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/vr/ - Retro Games

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5218014 No.5218014 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5214141

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.5218016
File: 105 KB, 640x960, a little less than two hours.png [View same] [iqdb] [saucenao] [google] [report]

=== ONGOING ===

-100 minutes of /vr/ underway
-Deadline still extended indefinitely
-Quote your submissions here for the organizer

=== NEWS ===

[12-13] Spram's Metroid Doom

[12-13] Eric releases 'Corruptor of Humanity', a multiplayer gamemode for Hideous Destructor

[12-10] John Romero releases a new megawad, Sigil

[12-10] Cacowards 2018

[12-10] Doomworld's 'Top 100 Memorable Maps' and 'Top 25 Missed Cacowards'

[12-10] Ashes: Dead Man Walking, an expansion campaign for Ashes 2063, released

[12-10] PSXDOOM / PSXFINALDOOM / DOOM64 on GZDoom (Master Edition) released

[12-10] Half-Life documentary published by Noclip

[12-10] SM189, a Quake map pack using exclusively Doom textures, released

[12-10] Eviternity released to celebrate Doom's 25th birthday

[12-10] Doom's 25th anniversary

[12-09] Anon map for 100min /vr/: Nothing Amaze-ing (>>5209560) (link fixed)

[12-09] Quake Xmas Jam 2018 released

[12-09] MetaDoom v5.2 update release

=== PREVIOUS ===


=== PROTIP ===

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

>> No.5218024

Back to Saturn X is amazing holy shit.

>> No.5218027

first for fucking doom xD

>> No.5218028

Yeah, it's pretty fucking good. You should play Episode 2 later, then join the rest of us impatiently tapping our feet and looking at our calendars.

>> No.5218031
File: 23 KB, 333x424, 94a5e44f5bdca98f66cf97aa4a1d868b3f70e747.png [View same] [iqdb] [saucenao] [google] [report]

How many of you guys play with Mouse Look turned on?

>> No.5218035


>> No.5218036

any good slagughtery levels to come out recently?
Im in the mood for something overpowered like Dakka or Guncaster

>> No.5218038

did you play sunlust yet, it gets crazy in the last 10 maps or so.

>> No.5218052

I do when playing mods.

>> No.5218058

Hey, been a while. Are there any zscript menu tutorials around anywhere?

>> No.5218059

Doom radio talked about slaughter maps in their last episode, they dropped a lot of names but all I can remember is Sunder, Sunlust, Swim With the Whales and Stardate.

>> No.5218061
File: 277 KB, 800x600, Screenshot_Doom_20181123_023406.png [View same] [iqdb] [saucenao] [google] [report]

I play with freelook and no auto-aim, because Half-Life opened my third eye many years ago, and it just feels better to manually place shots on my own, rather than relying on auto-aim. I usually use some kinds of mods too, so it's already unfaithful enough.

That said, I'll sometimes just play one of the old console ports, thus straight vanilla, just for the fun of it, because the base game is still invincible.

>> No.5218071 [DELETED] 
File: 1021 KB, 1460x583, FE0360C0-1CA1-4932-8B64-F5ADB63CC66F.png [View same] [iqdb] [saucenao] [google] [report]

>The state of the doom modding community


>> No.5218091
File: 138 KB, 822x577, 1487416436584.jpg [View same] [iqdb] [saucenao] [google] [report]

Reposting this cus the thread from before was dying when I posted this originally, but I made a simple sound mod:


>> No.5218092 [DELETED] 
File: 62 KB, 535x655, tails.jpg [View same] [iqdb] [saucenao] [google] [report]

when did "fuck nazis" go from patriotic american thing to commie LARPer slogan

>> No.5218094 [DELETED] 

>this won a cacoward

>> No.5218095
File: 2.82 MB, 720x480, mmmh.webm [View same] [iqdb] [saucenao] [google] [report]

WTF carmack do not pet the gatodemon!!!

>> No.5218101
File: 60 KB, 1024x1004, 1534446165443.jpg [View same] [iqdb] [saucenao] [google] [report]

Guide for playing DOOM the objectively correct way:

>Vanilla Doom Gameplay (on official or most fanmade WADs)
AutoAim ON, Mouse Look OFF, Jumping OFF, Crouching OFF

>Using gameplay mods or playing a modern WAD that specifically wants you to have more movement options
AutoAIm OFF, Mouse Look ON, Jumping ON, Crouching ON

>> No.5218110

Sigil will put all Doom wads from the last 25 years into shame, granted. Well, except maybe Plutonia, the real.

>> No.5218113
File: 32 KB, 356x376, 1516143891306.jpg [View same] [iqdb] [saucenao] [google] [report]

I hate how hard it is not to sound like a pretentious cockmunch that listens to pop music and unironically thinking it's """deep""" when stating that you disagree heavily with antisemitism and nazis.

also that people think they're """back""" even tho they don't have any military power and that neo nazis were a thing for almost an entire century now

Also who signed up for the Slayer Club thing?

>> No.5218114
File: 737 KB, 597x428, 18F1B1FE-85D9-4756-AFC6-2CB4B4BBA194.png [View same] [iqdb] [saucenao] [google] [report]

John Romero is going to fuck it all up like he’s done to every project he’s worked on for the last 20 years.

>> No.5218116

>electric boogaloo
are you actually retarded?

>> No.5218117
File: 176 KB, 289x344, Final_Doom_Coverart.png [View same] [iqdb] [saucenao] [google] [report]

Thoughts on Final Doom?

>> No.5218123

someone explain me that image.

>> No.5218124


>> No.5218125

See, the extremely frustrating thing about this whole business is that if you say, speak against Poland being invaded and conquered by the Soviet Empire, Commies will call you a Nazi, and if you speak in favor of Poland not being attacked and invaded by Nazi Germany, Nazis will call you a Commie (and/or Jew). It really makes me want to do that one Wrestling style move of slamming both of their heads together, then bury both of them in the same landfill.

I don't think that makes enough of a difference to substantially take away from the mod. And it's only on Wolfenstein and Grosse. Personally I would have tried to do something more interesting with those textures, however.

Sarais still has his feelings hurt over an imaginary feud.

>> No.5218134

Pretty good overall.

>> No.5218143

the Casali brothers are good mappers

>> No.5218148
File: 38 KB, 480x495, 1538582870807.jpg [View same] [iqdb] [saucenao] [google] [report]

Its really getting out of hand, just look at the pewds drama of a few days ago, you cant even joke about this stuff without attracting all sorts of vermin

what we need is good mod like russian overkill but with FREEDOMS, traiblazer kinda fits the bill but I want to kill reds Red Alert 2 style

you know what Im talking about

>> No.5218161 [DELETED] 

>more shitposting from furry /pol/acks
where's the fucking janny

>> No.5218164
File: 7 KB, 229x220, really.jpg [View same] [iqdb] [saucenao] [google] [report]

>play modern mapset, AKA the culmination of 25 years of mapmaking knowledge, the pinnacle of Doom design according to some people
>first map is a 'it's hard because there isn't enough ammo' affair
>eventually this somehow culminates into the last few maps being a BFG slaughterfest
>it's ok, though, because the maps are pretty

>> No.5218172

>>first map is a 'it's hard because there isn't enough ammo' affair
post examples.

>> No.5218178
File: 81 KB, 480x320, BJ_Wolfenstein_3D.png [View same] [iqdb] [saucenao] [google] [report]

Well, with B.J having Polish heritage, I've always figured one could make some sort of Wolfenstein 3D style game, that takes place a short time or so after WW2, where B.J goes on a rogue mission to kill Stalin in Russia.

Basically just reskin Wolf3D a little and give it some new levels.

>> No.5218195
File: 19 KB, 475x359, RA2_Tanya_in_Allied_ending_FMV_1.jpg [View same] [iqdb] [saucenao] [google] [report]

yeah, I dont see BJ taking a break on the wolfenstein equivalent of the cold war era

>> No.5218204
File: 5 KB, 264x264, BJ.png [View same] [iqdb] [saucenao] [google] [report]

Right? That's what I mean.
You could easily do some sequel stuff to the classic games, set in like the 50's and 60's, where you both fight Commie guerillas and hunt escaped Nazi war criminals and remnant forces.

You could have locales set in South America and Africa, etc.
I figure you could make something pretty decent with that SDL setup, with a couple of 10 level episodes.
You could also feature mixes of weapons available, WW2 surplus stuff was widely available after the war for many years, and there's some neat early Cold War weapons you could include.
Mostly for theming each episode and giving them some more flavor, they wouldn't really have to be that radically different.

>> No.5218212
File: 677 KB, 1920x1080, 2018-12-13-084845_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

i find this to be a decent "vanilla plus" modlist for my Final Doom run, thought I'd share


Mods: smoothdoom.pk3, doomsfx, healthwarning.pk3, sevhud.pk3, lights.pk3, brightmaps.pk3, targetspy.pk3, reactive_crosshair.pk3, pkuika_flashlight.pk3
Music: Roland SC-55 TNT pack

>> No.5218213
File: 6 KB, 448x96, get-psyched.png [View same] [iqdb] [saucenao] [google] [report]

Fucking lot of cloudflaring today.

What's that?

>> No.5218218

>What's that?
It's just a little thing Babel-anon threw together one day during one of these threads, just a short audio (or visual, or both) warning when you hit 25 HP. It's part of Babel already, but he was nice enough to also split it up so it can be used with anything else.

>> No.5218220
File: 566 KB, 1920x1080, 2018-12-13-090000_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Thought I'd show how the reactive crosshair looks when not locking on a target

>> No.5218225
File: 2.46 MB, 512x512, olwvngonbQ1s57movo1_540.gif [View same] [iqdb] [saucenao] [google] [report]

What is objectively the best fan made doom wad?

Ancient Aliens? Going Down? Hellbound? Scythe?

Something else entirely?

>> No.5218227

> objective
depends on who you ask
so ultimately subjective

>> No.5218228


>> No.5218235

Why would you ask objectivity for something 100% subjective? What a stupid post.

>> No.5218245

> what is a joke?

>> No.5218247


I knew that shit was coming, Mr Friendly is straight out of that Mastodon shithole, which says a lot by itself.

>> No.5218256

>Mouse Look turned on
No way

>> No.5218262

Mind sharing links? Search function on ZDoom is kinda shit.

>> No.5218268

What are your favorite mod combos? For me I like
Nash Gore and Smooth Doom together

>> No.5218279

Dakka 0.06 + Smooth Doom Monsters + Smooth Ketchup + a few edits I made here and there to each of those to make them work.

Gives a nice, fast as fuck but closeish to vanilla experience.

>> No.5218281
File: 460 KB, 1920x1080, 2018-12-12-190351_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Sure buddy.
>Smooth Doom
>Doom SFX
>Roland SC-55 music packs

Lights and Brightmaps come with GZDoom, just have to enable them. Health Warning, Reactive Crosshair and Pkuika Flashlight don't have any permanent download links that I know of, I just got them off this thread. But if you want I could upload them for you

>> No.5218287

the fact that the new doomguy is op makes me think hitscan enemies wouldn't be that bad

>> No.5218289

Thank you anon, I looked on the last threads for the mods and couldn't find them, I'd love if you could upload them but if you can find them in the archive that's fine too. Didn't the OP use to put mod releases from the thread on the news?

>> No.5218294

The thing about BD is that for a popular mod, it also has some examples of what not to do in a mod like its code and design choices, making it a shit mod but not many point this out when talking about why BD sucks.
At least on /vr/ that occasionally happens but outside it's why people think BD hate is just purists or jealous modders, since Doom modding itself can be like an iceberg: BD is the top that everyone sees but underwater is anything else.
Kevin Cloud is there too and he was probably even there since Wolf 3D.

>> No.5218308

Another take on Mark's modding history and the BD scene is that it gets stale, as if there's no other reference for inspiration that isn't more gore or realistic shooters.
With people like Terminus, Xaser and maybe also Kegan, Yholl and Kinsie, you can get the following
>People who's modding history involves a variety of many diverse works, both as main directors and just small contributions
>Some of those projects could be impressive enough to even cause milestone like Drpyspy breaking the Doom Bible curse
Mark did something interesting with BD but kept bloating it with out of place features, making spin offs of it and not working on his mapping potential enough.
It's what makes those other people define Doom modding better than Mark because they do more to make it interesting in the first place.

>> No.5218314
File: 28 KB, 596x288, 1534577395330.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm ashamed to admit it, but I don't think I'd ever have gotten into Doom if it wasn't for BD. I never played it as a kid, and the first FPS I can remember playing was Medal of Honor Underground on the PS1 and Quake 3 on PC.

I don't think it ever even crossed my mind to try classic Doom until I saw some video on BD. I downloaded BD and the novelty wore off rather quickly, but it was a gateway drug into wanting to play the actual Doom 1 & 2. Next thing I know, I'm playing stuff from the Cacowards and neat gameplay mods from here.

So TL;DR, I think BD is genuinely useful if only because it's a gateway drug/excuse to trying Doom. I do realize I may be in the minority, and that not many people that play BD grow out of that phase, if you can call it that.

>> No.5218317

>t. Terry Army grunt

>> No.5218321

That's one of BD's positives, which is getting people into Doom, even if the series is still iconic and important.
It's probably something to do with Doom not getting a new game in ages and the state of the FPS genre in the 7th gen.
Also to add up: if there was a history book dedicated to Doom modding and wadding, someone's name that isn't that popular would still show up more than Mark's.

>> No.5218323

I hope older versions of Droplets work on the last couple of official versions of ZDoom.

>> No.5218328

thanks to dumblr and tweetr you can never know if "nazi" is a literal nazi, or just someone who said something those people didnt like on the internet ages ago


Only thing good in BD is monsters getting hitboxes (albeit in a very inefficient way code-wise) and reacting differently to being shot with different weapons in different locations. This added visual feedback/gratification that is completely dependent on player actions really adds a lot to the game.
Everything else is unnecessary bloat, and there's way too much of it. IMO it was already feature-complete by v18 or 19.
Too bad BDLite throws away the only thing that was good in BD.

>> No.5218335

any videos of guys speedmapping in trenchbroom? demonstrating use of the brush tools

>> No.5218338

BD got a lot of people into Doom, and a lot of people back into Doom, I wouldn't feel bad about it, or about liking it.

Some people tend to blow it's continued existence out of proportion, to the point where it's kind of become a wider community thing to join in on that, and if you're don't, it's considered strange.

Makes reasonable discussion of it rare and usually short-lived.

>> No.5218341
File: 62 KB, 362x447, 1526482298657.jpg [View same] [iqdb] [saucenao] [google] [report]

>Health Warning (by Babelguy)
>Reactive Crosshair (by Babelguy, if I remember correctly)
>Pkuika Flashlight

>> No.5218342

Besides the current state of things, i feel like nobody knows what politics or anything politc related are, so they just see someone (a tumblr blogger, skeptic youtuber, /pol/ screenshot, a subreddit) use a word and they think they know what it means.
So, for them, politics is more "internet slapfights about us vs them and buzzwords" than actual politics, because the latter is a serious and depressing subject that nobody actually likes.

>> No.5218343

Fuck, I fucked up the reactive crosshair link. Sorry


at least it wasn't porn

>> No.5218358

Man BDLite could have been good, the idea behind it is solid but their execution of it sucks.

It comes off in a way where it's not really sure what it wants to be and just ends up being a halfway state where you're probably better off with running other mods with the dated BD Monsters mod.

>> No.5218364

huh, explain that image for me please?
I'm not sure i understand, i thought kate died or someshit?

>> No.5218375 [DELETED] 

OHHHHH i get it now

>> No.5218391

don't know why i love it so much, i just do

>> No.5218395 [DELETED] 

We get it, you're still upset that Jimmy rejected your maps.

>> No.5218396
File: 1.98 MB, 540x404, bloodstain.gif [View same] [iqdb] [saucenao] [google] [report]

Bloodstain is the fucking shit. It really should have won a Cacoward.

>> No.5218402


>> No.5218439

Man, a lot of this stuff sounds good, definitely adding RYLAYEH.wad on my to-play list.

>> No.5218463

considering how new doom seems to be influenced by popular doom memes like doot, how long until they reach more obscure doom memes?

>> No.5218471

Zone 300

>> No.5218483

Never. Won't appeal to normies.

>> No.5218486
File: 9 KB, 199x181, dfga.png [View same] [iqdb] [saucenao] [google] [report]

Whats your favorite mapset+gameplay mod combo?

Replaying AA+HND and Im having a grand old time

>> No.5218489

TNT:Revilution + either MetaDoom or Trailblazer + Colorfull Hell.

>> No.5218491

The Roland SC-55 music pack is all fubar, someone needs to cut the extra seconds that the files has to make a fluid transition.

>> No.5218497

i read the first sentence of your post and i immediately thought AA+HND before i could even see you said that
god tier taste anon

>> No.5218515

Chaingunner on mountains?

>> No.5218526
File: 2.58 MB, 1920x1017, Screenshot_Doom_20181213_144543.png [View same] [iqdb] [saucenao] [google] [report]

So I've been testing Spram's metroid mod, and here it is
>loved the maps and interaction, but the enemy reskins kills a lot, but the Spritework is kino Ridley is cyberdemon, but it would be better if he was more like Hexen Wyvern Boss
>The weapons and Powerups needs a lot of work, its no better than Term's Metroid Dreadnoght, but atleast you can use the chainsaw and SSG le zero suit mode.
>Samus Sprite is Shit...
>Map Textures are fine, but as replacement they need a lot of work, they also work with all renderings of GZD, software gives a 8-bit look
for some textures.

tl;dr its a good metroid doom mod, but since the creator disappeared i fear that this one is dead as Term's will to make a update to Dreadnought.

also the guy has a moddb page

>> No.5218529 [SPOILER] 
File: 29 KB, 350x350, 1544724338691.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5218535

PSA, is unstable as fuck per gzd 3.6.0

>> No.5218543

And why the hell he didn't invite SANDY PETERSEN for a secret map at least? That guy was legendary.

>> No.5218570
File: 277 KB, 1017x779, 1536105265094.jpg [View same] [iqdb] [saucenao] [google] [report]

do you play vanilla cacowards in their original form or do you use gameplay mods?

>> No.5218571

I just don't understand why it's for Doom 1. If he wants to make a vanilla megawad, fine, but in that case there's no reason not to take advantage of all the vanilla resources.

>> No.5218585

because it's supposed to be his take on Ep 5 and because it lets him then go "oh this did well, I'll do my Doom 2 wad now".

>> No.5218592 [DELETED] 

Fuck off Terrygoon

>> No.5218595

I will not be mad if he decides to go full Ion Maiden at some point

>> No.5218632

>those stairs
it's shit alright

>> No.5218637

fuck the cultists
worst enemies in blood

>> No.5218641
File: 265 KB, 898x812, 1544703715465.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5218647

Impse would be actually funny though

>> No.5218657

metadoom referenced that

>> No.5218658


>> No.5218668

Fuck you, Impse was a community staple before those dipshits began using it.

>> No.5218670

Maybe he forgot, or maybe Sandy was busy with his pen and paper stuff.

>> No.5218673

If I play vanilla, it's really just gonna be the iwads, anything else I'll usually go for a mod with.

>> No.5218674

It's a bridge.

>> No.5218676

you mean impsence.wad

>> No.5218680

>Kirk confirmed that Quake2XP supports PBR shenanigans
i think this is close to a Quake 2 remaster that we will all get, unless func and tasty spleen team up to make a "Q2TWID"

>> No.5218685
File: 385 KB, 490x456, canvas.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5218687

Evilution starts quite good, but starts to get progressivily more worse after the halfway. The final third feels like it was thrown together at the final day since they were running out of time.

Plutonia howerer is one of best wads ever made, from beginning to the end. It still looks good (for Doom wad) and plays absolutely great to this day. It's what makes the Final Doom worth it.

>> No.5218690

Kirk makes quake source ports during his freetime on the starship enterprise?

>> No.5218693

Star Trek technology probably makes that super fucking easy, I could see it.

>> No.5218696

I think it'd be fun to have a mod where you hunt down Commies.
The big problem would be gathering enemy sprites.

>> No.5218701

You have Quakespasm
and Dankplaces

>> No.5218702 [DELETED] 

I'm a commie and fuck you

>> No.5218705 [DELETED] 

Get the fuck out, communist.

>> No.5218707

> Computer, generate holodeck representation of 20th century Earth digital game, "Quake."
> How long until it will be ready?

> Approximately ninety seconds.

>> No.5218708

Didn't someone make some sprites looking like the soldiers from Goldeneye 64? Those could work.

Can we take some pictures of you?

>> No.5218713
File: 124 KB, 650x488, kirk torn shirt.jpg [View same] [iqdb] [saucenao] [google] [report]

Holodeck wasn't until next-gen though, so Kirk would have to settle for playing Quakespasm on a personal computer.

Which would still be pretty good.

>> No.5218714

A wolf mod where the nazis are replaced with commies would be pretty cool indeed.

>> No.5218716

A tie between Scythe 2 + Demonsteele, or Strange Aeons + High Noon Drifter.

On a side note, I hope Terminus manages to finish Demonsteele someday, I know there's that problem with his artist so its unlikely, but I really love that mod.

>> No.5218717


>> No.5218719 [DELETED] 

/pol/ddit is leaking.

>> No.5218720
File: 728 KB, 1920x1080, q2xp0013.jpg [View same] [iqdb] [saucenao] [google] [report]

>the perfect quake 2 remaster would be the combination of the handmade hdstuff made by the community, the PSX+N64 Levels and Monsters, plus chillo's monster remodels as what he does to Quake1.
Please 2019 make this happen!

>> No.5218721 [DELETED] 


You don't need to be from /pol/ to hate radical political groups.

>> No.5218724 [DELETED] 

Only /pol/ hates commies.

>> No.5218726 [DELETED] 

Indeed, /pol/dditors count as one themselves.

Now kill yourself. No one is fooled.

>> No.5218729

on that note, how good is GZDoom VR experience?
Seen some interesting shit.

>> No.5218730 [DELETED] 
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5218732 [DELETED] 

Yeah it would. Also add caricatures of gender studies, antifa members, pink pussy hat femmies, along with Ape-human hybrid mutants and its good to go as per non-boss enemies. Stages could range from UC Berkely, DNC meeting areas, dungeons, Capitol Hill to the Academy Awards HQ building. Optionally add Nashgore and off 'em.

>> No.5218734 [DELETED] 

Can we just talk about Doom and not gay political shit?

>> No.5218736

Just do a TC like I said here: >>5218178

Take the formula and set it in like a 10 map episode, or two, where the final boss is is Josef Stalin in a T-54/55 Tank, which you have to disable by throwing molotov cocktails at it, finally forcing him to flee it and face you.
He could be firing a pair of AK47s, or maybe hipfiring a DShK 12.7mm gun.
That'd be a pretty cool boss fight.

>> No.5218738

Why single my post out? I just think that Communists are as bad as Nazis, hence why I think they're equally acceptable targets in a Wolfenstein kind of setting.

>> No.5218741 [DELETED] 
File: 53 KB, 571x618, inoperable.png [View same] [iqdb] [saucenao] [google] [report]

Literally one of the first posts was /pol/ shit. These "people" deserve to be fucking exterminated. No remorse or mercy for them.

>> No.5218743 [DELETED] 

Oh, and bosses for such a TC could be: A Viceland reporter for E1, Zombie Hillary Clinton for E2, George Soros for E3 and A Tentacle Monster Woody Allen

>> No.5218753

No, all of that is cringey and would very heavily (and awkwardly) date it.
Just do a straight post-WW2 setting like I said.

>> No.5218760 [DELETED] 

Under commies my country was not such a shithole it is now. We actually had stuff.
Imagine having a lifetime "president" solling your own country piece by piece to the west, and suppressing all his opposition by force, while neither Europe nor USA do shit about it because he calls it "Capitalism" and "Democracy"
A monthly salary of 150$ is considered "very good" in these parts

>> No.5218761 [DELETED] 
File: 228 KB, 700x483, EBC6364A-0E4B-445A-A20B-887581CD55C3.png [View same] [iqdb] [saucenao] [google] [report]

>Jannies deleted my post
Mr. Friendly is a shitty mod, deal with it. I think the community owes the guys who made Terrywads a big apology. Who the fuck expects pacifism from a doom mod? Nobody

>> No.5218767

What are some good Douk mods?

>> No.5218789

...but what exactly is it? "Sound mod" is pretty broad

>> No.5218791


>> No.5218792

Autoaim sucks. It either makes things too easy or too annoying, but never harder, so mouselook it is.
Besides I already played Doom without mouselook for like 6 years I seriously earned my wings already.

>> No.5218793

There's not many out there, I know there's a SO YOU WANT TO PLAY SOME FUCKING DOUK infographic someone made, unfortunately I don't have it, maybe some anon here can be kind enough to post it.

>> No.5218794

I just downloaded it to see. It's pure unmitigated ear rape. I'm thankful I wasn't wearing headphones.

>> No.5218796

Check the imgur link in the OP

>> No.5218797
File: 5 KB, 224x221, an uncanny fellow.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5218802

>minidoom 2 was originally going to have the mother demon

>> No.5218803
File: 77 KB, 403x1024, DOUKNEVERLOOSES.gif [View same] [iqdb] [saucenao] [google] [report]

Oh well fuck me, there it is.

>> No.5218804

Scythe, Scythe 2, Back To Saturn X, UAC Ultra, Brotherhood Of Ruin, Epic. Maybe I'm just a scrub but stuff like Ancient Aliens and Going Down just gets too fucking hard for me to enjoy as much.

>> No.5218812

Last Reaction and Water Bases, particularly the Water Bases episode. It feels like an official episode.

>> No.5218813

I never thought i'd like a mod on this fucking site but thank you for removing the /v/ garbage

>> No.5218818
File: 124 KB, 258x310, dream.png [View same] [iqdb] [saucenao] [google] [report]

Are there any mods and maps with dream sequences?

>> No.5218835

shadows of the nightmare realm

>> No.5218856

Ancient Aliens?

>> No.5218863

>Ancient Aliens and Going Down just gets too fucking hard for me to enjoy as much.
we can be scrubs together then

>> No.5218868
File: 1.87 MB, 1920x1080, Base_Profile_Screenshot_2018.12.13_-_10.56.02.27.png [View same] [iqdb] [saucenao] [google] [report]

Why is Ancient Aliens so comfy?

>> No.5218884

because you are the aliens, john

>> No.5218924

Romero is LIVE

>> No.5218925

but that can't be, I just killed him as a big burly dragon

>> No.5218934

Very nice visual designs.

>> No.5218939

I'm a complete dumb ass, anyone know how to properly run Rekkr with Chocolate doom?

>> No.5218945



>> No.5218948
File: 47 KB, 624x480, 1536004212246.jpg [View same] [iqdb] [saucenao] [google] [report]

The Romero streams have been so comfy

>> No.5218949

The music in Sigil doesn't fit doom at all what the FUCK

>> No.5218960

You need doom.wad to run it.
If you're using the command line then the command should be:

chocolate-doom -iwad doom.wad -file REKKR.wad -deh REKKER.deh

Assuming everything is within the chocolate-doom install folder.

>> No.5218961

Should have gone midi, this is just weird.

>> No.5218963

It sounds pretty nice though.

>> No.5218967

Anything that isn't midi sounds like shit in doom.


>> No.5218971
File: 6 KB, 313x117, the tank is empty.png [View same] [iqdb] [saucenao] [google] [report]

Well I got what I needed out of the stream.

>> No.5218986

i hate that i laughed at this

>> No.5218989

What's the worst enemy in vanilla Doom?

>> No.5218990

Worst as in hardest or worst as in genuinely bad and low effort?

>> No.5218992
File: 142 KB, 412x319, hyperventilating.png [View same] [iqdb] [saucenao] [google] [report]

>more than halfway through a map
>2/15 secrets found

>> No.5218993

do mandatory hurtfloors with no envirosuit nearby count

>> No.5218997

no but rows of crushers that go at different speeds and don't sync up for a safe route through

>> No.5219000

As much as I like fighting them, the Hell Knights or Barons are the worst for just being fatter imps. Everything else serves a unique purpose.

>> No.5219001
File: 46 KB, 480x595, 1543114364117.jpg [View same] [iqdb] [saucenao] [google] [report]

>early portion of the map has been barred off or is off limits

>> No.5219002


>> No.5219004
File: 396 KB, 736x659, this is fine.jpg [View same] [iqdb] [saucenao] [google] [report]

>walk up to a item without picking it up yet
>six walls all move at the same time, loudly declaring the ambush upon your anus even before the monsters have spotted you

>> No.5219010

>the buckethead music isn't even written for the wad

>> No.5219026

he's hyping the music way too much for something that wasn't written specifically for the game.

>> No.5219027
File: 71 KB, 640x480, Screenshot_Doom_20181213_223706.png [View same] [iqdb] [saucenao] [google] [report]

Don't think this should have happened.

>> No.5219028
File: 160 KB, 640x480, screenshot.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5219034

That reminds me.
Where are those god damned Quake monsters?

>> No.5219042
File: 15 KB, 403x236, Shadowlink223 2.png [View same] [iqdb] [saucenao] [google] [report]

The Samsara monster addon?
I contacted the guy behind it and he either didn't have enough time or had some trouble during development,

>> No.5219058 [DELETED] 
File: 1020 KB, 500x373, 1501054695011.gif [View same] [iqdb] [saucenao] [google] [report]

Made a quick E1M1 for a map pack I'm making.

No problem.

>> No.5219059

if i'm using a keyboard & mouse yeah since i'm so used to it in other shooters. also i use alot of mods.

i honestly don't get the whole KB+M vs controller debate in a game where there's no vertical aiming by default.

>> No.5219067
File: 1020 KB, 500x373, 1501054695011.gif [View same] [iqdb] [saucenao] [google] [report]

Made an E1M1 for a map pack I'm making. Requires DOOM.WAD, of course.
Basically demons invaded your workplace as you work as a janitor. They tunneled in the walls in stuff and you've gotta get out.

No problem.

>> No.5219114

one could repurpose something like bratwurst with some edits and color swaps

>> No.5219140

If by worst, you mean hardest, then it is the lost soul, they never die from a single shotgun blast, they get in your way, they also cause the most involuntary suicides in the game.

>> No.5219141

the worst is when some of them are only activated once and you already passed the point that the door opens up or whatever

baron of hell. good for a boss fight, garbage for an enemy. they're ammo sponges that are way too fucking tanky. hell knight is a better replacement.

>> No.5219145
File: 69 KB, 1208x1768, ben shapiro BTFOs libtard with facts and science.png [View same] [iqdb] [saucenao] [google] [report]

That's where you're wrong kiddo.
Please look at fig. 1.
On an analog stick you would have to travel across every previous number to get to the speed you want. If you want to rotate at speed 3, you would have to pass 1 and 2. With a mouse (fig. 2), you could change rotation speed at any time and set at precisely the correct speed. With a mouse, getting to speed 3 is instantanous.
Now let's look at stopping movement. Fig. 3 shows that, on an analogue stick you would have to space through every previous speed before reaching 0 speed. With a mouse (fig 4.) you can reach speed 0 by just not moving the mouse.
Only the mouse allows for instantaneous acceleration changes.

>> No.5219178

Are there any ports that can correctly play back Doom 2 Done Quick or does Chocolate still desync on Map23?

>> No.5219180
File: 259 KB, 1920x1080, 2018-12-13-180509_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

I may just be slow, but I can't seem to find a way to finish your map anon. What do you do after this hallway?

>> No.5219182

Check the elevators.

>> No.5219184

Ah. Heh
Cool map, my dude

>> No.5219223

>Lights and Brightmaps come with GZDoom, just have to enable them.
how do you enable them and what do they do?

>> No.5219236
File: 464 KB, 1920x1080, Screenshot_Doom_20181213_193007.png [View same] [iqdb] [saucenao] [google] [report]

There should be checkmark boxes on the startup GUI that are already selected. lights.pk3 enable dynamic lighting on things like projectiles, torches, candles, and lost souls. brightmaps.pk3 causes certain parts of textures and enemies.

>> No.5219240

*to light up

>> No.5219248

They're inside the folder that comes with GZDoom. So you just put them in your WAD load list and you're done (gzdoom.ini)

>> No.5219258


How do I add something like sevhud to the GZDoom ini so that it autoloads every time without me having to drag it over the gzdoom.exe? Is it possible to do that?

>> No.5219261
File: 70 KB, 559x836, 1493361618266.jpg [View same] [iqdb] [saucenao] [google] [report]

how I play: software renderer + mouse look + autoaim

>> No.5219263
File: 469 KB, 1920x1080, 2018-12-13-184706_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

yes anon, should be under AutoLoad in GZDoom.ini. You will need to tell it what folders to look for WADs/PK3s at the start of the file though (where it says Path)

>> No.5219280

sweet, thanks m80

>> No.5219285
File: 236 KB, 806x991, 1535420320255.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm not really 'getting' Final Doom. I think I've played about half the maps in TNT by now on UltraViolence, and I feel like I really haven't been enjoying it that much. It often feels like it's trying too hard to pull the rug from underneath you every chance it gets - but since it always does it, then you always expect it anyway, so the desired effect is kind of lost. It's just monster closet after monster closet with a good helping of chaingunners sprinkled in.

It's doable, and it's not incredibly hard (although it is challenging), but it's sort of lacking in just...being interesting to look at or play, at least for me. There's barely a handful of mildly interesting encounters I've come across so far. Am I in the minority for that one?

>> No.5219287

>It's just monster closet after monster closet
This gave me an awful idea of a monster closet inside of another monster closet.

>> No.5219294

New map idea:
>entire map is concentric circles separated by walls
>each walled circle has a switch on the outside to lower the wall...
>...but each circle is a monster closet
>you start on the outermost circle
>end point is in the innermost monster closet circle

>> No.5219295

I was thinking having a monster closet open up behind you with a bunch of chaingunners, then as you leave another door would open up from within that monster closet with an Archvile.

>> No.5219296

>monster closet inside of another monster closet
we need to go deeper

>> No.5219302

You can't say much about Final Doom until you try both megawads, but its not uncommon for people to dislike one of them.
Although, if you think TNT is tedious with its traps, I'm not sure how you will feel about Plutonia.

>> No.5219326 [DELETED] 

DUSK is good and I support more games like it being made, even if it isn't necessarily as good as the games it takes influence from.

>> No.5219335

Dusk isn't retro.

>> No.5219336 [DELETED] 

It'll be fun when mod tools are released. I don't expect it to get too big a following, since the game costs money. At least it's supposed to allow you to import Quake maps.

>> No.5219341

How would you go about testing a non pistol start in a level?

>> No.5219356

>Ultimate Doom + Special Weapons + the hud that's recommended with to play with SW + Use to Pick Up
Did this for a more ghetto version of Hideous Destructor to force me to slow down and not play like I'm playing without mods or something like BDlite. It was good practice as I slowly found my groove with HD.

>> No.5219386

What the heck is Special Weapons? I doubt it's the Rainbow Six weapons mod.

>> No.5219387

Pinkies desu. They're slow and only ever dangerous in large numbers. They can't even hurt you unless you're standing still.

>> No.5219390

I look it up and it is. fuck, the author adding in his own viewtilt shit means I can't use it with immerse with a damn

>> No.5219392
File: 126 KB, 640x480, spiderdemon.png [View same] [iqdb] [saucenao] [google] [report]

fuck these guys

>> No.5219402

It's not, but it's a retro-styled FPS and this is the retro FPS general, so I don't see why mentioning it in passing would merit a post being reported and deleted.

>> No.5219405
File: 15 KB, 492x340, 1540394335933.png [View same] [iqdb] [saucenao] [google] [report]

I want to go deeper

>> No.5219419

>Doom 1
because we are celebrating the 25 years of doom 1 not doom 2

>> No.5219426

I don't know because I can't finish doom 2 for the boredom that gives me and I refuse to continue playing other wads

>> No.5219437

Thanks for sharing anon, TargetSpy is really nice, ended up getting DamNums and All Clear Message from the recommends at the bottom of its thread too. I don't know why, but something is so satisfying to me about quantifying all the damage I'm dealing.

>> No.5219447

>smooth doom almonds edit
what is that?

>> No.5219450

-> >>5218212
sweet jesus

>> No.5219459

Is there a port of Alien World Order for eduke? I ain't giving Randy Bitchford any money after he blocked the release of DNF 2003's source code and as far as I can find any sort of talk about porting it is being removed.

>> No.5219460
File: 490 KB, 1920x1080, Screenshot_Doom_20181213_203306.png [View same] [iqdb] [saucenao] [google] [report]

revisiting that special weapons mod the anon mentioned before, I deleted the excess bloat of real aim, viewtilt and footsteps so that Immerse would run impeded
hoo boy I forgot that this mod cranked up the damage you receive, so getting spotted and exposed in a direct firefight is a death sentence. With some DarkDoomZ and Universal Enhanced AI though, I can throw enemy aim off and creep about a bit rather than die in seconds in any exposed battle.

>> No.5219463

I think it is this:

>> No.5219469
File: 41 KB, 1600x1200, DOOM00.png [View same] [iqdb] [saucenao] [google] [report]

Really fucking proud of this new lighting.

>> No.5219473

There is, but without new monsters. Retards that run it can't reverse engineer them, but refuse to accept any "good enough" attempt.


>> No.5219518

Pretty decent map, but you really need to work on your texture selection.

>> No.5219521

So close.

>> No.5219536

What does /vr/ think of the otex texture pack

>> No.5219538

>texture selection

>> No.5219540

Is people pretending to care about demo compatibility the biggest meme in the Doom community? A very small percentage actually speedrun maps or even bother with demo recording. And as far as feedback goes, it's not like youtube videos are hard to make and upload for the creator to see somebody playing their map. Also, actually wanting to play in a port with blockmap and other shitty vanilla bugs.

>> No.5219541

replace ketchup with nashgore or nashgore + universal gibs

>> No.5219543

I meant to say, replace ketchup with bolognese

>> No.5219547

is there a grenade only mod that I can add to vanilla doom?

>> No.5219550
File: 145 KB, 1360x768, Screenshot_Doom_20181213_222705.png [View same] [iqdb] [saucenao] [google] [report]

The very first room is a good example.

>> No.5219557

got a simple question
new to trenchbroom, info_player_start seems to be creating that teleporter ambience, any way to get rid of it?

>> No.5219560

Oh neat, I'll have to try to add in Universal and DarkDoom too.

>> No.5219570

>the virgin doot memes
>the chad AAAAAAHHH memes

>> No.5219591

>nashgore blood pools disappears the more you walk on them

>> No.5219593

I'd really like to deactivate bolognese blood pools somehow

>> No.5219601
File: 701 KB, 1920x1080, Screenshot_Doom_20181213_210930.png [View same] [iqdb] [saucenao] [google] [report]

Another update

>> No.5219608

Remove the sprite, or replace it with a blank sprite.

>> No.5219609

you have no idea what a meme is

>> No.5219610

anon, that's a box texture on the floor

>> No.5219618
File: 774 KB, 1920x1050, asdfasdf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5219619


>> No.5219623

I'd use different floor and ceiling textures for different height variations

>> No.5219685

If you want fancy, shiny graphics, is there any reason to use the Doomsday Engine at this point? Seems like GZDoom can pretty much do everything that Doomsday can. Any recommended Doomsday megawads other than Absolution? I'm thinking about downloading and playing Doomsday again for nostalgia.

>> No.5219690

What's the recommended load order for mods again?

Sounds -> HUD -> Gameplay -> Map?

Also, are there any conflicts between Ancient Aliens and HND, or are they just plug and play together?

>> No.5219692

doomsday technically has better built-in multiplayer, but as a source port it's a novelty of 3D model support that GZDoom long since surpassed in capability anyway. everyone develops for either vanilla, limit-busting for prboom/chocolate which works in everything else, gzdoom, or zandronum.

>> No.5219694

I'm pretty sure it goes in that order, at least the last three do. And AA is compatible with HND, it's how I beat it my first time through.

>> No.5219702

Neat. Also, what are the recommended settings for HND? Are the stock ones fine? Because after playing around with it a bit, it feels like I'm way too OP for the stock enemies

>> No.5219715

I honestly don't remember what settings I used, but looking through it again you could probably try having the pistol use ammo or even forced pistol starts if you still feel too overpowered. Or just upping the difficulty.

>> No.5219720

compat patches

stock is fine, especially when HND starts getting even more brutal
if you feel it's too much, though, -3 damage is pretty safe

>> No.5219729

>especially when HND starts getting even more brutal
when AA starts getting even more brutal, my apologies

>> No.5219730

Fucking gookmoot can't keep the sit alive for 10 minutes nowadays.

>> No.5219742

Gameplay -> Map -> HUD -> Sounds

>> No.5219752

Do you load it top down? Like, in the command line, put gameay wads first when defining the -file parameters?

>> No.5219781

Biggest problem with Brutal Doom are the retards which spout out that some mods are shit, just because they aren't compatible with Brutal Doom. The same ones who think that Brutal Doom is "the only correct way to play Doom".

>> No.5219861

Funny thing is my experience with that sort of shit over the past year or so has been a dramatic shift away from BD fans doing that in favor of Hideous Destructor fans doing that.

The former having been polite, if anything, in asking about my stuff playing nice with BD, while the latter have been obnoxious and pushy, as if I'm committed to HD compatibility and not accommodating it is a personal insult to them.

>> No.5219869

What's the best way to do a first playthrough of Quake? Qbism? I've heard spasm adds too much shit to really be vanilla

>> No.5219887

I'm out of the loop. Care to elaborate?

>> No.5219902

Nobody is in the position or fancies doing him all the player sprite rotations he needs.

Also it's kind of old and janky, so he'd probably want to overhaul a lot of it if he ever went back to it, so it's probably best for him to just keep moving on from it.

>> No.5219965

There's also the Shihong problem where some folk find it exceptionally difficult, if not impossible, to do her specials. Like the timing is far too strict.

>> No.5219972

Anyone know a way to filter Doomseeker to not show certain megawads? Recently something called ''sonic blast'' has been taking up over half the goddamn screen because they just make tons of bot only or majority bot servers and its annoying

>> No.5219980

I want the PSX railspider.

>> No.5219989

I thought they were the exact same, never seemed to have any difficulty setting them off..

>> No.5220002

I always just hated mashing M1 in that. He did say he was gonna try to add auto-fire back when I played it with a server in him, when it was a relatively new thing, but I don't think he ever did.

>> No.5220021


It varies from person to person, which I've always found unbelievably frustrating and has not helped in trying to find why.
Eventually I just gave up. Sometimes it's more difficult to do them, other times it's the same--it's just the engine being the engine.


Yeah. I wanted to do it, and I still do--in that sort of longing have-since-moved-on-from-it-but-still-dream-about-it kind of way.
Ideally, if I was able to go back in time and have everything work, I would've liked to have an autofire like HND's, where tapping results in faster firing rater but autofire allows you to consistently put out attacks.
Honestly, Zandronum's gotten so much more advanced since then, a lot of stuff in DemonSteele just needs outright rewritten at this point.

>> No.5220025


>> No.5220026

New monsters? You mean the not that interesting flamethrower enemy (who drops a not that good flamethrower), and then a palette swapped Cycloid Emperor who burst really short ranged jets of flame?

I can do without the flamer mook, and the new boss can probably very easily be replicated (and for that matter, upgraded, maybe give his flamers like five times the range or more), using whatever is the Duke equivalent of Decorate or ZScript.
I guess you have the Mini Overlords and Mini Cycloid Emperors, but those would be easy to fix just as well.

>> No.5220031

Few Duke mods already have Mini Overlords and Cycloid Emperors, so it's not impossible. Last Reaction & Waterbases, Chimera and Duke Tournament have them.

>> No.5220060

christ, the sigil thread on dw is fucking cancer.

>> No.5220063

Heavy reliance on monster closet ambushes, or teleporting demons behind the player, is a shitty bandaid for poor encounter designing capabilities.

>> No.5220071
File: 51 KB, 540x309, doom.jpg [View same] [iqdb] [saucenao] [google] [report]

In what way?

>> No.5220078

Depends entirely on the context. There is nothing inherently bad with spawning surprise monsters behind the player.

>> No.5220103

I disagree. Teleporting and monster closets can be used as a tool, to put monsters in places they can't normally be in.

We will assume a no mouselook stage.

Imagine an encounter - player walks into a large open area. In front of them, in the middle of the field, there is a set of columns. Behind the columns, along the front wall, there is a group of chaingunners on a ledge. Sure, so player simply needs to kill them to progress, using the columns as cover, right? Simplistic and basic.

But it's not, IF we add a monster closet! Suddenly, when player gets to the row of columns - a monster closet opens behind you, with like 10 imps on a high ledge, too high to aim at! So now, when you're in cover and behind columns - you are ALSO in the killzone of Imp fireballs!

Setting monsters physically BEHIND player is only possible via monster closets or teleportation (either of monsters, or of the player). Otherwise, player will notice the monsters, and might try to cheese the encounter, using the entry door to the room as cover.

Overall, monster closets are also useful for cheese (sniping) prevention, forcing player to approach the encounter in the most direct - the most fun - way.

>> No.5220113
File: 2.05 MB, 800x450, the hotpocket was scolding hot on the inside and now my dick has blisters.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.5220116
File: 139 KB, 670x701, 1544047829882.jpg [View same] [iqdb] [saucenao] [google] [report]

How hard would it be for me to make a .wad from scratch if I've never touched doom mapping in my life? I have a very basic grasp the Hammer editor so I don't know if those skills would carry over.

>> No.5220121

> So now, when you're in cover and behind columns - you are ALSO in the killzone of Imp fireballs!
That's just annoying and not fun.

>> No.5220125

Doom Builder is technically pretty easy.

>> No.5220127
File: 426 KB, 931x682, zoomer dance.gif [View same] [iqdb] [saucenao] [google] [report]

>I deserve to be in total control all the time, no surprises or challenges allowed

>> No.5220132

Doesn't the HD mod page explicitly say that certain maps are straight up impossible with the mod?

>> No.5220138

Eh, 10 is probably an overkill. But 5 or something should be fine, you DO get a sound cue when a fireball is near. The point is to get player to move, as it is with every combat encounter in every FPS ever made. If player is not moving, they are bored.

Actually on second thought, having imps be killable is a better idea, because it creates a meaningful choice - do you first kill the chaingunners who are more dangerous, or do you first kill imps to gain an entirely safe zone?

>> No.5220140

Yeah, that's stupid. Obviously a slaughtermap will never be compatible with HD. In fact most maps never will, HD requires a coherent map with continuous environment, minimal amount of lifts and teleportation, no monster closets, and small-scale encounters with plenty of cover and opportunities for sniping.
Operation Gambler is a great map for Hideous.

>> No.5220145
File: 168 KB, 800x1027, 51482-doom-ii-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

What exactly is the general consensus on Doom II? Do you guys like it or is it a big step down from the first game?

I've only played Episode 1 of Doom so my experience is pretty limited despite being a boomer. I think in terms of art and enemy designs Doom II is way ahead of 1.

>> No.5220154

It's an improvement gameplaywise but some of the maps (especially the later ones) seem like the product of an id that wasn't at their best as a company anymore.

Not Quake level issues but enough that some of them seem less fun than they could have been.

>> No.5220161

you're going to need slade and doom builder

you make maps in doom builder and in slade you do actual wad making. technically you don't really need slade since pk3/pk7 is a thing but you do need it anyway if you plan to add custom sprites for decorate things

>> No.5220162

>I've only played Episode 1
You're gonna be disappointed, E1 has the best levels in all of original duology.

I think D2 is overall a good game, but they tried too hard to find new ideas for levels, so they feel a bit 'gimmicky' - and not in a good way like Mario levels having a unifying mechanic. They feel overcomplicated like they tried to use every mechanic in the game. I definitely dislike that they have too little exploration, and have too much platforming. Sure, they don't have that much platforming, but any platforming in Doom is too much.

In addition... they're all ugly. They're all really ugly. I can't remember a single good looking level from Doom 2. So many of these levels have these large sprawling spaces, but then they use really boring textures. I think city levels like Downtown really exemplify

The only real advantage to D2 level is that level design is more straightforward, and they finally got rid of the ubiquitous mazes.

That is not to say that D2 levels aren't worth playing, Super Shotgun and new enemies really carry the experience even if the level design isn't as good. And like, even at its worst, Doom 2 still has good level design, it's just Doom 1 is at times brilliant.

Regardless of what you do, absolutely please do play Final Doom after Doom 2. TNT is pretty good, and Plutonia is amazing.

>> No.5220163

>I think city levels like Downtown really exemplify
Uh, I meant "I think city levels like Downtown really exemplify that."

>> No.5220164

the doot meme wasn't even originally about doom

>> No.5220169

Thanks for your reply, anon. You gave a nice perspective on it for me.

You say that Doom 2 is uglier, and you're probably right in terms of the levels themselves, don't doubt that. But I do think the enemy designs in Doom 2 are way better than in the first game. Also yeah the Super Shotgun is amazing, has to be the best weapon the duology. I have played some Doom 2, just not enough to have a feeling for it, that's why I asked. But I am familiar with the Super Shotgun.

>> No.5220170

But what if
the floor is




>> No.5220174

First playthrough of Quake?
WinQuake, duh. Or Aguirre's/BJP version of WinQuake if you want to do windowed mode.

>> No.5220178

Actually that's a neat idea for a room gimmick. A box maze, but you're standing on top of the boxes. You take a wrong step, and you fall in acid, so you have to careully platform between the boxes.

>> No.5220181

If you're looking for really top tier level design, play Heretic. Don't be fooled by the fantasy setting, it's almost 1:1 copy of Doom, all weapons are straight up copies of Doom weapons, and many monsters are almost identical to Doom monsters (e.g. Nitrogolems are straight up Pinky Demons, and Skeleton Warriors are Imps.)

>> No.5220185

>footsteps and immerse
kind of redundant, isn't it?

>> No.5220190

One of the Wrack maps has something like this.

>> No.5220193

I've actually always been curious to play Heretic and Hexen: Beyond the Heretic. How is the sequel?

Also what version of this should I look into? Are there proper source ports, like ZDoom?

>> No.5220197

well you do have two feet.

>> No.5220232

i'll check it out, thanks

>> No.5220240

Hexen is different, it's got some interesting level design and neat weapons but you have to build the ultimate weapon and if you don't pay attention or if you never get on the sort of thought track that the developers have, you'll end up getting lost with the backtracking to different areas.

Most of the complaints you hear are from people who never got beyond the first hub because of this.

>> No.5220247

GZDOOM is compatible with hexen and heretic, not hexen 2 though since it uses the quake engine (idtech 3 i believe)

>> No.5220252
File: 59 KB, 640x400, win98-1-1.png [View same] [iqdb] [saucenao] [google] [report]

Where do I find parts to build a Win98 PC?

>> No.5220271

We need quake 1 to get the doom 2016 treatment

>> No.5220278

I'd rather Heretic or Blood get that treatment.

Doom 2016 is basically already as it is sort of a Doom / Quake hybrid.

>> No.5220303

>Ancient Aliens
>Final Doomer+ as AAGuy
>Pistol start every map
>no quicksaves
Wish me luck

>> No.5220308

Fuck all chance of the Raven games getting anywhere.

>> No.5220310

Final Doomer is op, it'll be easy

>> No.5220350

Ebay, but they're getting pricer if you want something that would've been a high end gaming machine in 98. You can buy a late 90s early 00s Thinkpad or some such for a decent price.

>> No.5220353


>> No.5220356

What is the best Megawad and why is it Ancient Aliens?

>> No.5220358
File: 6 KB, 194x160, 1309366149856.png [View same] [iqdb] [saucenao] [google] [report]

>tfw nothing to show off for screenshot saturday

Scripting is hard man, I'll try next week.

>> No.5220372

I don't even know why immerse have footsteps, it's a camera addon

>> No.5220381
File: 31 KB, 460x687, 1519657615370.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5220387 [DELETED] 

AAGuy sucks. Just play BTSXGuy, He will fit fine on the AA mapset.

>> No.5220418

oh shit dude
it's doom

>> No.5220421


>> No.5220424


>> No.5220445
File: 91 KB, 247x248, 1535731447779.png [View same] [iqdb] [saucenao] [google] [report]

>mfw doom

>> No.5220468


>> No.5220473
File: 420 KB, 504x676, 1544698584066.png [View same] [iqdb] [saucenao] [google] [report]

Better, bigger version of doom 1. Doom 2 has sold for over $100 million, it was second best selling CD-ROM game of 1994.

>> No.5220475

bathroom tile floor?

>> No.5220484
File: 103 KB, 588x553, caleb.jpg [View same] [iqdb] [saucenao] [google] [report]

Heretic is pretty much out of question (although i bet that if it was hypothetically possible, it could be something pretty interesting. The core ideas of that game could be very fun and original even to this day). Blood is getting a remaster similar to Shadow Warrior Redux and imho, something that is already so perfect doesn't need to have a whole new game in my opinion, they would fuck it up in a way or another.

>> No.5220485

Didn't Blood get a 3D sequel?
was it ass?

>> No.5220486

>Blood is getting a remaster similar to Shadow Warrior Redux and imho, something that is already so perfect doesn't need to have a whole new game in my opinion, they would fuck it up in a way or another.
what most of these games need isn't a reboot or a sequel, but more accessibility and longivity.

>> No.5220490

I know that 4chan hates when someone says "we" like if they know it all, but for this time i will do an exception: we don't like talking about that. But to be fair, that sequel could've been a lot worse. If it wasn't so rushed maybe it would've been something appreciable

>> No.5220503

there should be an 80s version where you hunt down death squads and end with killing mecha-reagan

>> No.5220504

better except for half the levels being awful

>> No.5220507

>Blood reboot
>Blood sequel

Kinda leaning towards reboot because I hate how Blood 2 is in the modern world

>> No.5220513

I would fucking love to play a modern blood game. Give me that atmosphere and gameplay at 125 FPS and 16 maps, tons of horror references?

Put that shit in my veins!

>> No.5220517

blood 2 is a game I don't mind being rape bight nightdive if that fixes it somehow

>> No.5220520

What modern horror flicks do you think a new Blood would reference?

>> No.5220523

Plot-wise it can easily work, just like MediEvil II is good anyway but not on par of the predecessor. The problem is that although it had a lot of potential even regarding the gameplay, the thing soon becomes a broken mess. Weapons not being that satisfying is a major problem too... But frankly i agree with you, even the setting itself is an oversatured concept, even for back then.
>Blood reboot
>Blood sequel
for me it's neither. >>5220486 he was spot on.

>> No.5220525

Is this a trick question?

>> No.5220526

Sure, I'm all down for a remaster but what about afterwards?

>> No.5220535

well beyond the whole thing with DUSK and episode 3 slipping in a Stephan Weyte voice cameo as a slight spiritual successor mixup between Blood and Quake, quite honestly Atari couldn't even supply the source code for the Blood remaster. they wouldn't bother getting an actual development team on this series even if it sold well.

you might as well consider it a last hurrah for Blood

>> No.5220547

Honestly, i'm against the remaster too even if i myself brought it up in the first place. I'm against that simply because it uses the KEX engine and probably even the source code itself isn't the original. So what's the point? I will gladly play BloodGDX anytime. Not saying that it will be shit, far from it, but frankly it's a no-brainer that this remaster is way too late for the party. But if something like that, along with Steam achievements and badges is what the average user wants in order to play a game, then amen. I don't support this kind of useless things, but if that's a way to have it more accessible for newcomers and most importantly have more community support (mods etc.), then it's good as it is. For what you said at last, "what about afterwards"... Seriously, there's a need for an afterward? What do you want to see in a hypothetical Blood continuation? How would you structure it technically and story-wise? I still don't get why people want to reminisce something so beautiful in other forms, when the actual real thing is right down their noses. That's my feeble opinion, though.

>> No.5220552

>I'm against that simply because it uses the KEX engine and probably even the source code itself isn't the original.
Pretty sure it is using the original source, and only uses elements of the kex engine. If I'm wrong feel free to correct me.
No one is stopping you from firing up dosbox, though.

>> No.5220560

Watched the stream of Romero's new maps.

As much as I bounced back and forth in my joy of hearing the news, especially considering how much I love Romero's work, including the brilliant Tech Gone Bad and E1M4b, I wasn't that impressed with what I saw.

I mean, the level parts he showed didn't look that good. They didn't have a sense of place for example (unlike his previous two levels), and texturing felt questionable at times.

The areas showed in the trailer video were good though. I'm cautious now.

>> No.5220562
File: 7 KB, 531x76, Truth.png [View same] [iqdb] [saucenao] [google] [report]

For me, it's kind of pic related. I never played either game as a kid, so I have no nostalgia when saying I prefer D1 far more. The demon variety is so much better and the Super Shotgun is great, but most of the levels just don't do it for me. Like other anon said, gimmicks. Many stages feel like they're built around certain gimmicks rather than built around being fun to play through. Levels follow their themes very loosely sometimes, so they don't flow into one another like D1's episodes, which actually felt continuous to me. And that goes back to the gimmicks, they're built around that more than following up where you left off in the last level.

And yes, ugly levels. City/urban levels really needed additional textures, even 5 would have helped immensely, if not more sectors too. To be fair, when you make a base on Phobos or a pit of hell, there are very few, generalized expectations on what those should look like. But everyone knows what a city looks like, and Doom II's urban areas just look like bricks, some wood decor that belongs in courthouses, mansions and libraries, and those ugly as sin, giant, pitch black "windows" or whatever they are. You could argue it's largely due to tech/tool limitations too, maybe so, but I just think they're disappointingly bland or unfitting.

Still, play it. It's official Doom, and even though I would say the levels aren't great, I can't call them terrible either. And agreeing with anon again, the new demons/Super Shotgun are what make D2 good. And user wads.

>> No.5220563

Don't misunderstand me, i don't have any problem with the KEX engine, is just laughable that some people thinks it'll be way better than GDX when both of these are technically very far from the dos version... Speaking of which, i would like to play it on dosbox a lot, but there are some obvious issues for playing it that way, especially with modern machines. Also, i bet this remaster will use the original source code from the ALPHA version, just like GDX does. iirc the original, entire thing has been lost. Glad if i will be proven wrong, though.

>> No.5220572
File: 2.19 MB, 480x270, 1500385551.gif [View same] [iqdb] [saucenao] [google] [report]

Sleep Ophelia...

>> No.5220582


>> No.5220607
File: 864 KB, 1280x720, Screenshot_Doom_20181214_115826.png [View same] [iqdb] [saucenao] [google] [report]

Playing some GS2. Let me know now to save me some sanity but there's no wall humping required for secrets right?

>> No.5220618

My gripe with HND is that even checking the Pistol Uses Ammo option, there are two hugely overpowered options in you arsenal:

I know you can disable the hitbox shrinking, but I think the issue is that you can just spam it and there's no cooldown or stamina type resource you need to spend to use it. So there's no reason not to abuse it
>Alt-Fire Whip
Again, no cooldown, but also causes stunlock on enemies and does decent damage. I don't think I should be able to go up against a Revenant and just whip it to death in a couple seconds with the poor skellington not being able to fight back because the whip is stunlocking him

Possible solutions for that would be adding a cooldown to the whip, making the default whip damage lower, or eliminating/reducing its stunlock potential

>> No.5220621

I forget the roll is even a thing, since I don't usually make those kind of movements while playing any Doom. Is the alt fire some kind of energy projection or am I thinking of Golden Souls 2? I will agree that with a berserk pack the whip is a bit OP.

>> No.5220629

If you're asking how the whip is implemented, I have no idea about Doom modding so I couldn't tell you - if you're just asking what it is, then yeah it's just a melee attack with more range than your fists.

The thing is, I think it's OP even without Berserk, because like I said, with the normal whip you can:
>Stunlock a single enemy, preventing it from even moving or attacking, even if it's a big guy like a Revenant or Baron
>If he's alone, then nothing is stopping you from just spamming that whip until they're dead, because it uses no stamina and has no cooldown after repeated use (think of the Left 4 Dead cooldown after using the "Shove" move too manytimes in a row)

>> No.5220634

re: Doom 2's level design

if I had to pick any user wad to use as the "official" campaign for Doom 2, it'd probably be Hellbound. It nails that actual "hell on earth" aesthetic by having all the levels take place in actual Earth-looking locations, and on top of that it uses almost nothing but the stock Doom 2 textures.

>> No.5220640

Just checked the wiki since I hadn't heard about it

>Hellbound was uploaded to the idgames archive on 29 June, 2013. It was praised for its aesthetic quality, but criticised for its gameplay, which many found to be mostly uninteresting

What was 'uninteresting' about its gameplay?

>> No.5220643

I dunno since I thought the wad was pretty fun. probably because it's a bit more slower paced and the encounters aren't as sudden if that makes sense? compare it to something like Scythe 2 which just assaults you with enemies nonstop, Hellbound is more atmospheric and has quite a few moments where there's not a lot of enemies to be found. i liked it a lot though and appreciate the slower pace.

>> No.5220665

>pupper had a seizure yesterday, had to spend the night at the vet
>sick with what the doc makes out to be blood parasites
>her disease has affected her neurologically
>all of this just as I was getting close to finishing my map entry for the contest
please not like this.

>> No.5220679

The whip in HND is the altfire button for all weapons, and the energy shot you're thinking of is GS2's star whip when you have enough health.

Whips are cool.

>> No.5220685
File: 87 KB, 192x197, aaaaaaaa.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5220686

And what the hell do we even need this remaster for? Blood GDX works just fine. I swear to God it's going to turn out to be some pre-packaged, unoptimized trash that ruins the refresh rate and defaults to software rendering.

>> No.5220689

I pray for your dogger, Anon. Been there before.

>> No.5220696

BloodGDX updated to 0.797, WitchavenGDX updated to 0.7

>> No.5220702

Yeah man, it's fucking crazy that as soon as this comes out all copies of bloodgdx are going to delete themselves and the administration of software upgrades footsoldiers will descend upon all owners of previous blood ports and force installation of this new abomination at gunpoint.

>> No.5220725

ey man, thanks a lot.
I'm still holding out hope for her somehow. what I would give to see her get better.

>> No.5220730

What are the recommended settings for Immerse to use with Smooth Doom? the default, or should I change something?

Also, >>5219405 if you wouldn't mind could you provide links for those mods? Would love to check them all out but I'm having trouble finding many of them

>> No.5220731

Of course I'm angry.

Nobody at Atari gave a single fuck about Blood or releasing the source code until some hero reverse-engineered it for GDX. Now all of a sudden they care, never mind the past two fucking decades of absolutely nothing.

>> No.5220735

That's horrible man, but fuck, do you really need to post that here? We all have issues in real life, we dont want to be confronted with more depressing news online too

>> No.5220742

It was my understanding that Blood was on the docket for Nightdive since before GDX was announced and released.
Some two or three years ago.

>> No.5220745

It's not Atari who makes that port, it's Kaiser, who works for NightDive. Apparently two companies have rights for Blood now and ND used it to get remaster done.


>> No.5220746

Has GDX fixed the issue with the cutscenes not playing?

>> No.5220750

>two or three years ago
CM has been around since 2013, then got changed to GDX in 2015 iirc

>> No.5220752

It didn't get "changed" to GDX. He wrote GDX from scratch using his knowledge, because CM was a piece of shit.

>> No.5220758
File: 10 KB, 204x136, 1535826883145.gif [View same] [iqdb] [saucenao] [google] [report]

>Everyone does it differently
Who do I listen to

>> No.5220762


>> No.5220763
File: 6 KB, 188x928, 1544133458092.png [View same] [iqdb] [saucenao] [google] [report]

Doom II has some very weird level design sometimes, but fuck it, i loved every second of it. A step down compared to the first one? I wouldn't say so, although some people here will think otherwise and sometimes with pretty legitimate complains. It's just that among the other things, its predecessor set the bar way too high.

>> No.5220779

good luck with your pup anon, i hope for the best for you two

>> No.5220786

some zdoom maps define their own playerclasses, usually for the sole purpose of changing the weapons you start with. loading those maps after a gameplay mod will overwrite the mod's player class definitions, locking you out of significant chunks of its content (up to and including the entire mod). so put maps before gameplay mods. compat patches go after both of those so they can actually make the maps and mods compatible.

there are some maps use an old method of defining playerclasses (KEYCONF), which will screw up player class definitions regardless of where in the load order they are. you need compat patches for those.

HUDs should go before any gameplay mod, because if a mod has its own HUD, it's usually to display stuff that's specific to it. sound and graphics mods can go before or after; it probably won't matter.

>> No.5220790 [DELETED] 

Half life is such a garbage game. Cant believe they made a documentary about that shitty game.
Literally the cod of its time.
Ruined fps forever.

>> No.5220794
File: 61 KB, 541x604, 1477607938439.jpg [View same] [iqdb] [saucenao] [google] [report]

DOOM just feels...weird, to play with mouse look on. Like I'm cheating, in a way. I know that's probably an autistic purist way of looking at things, but I can't shake the feeling. Like the maps largely weren't designed with verticality in mind, so being able to exploit it is a way of cheesing? Like if I wanted to play in a full3D environment I'd play Quake or later games, right?

Give me good arguments in favor of using mouse look in Doom, please. I'm not trying to be confrontational, just want to quell my autism.

>> No.5220796

I only use mlook if the map specifically says it was designed for it. Or if I'm just messing around with gameplay mods.

>> No.5220801

I know what you mean. I play with mouselook on, but I feel guilty every time I do that and kill something that I shouldn't have seen.

>> No.5220802

+ it just feels like Doom on its own focuses much more on player movement and maneuvers, while downplaying precise aiming, and when you enable mouse look then all of a sudden marksmanship is equally as important as the footwork - and I'm not sure if the gameplay is fit for that

>> No.5220804

as long as you aren't shooting switches above/below you and aren't chaingun sniping enemies from miles away, the actual effect of freelook is minimal to none, and it feels more consistent with every single FPS since doom

hell, when I use prboom, I turn on its camera-only freelook (where your pitch doesn't factor into your aim) just because it feels better that way

>> No.5220805

Question: is it possible to make it so that the Pkuika Flashlight mod always starts turned ON by default at the start of every map?

Minor nitpick, but it's a bit annoying to have to remember to turn the flashlight on at the beginning of every map.

>> No.5220807
File: 258 KB, 1439x1601, ybvc66vd6la11.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't like. Everything that Doom 2 does Doom 1 does better. I think the only reason why people use Doom 2 over Doom 1 is the expanded bestiary and SSG.

>> No.5220809
File: 797 KB, 240x179, irate.gif [View same] [iqdb] [saucenao] [google] [report]

Half life?
More like SHIT LIFE?
What a diarrhea load of crapfuck!

>> No.5220810

>Shooting switches

>> No.5220812

It's supposed to be a toxic waste dump at the bottom of a science facility. Something that would allow for easy cleanup. Though smoothed concrete would look better.

>> No.5220813
File: 2.59 MB, 350x280, 1536254320067.gif [View same] [iqdb] [saucenao] [google] [report]

thank you for the explanation anon

>> No.5220815

Any recommended sourceport for Quake 2 besides Yamagi? I feel like I want to revisit Q2

>> No.5220816

>camera-only freelook
Can that be done in GZDoom as well? That sounds like a really cool compromise

>> No.5220817
File: 324 KB, 1440x1080, DOOM0002.png [View same] [iqdb] [saucenao] [google] [report]

How did you get out of this room, anon?

>> No.5220820

just turn on freelook but keep autoaim enabled?

>> No.5220821

i genuinely don't remember that room

>> No.5220824

but that would almost certainly throw off the autoaim, no? If I'm looking right up and there's an enemy in front of me, the crosshair wouldn't be near enough to the enemy to lock onto him

>> No.5220826
File: 544 KB, 640x360, shoot switch.webm [View same] [iqdb] [saucenao] [google] [report]

that's map18

>> No.5220830 [DELETED] 

Half life is just as bad as halo and cod.

>> No.5220832
File: 186 KB, 800x630, not that hard.png [View same] [iqdb] [saucenao] [google] [report]

You turn off mouselook but keep the mouse enabled, then prevent it from moving you around.

>> No.5220842
File: 268 KB, 800x400, TT000146g.jpg [View same] [iqdb] [saucenao] [google] [report]

i'm selling one of these if anyone's interested. auction ends today. /shameless plug


>> No.5220845

not retro

>> No.5220848

Why u no post changelogs with your post?

>> No.5220851

how accurate is d64 on gec me compared to retribution and ex?

>> No.5220854

So you've never actually finished Doom 2?

>> No.5220857

I finished it a long time ago, I guess that's why I don't remember shooting switches

>> No.5220860

Using the settings in your screenshot, I still don't get the desired effect. I'd have to hold a button to mouselook, but then I'd have the same problem of the auto-aim being thrown off if I'm not aiming in the vicinity of an enemy while on the vertical axis

>> No.5220864

Because anyone can follow the link if they're interested enough to read the changes. And I assume anyone interested in playing the games would just download the updates regardless.

>> No.5220867 [DELETED] 
File: 871 KB, 1920x1080, doom05.png [View same] [iqdb] [saucenao] [google] [report]

Alright. Last update.
Changed some floor textures, made the key room more "open." It's supposed to be in a ravine as like a rec yard.

>> No.5220871

>>5219601 (You)
>>5219469 (You)
>>5219067 (You)
Alright. Last update.
Changed some floor textures, made the key room more "open." It's supposed to be in a ravine as like a rec yard.
forgot link

>> No.5220875
File: 871 KB, 1920x1080, doom05.png [View same] [iqdb] [saucenao] [google] [report]

Forgot pic.
I am on a roll today.

>> No.5220885

So I don't have to rely on autoaim and fuck myself with a rocket launcher when trying to shoot some fucker above me.

>> No.5220886

I actually don't remember how I got out of there the first time, but I've remembered how to get out ever since.

>> No.5220892

Hot take:

Doom's enemy hitboxes are so fuck huge, that auto-aim on/off barely makes a difference unless you're intentionally aiming off-target. Even with auto aim off at the air around an enemy is enough to hit them

>> No.5220914 [DELETED] 

Half life was never good

>> No.5220923

ban evading cringe ass nigga

>> No.5220924
File: 457 KB, 1360x768, Screenshot_Doom_20181214_130734 mori xmas.png [View same] [iqdb] [saucenao] [google] [report]

Tis the season

>> No.5220929

what mapset

>> No.5220930

What are mods that have good story

>> No.5220932


>> No.5220943
File: 138 KB, 700x600, 1506670919595.png [View same] [iqdb] [saucenao] [google] [report]

God I wish D44M merch wasnt so damn much. I at least will applaud you for not being a shitbag ebay seller that cuts the price in half but triples the shipping.

>> No.5220957

Beautiful Doom or Smooth Doom?

>> No.5220961

Smooth Doom is entirely cosmetic and it only increases the frames on the animations
Beautiful Doom changes the way the weapons work

>> No.5220971

Is there a way to make Smooth Doom work well with Ancient Aliens? I've tried loading them one before the other and viceversa and it's still buggy (some sprites have weird colors)

>> No.5220985

No. AA uses differently paletted monster sprites and sheeit.

>> No.5220991
File: 2.22 MB, 512x384, 1536463836581.gif [View same] [iqdb] [saucenao] [google] [report]

What are some mapsets that are specifically designed around allowing/needing the player to jump and crouch without it being sequence breaking?

>> No.5220996

convert every single Smooth Doom sprite to a truecolour png using the Doom playpal.

>> No.5221009

Welp, fuck that I guess

>> No.5221016

The Floor Is Lava, a sort of joke map by Jimmy. You have to cross Doomguy's house and garden without touching the floor or you die instantly.

>> No.5221027

anyone know about this?

>> No.5221075

Can anyone please link the "Use To Pick Up" mod? I can't seem to find it

>> No.5221080

second page of the gameplay mods forum man

>> No.5221089

Thanks, sorry it wasn't showing up on google

>> No.5221092

I like it more, mostly for the monster variety and SSG. People don't like the levels so much, but I think the levels are quite memorable at least.

>> No.5221108

In Quake 2, can I disable the texture filtering on OpenGL mode?

>> No.5221120

try "gl_texturemode gl_nearest_mipmap_nearest"

>> No.5221126
File: 580 KB, 1400x875, Screenshot_Doom_20181214_230358.png [View same] [iqdb] [saucenao] [google] [report]

Don't say we don't do anything for you, probably best to run Smooth after Ancient Ayys.


>> No.5221135

For some reason I can't open the console. I'm using Yamagi.

>> No.5221137
File: 30 KB, 1122x1262, MAP28_map.png [View same] [iqdb] [saucenao] [google] [report]

it's obvious there, but this level?
What the fuck was Sandy thinking?

>> No.5221156


>> No.5221157
File: 486 KB, 1400x875, Screenshot_Doom_20181214_231637.png [View same] [iqdb] [saucenao] [google] [report]

Also ignore that one, accidentally skipped over converting the Mancubisexuals.


>> No.5221160

I tried out the Special Weapons (RainbowSix) mod some anons suggested above, and while I really dig it, I find the camera sway/head bob way too overdone.

Is there a way to disable it?

>> No.5221170

thank you very much anon

>> No.5221172

you can access the console in the options menu, at the bottom
that's weird though, tilde should always be console

>> No.5221178

I know that feel, I had my dog put down about a month ago.

>> No.5221180


>> No.5221187

Also from my limited testing, ancient ayys second does weird things to the plasma rifle's viewsprite.

Also uses it's own fatso sprite for unalerted tubby fucks regardless.

Neither are gamebreaking, though I guess you'd just take the monsters out of smooth doom's decorate if you wanted just it's weapons.

>> No.5221189

If you have Slade or, you know, open the pk3 the hard way with winrar or what have you, delete the ACS files with tilt and maybe real aim if you want that gone. I deleted footsteps too, because the Immerse mod has all three of them but configurable.

>> No.5221190

I've had problems opening consoles in all sorts of source ports, possibly because of Swedish layout (US tilde key is §). In one case (Quakespasm?) it worked with SDL2 but not SDL1.

When you've opened it via menus, do "bind f1 toggleconsole" or whatever other key you want it on.

>> No.5221198
File: 453 KB, 1920x1080, B1XgBFA.png [View same] [iqdb] [saucenao] [google] [report]

Fun map, I barely made the par time on my second try

>> No.5221210
File: 871 KB, 404x402, afallensoldier.gif [View same] [iqdb] [saucenao] [google] [report]

that's your punishment for not being american

>> No.5221218
File: 618 KB, 1600x900, Screenshot_Doom_20181214_234519.png [View same] [iqdb] [saucenao] [google] [report]

Balls, skipped over the Pain Elemental, probably shouldn't do these things when barely awake but eh, hopefully this is the last un-fuckup.


>> No.5221252

I like using the roll as a way to get extra distance for leaps and to feel like a badass when I activate the dead man's holster in midair as I zip past a group of enemies

>> No.5221291

Diabolus Ex

>> No.5221421
File: 65 KB, 351x529, revbox.png [View same] [iqdb] [saucenao] [google] [report]

Unless it's this guy

>> No.5221443
File: 100 KB, 1024x768, adrian and romero.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been reading on id's 3d artists and have become obsessed with Paul Steed. How come he wasn't hired by any other big developers after Adrian had him sacked?
It's such a shame he died only at 48. What was the cause of death?
Did Adrian not learn 3d modelling? What did he do after id forced him out?

>> No.5221457

Heh ironically this also happens to Hellknight and Baron, their sprites are way taller than their hitboxes, mostly to not make them stuck in low ceiling places.

>> No.5221501

I like when the goat guy follows you in that blue level and then he gets squished under that huge block ha ha ha

>> No.5221509

>Have been aiming for their heads while using freelook for gameplay mods
This explains a lot.

>> No.5221510

>What was the cause of death?
John Romero made him his bitch.

>> No.5221512

i wonder if this ever fucked with brutal doom's hitboxes

>> No.5221524
File: 541 KB, 1920x1080, brutal doom.png [View same] [iqdb] [saucenao] [google] [report]

I think Brutal Doom tries to assign custom hitboxes. And the whole thing is so jank that they don't play nice, with the body loving to block headshots if you're not far enough away.

>> No.5221528
File: 2.41 MB, 640x360, brutal doom.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.5221529

What a nice green toilet.

>> No.5221542

You including Doom 2?
Then either
or Pain Elementals because I fucking hate having to focus them immediately or having to clean up 20 Lost Souls.
On the topic of hurt floors, would it be possible for someone to make a mod where, instead of being hurt on specific/random tics, it's actually based on continued contact to the hurt floor?

>> No.5221546

iirc its just finding invisible walls

>> No.5221549

>what is faithfull and isn't
>use and source of resources
>easter eggs and references
>overall gameplay explained
imaging making a long text explaining metadoom

>> No.5221550

The Alfonzone I'm pretty sure

>> No.5221552

Romero wasn't at id at that point. And I don't think the guy who started bar brawls at GDC would be Romero's bitch

>> No.5221570

>load up server on doomseeker
>can't connect because "lump identification failed" i.e at least one of my wads isn't the same as the one the server has despite having the same filename
>doesn't tell me which ones are mismatched
>server has 9 trillion wads
>have to set up a separate wad folder and redownload them all in it just to play

>> No.5221646

Modern doom servers are fucking cancer. It's practically impossible to find a vanilla or dwango5 server without a billion other mods.

>> No.5221672

My primary complaints with Doom 2
>Brown. It's way too brown.
Colors are just dull in the levels. All the skies are ugly. Many levels have ugly geometry. Downtown is a prime example. (I really liked Citadel though, good map.)
>Music doesn't have the same excitement or atmosphere that Doom 1 does.
While I like some soundtracks like The Healer Stalks, Dave D Taylor Blues, Bye Bye American Pie, soundtracks like "DOOM" and Message for the Archvile are dreadfully boring
>"Episodes" are not as distinct from each other as Doom 1.
Until you enter Hell, all of the levels feel very samey. They don't have the distinct atmospheres that the first three episodes of Doom 1 had. Even then, the Hell levels still just feel like urban levels but with more frequent pools of blood.

Those are my biggest complaints. I don't hate Doom 2 by any stretch of the imagination. It's just not my favorite Doom game. I haven't played TNT, but I would rate the official classic Doom content from best to worst:
Ultimate Doom, Doom64, NRTFL, Plutonia and Doom 2 occupy the same slot.

>> No.5221687

I just want vanilla servers. I miss the simpler days of Skulltag and the earlier years of Zandronum, when there were a lot more vanilla or only lightly modded servers. I miss the good ol' days of Zombie Horde (before the retarded bagel mod), Prop Hunt, and Hide and Seek in particular.

I guess I'm not the only one who thinks this. I'm sure all the MegaMan servers are great, but it's just not my thing. Complex Doom was fun, but I'm tired of it at this point. My ideal server would be a fun Megawad with vanilla-like weapon mod. Just two wads to download. I wonder if ZDaemon would have any more vanilla-like stuff.

>> No.5221697

Messing around with modding Quake 1 for the first time, does anyone know if it's possible to use the weapon models from Quake 1.5 with the darkplaces mod?

I'm currently using the Darkplaces Engine to play Quake as well as the darkplaces mod and I love the gameplay changes the darkplaces mod makes, but i'd love to be able to use the animated weapons of 1.5.

>> No.5221710

You could run one.

>> No.5221714

How about you make a vanilla-like server instead of complaining? It's not like nobody won't play those here, some Blood deathmatches were played here long time ago

>> No.5221717

Be the change and stop complaining.

>> No.5221724

I have one on TSPG. /vr/ deathmatch. Been up since around noon today.
IP is with Zandronum version 3.0.
Requires dwango5.wad and (unfortunately) newtextcolors_260.pk3

>> No.5221727
File: 117 KB, 638x450, 613747531.jpg [View same] [iqdb] [saucenao] [google] [report]

Rednukem VS RedneckGDX. Which one and why? Are there some major differences aside the obvious change of engine? What about compatibility?

>> No.5221781

yeah like 2 years ago

>> No.5221796

I can join if anyone else wants to play.

>> No.5221804

Best hardware I have is a laptop that I need for to bring everywhere for work and school and stuff. Couldn't run it consistently even if I wanted to.

Will check it out tomorrow. Always down for a little DM action.

>> No.5221821
File: 15 KB, 653x151, 1514849808701.png [View same] [iqdb] [saucenao] [google] [report]

any wads that feature destructible scenery? doors, fences, walls, etc

>> No.5221824

I can play for a bit

>> No.5221834

Beautiful doom makes several objects destructible, but nothing in the way of doors, fences, and walls, unfortunately. Still, it's great fun to shoot the heads off of the heads stacked up on spears.

>> No.5221842
File: 999 KB, 500x320, 1495933401918.gif [View same] [iqdb] [saucenao] [google] [report]

well im in

>> No.5221845

How's beautiful doom anyway? Is it decent enough for a 'vanilla plus' playthrough or does it change gameplay too much?

>> No.5221871

would you mind uploading your 'debloated' version of the mod please?

>> No.5221879

I mean it's not hard to follow >>5221189
but fuck it

>> No.5221880

cheers m8, sorry i didn't read that post

>> No.5221884

Stating the obvious here, but Hideous Destructor has explosives that can destroy doors.

>> No.5221889

Wha'ts the best way to play Quake these days?
Quakespasm or Darkplaces? I absolutely fucking hate what Quakespasm does to the player camera/field of view, but if it's got the best compatibility I can deal.

Only interesting in giving the original campagin + expansions a bash.

>> No.5221912

>what Quakespasm does to the player camera/field of view
...what does it do?
besides, aren't those settings fully adjustable?

>> No.5221915

Quakespasm is the optimal way to go for a vanilla-style play, though I never could figure out how to configure it properly and shit. Darkplaces with the right setup is technically the most graphically advanced port and the normal choice a newbie might take, but it's also a very wonk sourceport and prone to unpredictable issues. Plus it breaks a lot of custom mods and maps.

>> No.5221918
File: 128 KB, 1027x1194, Quakespasm.jpg [View same] [iqdb] [saucenao] [google] [report]

>besides, aren't those settings fully adjustable?
>...what does it do?
Have you never played the original Quake? Pic related.

>> No.5221928
File: 7 KB, 225x225, 1524897497452.png [View same] [iqdb] [saucenao] [google] [report]

r_viewmodel_quake "1"

>> No.5221935

Try this autoexec.cfg

>> No.5221937

(Delete the binds, sorry forgot to get rid of those - the part that interests you is at the bottom after gl_texturemode)

>> No.5221969

Congrats on completely missing the point fucktard, i'm not talking about the weapon model (and fyi r_viewmodel_quake 1 is shit) nor am I talking about texture filtering.

The view itself is completely wrong, has been for as long as Quakespasm has been around.

>> No.5221981

the texture choices suck so fucking much I don't know why people aren't mentioning that.

>> No.5221983

did you read any of the replies?

>> No.5222013

Mouselook litteraly kills the gameplay.

>> No.5222017

Bloodstain was unfortunately left in a beta/RC1 state, which kept it from being a truly great megawad. The author needed to fix some bugs, like the stuck Mastermind at the end of map07, and get rid of a lot of the questionable monster block lines. The visuals and atmosphere are brilliant though.

>> No.5222023

I know probably all of you folks experienced Diabolous Ex by now, but goddamn, it's my first time trying it and I LOVE it.

>> No.5222025

agreed. i used to be a gzdoom scrub that had full mouselook and flashy gun mods out the ass just to be able to play doom, but i remember one night watching some random twitch streamer play UV doom in OG chocolate doom and it really brought me back to doom's roots. now most of the time i play boom and it feels great.

>> No.5222029

Interesting. And no way to fix this shit?

>> No.5222035
File: 882 KB, 1600x900, Screenshot_Doom_20181215_171343.png [View same] [iqdb] [saucenao] [google] [report]

Looks fucking neat, I think i'll check that out when I finish up with Doom 64 which is proving to be fantastic. Spooky as shit, it feels like the missing link between Doom 2 and Doom 3.

>> No.5222038

It had some questionable pistol start balance and the maps were not made with speedrunning in mind. Plays fine on continuous though.

>> No.5222070

what if you had a doom mod with enemies firing projectiles
and then added a projectile grazing mechanic for bonuses or score or something by giving the player a central hitbox inside of a larger one

>> No.5222083

Relatable. Asshole friends that guided me into Doom at the time tried brainwashing me with "GZDoom is the shit, vanilla stuff is boring". When I found out about how much more simple Doom actually is, I fell in love with the OG vanilla aesthetics

>> No.5222090
File: 92 KB, 612x612, 1544038224970.jpg [View same] [iqdb] [saucenao] [google] [report]

It's possible to like both vanilla gameplay with no mouselook AND also like modded gameplay with mouselook on GZDoom, you know. Both have their merits

>> No.5222109


>> No.5222121

Playing Ashes 2063 and god damn it's blurring the lines between Doom and what i'd typically associate with a Build engine game something fierce. Weapon sprites are a bit shit, but everything else is top notch.

>> No.5222157

DP somehow fucks with lightmap, making it look fucked up in some places in mods like Arcane Dimensions - like having gaps in the shadow, where the lightmap simply was not applied to some brushes for some reason, happens in Vanilla too, albeit rarely.

>> No.5222158

>darkplaces mod
Darkplaces is an engine.
There are mods made for it, of which there are quite a few. Which one do you mean?

>> No.5222170

I never heard of this, thanks for mentioning it anon. Looks cool as fuck, specially since I just got done playing Fallout1+2+NV

>> No.5222175

ZBlood, PRODOOMER, Dig, and some others. It is most often achieved by instantly moving sectors though, not like in Duke

>> No.5222184
File: 152 KB, 1655x981, Quake 1.5.jpg [View same] [iqdb] [saucenao] [google] [report]

Nah, there's a separate Darkplaces mod as well as the Darkplaces Engine.


The Darkplaces mod changes a bunch of gameplay stuff, more enemies, way better sounds, new weapon models, different damage models, more blood/gibs etc

I was just hoping I could swap out the weapon models for that of Quake 1.5, but without getting my hands extremely dirty there doesn't seem to be a quick and easy way to do it.

I haven't noticed anything so far, will probably use Quakespasm to check out Arcane Dimensions though, it looks rad as fuck.

>> No.5222190

I think you'll definitely get a kick out of it then, it's already getting map packs as well from other creators which is cool.

This is the original mod with the first episode.

And this is the first of the fanmade spin-off campaigns, i've only done the first level which was a good solid 40 something minutes, but it's already proving to be excellent.

Works a treat with nashgores gore as well if that's your thing.

>> No.5222193

>[12-10] John Romero releases a new megawad, Sigil

He just ANNOUNCED it, but whatever. Should probably change it to "to be releasing" or something like that.

>> No.5222206
File: 499 KB, 1920x1080, Screenshot_Doom_20181215_190435.png [View same] [iqdb] [saucenao] [google] [report]

>I know probably all of you folks experienced Diabolous Ex by now, but goddamn, it's my first time trying it and I LOVE it.
Man you weren't wrong, this is really nice, I hope it becomes a full on total conversion with it's own weapons/enemies as the music and environmental art is spectacular so far.

>> No.5222209


>> No.5222216

It's specially nice when you're using SpecialWeapons (>>5221879) and Immerse, or Hideous Destructor. Its map design lends itself really well to those sort of hard hitting gameplay mods

>> No.5222218

Sweet i'll check them out as well.

>> No.5222238

i love brutal doom

>> No.5222243
File: 862 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google] [report]

Are you retarded?
yes you are

>> No.5222245


>> No.5222247

>broodal dewm 64

>> No.5222252

If you can't see the difference between your own screenshots with relation to the players views and height i'm really not sure what I can say.

>> No.5222256

I would legitimately love Mark to just focus on his mapping. I really loved playing through the Hell on Earth Starter Pack, and its' hard to find many similar mapsets to that.

His cities are great and his ideas for Hell levels are really fucked up, it's brilliant. Shame he had ignore all that to focus on bloating Brutal Doom with stupid shit nobody asked for.

>> No.5222268
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]

Well let's get this started, it's Saturday right now, so what're you fuckers working on?

>> No.5222269
File: 1.13 MB, 1622x658, file.png [View same] [iqdb] [saucenao] [google] [report]

>inb4 "what is a resolution"

>> No.5222278
File: 1.83 MB, 500x281, 10 outta 10.gif [View same] [iqdb] [saucenao] [google] [report]

God damn that final reveal made me diamonds

>> No.5222284

Perhaps he wasn't hired because he started bar brawls at GDC

>> No.5222285
File: 1.96 MB, 720x360, haste.webm [View same] [iqdb] [saucenao] [google] [report]

I've been working on Kustam's support items

>> No.5222295

I love how when some moron gets btfo'd on 4chinks he just stops responding lmao.

>> No.5222297

if you're using a widescreen format set your FOV @106 and it will have the same vertical view as dos original on 90. 4:3 should automatically be the same.

>> No.5222298

in awe at the size of this lad

>> No.5222331

>shredding palm muted guitar
>doesn't fit in doom
u wot?
If anything I thought that buckethead did a great job emulating that E1M1 feel from Doom1

>> No.5222337

This is the first year I've already played them all, and it's all very predictable. Good stuff though of course.

>> No.5222350

Monkey king staff?

>> No.5222352

Based on it, yes. I always thought that was a cool as fuck weapon.

>> No.5222354

> roboknight rapidly strokes his robo dongus

>> No.5222357
File: 6 KB, 200x178, 1533358004878.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5222362

This week I uuuuhhh...

>> No.5222375

I'm saying that non-midi audio sounds like garbage when played over a vanilla-esque Doom WAD. Seems weird that this semi-official release wouldn't realize it.
But I guess with a mix of boomer and Romero's sense of style it isn't a surprise that something would be off.

>> No.5222379

how would i emulate marathon-style air control in gzdoom?

>> No.5222395

how does marathon aircontrol work in the first place

>> No.5222414
File: 210 KB, 1024x1097, 2hudoom.jpg [View same] [iqdb] [saucenao] [google] [report]

I like where this is going

>> No.5222439

you keep the inertia you had when you left the ground, modified only by angle

i.e. if you jump up while running forward, your velocity will always be your character moving forward. if you turn left or right, your velocity will change mid-air to reflect your new "forward"

>> No.5222448

>Hide and Seek
my nigga
that shit was so much fun and the music was great

>> No.5222449 [DELETED] 

What a shitty and non-intuitive physics. Why would anybody want that in Doom?

>> No.5222451

>continually moving in a consistent direction is non-intuitive
cause it's fun nigga

>> No.5222454 [DELETED] 

Anything in a 3D game that works completely differently from real-life is non-intuitive.
Propelling yourself mid-air towards the direction you are pressing a button makes sense in Mario, but not in Doom.

>> No.5222457 [DELETED] 

So Doom's bottomless magazines and demons are non-intuitive? Let the dude have his fun.

>> No.5222460 [DELETED] 

Nice strawman, faggot.

>> No.5222462 [DELETED] 

Anything in a 3D game that works completely differently from real-life is non-intuitive.


>> No.5222465 [DELETED] 

I was exclusively talking about physics about a hour. Sorry that you don't have enough IQ to understand a conversation longer than two posts.

>> No.5222472 [DELETED] 

>I was exclusively talking about physics about a hour.
You don't know how2english, either. I guess it makes sense when you're asshurt and want to backpedal. Better luck next time, pal.

>> No.5222481

I haven't used TB before but I've used radiant for years. info_player_start is the entity that spawns the player in singleplayer. You may be able to modify the properties of it but it shouldn't be emitting any noise. Check your worldspawn entity too

>> No.5222521

This. Fuck that map. I was completely lost on what to do the first time I played through it

>> No.5222538

store the player's horizontal velocity when their feet get off the ground
set this as absolute forward momentum to them constantly
probably will fuck up if you bump into a wall

>> No.5222553

>tnt has a truck
>plutonia implied doomguy owning a pick up truck
>sonic fans managed to make doom kart work
it's time

>> No.5222563

in doom you only need to worry about moving your mouse left and right, and even then you usually don't need to be terribly precise. hell you can play just fine just with a keyboard. doom has a very low skill floor compared to something like quake 3 and most of the technique is in advanced movement, not in aiming. this makes the game accessible to a much wider range of people but also allows people to get gud.

>> No.5222586

How come I can drop some weapons but not others? Is there a way I can force it?

>> No.5222602

are you talking about mods?
some mods have weapons do stuff under the hood when deselected, but that stuff doesn't activate if it's dropped, so the dropping of those weapons is disabled

>> No.5222606

>stuck on a map
>switch was invisible because it was covered by a large splash of blood

>> No.5222610
File: 201 KB, 734x455, 11fae217d96de9cb1655dc55bc12a73df0dc9a99.png [View same] [iqdb] [saucenao] [google] [report]

Here's an idea that may never work: round/wave survival based maps that are compatible with gameplay mods.
Imagine Reelism but with weapons from the likes of HND or Final Doomer enemies from Colorfull Hell or Complex Doom.
Or wanting to play randomizers and such in the same map for a while.
These maps would be like that and when a round ends (by time, enemies killed or any other factor) the gameplay mods progress as if a level is beaten, which means even something in Metadoom shows up later enemy/weapon/item spawns even on its normal randomization process.

>> No.5222618
File: 504 KB, 937x1200, pieceofshitthatdoesntwork.jpg [View same] [iqdb] [saucenao] [google] [report]

can someone give me a hand with normal maps not working? been struggling with these for a while and for the love of god I cant get them to work even if I copypaste shit from example wads.
using plain gray texture as diffuse just so I can be sure that normal/specular work

>> No.5222623

>I was just hoping I could swap out the weapon models for that of Quake 1.5, but without getting my hands extremely dirty there doesn't seem to be a quick and easy way to do it.
Assuming you're still ITT, I got some helps!

Download the Quake Army Knife, AKA QUARK, (http://quark.sourceforge.net/) and make sure your configuration is set to your Quake 1 and 2 folders. Also, understand this fucking thing hasn't been updated in years so don't expect any stupid errors you find to be fixed. Anyways, navigate with QUARK to the zz_weaponpackv2.pk3 file in the drop-in folder for darkplaces in 1.5. Once that's open go to progs and cop the weapons. Make sure you get the g and v models. Open the PAK0 file under Id1. Delete the existing weapons and paste. From there you should be good to go in any mods. Some like AD have a seperate folder called progs with new weapons. Simply export the weapon files and copy and paste into the progs folder. Might need to do some renaming with the shotties, but works for me. If you have questions feel free to ask

>> No.5222637

That's not hard you just spawn vanilla monsters and weapons.

>> No.5222643

How would it work?

>Survival game mode is its own wad as the core framework
>Maps may be separate or included
>Alterations or rule changes, as well as detection for compatible mods be they gameplay, enemies etc is either included in the base or can be expanded on by other users

>> No.5222669

What do you need to do to get good music in Odamex and Zandronum on Linux? Setting SDL_SOUNDFONTS works for some other sourceports but not these two; Odamex plays music with the horrible default MIDI soundfont but the music goes completely silent if I try to use a different one (doesn't matter which one, it's the same for all of them), while Zandronum never plays music at all. Both ports still play sound effects just fine, but for what it's worth, I did have to change the audio output device the first time I tried to use either of them (which I haven't had to do with any other sourceports so far, only these two detect the default output device incorrectly). I have packages for Timidity, Portmidi and Fluidsynth installed and I built Odamex from the source tarball while I used the prebuilt 64-bit binary from Zandronum's website

I don't know why Zandronum has issues either, I thought it was based on GZDoom which handles MIDI playback perfectly for me on Linux; is it just based on a particularly old version?

>> No.5222672

>Here's an idea that may never work: round/wave survival based maps that are compatible with gameplay mods.
uhhh, invasion mode from skulltag 10 years ago have always been compatible with gameplay mods. you can mix Alpha Invasion with Colorful Hell for example. there's also an invasion mode wad made with a gameplay mod in mind (Complex Doom Invasion), it even has legendaries as bosses by default.

>which means even something in Metadoom shows up later enemy/weapon/item spawns even on its normal randomization process.
complex doom invasion is kinda that, enemies do get stronger and it ends with a legendary as a boss. I assume you're talking about a way to do it with any invasion map and any randomization mod like metadoom.

>> No.5222673

Isn't Skulltag dead?
Does Zandronum have something similar?
I was also thinking about it on GZDoom, as in for single player.

>> No.5222676

It was always fun to play with the no-damage rockets, although I was never as good at it as other people were. Man, if I had a computer that I could keep running consistently, I'd love to host a Hide and Seek server.

>> No.5222680

Anything that used to run on Skulltag will run on Zandronum with no issues.

>> No.5222685

everything skulltag is compatible with, zandronum is. you just have to load the skulltag files alongside it (http://nuclearempire.net/wads/skulltag_content-3.0-beta01.pk3). that's why you see "Invasion" as a game mode in the doomseeker server list.
>I was also thinking about it on GZDoom, as in for single player.
I mean, you can play zandronum in single player. the skulltag files and thus invasion mode aren't compatible with gzdoom.

>> No.5222686

>Assuming you're still ITT, I got some helps!

Fucking awesome man, you've absolutely made my holidays. I'm about to pass out, but I had a quick bash with QUARK anyway, and whilst I couldn't get the model swaps to work with the darkspaces mod (dpmod) activated, I had no problems extracting the Quake 1.5 weapons and replacing the default Quake weapons with them, so now that I know how to use Quark and what i'm looking for in regards to files/file structure, i'll have another quick bash at it tomorrow with fresh eyes. Should just be a matter of sussing out where the dsmod is storing it's weapons.

>> No.5222697
File: 355 KB, 402x390, 1528907381574.png [View same] [iqdb] [saucenao] [google] [report]

is that you @hardcore_gamer?

Anyways, do you still need to reference the shader (parallax.fp) or has that been changed?

>> No.5222704
File: 741 KB, 1920x1080, dpmod20181216024017-00.jpg [View same] [iqdb] [saucenao] [google] [report]

Scratch that, re-reading your post I found the weapon files sitting naked and exposed in the dsmod/progs folder with slightly altered file names, swapped everything out, renamed accordingly and i'm fucking golden.

Much appreciated man.

>> No.5222719

It's awesome for Vanilla+
I think there are some alt fires that it adds, like the SSG can fire one barrel at a time, but if you just unbind your alt fire, you're set.

It has new weapon sounds, and smoother animations for everything. Special effects on torches and stuff look great. Honestly, just really fun and satisfying to play.

>> No.5222732

this look cools
i wouldn't mind metadoom changes the fiend's sprite for the one in that post, since it's just a reskinned revenant currently

>> No.5222749

These are 110% dope. I think they'd look incredible in Doom64EX. Aren't there a couple mods that change up some of the vanilla monster sprites to look more like Doom 2016?

>> No.5222765

all of this parallax talk makes me wonder
how did doomsday managed to get pbr materials and parallax working perfectly on their engine, while shitters like vaxcyka and Graf are dumb enough to make it not work that well and buggy as fuck?


>> No.5222779

Also the AT-ST boss.

>> No.5222790

Also, DOOMSDAY 2.1 was finally released >>5218016

>> No.5222792

I still have PTSD just from watching tatsurdcacocaco playing it.

>> No.5222806

Oh snap. Some of the screenshots look amazing. Going to check it out. It's been so long since I've done anything relating to the Doomsday engine. This is kinda nostalgic to be quite desu.

>> No.5222813

the spriting carnival thread is a blessing.

>> No.5222817

not hardcore_gamer, dont even have zdoom account to post on forums.
first time I attempted to work with normal maps in gzdoom was like 2 months ago, gave up after having the same issue I do now.
I am not interested in PBR but good old specular-normal-diffuse workflow. would appreciate any help that can be provided
also my project is standalone iwad TC that was in planning for quite some time and now I am getting down to actually realizing it, next stops on getting what I want is figuring out smooth rotations for monsters using models instead of sprites

>> No.5222820

It has my favorite skyboxes out of any mapset.

>> No.5222824

What were they thinking when they designed such a terribly inefficient monster?

>> No.5222826

Anybody know where I can get the files for Blood? I really want to try out the game. I assume BloodXL is the source port of choice?

>> No.5222827

Ignore my post i'm stupid and didn't see it in the OP

>> No.5222831

im going to test it later, their work with Hexen is Superb.
>Doomsday Supports ACS


>> No.5222832

Sadly isnt going to support Zscript Never ever because Graf is cared that DD fares better than GZD for maps and modding

>> No.5222836

DD is way too unpopular to ever catch up to gzd which is where the vast majority of mods are made for nowadays.

>> No.5222838

A lot of this post is lies.

>> No.5222839

also DD now supports Multiplayer

>> No.5222840

>Final Doomer is op
Only because of cheesing with the infinite ammo pistol and the AA BFG. Other than that, not really.

>> No.5222847

I had a hearty chuckle I didn't know I needed

>> No.5222850

>You could argue it's largely due to tech/tool limitations too, maybe so
Not really, Plutonia had a pretty good, much more aesthetically pleasing city map.

>> No.5222852

Is it possible to configure Mouselook to be on in Quake on Dosbox?

>> No.5222853

Doomsday took many flak years ago because of the ugly 3d stuff and textures.

i miss the golden years of the experimental doom engines, before graf stole from everyone to create GZD.

>> No.5222857

Could the SNES version of DOOM be made better in ways other than just putting back the censored gore After all, it uses the SFX 2 chip. Maybe if there were daring enough romhackers...

>> No.5222860

I believe +mlook should work.
Try in console and/or add to autoexec.cfg

>> No.5222881

I'd say that you're better off using Smooth Doom + Immerse for a vanilla plus experience. Beautiful Doom is just too bloated for my taste.

>> No.5222886

>Message for the Archvile
>dreadfully boring
I'll punch you.

>> No.5222928

>cause of death
May have been due to alcohol.

>> No.5222975

Is there a way to input a longer Player Name in GZDoom?

>> No.5222985

what's the difference between who wants some wang and no pain no gain? does the latter have respawning enemies or what?

>> No.5223029

some enemies are replaced with a dickier versions (like shadow ninjas and greater beasts)

>> No.5223037

that's it?

>> No.5223049

Does it matter if I load Universal Enhanced AI in my gzdoom.ini ? I'm not sure if many map/gameplay mods even touch AI scripting, so I don't really know if it's in danger of being overwritten there.

>> No.5223054

it just throws balance off kilter. fighting OHK missile ninjas gets old after a short while

>> No.5223056
File: 1.03 MB, 1920x1080, Screenshot_Hexen_20181215_153035.png [View same] [iqdb] [saucenao] [google] [report]

Oh, might as well post this, too.

>> No.5223057

oh alright

>> No.5223079

Has anyone made a cool fan sequel to Diabolous Ex with the texture pack the author released?

>> No.5223116

cant see shit chief

>> No.5223123
File: 172 KB, 1920x1080, Screenshot_Doom_20181215_142232.png [View same] [iqdb] [saucenao] [google] [report]

Diablous Ex + Special Weapons was, uh, harder than I was anticipating to say the least.

>> No.5223128

Does anyone run Chocolate Doom with the .ogg soundpacks? I can't get mine to work. I opened the setup file, typed in the location of where the doom2-music folder was, but when the game runs, it's completely silent.

>> No.5223152

Make sure you use Universal Enhanced AI as well, so you actually have a chance at hiding and playing tricks on the AI. Sneaking in Diabolous Ex can be a blast.

>> No.5223153

I have it on autoload, but I should've toned down the light levels with DarkDoomZ more. I could basically only hide in vents. One chaingunner opening fire nearly instantly killed me, christ.

>> No.5223161

With Immerse you should also be able to use the Lean keys to take cover behind objects more easily

But yeah, if you've never played the OG Rainbow Six games, it'll be a learning curve. In those, one bullet has the potential to kill you (depending on the caliber and what kind of armor you're wearing). Same goes for enemies though

Think of it as a stepping stone to Hideous Destructor, or at least Hideous Destructor Lite.

>> No.5223193

Slowly making progress hehe

>> No.5223239
File: 341 KB, 630x444, super_mario_doom_64_by_hotdogmaster-d36xky3.png [View same] [iqdb] [saucenao] [google] [report]

i need some of those mods, anon..could you please upload?


what is color changing zombies & smooth textures? Thanks, Ignacio!

>> No.5223263

looks great

>> No.5223281

it's been 4 years and ultimate doom 2 is still only on map 20.

>> No.5223309
File: 787 KB, 1920x1080, 2018-12-15-160356_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

God DAMN this is nice.

Mods used:
>Target Spy
>Universal Enhanced AI
>Dam Nums
>Health Warning
>Pkuika Flashlight
>Reactive Crosshair
>Ancient Aliens
>High Noon Drifter
>Good Ol Hud

>> No.5223320

ugly t b h

>> No.5223324

what would you change about it to look nicer?
>inb4 delet all

>> No.5223340

At least ditch that weird HUD. It provides less info and takes up more space.

>> No.5223341

>kama sutra map18
where the FUCK do I go? Can't even find a single key. This is KDIZD levels of messy.

>> No.5223348

You can make it smaller

>> No.5223349

just as I post this I find the blue key hidden in a mountain of corpses.

>> No.5223419

Mark may be a twat, but I genuinely love Ketchup. It may feel a little out of place, but splattering the walls with gibs and blood is immensely satisfying. Droplets just seems to spraypaint light pastel colours on nearby walls and Nashgore is great but a little too minimalist for my tastes.

Are there any other gore mods to try out there? I know of Universal Gibs.

>> No.5223430

Is there an Moonman enemy wad pack? Would like to use it with Trump Doom if there was one

>> No.5223436

droplets, universal core, the new bolognese thing

>> No.5223458

I can't find the screenshot, but last time I played droplets a single pistol round to a caco made it immediately spray the massive wall behind it with what should have been all its blood. It looked like some kind of Jackson Pollock "masterpiece" and I couldn't stop laughing.

>> No.5223465

i just remembered that outside of doom modding, kinsie also did some art of a blog about obscure games, obscure game stuff, sfm videos and contributions on tcrf

>> No.5223468
File: 1.35 MB, 1366x768, Screenshot_Doom_20170506_220534.png [View same] [iqdb] [saucenao] [google] [report]

Nope, found it. I finished it with the shotgun, but that spray on the wall was all one pistol shot's worth. Forgive the blurriness, I was ignorant of the settings back then.

>> No.5223479
File: 451 KB, 2048x1641, 10372844_10152387798298197_7948603080112783635_o.jpg [View same] [iqdb] [saucenao] [google] [report]

okay this mostly works but it only sends me forward rather than keeping my inertia consistent
if i fall backwards down the stairs, rather than continuing to go backwards it just launches me forward

i have a feeling i'm on to something but no matter what i do it ends up being off very slightly
keeping velocity consistent but relative to angle should not be this difficult, maybe i'm just a retard
help me, codemen of /vr/, you're my only hope
have cats as payment


>> No.5223481

Do you consider the Cacowards to be legit? Or is there any reason to dislike them?

>> No.5223483

thats a lot of Kot

>> No.5223485

>Do you consider the Cacowards to be legit?
Only if they don't disagree with my tastes.

>> No.5223486

I consider them to be legit, Doomworld is one of the oldest sites for the game and its not like anyone else does a yearly Doom awards thing.

>> No.5223489

As a casual player I don't get their love for bullshit hard maps, but then they've probably been playing non-stop for most of those 25 years the games been out and want a challenge.

>> No.5223490

"legit"? the cacowards are just a bunch of opinions by people, nothing more. there's no actual award, no actual merit to be had.
it's a curated list of opinions, but that's ultimately all it boils down to. sometimes i agree, sometimes i don't agree.

>> No.5223512

I mean isn't a bunch of opinions by people all award events?

>> No.5223518

They're mostly written by people who know what they're on with, with no real agenda or anything.

the ZAwards on the other hand, I don't trust them, them seem set up to cater to one asshole's festering ego.

>> No.5223527

>Or is there any reason to dislike them?
If you don't agree, sure. But I don't see anything wrong with a group of folks saying what were some cool wads of current year.

There's really a lot of undue weight placed on them.

Thankfully, the ZAwards seem to be a thing of the past.

>> No.5223528

I'm no help friend, you might have to make an account and ask.

>> No.5223529


>> No.5223548
File: 85 KB, 492x280, Doubt x.png [View same] [iqdb] [saucenao] [google] [report]

>Heretic and Hexen are out of the question when it comes to remasters

>> No.5223550

What if Tom Hall were still around at Id up until shortly after Quake got released ? How would he have done maps and enemies for Quake along with Carmack

>> No.5223551
File: 611 KB, 1920x1080, 2018-12-15-175416_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

How about this?

>> No.5223554

>deus vult was runner up for a cacoward
>art maps that have shit gameplay get cacowards
they quite iffy-uh

>> No.5223557

New thread when?

>> No.5223560

DOOM1 and DOOM2, and Heretic but on the Apple IIGS

>> No.5223614


>> No.5223616

Then fucking do it, you nigger.

>> No.5223619
File: 101 KB, 640x480, Screenshot_Doom_20181216_000444.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5223641

whoever makes a new thread is cursed.

>> No.5223652


>> No.5223708

I need to fix them first, they are throwing a lot of errors and not even load on ultimate doom god knows why

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