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5293887 No.5293887 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5286553

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


Doom, Quake, Duke, Marathon, or Thief:
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:

IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)

Doom RPG series

Launchers for Build Engine games



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








>> No.5293890

=== NEWS ===

[1-7] Discharge, a 9-level wad for ZDoom

[1-1] GZDoom 3.7.1

[1-1] SM190 - Six Textures released for Quake

[12-31] La Tailor Girl updated to 1.70H

[12-31] PortaDOOM Cacowards 2018 Released

[12-30] 100 Minutes of /vr/ on Doomworld

[12-28] GZDoom 3.7.0 released

[12-26] Anon makes a mutator 'ArmorisHitPoints'

[12-26] ESRGAN algorithm used to make HD Textures for RTCW

[12-26] The Merry Christmassy Doom Project

[12-26] Anon map release: Exotic Exports

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

[12-24] Hellshots Golf sees a formal release

[12-16] Doomsday's 2.1 update released

[12-15] BloodGDX and WitchavenGDX both updated

[12-13] Spram's Metroid Doom

=== PREVIOUS ===


=== PROTIP ===

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

>> No.5293902


>> No.5293903

First for Boogerman doom mod request.

>> No.5293917

I like cacodemons

>> No.5293920

Dakka was fun I just ran a few levels through it. It makes the BFG into an automatic weapon.

>> No.5293921
File: 22 KB, 977x362, file.png [View same] [iqdb] [saucenao] [google] [report]

So... It processes the code at double ticrate, but can it draw weapon sprites on screen at that rate? I mean, could we possibly get a weapon that animates at 70 frames per second if that powerup is used? Or will it simply cut down every other frame and just process its code next frame?

>> No.5293926

I didn't misunderstand anything or respond to the wrong post.

>> No.5293927

no, all it does is halve the length of all weapon states, rounding up

>> No.5293928
File: 518 KB, 1280x1005, Screenshot_Doom_20190110_233426.png [View same] [iqdb] [saucenao] [google] [report]

I haven't really done anything since this. Gotta try and figure out good detailing to start chipping out some more rooms; and the weird curvy shit everywhere for the halls.

>> No.5293930

But how exactly does it do that?

>> No.5293931

it does it exactly the way I said it does
a state that lasts 3 tics gets halved, then rounded up, and runs for 2 tics instead
you don't get 70 tics a second

>> No.5293934

If anyone has the "Rise of the Triad Goodies Pack" please tell me what it's good for.
Do I just drag and drop the "more levels" from it into the same folder as WinRottGL? Thanks..

>> No.5293941

Continuing from this if anyone knows:
So WinRott1.74 is just shit and 1.70, the one they removed from the official website for some reason, is the only one that actually works?

>> No.5293943

you said "states", implying that if state consists of series of 1-tic frames it would still halve its duration somehow.

>> No.5293949
File: 571 KB, 1280x1005, Screenshot_Doom_20190113_030016.png [View same] [iqdb] [saucenao] [google] [report]

haha i'm kind of lying it seems

>> No.5293951

no, all those 1 tic states will remain 1 tic
you're confusing states with state labels. states are what you're calling frames, and what you're calling states are the state labels ("Spawn", "See", "Fire", etc) .

>> No.5293958
File: 1.17 MB, 1536x864, samyass.png [View same] [iqdb] [saucenao] [google] [report]

Finally goind through Strange Aeons, and I have to say: what was the mapper thinking when he introduced secrets that can only be accessed ONCE and last for 2-3 seconds meaning you HAVE to know where they are to get them before they close, which is almost impossible on the first try.
Also black+grey accurate hitscanners on dark backgrounds sure are fun. Especially if they are weilding two sawnoffs.

>> No.5293960
File: 625 KB, 1280x1005, Screenshot_Doom_20190113_030033.png [View same] [iqdb] [saucenao] [google] [report]

and this too
other than that i'm still glazing through Otex. Anybody who wants to hop on, give me a shout; we'll be using Otex and D1tex.
Keep in mind you're mostly joining under the assumption that you'll be working on your own map; assisting others is optional; as is taking assistance for one's map.

>> No.5293961

I want to go back and do this. I couldn't figure out where to go in a level and planned to return back to it but never did.

>> No.5293963

looks neat.

>> No.5293969

hey man, thanks.
primary colors/theme is "demonic supercomputer" with some nasty surprises here and there in terms of traps and combat orchestration.
if you wanna join on in the development, i'll post the wad somewhere so people can get an idea of what I'm trying to visually create; and maybe teach some people some basic shennanigans.
the map was initially inspired by cheshyre's patreon track
but the MC11 theme fit the name better.
flesh-and-blood techbase made by hell, basically.
you're free to do whatever with your map, though. I'm just doing this to play with Otex. I don't expect quality.

>> No.5293970

Strange Aeons is neat but after the second or third episode I kind of get done with it.

I kind of end up liking some of the dude's other mapsets more.

>> No.5293979
File: 560 KB, 1280x1024, Screenshot_Doom_20190113_032130.png [View same] [iqdb] [saucenao] [google] [report]

On an unrelated note, forgot this guy was in here.
Shame the map's really bad, though.

>> No.5293986


>> No.5293995

Pistol snipe ftw

>> No.5294003
File: 2.74 MB, 2997x2000, 1535679569772.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5294012

Playing DOOM with a trap soundfont is the most nigga shit I have ever heard and done

>> No.5294020

Setting up Rise of the Triad with source ports is a pain in the fucking ass. Is there a "best" way to do this?

>> No.5294060
File: 100 KB, 327x316, 2019-01-13 10_46_09-Games.png [View same] [iqdb] [saucenao] [google] [report]

I just installed this naughty girl. What am I in for?

>> No.5294062

A rubdown

>> No.5294067
File: 437 KB, 1280x1024, Screenshot_Doom_20190113_045121.png [View same] [iqdb] [saucenao] [google] [report]

I really gave the icon too much health in hindsight, among other problems.

>> No.5294073

an incomplete story

>> No.5294082
File: 23 KB, 640x520, Screen Shot 2019-01-13 at 2.01.17 AM.png [View same] [iqdb] [saucenao] [google] [report]

guys i just got this working and i'm excited

>> No.5294085

So Extreme Rise of the Triad was released basically for free in the Site License 1.3 edition of Rise of the Triad. Even though in the DOS program Extreme.exe that was on the original Extreme Rise of the Triad release it says you need version 1.3 of Rise of the Triad to use the Extreme pack, that was a lie and version 1.2a works just fine. So the Steam version, I'm assuming then, is version 1.3 Site License Edition. Fuck this is confusing.

Can anyone confirm that the Steam version of Rise of the Triad contains the "sequel" Extreme Rise of the Triad in it as well?

>> No.5294087

Before anyone says anything, I understand that the Extreme Rise of the Triad levels on their own are completely free. What I want is confirmation that the Steam version is in fact the Site License 1.3 Edition because that would mean that getting the commercial version of 1.3 is basically impossible for me (the 1.2 to 1.3 patch doesn't work for me at least).

>> No.5294089


>> No.5294090
File: 26 KB, 641x523, Screen Shot 2019-01-13 at 2.06.17 AM.png [View same] [iqdb] [saucenao] [google] [report]

another vanity pic, from the hallway

>> No.5294093

Maze Wars - Remastered

>> No.5294094

doom-style 2.5D renderer, running on a genesis emulator

>> No.5294096

it might be hard to tell, but what I'm trying to show off in these pictures is varying height between the two areas.

>> No.5294098


10/10 soundtrack though.

>> No.5294104

So you've added height to Doom? I'm not sure I get it..

>> No.5294107

Doom already has height.

I just added the capability to my engine, which I posted in the previous thread, and thought I would post a screenshot.

>> No.5294110

Based, but seeing this type of thing always depresses me because it will never be more than a tech demo. I would be surprised if you can get more than 5 fps using a real map.

>> No.5294115

There are already dozens of good versions of doom though. This is just fun to work on.

>> No.5294117

Don't stop, just be realistic about what you'll get out of it

>> No.5294118

Of course. It's only a 7MHz 68000 after all.

>> No.5294121
File: 41 KB, 1280x720, saae.jpg [View same] [iqdb] [saucenao] [google] [report]

stop being a magician

>> No.5294128
File: 64 KB, 301x301, Angry_MeateBoul.gif [View same] [iqdb] [saucenao] [google] [report]

If the catcodemon misbehaves; spray it with water. Do not put it down.

>> No.5294132

It died. Anon, why did you tell me to do this?

>> No.5294134
File: 1.96 MB, 1920x1080, romero is a bitch.png [View same] [iqdb] [saucenao] [google] [report]

brutal, savage, shrekt

>> No.5294137

What the fuck, Did you use holy water?

>> No.5294142

Does Steam version of Rise of the Triad include Extreme Rise of the Triad in its files or not?

>> No.5294143

Just put a bit of lemon in it. Wanted that little caco to smell nice. Lemons can't possibly be holy.

>> No.5294150

I don't see why; it's said all lemons are evil.

>> No.5294172

Must've been a holy caco then. Still an asshole. RIP

>> No.5294230

>going trough CC1 (with FKER monsters and FinalDoomer as BTSXguy)
>map12 is a total chore (with death pits and one try secrets)
>map13 is by the same author (use3D)
should i just skip it?
also, what's with these spectral cacos? only the ssg can hurt them

>> No.5294243

When life gives you Cacos, you make Caconade!

>> No.5294269
File: 255 KB, 1024x384, 1522468646873.gif [View same] [iqdb] [saucenao] [google] [report]

why do dorks release maps anonymously?

>> No.5294275

Shame. I do the same with my artwork and music.

>> No.5294293

Gotta keep my obituary short

>> No.5294343
File: 268 KB, 546x546, cacowash.gif [View same] [iqdb] [saucenao] [google] [report]

Remastered Edition

>> No.5294346
File: 278 KB, 546x546, cacobrutal.gif [View same] [iqdb] [saucenao] [google] [report]

Remastered *Brutal edition

>> No.5294349

Anon Died

>> No.5294354

>Most amateur mappers are being chased away from the community simply because their work isn't completely flawless
[citation really fucking needed]

>> No.5294367 [DELETED] 
File: 71 KB, 998x698, jorpardy.jpg [View same] [iqdb] [saucenao] [google] [report]

>What is The Joy of Mapping?

>> No.5294382

which one are you referring to

>> No.5294383

> meanwhile even the best cacoward winners have glaring flaws and severe "Wherethefuckdoigo"isms; getting by simply because of e-cred of the author.
DBT had negative e-cred for winning a worst wad of the year award even though the mod in question was popular at the time, yet he still won a positive award later on for D4D. Also Mark is very popular, yet he's hated across the core community, too. Cacowards also tend to have newcomers getting awards. Almost like you're full of shit.

>> No.5294415

Should have recolored the water to yellow

>> No.5294440

literally welcomed everyone except for a single autistic neckbeard shithead

also >>5294383 is correct, especially in 2018 where the majority of the winners were newcomers

>> No.5294456

For me, it was carried by the atmosphere and I love Lovecraft. Episode 1 was my favorite. Something about fighting on a shattered world in a void just spooks me.

>> No.5294458

>a single autistic neckbeard shithead
Who got himself kicked out not for his mapping, but for his behavior and claims that other people were trying to deceive and misguide him.
And still holds and parades this claim around to this day, apparently.
Coincidentally enough, has never released a complete mapset since. Isn't that funny?

The only people you can really say were "chased away" from the community is the morons at Doomerboards, which began because the dude got really sad that he wasn't treated nicely at Doomworld and so started his own forum.
Where they still continue to map to this day, actually.

>> No.5294462
File: 989 KB, 1920x1080, Screenshot_Doom_20190113_014651.png [View same] [iqdb] [saucenao] [google] [report]

Damn the scav has a nice ass.

>> No.5294503

So you're just a downie with bad taste, then.

Halfs the duration of frames, if that's possible.
10 turns to 5, 5 turns to 3 due to said rounding, 2 turns to 1, 1 and 0 stays 1 and 0 respectively.

>> No.5294507
File: 713 KB, 1024x768, Doom Episodes.png [View same] [iqdb] [saucenao] [google] [report]

Rank the Doom episodes.

>> No.5294516


>> No.5294524

from ez to hard

>> No.5294538

Don't you mean the other way around?

>> No.5294540

fight me

>> No.5294557

johnny deep knee
shore hell
the flashed console

>> No.5294608

So I'm going through Nehahra, and I'm stuck on neh2m1: The Gates of Ghoro. I killed General Ghoro, but nothing seems to have opened up. Also I lost all of my weapons except the double-barreled shotgun, the autoshotgun, and the sprocket launcher when the level started. Is that supposed to happen or is it a bug? It might because it's a new episode, but I still have my health and armor values from when I completed neh1m9, and there's no episode select like in base Quake.

>> No.5294619

did you hit the button?

>> No.5294631
File: 27 KB, 640x480, 20190113100159_1.jpg [View same] [iqdb] [saucenao] [google] [report]

So this is the room where I fought Ghoro, and I haven't had any luck finding the button. Though I might be missing it because I'm still pretty incensed about the possibility of most of weapons being gone.

>> No.5294635

did you hit the button?

>> No.5294637

johnny deep knee
yes papa?
thy sugar consumed?
no papa

>> No.5294640

why did I laugh

>> No.5294645

open your guts

>> No.5294659
File: 20 KB, 600x546, 1542399761046.jpg [View same] [iqdb] [saucenao] [google] [report]

>the flashed console

>> No.5294691

Are you guys sure that mouse-look off is the ideal way to experience Doom these days? I mean, I know the game wasn't designed with mouse-look in mind, but it still had auto-aim to compensate for it.

So why not play the game with mouse-look on and auto-aim off?

>> No.5294693

>So why not play the game with mouse-look on and auto-aim off?
Who are you replying to? That's like a common opinion.

>> No.5294698

Nice. Looking good.

>> No.5294704

Anon is making a doomesque engine for Genesis hardware.

>> No.5294706

Actually, the auto-aim is not just a compensation. The game was also designed around auto-aim and it's limits.
Like how it actually has a range, so if there's a Chaingunner far away, you can't hit it with auto-aim.
And also how auto-aim always hits the enemies closer too you, so in a situation when in front of you there are a bunch of pinkies on the ground and imps above and further away, with auto-aim you're forced to dodge imps fireballs and kill pinkies before you can kill imps. Without auto-aim this situation becomes trivialized, because then you can just shoot directly at the imps.

>> No.5294728

has this been updated with the speed of dying threads?

>> No.5294746

After maps 31 and 32, i'm the start of map 16 then saved and quit.
But i'll be back soon.

>> No.5294768

The original game is for keyboard + mouse turning, using auto-aim to compensate for the absence of vertical aiming.

These days though, sure, if you want to, turn off auto-aim and use freelook.
Be mindful that there are some levels can be easily broken by freelook.

>> No.5294812

How do I make a character selection menu like the one in Hexen, Russian Overkill, Wrath of Cronos etc.? I want to make different characters wiith their own weaponry.

>> No.5294813

I've found all 3 of the secrets on this map and I still can't find a switch to open the gate out of here.

>> No.5294824
File: 380 KB, 1280x720, Screenshot_Doom_20190113_184756.png [View same] [iqdb] [saucenao] [google] [report]

Some sky tests.

>> No.5294825
File: 429 KB, 1280x720, Screenshot_Doom_20190113_184843.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5294829
File: 472 KB, 1280x720, Screenshot_Doom_20190113_185032.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5294830

I wonder if why some people don't think Doom's hell is that iconic or interesting is a mix of the plot not mattering that much with the favorism for the first episode, since it was free.

>> No.5294831
File: 342 KB, 1280x720, Screenshot_Doom_20190113_185137.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5294834
File: 335 KB, 1280x720, Screenshot_Doom_20190113_185544.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5294846

Why am I so bad at finding secrets in Doom? I played the third level to completion with 0 secrets found even though I tried to find them.

>> No.5294854

Look for misaligned or differing wall textures.

>> No.5294856

Yeah a big reason I like Quake secrets is because they're more likely to use neat jumping puzzles instead of just humping every wall hoping it's a false panel.

>> No.5294858
File: 593 KB, 1782x1002, Screenshot_Doom_20190113_032235.png [View same] [iqdb] [saucenao] [google] [report]

Bloodspeed Map 14

>> No.5294862

Doom 4 did that too where the secrets were more about finding hard to reach compartments and passageways usually through jumping.

>> No.5294864

think of how doom levels work and the features for doom mapping like invisible triggers and such

>> No.5294865

Yeah I really liked that part of the game. A shame there's an upgrade to direct you to secrets, though at least they don't tell you how to get to them. Other thing I disliked was the enemy count, lack of real modding, and being trapped in rooms with enemies. Other than that I enjoyed the game a lot.

>> No.5294872

>classic hell expands on its looks while modern hell expands on its background

>> No.5294873

>. A shame there's an upgrade to direct you to secrets
All it does is make a noise when you're right next to a secret area, which is something your map tells you anyway (grey area you seemingly can't find a way to at first). I found it almost completely useless. Doesn't tell you when you're near a lever that opens a retro level area either, those were a real pain to find.

>> No.5294883

ok but did you hit the button?

>> No.5294887

what about both a city in the background and twisted skulls?

>> No.5294890
File: 31 KB, 411x310, 1496707455203.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm trying anon!

>> No.5294906

I'd like to know as well.

Also, you should probably know that the level design in Extreme ROTT often gets cruel, outright sadistic.
For instance, one level requires that you clear a gap by running, if your character isn't fast enough, you get stuck and can't beat the level.
But now you're thinking "Ah, just pick the fastest character." WRONG! She can't clear the gap either, you need to play as the redhead girl, or you literally cannot beat this level.

There's just a lot of things like that in Extreme, and for a lot of people it's just not fun. It doesn't go full Kaizo or anything, but there's enough moments where you'll find yourself asking "Why did you do this to me?"

>> No.5294932

Any Transformers-themed Doom WADs?

>> No.5294939

one thing is the spiderdemon sprites but something i thought neat about meta doom was its female face sprites, since a lot of those in doom mods don't always look good

>> No.5294941

Knee Deep in the Dead

>> No.5294946

Great work! Frame-rate is always more pleasant to play than graphical richness. Just focus on fluid movement and you could have something highly playable. (Some Quake 3 players play textureless to this day)

>> No.5294948
File: 159 KB, 800x1080, 65842671_p0.jpg [View same] [iqdb] [saucenao] [google] [report]

Anon only has the shareware.

>> No.5294950

Cool. Do you have any ideas on what you want the game to be, or is this just a tech demo?

>> No.5294972
File: 317 KB, 1280x720, Screenshot_Doom_20190113_201323.png [View same] [iqdb] [saucenao] [google] [report]

I have some of that in fact.

>> No.5294983
File: 348 KB, 1280x720, Screenshot_Doom_20190113_201422.png [View same] [iqdb] [saucenao] [google] [report]

I also made this disgusting shit.
The old Beta leftover files are full of neat stuff you can use.

>> No.5294991
File: 420 KB, 1280x720, Screenshot_Doom_20190113_201230.png [View same] [iqdb] [saucenao] [google] [report]

Wonder what an environment like this would smell like? Licorice?

>> No.5295024

Can Ketchup DOOM and Nash gore work with Heretic, Strife, and Chex at all without major bugs?

>> No.5295045

Looking good anon

>> No.5295057

I just started playing Duke 3D (Steam version) for the first time, but then I heard about EDuke32. Should I play that, or some other version, instead, or is the Steam version fine?

>> No.5295062

>playing any old game on steam
>paying gearbox

>> No.5295086

you're probably playing the dosbox version unless it's megaton or world tour (worth only for the commentaries). use eduke3d if dosbox is the case, the others are somewhat ok though.

dosbox version and megaton were delisted after gearbox won the lawsuit.

>> No.5295089

Not everybody wants the attention. especially in such a drama-prone community.

>> No.5295106

just pirate it, none of the devs are getting the money anyway. or seek out a physical copy, they are not that hard to come by.

>> No.5295120

I don't know. I've never been good at following an arbitrary goal, like "make a fun game", versus an exact thing like "make an engine that can display doom maps". So maybe just a tech demo, but I hope something other people can build stuff with.

>> No.5295134

I found out what was wrong. Quakespasm and Nehahra don't like each other, so I had to go find an engine that would run it fine.

>> No.5295136
File: 593 KB, 1562x725, doomlobby.png [View same] [iqdb] [saucenao] [google] [report]

I made my very first couple rooms. Obviously nothing special, but I'm surprised at how fun it is to make. Still figuring everything out, and hopefully this is a first step into map making. I'd like to expand it into a mapset for Hideous Destructor.

>> No.5295143

What editors do people use these days for Doom maps?

>> No.5295147

The commentaries in World Tour are actually kind of interesting actually.
Does anyone have a rip of them? In a few places you can't hear what they're saying because of ambient noise.

Megaton is very mediocre overall, though it did offer the delightful Duke Caribbean expansion, before the publishers realized "Oh hold on, fuck, we don't own it!"

>> No.5295149

Looks better than most beginner maps. You should probably pick a wood texture for that wood furniture instead of grass textures.
GZDoom Builder (usually bugfix) or Doom Builder X.

>> No.5295157

Maybe just slap some Quake textures on it for simplicity or something.

>> No.5295176
File: 771 KB, 320x240, bri.gif [View same] [iqdb] [saucenao] [google] [report]

Are there any mods for Doom that make the game more tacticool, but are not as insane as HD? I was thinking something like Delta Force or Counter Strike.

>> No.5295186

if you still have duke3d dosbox on steam it still includes those expansions in its folder and duke zone as well. there's also NAM and World War II GI that works with eduke32 if you happen to own those on steam or other means.

>> No.5295194

realgunsadvanced :)

>> No.5295195

>You should probably pick a wood texture for that wood furniture instead of grass textures
Yeah, I wanted a texture that looked cushion-y, but the grass doesn't look right.

>> No.5295197

Different anon, I actually really like that use of grass. Looks like a felt-topped table to me. Maybe wrap the edges in 2 or 4 pixels of wood or some brown flat. It would match PANEL1/3 pretty well. I always thought those would've made equal if not more sense as flats anyway, but maybe I'm looking at them wrong. (You could always cheat and use PANEL3 as a flat, but I think that's a ZDOOM derivative feature?)

>> No.5295212

a lot of these look good

>> No.5295214

Is the super shotgun a meme? I can't help but find it inferior to the pump shotgun

>> No.5295225

the normal shotgun is a meme
what does it do that the SSG or chaingun can't do better?

>> No.5295227

the ssg does nearly 50% more damage per shell
shotgun: 70 damage / 1 shell
ssg: 200 damage / 2 shells

>> No.5295242
File: 174 KB, 772x626, lobbybench.png [View same] [iqdb] [saucenao] [google] [report]

Maybe something like this looks a bit more like a bench? Could be mistaken for a plant pot, but I like it better.

>> No.5295247

Imagine having a brain deformed enough to conceive such an objectively wrong thought.

>> No.5295262

I guess kind of the old Immoral Conduct, in that there's grenades (which do shrapnel), and how guns are generally rather powerful.

I think a HD Light could have some appeal though.

>> No.5295268
File: 217 KB, 2048x1536, Ithaca M37 'Vietnam SEAL style'.jpg [View same] [iqdb] [saucenao] [google] [report]

The supershotgun is really good at close ranges, and is good against groups of low tier mooks, or for somewhat reliably stunning arch-viles.

The regular shotgun has much tighter spread and uses half the ammo.
At an 'across the street' distance, the super shotgun has quite loose spread, while the pump shotgun still has reasonably tight spread.
Due to it's horizontal spread pattern, it's also fairly good for shooting at rows of mooks up on ledges, as well as for shooting incoming cacos.

>> No.5295271


>> No.5295274

i think it looks great, the aesthetic of the room as a whole is neat.

>> No.5295276

> ammo conservation
when aren't you tripping over shellboxes, shell pickups, or shotguns from shotgunners
> spread
cg does more dps and can have zero spread
also you can just, you know, run at them at 500+ units per second to make it a non issue

the chaingun is a better shotgun that you need to aim more

>> No.5295278

This is better
wtf you monster
stop illegal cacodemon slaughter

>> No.5295279

I like it, anon. Maybe raising the cushion one more pixel or two would define it enough to prevent mistaking it for a planter, I don't see that so much myself but that's subjective probably. If all else fails, it also looks nice with FLAT5_3 and REDWALL sides, or FLAT14 and COMPBLUE sides.

>> No.5295280

It is. It's nowhere near as OP as it's made out to be. It has a whole plethora of issues that can fuck you up in tense situations: It's terrible to use in a monster closet situation, it can't effectively deal with enemies attacking you from multiple angles, it can't deal with enemies at range, and missing or not lining up a shot properly can be completely and utter devastating.

It's not terrible, don't get me wrong, but you're not going to breeze through the game with it either like people try to exaggerate. It has some intentionally crafted drawbacks.

>> No.5295281

[biased opinion]

>> No.5295283

Someone made a perfectly playable, closely authentic port of Wolfenstein 3D, which had a good and consistent framerate on the Genesis.

>> No.5295290


it's great just use it right. if you've played through doom 2 and it isn't obvious how to use it you're an idiot basically

>> No.5295294

>It's terrible to use in a monster closet situation
If you ask me, the normal shotgun is the worse one there, it just doesn't have the power to keep you from being overwhelmed

>> No.5295297

that trick isn't applicable for this (since it uses almost all the cpu), but I can do dithering and maybe even basic light levels

>> No.5295301


and doom is a lot more demanding..

>> No.5295304

that's true, but it's possibly a bit more versatile at all, you can use it in close-range and at distance.

problem is, doom 2 puts you in close-range situations that are beyond it's capability. in doom 1, the normal shotgun is generally good enough.

>> No.5295307


most situations the regular shotgun is more useful than the super (mostly just former humans, sergeants, sometimes imps), the chaingun is even better

>> No.5295312
File: 287 KB, 1875x879, super shotgun misunderstanding.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5295316

but, again
you probably have a chaingun too
which is better at range, does more dps up close, and can keep enemies at bay thanks to stunlocking rapid fire

>> No.5295317
File: 508 KB, 638x518, 3d.webm [View same] [iqdb] [saucenao] [google] [report]

true but i find making accurate shotgun shots more satisfying than the chaingun.

anyway, just added moveable floors and ceilings

>> No.5295318


though if they're all bunched up super > regular a lot of the time anyway

>> No.5295320

>when aren't you tripping over shellboxes, shell pickups, or shotguns from shotgunners
Depends on what maps you play.

>cg does more dps and can have zero spread
But with a separate ammo pool.

>also you can just, you know, run at them at 500+ units per second to make it a non issue
Not if they're somewhere you can't reach.

>> No.5295321

drop 5 zombies/sergeants in 1 click

>> No.5295326

> merge SG and SSG
> pick up either and you get the same shotgun
> SG comes with accuracy increase
> SSG comes with damage increase
> base stats are a middleground between the two
> it is now a lever action

>> No.5295328

based and redpilled

>> No.5295331

> 7 X 5-15 dmg
> 5 X 20-30 hp
math does not add up
each zombie would take a minimum of 2 pellet, netting you 3 kills at the absolute best

>> No.5295332

The problem is that it takes a million years to reload. Like I don't know what's wrong with him, he like freezes midway and then glitches the fuck out

>> No.5295336


i know for sure i've gotten at least quad kills in 1 shot. map03 in doom 2. i'll test it real quick

>> No.5295341


the point is you use it when that reload time isn't gonna get you killed. watch someone who knows how to play if you can't figure it out lmao

>> No.5295342

shotgun refire rate: 37 tics (~1.05s)
ssg refire rate: 51 tics (~1.45s)

it's a 0.4s difference

>> No.5295343

The SSG has different spread than normal Shotgun.
Shotguns sread is only horizontal, while SSG is circular.

>> No.5295347
File: 67 KB, 722x725, 1491467627993.png [View same] [iqdb] [saucenao] [google] [report]

God, I can't wait until some build of this mod is released
I hope those guns feel as good to fire as they are to look at

>> No.5295359
File: 39 KB, 182x318, 1545412810788.png [View same] [iqdb] [saucenao] [google] [report]

yes, and?
a tighter spread doesn't increase the maximum actual damage

>> No.5295364

It's just that the regular Shotgun spread is wider, and thus hits more enemies.

>> No.5295365
File: 165 KB, 640x480, Screenshot_Doom_20190113_214616.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5295367
File: 133 KB, 800x600, Screenshot_Doom_20181208_204416.png [View same] [iqdb] [saucenao] [google] [report]

Well, I'll try to.
I've kind of just been making a sky texture every now and then and put it in the .wad, there's 40 different ones currently.
I kind of do this in case I play a map which just comes with the default brown clouds and I want something more suitable.

I actually finally figured out how to do some cocking animations for the new revolver, so I should be looking at putting that thing in soon enough. All I need to now is reloading frames.

>> No.5295371

that's the exact opposite of how it actually is, what the fuck
shotgun spread is 5.6 degrees by 0 degrees, SSG spreaad is 11.2 degrees by 7.1 degrees

>> No.5295372

Try FLAT14 and COMPBLUE for the table's decoration. Also, some more variable/darker lighting would help the room a bit more. It's too bright.

>> No.5295373

Tighter spread means that hits stay concentrated at longer ranges.
The SSG is worth fuckall against cacos at a longer distance, while the regular SG can score full hits easy.

>> No.5295384
File: 1.10 MB, 938x505, 5kill.webm [View same] [iqdb] [saucenao] [google] [report]


first try

>> No.5295386

and the chaingun can do 100% of its damage at any range and has its own ammo supply, meaning you don't lose out on 30 damage per shell
and the point was that a shotgun literally cannot kill even four zombiemen in one shot. each pellet does a max of 15 damage, so you need at least 2 to hit each zombie to kill it. the shotgun fires 7 pellets. 7 / 2 < 4.

that is not the regular shotgun
>the *normal shotgun* is a meme

>> No.5295391 [DELETED] 

>that is not the regular shotgun

what.. i never said it was. someone asked what the super can do that the regular can't. i said it can drop 5 dudes per click

>> No.5295395

he said the opposite

>> No.5295397

nevermind misread

>> No.5295409

MetaDoom's codex kinda works as a checklist of how far you go into the mod.
The only entry i'm missing is the lightning gun one, because i don't have it yet.

>> No.5295410

Hello, I'm hoping someone can help me here. I'm playing through Duke Nukem 3D on eDuke32 with DukePlus installed, and while I like a lot of the new features, I don't really like the new guns. I couldn't find an option in the menu to disable them, is there anything I can do?

>> No.5295446
File: 499 KB, 1280x1024, Screenshot_Doom_20190113_175228.png [View same] [iqdb] [saucenao] [google] [report]

more prototyping

>> No.5295464

Knee Deep in the Dead
Thy Flesh Consumed because of E4M2 and E4M6

The remainder of the game is utter shit leveldesign-wise.

>> No.5295496 [DELETED] 
File: 499 KB, 1280x1024, Screenshot_Doom_20190113_175228.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5295497
File: 72 KB, 322x365, brainlett.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5295529

>file was deleted

>> No.5295546
File: 584 KB, 1280x1024, Screenshot_Doom_20190113_183338.png [View same] [iqdb] [saucenao] [google] [report]


because i did some fix

>> No.5295563

nah bro

>> No.5295579
File: 146 KB, 314x241, blos.png [View same] [iqdb] [saucenao] [google] [report]

Neither of the replies to the news from the past few threads had anything new to put on, so it's just been slow news for a while.

>> No.5295584

Didn't you make a huge fuss about an apology a couple days ago because of how much of a sperg you'd been?
Here I was trying to give you the benefit of the doubt, but I guess you still haven't changed and you'd still rather blame other people. I'm disappointed.

>> No.5295614

Which weapon WADs have your absolute favorite shotguns?

It doesnt need to be crazy OP. Just something that sounds and feels great to shoot.

>> No.5295617
File: 1.95 MB, 3310x2268, 2019-01-13 15.59.39.jpg [View same] [iqdb] [saucenao] [google] [report]

sketching out a test map

>> No.5295624

It welcomed in the people that mattered.

>> No.5295626

It's your fault for trusting that retard in the first place.

>> No.5295635

well that's very geometrically boring.

>> No.5295640

a bunch of stuff has been posted but not as replies to the news post.

>> No.5295641
File: 606 KB, 1280x720, Screenshot_Doom_20190114_004705.png [View same] [iqdb] [saucenao] [google] [report]

Holy dog, the brightmaps makes the glare of the Spidermind menacing as fuck when he's in pitch black darkness.
Not that you'd get frequent good looks at it anyway, but man, that's still cool.

>> No.5295645

I don't have any tools yet so I'm laying out this data structure by hand. It has more than 30 walls and 14 bsp nodes which is a lot of typing to make without a single mistake.

>> No.5295646

It seemed simple at first, but seeing that you're actually sketching out the BSP tree of all things made me realize you're the guy homebrewing for the Genesis.

>> No.5295651
File: 395 KB, 750x563, 5a7471db46a288fe068b4651-750-563.png [View same] [iqdb] [saucenao] [google] [report]

>Absolutely Correct!

>> No.5295653

Wait what the fuck. You're typing the map out instead of placing the nodes and lines normally?

>> No.5295656

see >>5295646

>> No.5295664
File: 2.35 MB, 444x250, BlankScarceAfricanporcupine-size_restricted.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5295673


>> No.5295676
File: 137 KB, 564x488, 1546481433490.jpg [View same] [iqdb] [saucenao] [google] [report]

Everyone knows literally only you hold a grudge over TJOM, give it a rest.

>> No.5295702

I'm not sure how to feel about this
it's definitely flashy, and I like that they made the thunderbolt more unique and impressive, but something tells me all the flashy shit is gonna get in the way of gameplay more often than not, the weapon additions are questionable (did quake really need a chainsaw?), and >darkplaces

>> No.5295715

>Darkplaces is bad

>> No.5295723

It originally supported Quakespasm, but I guess some of the effects and requirements turned it into DP-only

>> No.5295742
File: 3.29 MB, 319x215, 1537004503860.gif [View same] [iqdb] [saucenao] [google] [report]

Which WADs have the sickest MAP01's? The ones that just cause a lasting first impression and grip you right from the get go.

I think my picks would be Jenesis and Ancient Ayys.

>> No.5295762 [DELETED] 

Shame the author of Jenesis is such a douche.

>> No.5295782

holy shit s'arais, shut the fuck up

>> No.5295790

I want to believe that people can change.
Even if he hates random people including me for absolutely no reason, even if he's made up everything that's happened to him, even if he's held onto this completely one-sided grudge for years, I wanted to believe that there's a bit of hope and that we can reconcile and he can improve and become a better person and a better developer.
Guess not. There was a moment of clarity, and then he's back to his old ways.

>> No.5295793


>> No.5295795

what is the name of the mod?

>> No.5295796

I don't like how it looks

>> No.5295798


>> No.5295806

Immoral Conduct: Holy Fuck, Finish It Already

>> No.5295807

oh no a doom mapper is a meanie

>> No.5295814

this is the true power of posting your mods on github or similar: you never actually have to finish them!
also the easy rollbacks and version control stuff is nice I guess

>> No.5295816

I meant meant map

this map

>> No.5295817

you can count the number of gameplay mods that have actually been "finished" on one hand, so it's more the latter reason than anything else

>> No.5295818

the modder/mapper decides if a map is finished, not the recipient.

>> No.5295828

Anyone got a link for the newest version of the Zdoom version of IC?

This is the newest I'm getting by googling it https://github.com/Snarboo/ICD-ZD/tree/snarboo

>> No.5295832

you'd think that would've held off all the complaints for metroid dreadnought

>> No.5295835
File: 204 KB, 464x498, 12eb3b233523fe64766d98fb5abdb7be1094f65e62148446c6e8eda0d31856ed.png [View same] [iqdb] [saucenao] [google] [report]

never underestimate human stupidity.

>> No.5295840
File: 1.29 MB, 200x235, 1542039719707.gif [View same] [iqdb] [saucenao] [google] [report]

Dummy here. Pls explain.

In Weapons of Saturn, what does the alt-fire of the Vulcan cannon do? It just seems to fire projectiles instead of hitscan bullets, but I can't tell if it's using extra ammo or doing more damage that way.

>> No.5295850
File: 635 KB, 1920x1080, jmod20181113220548-00.jpg [View same] [iqdb] [saucenao] [google] [report]

Qauke 1.5 beta coming January 18th

>> No.5295852
File: 732 KB, 1887x984, testmap.png [View same] [iqdb] [saucenao] [google] [report]

That would mean people would be playing a horribly unfinished version. I want to at least finish the weapons before I put it up.
There's no proper BFG currently, which means that any map where you're really expected to use one, you BETTER be gud or you're getting fucked.
There's also no long range explosive weapon, so either you'll have to hope you can lob a 37mm grenade into Baphomet's forehead from where you're standing, or you're probably not beating an Icon Of Sin encounter.

Oh, that's Kinsie's test map, which I started fidgeting with with my filthy mits because I was bored and rediscovered that Doombuilder is kind of fun.
It quite literally has no gameplay value, it's a test map that I doodle on like I'd doodle in the margins of my math books back in school.

I carved out that balcony space around the elevator test room, because I realized I needed a good spot to test and get a good look at how sky textures came out and worked.

>> No.5295854


>> No.5295860
File: 306 KB, 1024x1033, voivodwarandpain.jpg [View same] [iqdb] [saucenao] [google] [report]

What's a good map or mod to fit with a Voivod album?

>> No.5295861
File: 426 KB, 1056x704, IMI Uzi 9mm.jpg [View same] [iqdb] [saucenao] [google] [report]

There's this: https://forum.zdoom.org/viewtopic.php?f=43&t=48036

It doesn't have the individual enemy counter thing on the HUD, but let's be real that feature was never that great.
It also doesn't have the AI partners of the original Special Edition, which in some ways can be seen as better, because they were dumb as a sack of dildoes.

Otherwise, it's very closely authentic. You need to load the ICD-SE.wad with it.

>> No.5295865
File: 18 KB, 676x664, 1534218434617.png [View same] [iqdb] [saucenao] [google] [report]

E3M14 is the best

>> No.5295870

projectiles instead of hitscan
more dmg and ammo burn

>> No.5295880

fuck that megawad
also deus vult 2 was nice

>> No.5295932

term, quit being gullible, you've been on this site long enough to know better.

>> No.5295953

so... brutal quake?

>> No.5295961

On one hand we have a weapon/gameplay mod for Quake.
On the other hand its brutalshit.

>> No.5295962
File: 353 KB, 1360x768, duke0031.png [View same] [iqdb] [saucenao] [google] [report]

An attempt was made

>> No.5295964

I've thought about making a voivod wad before, where you play as the voivod or korgull. anyway dead.wire is pretty voivodian imo

>> No.5295981
File: 66 KB, 1365x768, sSIO2GX.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone please hook me up with the compatibility patch for Weapons Menu+ with NC HUD?

I know it exists because m8f released this screenshot showing it, but I'll be damned if I can find a link for it anywhere...

>> No.5295993

>Hah! I knew you'd take a shot for Mr. Lincoln.

>> No.5296000

How the fuck do people play the Inquisitor wads? I get 5-10 FPS no matter what my display settings are.

>> No.5296020

play it with boom or get a nasa supercomputer

>> No.5296028

So, did he beat TAT41?

>> No.5296059

it handles physics differently than most other ports
bhopping for instance feels off. acceleration isn't the same as vanilla quake

>> No.5296061
File: 903 KB, 300x200, 1537039508545.gif [View same] [iqdb] [saucenao] [google] [report]

What is /doom/'s opinion on Faspons?

So far it looks like an improved version of Weapons of Saturn to me. Bretty gud.

>> No.5296075

I don't even remember, anon. I've played so many weapons mods and I still don't have a favorite.

>> No.5296081
File: 324 KB, 1024x768, Screenshot_Doom_20190113_215329.png [View same] [iqdb] [saucenao] [google] [report]

my hack volumetric lights would look better if sprites could be drawn over geometry

>> No.5296105

That would require for the engine to support overdraw. Easy to implement in OGL.

>> No.5296110

Fix that fucking engine. REEEEEEEE!

>> No.5296119 [DELETED] 

If anybody actually bothered to work with them instead of constantly insulting everything they do; we wouldn't be in this situation.

>> No.5296124

Speaking of brightmaps...the ports do support things like normal/specular maps, right?
Given the extra work, is it possible to use normal maps on entity sprites or HUD weapons/overlays? So that they can interact with dynamic lighting instead of having a fixed brightness value for the entire sprite.

>> No.5296128

Final Doomer, BTSX's SSG is amazing. runner ups are the the shotguns from High Noon Drifter and Project MSX

>> No.5296135 [DELETED] 

This is bait, my dudes.

>> No.5296141 [DELETED] 

It's really not; a lot of people aren't happy by the attitude brought by JOM's elitism.

>> No.5296147

Hideous Destructor's pump shotgun. Popping out and blasting all your shells in pump mode feels really good.

>> No.5296150 [DELETED] 

It is. I'd know since I posted it. Just wanted to see what would happen.

>> No.5296154

If only. Maybe you'd see someone implement something like moving cloud shadows for sky-open sectors or the like if that was added.

>> No.5296156 [DELETED] 

Yeah, nah. Nice attempt to discredit though.

>> No.5296159

Zanieon has released Doom Church Album:


>> No.5296160

This. HD shotgun feels too damn smooth.

>> No.5296165 [DELETED] 

Been on here for a few weeks now. Lurking every now and then before that.
I just don't get why guys hold on to these things like they matter.

>> No.5296169 [DELETED] 
File: 55 KB, 678x495, 1439397528051.jpg [View same] [iqdb] [saucenao] [google] [report]

>redo other people's maps
>make them even more shitty because you're a hack
>get kicked out from the project
>blame more talented people, thinking they have it out against you

why haven't you killed yourself again?

>> No.5296171 [DELETED] 

They typically don't. The person who everybody keeps screaming about in regards to that had long ago given it a hand-wave and stated they'd much rather spend the time working on projects.
The opposing party, not so much.

>> No.5296189 [DELETED] 

you retards never learn

>> No.5296191

Don't take my word for it, but I think that GZDoom *might* support normal maps and specular maps.
Or it was just one of them, and/or the other is a planned feature.
I don't know fuckall if that's true, I might be completely misremembering.

It'd be great to see normal maps done for Doom though, because it looks sexy as fuck at low resolutions. Say what you want about DN3D World Tour, but it has normal maps and dynamic lights, and it does demonstrate just how good that can look with old low resolution 90s textures and sprites.

As for if it would be supported for enemy sprites, HUD, and weapons, I'd just have to assume that it would, because you can put brightmaps on Things, Flats, Textures, and your weapons.

>> No.5296192 [DELETED] 

We all know that's not true.

>> No.5296196

That's like, your opinion man.

>> No.5296206 [DELETED] 

I'm pretty sure most of the posts pretending to transparently be sarias are just some other shit troll. We've had a few dedicated shitposters since day one because they know people like you will respond.
But even if you didn't they would just reply to themselves in an attempt to rope others in.

>> No.5296216

If the spotlight texture up top matches the size of the cone then it's a convincing effect... until you turn on billboard mode for sprites

>> No.5296238

iirc actors can force billboarding to be disabled or enabled on themselves

>> No.5296239
File: 663 KB, 1280x1024, Screenshot_Doom_20190113_230246.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5296242

Please tell me that's a full-auto energy crossbow

>> No.5296248

It's an ice crossbow friendo.
it's strength is also it's downside; whilst basically a near-hitscan rocket-launcher with slightly less damage, it also makes little ice-sculptures out of enemies that block some projectiles before breaking. This can backfire when you freeze yourself, which is what the introductory room here is supposed to display.

>> No.5296250

oh yeah, it's a real winner with all those fucking jams.

>> No.5296251
File: 26 KB, 365x309, thanksfortheicecreamfriendo.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh, alright.

>> No.5296252

Full auto would be horribly broken and not really fit the theme
Plus, r667 listed it as a "cryobow" but it's also "palsma balsista" so either way I guess.

enmbjoi icecram broship

>> No.5296253

a fucking row of socks to the face is more reliable than that piece of shit in any situation

>> No.5296254

quit short stroking it than

>> No.5296256

Stroking your shotgun is very lewd.

>> No.5296257

Just looked like an overengineered alternative to the plasma gun. Some kind of bolter thing.
Now I know.

>> No.5296260

you need to pump it firmly so you can shoot your load, if you're not pumping it hard enough nothing's going to happen

>> No.5296261

It's cool dude; You could probably rescript/redecorate it to do just that, though.

>> No.5296264
File: 359 KB, 1280x1024, defeat.png [View same] [iqdb] [saucenao] [google] [report]

This is a BLUE BOARD.

>> No.5296279

Say that I needed something to work as a dummy at a range, the actor just has to enter its pain state any time it is hit, and it only really needs two frames, static and pain.
What's a suitable graphic I could just go and grab and put to use?

>> No.5296281


>> No.5296287

Duke3D trash can.

>> No.5296293

I read that as Cacodenim at first.

Huh, now there's a thought.

>> No.5296304

Cacodemons are the most adaptive of any hell lifeform; what with being demonic feline jellyfish.
They've taken particularity well to the oceans.

>> No.5296310 [DELETED] 

I'm having trouble taking a shit. Any suggestions?

>> No.5296323

So I've finished Nehahra, and the xmasjam maps. I'm going start working my way through Arcane Dimensions. Once I'm done with that, what are some other fun Quake maps to work through?

>> No.5296324

what is remotely feline about the cacodemon

just me asking because I don't really have any strong feelings toward cats whatsoever but I find cacodemons adorable as shit

>> No.5296328
File: 81 KB, 469x357, 1539466867207.png [View same] [iqdb] [saucenao] [google] [report]

they hiss when angry?

>> No.5296330
File: 42 KB, 127x151, ctr.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5296349

Silly question, but are there any Doom podcasts out there?

>> No.5296354

It isn't going on any more, but "Evolution of the Wad" sounds like it'd be up your alley.

>> No.5296363

These, plus general behavior and appearance
>cyclops cat-eye
>happy for some reason
>general noises
>aimless wandering
>does dumb things and hopes nobody saw it, pretending it didn't do that dumb thing.
>Instant comedy
>Looks like a tomato.

>> No.5296364

Doesn't seem that way, the big ones all went tits up sometime last year.

>> No.5296365

soul of evil, travail, bin dunne gorne

>> No.5296372

all of those relate more to dogs than cats.

>> No.5296373
File: 1.37 MB, 440x404, shambling.gif [View same] [iqdb] [saucenao] [google] [report]

I'll check those out, thanks anon!

>> No.5296382

dogs and cats originate from the same evolutionary animal. Dormaalcyon latouri

>> No.5296396
File: 1.84 MB, 640x480, applied sciences for assembling appliances.webm [View same] [iqdb] [saucenao] [google] [report]

yeah, you gotta force x/y billboarding or it'll look like total garbage. e-z to do in decorate with that flag

>> No.5296407

>Dormaalcyon latouri
that's like 45 million years ago.

>> No.5296423

>naming your wad after a band or song

But when people read the title, they'll just want to hear that band/song

>> No.5296424

still counts dude

>> No.5296436

Furry? It's just red meat.

>> No.5296438

Bullshit. You can't tell me a cacodemon doesn't have fur.

>> No.5296443

shambler being covered in either skin or fur is atleast debatable, since its rather ambiguous and messy
but cacos surface is clearly smooth and lumpy
and has spaghetti strands hanging from the bottom

>> No.5296447
File: 167 KB, 1920x1017, Screenshot_Doom_20190114_083825.png [View same] [iqdb] [saucenao] [google] [report]

Feeling a lil chilly all of a sudden

>> No.5296449

those are tendrils hence the jellyfish part
those are not clear and smooth; those are segments.
it has fur.

>> No.5296452
File: 248 KB, 1920x1017, Screenshot_Doom_20190114_083826.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5296458
File: 1.15 MB, 1920x1080, Screenshot_Doom_20180808_103212.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5296459
File: 398 KB, 418x345, no_fur.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5296462
File: 156 KB, 900x1200, C038tPfUUAEOhyt.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5296465
File: 35 KB, 241x234, berdly hmmm.png [View same] [iqdb] [saucenao] [google] [report]


No thanks

>> No.5296470

Yes thanks
I'm tired of having my ass bu-...
oh, frostbite, right.

>> No.5296472

>porn crop
Zane why do you do this?

>> No.5296474

It is not a porn crop!

>> No.5296475

Don't you tell me that isn't a porn crop. I've made many of my own in my time and that's a porn crop. You can tell by the resolution and expression.

>> No.5296483
File: 501 KB, 1782x1002, Screenshot_Doom_20190114_000324.png [View same] [iqdb] [saucenao] [google] [report]

I'm not going to post the full picture because that would be off-topic albeit completely SFW

>> No.5296486

> trusting berdly

>> No.5296490
File: 42 KB, 1280x720, THIS IS A WAR FACE LET ME SEE YOUR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'm not going to post the full picture because that would be off-topic albeit completely SFW
Bullshit you didn't convince me!

>> No.5296509

Just crosslink an image from a post on another board.

>> No.5296536
File: 87 KB, 720x537, C03D9670-E089-4E15-A9A4-30FEB13E73C8.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you niggas think about heretic/shadow of serpent riders?

>> No.5296538

Goat level design with Infinite replayability, great shotgun, story that fun as fuck to play.

>no fanart or mod support at all

>> No.5296541
File: 193 KB, 619x597, 2D624500-5FDF-4BC9-8687-555DAB16A63E.jpg [View same] [iqdb] [saucenao] [google] [report]

Recommend me some beautiful looking wads to play with beautiful doom

>> No.5296563


>> No.5296564

how dissapointing

>> No.5296591

shamefur dispray

>> No.5296596 [DELETED] 

why don't you smooth the top side so it not touch the ceiling?

>> No.5296617

why don't you smooth the top side so it doesn't touch the ceiling?

>> No.5296795

Is this Doom? How was it done? please post example

>> No.5296804
File: 17 KB, 576x162, ueb.png [View same] [iqdb] [saucenao] [google] [report]

I was actually frankenspriting it with some other guns to make a Wicked Etherial Ballista for a Heretic mod a while ago. Maybe I should return to that.

>> No.5296874

Eh, it's not stupid over the top bullshit weapons/redesigns/FUCK YOU or gameplay changes, just over the top violence so I don't hate it

>> No.5296903

I thought furry stuff wasn't allowed.

>> No.5296975

Brutal Doom is fun though, I expect Brutal Quake to be similarly entertaining.

>> No.5297067
File: 108 KB, 1300x901, 88461468-antique-double-barrel-shotgun-with-room-for-your-type-.jpg [View same] [iqdb] [saucenao] [google] [report]

In retro shooters like Doom, Blood, etc - when given the double-barreled shotgun, do you often find it useful when mods (or the vanilla game) give you the ability to fire one barrel at a time? Or do you rarely find use for that?

To me it *feels* like it's meant to be used that way mostly, to have a follow up shot ready for if the first one didn't down the target coming straight at you (as if you were hunting wildlife or something) and ALSO have the ability to fire both at the same time as the alt-fire, for those tougher enemies. It seems wasteful to always be firing both barrels at once - although you could argue that if you only wanted to use 1 shell, you could just use the regular pump shotgun. So I'm kind of torn there.



>> No.5297089
File: 74 KB, 513x536, D'Sparil.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5297149

knowing where some doom sounds come from, i'd imagine doomguy hearing a camel's noises giving him ptsd

>> No.5297171
File: 854 KB, 800x650, eathevorefags.png [View same] [iqdb] [saucenao] [google] [report]

Stuff pertaining to a board's subject that comes with furry elements more or less walks on eggshells, but I don't know shit about Undertale or whatever the fuck to know for certain about that image.

>> No.5297230

MetaQuake when?

>> No.5297237

Pumps usually have a slower RoF and thus less DPS, but having a magazine tube means that you'll have a shot ready after every pump until you need to reload.
Though in HD I really like using the super shotty to take out single targets, either by shooting them once and having a followup ready, or firing both into a meatier target.
To be frank though, coachguns are strictly inferior to pump actions due to their capacity and reload time, that's why most games artificially inflate their damage beyond being 2x of a normal buckshot blast.

To answer your question directly, I like it when they let me shoot the gun in single fire since you basically have a two-shot "semi-automatic" shotgun, making the volume of fire still feel powerful and dense.
BANG BANG sounds more impressive than BANG chkchk BANG.

>> No.5297265

Yes, that's a feature I always like seeing in a double barrel in a game.

>> No.5297271
File: 265 KB, 398x444, 1544717300947.gif [View same] [iqdb] [saucenao] [google] [report]

Can anyone point me to a simple mod that changes Doomguy's grunt and pain sounds to Ranger's (Quakeguy's)?

I know Complex Doom does it by default, but I'd like to have it in other mods also. I like Faspons but really dislike how they changed the player's grunts.

>> No.5297287

That should be really easy to make yourself.

>> No.5297291

I know, but I'd figure I'd ask anyway, since it's probably been posted somewhere in these last 20+ years

>> No.5297294

Is it ok if can ask some opinions on some of my maps?

>> No.5297307

No. You'll never get anywhere "asking", like some kind of pansy.

>> No.5297308

POST EM and I'll play em

>> No.5297329

Ok then, ima link some that i worked alone on:
Currently on this one im planning on adding more maps and a story.

If interested i might also post some other maps that i have worked on comunity projects
from that secret level from dump3 to JOM 4 to 6 and mayhem orange edition (with fun facts)

>> No.5297363

Guess we better stop posting Guncaster then

>> No.5297374

the levels in freedoom are poorly designed health baren garbage

>> No.5297391


>> No.5297395

is it not true?

>> No.5297404

Nice opinion. Contribute.

>> No.5297412

im not going to go through the freedoom wad sprinkling health packs around just to have people bitch about there being too many

>> No.5297420

Just finished it

The first couple levels were short and sweet, and I enjoyed the concept of the exit being right at the beginning and just having to find the key. They felt tight, CQC, and relatively easy on UV.

The latter two levels (the one with the big red rocket pit and the one with more open hallways) felt a little jarring in contrast to the others though. They were still fun and relatively easy, but it felt weird to suddenly go to such open areas when you were restricted to small rooms before. In the last level, maybe I wasn't paying attention but the blue key and blue switch seemed a bit time wastey to get, I'd rather have just finished the fight at the center of the map, getting the SSG, and then opening the blue door directly with the key card, but that's just me

>> No.5297423

Also I'd like seeing more secrets, I 100%'d all of them without even realizing

>> No.5297427

umh i see...

That reminds me...
what do you think of the secret level?

i do admit that its easy to get stuck since i though that switch there was a linedef to pass on...

>> No.5297446
File: 24 KB, 199x181, ranger angry.png [View same] [iqdb] [saucenao] [google] [report]


See if this link works.
Cooked it up in like 10 minutes (because I had to remember what to do exactly with player sounds first).

>> No.5297451


I think you should put more enemies in it, the map felt super empty honestly. It had a cool look though.

>> No.5297456

It werks, thanks famicon
what discord server are you posting that on, if i might ask

>> No.5297468
File: 71 KB, 1280x720, you.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5297469
File: 990 KB, 500x281, 9f30c48c54e1731ae20b5ba46d55f26eae4c4098_hq.gif [View same] [iqdb] [saucenao] [google] [report]

A hideous one.
And no problem famalamadingdong.

>> No.5297495

Does GZDoom have an option where you could mod a fire function depending on how long you hold the trigger?

For example, making the SSG so that if you only tap the fire button, have the double barrel shoot once, and if you hold it, have it shoot twice in rapid succession (as it would in real life)

>> No.5297506

dont be stupid why fuck with how the SSG works?

>> No.5297514

Alright... i took the feedback and did some modifications mostly on the secret level but im thinking of maybe also do some for the others now tho this is what i did:
>Made clearer where you need the key for on the first map
>Added more ammo for the second map
>made the fift map secret more easier to discover
>Slightly modified forth map beggining look a little (minesculy little)
>added a little bit more enemies on the secret map
some of these changes were reported from annother guy that recorded maps playthoughs (or at least seeing somebody and review them)

>> No.5297528

because it's cool >>5297067

>> No.5297531

why contain it?

>> No.5297572
File: 773 KB, 1782x1002, Screenshot_Doom_20190114_132908.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5297579

yes but it works the way it does to maintain game balance

>> No.5297601

the faggot's been posting just cropped furshit reactions to posts for the past several threads, like this >>5294659 as well, and then samefag spamming the thread defending furfags when someone tells him to knock that shit off. I thought that it was bait at first, but it's been going on for too long now.

>> No.5297609

yeah, that's why someone chimped out masively a few threads ago over a daisy mod

hint: it wasn't the person who suggested it

>> No.5297614

Holy shit. MAP 01 of Sunder does not fuck around.

I'm having a lot of fun though.

>> No.5297615

Using both the Fire and Hold states, I imagine.
There'd be other ways to do it as well.

You wouldn't really need a special function I think.

>> No.5297629
File: 108 KB, 300x449, skritch.jpg [View same] [iqdb] [saucenao] [google] [report]

>gameplay mods
>original game balance

>> No.5297639

I don't think it's strictly THIS IS SO FUCKING SICK material, but Ancient Aliens made a pretty good first impression for me

>> No.5297648

Can Darkplaces work with later versions of Quakspasm and ReQUiem?

>> No.5297650

How the fuck do people one-shot cyberdemons? Even at point-blank range (tested with god mode) it takes me 2-4 shots every time

>> No.5297654

Probably not the right place to ask given the r part of /vr/, but I'll ask anyway

If one is making a GZDoom map, would using mostly dynamic lights be too tacky? Like, does it come across to you as though the mapper is trying to compensate by using a flashy effect? I've only been working with sector brightness so far, and everything looks more "okay" than "good."

>> No.5297663
File: 25 KB, 537x312, spidermind balls.png [View same] [iqdb] [saucenao] [google] [report]

RNG maybe? To my knowledge you can only one-shot the Spidermind.

>> No.5297670

Now that you say it, I may be confusing the two. I thought I'd heard people claim one-shotting the cyberdemon.

>> No.5297704

So they phased out the worst wad award a while ago, what are you guys' picks for the shittiest wads of the past few years?

>> No.5297710

are there any texture mods that "randomize" skyboxes?

>> No.5297712

your favourite one.

>> No.5297748

Oneshotting a Cyberdemon with the BFG is only a hypothetical, it's not something that's even remotely probable in normal gameplay. It's numerically possible because the BFG can do up to 800+4800 damage if the projectile and all tracers were to hit for maximum damage, but RNG would never allow numbers like that to actually happen.

>> No.5297751

Probably something terryble

>> No.5297756

I hardly ever play bad wads. Usually you can just tell from the screenshots & comments.
"Fall Of Triton" was pretty bad, like 40 levels and all of them are endless boring flat hallways.

>> No.5297761
File: 146 KB, 903x713, 1492109525803.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5297810
File: 945 KB, 1782x1002, Screenshot_Doom_20190114_140016.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5297816
File: 1009 KB, 1782x1002, Screenshot_Doom_20190114_151059.png [View same] [iqdb] [saucenao] [google] [report]

>using Pink Floyd's "Time" as background music

Weird choice but it works.

>> No.5297820
File: 392 KB, 1024x768, Screenshot_Doom_20190114_152636.png [View same] [iqdb] [saucenao] [google] [report]

because i'm a fool and didn't do that.
it's a bunch of circle gradient sprites with additive blending packed very close to each other, think of a tube that gets bigger on the end, but made out of sprites. kicks the framerate's ass though. please do not steal this visual effect that is totally original and wasn't used in any other video games

>> No.5297835

Good approximation, but as expected a total fill rate killer.

>> No.5297841

What are some good 'gazillion monsters' map wads fit for shit like Trailblazer and Guncaster

>> No.5297845

dark tartarus, sunder, chillax.

>> No.5297858
File: 8 KB, 106x623, 2019-01-14-214633_106x623_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Do i just use gzdoom for everything or only for zdoom ones and prboom for the rest?

>> No.5297902

personal preference nibba

>> No.5297903

None. You use Chocolate Doom and avoid any of the shite that requires zdoom/gzoom.

>> No.5297930

Slaughterfest 2012
Newgothic Movement 1

>> No.5297945

Recommend me Duke3D mods that arent just levels

>> No.5297954

Shadow warrior.

>> No.5297960

can prboom plus handle nuts dot wad?

>> No.5297978
File: 843 KB, 1543x2581, so you want to play duke nukem 3d.jpg [View same] [iqdb] [saucenao] [google] [report]

Platoon TC and it's commercial sequel Nam (Neither of these two are the best but I'm throwing them in for trying the effort of doing a relatively realistic shooter in the BUILD engine)

There's a few more in this (admittedly outdated) image

>> No.5297987

What button do you press to make screenshots in Chocolate DOOM? I tried pressing PrtScr on my DELL but nothing, not even a message appeared.

>> No.5297991


>> No.5297996
File: 118 KB, 472x352, Image13.png [View same] [iqdb] [saucenao] [google] [report]

Must be a slow news day at Rock Paper Shitgun.

>> No.5298002


>> No.5298013

I don't mind. I like it when publications highlight Doom wads.

>> No.5298041

I miss the days of buying gaming/PC magazines that came with CDs filled to the brim with vidya demos, utilities (winzip, mcafee AV, etc), and game addons, such as mods and zip-files containing like 100+ Duke3D levels ... often not much of it was checked if it contained oddities, so every now and then I opened a custom map in BUILD and looked at the textures, to find juicy relatively high resolution pictures of porn in their full 256 color glory! And being a teenager, my meat got bruised.

>> No.5298049
File: 770 KB, 1654x2507, image.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5298056

Quite a lot of them have been uploaded on archive.org.

>> No.5298059
File: 916 KB, 1782x1002, Screenshot_Doom_20190114_162106.png [View same] [iqdb] [saucenao] [google] [report]

>500 enemies

>> No.5298081
File: 919 KB, 1782x1002, Screenshot_Doom_20190114_173252.png [View same] [iqdb] [saucenao] [google] [report]

Okay so it turns out Bloodspeed is my WOTY of 2019

>> No.5298083

Well, at least it's not "Brutal Doom invented GZDoom" tier retardation.

>> No.5298107

Another mod gets free publicity, it's fine.
Took them long enough, but whatever.

>> No.5298141

I don't like it when dirty lying shit outlets like RPS get their greasy hands on nice things.

>> No.5298147

CDs and collections on archive.org like the other anon already said. A gold mine for old stuff, not just Doom-related.

>> No.5298153

thank you based anon

>> No.5298158

this affects the mod in literally not a single way, nigger

>> No.5298159

is alien armageddon for Duke3d good?

>> No.5298162

see, difference id one is a still from a movie and the other is deliberately designed so as to catch people's interest.

>> No.5298163

numpad minus

>> No.5298169 [DELETED] 

Wider than you, Doomlet

>> No.5298183

What did he mean by this?

>> No.5298194

Finished Rebirth, took a while to see Summoner and the Lightning.
Overall, good mapset.

>> No.5298201

rps always post about doom shit

>> No.5298203

Reading Heretics manual lore is so simple, but it still makes me want to know more about the world. Like, from the Outer Voids come these three demonic sorcerer niggas. It's like something out of a Clark Ashton Smith, or Robert E. Howard story.

>> No.5298204

d2redux was cool.

>> No.5298227

i might check it out sometime because I like the idea of mappers trying to interconnect the story of Doom 2

>> No.5298240

you can fix them, it's an open project

>> No.5298252
File: 411 KB, 1782x1002, Screenshot_Doom_20190114_185748.png [View same] [iqdb] [saucenao] [google] [report]

Time for Discharge. I like what I see.

>> No.5298264

there's this map near the end of doom community chest 2 that's an alien planet themed entirely around nukage textures; shit should look real nice

>> No.5298327
File: 129 KB, 1366x768, moonblood ending text.png [View same] [iqdb] [saucenao] [google] [report]

play any map kino lately?

>> No.5298328

Look cool and all, but the name "quake 1.5" is so fucking arrogant it prevents me from liking it.
What the fuck are they even implying? 1.5 would logically be something between Quake 1 and Quake 2. This look nothing like Quake 2, and doesn't look "more quake than quake" or anything...
Anyway. Looks fun, but god damn. Really they should've just made their own game for all the effort they had to go through anyway.

>> No.5298345

How's the Quake 3 scene? I'd really like to play some with people.

>> No.5298348

I hope I can use that grappling hook in SP.

>> No.5298375

Dat's sum good shit. Nice eriance frankensprite.

Back to work on my maps I guess. If I could sprite worth a damn I'd have a nasty surprise at the end. I still will, but it will require sector, 3d floor, polyobject fuckery and stuff.

>> No.5298378

i forgot to remove the poal.me link hahaha i'm stupid please don't ban-warn me thanks

>> No.5298382

cacodemons are meatballs

>> No.5298396

then what are pain elementals, cooked meatballs?

>> No.5298409
File: 31 KB, 400x400, 1516198493397.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5298419

no they're tomato

>> No.5298442
File: 20 KB, 800x800, 1529589314735.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5298457

>missing a HUUH?
one job

>> No.5298486

>the sleeping one
my heart

>> No.5298491

>6 beers left
>ancient ayys
life is good

>> No.5298497

I'm ranger

>> No.5298509


>> No.5298524
File: 979 KB, 1920x1080, tomatoes.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5298526
File: 363 KB, 1782x1002, Screenshot_Doom_20190114_213044.png [View same] [iqdb] [saucenao] [google] [report]

>music stops


>> No.5298663

ayy, someone made the edit i asked forever ago

>> No.5298675
File: 290 KB, 2000x1337, Dw7DuZMVYAAlBv9.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5298679

>I rip and tear Jon, it's what I do

>> No.5298692
File: 330 KB, 1782x1002, Screenshot_Doom_20190114_224548.png [View same] [iqdb] [saucenao] [google] [report]

my god this map is dense

>> No.5298695
File: 2.98 MB, 1920x1080, Screenshot_Doom_20190115_033350.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5298710
File: 30 KB, 640x400, quake.png [View same] [iqdb] [saucenao] [google] [report]

What console commands should i type to make quake look like this on quakespasm? It also looks flattened on dos version.

>> No.5298712
File: 88 KB, 500x372, 1542176675740.png [View same] [iqdb] [saucenao] [google] [report]

I'm thinking about making a mini montage of DOOM stuff for a few friends, so I got together a couple of short ~ 1 min clips to serve as decent samples for some varied gameplay. I might splice the final result into a youtube video or something.

Here are the ones I have so far, feedback and ideas for more shorts are welcome! -

>Short #1: Good ol' vanilla DOOM.
Played on: MAP10: Refueling Base, by Tom Hall and Sandy Petersen - DOOM 2 (1994), Ultra-Violence difficulty (Hard), pistol start, no mods.
Sourceport: Crispy Doom

>Short #2: Slightly modded DOOM.
Played on: MAP01: Inception by Pavel Tvrzník - Bloodstain (2016), Ultra-Violence difficulty, pistol start, various quality of life and cosmetic mods + Weapons of Saturn.
Sourceport: GZDoom

>Short #3: Lovecraftian Cowboy.
Played on: E1M5: Highly Terminal by Impie - Strange Aeons (2015), Gunslinger difficulty, with the High Noon Drifter gameplay mod.
Sourceport: GZDoom

>Short #4: Randomized Madness !
Played on: MAP01: Castle Entryway by Erik Alm - Scythe 2 (2005), Ultra-Violence difficulty, with the Colourful Hell enemy mod + Final Doomer weapon mod
Sourceport: GZDoom

>> No.5298717

Oh look at all these good Dooms
Your friends are going to be so appreciative

>> No.5298718

>Jazz Jackrabbit level
Holy fuck I must play this

>> No.5298719

Might as well get some Zandro stuff in there too.

>> No.5298720

Let's say hypothetically I wanted to mod HocusDoom so that it had an autofire feature and that the rapid fire powerup just set firing speed to max? How would I do this.

>> No.5298730
File: 121 KB, 352x338, 1423226847361.jpg [View same] [iqdb] [saucenao] [google] [report]

>Lovecraftian Cowboy.

Now that's what i'm talking about.

>> No.5298742

Can you list all the mods used in the second clip?

>> No.5298769
File: 343 KB, 843x516, 1545428726173.png [View same] [iqdb] [saucenao] [google] [report]

Sure anon

>Global Autoload:

>Doom Autoload:
AllClear_HotlineMiami.pk3 (/vr/ modified version of the All Clear message)
HealthWarning.pk3 (made by Babel guy)
Damage Direction Overview
Damn Nums
Target Spy
Top HP Bars
Reactive_Crosshair.pk3 (made by Babel guy)
NC HUD (Base + PowerUpIcons)
Sprite Shadows
Nashgore (Newest version)
Universal Enhanced AI

>Not autoloaded
Weapons of Saturn
NCHUD (Weapons of Saturn patch)
HUH.wad (made by an anon above)

>> No.5298781
File: 77 KB, 800x533, 1479870139865.jpg [View same] [iqdb] [saucenao] [google] [report]

Damn, thanks dude

>> No.5298798

rps are the only decent mainstream site to recommend doom mods since they tell people to turn off texture filtering and don't cover garbage 'hd remake' mods

>> No.5298808

It was dumb for one to exist without the other so I resolved that.
That's stretching it a bit, them being the outlet that went on a tirade about how gameplay is a dirty word, have all of John Wanker's asshattery and spent an age tossing off Bernband.

>> No.5298824

>Universal Enhanced AI
Now that sounds tasty.

>> No.5298827

I meant just in the context of Doom, but while literal avatars of onions like walker and meer are indeed shitheads I still think rps is a lesser evil compared to most other gaming sites.

>> No.5298834

I don't care where the article comes from, if people are making good articles about Doom mods then I want to see it

I don't fall into this /v/ idea of certain outlets being off limits, that's stupid /v/ garbage

>> No.5298839

That's the thing though. Certain websites just have terrible writers and terrible articles for it. You should see polygon's article on hellshots golf

>> No.5298841


>> No.5298842

How is your personal balance mod coming along anon?
You know, the one you'll never release to the public.

>> No.5298845

It's like 50 words long

>> No.5298854
File: 242 KB, 526x503, 06ef616f55c7065fc35b2105bafd177f3428951982a65dfbc31045f30f6d91fd.png [View same] [iqdb] [saucenao] [google] [report]

now that's fucking lazy; i don't even like term but at least give enough of a fuck about your job to give him respect and credit for his work.

>> No.5298856

Which is one of the reasons why it sucks. It's frustrating when you can tell the guy writing the article just doesn't give a crap.

>> No.5298857

yes, s'arais, we are far too aware of your pointless grudge

>> No.5298861

"Played it for 50 minutes. Alright, I lied. 12 minutes with cheats. Pretty good, I guess. 6/10? 7/10? Tell me in the comments below. Oh yeah. Had a pretty good bagel the other day. A bit crispy and that's what I like. Going to the dentist today. See you later."

>> No.5298873
File: 385 KB, 1782x1002, Screenshot_Doom_20190114_230126.png [View same] [iqdb] [saucenao] [google] [report]

I'm dying in Discharge, the wad is feral
I'm gonna die again

>> No.5298898

playing Newgothic Movement with ketchup and nashgore on max gore settings was a bad idea using Russian Overkill

>> No.5298903

Does anyone else like it when the music in doom wads is some chill lo-fi hip-hop so you can lay down some sick raps?

>> No.5298907

>when the music in doom wads is some chill lo-fi hip-hop
has this ever actually happened?

>> No.5298910

No, but I listen to some De La Soul when I'm mapbuilding though. It's really relaxing.

>> No.5298916
File: 177 KB, 360x320, shinji can't drink his coffee.png [View same] [iqdb] [saucenao] [google] [report]

>map uses Pink Floyd's Time as the background music
>never gets to the good part


>> No.5298938

For someone who cries about how other people are hounding him, you're sure quick to bring up completely irrelevant grievances.

>> No.5298956
File: 76 KB, 640x640, 1491823726773.png [View same] [iqdb] [saucenao] [google] [report]

>cold hell levels
this is my fetish
Nicely animated retro 3d is also my fetish

>> No.5298957
File: 196 KB, 560x560, almostpolitically3.gif [View same] [iqdb] [saucenao] [google] [report]

Why doesn't DRLA have a tactical rifle? Like a battle rifle, but with different attachments. So you can pump dem demons full of lead and blast the last one's face with a shotgun. Or a grenade. Or torch him with a flamethrower. Or cut him with a gunknife, I dunno. Seems to me it would make a nice addition to the tactical armor, especially since tactical armor doesn't provide any actual protection.

And dum Yholl broke the discord, because he's dum, so I'm writing this here instead of there

That probably wasn't meant for me, but still. I threw together a custom arsenal some time ago, but see no need in releasing it or showing to the public, since barely anything, if at all, there is new, mostly just projectiles taken from one gun and slapped onto another etc.

>> No.5298958

Ahem. Whatever.

>> No.5298959

I hate Fall Of Triton. It's the worst, scum, shit, fucking wad in all of the history of the entire DOOM community

>> No.5298980

Whoops. Hold up a sec. No, I think it's fine. Probably.

>> No.5298990

Meant for everyone and anyone.

>> No.5299001

>playing Quake Live for the first time
>everyone says the team is being carried by this one guy who's got 90 points while I've only managed to scrape 12
>match ends
>I'm dead last on both teams
>"That dude fucking sucks"
I just want to have fun and learn the game.

>> No.5299003


just ignore them and git gud

>> No.5299006

Play deathmatch first. Dang.

>> No.5299035

It happens enough that I have laid out two sick raps

>> No.5299047
File: 58 KB, 816x640, fallen kingdom.jpg [View same] [iqdb] [saucenao] [google] [report]

>finished a match with -8
>the one kill I did manage to squeeze in was pushing someone off the world with the shotgun, but that didn't even count as mine
Man, I know "git gud" isn't just a meme, but this is the hardest brick wall I've been slammed against playing an FPS. Everyone's bouncing off the walls at the speed of sound and I'm trying desperately to break all those Build-Engine habits I've got. I must've attempted to crouch at least a dozen times.

>> No.5299062

That's what Quake 3 is/was all about. Know the maps, scavenge everything you can before anyone else can get to it and never ever slow down.

>> No.5299073

I wasn't strictly intending for that sky to be for a cold environment, but I figure it just as well could be.
The idea I had in my head was for some asteroid/planetoid in space somewhere, enclosed by some hellish dimensional membrane.
It could be cold as balls if you wanted it to be, naturally.

>> No.5299076
File: 2.88 MB, 480x270, 2019-01-15 10-31-36.webm [View same] [iqdb] [saucenao] [google] [report]

i accidentally cool stuff again

this started as crosshair guided missile barrage, fired from a shoulder mounted launcher
but if the missiles were held around spinning in circles, they would converge into a lump
so i made the missiles follow the eachother in order
it keeps order even if any of them hit something
and new ones fired will join the 3d snake game conga line

>> No.5299080

I've played through a couple of mapsets listening to Three 6 Mafia. Honestly a lot of the early 90s West Coast shit fits well with Doom.
iirc Romero gave a few interviews at the time where the article writer mentions "hardcore gangsta rap" playing in Romero's office. This was probably an oversight on the writer's part because there were maybe a couple people in 93 who bought both The Chronic and a top of the line 486.

>> No.5299149


>> No.5299159
File: 520 KB, 1280x1024, Screenshot_Doom_20190115_050503.png [View same] [iqdb] [saucenao] [google] [report]

so uh
i added another hlalway?
i guess that's progress?
fuck if i know. sleep doesn't happen. where's my damned smoke.

>> No.5299168


>> No.5299171
File: 480 KB, 1280x1024, Screenshot_Doom_20190115_052008.png [View same] [iqdb] [saucenao] [google] [report]

in-case you were wondering about the existing hall
>why don't you just wait until it's done
wasteful; inaccurate prototyping/sketching/concepting would be counter-intuitive/detrimental.

>> No.5299186

Don't let Yholl see your sky snakes

>> No.5299207

They are Kotlets!

>> No.5299290

open a console window: ~

and enter:

gl_texturemode 3

to revert back changers enter:

gl_texturemode 4

>> No.5299294

it does look like it would smell like licorice

why the fuck does it look like it would smell like licorice

>> No.5299297

The "Flattened" look is called texture filtering and it makes quake look ugly imo.

gl_texturemode 3

This will disable texture filtering so you can play quake in all its pixel glory.

>> No.5299302
File: 693 KB, 1024x768, Texture Filtering.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5299303
File: 207 KB, 1024x768, NO Texture Filtering.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5299305

Is this an umineko reference

>> No.5299347
File: 14 KB, 640x400, roman_000.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5299469

Anyone here know what happened to that Project MSX successor? Since the creator didn't release anything for the past 5 year.

>> No.5299528

Project MSFix'd? It got released.

>> No.5299536

The one with the soldiers, robots and 3d energy shields?

>> No.5299542

it fucking triggers me that doom2guy made the cut in the metadoom logo instead of doom64guy

>> No.5299581
File: 52 KB, 544x198, tumblr_pbv6lviWus1qdvhtvo1_640.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom 1
>doom 2
>doom 3
>doom 4-ish
in some way it make sense, since doom 64 doesn't even have any official artwork like that except for a cut cover
but at least its first level is on the main menu's background, since final doom isn't even shown there

>> No.5299583


>> No.5299589

Not him, but could you link the latest version of MSFix'd?

I can't seem to find a dedicated page for it, just this

>> No.5299590
File: 57 KB, 227x226, 1429507050966.png [View same] [iqdb] [saucenao] [google] [report]

>forum doesn't allow downloads without signing in

>> No.5299592

There you go

>> No.5299609

Speaking of which,do you know what's the right resolution to play Project MSX? It always says invalid.

>> No.5299610
File: 59 KB, 588x423, 4fcaf3c15db4c194009b8cf4651d5910e74ab531.jpg [View same] [iqdb] [saucenao] [google] [report]

if doom 64 kept this cover, it could have had a chance to get in the title but the game is still in a weird trademark situation

>> No.5299651

Cheers anon

>> No.5299656
File: 741 KB, 1280x1278, 1509285402615.jpg [View same] [iqdb] [saucenao] [google] [report]

Pls respond friendos

Anyone got the patch for NC HUD + Weapon Selection Menu? I know it exists because the author published a screenshot, but I never saw a link.


>> No.5299658

That is cool as hell. Balrogs whip.

>> No.5299682

tfw doomguy will keep killing demons for all of eternity but you will die

>> No.5299702

It will do on newer builds of GZDoom because Graf is a dick.

>> No.5299732

I don't know, because I was making it and thinking it would be like some kind of poisonous wasteland, and the green made me think of absinthe, which has a flavor not entirely unlike licorice.

I think a copper smell would make much more sense though, in hindsight.

>> No.5299758
File: 194 KB, 1260x780, doom-keycard.jpg [View same] [iqdb] [saucenao] [google] [report]

I hope this is what keycards look like in Eternal.

>> No.5299808


well you did one thing sorta right.
the shotgun is great and pretty underrated. at least up close. you gotta go deathmatch and just grind it out for a few days. maybe look up some videos of how the good players play. try to figure out how to move quickly(stafe jump, not just bunny hopping), how to use the rl splash damage, how to track with the lighting gun, etc etc

eventually you'll wanna move to clan arena, it teaches you how to survive, but mostly what weapons are best in each situation. that's when you'll want to make better binds for most weapons bunched around your movement keys

>> No.5299809


howd they look in 2016? completely forget

>> No.5299815
File: 38 KB, 570x570, il_570xN.1266553641_prs1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5299851

this, and the concepts for the cyberdemon and the hell guards looked way better than each of their final iterations. I'd post a few pictures but I don't have any and frankly I don't want to upset myself.

just what the fuck, man.

>> No.5300007
File: 212 KB, 776x520, seemslegit.png [View same] [iqdb] [saucenao] [google] [report]

do love it when outfits spawns in fitting spots in LTG

>> No.5300026

This could be cool for a forest wisp/spirit npc

>> No.5300027

If this were a quake mod she could just strafe jump across

also nice quad 0's

>> No.5300062

>wasteful; inaccurate prototyping/sketching/concepting would be counter-intuitive/detrimental.
said no successful mapper ever

>> No.5300074


>> No.5300128

Replaing Rebirth but with TrailBlazer + CH, this time.

>> No.5300161

This is exactly the experience of playing Quake Live.
The game is fucking hard anons

>> No.5300170
File: 344 KB, 1280x1745, 1527720504368.jpg [View same] [iqdb] [saucenao] [google] [report]

Replayed Guncaster Vindicated on Wyrm difficulty.
Went in the Wolfenstein level in Extermination Day/HoE Starter Pack.
Why the hell is so goddamn hard?
I used Old Dreadful on both Tanks and they didn't explode.The cannons were still intact.
Plus the nazis move so fucking fast and they deal a shit ton of damage. It's a 30 to 0 in a instant,as soon they see you.

I love this mod and I know it supposed to be an harder version of Guncaster but I didn't recall in Brutal Doom they were so freaking tough.

>> No.5300248

When's new thread?

>> No.5300264

That is fucking cool.

>> No.5300275 [DELETED] 
File: 46 KB, 800x450, 1546311621534.jpg [View same] [iqdb] [saucenao] [google] [report]

>Brutal Doom

>> No.5300305

yes, congratulations, you found the point where he just incidentally mentioned brutal doom

>> No.5300310

>brutal doom makes the game easier
What else is new?

>> No.5300339

The point is that the nazis in BD are much faster and stronger than the average zombie.
But in Guncaster Vindicated they're more tougher.

>> No.5300430 [DELETED] 

never mention that gross filth again

>> No.5300606

Did the reverb/shroom mode echo in ROTT always sound crackly and awful or is that DOSBOX-X's fault?

>> No.5300652
File: 1.93 MB, 1920x1080, Screenshot_Doom_20190115_181634.png [View same] [iqdb] [saucenao] [google] [report]

>page 9
what the fuck guys

>> No.5300665

Why not use WinROTT or WinROTT GL instead?

>> No.5300675
File: 97 KB, 1920x1080, Screenshot_Square_20180617_152342.png [View same] [iqdb] [saucenao] [google] [report]

Is Square cute?

>> No.5300683
File: 14 KB, 214x235, Oshare_Bones.jpg [View same] [iqdb] [saucenao] [google] [report]

No, because it's a Square, and those are uncool.

>> No.5300686
File: 672 KB, 1280x1024, Screenshot_Doom_20190115_194847.png [View same] [iqdb] [saucenao] [google] [report]

they don't think it's a lot of work, but it do.

>> No.5300687

You can be uncool and cute

>> No.5300696

>dat offset tile floor

>> No.5300704

but its hip to be square

>> No.5300706

No, "being a square" is the complete opposite of hip. It's a phrase.

>> No.5300721

New thread.


>> No.5300776

test these ones:
fov "110"
r_particles "2"
fog "0.02" "0.8" "0.6" "0.4"
gl_texturemode "3"
crosshair "1"
r_wateralpha "0.4"
r_slimealpha "0.8"
r_lavaalpha "1"
r_telealpha "0.6"
r_shadow "1"
v_idlescale "0.5"
r_viewmodel_quake "1"
gl_flashblend "0" //to disable light globes around the light sources
gl_ztrick "0" //to disable distant objects flickering
gl_keeptjunctions "1" //to remove white dots on the polygons edges
gl_overbright 1
gl_overbright_models 1
v_gunkick 2
r_lerpmove 0
r_lerpmodels 0

>> No.5300783

someone on this thread did this already:

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