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/vr/ - Retro Games


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5250713 No.5250713 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5245571

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

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

SO YOU WANT TO PLAY SOME...
Doom, Quake, Duke, Marathon, or Thief:
https://imgur.com/a/wWS8zXz
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

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.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

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

Launchers for Build Engine games
http://buildgamedosboxlaunchers.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.5250714

=== ONGOING ===

[12-26] 100 Minutes of /vr/ updated to v1
https://www.mediafire.com/file/m87bdnh0bm17d7b/100minvr_v_1.wad/file

=== NEWS ===

[12-26] Anon makes a mutator 'ArmorisHitPoints'
https://my.mixtape.moe/lnuzbw.zip

[12-26] ESRGAN algorithm used to make HD Textures for RTCW
https://www.youtube.com/watch?v=uyRfptKJutU

[12-26] The Merry Christmassy Doom Project
https://www.doomworld.com/forum/topic/103649-the-merry-christmassy-doom-project-a-limit-removing-project-from-doomer-boards/

[12-26] Anon map release: Exotic Exports
https://www.dropbox.com/s/rtv23e9k4c9g462/Exotic%20Exports%201.2.zip?dl=0

[12-26] DOOMBA, a Roomba script that turns clean maps into Doom maps
https://twitter.com/DickWhitehouse/status/1077227171482021889

[12-24] Hellshots Golf sees a formal release
https://www.youtube.com/watch?v=7qEHK4iBiXc
https://forum.zdoom.org/viewtopic.php?f=19&t=61021

[12-16] Doomsday's 2.1 update released
http://blog.dengine.net/2018/12/doomsday-2-1-released/

[12-15] BloodGDX and WitchavenGDX both updated
http://m210.duke4.net/

[12-13] Spram's Metroid Doom
https://www.doomworld.com/forum/topic/102880-sprams-metroid-doom-released/

[12-13] Eric releases 'Corruptor of Humanity', a multiplayer gamemode for Hideous Destructor
https://forum.zdoom.org/viewtopic.php?f=43&t=62875

[12-10] John Romero announces a new megawad, Sigil
https://www.romerogames.ie/sigil/

[12-10] Cacowards 2018
https://www.doomworld.com/cacowards/2018/

[12-10] Doomworld's 'Top 100 Memorable Maps' and 'Top 25 Missed Cacowards'
https://www.doomworld.com/25years/top-100-memorable-maps/
https://www.doomworld.com/25years/top-25-missed-cacowards/

[12-10] Ashes: Dead Man Walking, an expansion campaign for Ashes 2063, released
https://forum.zdoom.org/viewtopic.php?f=19&t=62707

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.5250764

RPG series when?

>> No.5250768
File: 12 KB, 514x315, ScreenShot_20181227111056.png [View same] [iqdb] [saucenao] [google] [report]
5250768

>>5250076
it's because of two words: pure laziness

>>5250112
which one?

>> No.5250775

>>5250768
I already read your post in the last thread. No need to repeat yourself.

>> No.5250856
File: 63 KB, 1782x1002, Screenshot_Doom_20181227_032008.png [View same] [iqdb] [saucenao] [google] [report]
5250856

>> No.5250883

What are some good WADs for Doom that have gothic style levels reminiscent of quake 1/doom 64 that I can play with dark ambient in the background for a spooky time?

>> No.5250884
File: 70 KB, 1782x1002, Screenshot_Doom_20181227_123144.png [View same] [iqdb] [saucenao] [google] [report]
5250884

>>5250856

>> No.5250898

Is the quake 2 expansions any good? Or should I get the base game instead.

>> No.5250907
File: 67 KB, 526x706, Killing Time.jpg [View same] [iqdb] [saucenao] [google] [report]
5250907

Any Killing Time mod?

>> No.5250915

>>5250898
Get all of them Including Zaero(with Quake 2 Console OST) and Oblivion, since those are the true unofficial ones
And prepare your anus for Ground Zero

>> No.5250919

>>5250883
I'd hope the soundtrack is dark ambient

>> No.5250923

>>5250713
I want to play some hexen. You had that image with all iwads and ports and engines and whatnot. Where is it?

>> No.5250930

>>5250923
>https://imgur.com/a/wWS8zXz
never fucking mind

>> No.5250932

Is the DMX library that Doom used available somewhere? I really want to see what's missing from the released source code.

>> No.5250937

Any tips for setting up Rise of the Triad? Are there sourceports?

>> No.5250940

How important do you all think it is to have optional areas in wads? I'm nearing the end of map and I just realized the general flow the map has you going through every room.

>> No.5250951
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5250951

>> No.5251012

Why do shitposters call Quake a "tech demo"?

>> No.5251027
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5251027

>>5250898
If you want more, I made singleplayer unit too, which you can play for free here:

https://www.moddb.com/mods/sonic-mayhem

>> No.5251029

>>5251012
Because it is. Even reviewers and forum posts from the time called it "bare bone" and "beta".

>> No.5251032

>>5251012
Because all Quakes were "tech demos" to represent their engines, because id's business model was to licence engines instead of making games beyond a passable demonstration of what it can do.

That's how it goes.

>> No.5251043

>>5250940
Sounds cool in theory, I would need some examples to say something more definitive, though I wouldn't want them to be larger than the main map unless it's a complex area leading to the secret levels.

>> No.5251056
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5251056

>> No.5251058

>>5250940
As with everything else in life, it depends.

I find optional areas which are accessible only through some obscure sequence of secret very annoying, especially if I can clearly see them and I have to backtrack to find a hidden switch or a wall somewhere. I prefer the most prevalent ones to unlock as you progress through the level, so that by the end of a level, you get access to all of it, including some of the secret areas, should you be inclined to backtrack, as it rewards backtracking.

>> No.5251064
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5251064

what is the most artistic wad out there?

>> No.5251067

>>5251064
Lilith.

>> No.5251068
File: 55 KB, 1782x1002, Screenshot_Doom_20181227_133245.png [View same] [iqdb] [saucenao] [google] [report]
5251068

Yaaaay

>> No.5251070
File: 49 KB, 500x603, Arch-Vile-Doom-video-game-a.jpg [View same] [iqdb] [saucenao] [google] [report]
5251070

>>5250713
why is there an ayy lmao in hells army?

>> No.5251072
File: 194 KB, 1920x1080, Screenshot_Doom_20181227_200016.png [View same] [iqdb] [saucenao] [google] [report]
5251072

Why is 8-Bit Deathmatch so Kino?

>> No.5251075

>>5251070
Ancient aliens.

>> No.5251076

Someone suggest me a good WAD to waste an hour of my time with. Like a good map or a short episode.

>> No.5251081

>>5251076
This is starting to become repetitive from me, but Chainworm Kommando.

>> No.5251086
File: 129 KB, 1366x768, Screenshot_Doom_20170909_131856.png [View same] [iqdb] [saucenao] [google] [report]
5251086

>>5251070
it's canon that spess ayys control 75% of the hell forces via the brainbots

>>5251072
mods make it go downhill so fast

>> No.5251089
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5251089

What is the most autistic WAD out there?

>> No.5251095

>>5251089
your favorite one.

>> No.5251096
File: 645 KB, 850x1100, cyberdemon_by_peterman2070-d42s7or.jpg [View same] [iqdb] [saucenao] [google] [report]
5251096

Who enhanced the demons in original Doom? The UAC? Are the mastermind/arachnotron race aliens using hell to do their bidding? Or is hell just accomplished with technology in general?

>> No.5251103

>>5251081
good shit, thanks

>> No.5251110

>>5251096
>when you're on your way to kill humans and some lesser demons mutters something from the right

D44M makes it out that the UAC was doing it, but I'm pretty sure they were appropriating technology in the originals.

>> No.5251113

>>5251096
The latter, and the Doom games are just another piece of anti-intellectualism in media.

>> No.5251119

>>5251096
the first cyber at the end of e3 was a prototype to test the stolen tech & combat abilities

in d2, they just fucking mass produced their stolen goods on selected demons & undead

>> No.5251124

>>5251119
*e2

>> No.5251125

Reminder that the Icon of Sin can create technologically enhanced demons like the Mancubus and Arachnotron out of demonic power alone.

>> No.5251130

>>5251096
The intermission texts explain that hell can corrupt and subvert technology to their side. Original Doom hell is a more formidable adversary than it seems at first.

>> No.5251151

>>5251076
100 minutes of /vr/

>> No.5251154

also reminder that if the masterminds finished torturing commander keen for his knowledge, the IoS would've been 100% complete & unstoppable.

>> No.5251237

DRLA 1.1 WHEN

>> No.5251246

>>5251154
How does Doom tie into CK again? If at allalso inb4 >caring about dooms plot

>> No.5251247
File: 82 KB, 850x755, when yholl is asked for drla update.jpg [View same] [iqdb] [saucenao] [google] [report]
5251247

>>5251237

>> No.5251264
File: 82 KB, 668x450, doop.png [View same] [iqdb] [saucenao] [google] [report]
5251264

Where can I download the pocket PC version of Doom?

>> No.5251290
File: 150 KB, 1440x1080, DOOM0013.png [View same] [iqdb] [saucenao] [google] [report]
5251290

>>5251246
no real connection, the events of doom are far in the future from the present day where commander keen happens
presumably anon was making a joke about the hanged keens in map32

>> No.5251291
File: 133 KB, 1366x768, Screenshot_Doom_20181223_125345.png [View same] [iqdb] [saucenao] [google] [report]
5251291

>>5251246
ck was full of techbases full of advanced tech he had to cleared out on map knowledge alone. brains knew this so they captured him & somehow kept him living on the end of a rope until next meet. keen knew he was fucked so had a dead man's switch to expose the romero head when he was finally ganked.

btw, this is all speculation.

>>5251264
there's a gba port

>> No.5251302
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5251302

>>5251264
>getting it after December 24

CHRISTMAS IS RUINED

>> No.5251310

>>5251291
> gba port
I have both of them and i use to have the gba wolf3d but i lost it

>> No.5251334
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5251334

>>5250713
>someone just gave my maps a glowing review

https://sergejaeken.com/2018/12/27/playthrough-derelict-facility-for-quake-ii/

>> No.5251345

>>5251334
you've got a thing for :3c's or something ya fucking weirdo

>> No.5251361

>>5251345
>>5251334
>:3

>> No.5251363

What's the best way to play Quake 2? I never gave it much of a shot but just got the Super Shotgun and am having a blast.
But the steam version has no music and I can't make it 1440p

>> No.5251387

>>5251363
Vanilla or YamagiQ2 for classic experience, Ther's also Quake2Pro which is a Software rendered quake 2 port better than vanilla or yamagi

Quake2XP if you want a handmade Remaster using the original source + looking like the One from the X360 port that came with Quake 4, its better playing this one AFTER you finished up Quake 2 entirely, also it needs a good pc.

>Playing the Steam version
there's a tutorial that fixes it, Quake 2 without music isn't quake 2.

>> No.5251396

>>5251387
Is it possible to lay Yamagi or Vanilla on top of the Steam version or should I go find it elsewhere?

>> No.5251397

What are the best levels of Plutonia Experiment?

>> No.5251404

>>5251334
congrats, nigger

>> No.5251406

>>5251396
yes
>https://pcgamingwiki.com/wiki/Quake_II#No_music_playback

>> No.5251407

can i play as a girl in your game

>> No.5251416

dumb question, can I use doom 1 textures in my doom 2 map?

>> No.5251417
File: 180 KB, 993x654, chainsaw doom 3.jpg [View same] [iqdb] [saucenao] [google] [report]
5251417

>>5250243
>I found actual shooting in Doom 3 to be really lackluster
That's why you should use the chainsaw, dude.

>> No.5251423

>>5251416
Yeah, just copy them into your .wad
Make sure you fit them between the proper markers and add them to a texture lump.

>> No.5251463

>>5251416
Not if you want to publish it on idgames

>> No.5251467

>>5250937
I used WinRottGL, it was ok, but I had to delete all the fugly 3D models because the original sprites are too pretty.
Mouselook was a little wonky.

>> No.5251469

>>5251032
The only engine of theirs that managed to fly off, was Quake3's.

>> No.5251471

>>5251463
Nigger are you real? People use textures from the other iwads for their pwads all the time.
Not to talk about other games.

>> No.5251478

>>5251469
A couple of games used the Wolf3D engine.
A couple of games used the Doom engine.
A couple of games used the original Quake engine, particularly Half-Life, one of the most important videogames of the 90s.

>> No.5251485

>>5251423
how would I go about doing that? sorry, new to this.

>> No.5251490

>>5251478
You do have a point about the GoldSrc branch of the original Quake engine.

>> No.5251501

>>5251471
I tried to submit a wad using d1 textures and they rejected it. I have seen other wads on there with them, so I guess it's a gamble.

>> No.5251520
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5251520

Where/When/What/Whombo is TNT Evilution 2 iwad? Plutonia 2 is boring, I want the sequel to the better half of Final Doom.

>> No.5251536
File: 82 KB, 535x456, 1526606373556.jpg [View same] [iqdb] [saucenao] [google] [report]
5251536

>>5251485
You'll learn.
First, make a copy of your .wad (always make a copy before making a really substantial change, actually), then download Slade.

Open your .wad with Slade, then look at these tutorials:
http://slade.mancubus.net/index.php?page=wiki&wikipage=Tutorials

Don't use Slade for building maps though, that's just clunky, use Doombuilder 2 or something like that.
Slade is for managing and editing your code, textures and sounds, etc.

>> No.5251546

>>5251501
Sounds like bullshit, you've got shit like Memento Mori, Hell Revealed, Plutonia 2, Going Down, etc on the archives.

>>5251536
Also, by your .wad, I mean the .wad that contains the levels you made, not doom.wad or doom2.wad

>> No.5251559

>>5251520
Clearly people thought otherwise, thankfully. TNT is such a forgettable schlock with hexen-tier level design. No wonder it's been forgotten while the much better half of Final Doom has had more "sequels". Try Plutonia Revisited to see if you like it more than PL2.

>> No.5251594

>>5251520
There's Revilution which is an unofficial sequel.

>> No.5251598

>>5251559
something tells me you're a bit touchy about opinions.

>> No.5251604

>>5251598
afraid a new TNT will happen before Plutonia 3.

>>5251594
thanks ill check it out.

>> No.5251606
File: 3.50 MB, 2560x1440, quake042.png [View same] [iqdb] [saucenao] [google] [report]
5251606

>>5251345
:3

>>5251404
Thank you.

>> No.5251607

>>5251559
lol

>> No.5251609
File: 146 KB, 1782x1002, Screenshot_Doom_20181227_134140.png [View same] [iqdb] [saucenao] [google] [report]
5251609

Aw sweet
I can do shrooms

>> No.5251613

>>5250856
>>5250884
>>5250951
>>5251056
>>5251068
What is this? It looks comfy.

>> No.5251630
File: 179 KB, 1782x1002, Screenshot_Doom_20181227_134932.png [View same] [iqdb] [saucenao] [google] [report]
5251630

If the first game was inspired by Wolf3D, this one is inspired by ROTT

>>5251613
Shadow of the Wool Ball

>> No.5251634
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5251634

>>5251613
These are none other than that of a creation of Ray Casting Gamemaker, wonderful engine to make games in the vein of Wolf3D

>> No.5251642

Here's an idea for a /vr/ .wad: "/vr/'s First Map"

Everyone just complies the first beatable maps they've ever made.

>> No.5251658

>>5251642
my first map was an L-shaped corridor with a few soldiers behind the first door, a shotgun in the middle, 50 shell boxes, and a cyber demon behind the second door because my friends said it was too easy. I kinda want to dig that up now for the fuck of it.

>> No.5251671
File: 152 KB, 1782x1002, Screenshot_Doom_20181227_165751.png [View same] [iqdb] [saucenao] [google] [report]
5251671

>> No.5251703
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5251703

Oh no... Please don't tell me I have to throw that guy in there.

>> No.5251707

>>5251064
Winter's Fury

>> No.5251716

>>5251703
Is that Death Wish?

>> No.5251718

>>5251642

I don't think I have mine. I'd need to recreate it.
Which would be interesting, mind.

>> No.5251724
File: 450 KB, 800x600, HAAAA IT BURNS.jpg [View same] [iqdb] [saucenao] [google] [report]
5251724

>>5251716
No.

>> No.5251785

https://youtu.be/mLgUAb88QVE

>> No.5251798

>>5251785
What a waste of ammo.

>> No.5251834
File: 151 KB, 1782x1002, Screenshot_Doom_20181227_183531.png [View same] [iqdb] [saucenao] [google] [report]
5251834

Roundcat attacks!

>> No.5251841

Fun fact: in MetaDoom, if an Archie/Summoner revives a Cyber Mancubus, it uses regular Manc sprites.
Also, i was wrong, Beholder may not use Hexen sounds.

>> No.5251843

>>5251834
THICC

>> No.5251897

>tatsurdcacocaco plays with trilinear filters
gross.

>> No.5251898
File: 184 KB, 1782x1002, Screenshot_Doom_20181227_183835.png [View same] [iqdb] [saucenao] [google] [report]
5251898

https://www.youtube.com/watch?v=Wl9CdHaufSs

Cool original soundtrack

>> No.5251941
File: 11 KB, 733x97, based.jpg [View same] [iqdb] [saucenao] [google] [report]
5251941

>> No.5251958

Can the MarkV source port use sound replacements? I want to use this https://gamebanana.com/sounds/35855 but I can't get it going for some reason

>> No.5251960
File: 220 KB, 1782x1002, Screenshot_Doom_20181227_193255.png [View same] [iqdb] [saucenao] [google] [report]
5251960

DJ Snitchcat watching out for my sorry ass
He gonna call the guards

>> No.5251961
File: 107 KB, 888x499, 2pdxxr.jpg [View same] [iqdb] [saucenao] [google] [report]
5251961

>>5251941
>t.crackbaby

>> No.5251965

>>5251961
I was a literal crack baby and even I don't write that bad. That motherfucker's straight up retarded.

>> No.5251978

>>5251520
There's TNT Revilution, though it's a very good mapset and it tries to capture some of the stylings of TNT Evilution, it doesn't quite manage to do that, not much.
It does however manage to have its own distinct atmosphere that works rather well, so if you liked the original TNT, you probably would like Revilution, even if not for all the same reasons.

>>5251559
Bad post, aside from mentioning Plutonia Revisited Community Project, that's pretty good if you like Plutonia stuff (and I do).

>>5251965
Oh. Not that anon, but if you don't mind me asking, how does that affect you? Like, do you notice and feel yourself as different from others?

>> No.5251995

>>5251978
TNT Revilution funnily enough reminded me more of Memento Mori 2 and Requiem rather than TNT. Hell, one of its midis is a remix of a Requiem midi, and even has a couple new midis from Jeremy Doyle, who did three midis for Requiem.

>> No.5252003

>>5251520
TNT 2 is still in development, though I could see it releasing next year.

>> No.5252016

>>5251978
I'm pretty sure crack gave me the tism, but if you're really curious, crack babies have a higher chance of developing ADD/ADHD like symptoms but overall the effects are nowhere near as detrimental as shit like fetal alcohol syndrome.

here's a new york times article talking about it
https://www.nytimes.com/2009/01/27/health/27coca.html

>> No.5252030

>>5251961
What a fucking terrible meme. They took a funny picture someone else made and added their own redundant caption, then uploaded it to some shitty site that adds watermarks. Normie get the fuck out

>> No.5252035

>>5251995
I should go back and check those out then, maybe they'll be more interesting with that perspective.

>>5252003
Oh yeah, looking forward to that!

>>5252016
I do remember hearing that there was this big panic that babies exposed to cocaine/crack in the womb were gonna grow up to be like super psychos or something, but then it turned out that wasn't really true at all and the effects aren't actually that crazy.

Alcohol can fuck up a kid royally though, that's true.

>> No.5252063

>>5251941
>BD's bugs with Bethesda's engine

>> No.5252064

>>5251559
>with hexen-tier level design
I only recall like 5-6 maps that were that big. Most of TNT is actually small-medium sized maps.

>> No.5252069

>>5251604
>not enjoying both TNT and Plutonia for their own strengths
TNT and Plutonia are separate stories and levels, with distinct styles, but they still go together as Final Doom.

I couldn't be without either of them. It's like not putting a slice of cheese on a hamburger, it's still a burger, but it's just not the same without the cheese.

>> No.5252076

>>5252063
>gibs clip through the floor while violently vibrating, blocking all doors they are near, elevators never work after one gib has fallen to a floor tile

>> No.5252083

>>5252030
>What a fucking terrible meme. They took a wojak
Fix'd

>> No.5252091

>>5252069
Of course they are both great in their own ways, TNT was just a more solid game with some challenge while Plutonia was a solid stack of challenging levels for the sake of being challenging. Sort of like comparing Pokemon Diamond to Pokemon Stadium (except both where you only have a Weedle while every enemy is a level 50 Diglet)

>> No.5252093

>>5252064
Nevermind that most maps (not all, granted), are fairly straight forward. They're also self-contained and operate with just the keys available to Doom.

I'd argue one of the biggest sinners of bad progression and level design combined of TNT is Baron's Lair, and that's hardly one of the big maps.
There could have been even bigger maps, but iD had them trimmed or cut outright due to being too large for machines in the day to handle smoothly (possibly some of those were by Drake O'Brian, who made most of the Fucking Big Levels).
Habitat was fucking inexcusable though, JFC, I can't believe iD looked at that map and gave it a pass.

>> No.5252104

>>5252035
Memento Mori 2 holds up pretty well for a 96 wad. The DWMegawad Club thread for it last month showed a generally positive reception from people who played it for the first time. I also think Memento Mori 1 has its share of worthwhile maps, but does show its age a bit more.

Requiem is also good, though it's a bit incoherent at times, and has a few maps that were clearly filler, and a few others that were more about showing off cool vanilla engine tricks rather than good gameplay. I found that the best maps are from people who also contributed to the MMs previously.

>> No.5252107

>>5252063
That'd be something else.

>>5252083
The current trend of recycling Wojaks is pretty boring actually (I'll admit I kind of like the boomer, because fuck yeah, Quake!), but this still isn't even nearly as bad as back when "That feel when..." threads festered all over 4chan like fucking cancer, and half the threads on a board could have that ugly fucking face in the catalog.

>> No.5252109

>>5252093
What really shocks me, is that the author of Habitat made an actually pretty good map in Icarus.

>> No.5252110

>>5252076
> walk over one
> player position starts spazzing out
> seizure

>> No.5252117

>>5252109
Yeah. Who was that, Chris Buteau? That was a pretty good opening level. I don't think he made anything else, which is a shame.

>> No.5252127

>>5251604
Plutonia 3 actually technically already exists. It's just terrible.
https://www.doomworld.com/files/file/18834-plutonia-3-going-to-surface/
Why they allowed it to be uploaded with that name, I have no idea.

>> No.5252128

>>5252127
i remember seeing a joke wad called plutonia 4

>> No.5252132

>>5252110
>send a body flying
>it continues rotating in place before an Archvile revives it mid flight
>game crashes and your computer blue screens

>> No.5252138
File: 319 KB, 1782x1002, Screenshot_Doom_20181227_195450.png [View same] [iqdb] [saucenao] [google] [report]
5252138

The final episode of Wool Ball

>> No.5252161

Finally got to play Strife properly and reached a point where i apparently, cut off some prison guy's hand to set free the prisoners.

>> No.5252186

>>5252161
strife guy is not a nice guy

>> No.5252187

>>5252161
You do, you're kind of a dick in Strife even taking the "good" choices.

Even ignoring the guards you kill in self-defense you assassinate three people minimum in the first hour.

>> No.5252191
File: 244 KB, 1782x1002, Screenshot_Doom_20181227_203254.png [View same] [iqdb] [saucenao] [google] [report]
5252191

>> No.5252194

>>5252187
Don't worry, they're super evil.
Because we told you so.

>> No.5252209
File: 341 KB, 882x594, strife.jpg [View same] [iqdb] [saucenao] [google] [report]
5252209

>>5252161
Strife has some pretty good moments.
Drags in a few places, and isn't as long as I'd like, but overall a game worth playing.

>>5252186
>>5252187
Violent revolutions get ugly.

>>5252194
You mean the guys who pick you up for the crime of basically being a traveler, then after exclaiming "We are going to kill you!", try to do as such? Yeah, they have won my sympathy.

>> No.5252235
File: 505 KB, 1248x364, 1545962009199.png [View same] [iqdb] [saucenao] [google] [report]
5252235

>vayshitter shitposting and seething against neural upscaled doom on the neural ai thread
continue russian shitter, we all laugh at your 3d shit

>> No.5252243 [DELETED] 

>>5251965
>>5251961
it's a /tv/ pasta lol

>> No.5252247

>>5252235
The neural upscaling thing is so far a pretty Vasyan kind of thing (going by the Russian nomenclature), because it's the kind of tool that a Vasyan type would try to use as a shortcut for "good grafficks" without putting any actual effort into manually editing the sprites afterwards to make sure they're good and that errors are handled.

Neural upscaling I think can be a useful tool, but I also think that people are dramatically overestimating what it's actually capable of doing.

>> No.5252248
File: 228 KB, 1782x1002, Screenshot_Doom_20181227_205742.png [View same] [iqdb] [saucenao] [google] [report]
5252248

Sorry it had to end so sadly

Overall, it was a good two megaWADs and I look forward to this creator's work in the future

>> No.5252250

>>5252247
he's shitposting and calling shit
>>5230316

>> No.5252253

>>5251897
I hate that, but at he same time he's fucking good at UVMaxing on a keyboard.

>> No.5252256

>>5252247
>I also think that people are dramatically overestimating what it's actually capable of doing
Agreed, but I don't think they're exaggerating the potential. AI in the future very well may be able to perform similarly to humans for *most* of the work at least, and potentially all of it. As-is it's definitely capable of easing up on the workload significantly.

What it will likely never do is make exactly what you want. The only way to have things look like they do in your mind is to do them yourself...

>> No.5252259

>>5252256
A machine can do a lot, even for art, but at some point a human hand has to step in because machines are not capable of exhibiting judgement or preference.

>> No.5252262

>>5252250
A lot of the examples in the thread look REALLY bad though.

>> No.5252265

>>5252248
iirc there was a good ending

>> No.5252272

>>5251089
Probably one of the Ghouls Vs Humans or Mega Man addons, I've seen some weird fucking shit in servers

>> No.5252276

>>5251520
I thought Icarus was TNT2?

>> No.5252280

>>5252276
No, Icarus was developed as compensation due the fact that TNT was originally going to be a free megawad, but then got bought by iD Software for commercial sale and distribution (a minor controversy at the time), thus there would still be a free megawad for people.

>> No.5252284

>>5252265
I was tricking everyone into thinking there was a sad ending but it was actually happy

>> No.5252285

>>5251642
My first map is already in 300 minutes of /vr/.

>> No.5252286

>>5252003
I thought Team TNT was dead tho

>> No.5252295

>>5252286
They are, it's a fan project.

>> No.5252302

https://pastebin.com/xY6gLtWd
>>5245987

>> No.5252303

>>5252107
>but this still isn't even nearly as bad as back when "That feel when..." threads festered all over 4chan like fucking cancer, and half the threads on a board could have that ugly fucking face in the catalog.
Eh, at least you knew what they were about. Nowadays you get blindsided all the time by the latest wojack edit /v/ just forced five minutes ago.

>> No.5252309

>>5252302
There's still some MetaDoom stuff i wish i knew, mostly sound related.
>Revenant's homing missile
>Summoner's sounds, specially its alert sound
>Beholder's sounds
I don't know how i thought the last one had Hexen Reiver noises again.

>> No.5252310

>>5252302
Oh yeah? Well can you explain why I'm having no fun in Metadoom!?
Just kidding, I like MetaDoom

>> No.5252312

>>5252191
The Wool Ball series is so fucking cute I think I got diabetes from playing them.

>> No.5252314
File: 150 KB, 1782x1002, Screenshot_Doom_20181227_220350.png [View same] [iqdb] [saucenao] [google] [report]
5252314

I have found a new Reaction Image

>> No.5252315

>>5251642
my first beatable map is like four computers in the past
I remember it being an E1M1 remake which had the entire weapon progression hidden in it (mostly in secrets), and there were a lot of probably needless zdoom features in it (like patrol points, since I found them on the zdoom wiki and thought they were super neat)

that was back before doom builder 2, I think

>> No.5252324 [SPOILER] 
File: 96 KB, 1782x1002, 1545966735895.png [View same] [iqdb] [saucenao] [google] [report]
5252324

Oh look at that, turns out Rise of the Wool Ball had a happy ending

>> No.5252327

>>5251642
I still have mine, it's a pretty mediocre/amateur map with almost zero height variation. I imagine a compilation of similar levels would suck pretty hard.

>> No.5252395

Okay guys, who here has done this thing in Guncaster 3.0:
>get BFG alternate fire mode in shop
>gunzerk powerup
>fire it
>entire screen freezes and goes green
>everything dies
>no more BFG ammo
>maximum pleasure

Also, melee is way OP in Guncaster, you can kill spider masterminds by punching and kicking them alone. No berzerk needed.

>> No.5252402

>>5252395
I feel like that might have happened when I found the BFG on the last level of the megawad I finished with Guncaster. All I remember is firing it, game either stuttered or slowed to a crawl, and I may have killed the Icon of Sin that way.

>> No.5252406

What are some good .wads for gitting gud at Doom?

>> No.5252408

>>5252406
all of them.

>> No.5252409

>>5252395
>>5252402
> guncaster
> op

https://www.youtube.com/watch?v=dYJ7KxDuRiY

its cheapo instant gratification and you really shouldnt expect anything else
which kinda sucks since most of the stuff in the mod is 'just there'
you dont get a lot of use out of things you dont need to use
you find something cool by chance and then wonder why dont you use it more often before promptly forgetting about it again

>> No.5252415

>>5252406
Plutonia

>> No.5252427

There was a lot of poop in the Wool Ball games

>> No.5252430

>>5252406
Resurgence.

>> No.5252434

>>5252406
The first couple of maps of Thy Flesh Consumed on UV, because you're made to walk such a fine line on resources.

>> No.5252449

>>5252434
E4M1 is just the lack of resources. Its otherwise not that difficult, unless going for 100%
E4M2 also makes dangerous use of damaging floors, and has encounters that restrict your mobility.

>> No.5252459

>>5252449
Well I mean it's a start, it puts your head in the space where you gotta make sure no shot is wasted, where you can't afford to take hits due to the lack of health pickups, and you gotta watch your step.

It's no Alien Vendetta or anything but still, it throws a lot of Barons at you, with not a lot of margin for error, particularly if you want to 100% the maps.

>> No.5252468
File: 428 KB, 639x480, disgust duck.png [View same] [iqdb] [saucenao] [google] [report]
5252468

>>5252409
>enjoying simple, easy, cheap things is bad
>instant gratification in a (((literal))) video game is not okay with you

is this what you meant because it's what I heard.

Alright, rant time:

People can't eat a potato chip, wear a 100% cotton t-shirt, or hit a coin block in Mario without pontificating about how someone's work became an easy Saturday activity for someone else. Enjoy something once a while, for Christ's sake. They never put enough sesame seeds on a hamburger bun to satisfy these fucking losers. Grinds my gears.

>> No.5252479
File: 49 KB, 640x400, Titlescreen Placeholder 2x.png [View same] [iqdb] [saucenao] [google] [report]
5252479

Golf v1.1, there was a way to cheat that let people get a hole-on-one on every map.

https://www.dropbox.com/s/gd2edf5jszp4ufg/hellshots_golf-v1.1.pk3?dl=1

>> No.5252503

>>5250713
Why is Freedoom 2 version 0.7 so fucking good? Like, the map where you start with two cacodemons and a box, and slowly descend through a huge facility, the barracks, and the AGM HQ is just so fuckin great.

>> No.5252505

>>5251095
/thread

>> No.5252507

>>5252479
This needs more shit involving IRL golf
>"Master Glory Hole" map with various references to the Masters/Augusta National (the Masters theme music, the winner's green jacket, the based simple and cheap menu)
>more maps designed after shit like Pebble Beach and St. Andrews
>Jim Nantz voice samples
>John Daly skin where the player color is his pants

not IRL golf related, but maybe add Phil Bromlin from Brigador while you're at it.

>> No.5252515
File: 28 KB, 480x480, lemon.jpg [View same] [iqdb] [saucenao] [google] [report]
5252515

>>5252468
i never said that it is or liking it is bad
i'm saying a lot of use of the extra stuff falls a bit on the wayside since you can do just fine ignoring them and just play it like vanilla doom
but maybe that's just me
i enjoy a challenge and mechanics that get constant use

>> No.5252518
File: 604 KB, 1024x1024, imptan.png [View same] [iqdb] [saucenao] [google] [report]
5252518

>>5252507
>Master Glory Hole
I'd love one.

>> No.5252536

GZDoom 3.7.0 is out.

https://forum.zdoom.org/viewtopic.php?f=1&t=63032

>> No.5252538

>>5252536
meant to reply to this>>5250714

>> No.5252615

>>5252536
>Please be aware there are also now UDMF fields for destructible geometry.
Okay now that sounds pretty cool

>> No.5252629

>>5252615
Looks like there's improvements to the doom64-style lighting and a bunch of optimization improvements in general. Neat.

>> No.5252637
File: 2.05 MB, 800x450, 1543821457244.webm [View same] [iqdb] [saucenao] [google] [report]
5252637

>>5252615
we ALL hideous destructor now

>> No.5252693
File: 103 KB, 242x274, westinghouseface.png [View same] [iqdb] [saucenao] [google] [report]
5252693

>>5252615

>> No.5252705
File: 11 KB, 217x232, doomguy shocked.jpg [View same] [iqdb] [saucenao] [google] [report]
5252705

Was just replaying Strife and noticed something bizarre. ALL your weapons fire with a random x/y offset, not just your hitscan rifle. And this is without autoaim enabled. So the crossbow, the rocket launcher, all of them fire with SIGNIFICANT inaccuracy. This is probably a significant reason why the combat feels so unfun.

>> No.5252709

>>5252705
Does it do that in the original game? I've only played it in GZDoom.

>> No.5252710

>>5252705
You upgrade your precision as you progress in the game.

>> No.5252741
File: 2.86 MB, 480x270, huuh.webm [View same] [iqdb] [saucenao] [google] [report]
5252741

>>5252536
that is convenient, because that quake movement thing I was working on required NOFRICTION
here it is, for anyone to use: http://git.jinotra.in/ijon/quakemovement

and here's a patch for samsara 0.3666 that adds quake physics to ranger, as well as a couple bugfixes and other edits, detailed in CHANGES.txt
http://jinotra.in/downloads/mods/doom/samsara/samsara_personaledits-v1.pk3

>> No.5252751

>>5252637
Fuuuck YEAH!

>> No.5252767
File: 174 KB, 640x360, f46.gif [View same] [iqdb] [saucenao] [google] [report]
5252767

>>5252536
> NOFRICTION disables all friction effects on the thing it's set on
(including the speed cap from water/crouching)
> mfw the thing i complained about gets fixed
> with it specifically stated
Y E S .

>>5252741
HUUH

>> No.5252771

>>5252741
The last time I used Kinsie's continuation of Samsara on a modern GZDoom version, I remember the HUD being pretty fucky.

>> No.5252773

>>5252771
yeah the fullscreen HUD (and I think the weapon bar on the bar HUD) are fucked
the bar HUD without the weapon bar is fine

>> No.5252774

>>5252710
I do remember that. But it's still quite annoying to have any spread on projectile weapons.
>>5252709
I would assume so. I don't see any reason why GZDoom devs would add this feature in.

>> No.5252775

>>5252741
> QC movement in doom
> with Slash crouch sliding
i think i hear DBT salivating in the distance

also
> zero step height when midair
the one thing that other fps games need to copy from doom when it comes to platforming is not being able to lift your legs a bit and stubbing your toe and falling to your death

>> No.5252780
File: 469 KB, 1782x1002, Screenshot_Doom_20181228_022328.png [View same] [iqdb] [saucenao] [google] [report]
5252780

Slaughterfest 2012
Doom Incarnate

>> No.5252782

>>5252780
>Posts a screenshot
>Mentions what mod and what map being played on
Nice.

>> No.5252783

>>5252775
there is a reason ranger doesn't copy the "0 maxstepheight in midair" part of quake 1 in my samsara patch

>> No.5252785

>>5252741
This is pretty nifty. Now I gotta find a good map set that won't break by jumping.
>>5252780
Is that Colorful Hell as well?

>> No.5252795

>>5252783
found a bug or unlisted feature
you can't jump while standing on an actor of any kind
can't imagine it playing nice with actor based 3d bridges

>> No.5252802

>>5252795
whoops
http://git.jinotra.in/ijon/quakemovement/commit/f5b5d8bd0ec04231112da7e156f1c3860704fe7f

>> No.5252803

>>5252785
Alfonzone is built for jumping and crouching, check it out. It's a set of about 10 or so short episodes, so it's very nicely bite sized.

>> No.5252804

>>5250898
>>5250915
Juggernaut is just bad. Don't get it. Even the "new" monsters are just bad looking reskins of existing enemies.

>> No.5252806

ATMOSPHERIC

>> No.5252809

>>5252803
Cheers, I'll check it out.

>> No.5252818
File: 376 KB, 436x416, 1528370227735.png [View same] [iqdb] [saucenao] [google] [report]
5252818

>finally looked up how to use brass in HD

>> No.5252838
File: 1.23 MB, 954x1047, 99945625-15C4-48F8-8919-6F5B9F8E0340.png [View same] [iqdb] [saucenao] [google] [report]
5252838

Theres 4 days left until the end of 2018, /doom/. Have some unsettling cacodemon.

>> No.5252869

>>5252818
The Brontornis is a joy of a gun.

>> No.5252898

https://www.youtube.com/watch?v=W-8wua3uDVk

i dont know why but i find HD videos to be a strange sort of comfy and entertaining
something about the slower more methodical pace with the occasional panic when shit goes south fast

>> No.5252907

>>5252898
Watching someone who knows what they're doing play HD is both fun and satisfying as hell.

>> No.5252917

>>5251027
What tool do you use?
Are there custom compilers that can do more advanced things?

>> No.5252925

What do I need if I want to play Hexen II and Heretic II?

>> No.5252934

>>5252209
>Drags in a few places, and isn't as long as I'd like, but overall a game worth playing.
Playtesting with Strife is a barrel of laughs, after a few weeks I've now got the sewer committed to muscle memory.

>> No.5252937

>>5252536
>add support for scaled textures in the software renderer
Didn't the software renderer already support this?

>add vanilla lightmode that behaves exactly as Doom's original light did
Nice.

>Added a function to get the actor's age in ticks.
>Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
Nice!

>>5252767
Can you elaborate on what you needed NOFRICTION for/what your problem was?

>> No.5252938
File: 574 KB, 1400x875, Screenshot_Doom_20181222_230732.png [View same] [iqdb] [saucenao] [google] [report]
5252938

>>5252780
TFW I had to edit that key section because it was annoying me for being able to tell without looking if you'd picked a key up.

>> No.5252941

>>5252705
That's pretty much what the targeter item was made for, until you upgrade your accuracy enough later. Doesn't mean I ended up using it though.

>> No.5252945

>>5252937
>>Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
What does that mean, and what can it be used for?

>> No.5252979

>>5252937

>>5252767
>(including the speed cap from water/crouching)
velocity of players was hard capped when in any level of deep water
you could be going at mach 4, tap the sole of your boot in 3d sector deep water, and instantly be reduced to slower than normal run speed
unless you were crouching, which raised the speed cap by about 5 times
and it simplifies making your own friction system from a blank slate, instead of having to wrestle with the omni-present built-in friction

>>5252945
>What does that mean
you can get how many tics an actor has existed in a map without doing it manually with a loop in tick() / state
>and what can it be used for?
what ever you want to use it for

>> No.5252995

>>5252979
it's no coincidence that those are the exact reasons why I asked for (and implemented) NOFRICTION in the first place
there's still some dumb shit you have to account for (take a look at QA_Friction in quakemovement to get an idea), but at least it's nothing you can't get around, unlike the stupid water/crouch speed cap

the other major annoyance is the movement inputs, but this suggestion would deal with that: https://forum.zdoom.org/viewtopic.php?f=15&t=63024

>> No.5253014
File: 35 KB, 800x600, Don't drop the soap.jpg [View same] [iqdb] [saucenao] [google] [report]
5253014

Why the fuck do I bother playing this shitty game.

>> No.5253028

>>5252995
Does your Quake movement mod work with sector friction? Like sticky ground or icy floors.

>> No.5253031
File: 9 KB, 63x106, CRUDUX CRUO.gif [View same] [iqdb] [saucenao] [google] [report]
5253031

>>5253014
>he dropped the soap

>> No.5253035

>>5253031
The spiders in that game are fucking horrible. Playing this game was a terrible idea.

>> No.5253039

>>5252945
It's an easy way to make timers by storing the tick value and checking how much it has gone up by later, which can be used for a lot of things.

>> No.5253043
File: 841 KB, 400x400, 1539016646850.gif [View same] [iqdb] [saucenao] [google] [report]
5253043

>>5253014
>>5253035
consider the following

>> No.5253048

>>5253043
How the fuck do you use dynamite if they're already biting your legs.

>> No.5253050

>>5253028
ye
icy floors don't work the way they do in quake, though. in quake they just reduce friction, while they reduce both friction and acceleration here, mainly so that you don't have quake dudes sanicing around on ice while doom dudes keep sliding into walls.

>> No.5253057

>>5253048
you jump and move backward
> but my back is literally up against a wall
then you have fucked up several times prior to end up in this situation

>> No.5253061

>>5253057
I find it difficult to think when I'm panicking. Fucking spiders, I hate these.
And they're not even fun to burn.

>> No.5253125

>>5253014
You are not very bright maybe ?!

>> No.5253126

>>5253035
Your parents said the same when you came out

>> No.5253179

>>5251089
the one made by a diaper fetishist furry. The Sky May Be

>> No.5253196

Dark Tartarus with gameplay mods is fun as fuck.

>> No.5253198

>>5253039
Oh. That makes sense.
Kind of surprising that this wasn't a feature like, a decade ago, because it would make so many things so much simpler.

>> No.5253210
File: 156 KB, 792x857, reflexes.jpg [View same] [iqdb] [saucenao] [google] [report]
5253210

>>5253061

>> No.5253214

>>5253048
Don't ever stop jumping when the spiders come crawling. Mobility is key for Blood, mobility and crouching, sometimes together.

>> No.5253297

>>5253179
Weird way to spell Guncaster.

>> No.5253312
File: 105 KB, 1200x770, Dvdlj1QUcAUlRpF.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]
5253312

>> No.5253320
File: 65 KB, 1200x770, Dvdlj1MU0AA0wDl.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]
5253320

>> No.5253323
File: 140 KB, 1280x800, Dvdlj1YUcAAkosA.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]
5253323

>> No.5253325
File: 119 KB, 1280x800, Dvdlj1fUUAAiRpl.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]
5253325

>> No.5253372

>>5253312
>>5253320
>>5253323
>>5253325
Ironically I think this level would look better in Combine_Kegan vision

>> No.5253441

>>5253323
>>5253320
>>5253312
>>5253325
Looks like a Heretic or Hexen WAD to me.

>> No.5253447

>>5253441
Not with that Icon of Sin texture. Void came out in 2003, this isn't exactly new for Doom.

>> No.5253454
File: 2.32 MB, 1920x1018, K9GzT7f.png [View same] [iqdb] [saucenao] [google] [report]
5253454

>> No.5253523

Romero's streams didn't convince me of the quality of his levels. Those overused wooden textures for example look horrible on hellish areas.

Too bad, Tech Gone Bad was gud.

>> No.5253615

>>5253523
Before he started trying to sell this Sigil thing, he'd stated that he's way behind on what is good mapping now and that he'd never catch up.

I'm not sure why anybody is surprised that it's not looking that great when he doesn't even have the other id mappers to look over his shoulder or give feedback anymore.

>> No.5253621

>>5253523
>Those overused wooden textures for example look horrible on hellish areas.
I disagree, I think that on the contrary they look excellent in hellish environments.

>> No.5253686
File: 903 KB, 1782x1002, Screenshot_Doom_20181228_134722.png [View same] [iqdb] [saucenao] [google] [report]
5253686

A lotta slaughtering

>> No.5253704

is there a mod to replace all of the enemies and characters with wojaks and pepe faces

>> No.5253713

>>5253686
is the weapons of DI good against black spawns?

>> No.5253714

https://www.twitch.tv/houdinistreams

Streaming myself playing Quake for the first time. I've never streamed before, so feedback is appreciated.

>> No.5253725

>>5253714
Play on Hard.

>> No.5253738

>>5253179
>The Sky May Be
I tried that wad out after reading about it on Old Man Murray back in the day. fucking thing made my 486 overheat so bad the socket cracked itself off the mainboard. ded.

>> No.5253751

is jumping a thing in strife?

>> No.5253763

>>5251559
>with hexen-tier level design
So really good levels?

>> No.5253781

>>5252838
Pixar's Cacodemons?

>> No.5253794

>>5253751
Yes, it's the last of the Doom-engine'd games so jumping was very much something they used.

>> No.5253802

>>5253763
What Hexen really, really got wrong was assuming a bit much on the part of the player with things like looking at the names of maps and picking up on environmental clues like the sound of doors opening when you returned to the hub map.

>> No.5253805

I'm absolutely shit at quake

>> No.5253807
File: 923 KB, 1366x768, Screenshot from 2018-12-28 23-01-15 - 1.png [View same] [iqdb] [saucenao] [google] [report]
5253807

Might and Magic adaptation for Doom, I am working on.
https://www.youtube.com/watch?v=z9wwk2r94pc

>> No.5253808

>>5253805
Keep streaming anon. Also remember to fix the music.

>> No.5253849
File: 327 KB, 1024x768, Screenshot_Doom_20181228_212107.png [View same] [iqdb] [saucenao] [google] [report]
5253849

I AM STILL STUCK
Checked and punched every fucking wall.

>>5253807
You have my interest.

>> No.5253850

https://www.strawpoll.me/17127199

>> No.5253862

>>5253454
looks like i'll never be opening gzdoombuilder ever again

>> No.5253890

Back playing Quake for the first time.

/houdinistreams

>> No.5253926

>>5251559
What's the point of playing megawads with like every other map is build by someone else? That's not a megawad, that's just a fucking map collection without any kind of style coherence or progress.

TNT, Master Levels, Episode 4, along with Memento Mori 1-2, Requiem, Perdition's Gate, or even modern stuff like DTWID or D2TWID should all go to hell with their clusterfuck authorship.

>> No.5253971

>>5251064
The Sky May Be

>>5251089
The Sky May Be or Rootpain.wad

Probably Rootpain.

>> No.5253974
File: 144 KB, 640x480, suck.png [View same] [iqdb] [saucenao] [google] [report]
5253974

>>5253014
Because it's the best CShooter since Doom.

>> No.5253976

>>5253807
>Might and Magic
>AND I FEEL M I G H T Y

>> No.5253980

>>5253974
But it has spiders.

>> No.5253983

>>5253974
>ckshoo-ter

>> No.5253984

>>5253980
So does your bed :^)

>> No.5253989

>>5253984
NO

>> No.5253993

>>5253983
>dk shooter

>> No.5254006

>>5253862
why.

>> No.5254013
File: 142 KB, 1138x1478, youarethedemonsjohn.jpg [View same] [iqdb] [saucenao] [google] [report]
5254013

>>5253523
I'm purposefully not watching the streams and just waiting for sigil to come in. Even if it's awful I can be happy I gave Romero money, directly this time.

The packaging is still going to be hella nice. I would feel bad for whoever buys the super deluxe version though.

>> No.5254019

>>5253615
I don't want Romero to adapt the shitty community mapping tropes. Just create something as good as E1M4b and E1M8b.

>> No.5254020

>>5252479
who tf plays this shit

>> No.5254043
File: 191 KB, 500x278, 331.jpg.png [View same] [iqdb] [saucenao] [google] [report]
5254043

Nice stream, anon. I enjoyed.
My advice: play more conservatively.

>> No.5254047
File: 1.99 MB, 352x264, dude.gif [View same] [iqdb] [saucenao] [google] [report]
5254047

>>5253926

>> No.5254056

Shamblers are fucking bullshit

>> No.5254061

>>5254056
Seek cover. Quake also values prioritizing targets. Circle strafing DOOMlets need not apply.

>> No.5254063
File: 291 KB, 605x784, doomforquake.png [View same] [iqdb] [saucenao] [google] [report]
5254063

>> No.5254064

>>5254056
Just wait till you meet Spawns

>> No.5254070

>>5253926
Man, that's one shitty ass opinion.

>> No.5254078

>>5254063
not bad
but will we ever get 3d models of doom monsters that actually fit into doom itself?

>> No.5254082
File: 4 KB, 130x108, images.jpg [View same] [iqdb] [saucenao] [google] [report]
5254082

>>5254063
this feels like what the doom 64 cacodemon actually should have looked like instead of pic related

>> No.5254083

>>5254006
because i won't be able to make something like that, ever

>>5254020
me

>> No.5254084

>>5254056
Use the Super Nailgun or the Thunderbolt and they'll go down in no time.

>> No.5254089

>>5254078
Basically impossible unless GZDoom implements better handling of monster movement and directions that let modders really get creative.

>> No.5254090

>>5252925
>Hexen II
Pirate the game since the Steam version doesnt include the expansion pack; Hammer Of Thyrion sourceport
>Heretic II
don't know, theres probably a guide on steam on how to run it on a modern OS

>> No.5254098

>>5254056
Protip: Shamblers take like half damage from explosives, save your rockets and just hose him down with your super nailgun, or give him a taste of his own medicine and ZAP him.

If you find a Quad Damage nearby, you're golden.

>>5254061
I don't have to take that from you.

>> No.5254104

>>5254063
What's the point?

>> No.5254106

>>5253523
I think they look fine.
Also that setpiece from the trailer where you get chased by a cyberdemon in a maze looks exciting as hell.

>> No.5254113 [DELETED] 

>>5254098
DOOMlet spotted, wall-run the fuck outta here

>> No.5254117

>>5254078
Why do you want ugly 3D models so hard?

>> No.5254135
File: 2.62 MB, 1536x1536, crash_output.png [View same] [iqdb] [saucenao] [google] [report]
5254135

>> No.5254139

>>5254113
I actually don't wallrun, and I use cover all the time.

>> No.5254183

>>5254056
Super Nailgun rips right through them
Alternatively if you stand where they spawn in you can telefrag them

>> No.5254245

>>5254056
they're worse than archviles with that fast as all fuck attack signalling

>> No.5254246

>>5254063
fuck's sake I was going to do something like this when I had the time
it looks neat though

>> No.5254249

Should I get drunk and continue my Quake run tonight?

>> No.5254268

>>5254245
That's a fucking bullshit claim and you know it.
Archviles are the WORST. I've never had as much trouble with a Shambler as I've had with an Archvile.

>> No.5254283

Is there any Doom wad that takes place in a Die Hard-like scenario where you're trapped in a tall building with a bunch of thugs wanting to kill you?

>> No.5254296

>>5254283
Going Down I guess?

>> No.5254303
File: 12 KB, 417x96, shamblerpr3.png [View same] [iqdb] [saucenao] [google] [report]
5254303

>>5254268
The Shambler is more like a halfway between the Baron Of Hell and the Arch-Vile, than it is a straight Arch-Vile analogue.

Fuzzy is a tough cookie, but he's not an alarming kind of danger like Hungry Skelton. I mean if you run away from a Shambler, you can regroup and deal with him later, if you run away from an Arch-Vile, chances are very good that you just made things much worse for yourself, because he'll raise monsters you killed before if you don't stop him.
Archie's devil magicks can be fairly easily handled with some cover however, while Albino Cookiemonster's thunderbuttfuck is much more immediate.

>> No.5254307
File: 1.62 MB, 245x150, John McClane.gif [View same] [iqdb] [saucenao] [google] [report]
5254307

>>5254283
That's pretty much Going Down, though mind it goes off the walls as you get deeper and deeper in the game (in a good way, mostly).
Also I need to see that movie again.

>> No.5254329 [DELETED] 

GETTING DRUNK AND PLAYING QUAKE FOR THE FIRST TIME

/houdinistreams

>> No.5254398
File: 687 KB, 1782x1002, Screenshot_Doom_20181228_194023.png [View same] [iqdb] [saucenao] [google] [report]
5254398

Oh, Map 07 in Slaughterfest 2012 is a repeat of Dead Simple
That's weird...

>> No.5254405
File: 299 KB, 1080x1080, piZap_1546044635076.jpg [View same] [iqdb] [saucenao] [google] [report]
5254405

Whats the best way to play doom wads? and can i map my mouse like this?

>> No.5254410

>>5254398
Like, the exact same map?
>Stone with Slayer mark
Is that from a Doom Incarnate update?

>> No.5254418
File: 15 KB, 1782x1002, Screenshot_Doom_20181228_200000.png [View same] [iqdb] [saucenao] [google] [report]
5254418

>1700~ monsters
Just a repeat of Dead Simple, really

>>5254410
Yeah, it's a new power. Not sure what it does yet

>> No.5254430
File: 70 KB, 794x166, rocket gun.png [View same] [iqdb] [saucenao] [google] [report]
5254430

Since Eternal makes the SSG have something mobility related, i had a idea for an SSG weapon.
>Its alt fire is a rocket jet/boost thing that pushes you back, so it can make you hit and harm enemies behind you.
>If you aim it down, you go upwards.
>This fire can also behave like a plasma gun or flamethrower, as it shoots flames that burn enemies.

>> No.5254431

>>5254405
Depends on the wad, and yes you can.

>> No.5254436

>>5254430
So, the Force-A-Nature?

>> No.5254445
File: 54 KB, 197x190, Nvg21aY.png [View same] [iqdb] [saucenao] [google] [report]
5254445

>>5254431
thanks :)
comfiness here i come!

>> No.5254453

>>5253807
Looks pretty cool.

>> No.5254456

Is Valiant's Mancubian Candidate is the best Doom map ever made? Well, the best Map07, that's for sure.

>> No.5254474

Are there any D E E P L O R E shooters like marathon or doom wads around?

>> No.5254525

>>5253807
I played a bit of that a while back, I really liked it and had a huge hankering for something like this.

Never found this out, but is there going to be a kick attack so I can continue to be Sir Kicksalot?

>> No.5254540
File: 717 KB, 1782x1002, Screenshot_Doom_20181228_205926.png [View same] [iqdb] [saucenao] [google] [report]
5254540

All this carnage...

>> No.5254541 [DELETED] 
File: 471 KB, 1280x1005, Screenshot_Doom_20181222_224007.png [View same] [iqdb] [saucenao] [google] [report]
5254541

fffffaaaaaaaggggggssssss

>> No.5254546
File: 69 KB, 743x467, kino.png [View same] [iqdb] [saucenao] [google] [report]
5254546

play any mapkino recently?

>> No.5254559
File: 1 KB, 110x120, Baahrama content.png [View same] [iqdb] [saucenao] [google] [report]
5254559

>>5254546
I only play mapkino

>> No.5254560

>>5253849
Have you done the secret levels?

>> No.5254570
File: 1.52 MB, 944x1270, Daisy Doomguy.png [View same] [iqdb] [saucenao] [google] [report]
5254570

>> No.5254571

>>5254570
Furries ruin everything -_-

>> No.5254574

>>5254571
>-_-

Back to /v/

>> No.5254576
File: 478 KB, 1280x1005, Screenshot_Doom_20181228_213339.png [View same] [iqdb] [saucenao] [google] [report]
5254576

faaaaaaaaaaaagssssssss
but with a removed sky artifact

>> No.5254579

>>5254570
hot topic doom

>> No.5254580

>>5254574
back to /b/ with this cancer

>> No.5254583

>>5254574
back to /g/

>> No.5254594

When's the last time you played in the true resolution 319 by 199?

>> No.5254624

>>5254594
when's the last time you found jesus

>> No.5254628

>>5254624
When I was 13

>> No.5254630

>>5254570
weird flex, but ok

>>5254594
when i had my windows me

>> No.5254639
File: 2.90 MB, 540x304, 1544821212797.webm [View same] [iqdb] [saucenao] [google] [report]
5254639

>>5254570
> generic furry garbage instead of the several tasteful Daisy pics

>> No.5254663

>>5254639
This.

>> No.5254684

>>5254570
This is haram
Daisy is a brown bunny

>> No.5254754
File: 43 KB, 379x411, 1516264488556.png [View same] [iqdb] [saucenao] [google] [report]
5254754

I have never finished Doom 2 although I finished Doom 1 many times

>> No.5254762

>>5254754
Do you tend to drop it at some point?

>> No.5254764

>>5254754
You haven't missed much.

>> No.5254768

>>5254762
tricks and traps and the pit
the farthest that I have come is refueling base

>> No.5254783

>>5254768
Mmm, I like those levels.
You should push through someday, Doom 2's good levels are spread across the game, rather than bunched up at the beginning like some wads.
What are you playing right now?

>> No.5254789

>>5254783
nothing, I just played 100 minutes of /vr/, I liked Post Memoriam

>> No.5254796
File: 156 KB, 680x678, 1463566546475.png [View same] [iqdb] [saucenao] [google] [report]
5254796

from the neural vr thread
>>5254720

>> No.5254852

>>5254754
I've played through Doom more times than I can count, but I've probably only played through Doom 2 three or four times.

Part of it is the first game's episodic structure - the end of an episode is good point to put the game down, and the start of the next episode is an equally good point to pick it back up again. You don't really get that in Doom 2. There's less sense of a progress in pushing through 32 levels with no true milestones in the middle.

The other, more obvious reason is that it just isn't as consistently good as the first game. The level design varies in quality a lot due to their attempts to mix up the formula and squeeze new experiences and envirnoments out of the engine.

>> No.5254871

>>5254852
Classical doom is over-rated, especially given the cultish fanaticism about it's level design, despite it being wildly inconsistent even between the same author in the same episode.

This post is retro. Shouldn't need to tell you this.

>> No.5254883

>>5254852
just idclev to 1, 12, or 21
there's your episodes, Starport, City, Hell

>> No.5254956

>>5254303
Does there exist a sprite sheet for Quake monsters to be used in Doom? Might be a neat mod to add in some Quake monsters to the Doom bestiary

>> No.5254958

>>5254570
Yiff in hell furfag

>> No.5254975

>>5254958
>parroting a 15 year-old /b/ meme

Okay, drone

>> No.5254980

>>5254570
I believe this artist could make decent porn, if only they took out the awful furry flavoring they put in here.

>> No.5254985

>>5254980
Careful, you'll trigger the furfag.

>>5254975
Oh wait, too late.

>> No.5255009
File: 131 KB, 758x363, sure is vidya isn't it old chum.png [View same] [iqdb] [saucenao] [google] [report]
5255009

Sure is vidya in here, innit', old chum?

>> No.5255019
File: 778 KB, 1782x1002, Screenshot_Doom_20181229_015902.png [View same] [iqdb] [saucenao] [google] [report]
5255019

I'm gonna post some Doom instead of getting mad at someone because they posted a picture

>> No.5255026
File: 17 KB, 226x207, 1531674951540.jpg [View same] [iqdb] [saucenao] [google] [report]
5255026

>>5255019
to be fair its an awful pic that should never have been posted in the first place

also
doom incarnate got an update?
i recall those guns not having those side canisters

>> No.5255034

>>5253850
have you played Marathon?

>> No.5255036
File: 715 KB, 1782x1002, Screenshot_Doom_20181229_021629.png [View same] [iqdb] [saucenao] [google] [report]
5255036

Hmmmm, this looks awfully close to E4M1

>> No.5255037

>>5255036
i wonder why

>> No.5255039

>>5254975
The sentiment is timeless.

>> No.5255052

>>5255036
warborn, one of the slaughterfest maps?

>> No.5255053
File: 607 KB, 1782x1002, Screenshot_Doom_20181229_022607.png [View same] [iqdb] [saucenao] [google] [report]
5255053

Map 12, Slaughterfest 2012
Doom Incarnate v1.8.1, Colorful Hell

>> No.5255060

>>5254246
You can still make your own version, come on

>> No.5255061
File: 389 KB, 792x1000, tumblr_pc0e43czkZ1rnfnbto1_raw.png [View same] [iqdb] [saucenao] [google] [report]
5255061

>>5255019
>>5255036
>>5255053
> asymmetrical dual wield sprites
cool

>> No.5255094
File: 1.19 MB, 1782x1002, Screenshot_Doom_20181229_030030.png [View same] [iqdb] [saucenao] [google] [report]
5255094

I'm smashing through this megaWAD quicker than I assumed considering I'm up against 1000 enemies sometimes.

>>5255052
Correct

>> No.5255096
File: 25 KB, 448x412, 1515723442287.jpg [View same] [iqdb] [saucenao] [google] [report]
5255096

>>5254135

>> No.5255113

>>5255061
OwO whats this?

>> No.5255117

>>5255113
there is no bulge, why the owos ж

>> No.5255127
File: 373 KB, 1782x1002, Screenshot_Doom_20181229_032105.png [View same] [iqdb] [saucenao] [google] [report]
5255127

>> No.5255158

Has anyone here played the Doom mods by that kid Harris who shot up Columbine?
Is there really a Columbine High School Doom mod that he released right before the shootings?

>> No.5255160

>>5255158
there was that UAC Ultra or whatever, where he did try to "enhance" the gore and was like "KILL EM ALL" in the readme, but he was a pretty shitty map designer in terms of actual quality.
no, he did not map out Columbine in Doom

>> No.5255175

>>5254956
There's a little bit here and there, there's those four frames of Shambler, Accessories To Murder features a complete Vore, and I think someone made that one enforcer dude with the backpack and helmet.

>> No.5255176

>>5251064
sunder.wad

>> No.5255179

>>5254768
You have Spaghettio Of Erosion right after Refueling Base, so that's one of the best maps, but on the other hand you have Factory immediately after that one, which is one of the boringest maps.

Doom 2 isn't bad, but it's a rather mixed bag.

>> No.5255182

>>5254852
I think the way things are divided up into episodes is often better (either proper Doom 1 episodes, or pseudo-episodes with death exits in a Doom 2 format). There's some which work as full 32 map smackers however.

>>5254871
Wow, bad opinions.

>> No.5255215

>>5251630
I hope next part would be more... Doomy.
I also hope there will be a next part.

Rebecca is cute.

>> No.5255224
File: 177 KB, 1280x1024, interception.png [View same] [iqdb] [saucenao] [google] [report]
5255224

>>5255158
>Has anyone here played the Doom mods by that kid Harris who shot up Columbine?
Yes. They're really unremarkable and uninteresting, one of them features 'enhanced gore', ergo the little fag-ass Harris scrawling over the sprites with MS-Paint.

The amount of myth around these are unreal, they're really not any good or worth anyone's time. Go play Memento Mori 2, Mutiny, or Interception, if you want to play a .wad that's actually really good.

>Is there really a Columbine High School Doom mod that he released right before the shootings?
No. That has always been a myth, fans have made some facsimiles based on their fantasies.
Columbine fans are, like in the rest of civilized society, regarded as complete pariahs among fans of Doom, so they're not welcome here.

>> No.5255231

>>5252262
if you actually look there, most of the bad ones are being labelled as that or done as experiment by different neurals

>>5252247
this is actually better than most HD texture packs, since most people doing them has even less talent than AI. Also it preserves the overall contrast/color of the image so it does not fuck up the scene.

manual clean-ups are a must however, but still it cuts down a lot of work for a decent result

>> No.5255234

>>5252409
but heres a thing: everyone's gonna find a thing they like and use it, and sometims the thing they like is different, so both people get the thing they like

>> No.5255245

>>5255231
>manual clean-ups are a must however, but still it cuts down a lot of work for a decent result
Exactomundo!

>> No.5255252

>>5253807
would you import all of the MM6 in there?

>> No.5255260

>>5254560
Only found two. The one in the garden with the strange blocks, and the free falling one.

>> No.5255313

>>5253807
You better have a dedicated kick button there.

>> No.5255318

>>5255313
It's an M&M rpg, not Dark Messiah of M&M

>> No.5255404
File: 318 KB, 1366x768, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]
5255404

Never b4 tried any older shooters and damn, for what it is Doom is mighty fun.
Some cool ideas that made it into modern shooters like pressing that one button will flood the room with pinkies and imps, enemies that not only open doors but bitches straight teleporting right after you and even search for you when you get out of sight.
Last map of first episode is in the shape of an electric guitar.
For a very early 3D shooter that throws dozens of enemies at you, enemies selection is not random and makes you really chose your weapons and the way to approach stuff.
Zooming with shotgun and punching enemies I can certainly see where did "Rip and Tear" meme come from.
Music is fucking awesome as well, downloaded Roland SC55 pack for my first playthrough and damn, stuff is rocking.

You guys thing I should continue playing pretty much vanilla doom or after tasting first ep might as well go with project brutality for extra fun or at least enable mouse aim?

>> No.5255418

>>5255404
>I can certainly see where did "Rip and Tear" meme come from.
It's word for word taken from the doom comic.

>> No.5255423
File: 2.92 MB, 1280x720, putting on doomguy's glasses.webm [View same] [iqdb] [saucenao] [google] [report]
5255423

>>5255404
You could go for mouse aiming (turn off auto-aim while you do, because they sort of clash, IMO). Save mods for Doom 2 and Final Doom

If you want a fancier looking Doom, there's always Smooth Doom. Consider this also.

>> No.5255434
File: 221 KB, 267x372, изображение.png [View same] [iqdb] [saucenao] [google] [report]
5255434

>>5254570
I sure did

>> No.5255437
File: 2.97 MB, 640x480, smooth doom.webm [View same] [iqdb] [saucenao] [google] [report]
5255437

>>5255423
>Save mods for Doom 2 and Final Doom
Make that just Final Doom actually, because Doom 2 introduces new enemies which change the gameplay a lot.
Doom 2 is a much more mixed bag than the first game when it comes to level design, however, so if you feel the levels really start to drag and you're not enjoying them anymore, don't force yourself to finish it.

Anyway, suggestions for if you just want some more fidelity/eyecandy:
>run in OpenGL mode
>turn off texture filtering (see last .webm)
>enable brightmaps
>enable bloom (it's subtle, but it looks nice with really bright lights)
>possibly Smooth Doom, and maybe Tilt++
>NashGore if you want the exaggerated blood

>> No.5255448

>>5255418
Running around punching imps, I felt pretty badass, especially when they either fall back with blood shooting out of their mouths or just explode.

>>5255423
>webm.
Pretty much how I played it, I enjoy flat shaded pixelated look the most.

Btw is it me or does Quake feels a lot like doom thematically wise.
Alien/demon marines, mix of flesh and tech, enemies which teleports to army base which you have to clear and dimensional travelling to the enemy's backyard?
I havent played Quake further than first few levels and only tried Q2 but that how it felt.
Q1 have awesome enemy design, all those shamblers that straight up demons, floating fleshy things or jumping bitches with claws instead of hands (like demon skeletons out of Serious Sam) dude with chainsaw and grenade launcher, I mean Quake feels like Doom a lot.

>> No.5255479
File: 916 KB, 1920x1080, quake kaboom.jpg [View same] [iqdb] [saucenao] [google] [report]
5255479

>>5255448
Yeah, funny story about that, Quake was originally going to be an open-world, free roaming fantasy RPG, but development stalled and eventually it was settled to just take the assets they had and develop a shooter kind of like Doom (something they knew in and out and could get done fairly quick if they incorporated the medieval fantasy assets into it), just to have a game ready for their deadline, the sentiment being "Let's just get this done, we'll do something different with our next game."

The development of Quake was delayed, yet rushed, and a gigantic compromise, and still it managed to come out as something very good.
In a way, the weird development contributes to what makes it good, the game's environments and the setting is just kind of weird and a little disjointed, which is well suitable for the gothic horror stylings it has.
On the other hand, this is the reason the game also doesn't really have any proper bossfights after Cthon, just tossing some Shamblers and Vores at you here and there, finally having you telefrag Shub Nigurath at the end.

Usually when a game has a horrible development cycle and gets rendered down into a compromise, the results can be pretty bad, so I think it says a lot about the talent of the people involved with Quake.

>> No.5255480

>>5255437
what's the best way to combine nashgore with a gib mod? Results i got were meh

>> No.5255486

>>5255479
you know how well made Q1 textures were when you look at the stone granite walls

>> No.5255492

>>5255486
There's a reason people use Quake textures a lot in megawads.

>> No.5255507
File: 815 KB, 768x768, r3_128srqw_output.png [View same] [iqdb] [saucenao] [google] [report]
5255507

>>5255492
speaking of that
>https://www.quaddicted.com/webarchive/kell.quaddicted.com/r3_128srqw.gif

>> No.5255512

>>5254768
Well then, the next time you try Doom 2, why not just start from the map right after the Refueling Base?

>> No.5255523

>>5255507
and one interesting tidbit which still makes me believe that TOPAZ was really testing their AI on Quake stuff.
>https://imgur.com/a/5qIggNY
it gives 3 types of detailing, with strong being the cleaner one, while none gives a old and damaged look

>> No.5255545

what's the best shadow warrior source port? SWP, JFSW or classic redux?

>> No.5255569

>>5254525
>>5255313
>>5255318
>It's an M&M rpg, not Dark Messiah of M&M
I am aiming at making it more "action" with some rpg elements which would fit well in the concept, however there is no intention to get all the original d'n'd stuff in there. So it can be said that the approach somewhat resembles Dark Messiah, but its just "somewhat". There is a possibility of such things like kick buttons being added in future, but not now, since I want to polish the base and then expand. The concept is not on the paper so everything is a subject to change and features are being added on the go.
>>5255252
Hopefully, it is easy to do, but will add quite a lot of weight to the package size, so for now it is not a highest priority.

>> No.5255572

>>5255545
None of them, play the original on DosBox with BMouse

>> No.5255574

>>5255569
by all of MM6 I meant locations, cities, openworld areas, dungeons, quests, etc/ Not just enemies and weapons.

Do you have something to convert the MM6/7/8 areas into Doom?

>> No.5255581

>>5255479
Interesting stuff librarian anon.
I have no knowledge of retro shooters for PC, only a few days ago I tried Duke3D for the first time, since it was fun little by little I decided to go back in time trying retro vidya to see if I even enjoy it.
Tried Quake 2 and it was fucking fun, tried few levels of Quake 1 and it was lovecraftian kind of hardcore fun, tried Doom despite sprites and everything it it is still was fucking fun so, decided to go through old shooters because apparently most of the stuff is fairly playable.

>> No.5255606

I'm enjoyed my Quake 2.

Did they honestly think the strogg models were intimidating? Or where they a little even back in the day. They look so fucking goofy and stupid. Even Quake 1s enemies look creepy today still

>> No.5255613

>>5255606
Quake 4, Q2 Ground Zero(ironically both made by raven) does the Strogg Justice

>> No.5255621

>>5255574
Its not a remake, the remake is too much, its just an adaptation of some sort. I am using the resources from the series to make something new. There might be some references to the characters, areas and such, but that's about it.
It seems like it is possible though, but I don't really have any intention to do that.

>> No.5255634 [DELETED] 

Doom is unironically one the shittiest mainstream games I've ever played. I'm sorry, but it's garbage. It was tolerable as a kid when there wasn't as much to pick from, but going back now, I just can't make myself enjoy it no matter how hard I try. Every level is the same -- boring grey and brown corridors with the occassional neon blue/green and hordes of cartoonish looking enemies that aren't even fun to fight.

I always have a good laugh when I happen to scroll past the Doom general and see all of these ancient virgins discussing Doom map design and referring to the original devs in these reverential tones, as if they were somehow grand artists with a divine understanding of game design, and each level is some kind of masterpiece to be analyzed. News flash: these guys were paycheck workers who slapped together levels and called it a day, they probably knew less than most average Doom fans do today, and if they knew that 25 years later a bunch of faggots on a message board were discussing some cut and paste trash they designed for a tech demo they would probably laugh at you. Doom has no intricacy, it has no depth or method by which to inject any. It's a boring, banal snore fest where you do nothing but shoot one of 8 boring weapons at ugly enemies in ugly environments with ugly skyboxes until you find a key and take it somewhere. That's Doom, and it's trash. Call me a zoomer or whatever buzzword you want, it just sickens me that anyone can derive enjoyment from such an utterly mundane experience while amazing games like Timesplitters 2 or even Quake exist.

>> No.5255637

>>5255634
Sure thing namefag.

>> No.5255642

>>5255634
Quake is surely not a boring brown game. Wait, it didn't even had grey.

>> No.5255658
File: 1.91 MB, 1680x1050, doll.png [View same] [iqdb] [saucenao] [google] [report]
5255658

>>5255634
show me on this doll where the doom community hurt you

>> No.5255665

>>5255634
this really reminded me of that one article where the guy was seething about how can anyone enjoy Doom when other games exist. Sure he put out CoD and MoH as examples of "better games" but the tone and style were exactly the same

>> No.5255685
File: 80 KB, 500x501, baitpole.png [View same] [iqdb] [saucenao] [google] [report]
5255685

^^^

>> No.5255690

>>5254768
I'm torn on tricks and traps but the pit is absolute trash, agreed.

>> No.5255692

Quake 2 was called Quake 2 despite having nothing to do with Quake

What SHOULD have it been called do you think?

>> No.5255702

>>5255692
Stroggening

>> No.5255706

>>5255692
Smashing Pumpkins Into Small Piles Of Putrid Debris
obviously

>> No.5255746

>>5255224
I made a CS map of my high school once.

>> No.5255748
File: 37 KB, 604x340, kill yourself.jpg [View same] [iqdb] [saucenao] [google] [report]
5255748

>>5255634
Back to >>>/b/

>> No.5255753

>>5255634
>and if they knew that 25 years later a bunch of faggots on a message board were discussing some cut and paste trash they designed for a tech demo they would probably laugh at you.
They're still alive and one of them is begging us for money like a homeless person.

>> No.5255775

Is there such thing as a "lite" versions of HD?

>> No.5255778

>>5255634
>call me a zoomer or whatever buzzword you want
I'll stick with faggot.

>> No.5255782

>>5255634
>all of these ancient virgins

Only wizards I've seen in this thread are script wizards.

>> No.5255784

>>5253980

What does Caleb say after you kill the spider boss? I took a spider and I stood beside her and I said ?????? bitch.

>> No.5255789

>>5255746
Making a map of your work, home, or school is pretty common. I like those maps.

>> No.5255794

>>5254975
Kill yourself furfag

>> No.5255795

>>5255634

Plutonia 2 with mouse look. Technically not wrong in regard to Doom 2 but don't be such an infernal queer.

>> No.5255797

Sometimes i wonder if the Spectre wasn't originally going to be a pinky demon subspecie
Like, one thing is the gameplay movies piky had, but the idea of the Spectre was originally meant to be something else

>> No.5255803

>>5255784
I probably something like "I hate spiders".
Oh wait, that's Francis.

>> No.5255818

>>5255795
The original doom levels are outclassed by most megawads.

>> No.5255847

>>5255634
based and redpilled

>> No.5255863
File: 649 KB, 768x964, 1542885963974.png [View same] [iqdb] [saucenao] [google] [report]
5255863

>>5255847
>When you use Tor to express your opinion.

>> No.5255867

>>5255215
I think the dev is working on an original adventure game right now

>> No.5255870

>>5255117
There's a bulge on her chest

>> No.5255927

>>5255753
Nah, we found a bigger douche than that (You) seeker virgin.

>> No.5255929

>>5255797
I just wonder if they could have been lost souls but their gameplay was too much for an invisible/transparent enemy

>> No.5255935

>>5255634
Saving this pasta.

>> No.5255937

>>5255692
I just use some imagination to connect both.

>> No.5255952

>>5251397
Go 2 It

That's it

>> No.5255964
File: 432 KB, 1280x720, 1545311776352.webm [View same] [iqdb] [saucenao] [google] [report]
5255964

>>5255634
There are quite a few elements that makes doom great, that said, you are a troll and never even tried to play doom.
If you did, it was probably first two levels after which you concluded, you are too intelligent for this game which is why you cant find an exit out of this maze so you came here to vent your disappointment with doom level design not confirming your Mensa IQ level you got from one of those online IQ tests that suggested that SSS'ing a game from 90's will be a breeze for Einstein like yourself.

>> No.5255965

>>5255581
>because apparently most of the stuff is fairly playable.
Make no mistake, there's mountains of garbage to be found if you look around, but if a game has an enduring reputation for fun, there's usually something to it.

For instance, Duke Nukem 3D is an immortal classic, but you also have the game Extreme Paintbrawl, and the only reasons Extreme Paintbrawl is remembered is A), it used the Build engine, like Duke Nukem 3D did, and B), as a punchline to jokes.
Duke is remembered fondly because it's genuinely good and fun to play, and games like Isle Of The Dead are remembered because someone found it in a drawer somewhere, and showed it to people, saying "Holy shit, can you believe how bad this game is?"

Since we have years, even decades of hindsight, however, it's not that hard to find a good retro game though.

>> No.5255978

>>5255479
Someone should try to create something in the veins of the initial vision for Quake, while maintaining the same level of visuals, maybe a bit more advanced - on Hexen 2 level.

Basically Hexen 2, but less cryptic, and more RPG - , much less cryptic, with actual equipment and RPG, heavily interconnected world - a compromise with open-world sinc e that's impossible, just make every area connect to 3 or more areas in an explicit easy to navigate fashion, and not through obscure unintuitive locations.

>> No.5255996

>>5255606
Quake 2 was a completely different direction, it wasn't even meant to be a sequel to Quake at all . It's just that the name they wanted to use was taken, so they decided "Let's just call it Quake 2 for brand recognition"
I think the Strogg were meant to be more like a Heavy Metal album cover version of the Borg from Star-Trek, than to be anything particularly creepy.

A thing with Quake was that John Romero was supposed to spearhead the development of the game, to be a project lead. iD Software hadn't ever had any kind of formal project lead for their games before, they just kind of made their games and worked things out.
Years earlier, Commander Keen had been a pretty big success, Wolfenstein 3D was as well, breaking new ground, then they made Doom, and it was more groundbreaking than all of their previous games combined (particularly with a feature like online Deathmatch). It was mega popular, the shareware spreading around the world, making the game a phenomenon over night.

John Romero has always had kind of a childish side to his personality, and with all this success and fame, his ego was growing mighty bloated. He would frequently be talking with press or playing Deathmatch with fans online. Initially it was great PR, but he really became a LOT less efficient at work, he didn't make that many maps for Doom 2, and when it was time for Quake, he had this really ambitious idea for this open world fantasy RPG, but he really wasn't putting in the required effort as a project lead, leaving the others to kind of spin their wheels a lot of the time. Little got done on the game, and too much time was passing, which is why Quake got turned into a compromise, a compromise that Romero absolutely loathed.
He did eventually put in the work to help make Quake, and he recognizes it as a good and fun game he was proud to be a part of, but it was absolutely not what he wanted to do, and the reason why he left iD Software afterwards to start his own studio.

>> No.5256003

>>5255996
Continuing on this, the atmosphere at iD was getting pretty tense by this point, John Carmack and John Romero were drifting apart. Carmack wanted to fire Romero after Quake was done, because he wasn't working hard enough, and Romero wanted to leave iD Software and do his own thing after Quake, because he felt stifled and constricted by the environment and development at the company.

For a lot of the people involved, I think that Quake was probably kind of bothersome and uncomfortable, and that after it was over, they didn't want to return to that again, hence why Quake 2 was originally its own thing, just getting the label slapped on it for marketing convenience.

>> No.5256008

>>5256003
the clash of egos between carmack and romero pretty much divided id.
Doom 3 identity crisis is pretty much that, the game itself doesn't know if its DOOM64 for PC or Resident Evil 1st person

>> No.5256015

>>5256008
>the clash of egos
Not even limited to doom games.
Even mods fall prey to this. At this point, I dont think there is a way to make things work.

Ego is fucking powerful.

>> No.5256023

>>5256008
True.
FWIW, I think that Doom 3, in spite of deficiencies, is decent, and has some strong sides.

>> No.5256028

>>5255160
UAC Ultra is an actually great wad. UAC Labs is Harris's. Pretty mediocre.

>> No.5256032

>>5255746
Lots of people made a level out of their own house, or their workplace, just kind of because.

>> No.5256034

>>5255158
That virtual Columbine map was just part of the media hysteria of the time, it was never real.

I think some edgelord tried to make it last year but never finished it.

>> No.5256058

>>5255775
The lowest difficulty setting disables bleeding and wounding and cuts enemy damage to 30%. You can also set the encumbrance mode to Weapon Only so you don't have to concern yourself with the weight or pocket systems, and turn off various other mechanics in the options menu as you like.

>> No.5256069

has anyone ever done any samuel hayden sprites for doom?

>> No.5256071

>>5256008
I think Doom 3 came a result of id Software being seen as lagging behind with game design, especially with Half Life and System Shock increasing everyone's expectations of what an FPS could be. So the game became more narrative driven with a massive production value, which is honestly it's biggest strength because the gunplay is boring and the level design is woeful.
Then there's the office politics in it's development, with Paul Steed, their lead 3D artist being fired at the start by Adrian who ended up being kicked out after the end. Surely it must have been a rough time.

>> No.5256084

>>5255978
That sounds interesting, although I don't think a hub system like Hexen 2 has been coded into any Quake port.

>> No.5256090

>>5256071
yes, i think jealousy spoke higher with Adrian.
mainly if you look at the Late Paul Steed's art, and the tutorials that he left for Quake 2 and 3 modeling, if someday the engine gets updated.
>https://www.wcnews.com/news/update/11810

sadly this never happened with Origin's games, since EA was screwing with Origin Royally.

>> No.5256098

>>5255746
Lots of people made Doom and Quake maps of their school.

Oxford University was made into a Doom map in 1995-6. It made the papers.

>> No.5256142

>>5250713
Do you guys play Quake 1 with interpolation enabled? I tried without and the fucking dogs nearly gave me a seizure.

>> No.5256143
File: 283 KB, 650x888, 2010-10-11.jpg [View same] [iqdb] [saucenao] [google] [report]
5256143

>> No.5256154

>>5256084
We have a Hexen port too.
I know Darkplaces can do hubs, dunno about Quakespasm.

>> No.5256165

>>5256143
Of all webcomics to make jokes/observations about Duke, this page here probably did one of the better ones.
Duke probably has a personal movie theater in his house, with a climate controlled backroom housing rows and rows of BluRays, DVDs, Laserdiscs, and VHS, etc (even some Beta tapes), lining shelves, and he has all these different players for all these formats hooked up to a projector.

He probably also would be a regular guest at Alamo Drafthouse.

>> No.5256201

>>5256143
>Duke makes shit tons of B-movie references

It checks out. Duke probably has a massive library of cult films.

>> No.5256206

Duke Nukem probably loves Black Hole

>> No.5256220

Just beat Quake 2. It was ok. Quake 1 is way way better.

Why can't these old games do bosses right? Makron was laughable. He just sort of fell over. Though the lasers shooting through the door and the hologram bait and switch was pretty kino for a game of its age.

>> No.5256234

>>5256220
Playing on the easiest difficulty tends to make things laughable.

>> No.5256240

>>5256220
Limitations, specially since most old FPS were in some ways "experimental" or doing something else that is technically impressive at the time
Most bosses were in some ways experimental too
>Mecha Hitler had a second phase
>Doom 2 and Quake had puzzles
>Heretic gave them multiple moves and etc
Combine that with enemy sprites, from Wolfenstein 3D having characters facing the same angle to Doom having clay/latex models

>> No.5256251

>>5256234
Was playing on hard ACTUALLY. I would have played hardest but you need to type a code to access it and I don't have access to a keyboard on what I was playing it on

>> No.5256272
File: 875 KB, 1920x1080, 1534688103355.png [View same] [iqdb] [saucenao] [google] [report]
5256272

>>5254754
wish me luck fellas

>> No.5256282

>>5256220
I think that's id rather than retro FPS in general, really. They never had good bosses. The Heretic/Hexen series had some cool ones. Powerslave too.

>> No.5256286

>>5256272
U can do it anon

>> No.5256317
File: 11 KB, 128x128, marbln4.png [View same] [iqdb] [saucenao] [google] [report]
5256317

>>5256251
Bullshit, you didn't convince me.
I only remember a constant stream of profanity on my "hardest" run.

>> No.5256331
File: 1.08 MB, 1782x1002, Screenshot_Doom_20181229_172037.png [View same] [iqdb] [saucenao] [google] [report]
5256331

>Slaughterfest 2012, Map 31
>Doom Incarnate v1.8.1, Colorful Doom

>> No.5256332
File: 672 KB, 1920x1080, 1521778777516.png [View same] [iqdb] [saucenao] [google] [report]
5256332

>>5256286
low on ammo and will to live

>> No.5256339

>>5256282
say that to the black widow in Quake 2 Ground zero, Again it was Made by raven and they knew how to do it well

Also it may explain why Quake 4 boss fights were so good, sadly Q4 didn't sold well, so imagine if they went forward.
>https://imgur.com/a/gQUnZ#TrLhpc9

>> No.5256342

since you guys hate brutaldoom what mods do you use instead?

>> No.5256343

>>5256339
Quake 4's boss fights were only just passable.

>> No.5256347
File: 868 KB, 1920x1080, Screenshot_Doom_20181120_220951.png [View same] [iqdb] [saucenao] [google] [report]
5256347

RYALEH is best played with PSX music, darkdoom and an album by Portal blasting in the background.
I recommend Ion or the last two tracks on Orbmorphia

>> No.5256350
File: 31 KB, 1782x1002, Screenshot_Doom_20181229_173447.png [View same] [iqdb] [saucenao] [google] [report]
5256350

We interrupt this SlaughterWAD with what is definitely an adaptation of a Silent Hill level

>> No.5256352
File: 650 KB, 1920x1080, Screenshot_Doom_20181120_231035.png [View same] [iqdb] [saucenao] [google] [report]
5256352

>>5256347
Maybe Shut Up and Bleed if you're a tryhard/masochist.

>>5256342
>Droplets for blood
>Final Doomer,
>Doom:Roguelike Arsenal (amazing mod and enemies),
>Project Brutality,
>Lithium, for that Cyberpunk/mobility fix,
>Legendoomer
>High noon Drifter, for when it's High noon
>La tailor Girl, for that booty
>Shut Up and Bleed, for when you hate yourself
>Hideous Destructor, for when you're a /k/ommando and want to play a different game

>> No.5256369

>>5253807
Cacoward confirmed

>> No.5256370

>>5256342
I don't hate it, since it's what got me into the classic Doom games
Nowadays I stumble around High Noon Drifter, Hearts of Demons, Hideous Destructor, La Tailor Girl, Colorful Hell, BDLite and what I like to call Hideous Ghetto Destructor (the version of Special Weapons that an anon made to make it work with Immersive+recommended hud+use to pick up+Immersive+that darkdoom mod)

Playing around with X-Weapons now too

>> No.5256384
File: 1.58 MB, 1920x1080, GORE.png [View same] [iqdb] [saucenao] [google] [report]
5256384

>>5256370
Hideously Ghetto Destructor is playing Project brutality with Ultimate Doom Visor on UDV's Custom difficulty.
It's about as lethal since a single imp can rip you in half if you aren't careful.

>> No.5256387

>>5256370
>>5256384
Oh and turn on "movement penalties when damaged"

>> No.5256394

since you guys hate brutal doom what mods do you use instead?

>> No.5256397

>>5256282
A couple of their bosses are ok.
Hans Grosse is for instance a perfectly ok first boss for the kind of simple game Wolf3D is, and a good way to end a shareware demo.

Looking farther in the future, Doom 3 had the Guardian, who is blind, using drones as seeing eyes, which you must shoot to harm him, and to make him loose track of you.
Doom 4 had those biomechanical dudes.

>> No.5256398

>>5256352
Droplets>Ketchup DOOM>Nashgore>>>everything else>>>>>>>Bolognese

>> No.5256401

>>5256394
Colorful Hell with LegenDoom.

>> No.5256405

>>5256352
Shut Up And Bleed plays wonky as fuck in the GZDoom version, the ammo balance is all over the place.

>> No.5256406
File: 604 KB, 1920x1080, Screenshot_Doom_20181221_233527.png [View same] [iqdb] [saucenao] [google] [report]
5256406

>>5256394
Lol someone already asked this and got a few answers.

>>5256398
Droplets is so good it's insane.
I haven't tried Ketchup, but Nashgore feels really hit or miss, and the crushed bits from doors just feel out of place. The only thing I'd really love from it in anything is the bloody footsteps which are 10/10.

>> No.5256454

>>5256342
I autoload Droplets and Sprite Shadows. Just a bit of graphical enhancement that brings it to the level of a Build engine game.

>> No.5256490

Which game had better designers? Doom (Romero, Petersen) or Duke (Levelord, Blum)?

>> No.5256491

>>5256490
Definitely Duke

>> No.5256497

>>5256490
Duke had the occasional weirdness, but almost every level was distinct, wasn't pointlessly large besides the secret levels, and all sorts of neat setpieces and great moment-to-moment fights. I'm not a fan of The Birth, though. Doom 1 had some great maps, mixed with alright ones, and 2 was just a lot of mediocrity or poor design with the occasional highlights.

And I say this as someone that prefers Doom's gameplay to Duke 3D's.

>> No.5256502

>>5256490
Levelord is one of the best mappers if not the best mapper from the mid 90s.

Shame he absolutely fucking hates it all now.

>> No.5256504

Zoomer plays quake for the first time

/houdinistreams

>> No.5256507

>>5256332
Don't go right, go left
The central room fucks you

>> No.5256523

>>5256504
stop advertising

>> No.5256526

>>5256502
after World Tour, i'd be bitter too

>> No.5256538

Killed the programmer in Strife and got the Sigil.
The game is far from over.

>> No.5256540

>>5256538
This is where it starts to get interesting.

>> No.5256608
File: 23 KB, 657x257, 1520117186070.png [View same] [iqdb] [saucenao] [google] [report]
5256608

>>5256352
>Lithium
ooo this looks cool

>> No.5256615

>>5256540
It's also where even the slightest deviation from the game's script can fuck up your ending.

>> No.5256619

>>5256615
How?

>> No.5256624
File: 655 KB, 1920x1080, 1529855372954.png [View same] [iqdb] [saucenao] [google] [report]
5256624

>>5256507
I had to go but tried again

>> No.5256629

>>5256624
Quick, before the Cyber gets ya

>> No.5256632

>>5256619
If you kill the Sigil holders in the wrong order, it can change which ending you get as one example. Follow your orders to the letter and things should work out, but deviate from the path at all and you get fucked.

>> No.5256640
File: 400 KB, 1920x1080, 1514742097731.jpg [View same] [iqdb] [saucenao] [google] [report]
5256640

>>5256342
pick your poison

>> No.5256672
File: 716 KB, 1920x1080, 1525107153779.png [View same] [iqdb] [saucenao] [google] [report]
5256672

>>5256629
how

>> No.5256673

>>5256640
Does gibbablemons mean gibbable corpses? If so, link?

>> No.5256676

>>5256673
it's for nashgore
https://forum.zdoom.org/viewtopic.php?f=43&t=62933

>> No.5256679

>>5256673
I think it's so every vanilla monster can be properly gibbed for nashgore

>> No.5256680

>>5256632
I mean that's pretty basic means of getting an alternate ending
but it's still sorcery for a code-let.

>> No.5256685

>>5256679
>>5256676
Ah, I see. It would be cool if there was a mod that made it possible to gib corpses, I always like crouching around axing corpses into chunks in Arcane Dimensions.

>> No.5256687

>>5256672
oh, I didn't see the sector behind me, I'm still missing one secret

>> No.5256690

>>5256672
The cyberdemon in refueling base can teleport to that corridor if he pleases.
That's why it's got a fence instead of a normal wall, so if he ends up in the room he can still shoot rockets at you.

>> No.5256692

>>5256685
.. universal gibs?

>> No.5256694

>>5256690
I already killed it, I was teleported behind him

>> No.5256701

>>5250883
Dimensions Of The Boomed, Shadows of The Nightmare Realm

>> No.5256707
File: 590 KB, 1920x1080, 1541205580434.png [View same] [iqdb] [saucenao] [google] [report]
5256707

>>5256690
officially the farthest I've come in doom 2

>> No.5256724

>>5256490
Is there anywhere a concise list of who designed what levels in DN3D?

>> No.5256725

Doom > Quake

>> No.5256750
File: 1.26 MB, 1920x1080, 1535704009487.png [View same] [iqdb] [saucenao] [google] [report]
5256750

>>5256707
first time this happens, sprite freezed there

>> No.5256756

Year is almost over and still no news on Eternal
And i'm still waiting for
>D64-inator
>The id mobile RPG project from those Doomworld brothers
>Samsara Monster addon

>> No.5256797
File: 1.85 MB, 1920x1080, 1527163896919.png [View same] [iqdb] [saucenao] [google] [report]
5256797

>>5256707
I'm going to eat something

>> No.5256807

>>5256317
quad chainguin = dead makron, any difficulty
ezpz

>> No.5256826
File: 686 KB, 1782x1002, Screenshot_Doom_20181229_175622.png [View same] [iqdb] [saucenao] [google] [report]
5256826

>> No.5256914

Am I the first person ever to try and keep more than 10 source ports loaded into my ZDL?
Cause it doesn't fucking work correctly if you do that and it's frustrating.

>> No.5256930
File: 280 KB, 1920x1080, 1531213838923.jpg [View same] [iqdb] [saucenao] [google] [report]
5256930

>>5256914
just give up

>> No.5256934

>>5256930
>keeping a separate source port for each and every iwad
Fucking why?

>> No.5256937

>>5256934
order, autism and I have 4 tb of disk space

>> No.5256938

>>5256934
those aren't iwads.

>> No.5256939

>>5256938
>keeping a separate source port for every iwad/pk3/whatever
This is even worse.

I have a separate folder for each source port, a folder for all my iwads, and a folder for all pwads, mods, total conversions, and wads that require their own special source ports.

Then a ZDL to access it all. Why would you not do this?

>> No.5256941

>>5256937
But it's a complete mess. Having 1 copy of the source port and a folder which just contains all the mod files separately (with individual subfolders for each mod if you wish) is cleaner.

>> No.5256963

>>5256941
I like it this way, also, when I finish a .wad I delete the entire folder, no need to crawl inside subfolders looking what to delete

>> No.5256978
File: 932 KB, 1782x1002, Screenshot_Doom_20181229_224249.png [View same] [iqdb] [saucenao] [google] [report]
5256978

I'm on Map 17 now. I've killed thousands

>> No.5256984

>>5256963
Also I treat some exe files like PortaDoom's as a source port in ZDL and it works.

So my ZDL source ports library looks like:
GZDoom
Crispy Doom
Crispy Heretic
Crispy HeXen
Crispy Strife
Zandorum
PortaDoom Playstation Port
PortaDoom Cacowards 2015
Gloome (this is for Nido Force that weird fucking game)
Brawl (this is for Action Doom 2)
Doom64

I realize I'm missing PRBoom, Doomsday, Skulltag, etc., but I just can't see any benefit to using them over GZDoom and Zandorum these days. Maybe Chocolate Doom but I'm ok with Crispy Doom as it is.

>> No.5257000
File: 483 KB, 1920x1080, Screenshot_Doom_20180812_193824.png [View same] [iqdb] [saucenao] [google] [report]
5257000

argh metadoom

>> No.5257017

Which old shooter do you all think suffered the shareware episode curse the hardest by having EP1 being the absolute best? I was thinking Doom 1 or Blood.

>> No.5257020

>>5257017
EP1 is the worst episode of Doom 1 though. EP3 is the best with EP2 a close second.

>> No.5257023

>>5257020
EP1 is infinitely better and more memorable than EP2 and 3 which might as well not even exist. The only have either boring or tedious maps like e3m2, e2m9 (probably the laziest id map ever made) and e3m9 which again is a display of laziness since it's a copypasted e3m1 with a twist.

>> No.5257024
File: 60 KB, 640x480, 1524696724450.jpg [View same] [iqdb] [saucenao] [google] [report]
5257024

3 years 11 months old
already ruined

>> No.5257027
File: 32 KB, 636x773, NPC.jpg [View same] [iqdb] [saucenao] [google] [report]
5257027

>>5257023
Why?

>> No.5257028

>>5257020
>EP1 is the worst episode of Doom 1
oh boy

>> No.5257030

Whatsup all you doomers out there! REB here,
bringin you another kick-ass doom2 wad! This one
took a damn long time to do, so send me some bloody
credit man! Sorry the file is so damn big, but you
know how it is when you change sprites...well, you
should know if you've every made wads like this.
Enjoy the new death frames, made em all myself!

>> No.5257032

>>5257023
The boss in EP1 is just 2 of a regular monster from Episodes 2 and 3. So creative...

>> No.5257035

>>5257028
Take the soundtrack from EP1 and lay it over EP3 and EP3 is infinitely better.

>> No.5257037

>>5256807
The biggest problem with the Q2 bosses is the fucking items. Storing up quad damage and invincibility completely trivializes them.

>> No.5257043

>dark tartarus
>trailblazer
>colorful doom
oof

>> No.5257058

>>5257023
Don't talk shit about E2M2.

>> No.5257095

>>5256963
>when I finish a .wad I delete the entire folder
Wait, so you delete wads after you play them? That's ridiculous. Especially since you claim to have a ton of extra disk space.

>> No.5257098

>>5256615
You can fuck up earlier if you're playing vanilla Strife, not to mention all the dead end options.

>> No.5257105

>>5256914
I've got like 40 or more ports of varying engine and version, never had an issue.

>> No.5257110

>>5257024
f, never had a chance

>> No.5257131
File: 2.98 MB, 300x238, 1539612333832.gif [View same] [iqdb] [saucenao] [google] [report]
5257131

Just downloaded every single wad in the Doom infographic, both PortaDoom (Cacowards and PSX), the Oblige random level generator, 12 source ports, over 100 other mods in total from various "Top 10 Doom mods" Youtube videos, and every source port I could find.

Time to play Chocolate Doom 1 Episode 1 for the first time.

>> No.5257143

>>5257105
My issue is that in my ZDL if I got to the main page where I'm supposed to be able to select everything, it only gives me 10 source ports to choose from. I have to move whichever source port I want to use to the top 10 in my list under "Settings" for them to show up on the main page. It's a small inconvenience but ZDL is supposed to be such a simple program that I wouldn't expect bugs like this.

>> No.5257145

>>5257095
That's clearly a completely different guy than the one who said he had 4tb of disk space.

>> No.5257150

>>5257131
> gif
someone with better understanding of physics explain this to me

>> No.5257153

>>5257150
leidenfrost effect.

>> No.5257161

So when you're doing a face replacing sprite, do you have to stay within the confines of the 30x24 size? Or can you make it a little taller?

>> No.5257162

>>5257150
It's a newfag detector gif. Newfags can't resist asking how the slav does it. I'm afraid I'm going to have to ask you now to leave.....

>> No.5257171
File: 299 KB, 649x577, 1531938349994.png [View same] [iqdb] [saucenao] [google] [report]
5257171

>>5257162

>> No.5257183

Are there any weapon packs that don't interfere with other gameplay aspects? I'd like to have a much bigger arsenal loaded alongside brutal doom. Russian Overkill and Project Brutality have lots of fun weapons but change/break too much stuff.

>> No.5257193

>>5257153
Thank you, this is awesome and I would never have known this.

>> No.5257218

>>5256405
The 3dge version's just as wonky, not my fault.

>> No.5257234

>>5257183
I'm pretty sure you can't have Brutal Doom and another weapon set loaded without the game not loading or one set overwriting the other. And by "interfere with other gameplay aspects" what do you mean, things like adding/requiring you to jump or grab ledges, or just too overpowered?

>> No.5257257

>>5257143
I'm using ZDL 3.2.2.2 and it's got a scroll bar to the side of the source port list and I mouse wheel it.

>> No.5257262

>>5257234
Yeah, I could do without game-breaking stuff like double jump/jetpacks, and also immersion breaking stuff like RO's "localisation". When I tried using Project Brutality on a wad it broke the teleporters.

I guess I'm just surprised that there's no simple modular way of adding weapons without breaking other gameplay mods.

>> No.5257264

>>5257257
Aha. Hahahahahaha fuck me I'm going to kill myself.
thanks. I have a fucking Ivy League degree in mathematics that I'm going to send back now because I think it was given to me by mistake. I'm retarded.

This solved the issue everybody. Thank you all for your concern.

>> No.5257284

>>5257262
I'm not sure I've ever had PB ever break the teleporters and I've used it on several megawads. To answer your question, Doom Incarnate (seen in these posts >>5256331>>5256826
>>5256978) is a mod like PB in that it adds a lot of guns and is usable with monster wads like Colorful Hell, but I think it may also add some "gamebreaking" stuff, I can't really remember what since I just use it primarily for the weapons. It doesn't add headshots like BD/PB though, and doesn't really modify enemies at all, hence why you can use it with monster mods. Trailblazer is the "tamer" sibling of RO, since it's made by the same guy, which has practically two weapons per slot, but again I think he may have added a few things you might not like, again I just mostly use the weapons and can't think of things like jetpacks or whathaveyou in it. There's also Netronian Chaos, which has about three weapons per slot IF you take off the 6 weapon limit it defaults you to, though this replaces all the enemies with it's own custom versions.
These have a bunch of weapons in them too, but either have a carry limit or restriction, or needs you to switch things out to get different weapons: DRLA, LaTailor Girl, and LegenDoom. There may be others I could recommend, but I think these may be what you are looking for.

>> No.5257289

Is it possible to code new line and sector specials with ZScript?

>> No.5257371
File: 3.17 MB, 337x212, colombian decaffeinated coffee crystals.gif [View same] [iqdb] [saucenao] [google] [report]
5257371

>>5257023
>EP1 is infinitely better and more memorable than EP2
>boring or tedious maps like e3m2

>> No.5257409
File: 277 KB, 1485x1020, 1541219204871.jpg [View same] [iqdb] [saucenao] [google] [report]
5257409

When will Dusk get a GoG release?

>> No.5257427

>>5257284
Thanks, but I don't think any of those are what I'm looking for. The closest thing I've found is probably this https://www.moddb.com/mods/brutal-doom/addons/brutal-doom-weapons, but idiodically enough it's broken with BD.

Maybe I'd be better off composing the functionality that I like from BD using standalone mods, and adding a weapons mod on top of that?

>> No.5257438

Does anyone have a guide for getting Doom3 running and looking good on Modern systems

>> No.5257448

Someone said it was weird I play these games with just the keyboard and no mouse but almost all Doom engine games I see don't have WASD keys set for movement, and Ctrl is always attack, so it seems they were intended to be played with the right hand on the arrow keys and left hand on Ctrl, Shift, and Alt.

>> No.5257457

Tossed 100 minutes of /vr/ up on Doomworld.
https://www.doomworld.com/forum/topic/103723-100-minutes-of-vr-half-the-time-half-the-maps/

>> No.5257464

>>5257438
The exe still works fine on Windows 10. To run a custom widescreen resolution, you need to open DoomCFG and set r_mode to "-1" and set r_customHeight & r_customWidth to the relevant values. I would also suggest changing the FOV, since the default is pretty low for 16:9.

>> No.5257506
File: 103 KB, 1920x1080, Doom_Shitpost.png [View same] [iqdb] [saucenao] [google] [report]
5257506

Are Master Levels for Doom worth it?

>> No.5257519

>>5257262
>I guess I'm just surprised that there's no simple modular way of adding weapons without breaking other gameplay mods.
Why are you surprised?

>> No.5257521

>>5257457
Oh my. I hope they don't tear us apart too badly. Though I think 300 got a relatively good reception, right?

>> No.5257526

>>5257024
His first word will be "yup".

>> No.5257538

>>5257526
He's 4 years old dumbass. Please go back to Imgur so I can upvote your hilarious commentary.

>> No.5257539

>>5257448
It was designed with mouselook in mind
https://twitter.com/romero/status/473587688977596416

>> No.5257547

>>5257539
Well fuck straight from the Devil's mouth. Ok then.
Like the guy below said keyboard straffing does feel great but I'll keep that in mind. Both are comfortable in mods that don't require freelook on the mouse.

>> No.5257551
File: 17 KB, 1235x127, romerog doom.png [View same] [iqdb] [saucenao] [google] [report]
5257551

>>5257539

>> No.5257554

>>5257551
Can someone translate this to English?

>> No.5257558

>>5257547
I mean obviously you should play it however you like playing it most, and I wouldn't say you're weird for playing keyboard only. But if your sole reason for playing that way was because you thought that was the intended way, I would reconsider it.

>> No.5257576
File: 52 KB, 197x190, comfy-space-marine.png [View same] [iqdb] [saucenao] [google] [report]
5257576

I've mostly been playing keyboard only while visiting family the last couple of weeks. After a brief adjustment period it's still pretty great, and I can do it in the comfiest chairs.

>> No.5257592

>thread
Wow, even /vr/ turned into reddit

>> No.5257594

>>5257506
No

>> No.5257598

>>5257594
How come?

>> No.5257604

>>5257576
If I'm not able to use a mouse, I'd honestly rather use a controller.

>> No.5257610

>>5257598
Why the fuck is everyone so nice

>> No.5257613
File: 159 KB, 1080x1225, tumblr_p4vw2zW5M51qc0nwgo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]
5257613

>>5257604
look at this picture
this is you right nowb

>> No.5257617

>>5257506
Yes

>> No.5257623

New thread.

>>5257620
>>5257620
>>5257620

>> No.5257778 [DELETED] 

>>5257526
dude, a kid start talking at 1.5 years

>> No.5258181 [DELETED] 

>>5255794
you first, child rapist

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