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/vr/ - Retro Games

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5335509 No.5335509 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5329063

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.5335512

=== NEWS ===

[1-26] Odamex 0.8.0 released, now using SDL2

[1-22] Hexen Neural Upscale textures

[1-22] BloodGDX v0.798 released

[1-22] SM191 for Quake, a mapset inspired by classic

[1-21] Trenchboom adds experiment support for Quake III

[1-21] GZDoom 3.7.2 released:

[1-14] 'Quake 1.5' gameplay mod beta released

[1-19] Somebody tries implementing RTX tech into Quake 2

[1-16] Anon sharing 'Quake Revitalization Project' files

[1-14] Zanieon releases Doom Church Album

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

[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

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

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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.5335527
File: 13 KB, 78x72, cacobaby.png [View same] [iqdb] [saucenao] [google] [report]

first for cacos

>> No.5335534
File: 566 KB, 469x163, 1367096647410.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5335536

That's adorable. Don't do that. I'm conditioned to hate demons, dammit.

>> No.5335539
File: 2.36 MB, 429x343, unnamed.gif [View same] [iqdb] [saucenao] [google] [report]

Besides Sigil, What are you guys looking foward to? Doesnt even have to be mods, just share your thoughts :)

>> No.5335548

Back To Saturn X Episode 3. Been waiting for years, and will wait for years.

>> No.5335557

The Blood remaster, I guess

>> No.5335609

I was hesitant to, since maybe I felt before that it was in bad style to just edit someone else's mod directly like that, but eh, what the hell.

I just have to find it first, and uh, wipe off some evidence.

>> No.5335658
File: 502 KB, 1600x900, Supplice.png [View same] [iqdb] [saucenao] [google] [report]

I've been waiting for SUPPLICE since it was announced 5 years ago - a complete TC with new weapons, all new textures, monsters and a nice palette. It is certain that the project is not dead, but updates on progress are going really slowly

Someone to make good lightmaps and normal/pbr for vanilla Doom and Heretic textures.

Amid Evil and Ion Maiden, obviously.

OpenMW to reach 1.0 - good to see it's still actively worked on and making progress.

Another thing is Noita - think of those powder physics poweder games from mid-00, but with actual gameplay and complexity, or a Cortex Command, but with magic and actually fun.

For Valve to release their VR Headset along with Knuckles controller already - i realy hope this shit agrees to work with Fishbiters fork of VR GZdoom. I've been putting off stepping into VR since I'd like to have headset of Vive with controllers like Oculus, and was not about to settle on something I'd be only partially satisfied with.

Cyberpunk 2077 too I guess. I try to not get my hopes up, so I'd be content if even 20% of what they've shown would make it into the finished game.

I also was looking up to TES6, but after it was confirmed to run on same old engine... Eeeh...

>> No.5335663

Doom Eternal but now i'm expecting bad news

>> No.5335671

Supplice and Ion Maiden. A guy called Cage is doing graphics for both of those. Double time sink.

>> No.5335672

best OP in a while

>> No.5335679

What are some semi-decent attempts at "modernising" iWADs?

I know of the "HontE Remastered", but that's one too much, and way too dark because the author focused on "true dynamic light sources" that were supposeed to be customised to your tastes, and be as lit or dimmed as you wanted depending on the options in the GZDoom menu, and then Graf went and hacked the dynamic light customisation out of the engine completely "because it breaks mappers intentional look"

I remember there being a few more projects like that but for the love of me I cant remember them. (Not KDiZD or starter pack)
Something that keeps the general layout but adds detail and maybe some new things.

>> No.5335694

first I've heard of it, and looking at the weapon I'm not sure how it could manage that
the SSG altfire looks like it could (it actually fires two grenade clouds 4 units apart), do you mean that?

>> No.5335696

I think Heretic's Crossbow can aim its side bolts at separate targets.
BTW is there any way to replicate that without autoaim, or making the bolts completely homing?

>> No.5335701

The update for GMOTA, Synthdoom if whats her name ever fucking finishes it, Chainworm Kommando 2 even if it's something of a departure from the first one, not much else.

Not hyped for Sigil, it just doesn't interest me.
Not hyped for Ion Maiden, level design is decent but the enemies and stuff just seem bland.
Now more than ever I'm expecting it to be a Bethesda launcher exclusive and have a creation club.

>> No.5335705

Here it is.

It's actually way jankier than I remember, I was much more of a rookie back when I was futzing with this mod. Some things also aren't as good as I remember.
NC-HUD doesn't seem to work with this anymore, I don't know why, I didn't change anything there in that regard.

Changes include:
>faster and meaner plasma trooper (he's just too fucking shit otherwise, the plasma tank in the older versions was much better)
>assault rifle is louder, does more damage, is semi-auto only in ADS, has a 30rd magazine, and doesn't do the stupid skip after every other shot
>second pistols don't drop anymore, because I hated how janky the dual pistols were, you can still get them with cheats
>single pistol holds some more rounds, new sound, a little more damage, also if you have picked up a berserk pack, it can fire in a 3 round burst, which you can basically fire in full-auto with if you tap real fast (this was because I kept finding myself with lots of pistol magazines which I never got any use out of)
>shotgun has new boom sound
>cut out the voxel models because they looked kind of crude and ate memory
>can carry more ammo of all types
The Vore is kind of a shit replacement for the Arch-Vile, but I didn't change anything with it.

I take no responsibility for the quality of this, and if it doesn't work on your end, well, can't help you.

>> No.5335716

Honte is the best way of playing Doom 2. You dont need now your doom2.wad - delete it and play Honte with freedoom2.wad, neural upscale pack and remastered doom sounds. Honte is better in every aspect than outdated doom2.wad with poor geometry.

>> No.5335719
File: 55 KB, 192x192, Chad_stride.gif [View same] [iqdb] [saucenao] [google] [report]

Okay, guys, I'm getting really confused.

So, during reorganizing my wad folder I stumbled upon two wads without any readmes associated with them.
joi_lstcv5 and joi_lstcv9.
Attempts to find any info about them on the net led to almost nothing, except for finding ANOTHER one on wad archive, named joi_lstcv7, still with no readme attached.

Have any of you ever heard of this series? Where can I find more? Does it have an actual name?

>> No.5335723

No. Too overdetasiled. Im looking for something similar, but for Doom 1 and less burdened (but still more detailed than original)

>> No.5335724

Did you launch them?

>> No.5335726

Try running them or opening them up in Slade?

>> No.5335734

There is only first map remade with added dynamic lights


You will need to turn on shadowmaps, so it will look right.

>> No.5335736

Pre-release versions of Lost Civilizations by a dude called Jaska.

>> No.5335741

Yeah, opened them before, no unique level names, no new splash screen, pretty cool graphics.

But yeah, thanks for pointing out SLADE solution. Turns out it's Lost Civilisation pre-releases.

>> No.5335742

I can actually add dynamic lights into Doom 1 and replace sector lighting, and also add pbr stuff, but tell me how good doom.wad maps do convert into UDMF format nowdays? Will the conversion break something like switches etc?

>> No.5335745

totally not what im looking for, sorry.
I remember there being a mod that adds details like cracks in pavement, some sector-based "consoles" to the "computers", indents and some detailing in pavements, some new rooms, windows into nearby areas if they are close, stuff like that.
i.e. more actual details, not simple "everything is dark and lights are now dynamic!" stuff.
It covered all of the Doom 1. I can find some attempts at it, but none of them looks like what I remember.

If you can do PBR and normalmaps for original textures, can you do that as a separate package? I think many would appretiate something in the veins of how Duke World Tour did things i.e. new shine to old textures, plus subtle dynamic lighting to the maps that does not change the feel/atmosphere (like this one does >>5335734)

>> No.5335750

Reminder that D4T is better than Brutal Doom

>> No.5335758

I play Brutal Doom Black Edition, its kind of a mix of both, therefore its better.

>> No.5335773

I do pbr for DHTP pack (+mix of my own textures). Somebody on doomworld already started making pbr for original textures

>> No.5335780

Reminder that Brutal Doom (v18) is better than Brutal Doom

>> No.5335781
File: 119 KB, 949x288, Tau_world.jpg [View same] [iqdb] [saucenao] [google] [report]

*shoots corner next to you*
Pshh, nothin personnel, kid...

>> No.5335785

That one is nowhere near complete, and the guy invited anyone who can help him to contribute.
Since there are already packs of HD+PBR textures, and no complete PBR pack for original ones, I think that one needs more attention than DHTP.

>> No.5335797

I always hated how the enemies would blow up the coins before you could get them in a lot of cases.

>> No.5335804

Is there a reason to keep old versions of GZDoom these days? Seems like everything works with the most recent one.

>> No.5335806

is this bait?

>> No.5335814

Which versions of GZDoom should I have then? Just all of them?

>> No.5335828

The most recent one has been breaking a lot of mods.
For starters 3.4.1 and 2.5 are good ones to have for general compatibility's sake, a lot of 2.something mods got broken with 3.0 and onwards.

>> No.5335831
File: 559 KB, 1366x768, Screenshot_Doom_20181211_184705.png [View same] [iqdb] [saucenao] [google] [report]

a 30mm can do wonders

helstrum, the successor to x-weapons

i keep old 2.3.2 for fallback

>> No.5335838

Ok I see. I had 3.6 for a while but just changed it today. I'll go download versions of the old ones too then.

>> No.5335857
File: 278 KB, 1024x512, Skin.jpg [View same] [iqdb] [saucenao] [google] [report]

and this shit works on YamagiQ2 too!
2x is the magic res for gigapixel or whatever the crap neural AI shenanigans works well on Q2 though what i said yesterday >>5334492
i'll try to put a full fledged pack for All of Q2 monster stuff until saturday or earlier, everyone is free to edit it after on it.

also, why the fuck did rogue used the same baseq2 monster textures for the same enemies?
There's Bitch2 on the files and its the same iron maiden enemy skin
could someone edit Q4 Iron maiden face into it?

>> No.5335867
File: 3.06 MB, 800x1856, graphics-gallery[1].png [View same] [iqdb] [saucenao] [google] [report]

>jetpack imps & homo baldies
why isn't this a thing?

>> No.5335880
File: 45 KB, 1600x324, sandy cacos.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5335882

>I just find the vanilla gamefeel to be very unsatisfying
You're unsatisfying.

>> No.5335884

Agreed, there's only so many times you can play something one way, that's why people make mods in the first place.

>> No.5335912

there's basically two feasible ways I can think of to do it:
1. iterate through all the monsters on the map, see which ones intersect with a cone pointed in the direction of the bolt's line of fire, and aim the bolt at the closest one of those monsters you can see. I'm no good with 3D geometry, but after googling the math involved, it should be fairly reasonable to do in zscript, and hahaha fuck doing anything beyond basic trig and vector math in ACS.
2. the same thing, but only check the centers of the monsters. this would be much easier to do, as you'd only need to check the project the monster's center onto the line of fire, and see if ratio between projection length and rejection length is greater than tan(90deg - <cone half-angle>). this would be pretty reasonable to do in ACS.

if you're targeting ACS, the only real way to iterate through all monsters is to A_RadiusGive them all a CustomInventory that runs the script. if you're targeting zandronum, you don't have RGF_NOSIGHT, but that shouldn't be an issue in this case. zscript has the BlockThingsIterator (aka an actually sane way to do this).

>> No.5335923

Not the first time I've been told that, unfortunately.

>> No.5335930

Does anyone have any vids of decent Thief players? I'm getting shit on by what feels like insanely inconsistent AI, but the entire experience feels inconsistent as a whole.

>> No.5335942

Original guy here, no, just find a situation where there are two enemies in the same vertical space an fire the pump shotgun at them. It'll autoaim onto both.

>> No.5335948

that souns like ludicrously resource intense especially on a amap with many actors.

What I thought is launch ~20 "A_CheckLOF" to each side of the main bolt at the start of attack in Top-left->bottom-right order (same as Heretic does), and at the first one that connects, launch a homing projectile, that has narrow angle and only homes in on its first frame of existence, and jump over the leftovers. Launch one at a regular angle if none connects.
I thought that would be intense, but that's still less intense than checking every monster lol

>> No.5335958
File: 531 KB, 1600x900, Screenshot_Doom_20190130_112040.png [View same] [iqdb] [saucenao] [google] [report]

In fact here's a frozen screenshot of just such a situation I set up. I only fired once.

>> No.5335959

Has anyone ever made a Hotline Miami inspired wad for doom? If not then I'll make one.

>> No.5335964


Do it, dork.

>> No.5335971
File: 3.86 MB, 1920x1080, brigador_newsplash.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys, hear me out for a moment.

Beyond extracting .pk3's/WAD files and snooping on their contents, I have zero experience when it comes to DOOM modding.

I'd very much like to make a mod for DOOM based on the Brigador universe (it's a game that came out a couple years ago), but I sort of fear that would be too ambitious for a first project honestly. The game in question is largely based around vehicle combat (mechs, tanks, anti-gravs), but infantry and powersuits also have a role, so I was thinking maybe the mod could be based around the latter.

Another key idea is that you have HULL (HP) and SHIELD (Armor), but the way it should work is that HULL can't be gained during a level, you can only pick up SHIELD drops from enemies (you can also become overshielded up until a certain point, where it starts to bleed out over time)

Do you think this could work? I'd very much like the concept of the player using a powersuit (so that you can at least have a suspension of disbelief that you're not towering over everything), but I'm afraid that the idea sounds cooler in my head than it would actually be to play.

Here's a review by Icarus so you get an idea:

>> No.5335974

>I sort of fear that would be too ambitious for a first project honestly
It probably is, what with the maps that you'd have to make unless you were just going to reuse existing ones.
>HULL (HP) and SHIELD (Armor) ... Do you think this could work
Easily, make special armors that block 100% of damage, make enemies drop them, replace all medkits with something that isn't a medkit. The issues are needing new sprites, new levels (maybe), and depending on how crazy you are the overall complexity of the inner workings.

>> No.5335979

Oh and you can do overshielding by having a script of some kind reduce armor if it passes a certain point.

>> No.5335998

>that souns like ludicrously resource intense especially on a amap with many actors.
with a BlockThingsIterator, the second one really wouldn't be. projecting a position onto a unit vector is just ((posTo - posFrom) dot aimDirection). getting the vector rejection from that is just (posTo - posFrom) - (aimDirection * projection). then one you have a list of all the actors in that cone (sorted by projection magnitude), just go through the list until you find a monster the projectile can see, and aim the projectile at it.

using A_RadiusGive without RGF_NOSIGHT? sure, I'd be wary of that - I had to tweak the A_RadiusGive ranges in the flamethrower and arc code pretty heavily to find a good balance between "doing what I want" and "not lagging too badly when I shoot it into a room packed wall to wall with revenants". but iterating through a list of actors and doing basic arithmetic on their positions is cheap as hell - even on nuts3.wad, you're not gonna notice a frame drop from the iterator.

okay, I see what's going on there. the first imp died, and the second A_FireBullets call (which was only meant to shoot one five-damage pellet, not five one-damage pellets, whoops) goes to shoot the other imp instead. the only way I'm dealing with that and still getting 125 damage is either five 25-damage pellets (no), twenty five 5-damage pellets (absolutely no), some +HITTRACER/ACS abuse (because zandronum doesn't have A_DamageTracer), or making the puffs explode with like a 4 unit radius (fuuuuuuck no).

>> No.5336004

Yeah I'm not complaining, I generally had an idea of why it happened, just wanted you to know.

>> No.5336006

Had this dream Romero did a livestream and invited John Carmack so they'd talk about stuff and were about to announce something big
Not sure what the big thing in the end was do

>> No.5336024


>> No.5336027

Looks uninspired and derivative

>> No.5336034

Can't you instead of iterating "A_FireBullets" once a bullet, just specify a number of bullets in the function, and a spread?

>> No.5336035
File: 12 KB, 613x219, d3796f4fc2.png [View same] [iqdb] [saucenao] [google] [report]

He's not doing it once per bullet, it's twice for two different sprays.

>> No.5336052
File: 138 KB, 788x571, Brigador sprites.png [View same] [iqdb] [saucenao] [google] [report]

Brigador is actually pretty good top-down shooter, in the veins of that SNES Mechwarrior game,

You havent really described what exactly it is that you want to do, only one health mechanic, which is really not enough to get the picture.
Do you want to make new levels?
Do you want to make new enemies?
If so then you won't be able to just extract res from the game - it may look like 3D models due to lighting and so, but it is in fact a light/heightmapped sprites, made in isometric view and would not look right in a first person view.
And making the assets on your own would be hard enough of a task, so at that point you might as well make something completely new, not derivative from someone else's work.

>> No.5336054


>> No.5336059

That's not really bad code for Decorate honestly, there's not many other ways to do what he wants there.

>> No.5336069
File: 218 KB, 216x344, res01302019062448.png [View same] [iqdb] [saucenao] [google] [report]

I settled on a few archetypal but interesting themes and started to create the first base textures and sprites for the individual sets. Most if not all resources will be crated from 3D models to get the proper normal pass.

>> No.5336074

This pretty much only leaves you with the option to create models from scratch and use them to generate the needed sprite rotations.

>> No.5336084

>>5336054 >me
>getting 125 damage is either five 25-damage pellets (no), twenty five 5-damage pellets (absolutely no)

oh, i missed that. now i see
But why be so precise about the damage? make it 14 bullets of 9 damage, 1 more point of damage would not make much of a difference.

Again, at that point why not make something of your own, instead of tying it to a game hardly anyone played?

>> No.5336090

I have long since waited for someone to cross greco-roman style with high-tech.
Think white marble and stone + neon lights, kinda like antithesis to conventional "dark and moody" cyberpunk.
I've seen something like that used in some of the Megaman Zero stages, but there its not quite that.

>> No.5336106

That's what I meant

>> No.5336158

Is there a "lite" version of Smooth Doom?

I want to use it but it ends up touching way too many things that overwrite the mods I autoload. I know I could just put it further down than them in the auto-load sequence, but still.

>> No.5336162

Interesting desu

>> No.5336171

I'm sorry, I should have been more clear. My intention was to make a weapons + enemies mod, but you're right in the sprite stuff being very work intensive for sure since I'd have to do them myself. Maybe if I scaled it back to just a weapons mod, so the player pilots a powersuit? But then, I'm not sure it would be worth doing unless I also make it so that the enemies drop shields

>> No.5336178

Necrodoom have that

>> No.5336183

Yeah at that point you're just making Necrodoom.

>> No.5336189

Wasn't aware of Necrodoom's existence. Thanks for the heads up, I'll go check it out

Guess I'll come back later with a more original idea or just some map

>> No.5336204

but it doesn't have splash damage???
as far as i know, it's fairly scientifically accurate
it's a railgun that fires depleted uranium
the shots go through walls and create a damaging cone on the other side
because DU slugs splinter like that

inert radioactive ammunition for HD
fucking when, vaec

>> No.5336207

> i just think they're neat

>> No.5336213

Also, Mechatron

>> No.5336223

Should be doable, though it may take some work to keep it sensible.


>> No.5336229

Also this exists.

>> No.5336234
File: 67 KB, 500x314, 1542664696370.jpg [View same] [iqdb] [saucenao] [google] [report]

You guys are the best. I love you. I don't know why I never thought to look up mech/agrav DOOM mods. This is gonna hit the spot alright.

>> No.5336235

I'd like some megawad recommendations, preferably ones that don't go overboard with monsters

>> No.5336240
File: 709 KB, 1024x768, 1537146714248.png [View same] [iqdb] [saucenao] [google] [report]

>but it doesn't have splash damage???
It's an invisible explosion caused at the exit point of the beam fanning out in all directions and through walls.
The code for the gun is available in the HLSDK.
Also, it's a particle beam weapon, the DU ammo and "gauss" filenames are leftovers from before they were changed, DU isn't even a fuel source but Valve forgot what "depleted" means.
What pisses me off is not really how powerful it is but rather that it is never explained anywhere in the game, I found out when I put research into how peruvian children constantly manage to kill me without LOS.
People should talk about Half-Life more often.

>> No.5336247

This is near peak autism. Also LOL at that literal Mechlet

>> No.5336264
File: 73 KB, 1024x768, caco neat.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5336268

Now shop Sandy's face on Marge

>> No.5336303

Do you guys know if anyone has added mech stompy footstep sounds to Necrodoom or is it still silent when you move around?

>> No.5336315

Zdoom forums down for anyone else? I want to hear how bad Hell's Playground is

>> No.5336320

Could this thread run Doom?

>> No.5336327

i hear it's 1.6 gigs of one map copy pasted with different monster counts

>> No.5336328

fuck it, i've got nothing else to do while some games download

time to suffer

>> No.5336329

Maybe with Zandronum, probably not with GZDoom.

>> No.5336334

I love D4T, but man, the progression and RNG are huge turnoffs to me to the point I haven't played it in awhile
I don't want the MP weapons or monsters and I want to actually get weapon mods instead of desperately hoping they'll drop

Not sure how difficult any of that would be to change without breaking the game since I'm a modderlet

>> No.5336335

d4d or d4t?

>> No.5336352

Where can i get Dakka?

>> No.5336357


>> No.5336383
File: 54 KB, 640x480, Screenshot_Doom_20190130_115342.png [View same] [iqdb] [saucenao] [google] [report]

I wonder how many levels Journey to the Haunted Swamp 2 has Pic related. Its from my most recent playthrough.

>> No.5336395

a lot of these d4 mods have their own flaws and good stuff because according to dbt, he wanted d4t to be a bit more unique compared to other mods
so you never get a truly faithfull d4 mod
some also take bits from the game that suck like the slow firing rocket launcher

>> No.5336414

Are you running it with all the resources or a right IWAD?

>> No.5336418
File: 3.01 MB, 282x257, 1470040147932.gif [View same] [iqdb] [saucenao] [google] [report]

>new version of lithium only supports frame dropping, ass chugging 3.7.0

no marrub, fuck you.

>> No.5336429

Play the old version then.

>> No.5336436

Still waiting for that Doom64-inator mod. It's supposed to not only darken maps and replace music, but have new N64-style sprites for revenants and archviles.

>> No.5336442

hey russian doom remaster guy

your mod sucks

>> No.5336446

You will not

>> No.5336448


>> No.5336460


>> No.5336464

What happened to Drpyspy, after Doom Delta 2.0 and Metadoom?

>> No.5336470
File: 1.02 MB, 2000x1331, pBBHRzY.jpg [View same] [iqdb] [saucenao] [google] [report]

Nice. Good luck man, would be pretty neat.

>> No.5336471

He's working on a few different things, I think.

>> No.5336474

My cat died around the start of the month
I miss her so much
Please cheer me up /doom/

>> No.5336479

>quaddicted.com not mentioned
Like, really?

>> No.5336486

i believe he is working on what i like to call "shitpost shoot bros" multiplayer mod

>> No.5336490

whenever i think of the lack of enemy focused mods, i wouldn't mind if someone just made enemy only versions of bigger mods
like gmota but only its enemies for example
the problem is when some enemies are meant to have specific actions/scripts with elements from the weapons and player

>> No.5336505
File: 260 KB, 1024x768, cacopetersen.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5336557

its in the "so you wanna play quake" pic
speaking of which, the duke pic is pretty outdated

>> No.5336562
File: 949 KB, 640x320, AND THEN SKELETONS POPPED OUT.webm [View same] [iqdb] [saucenao] [google] [report]

Here's a .webm from when Kegan made the Revenant replace the blood actor.

>> No.5336568

While you can strip out everything but the enemies from GMOTA, you'd have to mess with their health and damage values to get them back down to Doomish levels.

>> No.5336571

Now that's spooky

>> No.5336573
File: 134 KB, 512x256, 1422067575897.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5336593

guys, would you play a doom 3 demake?

>> No.5336604

It's been done, kind of, it wasn't that great.

>> No.5336608

To make it enticing to me you'd have to completely change the weapons and level design to be actually good, at which point it wouldn't really be a demake.

>> No.5336614
File: 233 KB, 1280x960, he's probably shitposting.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5336617

Just imitate some of the visuals and design.

>> No.5336618
File: 1.25 MB, 720x360, watch a real sword in action.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.5336619

where is it?
I thought of demaking only the levels, I'm not familiar with doom code

>> No.5336629
File: 1.02 MB, 960x540, 1430894708438.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.5336636

I once thought of how you'd recreate Doom 4's levels in classic Doom and try to make it work with gameplay mods as in "vaccinated" style.

>> No.5336648
File: 485 KB, 620x620, vulgar display of power.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5336662
File: 771 KB, 800x600, hey what are you doing in my garage, that's my chainsaw.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5336664

It's been a while and I've forgotten the name but I'll see if I can find it, it was an attempt to remake the maps by some Brazilian dude or something like that.

>> No.5336672
File: 275 KB, 640x1050, 1444601610242.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5336676
File: 1.33 MB, 800x599, tumblr_nws82xFwPQ1ty70x1o1_1280.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone able to identify this map?

>> No.5336682
File: 223 KB, 1920x1017, Screenshot_Doom_20190130_210704.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5336695

ModDB posted my Quake 2 singleplayer unit on their Twitter-account! I am beyond myself right now being giddy and happy like I was a kid again. This is crazy.


>> No.5336708
File: 312 KB, 618x827, 1535894853251.png [View same] [iqdb] [saucenao] [google] [report]

yer moving up in the world anon

>> No.5336713


>> No.5336715


>> No.5336717
File: 980 KB, 335x348, 1462855550474.gif [View same] [iqdb] [saucenao] [google] [report]

vulgar display of filters.png

>> No.5336718

Congrats, you have now gained 1 Point of Internet Fame.
You need 9,999 more IFP to advance in Internet Fame level from "Internet Nobody" to "That One Guy Some People May Have Heard Of"

>> No.5336719

My first thought was a Doom-version of Nar Shaddaa from Dark Forces, or something Dark Forces-inspired.

>> No.5336723

Yeah, looks really close to that one DF level.
But in Doom, BC in DF that level was bluish-grey iirc.

>> No.5336726


>> No.5336734

can one of the doom drawbois draw a cacodemon with legs and arms

>> No.5336741
File: 547 KB, 680x400, 1450257403722.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5336747

I know...

But it means a lot to me.

>> No.5336752

I know. It was not made to actually play Doom. It was made to impress people like "oh look an old game turned into a full 3d with modern effects", it's playable for like 10 mins and then you delete it and go back playing wads with Vanilla/SmoothDoom/Brutal/any other sprite-based mod. I'm actually apologizing to the Doom community for assembling it, I would even wipe it from the internet, I tried deleting it from moddb but the page somehow got restored (maybe site admins thought it was deleted by accident), also it's been already spread on thousands of russian torrent tracker websites to which I have no control so even if the moddb page will be wiped people will still google it by typing "Doom Remake 4".

>> No.5336756

I know its from a mappack. hold on a bit I'll get the name. I have it on my folder.

>> No.5336762

I'm playing Quake for the first time and I think I just skipped an entire level, the second to last level in Episode 1, by rocket jumping to the golden key
Was this shortcut intended by iD?

>> No.5336763

Playing with Dakka + CH and i think i had flames around me
Must have been a score bonus

>> No.5336778

No no wrong

>> No.5336781


>> No.5336784

Looks like Way Too Many Dead Guys MAP02

>> No.5336794

Just want to remind you all that Open Arena Live exists
OA is just Quake 3 Arena but free as in freedom


>> No.5336798

I was replaying Freedoom 2 0.6 with DRPG+DRLA and seriously, who the fuck made the Hungry a thing? Fuck that noise. Everything else is easy to deal with on Nightmare until you get to the Hungry.

>> No.5336801
File: 583 KB, 1887x843, doomflats.png [View same] [iqdb] [saucenao] [google] [report]

How do you like my first map? It is a nice couch and TV for the Doomguy.

>> No.5336806

Reminds me of This Strife.

>> No.5336817

looks a little fuckin massive

>> No.5336821

who's hungry?
is it the mancu replacement?

>> No.5336831
File: 126 KB, 1024x828, 83755.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any rats style Doom maps?

>> No.5336837

Yholl loves you

>> No.5336862
File: 221 KB, 400x324, Let go of the camera, Carl!.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5336863
File: 107 KB, 741x434, OSIPR.jpg [View same] [iqdb] [saucenao] [google] [report]

>50-round silenced MP5 with grenade launcher
>MP7 with grenade launcher that doesn't even exist separately from the gun and also is just as wide as the 4.6mm barrel
>Semi automatic neurotoxin crossbow that also works on turrets
>Double barrel SPAS 12
>9mm M16
>SAW with the recoil of an M2
>Sightless Deagle
>Bolt-action rifle that only gets half-cocked
>Ghostbusters gun
>This abomination in my pic

Half Life was some crazy shit.

>> No.5336879 [SPOILER] 
File: 1.18 MB, 865x584, 1548892537897.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5336884

>he wants realism in a 90s game about multi dimensional alien invasions

>> No.5336890

I don't think that anon was listing any of those as a bad thing.

>> No.5336891

I run it in GZDOOM 3.3.0 via Doom2.

>> No.5336895

>you can't criticize a science fiction franchise for getting its references to the real world wrong

>> No.5336901

Yes :^)

>> No.5336908

Graf may work for Nvidia, but that doesn't reflect on all employees there. He's one of the less competent ones for sure.

>> No.5336912

Sounds neat

>> No.5336913

You can play D4T:Crucible-Slayer Edition,It's the best version of the mod.

>> No.5336917
File: 164 KB, 1074x1061, 1547748659995.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5336921

Reminder that it's also better than Project Brutality.
The latter feels like it wants to be Doom 4 but like BD, it has no direction. Some of the guns are nice(nailgun) but most of them are useless.
Plus it's a mess of effects and sound design.

>> No.5336927

the pistols were about the only remotely sane things in the entire series

>> No.5336935
File: 179 KB, 800x1067, MP5 M203.jpg [View same] [iqdb] [saucenao] [google] [report]

Malay specops do employ MP5s with 40mm grenade launchers.
It's not a silenced one, and the largest magazines I know of for MP5s which aren't drums are 40rd mags, but I figure that could all still be done.

>> No.5336941

Quake and Quake 2, unlike Doom 1&2, have no terrible-poor commercial home console ports, only ones not as good as the others. Even the N64 version of Quake 1 and the PS1 version of Quake 2 are playable.

>> No.5336963

> double barrel spas12
i should make this
shoots twice per pump, regardless of sequence
or if you want to go completely bonkers and accurate
> semi auto double barrel shotgun

>> No.5336968

>shoots again when you pump because ???????

>> No.5336976

as in have the game's primary and altfire still be a thing

>> No.5336986
File: 51 KB, 949x550, DP12.jpg [View same] [iqdb] [saucenao] [google] [report]

Guns like that do exist.
>pump once, can fire two shots
>could probably modify it to fire both barrels at once

>> No.5336990
File: 648 KB, 1280x720, portals.png [View same] [iqdb] [saucenao] [google] [report]

Dakka tracers aren't portal-aware

>> No.5336995

Buddy there's very little in the entire GZDoom engine that doesn't break when using portals.

>> No.5337000

Quake but with graphics and some sound mods that make it resemble places from the Simpsons.

>> No.5337046

rats solitaire is a thing. Fuck if I remember where I got it, though

>> No.5337136

ditch the vertical foregrip and add a carry handle

>> No.5337146

I like Doom.

>> No.5337147

why don't you marry it then.

>> No.5337150

I read the quit messages. I don't think it likes you back.

>> No.5337182

w-wow, anon
I-I... don't know what to say

>> No.5337187

[D_SHAWN plays]

>> No.5337197
File: 850 KB, 1920x1080, gzdoom_2019-01-31_13-52-46.png [View same] [iqdb] [saucenao] [google] [report]

You could use Final Doomer's Doom 2 Weaponset and change the way BFG Ammo is used (pic related).

>> No.5337249

>>9mm M16
disable h res models theyre ASS

>> No.5337251

>Y-you really love DOS more than me? Fine then! I dont like you either!

>> No.5337270

bae, I don't even use DOS

>> No.5337279
File: 318 KB, 960x542, 1548903020158.jpg [View same] [iqdb] [saucenao] [google] [report]

This might be a bit off topic since it isn't an fps, but would anyone know a good place to download AM's Alice? I've always wanted to try the game out since it runs on id Tech and was developed by the guys who made one of the Quake expansions.

>> No.5337286
File: 102 KB, 630x630, options_are_good.jpg [View same] [iqdb] [saucenao] [google] [report]

>Final Doomer

>> No.5337292

There's a monsters only one

>> No.5337295
File: 1.29 MB, 557x605, 1457037996429.png [View same] [iqdb] [saucenao] [google] [report]

>wad uses module music

>> No.5337297

It's free on myabandonware

>> No.5337301

Huh i coulda swore GOG had it but apparently not. Steam neither. I guess just google its name plus the word "abandonware" then.

>> No.5337306


>> No.5337307

Tasty soundfont

>> No.5337323


>> No.5337324

> the antaresian legacy part
i greatly appreciate minor editing such as this
goddamn the first level music in that is good
it has that certain sound to it that i can't name

>> No.5337349

ok, you win. thats the pic of the next thread

>> No.5337353

we don't have anything against you working in your mod, just STOP shilling it

>> No.5337356
File: 45 KB, 960x720, 1251684567.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh, be nice!

>> No.5337361

wtf dude

>> No.5337365

What's the best GZDoom version for low end potatos that can't run opengl properly? I'm running 2.1.1 but I'm wondering how far can I go.

>> No.5337371

No GZDoom for you then. Try ZDoom.

>> No.5337379

Anon, I...

>> No.5337389

I'm on a trip with my family stuck with a shit laptop from like 2010. Don't judge me, I just want to play some doom to pass time.

>> No.5337396

Turns out 1.8.6 works just fine, gives all the good stuff like 3d floors and runs just like software.

>> No.5337402

Does anybody else still have the bug in the latest release of Bolognese where archviles resurrect completely invisible monsters after they'd been gibbed?

>> No.5337427
File: 49 KB, 500x1000, P_crash.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Doom Girl still canon?

>> No.5337452
File: 174 KB, 765x1197, the_last_to_stand.jpg [View same] [iqdb] [saucenao] [google] [report]

You mean Crash? Was she ever "canon" other than as a model in Q]I[?

Having said that I always had a soft spot for her for... reasons, and wouldn't mind seeing her pop up in Eternal as a character skin or something.

Are there any DOOM maps or custom episodes that allow you to play as Crash/Doomgirl actually?

>> No.5337465

She died of malnutrition. Too skinny, not enough food.

>> No.5337484

If she's even 1/10 as badass as the Doomguy she doesn't need food or water to survive.

>> No.5337495

ratsol.wad is on idgames

>> No.5337502
File: 48 KB, 361x401, 1517443543835.jpg [View same] [iqdb] [saucenao] [google] [report]

>creation club
Please god no. Does id have the power to veto that?

>> No.5337507

In Mandrill Ass, I think there is a section when you are miniaturized and is on a table with dishes and stuff.

>> No.5337512


Isn't "not needing food to survive" a hell influence thing in general? I think it was called "hercules effect" or something.

>> No.5337517
File: 156 KB, 800x600, TAKE_IT_EASY.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5337525

Probably not, and they already started trying to tempt signups to some bethesda-based club site for the 25th anniversary.

>> No.5337558

more like a hard spot

>> No.5337597

that a damn good track to use too

>> No.5337607

just like, or LIKE like

>> No.5337615
File: 130 KB, 1024x724, 1436855991673.jpg [View same] [iqdb] [saucenao] [google] [report]

Give me your best deathmatch jams

>> No.5337619

literally nothing that can be done about that without zscript, and believe me I tried
ACS simply lacks the portal-aware offset/distance functions zscript has, or any ability to detect portals for that matter

such is zan3 compat

>> No.5337651

This counts, right?

>> No.5337653

>fucking oddjob

>> No.5337660
File: 268 KB, 471x427, thereheis.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5337663
File: 65 KB, 640x295, 1542193558767.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah I signed up and *still* havent heard back since the day it began. Im starving for Doom Eternal info, at least give me some fluff or fanart or something. Makes me wonder if this whole Slayers Club thing is gonna be like anything at all really. But hey, it being nothing is better than Creation Club bollocks

>> No.5337669

>But hey, it being nothing is better than Creation Club bollocks
they've said repeatedly that they're making idTech7 more modder friendly, get ready for some bethesda brand bullshit

>> No.5337692

>But why be so precise about the damage? make it 14 bullets of 9 damage, 1 more point of damage would not make much of a difference.
doing that the other way around (nine 14-damage pellets, to reduce tracer count) is probably the best way to deal with it, yeah. I remembered that the +HITTRACER/ACS route would also require me to bullshit up my own knockback, and would also mean that the overpenetration effect (you know, where you kill multiple zombies in a row with a single shotgun blast) wouldn't happen.

>> No.5337815

>Makes me wonder if Slayers Club thing is gonna be like anything at all really
They've been pushing the multiplayer invading mechanic, so it's likely to be a micro-transaction emporium (with benefits from modding) where you buy a skin to showoff to other players when you invade them. I wouldn't be surprised if the marauder is an unlockable skin for invaders (if not the default one), and not a unique monster itself. Also the Argent Axe the marauder carries may just be a skin for the Argent Blade, meaning micro-transactions may apply to weapons too.

>> No.5337821

as long as it's purely cosmetic, I can live with that

>> No.5337889

have you thought they didn't gave doom 16 mod support because with doom 1/2 everybody ended doing maps and mods for doom 2?

>> No.5337894

But Doom 1 maps still can be played in Doom 2 provided you include the textures.

>> No.5337914

Wasnt Snapmap an idea from Carmack himself?

>> No.5337916

>I wouldn't be surprised if the marauder is an unlockable skin for invaders (if not the default one),
Has been what I've been saying since day one.
There's a fucking lot of maps for Doom 1 and if that were the case then they wouldn't have included crapmap.

If modding even makes it into Doom 5 it's probably not going to be all of the hopes and dreams that people are cramming into it anyways.

>> No.5337919

I feel the enemies become too much to handle in levels only a few steps harder than the Vanilla map sets.
If Argent had the Multiplayer weapons it'd be my preferred choice above all other mods.

>> No.5337931

it wouldn't make sense for them to make him an invasion exclusive while talking new campaign monsters during the presentation. just my two cents.

now, unlockable as a playable monster in that game mode I could see happening, but definitely not the other way.

>> No.5337946

a good wad to play qcde sp?

>> No.5337964

there could be revenants in this thread RIGHT NOW

>> No.5337974
File: 51 KB, 800x450, spoopy.jpg [View same] [iqdb] [saucenao] [google] [report]

there could be a revenant in you RIGHT NOW

>> No.5337986

is Quake worth playing through? I absolutely love Quake 3 but I never played 1 or 2. To be completely honest, I always thought Quake looked kind of boring compared to Doom and the build engine games.

>> No.5338001
File: 3 KB, 125x110, 1521189436903.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5338025

Quake 1 is worth it, and is actually easy to blow through in a "lost track of time" sort of way. Quake 2 is debatable. I don't care for it much myself, but it's probably a lot of fun coop. It's not bad or anything, just not as fluid feeling somehow. Monsters are less fun to fight. The timing is all off to my tastes.

Quake one is great though.

>> No.5338086

What are the main differences between
>D4T Crucible - Enhanced
>D4T Crucible - Slayer Edition

I'm a bit confused at Moddb's structure so I can't quite make out the changes at a glance

>> No.5338102

Moddb's structure doesn't make sense to anybody.

>> No.5338109

Good job.

>> No.5338132


>> No.5338134

pick 1 (one)

>> No.5338149

It gives me nice quit messages

>> No.5338259

ill give u nice quit messages bby

>> No.5338264
File: 72 KB, 250x250, duke.png [View same] [iqdb] [saucenao] [google] [report]

>That ambush on "Going Postal"

>> No.5338276
File: 126 KB, 279x264, 1439607297455.png [View same] [iqdb] [saucenao] [google] [report]

>There are DOOM 1&2 Simspons WADs and DOOM hideous destructor, yet neither of those exist for either Quake 1 or Q2

>> No.5338285

I love that part because you can set off those blast charges and just clear a crazy swath of enemies, and because Duke Nukem 3D (and that era of Build games in general), have super satisfying explosions.

>> No.5338302
File: 244 KB, 640x480, Screenshot_Doom_20190131_184340.png [View same] [iqdb] [saucenao] [google] [report]

>Tries Dakka with 50 Monsters
>Continues until map 19 for a break
Holy shit, i think i survived a death exit.

>> No.5338307
File: 196 KB, 640x480, Screenshot_Doom_20190131_184748.png [View same] [iqdb] [saucenao] [google] [report]

Not sure about the black textures there.

>> No.5338310
File: 125 KB, 640x480, Screenshot_Doom_20190131_185105.png [View same] [iqdb] [saucenao] [google] [report]

Just one more and done.

>> No.5338328
File: 66 KB, 480x602, 1511806417567.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw there is still no Hideous Destructor for Quake
It could work well for both games and probably even make Quake 2 much more enjoyable to to play

>> No.5338330

wasn't there a futurama blender skin?

>> No.5338338


>> No.5338374

i remember seeing a player model in quake based off bender rodriguez from futurama
he was brown

>> No.5338387

Dakka's a really comfy way to play a lot of stuff.

>> No.5338426 [SPOILER] 
File: 177 KB, 765x1197, 1548965537704.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5338442

It's literally right there, click "read more" under the description
Enhanced just buffs the pistol and removes screen shake

>> No.5338454

Because Quake is much less popular and harder to mod for as well.

>> No.5338467
File: 23 KB, 500x486, 28crwi.jpg [View same] [iqdb] [saucenao] [google] [report]

>die and lose everything
>last save was 4 levels ago

>> No.5338476

Quake is not as popular as DOOM, but its still more popular than Chex Quest, Shadow Warrior and Blood in General.

>> No.5338479

thats where the harder to mod part comes in

>> No.5338583

It's crazy. I fucking love it.

>> No.5338605

Playing through the game for the first time now. Finished Episode 4 just now. Really solid episode, I liked the first half of it a lot more than the 2nd half though.
I'm kind of sad that I'm forced to play the World Tour Edition for Episode 5, because it feels so much worse than eduke does, feels so floaty and unresponsive comparatively.

>> No.5338637

There was one for UT99 I recall. Also a Tom Servo.

>> No.5338667

1 is fucking awesome, everyone should try it at least once. 2 is... different. Look into the second game before jumping into it and see if it's your thing.

>> No.5338681

Just play the standard Crucible, everything else is bloated shit filled with useless stuff

>> No.5338695
File: 538 KB, 320x240, 1548466146814.gif [View same] [iqdb] [saucenao] [google] [report]

What's the consensus on Ashes 2063 & Blade of Agony?

>> No.5338714

Ashes 2063 is fantastic. It feels like a lost Build engine game with the strong theme, semi-realistic and interactive environments, and large non-linear levels.

>> No.5338716

what version should I play? The GOG version using winquake or is there something better?

>> No.5338731

Honestly, shit like this is why I just got an autosave mod, I don't have time for shit like this

>> No.5338747

ashes 2063 was cool from what little i played of it
blade of agony was shit from what little i played of it

>> No.5338759

I love ashes, the maps, music, art and enemies are all top notch, the weapons could be a bit more varied but I guess you're not going to get crazy weapons in a post apocalypse setting.
Blade of Agony was interesting and I'm looking forward to the final episode, the maps start to fucking drag on forever though and overall the level design is mediocre. It's also gimmicky as hell which I enjoy but I can see it pissing other people off.

>> No.5338763
File: 2.18 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

Check the OP
Doom, Quake, Duke, Marathon, or Thief:

>> No.5338820
File: 1.70 MB, 349x367, 1546235768396.gif [View same] [iqdb] [saucenao] [google] [report]

>So you want to play some fucking Half-Life?

>> No.5338830

man, why is Quake so much more primitive when it comes to option and setup than even Doom is when playing like GZDoom. There's nothing, no mouse sensitivity settings, no crosshair settings apart from the 1 you enable in console, no nothing.

>> No.5338840

Does default Quake have those coloured lights? There's just something nice about the colours here.

>> No.5338842

>why is a game from 1996 not optimized like a source port which is updated constantly to this day?
Do you have moments of stupidity when inspiration hits or does it just naturally flow from your hand to the keyboard with ease?

>> No.5338846
File: 95 KB, 208x179, dafuqqqq.png [View same] [iqdb] [saucenao] [google] [report]

You need to stop and think about this.

>> No.5338856

I want to think he is talking about quakespasm or some other meme port

>> No.5338857

but I'm playing Quakespasm, not quake.

>> No.5338859

Quake 1 single player is one of my favorites.
Quake 2 is either loved or hated by most, when in reality, it's somewhere near the middle. Still a great game for several reasons.

In essence, you should just play through them both. It'll probably take you something like 20 hours to beat both of them on Hard, which is honestly the best way to play.

>> No.5338863

So you went out of your way to say "GZDoom", but you couldn't be fucked to type "Quakespam"? I'll buy that snake oil when you're a better salesman, fuck off.

>> No.5338867

why nobody has ever used this for anything?

>> No.5338868

Q1 has some cool expansions that actually take place after the first game and even have some neat ideas that were cut from the original Quake.
Q2's expansions are okay but not as memorable but i think one of them had a mission where you infiltrate the Strogg by disguising as one of them.

>> No.5338871

Man, why are you so angry? I'm just slightly peeved over here that quakespasm has such primitive settings, I mean I can't scale my crosshair, I can't change mouse sensitivity. Why is there no video setting baked into the game that lets you change texturemode? why is it all console commands?

Also do you guys play with fog on?

>> No.5338872

Quakespasm isn't meant to add a bunch of shit. It's basically just GLquake with its issues fixed.
If you want a bunch of options try Darkplaces I guess.

>> No.5338876

There's your answer.

>> No.5338926

nah this is from here:
just drop em in your maps folder
if it doesn't exist, make one

>> No.5338936

why should I use quakespasm over nquake to play single player?I'm asking cause I have nquake and it seems to run the single player flawlessly

>> No.5338941
File: 324 KB, 1280x960, Glide64_BANJO_TOOIE_03.png [View same] [iqdb] [saucenao] [google] [report]

Doom but in Banjo Tooie

>> No.5338942

Most of Quakespasm's options are only in the config file, not in the options menu. And even then many aren't listed in the config, you have to find them and add them.

>> No.5338943

Oh, sweet, thanks!

>> No.5338948

You have what you want and need. Why would you ask someone to change your mind?

>> No.5338958

just wanted to know if there's any difference over one or another

>> No.5338962

Kek. The large majority of the Quake mapping community uses QS.

>> No.5338965

Is Ashes broken with newer versions of GZDoom? It behaves strange.

>> No.5338970

If you want to play maps other than just the single player, use Quakespasm. If you just want to play Vanilla Quake maps, use whatever sourceport you want.

>> No.5338974

>tfw I use the superior vkQuake

>> No.5338980

The guy who made it says its been fixed in the newest version

>> No.5338984
File: 77 KB, 380x349, 1525388794348.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else started enjoying softer and more basic mods/wads after playing through a lot of others? While giant arsenal and chaotic megawads with BD/PB levels of messiness can be fun, I just now prefer playing vanilla shit with minor enhancements.

>> No.5338995

Sometimes but I usually go heavy

>> No.5339018

because the nquake client, ezquake is focused on multiplayer

>> No.5339020

but I use quakespasm spiked

>> No.5339052

Honestly, if I knew how, I'd take Smooth Doom textures and neural upscale them. The real Doom HD with none of these 3D models bullshit.

>> No.5339062

Could I make a game like Deus Ex or Half Life in GZDoom?

>> No.5339063

What is so "meme" about Quakespasm, FitzQuake and WinQuake?

>> No.5339064

I didn't call quakespasm "meme"

>> No.5339067


>> No.5339068

No, but you could make a version of Hideous destructor for Strife and/or Heretic.

>> No.5339069

Kinda? Remember that it's implied that id games exist in a shared multiverse.
- In Quake 3 and Champions, characters from different realities that can't exist at once all appear together
- In Quake, you travel between dimensions
- In Doom 2016, it's confirmed that there are multiple dimensions, including at least Argent D'Nur and Hell, and most likely the OG Doom universe.
- presence of Galena wearing Serpent Riders iconography in QC implies that Raven games exist in the same multiverse, which is consistent with lore of Hexen and Heretic - where multidimensional travel exists
- That could be a stretch, but Heretic 2 includes a plot point of a race of Seraphim, immortal race that descended into Parthoris elves - and Doom 2016 lore does mention Seraphim helping Doomguy.

So Phobos and Crash might have not existed in the main Doom universe, but clearly, there are multiple universes where the Hell dimension attacked and had some version of Doom story happen - including original Doom verse, Doom 2016 verse, Doom 3 verse, Doom RPG verse, and seemingly, the Q3 "Doom" verse from where Doom, Phobos and Crash come from. This would also explain why such a super-badass like Doomguy be a relatively weak skilled bot.

>> No.5339072

hot take: 3d models look better than upscaled sprites but we've only ever gotten shit 3d models
The Doom and Quake engines use a consistent pixel size for pretty much everything, breaking it looks unbearably awful

>> No.5339076

Diabolus Ex manages to recreate a lot of concepts from Deus Ex without even modifying core gameplay (like sneaking through vents or alternate solutions to boss fights).

GZDoom has 3D enemy sight, which means there's limited stealth in vanilla (you can ask player to crouch behind low 40mu walls), and there are several stealth mods (Ugly As Sin, Sneaky Doom, Universal Enhanced AI) which apply "partial invisibility' effect to player when they're in dark enough shadows.

And RPG elements, inventory, hubs and dialog system have been in the engine since Strife.

So yes, with enough determination, it's very much possible.

>> No.5339083


>> No.5339085

But yeah, you're right. I think it's weird that there are some great low-poly artists who are into Doom, like RobotJoe, but nobody bothered to improve on the terrible models that are currently the standard.

Like, imagine something with Quake 2 low poly aesthetic, smooth animation, and correct brightmaps. It could look amazing.

>> No.5339091

Isn't everything in Neural Upscale mods consistently upscaled 2x? So pixel size is still consistent, it's just higher - 1 map unit is two pixels instead of 1 pixel.

>> No.5339095

GZDoom is open source so you make it do pretty much anything with enough work and effort.

>> No.5339107

I prefer sprites over Doom 3 or nuDOOM models

>> No.5339123

Any mods that let you look down and see your own tits like Jurassic Park Trespasser?

>> No.5339127

what a strange thing, I was just thinking about Trespasser earlier today and how you could look at your own tits to hide the fact that there were no legs on the model.

>> No.5339154
File: 81 KB, 278x260, 1546283966224.png [View same] [iqdb] [saucenao] [google] [report]

>giant ugly maps filled with enemy spam
yeah I sure love watching monsters fight eachother while holding down strafe for 5 minutes
how the fuck does anyone like this style of shitty map """design"""
is hr2 any better than hr?

>> No.5339163

hr2 is like 10 times the difficulty of hr1.

>> No.5339168
File: 104 KB, 227x222, file.png [View same] [iqdb] [saucenao] [google] [report]

You know what can't run doom?

The Amiga.

>> No.5339174

is it good difficulty or bad difficulty?

>> No.5339180

idk I like em both but you don't like hr1 so I can't say if it's good or bad difficulty for you.

>> No.5339184
File: 30 KB, 305x300, Amiga3000TSys.gif [View same] [iqdb] [saucenao] [google] [report]

Hackers and modders eventually got a homebrew port of DOOM 1 and 2 for the ECS Amigas by the tail-end of the 1990s.

>> No.5339197

tbf the brand was going down in flames by the time d2 came out

>> No.5339437

Quake 1 single player is definitely a must play. Sandy Petersen's mad genius that is Episode 4 is great.

I haven't gotten around to Quake 2, but I really dig the soundtrack. https://www.youtube.com/watch?v=ALBKFB28E0M

>> No.5339440

Also the Death Knight lore says that Galena's god is one of Shub-Niggurath's children.

>> No.5339441

There's honestly something satisfying and almost therapeutic about bhopping in vanilla/custom Quake maps, if not bhopping in general. More modern games should have it (other than Q:C of course).

>> No.5339445

reminder that the soundtrack is the single best part of the entirety of Quake 2

>> No.5339448

So I've finished Arcane Dimensions, the Xmas 2018 jam, and Nehahra. What should I do next? Scourge of Armagon, Dissolution of Eternity, Zerstorer, or would anyone like to throw something else out?

>> No.5339468

Highly recommend The Altar of Storms by necros

>> No.5339538
File: 533 KB, 1600x900, SCRAP.png [View same] [iqdb] [saucenao] [google] [report]

Alright, well here you go, whoever it was that wanted to play that one abandoned level you posted a screenshot of. These are the maps it went with.
I cleaned up some stuff in them, and sorta knocked out MAP04 real quick, then tacked on a level that I released separately (that was supposed to be the final level of this wad originally anyway).
Requires cc4-tex.wad
Requires GZDoom, or maybe just zdoom idunno.
There are 7 maps total. There is a secret level entrance in MAP02, and MAP03 gives you the option of going one way or another which leads to two different levels which both lead to the final level (the original idea was 2 branches of maybe 7 level each, but that fell through).
a lot of ideas on MAP31 (one of the level branches) were recycled for another project, so if some concepts there look familiar, that's why.
I don't think I'm forgetting anything. These were made back when I was first getting back into Doom mapping in 2014 - around the birth of /vr/. So yeah.

>> No.5339540

might be map32 now that i think about it. either way.

>> No.5339542

Oh. And in both level branches there is a secret gun that is mostly useless, but was originally going to be in another secret map in this level set that took place in a totally black and white (except monsters) map with a sorta 50s scifi feel. Replaces BFG,
Here is cc4-tex if you can't find a convenient DL for it:

>> No.5339549

>Anon releases SCRAP and now he should turn it into a megawad or whatever

>> No.5339567

That is a tall order, amigo. It was originally going to be, but I got some stuff to do now.
If it ever reaches megawad length you can look forward to that in ~2050.

>> No.5339572

Ok then. Uhhhh...
>/vr/ works together and creates UNSCRAPPED
How's that?

>> No.5339578
File: 334 KB, 1920x1080, 1536306208707.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5339585

>shake it... me

>> No.5339586

Series of secrets.
I love it. Gonna keep playing.

>> No.5339625

i want to be a doom patrician and use prboom.

last time i tried it, i didn't find anything to customize my keys especially with mouse 3 and 4 buttons. any tips?

>> No.5339661
File: 1.71 MB, 588x480, clip_fix.webm [View same] [iqdb] [saucenao] [google] [report]

finally, almost every clipping issue is gone
time to optimize the heck out of this

>> No.5339686

bet you can't get those walls textured

>> No.5339694

are you daring me to do full texture mapping on a sega genesis
because i will

>> No.5339705

Might as well call this project Myopia then, I reckon

>> No.5339709


>> No.5339715

Because any kind of view distance and textured walls will kill performance completely. Gonna need to go half-blind unless you're fine with 0.5 FPS.

>> No.5339717

Is there multi loader for doom? This guy made a custom map says I need a multi loader to play it but I cant find one and havent heard of one. No dragging and dropping it onto GZDoom doesn't work.

>> No.5339723

I'm more worried about large view distance than texturing.

Texturing is at most a constant factor slower, probably about twice the cost to draw wall columns, and it only happens on the order of the size of the screen.

View distance and the amount of geometry to process isn't limited in the same way with long lines of sight.

>> No.5339724

There are Amiga ports of Doom, both 68k and PPC.

>> No.5339756

>original drawing of the baron of hell face is on the internet
>people still don't know how to draw them correctly

>> No.5339841
File: 2.43 MB, 1280x720, gzdoomskyboxgap.webm [View same] [iqdb] [saucenao] [google] [report]

Trying out your maps, they're pretty neat so far.
GZDoom still has that sparkly gap rendering problem it seems.

Please don't.

>> No.5339878

I use Doom ZDL to stack wads. You can select your own iwads and source ports too, it's pretty kewl

>> No.5339879
File: 441 KB, 960x540, Screenshot_Doom_20190201_221328.png [View same] [iqdb] [saucenao] [google] [report]

Is this part intended to be jumped through with (G)ZDoom? I get "a secret is revealed" for landing on the middle pillar.

>> No.5339882
File: 402 KB, 800x568, file.png [View same] [iqdb] [saucenao] [google] [report]

Cool my friend made Omega 97 have you heard of it? Hes a little schiz and the map reflects it. You guys should try it!

>> No.5339909

Slayer edition fixes most of the issues of standard Crucible.
It adds ledge grab, new skins for the enemies and removes that annoying screen shake.

>> No.5339913

I'm trying to run Project MSfiX'ed. But it always say that the resolution is wrong. What I have to do?

>> No.5339921

Graf said you don't need the resolutions. The option in the new Gzdoom just resizes the window. So anything that looks up the prior version of default resolutions can't.
Thanks Graf

>> No.5339929

Run on 3.4.1 or prior, remember that Graf is an asshat.

>> No.5339985

Yes. I mean, it's flexible in some ways, and less flexible in some other ways, but there really is a lot that you can do with GZDoom if you just know how it works and how to do it.

For instance, I think you could probably create a game like SimCity 2000 with ZScript, if you just wanted to.
You could make a game like Contra, or Castlevania (sidescrolling and all), you could make something like Shining Force, or some other top-down/isometric turn based game, or a point and click adventure.
First person shooter is definitely the easiest though, since it's built and based on Doom, but there's still a lot you can do within the realms of that as well, like adding RPG-like stat building, inventories and dialogue systems.

>> No.5340001

the broken english makes it endearing

>> No.5340020

The best solution I've found to this problem is to download the latest dev build, change your keybindings and then copy and paste from the dev build to (the dev build has fucked up sound on my machine).

For mouse settings, PrBoom+ for some retarded reason has hardcoded mousebinds exclusively for fire, strafe, use, and moving forward and backward (although scrollwheel up and down is free from this restriction). Additionally, you're limited to 5 mouse buttons (left and right click, middle mouse button, and mouse 4 and mouse 5). For anything other then that, you're going to need macros for.


* 1 - Download the latest dev build here. http://prboom-plus.sourceforge.net/prboom-plus-
* 2 - Put in doom2.wad
* 3 - Launch prboom+ and navigate to keybindings.
* 4 - Change your keybindings. To remove a keybind, use DEL while hovering over your selection.
* 5 - Close PrBoom+ and open the dev build's prboom-plus.cfg.
* 6 - Copy and paste everything between #Mouse settings and the empty line above #Joystick settings into's config file.
* 7 - Delete this line with key_menu_clear on it, and save.

>> No.5340021
File: 2.45 MB, 1680x1041, file.png [View same] [iqdb] [saucenao] [google] [report]

>was thinking about getting DUSK
>something didn't feel right about it
>eh maybe if it gets massively discounted
>quake 1.5 gets a beta release
>DUSK starts fading into irrelevance

>> No.5340030
File: 20 KB, 283x361, half-lives.png [View same] [iqdb] [saucenao] [google] [report]

Whenever I want, Anon

>> No.5340034

y'all niggers vision had well be augmented

>> No.5340048
File: 12 KB, 720x350, sure.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5340105

No. You're not intended to jump through.its a super secret that accesses the opposite side if the map that is closed off in the beginning.

>> No.5340112

DUSK is better.

>> No.5340150

>display > opengl > rendering quality

>> No.5340160

Dusk doesn't have any mod tools yet, so there's not a lot to talk about.

>> No.5340169
File: 311 KB, 1280x720, Screenshot_Doom_20190201_143127.png [View same] [iqdb] [saucenao] [google] [report]

I've played a few of the levels and I want to give my thoughts. I've just beat Caged (and I intend to finish), but I'll start with some thoughts.

Map01 isn't particularly interesting. The detail is nice though.

>> No.5340172
File: 455 KB, 1280x720, Screenshot_Doom_20190201_143931.png [View same] [iqdb] [saucenao] [google] [report]

Second level does a few more interesting things. The music is ANNOYING AS FUCK though, I would say the music choice is very much detrimental to the experience of the map, I did IDMUS01.

>> No.5340173
File: 335 KB, 1280x720, Screenshot_Doom_20190201_144232.png [View same] [iqdb] [saucenao] [google] [report]

I like the muted colors palette actually, quite a lot, though I think maybe some of the stock textures didn't translate 100% well.
The room with the blue key and the revenant is a nice encounter, the imps coming out of the suddenly opening teleporters one by one, isn't very different from them just popping out of a closet or teleporting in, but it's visually slick and novel enough just for execution's sake, so I actually like this setpiece a lot.

>> No.5340174
File: 659 KB, 1280x720, Screenshot_Doom_20190201_144308.png [View same] [iqdb] [saucenao] [google] [report]

The use of lighting is really nice.

>> No.5340176 [SPOILER] 
File: 358 KB, 1280x720, 1549034428591.png [View same] [iqdb] [saucenao] [google] [report]

This surprised me.

>> No.5340180
File: 610 KB, 1280x720, Screenshot_Doom_20190201_144905.png [View same] [iqdb] [saucenao] [google] [report]

Blowing up mooks with stacks of barrels is always fun.

>> No.5340181
File: 453 KB, 1280x720, Screenshot_Doom_20190201_145043.png [View same] [iqdb] [saucenao] [google] [report]

This dumbass thinks I can't see him, I fucking love Cacodemons.

>> No.5340183
File: 303 KB, 1280x720, Screenshot_Doom_20190201_145700.png [View same] [iqdb] [saucenao] [google] [report]

Some people really hate .wads with a whole lot of detail, but the attention to detail here is really nice, and it doesn't much clutter the environment or get in the way of gameplay.

>> No.5340184
File: 255 KB, 1280x720, Screenshot_Doom_20190201_145705.png [View same] [iqdb] [saucenao] [google] [report]

This little part here brings to mind Espi's Suspended In Dusk.

>> No.5340190

Dusk is good as hell, haven't tried quake 1.5 but it looks bad.

>> No.5340194
File: 317 KB, 1280x720, Screenshot_Doom_20190201_145752.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5340196
File: 418 KB, 1280x720, Screenshot_Doom_20190201_145823.png [View same] [iqdb] [saucenao] [google] [report]

This looks cool. I like how the tiles by the broken wall are tarnished from the weather and elements.

>> No.5340202
File: 447 KB, 1280x720, Screenshot_Doom_20190201_145954.png [View same] [iqdb] [saucenao] [google] [report]

This here is the branching path I guess.
I took the red pill this time, huehuehue.

I guess this means I'll have to go back and play it again.

>> No.5340205
File: 585 KB, 1280x720, Screenshot_Doom_20190201_150317.png [View same] [iqdb] [saucenao] [google] [report]

I feel there isn't actually an awful much to say about the outdoor area here. The little river with the sandbanks and all is pretty though.
I think the part where the monsters teleport in on top of the cliffs, I would also add a couple which come at you from behind, or the path you came (maybe they do on UV, this is HMP).

>> No.5340206
File: 424 KB, 1280x720, Screenshot_Doom_20190201_150504.png [View same] [iqdb] [saucenao] [google] [report]

Deep and dark.

>> No.5340209
File: 717 KB, 1280x720, Screenshot_Doom_20190201_150720.png [View same] [iqdb] [saucenao] [google] [report]

The radiating effect here is probably really trivial to do with animdefs, but I appreciate it nonetheless.
Also these caves/mines are nicely dark and spooky.
Also the Revenant popping out scared me, but I was expecting an Arch-Vile almost, which maybe there is one on UV.
On the other hand, there's nothing really to hide behind in that room, so maybe that's for the better.

>> No.5340214 [SPOILER] 
File: 355 KB, 1280x720, 1549035812066.png [View same] [iqdb] [saucenao] [google] [report]

This part was a good setpiece. Killed me good, the second time around I used a remote detonated bomb to deal with some of the pinkies in advance, which probably isn't doing the encounter fairly, but I still had a tough time backing up the toasty hot stairs and shooting the remaining pinkies, leaving my feet singed and magazines empty.

>> No.5340216 [SPOILER]  [DELETED] 
File: 605 KB, 1280x720, 1549035928423.png [View same] [iqdb] [saucenao] [google] [report]

Berserking pinkies is pretty fun.

>> No.5340219
File: 436 KB, 1280x720, Screenshot_Doom_20190201_151340.png [View same] [iqdb] [saucenao] [google] [report]

Huhuhu, what a mess!
Wrong image.

>> No.5340232
File: 921 KB, 1280x720, Screenshot_Doom_20190201_152734.png [View same] [iqdb] [saucenao] [google] [report]

So here's the level Caged, and I'm going to be singing quite a lot of praises about this one.
This level is so good, it totally justifies the maybe varying quality of the first couple of maps.

I'm kind of mortified that this map was almost lost to oblivion, and I kind of just nudged them back from the brink by asking if anyone knew where those screenshots were from.
This map is great fun and has a wonderful gimmick that doesn't get stale or dull, the gameplay is fun and the visuals are excellent.

>> No.5340235

Doom 1, 2, and Heretic have autoaim. But do they have a Z-axis of any kind like they do X and Y?

>> No.5340238

X-Men or Spider man Doom or Heretic WAD WHEN?

>> No.5340239
File: 682 KB, 1280x720, Screenshot_Doom_20190201_152854.png [View same] [iqdb] [saucenao] [google] [report]

I'm gonna spoiler the rest of these screenshots and texts, because I seriously want people to play this map, it's very strong.

>> No.5340248 [SPOILER] 
File: 337 KB, 1280x720, 1549036743545.png [View same] [iqdb] [saucenao] [google] [report]

The way the shellbox is placed in the burial vault thing here, I had to constantly run and bump into the thing to grab each shell from it (mod thing), which gave a funny mental image.

I like how this entire wall is comprised of slabs with bolted on plates on them, but where just one is retracted to show that they're all graves.

>> No.5340250

There was a commercialized TC for Quake where you killed clones of the X-Men.

>> No.5340252 [SPOILER] 
File: 293 KB, 1280x720, 1549036924090.png [View same] [iqdb] [saucenao] [google] [report]

This part had me really confused, because the wall closes behind you, quietly, and I realized I was in this enclosed loop.
This is where the gimmick of the level begins and it's not really obvious, but UNFing around a bit, you sort of start getting the idea.

>> No.5340258

>doom 2 song called shawns got the shotgun
>nobody at the time at id is named shawn

>> No.5340260
File: 336 KB, 1280x720, Screenshot_Doom_20190201_154023.png [View same] [iqdb] [saucenao] [google] [report]

At first, I almost thought the gimmick would be silent teleporter making this some sort of 720 degree shenanigans, like that one Duke Nukem 3D secret level, but I think this is ultimately better.

The way the corridor changes to block off the circular room, and then opening up the new path you need to get the key, that was SEAMLESS, I didn't even realize that had happened at first, and I had to puzzle for a few seconds before I realized that had happened. I really appreciate tricks like that.
I died one or two times to this Arch-Vile here, mostly because I figured I'd use my one hand grenade and take cover behind this big marble slab here, but that didn't work out, and the grenade would kill me, and not him. Also a mod thing.

>> No.5340263

Shawn Green, m8

>> No.5340269

oh, ok

>> No.5340271 [SPOILER] 
File: 251 KB, 1280x720, 1549038027644.png [View same] [iqdb] [saucenao] [google] [report]

The gargoyle faces all over the level, peeking at you, particularly when you get locked into a trap, is a touch that I LOVE, it really makes for a very menacing effect, building to a sense of paranoia.

>> No.5340273 [SPOILER] 
File: 259 KB, 1280x720, 1549038120114.png [View same] [iqdb] [saucenao] [google] [report]

Here's more of the guys.

>> No.5340274
File: 367 KB, 1280x720, Screenshot_Doom_20190201_154923.png [View same] [iqdb] [saucenao] [google] [report]

More neat detail.

>> No.5340276 [SPOILER] 
File: 289 KB, 1280x720, 1549038360411.png [View same] [iqdb] [saucenao] [google] [report]

This was a nasty surprise of a secret.

>> No.5340282 [SPOILER] 
File: 491 KB, 1280x720, 1549038524076.png [View same] [iqdb] [saucenao] [google] [report]

I don't trust these guys.

>> No.5340291

What is this weapon mod?

>> No.5340292 [SPOILER] 
File: 568 KB, 1280x720, 1549038851445.png [View same] [iqdb] [saucenao] [google] [report]

So I arrive at this room and my gut reaction is "Oh, an arena battle is about to take place."

>> No.5340295 [SPOILER] 
File: 460 KB, 1280x720, 1549038946731.png [View same] [iqdb] [saucenao] [google] [report]

Immoral Conduct : Some Day I'll Actually Finish This And Release It.


>> No.5340301 [SPOILER] 
File: 426 KB, 1280x720, 1549039062682.png [View same] [iqdb] [saucenao] [google] [report]

So walls rise out of the earth to form a labyrinth in the yard, and some sidepaths with their own little labyrinths open up as well, where you're forced into some cramped fights with Hellknights and Barons.

>> No.5340305 [SPOILER] 
File: 384 KB, 1280x720, 1549039120553.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5340308 [SPOILER] 
File: 385 KB, 1280x720, 1549039207970.png [View same] [iqdb] [saucenao] [google] [report]

Oh baby, I've been needing some of these!

>> No.5340315 [SPOILER] 
File: 442 KB, 1280x720, 1549039390417.png [View same] [iqdb] [saucenao] [google] [report]

Neat ending to the map.
I *strongly* recommend people play this .wad, just for this map alone, this is some of the best stuff I've played in a long while.

>> No.5340379

I'm glad you like it. The other path isn't as strong I'll admit. The two branching paths were going to be claustrophobia based (tight corridors etc), and agoraphobia based on the other path (large outdoor exploration and probably ending in slaughter stuff, because where else do you end up). But that didn't happen so. Buttons.

>> No.5340414

Sometimes i wonder if BD is responsible for secondaries in the Doom fanbase

>> No.5340417

Anyone who doesn't play vanilla is a secondary.

>> No.5340420

If there's anything responsible for secondaries it's Project MSX and everything that WW has ever done

>> No.5340423
File: 46 KB, 620x465, 549492_480390542054531_1702344494_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone here has any experience running Doom on a Raspberry pi or other single board computers?
My Pi 3 model B runs vanilla doom just fine but I can't run any complex WADs or mods like pic related.
I was wondering if upgrading to a more powerful SBC like the Odroid C2 or the Tinkerboard would fix that.

>> No.5340428

About the same
My Pi can run vanilla Doom well and lots of emulation including some PS2 games
But when you get into those complex mods like PB and Doom Incarnate then the things lags
It's a real problem but I understand the limits of my Pi
That doesn't stop me from bragging about my Pi to everyone I know
They all talk about their NES Classics and SNES Classics but all you need is Pi

>> No.5340439

No. Dusk is lobotomized Quake.

>> No.5340441

you mean submods? if so then I'd say only brutal doom would be justified in having them, because pretty much all of them try to bring some semblance of balance or come up with interesting mechanics or things of their own that the original mod fell short of. johnny doom for instance tries to nail some humor elements, sperglord tries to enhance the feel of the weapons and polish the base gameplay a fair bit without deviating from it, lite shoots to make the code less awful, brutality is more of its own thing more than anything, etc.

then you have shit like Quaker's mod and brutal arsenal which are there just to fill in the bloat mod quota BD itself cannot.

>> No.5340443

the fuck is a secondary

>> No.5340446

someone who likes something you don't and thus you deem them as an inferior being.

>> No.5340452

oh, cool, as if we don't have enough words that basically mean that already

>> No.5340453


>> No.5340457

"Fans" of a game they don't actually play but still produce fanart or memes for it.
See Overwatch.

>> No.5340458

Wow, so even Doom has elitist pricks huh.

>> No.5340459 [SPOILER] 
File: 516 KB, 1280x720, 1549044219439.png [View same] [iqdb] [saucenao] [google] [report]

I'll be the judge of that. I really liked the path I played so far, and it helped me spot some bugs I needed to work on for my own project.

I hope you do more maps some day.
The grates in pic related is not tagged as impassable, and there doesn't seem to be anything down there, so I assume that you missed that. Other than that, this level was very well put together as well, the way you enter from the hurting exit on the previous map, so you're stuck having to fend for yourself with very little health for quite a long time, that was very tense.

>> No.5340462

Doesn't even have to be that game.
There could be people who'd like to see their favorite games being played and get more exposure but some people don't do that, even with accessiblity for it.
Same thing with someone who wants to understand a series' plot but unless chooses to play the latest game in a series.

>> No.5340464

this is 4chan so we produce a new one each week

>> No.5340465

>I'm a huge fan of star Trek
>What do you mean the series didn't begin in 2009?
It's not elitist to say people like that are essentially posers.

>> No.5340470

There is literally nothing wrong with having some basic standards and expectations.

>> No.5340472

I wasn't asking for more detail, I know what you're trying to say. Basically if someone isn't as passionate about something as you are. They can't just passively like something, no, they're not REAL fans like me.

That hentai comic you jerked off to yesterday? Pfft, secondary, you gotta read the whole manga it's based on.
Good thing that's not this scenario at all. What's happening here is you being an elitist prick by looking down upon people who like mods you don't. Because that automatically means they're posers (even though there's nothing related to being a poser here, it's just liking something) and think Brutal Doom is the original Doom.
What standards? What expectations? Who are you talking about?

>> No.5340474

>What's happening here is you being an elitist prick by looking down upon people who like mods you don't
Can you read faggot? Read this >>5340457

>> No.5340479

>Can you read faggot?
Right back at you.

>> No.5340486

>sometimes I wonder if <x mod> is responsible for <people who don't actually play the game but make arts and other content, thus pretending to be fans of something that they're just using for attention> in the <game> fanbase
Fuck outta here ESL

>> No.5340492

It can be annoying when they consider themselves huge fans of something but don't explore it when they have a lot of access and possibilites.
See those links in the OP?
That's just people in these threads offering chances for these games to be experienced for new people.
Can also be kinda lame when companies assume these are who buy their products and focus on them more.
Going back to the download links part, it's mostly fans of these types of games that care more for their exposure than their respective companies, due to shit like trademark/copyright issues or simply not giving a fuck.
To thid day, Doom 64 still lives with fanmade ports.

>> No.5340497

Whoops. On the other path it's not a hurting exit. Should be tho. Also I think the secret entrance on map02 isn't tagged a secret. At work do I can't chexk

>> No.5340501

Should be from a balance perspective that is... Actually!!! It might not be tagged as an exit at all.
Fux. Well sorry.

>> No.5340502

What are you trying to say? That BD's popularity has nothing to do with people PLAYING it? Where are these offensive pieces of BD art done by non-players you speak of and how do you know they never played BD? What a weird, impossible-to-prove claim to make.

You can't relate "secondary" OW fans here because OW is a monstruous fanart factory while Doom isn't.
>It can be annoying when they consider themselves huge fans of something but don't explore it when they have a lot of access and possibilites.
And where are these people making these specific claims about being huge fans of Doom yet somehow they don't know about the original games' existence even though it's common knowledge? Are you just conjuring a scenario where you'd be bothered?

>> No.5340504

desu I'm glad you released it at all, do you have any other projects you worked on?

>> No.5340508

You're either willfully dense or genuinely retarded at this point. If you play the fucking game, you're not who anyone is complaining about. Fuck off mongoloid.

>> No.5340516

I think you realized your argument was retarded, since you were trying to attack this obscure group of people who are part of the already niche Doom fanart community who a) don't play the games and b) brag about being huge fans. Like I said, you cannot possibly compare the OW and Doom art communities because one has a gorillion submissions and the other is a lot smaller and niche (thus more likely to be actual players), nor can you tell who has or hasn't played the games anyhow.

You very well know the people being complained about here are BD players, stop trying to justify your bullshit with a non-existent group of people who have never been mentioned here before, the "people who brag about being huge fans of Doom but only make fanart", like what the hell? Who and where are these people? Why has this specific group never been mentioned here before and why is it always actual BD/Mod-I-don't-like players that people complain about? I know they're players because Zandronum's multiplayer userbase is also constantly complained about here for liking certain mods.

>> No.5340520

Loads. Stuff for the /vr/ speedmaps. Made a map for Cyberrunner. Some death match maps. REKKR. Hellshots Golf maps. Donated sprites and graphics to various projects. I think that's pretty much my whole Doom resume... Might be forgetting something.

Nothing unreleased that hasn't been lost to hard drive failues or time. Sometimes I wonder if any of the maps I made in the 90s were any good.

>> No.5340525

>casually drops REKKR in the middle like it's no big deal
Man that should be the first thing you mention, that project is legitimately impressive.

>> No.5340529

What does /doom/ think of UnNeccessary?

>> No.5340530

Thanks. Was trying to go in order. But I don't remember if 200minvr was before or after Cyberrunner.

>> No.5340531

Oh I see, I wasn't aware the secret switches were for that at all. I found the last one I was missing and had no idea what finding all the switches did.

>> No.5340541

Pretty sure 200min was after.

>> No.5340542

Ohh, I had no idea it would fix that. Thanks Anon!

>> No.5340543

Yeah. It's a bit obscure, but these were mostly just screwing around maps.
It's all such a blursphere

>> No.5340558

>Not hyped for Sigil
>Not hyped for Ion Maiden
>>/v/ faggot

>> No.5340559

>DOOM: The Mercenaries Raid mode
>All that made mercs and Raid mode for RE great, ported to ETERNAL

>> No.5340603


>> No.5340620

Is there a way to take into account the floor terrain? i.e. when standing on water actors sink 10 units into the floor. GetFloorTerrain() doesn't seem to do anything.

>> No.5340632

In pretty sure you can get the texture an actor is sitting on. I dont know how, but thats how Hellshots knows what is a sand trap.
Don't know if it only applies to projectiles or what.

>> No.5340647

does anyone know if its possible to have a free looking camera that you can control with WASD keys in PC dooms?


for example if i wanted to look around the map like whats happening in this video to get a bigger perspective of whats going on

>> No.5340719
File: 275 KB, 889x573, hype.png [View same] [iqdb] [saucenao] [google] [report]

Sigil is mapping by one way out of practice part of a team, a part that slacked off the more he became the rockstar developer and left it to the other developers.
Ion Maiden just isn't that interesting.

Getting hyped is for idiots anyway, so you just implicated yourself in being from /v/.

>> No.5340728

Romero's 2 maps that he released for free these past few years are good though, Sigil is just more of that.

>> No.5340736

>Ion Maiden just isn't that interesting
As much as I hate to say it, this. They shouldn't have even put out the "alpha" demo thing, it just colored a lot of people's opinions of the game before they had a chance to make its design stand out better.

>> No.5340745

Of course. Otherwise how would there be varying floor heights and projectiles that can go above enemies?

>> No.5340750

Yes, but to reduce processing costs, the z-axis for geometry is on a per-sector basis. This confuses people and makes them think that Doom is not 3D.

>> No.5340754
File: 16 KB, 600x338, D554_2_012_0004_600.jpg [View same] [iqdb] [saucenao] [google] [report]

I have to confess something.
I don't really like vanilla Doom.

It loads fast compared to modern games, and it runs on everything. I like that. But when I play it, I don't enjoy it. The community's favored map design styles, the enemies, the sound design, the vanilla music, the all-metal music replacement packs... It was always kind of frustrating, and it never grew on me.
Doom 64? Hell yeah. Seemingly inconsequential changes in the sound effects and enemy designs, gloomy levels, tasteful colored lighting, different styles of puzzles, creepy music... It adds up. It feels like a different game. Not the one I want to play, but one I kind of like.

But writing all this out feels like hearing from the doctor that I have cancer. There's no hope, my clock is ticking.
I can't be here much longer.

>> No.5340757

So is it really that bad? I know Icarus is a pleb but some of those complaints seem legitimate.

>> No.5340758

also, wolfenstein 3d does textured walls on the genesis with pretty good performance. Obviously doom is more complex, but I think it's mostly in geometry costs, not texturing (unless you count textured floors, which I doubt I'll even bother attempting).

>> No.5340778

play a mod then also
>all-metal music replacement packs
don't use that it's ass

>> No.5340780

I got bored of Doom, so I played and made mods to make myself less bored. It's also very easy to just replace all the music with whatever.

>> No.5340785
File: 35 KB, 419x353, 1320788759852.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's another "man with british accent thinks his opinion is better than everyone elses" episode

wad looks cool though, i'll check it out later.

>> No.5340786

vanilla is just uninteresting and anemic to me.
smooth doom + perkristian sfx is the way to go.

>> No.5340789

It's just hard for me to go back to Doom after Quake. It's like going back to bronze once you've started using iron.

>> No.5340791


>> No.5340792

Have you ever pressed a switch and heard an sector move nearby, but not know exactly where, so you wander around for 15 minutes only to find that it's for a secret and you still don't know how to actually make progress in the level? that's what Maskim Xul is like

>> No.5340795

Sounds like Eternal Doom, sort of.

>> No.5340808
File: 152 KB, 1100x750, 1457303042184.jpg [View same] [iqdb] [saucenao] [google] [report]

It sounds like Quake is more your thing, especially with fan levels

>> No.5340809

Just don't play vanilla Doom then. Don't like the music? Replace it with a mod. Don't like game play? Replace with a mod. Don't like the levels? Replace it with megawad. Don't like Doom at all? Play a TC mod or play another retro game. This general isn't even restricted to just Doom.

>> No.5340819
File: 137 KB, 600x600, 1527187533144.jpg [View same] [iqdb] [saucenao] [google] [report]

I love fanart like this

Parroting Yatzee's opinions is just a bad path. His Quake review was basically "Oi this game is grey it is! And its old too" Also he compared DUSKs level design to D!Zone.

>> No.5340820

...okay? Then play something different.

>> No.5340825

>Parroting Yatzee's opinions
What? That's just a graph showing why it's best not to get hyped.

>> No.5340826
File: 160 KB, 1280x841, 1492453255.mechamerc_id_stuff_rp_.jpg [View same] [iqdb] [saucenao] [google] [report]

>I love fanart like this
grungy Quake stuff is my jam, especially when it emphasizes the medieval aesthetic

>> No.5340857

It's useful for illustrating the point about getting hyped while also seeing who'll flip their shit because of who made it.

>> No.5340887

>Getting hyped is for idiots anyway, so you just implicated yourself in being from /v/.
That's such an ironic statement, given how fucking aggressively cynical people get on /v/.
Just because it's possible to be completely blinded and carried away by hype, doesn't mean that's all hype can be.

>His Quake review was basically "Oi this game is grey it is! And its old too"
I think he exaggerates things due to how it's expected, that's the 'style of his comedy', so to say, "Nobody likes it when I'm nice to a game."
Outside of his reviews he's spoken multiple times about how much he likes the game, he's a Lovecraft nerd and loves classic shooters, so it appeals strongly to him.

That said, I always felt you should take his reviews and opinions with a lot of salt, because he has a few weird ideas about game design.

It cynically insinuates there's no nuance to excitement or hope.
I was not expecting the worst for Doom 4, but I also wasn't expecting anything great, I was very cautiously optimistic, my thought being "Well, maybe they'll do Doom 3 again, but they'll do it better.", but I actually was quite pleasantly surprised.

There's a lot of degrees to expectations. Do I expect to be completely swept off my feet by Sigil? Not by any means, but it looks like it'd be pretty decent, his original maps are certainly pretty good, and his recent Doom maps are pretty good as well, so I'm thinking, if he really sits down and puts in some good effort into one episode, it could be something that's worth playing.
This isn't him promising that Dai-Katana will be a groundbreaking game that everyone will love, this his him just doing a little levelpack for one of the old games he worked on, and it's free.

>> No.5340890 [DELETED] 
File: 47 KB, 500x375, fd0cb3582471cd0f5192d02a4025e5e86fe5757404e2ab1aa6481740bd2cc03a.jpg [View same] [iqdb] [saucenao] [google] [report]

>being this triggered

>> No.5340895 [DELETED] 

The fuck off and never come back.

>> No.5340910

That's a fair assessment. I'm still going to get it just because the sector based environmental details are fuggen ace. Gameplay wise it's ok. Didn't run well on my machine, but from what I gather they sorted that out.

>> No.5340916

Yeah I mean I might pick it up once it's actually done, but right now it looks a bit meh. I'd rather be pleasantly surprised though, it's not like I'm hoping that it's bad.

>> No.5340920

>Getting hyped is for idiots anyway
>unironically uses a Yahtzee image, the ultimate FPS pleb
nah, i'll get excited and like it because a game's mod's quality doesn't have any effect on my psyche

>> No.5340930

I'm surprised he would include the footage of him failing at a straferun jump for what felt like an eternity

>> No.5340931

>"Nobody likes it when I'm nice to a game."
Except he's been nice to games like Portal, Dark Souls, Persona 5 and Undertale.

>> No.5340935

Either that or use the Vintage version, that one let's you choose the resolution like before

>> No.5340937

I never said he was true to his words, I'm just saying that's his rationale for being snarky about games even when he likes them.
Doesn't he talk smack about those games too, even if he ultimately say he likes them?

>> No.5340952

No, he sucks their dick extremely hard and in fact said that Portal is a straight up perfect, flawless game.

>> No.5340954

I'd unironically buy a Pi only to have a Doom server up and running 24/7

>> No.5341043
File: 1005 KB, 898x556, ebfan.png [View same] [iqdb] [saucenao] [google] [report]

nobody's saying you have to play doom on an old ass computer
you could just play doom 1 and 2 with chocolate doom, then use something like crispy or try out the modding content, while stuff like final doom could be optional
one of the worst things that can happen is if they actually play these games and turn out to actually hate it

>> No.5341050
File: 3.64 MB, 3440x1440, shotter.png [View same] [iqdb] [saucenao] [google] [report]

Trying out some stuff for a Quake 2-singleplayer map.

>> No.5341052

what does the doom engine do better than the build engine

>> No.5341061

Yhatzee didn't even get the actual ending of Gravity Rush 2 and once declared Bioshock Infinite GOTY material.
Him and folks like Jim Sterling just think they're good critics because they have a british accents.

>> No.5341063

Doors in the Doom engine meet OSHA standards.

>> No.5341064

non-deadly doors

>> No.5341065

treats you better in bed.

>> No.5341067

Simplicity, and less janky, but it also can't do as many advanced things in its base form.
There's a number of iterations of both, are we comparing Duke's engine to Doom's engine or what?

>> No.5341069
File: 624 KB, 1920x1080, Screenshot_Doom_20190201_174827.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5341072
File: 47 KB, 554x554, 1548433294924.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5341112

>because he has a few weird ideas about game design.
Yeah pretty much. He compared games being sold in pieces today via dlc and microtransactions to the late 90s shooter boom. Specifically he brought up Quake 3 as companies forcing stripped down multiplayer-only games. Maybe he was annoyed that Quake abandoned singleplayer aspect entirely, and I'd agree with him in that it is a shame. But to say Quake 3 was unfinished because it lacked a serious singleplayer is a supremely retarded opinion.

>> No.5341158
File: 591 KB, 677x921, icarusfuckingdies.png [View same] [iqdb] [saucenao] [google] [report]

I feel now is a good time to post this again.
He just hates anything he can't mindlessly play through and marvel at the flashy explosions.

>> No.5341163

that guy is an idiot

>> No.5341164

>anything icarus dislikes must be good
Nah, see >>5340792. Cut the contrarianism.

>> No.5341168

>his opinion is better than everyone elses
When did he say his opinion is better than everyone else? What's with the strawman?

>> No.5341170

The irony is that the Vulcanette actually does enable running and gunning to a reasonable degree.

I think a more rational approach is to always second guess him.

>> No.5341173

Duke is better

>> No.5341175

He went through Going Down deliberately ignoring the chat's suggestions of using cheats and felt very satisfied when he won.

>> No.5341176

Strongly arguable.

>> No.5341178

There are still some very sore people kicking around because he didn't blow Hideous Destructor six ways to Sunday.

Dunno why one dude's opinion on HD matters so much to them but any time one of his videos turns up in these threads, you almost immediately get one of them being pissy.

>> No.5341186

Found a neat gif of the in-development 3D Realms shooter on the Quake engine.
The weapon models look old-school but more high-poly and appealing than Dusk's. The environment looks like pretty standard Quakey bricks, but the portal stuff could be interesting.

https://cdn.discordapp.com/attachments/506807778103263243/506808291871948810/codename_mourningvale.gif (filesize too large for 4chan)

>> No.5341191

i don't know where this hideousdestructor shit is coming from i just hate british youtubers

>> No.5341205

>I think a more rational approach is to always second guess him.
isn't that a rational approach for any internet reviewer?

cool, so you're just a fucking moron
got it

>> No.5341208

Quake 2 looks better on software
The radiosity makes the whole game orange

>> No.5341209

> Late X 1 (list)

>> No.5341220
File: 597 KB, 1600x900, SCRAP2.png [View same] [iqdb] [saucenao] [google] [report]

Got home from work and fixed the wad, so it's actually... beatable. Whoops.
should be same download link, but in case it isn't:
>Immoral Conduct : Some Day I'll Actually Finish This And Release It.
It looks nice, you should.

>> No.5341223

Its only the ones with northern accents that are absolute faggots

>> No.5341224

For those who are interested

>> No.5341227

Had to fix one other thing.

Alright done forever now.

>> No.5341237

to be fair Hideous Destructor is pretty dumb to begin with

>> No.5341239

Isnt this months old? For some reason I think this will end up as vaporware

>> No.5341242

It is, but most of these secondaries eventually played nuDoom so theyre not anymore technically

>> No.5341249

I don't like it much either, and I'm pretty shit at it, but I'm not making a video to advertise it to thousands of people while not liking and being shit at it. If I was going to make such a video, I would at least spend enough time to understand the mechanics and not look like a total idiot before giving my opinion, especially if it was negative.

>> No.5341262

>isn't that a rational approach for any internet reviewer?
Yes, but you may find some reviewers more trustworthy than others.

>> No.5341264

>but I'm not making a video to advertise it to thousands of people while not liking
i get what you're actually saying, but with this it honestly seems like you're implying the only reason to make a video is for a positive opinion

>> No.5341268

I don't think you actually read the rest of the post, try doing that please.

>> No.5341279

saying the mod bad because he didn't bother learning a single thing about it is stupid and invalid criticism
> i have to reload the shotgun after each shot
> did not even try doing something as simple as right clicking
furthermore what good is an opinion of someone who has no interest in something in the first place

>> No.5341294

He openly said that the only reason he made it was because his audience (or at least the HD-loving part of it) incessantly nagged him over a year or longer into playing it.

It at least serves as an example of the general experience of somebody who doesn't autistically read the entire documentation on it and obsess over every minute detail.

>> No.5341305

>autistically read the entire documentation
if reading is being an autist then what is not even reading any of the basics at all and then whining about not knowing things

>> No.5341312

>Upload still in progress
Does MediaFire usually take this long?

>> No.5341314

Not him but i still saw him being bad at mods that didn't have manuals or that much to learn about
He didn't knew how two BFG replacements from Final Doomer worked, nor did he knew about HND's boomerang picking up items or Bassilissa, which are two major features of the mod

>> No.5341318

Quake feels so slow coming off Doom and the Build games, lol.

>> No.5341328

I love the Vulcanette so goddamn much. Getting one is the basically the part where HD says;
"Yeah, I may throw a lot of bullshit at you, but you have an equal, if not larger amount of bullshit to reciprocate with."

>> No.5341332

He misses shit in every mod, it took him years to work out that Trailblazer had a quick melee key that also doubled for other stuff.

He's a perfect example of the average user that doesn't bind keys, doesn't read anything and just throws themselves into it.

>> No.5341340

The more i heard about Icarus and all, i wish someone could have made their own Doom reviewing channel where they're actually good and don't miss that much.
I wish i could do it, but i don't trust my own computer, skills and a lot of other shit.

>> No.5341349

No. Usually it's pretty instant... Hm.

>> No.5341351

There's plenty - thinking Icarus or Ggmanlives are the only guys doing retro shooter content out there is very wrong

>> No.5341358

Do you got any examples?

>> No.5341370

Yeah, apparently that upload bugged out for some reason. Reuploaded. Seems to work:

>> No.5341381

I think sometime around May or maybe April some anon tried their hand at written/video reviews, but I think they stopped after a month or two since no one really seemed to pay much attention to him.

>> No.5341386

Thus continues the eternal problem of the chans: people who make shit usually want to be recognized for it but recognizing people is a faggy thing to do on imageboards, therefore most people who make content and post here exclusively eventually stop due to nobody giving a shit.

>> No.5341387

Kick ass. Thanks.

>> No.5341415

While at it, here's again a post that could help you be a bit better at MetaDoom.

>> No.5341434

I just got into DOOM, whats a good wad?

>> No.5341436

UAC Labs

>> No.5341445
File: 1.13 MB, 1360x1536, Screenshot_Doom_20190207.jpg [View same] [iqdb] [saucenao] [google] [report]

Finished some sections of the tutorial map i'm making for HM.

>> No.5341451

Imp Encounter is a pretty good start, I'd say.

>> No.5341453

Hell Revealed 2 is a nice casual romp for new players, great intro to custom maps.

>> No.5341465

Can I use whatever weapon addons or should I just play the wad as it comes? I like the chaotic hard stuff

>> No.5341468
File: 76 KB, 774x563, wdAIA8W[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw someone finally implemented shovelware box covers guns to 100% accuracy

>> No.5341490

Play Blood instead.

>> No.5341501

Link? What are you talking about

>> No.5341504

Glad to see it, I'll have to check out the other path tomorrow.

>> No.5341507

Could someone Please create a new thread before the new janny nukes this thread?

>> No.5341516
File: 28 KB, 640x401, tGkF4uUl[1].jpg [View same] [iqdb] [saucenao] [google] [report]


why would he?

>> No.5341520

Wont work with ZDL or GZDoom...

>> No.5341529

Anyone know where I can cop the Skulltag.wad? Like with all the textures, sprites and stuff.

>> No.5341530
File: 882 KB, 480x360, Classy Skeleton.gif [View same] [iqdb] [saucenao] [google] [report]

>Playing through an alright map set
>The locations are interesting, but start getting a little long to get through
>Go through a huge 600+ enemy map
>"This must be the final level, or the level right before it"
>Go through a 300+, somewhat shorter map
>Get to another 300+ enemy map
>Decide to start checking ahead
>It turns out to be a megawad that from this point on has each map has about 200 enemies, probably huge maps again, but I didn't bother to noclip through them
If only the maps were like a third of their size, they were actually pretty interesting but there was just too much of them

>> No.5341532

those are some ugly guns

>> No.5341537

>hurr reading the manual is too hard
based retard

>> No.5341538

I think 300 would be bearable if the map is large and you don't fight like 50 enemies at every one instance.

>> No.5341539

Everytime I load the blood wad doom 2 just opens. Drag and drop it onto gzdoom, open it with ZDL, open with zandronum all of it just opens doom 2.

>> No.5341546

I've actually gone through 300+ enemies maps before just fine, but these are just too much up and down elevators and usually 15 or more buildings to explore to find keys that it just got tedious after a while.

>> No.5341558

I recall him reviewing Monster Hunter Tri and he gave up after Great Jaggi.

>> No.5341571

Seems cool

>> No.5341587

Here's the data

>> No.5341614

Why do I get an ACS script error on the first map? Something about NULL not being valid, in the .wad file the script is like 2 bytes and seems to contain nothing at all.

>> No.5341660

It's garbage left over from converting the maps to from vanilla to hexen to UDMF. Shouldn't break anything.

>> No.5341668

I like him and agree with him *sometimes*, and I sort of enjoy his humor, but I know full well he can have some pretty bad opinions (I'm kind of baffled that Infinite was his GOTY).

Jim Sterling should just be rendered into lard.

>> No.5341675

Thanks fäm.

>> No.5341691

He reviewed MHW and liked it, played it for waaay longer. Tri's tutorial and early game is garbage.

>> No.5341703

>able to play through the easiest high rank game

You don't say. That said I do suppose Tri/3U are actually pretty bad in that regard, which is strange considering every other game in the series actually has some form of tutorial while what was considered a 'soft reboot' at the time didn't.

>> No.5341715

>>able to play through the easiest high rank game
Anjanath is like the 4th monster you fight and he's harder than most 3rd gen monsters. Basically a proto-deviljho.

>> No.5341760

Seventh. Anja certainly has got janky hitboxes which is seldom seen on a brute wyvern, but other MH games have plenty of tough spots for newcomers around the same bracket too. The full course of the game is still shorter and easier across the board, player downtime with stun, roars, etc is made harsher but the game is otherwise a lot more forgiving and less commitment is required.

>> No.5341782

I don't recall ever having as much trouble in any other game early on as much as Anjanath. And that's despite having hundreds of hours of experience in previous games to boot. Like what's hard early on in FU? Nothing, the first challenge is Tigrex way later in the game with his broken ass hitboxes that even Capcom knew about since they fixed them in later appearances. 3U? Fucking deviljho waaay into HR. 4U? Tigrex again I guess.

The closest thing I can think of is the unnerfed barroth in Tri but even he was a pushover compared to Anjanath, again that's counting the difference I had in playtime experience. Anjanath being deviljho-lite is what makes him much nastier than other entries' early game.

Really the only challenging thing in Tri was deviljho himself and maybe Alatreon. Not to mention Yahtzee got bored after Great Jaggi who's the most braindead easy monster in the game. In other words, challenge isn't a factor in this discussion. MHW is more challenging than 3rd gen AND it's far more gripping and less tedious thanks to all the QOL changes and you fighting large monsters earlier than ever as far as I'm concerned (not counting intro monsters like dahren mohran and zorah magdalos which don't count as an actual fight).

>> No.5341789

nice retro fps related discussion you have there

>> No.5341792

ummmm sweetie obviously we're talking about this.

>> No.5341793
File: 693 KB, 1600x1200, d7fe9f6373483802ffbadc69e276bdc8e585b1a5.png [View same] [iqdb] [saucenao] [google] [report]

Thread's well on the way out anyway, won't hurt anyone.

>> No.5341832

b a s e d

>> No.5341959

wheres the new thread and screenshot saturday

>> No.5341981

I got you. New thread.



Fair enough. He's still a fag though

>> No.5342628

>Thoroughly reading through the manual
Ah, just map out the keys in a comfortable fashion, skim over some bits in the manual (weapon and monster quirks, tidbits on medical usage), then start dicking around on some maps, like that Operation-something map.

At least, that's what I did. It was pretty fun.

>> No.5342897

Me. I used to love playing the shit out of crazy mods that add like 300+ guns (and still do) but what I play the most now that I've gone through pretty much every early zdoom wad like that (armas, alandoguns, insanity doom, that kind of shit. Still want more though.) I just play Final Doomer or Legendoom. Maybe DRLA when I'm feeling lootyshooty. In fact, I play pretty much everything with Final Doomer's Plutonia weaponset. That fucking heavy machine gun is pure sex.

>> No.5342905

>muted color palette
my man. Supreme taste. I LOVE that shit. Especially with hideous destructor.

>> No.5342951

That is actually part of the mapset I was playing, Anon's SCRAP.wad, see >>5342708

It's a short, but very good set of levels.
Otherwise, I haven't done anything to the palette myself. I kind of like the saturated colors Doom features overall, though some of the items I make will feature some muted colors, depending on what's appropriate.

>> No.5343031

This always reminds me of a Russian mapper's Quake 3: Arener-maps.

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