired. For the starters I want to re create a Med Deck, but I don't have any damn Idea how to make Cyberspace sequence, but I try at least.

>> No.5170862

I wonder if System Shock 1 uses a either a proprietary LG Studios Engine, or an early form of the Build engine?

>> No.5170863

Custom made engine from scratch.

>> No.5170871

>I enjoy tactical shooters
You'll probably enjoy Hideous Destructor, then. If you want some extra immershun I recommend the aptly titled "Immerse" mod, which basically just compiled a few mods together into a cohesive package, giving you highly customizable viewbob and camera tilting settings, as well as footstep sounds. There's also Droplets, a great universal blood mod that actually supports non-standard blood colors, INTERESTINGLY. It supports Hideous Destructor right out of the box and is also super customizable. It also has giblets, but they don't seem to work in HD.
And lastly, there's Ugly as Sin, an add-on for HD that adds a lot of cool modifiers and features to make things harder, easier, or just a little more interesting. I recommend you save it for when you're more well-versed with regular HD.
And make sure to read the manual. Seriously. Sorry for the wall of text, and good luck!

>> No.5170872

there's a mod that checks what weapons you have and changes all enemy spawns in a map accordingly, so you never get tough enemies like legendaries early on. that's not to say it changes the mancubi in Dead Simple to imps, rather, it spawns the weakest tier of mancubus in complex doom, assuming you're pistol starting and thus have the lowest "power level". naturally spawns have a higher chance of being stronger monsters the more weapons you get.


also, railguns are your friend against legendaries since you can snipe them and take huge chunks of health each hit from far away, if possible.

>> No.5170880
File: 8 KB, 100x100, 7c35d01b-4fc5-460c-aa09-6b179ca897fa.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw mark has worked on BD for years and a furry was able to make a rewritten version that doesn't suck in about a month or two

>> No.5170882

It's definitely not the Build engine or anything related to it.

>> No.5170903

BD's kind of been less fucky for a while now so he was probably moving towards that one way or another anyway.

>> No.5170906

The wheels of the Revenant Bus go AAAAAAA and AAAAAAA

>> No.5170912
File: 1.07 MB, 1915x941, 2018-11-19-131337_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5170913

There was some guy who was making an actual mod, but it seems like he just gave up eventually.

I'd love to have that as well since i'm more into Quake than Doom

>> No.5170917

Metal Bat Ocelot

>> No.5170923
File: 24 KB, 551x714, bus is lies.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5170929


>> No.5170932

>But does the occasional tree in the wide open spaces of GS count as architecture?
What I mean is that with high fidelity natural models it would be hard to match the visuals of a doom engine's nature maps. Straight 90 deg cliffsides don't mesh well with complex curved rock formations and cylindrical trees with square hitboxes.
It's not necessarily impossible, but it's tricky. And the high poly you go the more and more it stands out visually from the sharp edged walls with rock_001.png painted on them.
>I hope that some day in the future, we get collision meshes in GZDoom
Can't agree more. At least some different collision primitives. cylinder, rectangle, pyramid, sphere, dome... anything.

>> No.5170936

If Revenant Bus used REAL revenants, with no weapons, in that small enclosed space with no room to dodge rockets, the game would be unbeatable.

>> No.5170937

BloodGDX is accurate enough to run original demos without syncing. It's a great reverse-engineering.

>> No.5170939

So? All you do is remove the missile.

>> No.5171020

Not him, but I'm curious - has the author explained why he did it in Java?

>> No.5171046


>> No.5171050

Are there any gore mods that have blue blood for cacos and green blood for barons? The lack of colored blood has always annoyed me with BD and it's related mods

>> No.5171057

The actual BD has it.

>> No.5171074

oh, Universal Gibs has it. I didn't see the reply talking about it.

Sometimes I play vanilla megawads using either smooth or beautiful doom and then some additional gore mod like ketchup, but univeral gibs might actually be enough.

>> No.5171101

churning them out like mad

>> No.5171112

gotta fire up that shill machine i guess

>> No.5171150

Go the fuck back to your home board.

>> No.5171157

i thought metadoom had blue/green blood

>> No.5171159

if I had to guess I'd say so it was instantly usable on all platforms without having to be coded for them. the author doesn't have to make a dedicated mac or linux version since java executables will work wherever.

>> No.5171163

this is my home board, you fucking expat

>> No.5171172

Well, you're clearly doing something wrong then. Or over exaggerating.
Leg enemies are certainly hard, but not impossible, especially if you use your mines correctly.

Actually, watch Hexas videos on youtube, he's pretty good at Complex + LCA,

There's SmoothKetchup.

>> No.5171207

>he's pretty good at Complex + LCA,
he dies like 5 times per map on average.

>> No.5171215 [SPOILER] 
File: 73 KB, 358x466, 1542664991451.png [View same] [iqdb] [saucenao] [google] [report]

tailor girl cosplays hell knight
top not included

>> No.5171219

>Well, you're clearly doing something wrong then. Or over exaggerating.
What am I doing wrong? You mean not being able to shoot through walls and kill them?
I'm mostly talking about the legendary zombie assholes with their 500+ dmg hitscan attacks.
And other legendaries decide to kill you through walls by using ridiculous OP attacks that bounce 1000 times on walls or create laser beams in a 2000+ radius (even though you're trapped in a small area, fml).

>Leg enemies are certainly hard, but not impossible, especially if you use your mines correctly.
I'm playing on suicidal tendencies difficulty, and some maps require me to set my mines in front of obvious Doom style traps (grab key, wall goes up, infinite amount of revenants + one archvile start rushing you) to not get fucked in the arse.

I wonder how difficult it would be to implement a code that would recognize the size of a map, the total amount of monsters in said map and with what kind of equipment the player starts and gets through the map.

>> No.5171223

[heavy breathing]

>> No.5171232

>I wonder how difficult it would be to implement a code that would recognize the size of a map, the total amount of monsters in said map and with what kind of equipment the player starts and gets through the map.
did you read >>5170872

>> No.5171235

Well the mod IS hard, after all. And also some of the wads.
And he didn't die that often in Ultimate/Doom 2 let's plays.

>> No.5171243

I didn't even notice, thanks. Will try it out-

>> No.5171248

>I'm mostly talking about the legendary zombie assholes with their 500+ dmg hitscan attacks.
There are no hitscan legendary zombies, they shoot a quick projectile that's dodgeable, nor do they hit even half of that much. Leg Zombies are the easiest ones actually since they have no weird attacks and can be easily taken out with cover, not to mention crippling attacks like the freeze beam's alt fire (doesn't work on the stealth zombie however).
>(even though you're trapped in a small area, fml
At that point it's just bad luck. Otherwise with enough space you can just take them from afar using plasma/dtech weapons, bonus if you have railguns as they're probably the best weapons against legendaries, besides the legendary bfg itself which is the only legendary weapon that works on them.

>> No.5171249

>didn't die as often in the easiest most known doom wads of all time, one of which is missing half the monsters
you don't say.

>> No.5171259

> being able to shoot through walls and kill them?
Literally mines and granades.
Use covers.
Think tactics!

> I'm playing on suicidal tendencies
So... on the second to last difficulty? Freaking why? It's your own fault then, it's harder than Ultra-Violence and there is no point in playing on it unless you want challenge.

> you're trapped in a small area
And how is that a mods fault? It's literally just bad luck. It is a randomizer mod, after all.
The same thing can easily happen in Colorful Doom for example, but nobody is calling that bad.

Well there you go!

>> No.5171260
File: 73 KB, 932x376, no hitscan attacks hurr durr.jpg [View same] [iqdb] [saucenao] [google] [report]

>There are no hitscan legendary zombies
I chose the wrong word, I'm talking about legendary "humans" (they're all zombies cause they're undead in my eyes).
The freezer beam alt fire don't help much against legendaries that have bullshit actor states that make them invulnerable and then attack (who tf thought this would be a good idea?) and you have to be lucky to get one (freezer zombie or poltergeist).

>At that point it's just bad luck. Otherwise with enough space you can just take them from afar using plasma/dtech weapons, bonus if you have railguns as they're probably the best weapons against legendaries, besides the legendary bfg itself which is the only legendary weapon that works on them.
IIRC you can get railgun from cyberlords only (or cyber bruiser, forgot the name) and they are rare. And that only helps on big ass open maps where the legendaries have a hard time hitting you (limited range, long ways for the projectiles to fly etc.).
My best bet in closed range combats is grab the best shotgun I have and flinch them (shoot, hope they flinch by screaming in pain instead of instantly retailing my attack and run for cover, rinse and repeat), but even then legendaries will use bullshit op attacks to kill me (see previous or first post).

>> No.5171262

>What I mean is that with high fidelity natural models it would be hard to match the visuals of a doom engine's nature maps.
Ah, I get what you mean now. Going to play around with it for a while before posting more updates.

>At least some different collision primitives.
It'd also be nice if an actor's collision primitive could (optionally) orient itself in the xyz direction it's facing. Could be really nice for long projectiles, such as rockets.

>> No.5171276

>The freezer beam alt fire don't help much against legendaries that have bullshit actor states that make them invulnerable
Like I said, the stealth guy. The other ones eat shit.
>who tf thought this would be a good idea?
Someone complained in the complex doom thread that the freeze alt fire made legendaries too easy and basically removed their difficulty.
>IIRC you can get railgun from cyberlords only (or cyber bruiser, forgot the name) and they are rare
There's actually 2 baron variations that always drop it, cybruiser and cyberdestroyer. I always get one in a playthrough so they can't be that rare, and it's not like I play slaughterwads with 8 million barons in a map. Also there's more than one railgun, the dtech one is even better, I forget who drops it though. Plasma/dtech weapons in general are also really good for mowing them down accurately but not as good as railguns.

>And that only helps on big ass open maps
You don't need "big ass open maps", just something with cover and 2 average room sizes worth of space, most doom maps have those, even the original games do. Hell sometimes a door is good enough.
>closed range combats
That's a mistake already.

>> No.5171282

>I'm playing on suicidal tendencies difficulty
Dude, go back up one difficulty.
>just something with cover and 2 average room sizes worth of space
Or a large obstacle for you to circle around the monster. Like in Speed of Doom map 02 after the first corridor, I fought a leg chaingunner there despite having nothing but shotguns and it was pretty simple because of that.

>> No.5171284

>You don't need "big ass open maps", just something with cover and 2 average room sizes worth of space,

>>closed range combats
>That's a mistake already.

Uh huh

>> No.5171291

>just something with cover and 2 average room sizes worth of space
>Hell sometimes a door is good enough.
you ever been to one of those zandronum complex + lca servers?
people always struggle with that shit.
maybe they suck, idk, but they open the door and die right after that

>> No.5171293

2 rooms worth of space isn't what I'd call close combat. Close combat is something like an enemy eating all 21 ssg pellets.

Also even with close combat there's still the most important thing: obstacles. If you have one like in >>5171282 you can outmaneuver them.

>> No.5171296

there's this one alien vendetta server, people always get stuck in map14 because of how claustrophobic it is for the most part and how that one room with the 50 cacos tends to have one legendary. other maps though? they blaze through that shit.

>> No.5171301

>2 rooms worth of space isn't what I'd call close combat. Close combat is something like an enemy eating all 21 ssg pellets.
What are you talking about?
Close combat =/= bullet sponge....

>> No.5171304

has someone made the secret levels for 100minutes /vr/ yet?

>> No.5171309
File: 484 KB, 1360x768, Screenshot_Doom_20181119_174731.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5171314

...what? I'm saying that if you're 2 rooms worth of distance away from an enemy, I wouldn't call that close combat since you'd have to resort to long range attacks, and that only if you're close enough that you can make all ssg pellets hit on target would I consider it as such. 2 rooms is plenty of distance to avoid leg projectiles.

>> No.5171317

Smooth Doom has it. There have been some glitches with the color lately tho. I hope theres an update soon

>> No.5171319


>> No.5171323

> alien vendetta server
> map14

>> No.5171326

>two whole episodes of nothing but one map

>> No.5171331

It is a hard map.
And he's playing from pistol start.
And no saves at all.

>> No.5171334

that's generally the same experience as the alien vendetta server yes. most people die in the first room with the army of enemies.

also, he tends to clear multiple maps per episode.

>> No.5171338

and often seems like he's on the brink of a nervous breakdown.

>> No.5171341

>calmly talking
>dies all of a sudden
>inmediate loud noise of him throwing his mouse/headset/something on the wall and then silence

>> No.5171358

>It'd also be nice if an actor's collision primitive could (optionally) orient itself in the xyz direction it's facing. Could be really nice for long projectiles, such as rockets.
Yah. Definitely

>> No.5171370
File: 82 KB, 887x874, map03 aka the map where the kid gloves come off.png [View same] [iqdb] [saucenao] [google] [report]

Just gotta do balance work and Map03 should be good for general playtest purposes- then I can get back to working on the second map

>> No.5171503

doors are imperative for stuff like legendary revenants' crazy ass bullet hell attack that they take like 5 seconds to charge up.

>> No.5171586

Favorite 2018 wads?

>> No.5171590
File: 406 KB, 1280x1590, Tengen_Toppa_Gurren_Lagann.jpg [View same] [iqdb] [saucenao] [google] [report]

unironically whatever that shitshow xenofag is working on is.

>> No.5171594

Refresh my memory, what came out in 2018, in terms of just level sets I mean.

>> No.5171602

God, sometimes I feel that modders should be required to have basic art education before making ANY mod.

Entire point of aesthetic in Doom is the primary color scheme of red, green, blue. This is reinforced through pickups, texture colors, and also through the fact that most monsters bleed red, Cacos bleed blue, and Hellbarons and Hellknights bleed green. Together, a balanced mix of dead monsters will be pleasing to the eye, which is one of the reason why slaughter in Doom is so satisfying on a visceral level - because it is, in a way, visually beatiful.

But modders keep ignoring that kinda stuff. They ignore the fact that HD textures with low-poly graphics look like shit, they ignore the fact that low-res monster sprites allow you to imagine any scary monster you want, and it'd be only worth replacing them with 3D models if the models are REALLY good, they ignore the fact that it's impossible to make a simple animated water texture look realistic and adding splashes will just make how artificial it is more obvious... this kinda bullcrap.

I'm so tired of the Brutal Doom corner of the modding scene, that constantly tries to turn Doom into a modern full HD full 3D game, but lacks the skill to do that.

>> No.5171618 [DELETED] 

>muh rgb

>> No.5171623

>Cacos bleed blue, and Hellbarons and Hellknights bleed green
Whatever you say, Anon

>> No.5171625
File: 158 KB, 1435x829, HD.png [View same] [iqdb] [saucenao] [google] [report]

>this mad

Please, calm down your tits, sir.

>> No.5171630

honestly i think mark should just stick to using duke nukem 3d blood pools or, well, blood's gore and try to base his sprites off of that rather than the really small and more detailed pixel count he goes for at least. it's obvious he loves the shit out of DN3D's interactions and gore with all the little tidbits he adds in his campaign.

>> No.5171652
File: 67 KB, 320x200, rott_012-320x200.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5171720


>> No.5171795
File: 120 KB, 279x360, Clipboard03.png [View same] [iqdb] [saucenao] [google] [report]

Wait, you genuinely never noticed that?
That's kind of funny.
I'm talking about people who make "HD texture packs", and hi-res blood, don't play dumb.

>> No.5171829

Why was the cyberdemon bullying the barons anyways?

>> No.5171856

iirc the idea was you'd see the dead barons pinned to walls, like you'd seen done to human carcasses, and go "what the hell did THAT?". since barons were the strongest thing in the game until that point.

>> No.5171891
File: 608 KB, 1024x768, Splashing Ruined Heretic.png [View same] [iqdb] [saucenao] [google] [report]

>adding splashes
>adding splashes
>adding splashes
>adding splashes

>> No.5171892

Are there any other Sunder type wads out there?

>> No.5171893

Because they're not REAL bosses, and how dare they even pretend? Bunch of overglorified mooks.

>> No.5171896

Oh boy did you not see those horrible 3D modelled splashes in Brutal Doom? That's what I was talking about.

>> No.5171903

They're called 'slaughtermaps'.
New Gothic Movement 1 and 2
Slaughterfest 2012

>> No.5171905


>> No.5171908

They have blue/green blood, but they don't actually *bleed* those colours when hit. You should know that!

>> No.5171910

I know what they're called, I meant more in the megawad sense.

>> No.5171943

I know, I didn't make myself clear. Nevermind.

>> No.5171953

Oh nice, I'll check it out now.

Newhouse used one of my piano pieces in the starting map - coming from a creepy piano.

>> No.5171964
File: 14 KB, 320x320, The poster below this is a CHAINGUNNER. Don't trust him!.png [View same] [iqdb] [saucenao] [google] [report]

literally nothing wrong with splashes

unlike brootle mork's autismwaves

>> No.5171967
File: 448 KB, 1360x768, Screenshot_Doom_20181119_223539.png [View same] [iqdb] [saucenao] [google] [report]

I don't think I could ever genuinely love a gun.

Until I found the Vulcanette. There's no way I could've cleared that intersection alone without it.

>> No.5171978

>You feel power coming out of you

>> No.5171994
File: 2.91 MB, 1280x720, fuller auto.webm [View same] [iqdb] [saucenao] [google] [report]

wut an mess

>> No.5172031

Aw man I love the Quakecast but I already have so many 'casts

>> No.5172061
File: 836 KB, 1920x1080, 1522978961260.jpg [View same] [iqdb] [saucenao] [google] [report]

tried to make another 100 minutes map
of course it spiraled out of control

>> No.5172067

good god im glad it didn't get in
it's so fucking SQUARE

>> No.5172117
File: 366 KB, 1280x1024, Screenshot_Doom_20181120_025913.png [View same] [iqdb] [saucenao] [google] [report]

map03 can be completed
requires refinement

>> No.5172149
File: 11 KB, 259x194, 1517550520963.jpg [View same] [iqdb] [saucenao] [google] [report]

what's your fucking problem you fucking organic cunt

>> No.5172160
File: 79 KB, 1280x720, sundowner.jpg [View same] [iqdb] [saucenao] [google] [report]

you are like little BABY
let me show you

>> No.5172206

>shilling for something that doesn't cost money

>> No.5172375

What do you mean ?

>> No.5172421 [SPOILER] 
File: 22 KB, 1366x768, 1542722678238.png [View same] [iqdb] [saucenao] [google] [report]

>niggas think that's square

>> No.5172452

Yeah, those are horrendous. The Heretic/Hexen style of 2D sprite splashes looks quite good, but the current Brutal Doom style of 3D circular wave splashes look EXTREMELY fucking bad and out of place, often they clip horribly with level geometry and overlap to surfaces they shouldn't.
It feels like he wanted to put those in just to have a fancy 3D feature, despite looking much worse.

>> No.5172473
File: 30 KB, 505x440, M61 Vulcan Cannon 20mm.jpg [View same] [iqdb] [saucenao] [google] [report]

The Vulcanette, or "Bulkanette" is kind of a darling with players of Hideous Destructor. It's heavy and bulky, and needs a battery, but oh man, the utility, effectiveness, and reliability, it's so great.
The slow speed is good and controllable for general combat, and the high speed buzzing can be used for destroying a bigger and meaner monster.

The ZM66 rifle doesn't like magazines with a broken seal (so, reloaded ones), malfunctions are not unusual, but the Vulcanette doesn't care, if a cartridge is a dud it'll just cycle through it, and you can just as well use sealed magazines as you can reloaded ones, mix and match as you feel, unlike the ZM66, this baby is not at all a picky eater.

I love Gatling machineguns.

>> No.5172476 [SPOILER] 
File: 10 KB, 369x300, 1542724782117.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5172489


>> No.5172494

Hey, don't be a jerk.

>> No.5172508

Draw a 2000 by 2000 square, don't connect the final verts. Dont go outside that square.

>> No.5172520

I love the soulsphere

>> No.5172595
File: 1.05 MB, 1366x850, Screenshot_Doom_20181120_163300.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5172598

I hope Eternal brings them back

>> No.5172603

So far they've brought back the health potions.I think they will do that.

>> No.5172634

I hope Eternal brings back my optimism and youthful energy

>> No.5172667

I love the blursphere.

>> No.5172669

i wonder how they would tackle on the icon of sin in eternal

>> No.5172684

ketchup-lippeth.pk3 is a modded ketchup that does exactly that
droplets seems to sometimes do it and sometimes not
mark4's new shit doesn't, but it does preserve the yellow blood from demons in pjMSX while also throwing out chunks of red

>> No.5172690
File: 2.06 MB, 1920x1080, Screenshot_Doom_20181120_174522.png [View same] [iqdb] [saucenao] [google] [report]

So I tested this with demonsteele to see if it sets off the BD detection, which it doesn't, but lmao what the fuck is this? Chopped a demon in half and a load of partially exploded chaingunners fell out.

>> No.5172692

you have to kill john romero irl

>> No.5172704

man, all he had to do was call on / replace the blood puffs, make the new gore effects result from them, and then give them outlandish names no one would consider using for incompatibility reasons

>> No.5172705

damnit anon stop moving so I can quote you

>> No.5172708

Lads, what are some mega wads with short levels that take 10ish minutes or so to complete? Doesn't matter how old or new they are, just as long as the levels or short.

>> No.5172709


>> No.5172732
File: 480 KB, 634x608, phoneposting mancubus.png [View same] [iqdb] [saucenao] [google] [report]

>quotes three times

>> No.5172736

Most speedmapping wads, or size constraint wads.

>> No.5172754 [DELETED] 
File: 3.63 MB, 1532x861, pindoskaya mocha ne trogay menya.png [View same] [iqdb] [saucenao] [google] [report]

Doom Remake 4 is amazing

>> No.5172831 [DELETED] 
File: 22 KB, 397x295, 1470332645983.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's him again

>> No.5172863

>Community Chest 2
>Map 07
>Get stuck in the area where you fight Mancubi and Arachnotrons because the gates wont go down

>> No.5172891

Are you playing with mod?

>> No.5172916


>> No.5172927

sasuga dead simple.

>> No.5173002

try vanilla map07, or cc2 map07 without mod, if same happens its a bug go report it

>> No.5173009


>> No.5173015

Still didn't get past the gates in the mapset without the mod.

>> No.5173024

I downloaded quake 3 from the pastebin and I cant find q3config in it, do I need to make one myself?

>> No.5173025

>Ceiling Arachnotrons
What other mods have this?

>> No.5173054

RIP cc2

>> No.5173069

which mod is that?

>> No.5173071

Looks like Brutal Wolfenstein.
Last I played, it was a pile of shit, but last I played it was yeeeears ago.

>> No.5173084

Have you started the game yet? Config files usually aren't generated until the game runs at least once

>> No.5173090

I tried it with PrBoom+ and it just werks™

>> No.5173093

dont worry it was my fault, turns out ioquake saves the config files somewhere in appdata, I didnt know because pcgw states that its in the baseq3 file

>> No.5173114
File: 90 KB, 428x344, 1492207573133.jpg [View same] [iqdb] [saucenao] [google] [report]

is there a list of weapon gameplay mods?

>> No.5173135

That's like asking for a list of trees in a forest.

>> No.5173136

the link in the op has some gameplay wads.

>> No.5173141

Yes, it's called "google"

>> No.5173189

so no one remember the hl 20th anniversary.

>> No.5173190


>> No.5173191

Doomguy is a vegan

>> No.5173197
File: 16 KB, 197x374, doomguy on edge.png [View same] [iqdb] [saucenao] [google] [report]

Not with these gains.

>> No.5173210
File: 28 KB, 450x348, 1540981624803.jpg [View same] [iqdb] [saucenao] [google] [report]


We need a vegan doom mod.

>> No.5173216

So make one? Doom modding is easy.

>> No.5173220
File: 109 KB, 1080x1080, 1535309603273.jpg [View same] [iqdb] [saucenao] [google] [report]

If I wasn't a lazy asshole and actually did the things I wanted, I'd be making fast-paced pseudo-3d shmup with a 90s EDM soundtrack.

You make one if it's so easy.

>> No.5173232
File: 291 KB, 948x1200, 1c417d64-7d6b-4fea-87ff-6e464fd13091.jpg [View same] [iqdb] [saucenao] [google] [report]

This is the final version. It managed to improve a lot of aspects, even the level design to a certain extent, making it far less boring.
The last version has the first 2 episode remade with all the others from v 4.5. And some extra maps.

>> No.5173237

Do WinQuake and Quakespasm work on a Lenovo Windows 10 with an AMD a series CPU? I'm asking this because one was just bought for me, and I hope things don't go haywire and whatnot.

>> No.5173239
File: 146 KB, 718x1024, DrwNEf6XQAEn-Me.jpg [View same] [iqdb] [saucenao] [google] [report]

Played Turok 2. Finished Port of Aida and so far I love it.
It gets a little "Hexen-y" with the level design but the music, weapons and level design makes up for it.

>> No.5173245
File: 52 KB, 610x358, asian_meatloaf.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe if you ate some meat you would have the energy to make your own .wad
I have no interest in the subject, so I will continue to work on my own mod.

>> No.5173248

The Lair of the Blind Ones is the biggest problem really. I'm going to assume you're playing the PC remaster, which actually tried to make the map design less confusing?

>> No.5173313

There ars marks on the things you need to go. It might be hand-holding but with maps like these it makes sense, especially on how difficult it gets sometimes.

>> No.5173320

Different anon, but I'm not sure I really understand the mod, I enjoy it even though I need to esc out to look at my keybindings a lot, but sometimes on some levels (like the second map in Doom 2) I notice a green flash that hangs around for a while and the next thing I know, the shotgunner I just killed revived and shot me in the back.

Does this happen often?

>> No.5173340

BloodGDX updated to 0.795

>> No.5173351

Although I just read he'll be updating again very shortly so you might want to hold off on downloading

>> No.5173359 [SPOILER] 
File: 51 KB, 1820x371, 1542756680225.png [View same] [iqdb] [saucenao] [google] [report]

That is called the Frag Shard.

This is a green, demonic energy, which can revive dead monsters, healer imps can sometimes call them to try to raise dead monsters. Barons of Hell will release four shards into the atmosphere on death, and Evil Barrels may release them as well.
Using the BFG9000 to charge empty batteries can also let loose shards into the atmosphere (implying the BFG9000 operates on devil magic).

This is one of the most fiendish pieces of resistance you will face in Hideous Destructor, though they have limits, a monster raised by them usually do not have a lot of health left, coming back as injured. It can also take multiple shards to actually raise a monster as well, so a monster can raise for a split second before falling apart again, alarming you that shards are in the air around you.
Monsters can be delayed from raising if you gib them, or damage their bodies, such as with the chainsaw. You can also prevent a monster from coming back completely, no matter what, if you destroy the body completely by crushing them under a crusher door. Since you can move bodies around by punting them, this strategy should stay in your mind.

Told you that you'd learn to hate Imps and Barons.

>> No.5173370

Is a midi cover of a copyright song haram? I'd rather not spend all that time working on my wad only for it to be taken down for copyright infringement.

>> No.5173373

no one's gonna fucking copyright strike your map jesus christ

>> No.5173379

You must design a Doom MMO

>> No.5173382

That's terrifying and cool.
Also I probably should have grabbed that chainsaw on the first map then

>> No.5173383

Marphy Black put a MIDI version of "in the Summertime" by Mungo Jerry in Revenant Bus and many others did the same in the most popular megawads.
It's safe, go with it.

>> No.5173390

The Text within the Spoiler is asking to be put on DOOM.txt

>> No.5173408

bad fps: hl, halo, cs, serious sam, marathon,goldeneye, cod, fear, crysis, far cry, nu doom, nu wolfenstein, nu quake and other modern fps.
good fps: doom, quake, duke, unreal, blood, tribes, strife , cybermage , sin, turok ,other old school fps.

>> No.5173412


>> No.5173417

Winquake is so fucking old it'll run on basically anything, but is starting to have some compatibility issues with displays. Quakespasm should be fine, it's small, download it and try.

>> No.5173418

prove me wrong

>> No.5173419
File: 563 KB, 1280x1024, Screenshot_Doom_20181120_191344.png [View same] [iqdb] [saucenao] [google] [report]

Haphazardly threw together this ice-version of the floating skull platforms. Lava doesn't exactly mesh well with an ice theme, now does it?

>> No.5173424 [DELETED] 

kill yourselves

>> No.5173432
File: 15 KB, 619x586, temp2.png [View same] [iqdb] [saucenao] [google] [report]

pic related
set boundaries for yourself so you don't "spiral out of control"

>> No.5173439

let me guess a half life or goldeneye fan?

>> No.5173440

Disagree. Crysis, NuDoom, Halo (some of it), HL,COD (some of it) and FEAR are good.
Turok isn't that good. It's merely okay.
Never played Cybermage, or the first Far Cry.

>> No.5173442

you're aware he's not posting in good faith, right?

>> No.5173448 [DELETED] 

Jesus Christ, use Matrix or IRC like a white man, you fucking faggots. Do you really like being datamined by Chinks that much? Do you hate freedom?

>> No.5173451

Yeah, if HD is good at anything, it's making a terrifying enemy encounter for you.
The worst is yet in store, keep playing. There's more chainsaws to be found in Doom 2, like 7 or 8 total across the iwad, look around.

>> No.5173454

The way I see it, my /g/ood man, is that there's no longer any way to avoid being datamined or spied on.

>> No.5173460
File: 34 KB, 615x554, 791.jpg [View same] [iqdb] [saucenao] [google] [report]

>people talking about HD
You know what I love?
Reviving napalm-throwing imps remotely.
While hiding in a wall for 5 minutes before showing up.
Spawning invincible fire on the floor that chases you for a long time.
I hate HD.
Why can't I stop playing it?

>> No.5173468

I turned them off, personally.

>> No.5173479

bad fps: what you like
good fps: what i like

>> No.5173483 [DELETED] 


>> No.5173487

This. If you limit some space for your map it'll keep you from spiraling out of control. It can also help prevent making maps that are just hallways.

I would honestly suggest going with E1M1 dimensions for quick 100 minute maps, since it gives you a nice and easy 5x3 space at 1024mp to work with.

>> No.5173503

Oh I know there are more chainsaws, but I at least like to be a bit prepared for future encounters, especially if I know that I'll need Mr. Buzzy

>> No.5173513

You can still use doors and crushers, if you're capable of moving the bodies (some bodies are heavier than others).
Also, those little babuin bastards, the little pinkies that eat your foot, best way to handle them is to punch them to death.

For the hotkeys, you should outright just scribble them down with a pen on a note, so you don't have to quit your action constantly.

>> No.5173530

>write down hotkeys
Can't believe I didn't think of that, thanks.

And just to clarify, the grey ZM66 will only be as reliable as they can be if I find and use unused magazines that have the red top on them and that it's best to dump partially or mostly used magazines instead of retaining them while reloading

>> No.5173539
File: 150 KB, 577x599, 577px-GAU-17A_HH60.jpg [View same] [iqdb] [saucenao] [google] [report]

That, or you can do the Vulcanette, which eats from whatever magazines you put into it, never overheats, cycles through duds automatically, and also lets you move while shooting.

>> No.5173549


>> No.5173550

Oh yeah, I read about that in the manual, sweet!
Thanks for the help and info, man. Gotta delve back when I get back home.

>> No.5173560

Cool. I missed this one when you posted it, but I got the others. Lot going on around here, so these slip by sometimes - been searching the threads for them though so I don't think I've outright skipped any...
I'll check it out now.

>> No.5173584

I had to save scum my way through it. 4 archviles at once is too much for me. Can't see shit with the fire everywhere.

>> No.5173591 [DELETED] 
File: 6 KB, 700x97, 353.png [View same] [iqdb] [saucenao] [google] [report]

>>hl is a good game

>> No.5173603
File: 178 KB, 900x600, lava.jpg [View same] [iqdb] [saucenao] [google] [report]

> Lava doesn't exactly mesh well with an ice theme, now does it?
I don't know, it seems like it could look pretty dope, even with the limitations of GZDoom. Having the map switch between cold outdoor areas, and decaying indoors areas with lava flowing through deep gouges in the floor could be pretty cool (or hot), especially with GZDoom's Doom64-esque glow effects.

>> No.5173613
File: 1.95 MB, 528x292, 1514306947290.gif [View same] [iqdb] [saucenao] [google] [report]

>Turok isn't that good. It's merely okay

>> No.5173617

That's good and all but where's the hidden chaingunner?

>> No.5173619

BD Lost it for a few versions and got it back.

His new thing is apparently getting it in the next few hours.

>> No.5173631

That's not lava, that's a stream of angry chaingunners.

>> No.5173639

It's not. Not the N64 version anyway, the only version I've played.

>> No.5173643

The PC remaster is pretty good.

>> No.5173713
File: 451 KB, 1280x1024, Screenshot_Doom_20181113_180845.png [View same] [iqdb] [saucenao] [google] [report]

I guess that's pretty fair. Still a bitch to work with the theme, given I have to:
1: get some good techbases
2: get some good arctic areas
3: Rot and decay the FUCK out of them.

>> No.5173757
File: 69 KB, 800x564, yellowstone-national-park-blue-lava-flames-sulphur.jpg [View same] [iqdb] [saucenao] [google] [report]

Ontop of that, the whole "lava but it's cold as fuck instead of hot as fuck" Cryothalum shtick was probably inspired by the whole Kawah Ijen thing

>> No.5173761
File: 494 KB, 1080x980, Screenshot_20181120-213421.jpg [View same] [iqdb] [saucenao] [google] [report]

He just made an update to bolognese that adds the green and blue blood. Also ported over the new code into brutal doom. That was pretty fast, maybe he really has changed.

>> No.5173764

as someone who think BD is mediocre at best this is actually shaping up to be a pretty neat thing. man, kudos to mark.

>> No.5173768

Also op of this post here, no I am not mark or a shill for him. Felt like people would pull that on me.

>> No.5173770

Nah, he really did a good job here, adding this fix. Now this blood mod is actually worth using.

>> No.5173775

I'll wait and see if he fixed the Archvile bug caused gibbed revivals to be invisible but he actually seems to be trying to improve, which is quite something.

>> No.5173789

Okay, that looks fucking beautiful.

>> No.5173790
File: 101 KB, 1280x1024, LOTX availible map templates.png [View same] [iqdb] [saucenao] [google] [report]

Also again, if you want to mess around with the concept, I'm still banging away at this.

6 main maps left for the episode. Take your pick of slots or make your own and I'll stick it in the compilation, even if it doesn't fit the theme (that's what INTERxx is for)

>> No.5173793
File: 65 KB, 800x450, 385-800x450.jpg [View same] [iqdb] [saucenao] [google] [report]

Heh, yeah. I tried to think of what lava's direct opposite yet functional similarity would be, Enceladus is cold as hell, so most of it's lava likely wouldn't be on the crust.

>> No.5173802
File: 1.08 MB, 1920x1200, lavae.jpg [View same] [iqdb] [saucenao] [google] [report]

Somebody also suggested most of the 'lava' be in underground water caverns and stuff. Makes sense to me and looks kinda cool

>> No.5173804
File: 74 KB, 960x376, lavot.jpg [View same] [iqdb] [saucenao] [google] [report]

sorry to keep spamming the thread, nevertheless, dumping conceptual works probably helps others, even if they don't like it.

Also we're hitting winter/december so it fits.

>> No.5173807

Looks like he has fixed that.

Coloured blood from the hellknight/baron/caco seems to need a small monster replacer file to give them the right blood colours but I guess if people really want it with other replacers it's an easy paste job in slade.

>> No.5173813

that's exactly what a shill for mark would say

>> No.5173920


>> No.5173938

I still don't get why people freak out over death exits. Vanilla and Boom mapsets often do them for the following reasons
>Separating different episodes, as Doom 2 can't have episode selection unless using zdoom/eternity features
>The next level is specifically balanced for pistol start only, which makes it very easy to cheese if you carried over weapons/ammo from previous maps.

Anyway, to answer your question. The Memento Moris, Requiem, Alien Vendetta, and Kama Sutra for more classic stuff. For modern stuff, besides BTSX E1 (E2 does one), and the DTWID series, I'm not sure.

>> No.5173940

3 and 4 are generally pretty good, I'd say. Though many maps can be very long.
2 has its share of good maps, but also a lot of stinkers.
1 only has a couple maps worth playing. Rest are boring.

>> No.5173956 [DELETED] 

The same reason people freak out about that guy making LOTX
They hate anything that isn't the same cookie-cutter design

>> No.5173960
File: 245 KB, 1360x768, hexen04.png [View same] [iqdb] [saucenao] [google] [report]

making progress on Hexen 2 hub

>> No.5173963
File: 30 KB, 320x320, 1730965-b1_cultist1111.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5173967

pls don't

>> No.5174001

To be fair, it seems pretty tame.
Links to any more that aren't autistic?

>> No.5174006

Sorry to bring up HD again, but, uh, do I need to worry about the plants that suddenly started sprouting every so often with the words "you feel the power slide off you" or something after getting the soulsphere in E1M2 in Doom 1?

They're pretty and cool, but I can't help but think they're gonna do something horrible to me.

>> No.5174008

I'm all for low depth color but the banding really hurts the skybox

>> No.5174015

Thanks, and MARINAX PALLEX to you as well.
Hm, for some reason the colors look a lot worse in this screenshot than in-game. Maybe because it was originally a TGA.

>> No.5174017
File: 357 KB, 1200x900, 1525252168100.png [View same] [iqdb] [saucenao] [google] [report]


Map name: Hellevator
Author: Anonymous

Map is Boom format. Music is original. I didn't make a MAPINFO but if you put it in a megawad it should have the hell sky.

>> No.5174018

The plants just mark where blue magic has done its work. Effects can vary from instant HP refills to reviving nearby enemies as allies or turning them while they're still alive.

>> No.5174019

That's a relief, thanks.
Especially looking forward to seeing if that blue magic can work on Barons or Baron corpses.

>> No.5174021
File: 8 KB, 162x308, B1_zealot.jpg [View same] [iqdb] [saucenao] [google] [report]

any time battle bruvah. I've got my project to work on.

>> No.5174024

It can, however it follows the same rules as Frag revivals. Bigger enemies need multiple attempts, but all forms of revival count towards the total, so a mancubus that needs three revives to get back up properly will be allied to you even if the first two things that tried to revive it were enemies as long as the last one was from you.

And stay away from the blursphere if you find one. Now that you're empowered with holy magic, it won't play nicely with the evil magic blurspheres operate on. You'll get caught in the very literal crossfire if you let the two mingle.

>> No.5174027


>> No.5174043


I don't believe we've reached 15 maps yet either, so at the moment at least there wouldn't be an exit to them.

>> No.5174046
File: 176 KB, 1564x1676, Screen_Shot_2018-04-17_at_6.57.04_pm.png [View same] [iqdb] [saucenao] [google] [report]

I've been deciding on music tracks for a while and I think I'm getting set for each of the map's themes. Some may have multiple for ambiance.:

Map04 Normal: https://www.youtube.com/watch?v=SCXhvTy7diE
Map04 Wave Active: https://www.youtube.com/watch?v=jyb1XvW44WY

Map06/7 (Hope you liked SS2's kronor level cold mechanic!) https://www.youtube.com/watch?v=oMLPyP8w9zk

Map08 Final Boss (Arctic Hades General): https://www.youtube.com/watch?v=eTKQiY7Y_p0

>> No.5174064

>To make an enemy spawn green blood, set it's "accuracy" 999, or 998 for blue.

nice fix

>captcha makes me select buses
can I please just take a damn break

>> No.5174068
File: 471 KB, 1280x1024, Screenshot_Doom_20181113_181448.png [View same] [iqdb] [saucenao] [google] [report]

... Wouldn't it be more effective to make another decorate and give an inheriting actor that replaces the original actor with blood-color?


Then again I have no idea what I'm doing with my own scripts and am still brute-forcing them.

>> No.5174076

This got me thinking... so I decided to implement code to change blood color at runtime. I hope this works and Graf likes it.

>> No.5174148

Why NRFTL had been picked up for an official release? Is it any better than the likes of Scythe 1-2, Valiant, Deus Vult 2, UAC Ultra, Going Down and other topnotch wads with commercial quality?

>> No.5174157
File: 2.05 MB, 1280x720, beat him to the punch.webm [View same] [iqdb] [saucenao] [google] [report]

dumb boner

>> No.5174159

It's in solely because it was made by the people who did BFG Edition.

Same reason why the Xbox versions have those insipid secret maps shoehorned in.

>> No.5174160

Man he got outplayed hard

>> No.5174163

Except NRFTL is actually not bad, unlike those shoehorned maps.

>> No.5174167

My bad, NRFTL actually was introduced with the 360 version (nerve software did the port).


>> No.5174183

>6 main maps left for the episode. Take your pick of slots or make your own and I'll stick it in the compilation

>> No.5174276

It's been a few days but happy birthday HL1

>> No.5174317
File: 94 KB, 1000x1000, flap things.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5174350

>get lost in map for five minutes trying to figure out a lift puzzle
>I just wanted to shoot demons

>> No.5174359

That filter is a vulgar display, alright.

>> No.5174385

it's todd howard this time

>> No.5174504

>tumblr tried to come up with a solution for illegal content and bots on their site, after apple took their app from their store
>it's a bot that fucked up and went after mostly nsfw artists instead
>even non lewd blogs got hit
if anyone with doom themed/related blogs is on tumblr watch out

>> No.5174521 [DELETED] 


>> No.5174550

I always liked Doom puzzles. At least ones that give enough visual feedback to work with. It's tricky to balance though.

>> No.5174562 [DELETED] 


>> No.5174568

That was pretty tough, but also really good. Nice work anon.

>> No.5174572

NRFTL has higher quality than those shitty slaughterwads anon mentioned. Proper, clean design, sense of progression, clever layouts, secrets, accessible gameplay for non hardcore players.

>> No.5174579

>Going Down
>UAC Ultra
Bad taste, fäm.

>> No.5174580

Drawoh ddoh em taeb tsum uoy emag eht yub ot

>> No.5174583

You misspelled "ddot".

>> No.5174595

To control a demon, you must know its truename

>> No.5174662

Thanks for playing m8

>> No.5174686
File: 237 KB, 1997x819, SHIP.V08; 62 Images, Aligned.png [View same] [iqdb] [saucenao] [google] [report]

idk if this is news material for DOOM-BUILD stuff, but a guy on the Wing commander CIC forums is creating script for blender that makes it more easier to rip sprites from 3d models

it can be useful for some stuff like 2016 models or QC doomguy skin

>> No.5174739
File: 15 KB, 480x360, damnit boys.jpg [View same] [iqdb] [saucenao] [google] [report]

Well you too, buddy!

>> No.5174787
File: 824 KB, 649x559, 1517570618865.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Brutal Wolfenstein 3D with Ralsei addon
>He can attack but they're just hugs.
>I slaughter a group of nazis
>There's one left
>Ralsei goes after him and hugs him
>The nazi kneels down and does the "beg for mercy" animation

>> No.5174802 [DELETED] 

>Goes on a quest that is far more difficult than the 1st game where you controlled the original Turok.
>Kills creatures from several dimensions
>Defeats a powerful alien creature who is able to affect the entire universe.
>Dies like a bitch in the sequel.

I know Turok 3 is rushed but come on.

>> No.5174809
File: 387 KB, 760x560, turok_joshua_fireseed_by_slothof7sins-d5u6354.png [View same] [iqdb] [saucenao] [google] [report]

>Goes on a quest that was far more difficult than the previous game where you control the original Turok.
>Kills different creatures from several dimensions.
>Defeats a powerful alien creature who is able to affect the entire universe.
>Dies like a bitch in the sequel.

What the hell?

>> No.5174814
File: 619 KB, 1280x1760, tumblr_mxn5kxnuW71rkrwaco1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

What sourceport is recommended for Heretic/Hexen? I like crispy doom but im not familiar with the compatibility

>> No.5174817

this is interesting

>> No.5174819

you're interesting.

>> No.5174820

I think you might like Chocolate Hexen. If not, then GZDoom works just fine too.

>> No.5174821

For maps, and everything else, unfortunately GZDOOM.

some time ago, doomsday was superior due to the handmade PBR textures being faithfull and non ugly, also the weapons

>> No.5174857

>for rapid transit

>> No.5174873

Every once in a while I see a webm about HD and I think: "Hey that looks really cool and satisfying."

What are some tips for getting into HD?

>> No.5174885

It's more like a criss-cross of ventilation systems to be frank.

>> No.5174896

Which one is better between Chocolate Doom and Retro Doom?

>> No.5174901

chocolate. or crispy

>> No.5174918

With all the fanservice included in modern Doom, i kinda wish something similar happened with new Wolfenstein
Like Mick Gordon doing a remake of this song

>> No.5174930
File: 2.95 MB, 640x360, it's good.webm [View same] [iqdb] [saucenao] [google] [report]

Don't be discouraged by death. It's really easy to die in HD. Even the best players get caught off guard regularly. Usually there's something to take away from a death, but sometimes you can make no mistakes and still lose, so don't sweat it. Get back up and try again. No matter how unwinnable it seems, there's almost certainly a solution to any problem somewhere in your toolset.

You're basically going to have to relearn everything you thought you knew about Doom, because it's all very different. Knee Deep in the Dead should be the first mapset you play with HD, since it has the smallest enemy roster and weapon set to learn. You might want to even play it several times and on varying difficulties (or you can play the countless E1 knockoffs that follow the same rules, if you'd prefer new layouts), so that you can get comfortable with the basics before moving on to advanced suffering. Play around with the weapons on the firing range too. There's as much to learn about the weapons as there are the enemies.

Read the documentation. There's an extensive manual included in the files and a wiki on the Github. Don't feel like you have to consume the whole thing before you even start, but consult it whenever you find something you don't understand. The wiki is admittedly pretty barebones, but it has a list of maps well-suited to HD's gameplay and a page with custom loadouts other players have come up with that can help you even the odds.

Break the "rules" of vanilla play without hesitation. The enemies don't care and neither should you. Climb over and crawl under obstacles, break walls open with heavy explosives, use ladders, robots, and wall penetration to outsmart ambushes. All that matters is that you make it to the exit with your life intact, and even that isn't always necessary.

>> No.5174932

Nah, Mick Gordon is just too ... white male for modern Wolfenstein. A rap cover of that song would much better, don't you think?

>> No.5174937 [DELETED] 
File: 204 KB, 900x900, 1451116815900.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck off, underage.

>> No.5174942
File: 78 KB, 771x839, sdo.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm sarting to make maps again after almost 20 years (I made a some Unreal Tournament maps).
I understand the tool enough to do shit.
I don't know what the fuck I'm doing with the map.


>> No.5174947
File: 442 KB, 1280x1024, Screenshot_Doom_20181113_191322.png [View same] [iqdb] [saucenao] [google] [report]

>I don't know what the fuck I'm doing with the map.
welcome to the club

>> No.5174949
File: 334 KB, 2784x2472, fb725eb4a00fcd8e76ad14ded7e7c57a.jpg [View same] [iqdb] [saucenao] [google] [report]

I think they'll save it for the 3rd game(yes,it's confirmed and is not YoungBlood).
I really hope so because Mick did a great job in both with the soundtrack of the Wolfenstein games

>> No.5174956 [DELETED] 
File: 110 KB, 500x387, 2353463647454.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5174962 [DELETED] 

I agree, /pol/tards like you and him deserve nothing but the worst punishment.

>> No.5174965
File: 2.94 MB, 1280x720, casual operation.webm [View same] [iqdb] [saucenao] [google] [report]

And if you don't spontaneously combust at the suggestion, you can join the Discord (https://discord.gg/HgJJfh). There's a lot of experienced players there who are happy to help, whether you just need some tips or would like a co-op buddy to show you the ropes in person. Even if you just want to lurk, there's a lot of resources posted there that'll help to improve your game.

>> No.5174974

Retro is neat, but not without bugs and odd choices. Worth a shot to see if you like it but chocolate is better imo.

>> No.5174982

I really don't like Mick Gordon's music he put into Doom'16. It's way too thrashy, electronic and repetitive.

I feel that something slower and more moody (while still heavy) would fit Doom atmosphere much better. If I'd had to pick from contemporary heavy music types, like id did back in the day, I'd pick something from Neue Deutsche Härte.

>> No.5174996
File: 137 KB, 623x527, 1456691543434.png [View same] [iqdb] [saucenao] [google] [report]

The guy was agreeing with you, take your meds anon.

>> No.5175023

The fact that you can seriously fucking breach a locked door is one of the coolest goddamn features in Hideous Destructor.

>> No.5175028

I have seen some Hideous Destructor clips but why you are so tall here,is it a power up?

>> No.5175032
File: 1.14 MB, 1280x720, outskilled.webm [View same] [iqdb] [saucenao] [google] [report]

That's not any taller than normal, I'm not sure why you think that. Some enemies have randomized sizes, particularly noticeable in imps and babuins, and I'm not crouching at any point in that clip, which a lot of players tend to do since it helps stabilize recoil and has the obvious benefits that come from a halved height hitbox.

>> No.5175036

>Randomized monster scales
Always a plus. Gives a lot more life to a mod or map

>> No.5175068

Oh,so it's not you that you're taller,is the enemies who have different sizes.That's neat.

>> No.5175094

I can only remember two or three music tracks out of the several from Doom 4.

>> No.5175102

Mod proposition: Scalar randomizer
randomizes monster height/health/pitch
manlet imps

>> No.5175105

may also randomize obituaries a bit.

>> No.5175106

pitch randomization is a global on/off
can't set them per sound/actor

>> No.5175109

Barons and Mancubodes are still big bad mama jamas.

>> No.5175114


>> No.5175197

i wonder if some of the resources (mostly monsters and the guns that don't look like blurry messes) got ripped already

>> No.5175315

Listen his GDC lecture. He basically cobbled together an instrument he fed sine-waves (yes, just sine-waves) to, and it outputted what you hear in the game. It's a pure feat of sound engineering. Being a good sound engineer, he is, however, a fucking atrocious, well, composer. Think of it this way, figuratively speaking, he constructed his own piano - and then used it to play "E C E C F E D".

>> No.5175341

/Start of the random train of thought.

>randomly thinking about Daikatana
Why the hell did Romero balance the entire first episode PerfectHatred-style? Was he stupid or what? It ended up being the main reason the game was deemed unplayable and bomb - and all of it effectively traces back to that decision, on which Romero only has himself to blame. In a way that was effectively suicide...

$#$%[email protected]#$)*&(&$*^@)#*$(!*_$(#)$(@#*%($%(*(&UCK

Romero's schtick is coercing you to repeatedly kill off your character in order to learn how to progress further. His levels give you slightly less audiovisual information than necessary in order to complete them successfully the INTENDED way. This gap can only be bridged by either the preexisting knowledge of the level based on previous unsuccessful attempts to progress in it (meta), or by possessing skillset vastly outperforming the average intended one. His levels are effectively exercises in trial-and-error meticulously covered up to look fair on the surface. Pistolstarted Living End and Perfect Hatred are Suicide: The Level, the cage in Wizard's Manse is Suicide: The Moment. Doom as a whole, when seen as Romero's game, can be interpreted as subtle suicide propaganda.

/End of the random train of though.

>> No.5175369

get checked

>> No.5175427

Holy hell those doorbusters in Hideous are amazing.

Set one up on a door, then launch a grenade or rocket through after blowing it, following up with a few rifle bursts or even a hand grenade to further prep the room. So satisfying when there's a dead traitor marine along with other dead baddies on the other side.

>> No.5175540


>> No.5175546

Diablous Ex

>> No.5175548

Quake is wearing me down, lads

>> No.5175550

Who is Hideo and why does he needs a Destructor?

>> No.5175638


>> No.5175648


>> No.5175732

Welp, last map of Spooktober. I receive a "complete" map with no monsters and no items. I need to fill in for all that myself because the mapper is too busy to do that himself.

It's just one of those days, huh...

>> No.5175763
File: 40 KB, 813x648, 1540629229780.png [View same] [iqdb] [saucenao] [google] [report]

>finally, FINALLY done assembling this new PC
>'oh boy time to play these hot new games on my library I can't wait'
>first thing I do is installing quake+quakespasm and bring my config/autoexec files over from my old notebook
>replay AD for the umpteenth time
I'm not breaking free from this curse, aren't I.

>> No.5175823

Play some Doom.

>> No.5175880

Im just learning quake mapping with Trenchbroom 2, is there a guide of vanilla/newer quake engine limits? i want to make a map like doom slaughtermaps but wanted to know the limits. Font care if it will be fun to play or not, i want to try to make one just for learning

>> No.5175881
File: 400 KB, 488x519, DECAF IS FOR FAGGOTS.gif [View same] [iqdb] [saucenao] [google] [report]

>Playing Hideous Destructor
>Really fucking injured, laying prone with the vulcanette mowing down boners
>Desperately shooting down missiles because I'm too hurt to fucking dodge
>Hear distant "AAAAAUUUUUGHHHHH" of a bossbrain dying
>Map over

>By complete chance a stray bullet went through a wall and blew up the secret bossbrain + barrels death teleport exit

>> No.5175883

That's funny as shit, I guess that at least got you out of a bind.
What mapset?

>> No.5175886

Eviltech, MAP20.
The maps can be quite long, but I like the monster balance for HD.

>> No.5175895

Got any time for any screenshots? Sometimes I get into action so fast and intense I barely have the time to snap any pics, only afterwards.
I imagine with HD it would be even more intense.

>> No.5175896

I've never bothered with taking screenshots while playing doom, maybe I should

>> No.5175912
File: 214 KB, 800x600, Screenshot_Doom_20181113_160553.png [View same] [iqdb] [saucenao] [google] [report]

I do sometimes, to take pics of either huge messes I've made, peculiar situations, or sometimes just beautiful scenery.

>> No.5176124

samsara monster addon anon?
any news?

>> No.5176146
File: 108 KB, 825x589, doomsgiving.jpg [View same] [iqdb] [saucenao] [google] [report]

Merry Doomsgiving.

>> No.5176164

Anyone got the link for that vanilla wad pack? I want to replay this shit

>> No.5176165

I'd have honestly preferred Andew Hulshult did the music, I'd have at least been able to remember any of it for more than half a second.

>> No.5176168

All his tracks for Doom sound the exact same to me desu

>> No.5176175

this -> >>5176168

Hulshults music is way too basic and amateurish.
IMO Doom needs something more melodic and varied.

>> No.5176184
File: 614 KB, 1366x768, Screenshot_Doom_20171201_155620.png [View same] [iqdb] [saucenao] [google] [report]

happy free-ranged-non-gmo-based-fried-demon day

>> No.5176235
File: 775 KB, 500x375, 1523906965696.gif [View same] [iqdb] [saucenao] [google] [report]

I personally disagree they're both really good to convey the violence and brutality in Doom.
Some tracks are forgettable to listen to and others just don't do a good job to convey the mood of the originals.
But overall I like them.Mick gets credit only for what he has done in DOOM but in Wolfenstein games and others I think he did really well too.

Andrew really shines when it comes on making an original soundtrack like in DUSK.

>> No.5176238

Speaking of remakes which covers do you like better than the originals?

>> No.5176259

Dumb question. I'm using Trenchbroom and I can't figure how to add a texture to a face of the brush instead of the entire brush.

>> No.5176270

shift click I think, haven't used TB in a while

>> No.5176271

Oooooh thanks, anon.

>> No.5176345

I bought a 1060 6gb and installed nudoom
this was in july

>> No.5176401

Hey me too. P good card. Pretty much rebuilt my machine - power supply

>> No.5176403

>died just as I kill Icon of Sin in Evilution
>still won

>> No.5176405

That's poetic in a way.

>> No.5176460

>SBrightmaps conflict with the Sprite Fixes
Welp, looks like I'm going into the .pk3 and deleting the monster ones, then loading the old brightmaps, that should work.

>> No.5176473
File: 136 KB, 466x486, caco is disgusted.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5176475
File: 277 KB, 780x523, 1493602054287.jpg [View same] [iqdb] [saucenao] [google] [report]

So how well does Hideous Destructor work with multiplayer coop?

I wanna squad up with some fellow tacticool doom spergs.

>> No.5176491

Too late.
I saw your bungle.

>> No.5176503

I'm still seeing it because 4chanx doesn't delete it

>> No.5176505

It's one of the only mods that makes it worth dealing with GZDoom's netcode bullshit. See >>5174965 for the Discord where you can arrange games.

>> No.5176524
File: 733 KB, 1920x1017, Screenshot_Doom_20181123_033251.png [View same] [iqdb] [saucenao] [google] [report]

Man, this white cybie variant is really gonna be a blast when finished

>> No.5176550

You have to grapple with GZDoom's multiplayer, but it can work.
Supposed to be pretty fun, in a SWAT4 Multiplayer kind of way, except much more violent.

>> No.5176558
File: 284 KB, 800x600, Screenshot_Doom_20181122_225754.png [View same] [iqdb] [saucenao] [google] [report]

Man, the Bloom feature is actually pretty neat. Combine with brightmaps, and you get a lot of nice colors and glows.

>> No.5176561
File: 151 KB, 800x600, Screenshot_Doom_20181123_011207.png [View same] [iqdb] [saucenao] [google] [report]

Also, E3 of DTWID Lost Levels starts pretty mean. In one way, you almost have to find secrets to have any ammo (or armor) to work with, on the other hand, some secrets are pretty punishing if you get them early.

Pretty fun, in a hectic way, being chased by an angry Baron, then desperately running into a teleporter to escape, only to be eaten by Cacos.

>> No.5176589
File: 459 KB, 800x600, Screenshot_Doom_20181123_015953.png [View same] [iqdb] [saucenao] [google] [report]

Lots of neat architecture too, which might be why this map didn't qualify for the regular DTWID.

>> No.5176613


>> No.5176696
File: 76 KB, 882x960, 1529531999604.jpg [View same] [iqdb] [saucenao] [google] [report]

I miss ut2004 mapping

>> No.5176708

Bloom II: Glow on Earth

>> No.5176747

New thread.


>> No.5176995

yall motherfuckers need jesus

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