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/vr/ - Retro Games

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5386842 No.5386842 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5380337

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.5386843

=== NEWS ===

[2-16] Bungie's Pathways Into Darkness rebuilt in Aleph One

[2-21] SM192 released for Quake released

[2-19] Colorful Hell updated to 0.96, introducing a new tier and more

[2-18] SIGIL delayed until April

[2-13] NBlood released, an open-source port of Blood modeled off EDuke32

[2-10] Evilternity updated to final release

[2-9] BTSX E3 screenshots

[2-9] Quake2XP receives an update

[2-8] Sunder and Deus Vult II resume development

[2-8] XLEngine on Github

[2-8] New DBP project: Mindblood Genesis

[2-5] Doomba - Roombas used for mapping

[2-3] Anon map release: SCRAP

[2-2] Neural-upscaled textures for Quake 2

=== PREVIOUS ===


=== PROTIP ===

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

>> No.5386858
File: 29 KB, 470x427, DbzzmVGX4AcTxHo.jpg [View same] [iqdb] [saucenao] [google] [report]

Cuz they don't know what binary space partition is, then look at Wolfenstein 3D, which they know is raycasted, and assume that Doom is just that but upgraded.

>> No.5386876

How do I work up the energy to map?

>> No.5386881


Doom fun

>> No.5386883
File: 1.45 MB, 189x357, ezgif-3-2788e90961.gif [View same] [iqdb] [saucenao] [google] [report]

Which wads do you think have overall the best music?

>> No.5386887

Aren't they merging with GZDoom or something?

>> No.5386889
File: 160 KB, 320x320, 8e1~01.gif [View same] [iqdb] [saucenao] [google] [report]

Tell us something we don't know

>> No.5386893
File: 411 KB, 1104x884, Ricardoom Milos transparent.png [View same] [iqdb] [saucenao] [google] [report]

Do your worst with it /vr/

>> No.5386894

Wasnt marrub making a client-server code for GZDoom based on Zandy?

>> No.5386895
File: 50 KB, 1344x277, Sin news.jpg [View same] [iqdb] [saucenao] [google] [report]

How do guys feel about the possibility of a future SiN remaster? It was being discussed in the last threads final moments

>> No.5386896
File: 965 KB, 1360x768, shot010.png [View same] [iqdb] [saucenao] [google] [report]

Powerslave EX mouse fix released (meaning Windows 10 users can enjoy Powerslave with mouselook again)
What a fantastic game by the way, glad to be replaying it with mouse.

>> No.5386912

translation on what hes thinking in the thread pic?

>> No.5386915

see a map? try to one up it

the ones with the tracker music

>> No.5386918
File: 2.56 MB, 300x424, F0wbS2O.gif [View same] [iqdb] [saucenao] [google] [report]

I got bored last week and decided to replace Project Brutality sounds and taunts with Terry Davis quotes. I'm quite happy with how it turned out.


>> No.5386925
File: 436 KB, 806x1136, Flaming bagpipes Moonman on an unicycle.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5386928

>try to one up it
thanks i'll just kill myself now

>> No.5386930
File: 115 KB, 1294x478, 1535801329684.jpg [View same] [iqdb] [saucenao] [google] [report]

Blessed mod.

>> No.5386932

Wolfenstein fun

>> No.5386940

Which one?

>> No.5386943


>> No.5386945

Incorrect opinion

>> No.5386948 [SPOILER] 
File: 308 KB, 990x682, 1550803498112.png [View same] [iqdb] [saucenao] [google] [report]

Schizophrenia is a hell of a drug

>> No.5386960

all of them

no u

>> No.5387031

thingken about caco

>> No.5387041

To be fair it's not the bsp tree that makes doom not raycasting. It's the fact that the renderer works on a per-wall basis. The bsp tree simply optimizes this process. The build engine is similar in this respect but uses a different world data structure.

>> No.5387065

Just updated the pk3. There were some duplicate sound clips that made it niggerlicious.

>> No.5387135
File: 1.35 MB, 1798x705, weko.png [View same] [iqdb] [saucenao] [google] [report]

Prove me wrong

>> No.5387147

e2 and e3 are just unmemorable poop. doom 1 as a whole is too easy compared to final doom.

>> No.5387154

I like Doom 64 most

>> No.5387159


>> No.5387162

Final Doom is the hardest but that doesn't make it the best.

>> No.5387172
File: 8 KB, 80x160, 1517720518939.gif [View same] [iqdb] [saucenao] [google] [report]

Master Levels episode is better and more consistent than TNT change my view

>> No.5387174

where's no rest for the living

>> No.5387175

Can't. I never played it.

>> No.5387176

the shit I took yesterday was better and more consistent than TNT.

>> No.5387180

Play it as an episode. There a couple hiccups like the fireplace puzzle, but it gets way too much shit what it is. Also Black Tower is pretty damn sweet not gonna lie

>> No.5387189

Have you replayed custom maps? if so, how many times?

>> No.5387197

I replay Scythe 2 all the time up until the jungle base episode, at least

>> No.5387217

I often replay 300mins of /vr/. Lots of good maps. Nothing super fancy, just plain solid dooming.

>> No.5387248

Whats the difference between Project Brutality and Brutal Doom

>> No.5387250

>Project Brutality
Monster randomization, more weapons, last version I played was slightly better balanced
>Brutal Doom
Has more new meme features, less content.

>> No.5387269

Plutonia may be divisive, but it's hardly a contrarian choice. It's had an undeniable influence on mappers.

>> No.5387272

Currently in the process of replaying BTSX E1. Up to E1M17.

>> No.5387279

hah, nah

>> No.5387289

I'd personally put something with "wad" or something similar in the name e.g. WadWaker, GensWad, Shodaw (wad backwards).

>> No.5387298
File: 352 KB, 256x256, 1517971603328.gif [View same] [iqdb] [saucenao] [google] [report]

Is it odd that I find most retro shooters (Doom 1/2, Heretic, Duke Nukem, Quake, etc.) very easy, but Doom 2016 hard? All the boomers said retro games were more hardcore

>> No.5387302

I replay BTSX E1 a lot, mostly just Underground Initiations though

>> No.5387307
File: 454 KB, 445x594, 6881459929d4abce5700ddbcc6b4e65edf91ad19.png [View same] [iqdb] [saucenao] [google] [report]

it means you're an old fart who has trouble adapting to modern games

>> No.5387329

Ironically, most people who make such claims tend to also be absolute plebs at Plutonia and Blood, I've noticed.

>> No.5387348


>> No.5387380

Does anyone see any potential in a total conversion based on Journey to Silius for NES? I don't have the skills to make something like that just yet but I feel it would certainly be rad to take its elements such as weapons, plot thrust, environments, tone, etc. and reimagine it as an FPS.

>> No.5387406

doom 2016 has a lot of in-between bullshit that adds artificial difficulty like having to jump around a demons back to shoot him and the fatality animations. plus every enemy takes twice the amount of shots to kill. but then that also means less enemies on screen

>> No.5387418
File: 122 KB, 592x650, 1549983319276.png [View same] [iqdb] [saucenao] [google] [report]

>having to use your movement skills in a game built around movement is artificial difficulty

>> No.5387429

Well, it's not like Doom 1993 where you could have a hundred enemies on the battle field, it's limited to just 12 at once, so they had to make the enemies a bit beefier.

>> No.5387431

>Well, it's not like Doom 1993 where you could have a hundred enemies on the battle field
you mean, what never happened in doom 1993?

>> No.5387436

I meant the 1993 engine. There were parts with dozens of enemies in Doom 2 and Final Doom. I don't know what the technical limit was, but certainly much higher than 12, which was my point.

>> No.5387437

Anyone that uses the phrase artificial difficulty to describe anything related to game design is probably an idiot or a troll.

>> No.5387453

All maps from DTWID
Best pwad imho

>> No.5387458

Its generally used by people who refuse to admit that they need to improve their skills, so they blame the game instead.

>> No.5387462

>what is pistolstart
Milo's Plutonia maps (which comprise more than a half of it) are not that hard. They, however, heavily require you to think things through.

>> No.5387467

I know that having vertical aiming, is not the exactly true way to play doom. Howerer I just can't play without vertical aiming and auto-aim off. It just feels like cheating.

>> No.5387469

Which movie was this from? Looks familiar.

>> No.5387470
File: 6 KB, 864x132, изображение.png [View same] [iqdb] [saucenao] [google] [report]

> Doūmusureiya
Seems that he's thinking about himself

>> No.5387475

It's kind of surreal that TNT has both maps, that could be from shovelware map pack and maps that have great gameplay even to this day. I still have trouble believing, that the first 10 maps and the last 10 maps belong to the same wad.

>> No.5387483

>nothing about fixing bugs

Not gonna expect too much.

>> No.5387484

Just don't hit shootswitches that aren't level with you and you'll be legit enough.

>> No.5387486

Actually, turning off auto-aiming IS basically cheating. Because this means that you can target enemies that are in the back, without having having to shoot through enemies in the front. So leave it on.

>> No.5387492

Yes, it should be possible, at least on Boom-based ports. Valiant has a quite large roster of new monsters, in which many of them don't replace standard monsters. You can replace any object with new monster, but you kind of need to do some fuckery to get all the extra frames from somewhere I think.

Eternity Engine lets you add infinite amount of new monsters tho, and new weapon support is supposed to be added there some day.

>> No.5387502

Again, point in case, Plutonia, Milo's maps. There is SO MUCH tied to the auto-aim-cutoff distance there, playing with vertical aiming makes you miss like 1/3 of the overall picture at the very least.

>> No.5387507
File: 196 KB, 557x605, doomguy.png [View same] [iqdb] [saucenao] [google] [report]

Divine taste

>> No.5387510

Doom 64 has memorable aesthetics, but none of the mappers in it were all that good or interesting. There wasn't a CHARACTER there of Petersen's or Romero's magnitude, they were just some dudes that made some maps.

>> No.5387520

Doom 64 felt bit boring to me. Textures felt too samey and the monster encounters weren't that interesting due the lack chaingunners, revenants and arch-viles. Mostly the game wants to throw hell knights and barons on you, so the combat feels grindy, but never interesting enough. It's ok game, but just not for me. I'd rather play any other official classic Doom release. Even Evilution or Master Levels.

>> No.5387525

>>what is pistolstart
This. It give the later episodes some intensity. You need to really start mapping out your route and picking up weapons to you right away, or power-ups. I am on episode 4 at the moment with my no save pistol start run and good lord some of these levels. Thankfully they give you some decent amount of resources here and there so you can pick up like 50 rockets in a single level which you can quickly use since you know you won't be carrying them to the next level.

>> No.5387530

Yea, I'll never do that. That is some real cheating. I'll never jump in combat or to reach areas either, even though I like to give some weird pleasure to my adhd brain by jumping around when moving from one place to another.

Still it does feel more cheating, if you don't have to worry about your vertical mouse position at all. If we start nitpicking it's also cheating to play at higher resolution than 320x240 since you can see into more far away than in vanilla. I'd say that it gives you even more advantage than vertical aiming.

>> No.5387536

> if you don't have to worry about your vertical mouse position at all.
But of ocurse you don't. That's how it's supposed to be played. It's a gameplay thing, while resolution is just graphical thing.

> I'd say that it gives you even more advantage than vertical aiming.
Not always... Let's imagine a hypothetical situation:
You enter a room. There is a bunch of pinkies in front of you. And a bunch of imps on an elevated platform in the back of a room.
The supposed scenario of this encounter is that you would have to kill pinkies first, while dodging both their bites AND imps fireballs, and only when you thinned out the pinkies, you can start shooting at imps.
But if you don't have auto-aiming, the whole thing breaks, because now you can just immediately start shooting at imps!

This isn't exactly nitpicking, because auto-aim is an important feature of the game, just as much as the lack of jumping, and many encounters were designed around it. Both in official wads and fanmade ones (especially early on)

>> No.5387543

>while resolution is just graphical thing.
Very wrong. I challenge you to play with 320x240. There is a really big difference, when you actually need to move closer to see enemies, that are stationed much far away. I started playing Doom, when I still played it in dos. I have much of experience of that resolution. I don't use low resolution anymore though. It really gives you advantage, but I just want a bit modernized experience. There is just some things I can't anymore go back to. Filters, dynamic lights and gameplay mods go into too modern territory for me though.

>because now you can just immediately start shooting at imps!
Just because I can, doesn't mean that I have to. I just don't want the advantage that auto-aim gives.

>> No.5387548

But it isn't an advantage if it's default feature!
If anything, you're just giving yourself a dis-advantage by disabling it!

>> No.5387553

I think the consistency of Doom 64's maps is one of its strongest points, actually. They have a clear central concept and make good use of the expanded engine features like room-over-room and randomization.

Disagree, I think the monster setup is well thought out, though maybe that's just me being burnt out on Chaingunners, Revenants and Archviles after so many fan wads spamming them. Still, Shadow Imps fill the role of dangerous chaff without hitscanning you, which in my mind makes them an improvement over Chaingunners. The buffed Pain Elementals serve the role of the endless threat that Archviles usually provide, and while Hell Knights and Barons are just chunky imps they're not particularly grindy to get through because 64 is much more generous with Cells and Rockets than Doom 1 and 2 were. With the addition of more environmental hazards to spice up the level design, I think there's a strong argument to be made for 64 being the best one.

>> No.5387556

I'm frustrated that GZDoom changed autoaim to a slider instead of Always - Never. Have to go into gameplay options to turn off autoaim each time I start up GZDoom because the slider doesn't wrap around from 35 to 0, so I have to manually scroll through all 36 notches if I want to turn autoaim on/off in player setup now. Who even uses the middle settings?

>> No.5387580

>If anything, you're just giving yourself a dis-advantage by disabling it!
Nope. You can choose not to abuse the feature, but you can not decline the help that the feature gives you. Sure it's a default feature vanilla, but since build engine games I just can't go back. I see the possibility to "cheat" as lesser evil, since I can refuse it. But I can't refuse the help, that the auto-aim gives, and that's the problem. It feels much better when you kill monsters with your own aim, instead with help of auto-aim. Much like it feels much better to play in higher difficulties instead of lower ones.

I can understand if you do not want to disable auto-aim. These are matters of taste. It's ok. It's not like you are full purist either, since you use the higher resolution just like me.

>> No.5387604

Autoaim is for source ports where you can't aim up and down. That's it.

>> No.5387636
File: 2.85 MB, 1920x1080, a.webm [View same] [iqdb] [saucenao] [google] [report]

Just use the mouse and click'n'drag it.

>> No.5387659

TNT: Revilution.

>> No.5387667

You can, vertical mouselook/noaim destroys the gameplay. Doom actually is much nicer without him.

>> No.5387680

Has anyone here had Jon St John record Duke lines for them?

I’m considering gathering a whole bunch of lines from various boards and getting him to record them, and releasing it as a community whatever, but I don’t know what the cost would be like.

>> No.5387685

Note: Heretic and Hexen both had vertical aiming (made same way as in Duke).
Hexen has jumping.
Both Heretic and Hexen have flight artifacts.

>> No.5387686
File: 634 KB, 497x732, 1546324692885.png [View same] [iqdb] [saucenao] [google] [report]

Getting him to record some exclusive lines for Samsara (or better yet, a spiritual sequel to Samsara) would be dope as fuck. Imagine him asking Corax if he came from a Star Trek convention, or telling Doomguy he found him up to his ears in a barrel of nukage that one time. Imagine his reaction to the cereal man and his snot monster enemies. Fucking 10/10 potential.

>> No.5387689

Your best bet would be asking LGR to impersonate him.

>> No.5387694

That’s the kind of shit I want. Duke talk, for those Easter eggs where you stumble across something.
Also a slew of classic Simpsons references. I wanna hear Duke say “more testicles means more iron”

And maybe throw in some baneposting. Dr Pavel, I’m Duke Nukem!

>> No.5387701

Lost boys

>> No.5387712

Ultimate Torment And Torture had that Duke voice imitation. Not sure who did it. Maybe Tormentor667 himself.

>> No.5387729

Shortsighted comments, to be honest. You should venture outside of your comfort zone for games more often and you will notice how many games have artificial difficulty.
To name a few:
-Dwarf Fortress
-Cataclysm Dark Days Ahead
-Dark Souls

>> No.5387731

What are some fun lesser discussed wads? Someone brought up Scythe 2 previously so I've been playing through the first one and it's pretty neat.

>> No.5387734

That's stupid.

>There wasn't a CHARACTER there of Petersen's or Romero's magnitude
Actually I agree on that.

>> No.5387741
File: 19 KB, 128x128, qthink.png [View same] [iqdb] [saucenao] [google] [report]

The Scythe WADs are well-known though, they're probably not talked about as much anymore since most discussion at this point has likely passed.

>> No.5387753

Thank you, I needed this.

I can think of lots of .wads with some really good music to them:
>TNT Evilution
>TNT Revilution
>Plutonia 2
>Icarus Alien Vanguard
>Crucified Dreams
>Eternal Doom had a few good tunes
>Double Impact
>Epic 2
>Action Doom 2 : Urban Brawl
>THT Threnody
>Hellcore 2.0

>> No.5387756

I haven't actually played them, so I wouldn't mind talking about them once I do.

>> No.5387761

-Super Mario Bros

like holy shit how would you know how to move a mouse and push this one specific button on it to exit this vr chat thing, bad controls i'd uninstall it right now if i could figure out this artificially difficult operating system. why cant more games come out on Macs windows sucks

>> No.5387768

Choose /vr/:

>Misri Halek (Alien Vendetta map 20)


>Mirage Barrage (Duke Nukem 3D World Tour E5L4)

>> No.5387774
File: 522 KB, 777x500, gitgud.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5387779

Are you disputing that the games he listed have difficulty which arises from unknowable mechanics and random chance?

>> No.5387789

Haven't seen Vanguard or Mayan Mishap mentioned very much. Both are excellent wads.

Actually haven't seen Dimension Of The Boomed mentioned much here either, but I'm sure everyone of us knows that wad. Best 2018 wad imo.

>> No.5387796


>> No.5387804

>Dark Souls
Haven't played the others, but I strongly disagree with calling these artificial difficulty.

>> No.5387809

RNG is not inherently artificial difficulty.

>> No.5387818
File: 591 KB, 1024x576, Screenshot_Doom_20190222_145717.png [View same] [iqdb] [saucenao] [google] [report]

Oh my goodness,Colourful Hell is fantastic.

>> No.5387821

I thought colorful hell broke guncaster's money system by not letting enemies drop coins on death, did they fix that in the new patch or something?

>> No.5387825

I'm using Guncaster Vindicated which is compatible with all monster mods.
But you can do the same with regular Guncaster by running it with this:


>> No.5387830
File: 21 KB, 480x360, 5e5cgmvh8lo11.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe anon just is looking for a game that automatically senses and adjusts the difficulty of its game mechanics to suit the player's level of skill appropriately. Judging from comments I recommend Symphony of the Night (Prologue section(just the Prologue section))

Shitposting aside there is merit to having games where mastery of the game's systems is not difficult to achieve, it's why games like Mario Party and Smash Brothers are so popular because an eight year old can pick up and play them and do very well.

I loaded Colourful Hell with Legendoom and that gets really hard really quick, sometimes you have to kite and run past normally easy enemies because of the one hit kill potential.

>> No.5387840

You can change the settings and make it less difficult.
It's better when played with more powerful weapon mods

>> No.5387841
File: 79 KB, 606x390, download_20190118_221647.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5387850

Once I changed my mindset about having to murder everything and clean out levels it was more enjoyable, totally can see running it with Guncaster.

>> No.5387856

I have always had mouse disabled in menus because I find it obtrusive

>> No.5387859

In GZDoom is there a way to achieve a middleground between Doom/Dark lightmode (nice contrast between light levels, but too dark below light level 112) and standard (not enough contrast between light levels)

I tried doing that with DarkDoomZ as suggested in here https://forum.zdoom.org/viewtopic.php?f=12&t=57864
to darken the standard lightmode but that also darkens the lights in bright areas too.

>> No.5387863
File: 121 KB, 1642x924, zombie3.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5387864
File: 944 KB, 1107x1200, RICARDOOM MILOS 0.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5387873
File: 65 KB, 1280x720, Pink Guy number 1.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm holding out for the hero that will bring true Zscript support to Zandronum

>> No.5387875

>I don't think Arena Shooters will be the next big thing(tm) again, but I doubt they're gonna go extinct either.
>so I'm just sitting here hoping they'll either start working on new sequels entirely or that an indie/unknown studio would make an arena shooter.
i don't think you understand how many attempts at an arena shooter revival there have been and all they failed because they either lacked the brand recognition, something got fucked along the way or it wasn't a 1:1 recreation of the previous game. people don't wanna play arena shooters anymore and if they did they'd just load up Q3 or UT.

QC was the last best attempt we had at a revival and now we have none.

>> No.5387878

you're embarrassing.

>> No.5387883

How? Zandronum has potential

>> No.5387901
File: 58 KB, 474x522, 551.jpg [View same] [iqdb] [saucenao] [google] [report]

All those attempts didn't understand what made UT and Q3 so appealing.
They are so bland,sure those 2 didn't age well in terms of graphics but they have charisma,they have character.Those other Arena shooters throw the art direction out of the window.
To get good at an Arena Shooter it takes time and effort something that most players don't want to do.

Take Overwatch,not an Arena Shooter yes but most people who played it felt like they've never touched an FPS in their life,in fact it holds your hand most of the time. Now it's on a life support.guess the players realized that the porn was better than the game itself
Team Fortress 2 was close but the lack of care from Valve butchered it big time but then again Valve doesn't make games anymore.

The Arena Shooter fatigue might never comeback but at least it lasted longer than most modern ones these days.
Look at Battle Royale genre,not even 5 years old and people are already getting sick tired of it.

>> No.5387928

i blame battle royales for it's demise

>> No.5387942

>All those attempts didn't understand what made UT and Q3 so appealing.
>They are so bland,sure those 2 didn't age well in terms of graphics but they have charisma,they have character.Those other Arena shooters throw the art direction out of the window.
most of those attempts focused on gameplay first but because they didn't have the brand recognition that quake or unreal had nobody gave them a chance and flopped as a result.

>Take Overwatch,not an Arena Shooter yes but most people who played it felt like they've never touched an FPS in their life,in fact it holds your hand most of the time. Now it's on a life support.guess the players realized that the porn was better than the game itself
it was a combination of that and blizzard making the game less & less fun with each update to the game (which is ironic given the game's origins) and caring more about turning the game into a safe space (seriously i remember hearing how they would ban people minority report style for acting like a cunt of social media) on top of a lack of singleplayer or permanent PvE content and an insistence of telling their story through comics, books & animated shorts(this was part of why the original titanfall died and why titanfall 2 had a singleplayer).

>Team Fortress 2 was close but the lack of care from Valve butchered it big time but then again Valve doesn't make games anymore.
TF2 died with the introduction of cosmetics and the later advent of SFM turning it into an asset depot. don't pretend like it happened recently.

>To get good at an Arena Shooter it takes time and effort something that most players don't want to do.
you act like arena shooters are the ONLY multiplayer game like that which is inherently false.

first it was COD, then it was hero shooters not it's battle royal games. people like to always blame what's popular or what's current.

>> No.5387964

I feel like younger people these days have grown up on console shooters, in 2007 Halo was becoming huge and Modern Warfare had its first release in the series, a lot of developers were making fps's for consoles first rather than pc, and pc versions would end up horribly console-ified (just look at what Epic did to UT3). The majority of the industry just decided to kill off the arena fps genre itself because of the booming cover-based shooter market.

My point is I feel like people that grew up with games like Halo and CoD and Gears of War wouldn't really be very interested in all the PC arena shooter revival attempts that have been popping up, due to them seeming pretty alien.

And people that played TF2 just stuck to it or focused on playing class-based shooters.

>> No.5387978

What was the best goddamn year for first-person shooter games, and why was it 1996?

>> No.5387980

Jesus christ thats a good poster

>> No.5387981

contrary to what i said in earlier posts here >>5387875 & >>5387942 i still believe that arena shooters can have a place in the modern era of gaming but it's more of a matter if people want them in the first place.

>> No.5387987

Odds and i spend 9 hours after work installing, patching, and making the load order work for the 120 skyrim special edition mods i downloaded yesterday
Evens and i play doom 1 mapsets for 9 hours

>> No.5387997

You are for shitting on a guy for a harmless hope. Fuck you.

>> No.5388005

you poor bastard

>> No.5388013

Doom and Doom 2 are both equally great. It's just that Doom frontloads all their great maps so you get hit by it all at once and you experience them every time you play, not even getting to the shit maps if you don't do a full playthrough, whereas as Doom 2's great maps are scattered throughout, so you don't get to experience them as often if you don't play out the whole game.

>> No.5388067

doom 2 but the super shotgun uses three shells instead of two

>> No.5388069

truper trotgun

>> No.5388071

doom 2 but the BFG uses shotgun shells instead of plasma cells.

>> No.5388090

doom 2 but the chainsaw uses ammo

>> No.5388092

doom 2 but Mastermind has autoshotgun

>> No.5388095

no rest for the living along with some of the master levels were the best parts of doom 2 and almost redeems the game for being such a mess.

>> No.5388105

That's already how it works, each shot he makes is a shotgun baldie attack

>> No.5388106

What part of the Master Levels? I don't think I liked much of those.

>> No.5388117

no, like in its little hands

>> No.5388119

so i did some research and it turns out that this game is shit and nobody gives a fuck about it except for you losers.

>> No.5388123

what journal did you publish this research in

>> No.5388124

Doom 2 but the pain elemental spits out cacodemons

>> No.5388131

>shoots out mini cacos that grow into adult ones if you don't kill them fast enough
>lost souls spawned by pain elementals grow flesh until they are cacos and gain the ability to shoot

>> No.5388134

Doom 2 but the Pain Elemental spits out a Pain Elemental, who spits out a Pain Elemental, who spits out a Pain Elemental, who...

>> No.5388137

>iconic series about hell
>first time you get in hell is unmemorable
>despite all the variety of textures and props that isn't even in doom 64

>> No.5388142
File: 1.14 MB, 1366x768, Screenshot_Doom_20180923_190608.png [View same] [iqdb] [saucenao] [google] [report]

doom 2 but the chaingunners fire regular, but yours fire little plasma shots

yholl made that a thing

>> No.5388147

E2 and E3 are much better than E1.

>> No.5388167

Pretty sure that was a level in Ludicrium

>> No.5388180
File: 4 KB, 116x178, 100BSD.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright I'll bite.

What did you hope to gain from trashing people who don't care about your opinion? Does it make you feel better?

>> No.5388189

Doom 2 but it's Quake

>> No.5388204

Samsara, pick Ranger.

>> No.5388226

There's a Master Levels episode?

>> No.5388229

Idk wad in the title seems a little weird.
I can't exactly call it mega doom though unless I somehow pull off a miracle of optimization though.

>> No.5388230

I have a bit of a same problem, but more due to the level design than the enemy encounters. A lot of the time I can't tell if someplace is supposed to be accessible or not and that just confuses my already crap sense of direction even further.

>> No.5388237

Doom 2 but you are a Rouge Narc Officer shooting up and burning drug cartels in Mexico, Venezuela, El Salvadaor, Honduras, Colombia, and Brazil.

>> No.5388241


>> No.5388273

It really, really is not.

>> No.5388274
File: 258 KB, 1280x720, Screenshot_Doom_20190221_210420.png [View same] [iqdb] [saucenao] [google] [report]

Hey, who backed up the toilet?

>> No.5388275

>XLEngine on Github
Is it still in development? I thought it was abandoned long ago.

>> No.5388279

why is there a huge window directly behind the toilet

>> No.5388281
File: 205 KB, 1280x720, Screenshot_Doom_20190221_210446.png [View same] [iqdb] [saucenao] [google] [report]

I love sector furniture.

I don't know, but it was convenient for leaning out and shooting at some guys giving me guff.
While carefully making sure I step on the toilet ring, and hoping to god I don't slip.

>> No.5388283

It's not a real man's bowel movement unless everyone is watching you do it

>> No.5388308
File: 2.19 MB, 1920x1080, Screenshot_Doom_20190203_191731.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5388347

Had this dream where there was a Doom crossover with Sega/Capcom game series and i guess Wily or Robotnik teamed up with Hell or the UAC
So there were these characters that were Sega/Capcom bad guys fused with demons like a Mancubus as Guts Man? or a Hellknight with Robotnik 'stache
I couldn't tell if it were demons cosplaying as other characters or some villains actually fusing themselves with those demons types, it was so weird

>> No.5388359

That's trippy and very DeviantArt-esque. I haven't checked it myself but I'm sure there's some Sonic-themed .wad out there

>> No.5388362

would play the shit out of this, especially if you got some Megaman/X weapons

>> No.5388364

Zandro? Why not just in GZDoom

>> No.5388369

I just don't see any noticeable link between Doom and stuff like Sonic or Street Fighter

>> No.5388375

Probably because GZDoom multiplayer is shit and they keep breaking things for the most autistic of reasons.

>> No.5388387

Seethe on me, toxic feminist bitch!

>> No.5388414

because gzdoom has zscrip and not zandr

>> No.5388438
File: 497 KB, 145x147, 902.gif [View same] [iqdb] [saucenao] [google] [report]

Man, Hideous Destructor is hard, even when I played on Fugly!

>> No.5388443

this made me happy

>> No.5388447

Doom 2016 is harder because enemies are constantly jumping around everywhere unlike in Doom when you enter a room you have some certainty that the enemy in the far left of the room wont appear on your right within the next 5 seconds. Any mod that adds leaping enemies to those games is just as hard as Doom.

>> No.5388448


>> No.5388450

The detail that Chainworm dude puts into his maps is just staggering.

>> No.5388467


>> No.5388475

I'm playing doom on dos on an old pentium pro laptop with an external CRT. There's a black border around the edges. I do not remember if dos doom had that or not. Should I adjust my monitor to remove the black edges? I thought all dos games ran at 320x240. Everything looks find at the prompt.

>> No.5388479

>walks in place

>> No.5388494

I can't get both the Simpsons Sound and Simpsons Graphics files to both work on Zandronum. Its either one or the other! I hope it works with Chocolate Doom well enough...

>> No.5388502

How do you change the intermission music in zmapinfo? I tried a bunch of shit and I can't get it to work. Here's the code...

map MAP01 "Cosmic Beat Down"
next = MAP02, crabs
sky1 = OSKY02
music = VHS


Intermission crabs
music = "coconuts"

>> No.5388527

Anyone, i once mixed Dakka with Combined Harms and it's an interesting mod for a monster set that just adds new stuff to the base roster.

>> No.5388569

Adjust your overscan. The only border Doom has is the wallpaper you get when you shrink the view port for shittier computers.

>> No.5388571

I meant "anyway".

>> No.5388576

doom runs at 320x200 with a 5:6 pixel ratio

>> No.5388582

What if Dakka gets featured in the Tumblr blog Inmost Dens?

>> No.5388583

It's pretty fun, I've run a fair bit of the predecessor to Combined Harms with Dakka and that was great too.

>> No.5388585

Who the fuck even runs that now anyway? I herd it was Kinsie but he was looking to get rid of it to somebody else.

>> No.5388590

I thought it was Term, Kinsie, Shivers and Jimmy.

>> No.5388593

I remember the admin coming here looking for a replacement about 2-3 threads ago

>> No.5388629

Load both?

>> No.5388639

cool, i'll play with my overscan settings. It's a real love/hate with old crts. Seems like every resolution needs adjustment and my 'tism makes me think it should be perfect. I'm loving the dos experiences though. Playing it "as intended" really makes me appreciate the vision of the devs. I play doom near constantly on new systems with mods but the original dos version has a much slower, claustrophobic thing going on. You can't see as far and with my terrible serial mouse, I'm having trouble landing good shots so you really rely on the auto aim more. Also, you can't rebind weapon slots so you have to plan encounters better. I have to flee some conflicts just to switch weapons. the game still holds up to me.

>> No.5388674

that's because most retro shooters are alot easier than people remember. of the ones i played i'd say blood & quake are probably the ones that i'd say were actually hard.

also doom as a franchise is relatively easy. any of the classic games on anything lower than UV is trivial.

>> No.5388696

I tired that by doing stuff like loading the stuff via a new folder. It didn't work. Looks like I'll stick with GZDoom 3.3.0 when it comes to most stuff like this.

>> No.5388740

im 30 yrs old, single, still playing doom on a friday night in 2019. have an actual monster with me right now. it doesn't get better than this fellas

>> No.5388742

why the fuck should we care?

>> No.5388759
File: 1.29 MB, 1181x556, wad.png [View same] [iqdb] [saucenao] [google] [report]

Can somebody tell me the name of this wad?

>> No.5388764

bloody steel I think

>> No.5388765

What are some good Doom 2 megawads with short maps?
The shorter the better, but doesn't have to be extremely short.

>> No.5388767

Thank you

>> No.5388769

It was named after a british man getting really angry at some steel irl

>> No.5388780
File: 259 KB, 3440x1440, reg4g4.jpg [View same] [iqdb] [saucenao] [google] [report]

What will happen if I put my hand there?

>> No.5388784

Does anyone even play deathmatch anymore,
I haven’t seen a DM server in forever.

>> No.5388786

Chainworm Kommando is pretty short.

There's also the novelty limited ones like:
Confinement 256
10 sectors / 10 sectors 2
Claustrophobia 1024 / Claustrophobia 1024 2
Congestion 1024

>> No.5388787

I shouldn't have laughed at this

>> No.5388791

Ye thats how it played on PS3. You can get this thing that lets you make the epiosde and even customize it slightly https://steamcommunity.com/sharedfiles/filedetails/?id=169466324

Play Barons Den

>> No.5388796

No, especially not with the high ping most players have.

>> No.5388804

Woah! I never heard of half of these! Is Codename Tenka, Last Rites, and Rebel Moon Rising worth checking out?

>> No.5388809
File: 16 KB, 256x704, shiet.png [View same] [iqdb] [saucenao] [google] [report]

Which wads should I remove and which one should I complete first fellas?

>> No.5388813

Start with No Rest For The Living. Why would you want to remove any?

>> No.5388819


Also don't delete anything, that's silly, some of those are going to be a pain to replace in a few years time.

>> No.5388820 [DELETED] 

I didn't complete or start a lot of these and I don't know if they might actually be worth it.

>> No.5388823

Come to think of it yeah that's stupid.
I didn't consider the replayability value

>> No.5388826

It would be extremely painful

>> No.5388831
File: 105 KB, 1920x1080, Screenshot_Doom_20190222_180135.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5388836

Baron's Den is pretty shit, but there's still a lot of good maps in TNT. Fuck, Baron's Den isn't even the worst map.

>> No.5388849
File: 69 KB, 1033x771, DztI_7SWoAsFKaZ.jpg [View same] [iqdb] [saucenao] [google] [report]


I'll play with you, anon.

>> No.5388854

Why is the vanilla HUD for GZDOOM versions 3.0.0-3.5.0 small in comparison to Zandronum?

>> No.5388872


>> No.5388898
File: 90 KB, 1920x1080, Screenshot_Doom_20190222_191513.png [View same] [iqdb] [saucenao] [google] [report]

forgot to say its Factotum + L4D Zombies + DarkdoomZ + MariFX

also screens are a little fucked but whatever

>> No.5388903
File: 1.55 MB, 3440x1440, 2323232.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5388907


>> No.5388913


>> No.5388917
File: 1.37 MB, 3440x1440, 323225.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5388919
File: 2.08 MB, 1920x1080, Screenshot_Doom_20190203_225953.png [View same] [iqdb] [saucenao] [google] [report]

Yeah it's fucking incredible, i know people hate on 'DETAIL' since its an old meme but chainworm makes incredible maps with such beautiful sector art lurking there for people that don't just charge through blasting everything. The kebab was made even funnier knowing that chainworm is german and the map is styled like a german christmas market.
Also the end stage of chainworm kommando is an incredible trip.

>> No.5388931

>tfw no friends with old enough computers to get together and play local Doom and Quake LAN parties with
I-it hurts, friends

>> No.5388935

I replay Threnody every now and then.

>> No.5388939


>> No.5388940

Quake but the Shotgun, Super Shotgun, and Nailgun can be dual-wielded.

>> No.5388960

how do i make textures bumpy

>> No.5388993

what do you mean this game

>> No.5388994
File: 314 KB, 768x625, 1534862007313.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm 32, 33 next month
I have a gal at least

>> No.5389001
File: 436 KB, 1280x720, Screenshot_Doom_20190201_151340.png [View same] [iqdb] [saucenao] [google] [report]

A .wad someone here made and almost threw away without finishing.
It's short, but really good, has two different paths you can take.

>> No.5389009 [SPOILER] 
File: 11 KB, 854x480, 1550888601097.png [View same] [iqdb] [saucenao] [google] [report]

this game?

>> No.5389010
File: 332 KB, 1360x768, Screenshot_Doom_20190222_182115.png [View same] [iqdb] [saucenao] [google] [report]

This map in Eviternity really illustrates everything wrong with modern Boom mapping. Every single fucking encounter needs to be some crazy lock-in battle with enemies coming from every direction, almost always including archviles & revenants. And of course there's liberal use of the wad's retarded custom monster. Like most custom monsters, it's just "what if we reskinned a regular Doom enemy but it was faster, had more health, and did more damage". Wow, truly the pinnacle of creativity. Why can these stupid faggots not understand what made Doom fun in the first place.

>> No.5389015

You have to go back.

>> No.5389016

>that FOV
Go fuck yourself

>> No.5389018

go back to where?

>> No.5389023

to 4chan

>> No.5389028

2006 or something idk
and while you're there, tell epic that consolizing ut3 is the worst thing they could possibly do

>> No.5389030

I agree. Master Levels is still more consistent with its good to bad map ratio.

>> No.5389034

fuck, I feel old

>> No.5389036
File: 60 KB, 550x366, 1549452979349.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to go back bros

>> No.5389037

With photoshop.

>> No.5389041

>Getting him to record some exclusive lines for Samsara (or better yet, a spiritual sequel to Samsara) would be dope as fuck.
I thought he did do some.
I definitely remember him doing one for the trailer.

>> No.5389043

they wanted to kill the series

>> No.5389056
File: 52 KB, 562x842, 2019.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5389059

Son of a bitch.

>> No.5389070

Getting back into doom, need some recomendation for some wads, new levels, weapons, whatever.

also why the fuck is temple of the lizard men 2 so fucking laggy

>> No.5389071

>>5389 028
no, consolizing ut2003 was the worst thing they could possibly do. they were beating a dead horse at 2006

>> No.5389074

Try out this one, it does some neat things:>>5389001

>> No.5389080

UT99 had both Dreamcast and PS2 ports. What are you talking about?

>> No.5389082

hes angry about zoomers

>> No.5389086

dude, even quake 3 was ported to consoles

>> No.5389095

I want a cute doom mod

>> No.5389114


>> No.5389119

Golden Souls 1+2
Alfonzone sorta.

>> No.5389126

>SiN remaster from the team that fucked up ROTT
what could possibly go wrong?

>> No.5389134

Reminds me of that Archie comics crossover, with Mega Man and Sonic

>> No.5389162


Fucking Russians

>> No.5389175

The only consolized part of UT3 was the menu. The reason it did poorly was because it was a hybrid between UT99 and UT2004 that no one asked for and because it was lacking in content (especially compared to the wealth of mods for the previous games)

>> No.5389216
File: 128 KB, 581x443, Toon Link doesn't understand chinese.png [View same] [iqdb] [saucenao] [google] [report]

Didn't play it much but Im still surprised that the console versions had mod support. Kinda ahead of it's time in a way considering it was the PS3/Xbox 360 era, and that it's something that hasn't really been done since (for consoles that is).

>> No.5389221

pc version was a bugfest until the last patch, like two years later

>> No.5389224

caco resort island

>> No.5389242

>play Strife for the first time in my life
>immediately pick the hardest difficulty because I'm retarded
>get killed by mooks teleporting out of fucking nowhere
Maybe I should've picked a lower difficulty for a first playthrough

>> No.5389264

I liked UT3. It pretty much was the blend of UT99 and 2004 that I wanted.
Agreed that it lacked content though.

>> No.5389273

You can just restart you know

>> No.5389289

lookat me, ima doomer playing doom! very meta haha

>> No.5389304

I'm also a stubborn idiot

>> No.5389315

Well then you'd best suck it up and do some reading on how to play strife better.

>> No.5389318

Hey that was actually great. Makes me happy the dude shared his work instead of leaving it to rot.

>> No.5389395
File: 662 KB, 1360x768, Screenshot_Hexen_20190222_164220.png [View same] [iqdb] [saucenao] [google] [report]

So lately I've had the itch to replay Hexen. I got the Wrath of Cronos mod and the new Nashgore vengeance edition and started it up. However this time I've been having this problem. First the crusher trap at the Winnowing Hall building, one of the crushers on the side stopped moving once it came out. Weird but no big deal because there's enough room to walk right past it. Then at the Seven Portals on the Guardian of Steel the the wall that slides when you pull the switch got stuck like this in the screenshot and blocked off one of the switches. No way to proceed without no-clipping past it. Has anyone else encountered this problem? I'm using GZ Doom 3.7.2 and also tried it without the mods. Same shit happens. I can't remember much of the later parts of Hexen so I don't want to proceed without figuring out a solution. I might encounter another broken puzzle like this and not even know it's broken and be unable to proceed. I believe that's what happened when I tried the Chuxen map and got stuck. Something like that breaking and blocking progress.

>> No.5389410

anyone else still use zdoom because ur computer can't handle gzdoom :(

>> No.5389415

You mean the wall that slides between positions when you pull the switch on the opposite side of the map? Have you tried pulling that switch again or pulling the other switch?
>I might encounter another broken puzzle like this and not even know it's broken and be unable to proceed. I believe that's what happened when I tried the Chuxen map and got stuck.
That's funny, I had a similar problem with that hub but when I replayed it recently I was able to complete it fine, I think there was some hidden switch I just couldn't find the first time.

>> No.5389427

Yeah, I know the Seven Portals like the back of my hand. It's broken. I ran back and forth on each side pulling the switches and it just stayed put partway blocking the hall like that no matter what. It's supposed to slide fully to one side when you pull the switch for that side.

>> No.5389440

Dropping down to GZDoom 3.6.0 fixed it. Works just fine now. I'm curious to know what the problem is in 3.7.2 that causes that to happen.

>> No.5389449

Lol, shit taste confirmed

>> No.5389450

What's the best Doom 2 level, and why is it Monster Condo?

>> No.5389457

It will be infected with HD Smearing

>> No.5389460

what's the gore mod?

>> No.5389462

Have you applied the fix to Nashgore Vengeance that makes some blood drop models solid?

>> No.5389468

Is there any Doom .wad database with a decent tag-based search function? I want to browse just full episode total conversions and I don't know how to do so efficiently.

>> No.5389479
File: 1.20 MB, 440x404, quake.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.5389482

>no revenants
>no fucking archviles

>> No.5389483 [DELETED] 

other day I was taking a shit got a hard on I just started jackin off
never know how many woodies you got left, know what I mean

>> No.5389515

> moves that make the whole dancefloor quake

>> No.5389516
File: 26 KB, 583x583, 1515632076657.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5389545

I heard Project Brutality just rips a bunch of assets from random shit and just throws it in game?

>> No.5389550

just like br doom

>> No.5389557

Well, in my head it was either that or call it the "Goddamn McFuckery Engine". Anyway, it's pretty cool to watch your engine progress.

>> No.5389587

I'm pretty sure LGR did some Duke voice lines for some racing game recently. I'm pretty sure he could do it for Samsara too. He's a pretty close match for Jon St John

>> No.5389595

dwarf fortress is not even hard though

>> No.5389597
File: 398 KB, 1280x720, Screenshot_Doom_20190201_160138.png [View same] [iqdb] [saucenao] [google] [report]

I really liked the gimmick in the trap level, and how all the stone gargoyles are almost like watching you from all over the level, genuinely some of the best I've played.

Nashgore effects with gibs from Doom Enhanced. I'm not sure where you'd look for this exactly (since Doom Enhanced partially broke many GZDoom updates ago), but I'm thinking that since Decorate won't be updated again, what I'm doing PROBABLY won't be broken by updates in the future.

>> No.5389598

Vinesauce Joel got him to record a line for a video.
Otherwise, as said, you could ask LGR, Clint does a pretty good impression (and it'd probably be perfect once sampled down to match original Duke 3D soundbytes).

>> No.5389608

Did you miss the option that rescales it back up?

>> No.5389631

What's in that helmet?

>> No.5389643


>> No.5389646


>> No.5389647
File: 376 KB, 1000x1280, 1534611737678.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5389649


>> No.5389672
File: 15 KB, 500x179, acs.png [View same] [iqdb] [saucenao] [google] [report]

Just getting started with ACS.
Any suggestions to my code?

>> No.5389674

acs' random function includes the end number in its range, so it could try to gear spawnnumber[19], which is right outside the array's dimensions
also you only have 18 elements in your array by my count

>> No.5389679

Didn't notice it.
Thanks man. Any other thing that I can learn first before getting dirty?

>> No.5389706
File: 69 KB, 600x600, death_by_bilinear_interpolation.jpg [View same] [iqdb] [saucenao] [google] [report]

>filtering low res textures

>> No.5389710
File: 99 KB, 344x128, 14395515919464.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5389714
File: 122 KB, 772x773, IMG_-6q4n2d.jpg [View same] [iqdb] [saucenao] [google] [report]

Sometimes I like to think that those who approved at the idea of demons living on Earth in Doom Eternal were mainly monster girls/boys lovers but then they got killed while they tried to flirt with them.

>> No.5389719


>> No.5389724

Zone 300

>> No.5389761

left looks better

>> No.5389763

>artificial difficulty
>as opposed to some misguided notion of what mechanics provide "natural" difficulty.
>dwarf fortress
That's a great example of deliberate emergent gameplay via the basic game design.

What rubbish. Having to move well is "artificial"? Fatality animations are "artificial difficulty"?
>tfw no brain-computer psychic link and i have to play mario with a controller
>artificially difficult

>> No.5389778

sell your soul, pay the toll

>> No.5389783

Coffee Break, Mini Level Megawad, Demonfear, Zone 300 like already mentioned. Scythe levels are pretty small. I'm lurking for more suggestions from other anons, I like the short maps too.

>> No.5389785

Even Wolfenstein and Doom are on consoles
All FPS are consolized shitlords, get over it and stop kvetching

>> No.5389787

Half Life 1 has mod support on PS2

>> No.5389804

Game developed for PC first then ported to console, and game developed with consoles in mind at the forefront are different things, pissbrain.

>> No.5389818

Ultimate Simplicity (requires ZDoom, but uses moderately ZDoom features)

>> No.5389824

There's also ZDoom patch which lets put all the Master Levels wads into one wad file, and then select the map to play from new title screen.


>> No.5389850

Swift Death

>> No.5389852

I personally really hated the artstyle. Had that brown/grey and bulky look that Gears of War was known for.

>> No.5389853

>Monster Zero
Who the hell actually likes this shit tho

It tastes like ass

>> No.5389860


>> No.5389862
File: 275 KB, 631x422, flesh glove.png [View same] [iqdb] [saucenao] [google] [report]

This happens

>> No.5389863 [DELETED] 

18+ website, please leave.

>> No.5389872

Are you guys seriously defending a troll, who wrote "this game is shit and nobody gives a fuck about it except for you losers"?

Just to clarify, I'm not the guy you replied to, but man I don't understand you.

>> No.5389875 [DELETED] 
File: 79 KB, 1000x1000, 5a9.jpg [View same] [iqdb] [saucenao] [google] [report]

>thinking i'm defending a shitter simply because the people replying to it are cancerous as well

Do you want me to head over to Walgreens and get you some Prep H?

>> No.5389880

There's a difference between good filtering and shit filtering, and sadly shit filtering happens with low res.
the late Paul Steed even gave us a good tutorial about it for quake 2 and 3, but no one ever cared about it

>> No.5389883

>everybody else is cancerous shitters, but not me when I do it
Dude, you took part to this discussion by trolling as well. It's not like you are any better. If you want to be "not-cancerous" better person, then just ignore troll posts and don't sunk on their level. Calm down mate, and let's discuss about Doom like we should.

>> No.5389895

I'm sorry if someone will take offense to this, but I really don't think Paul Steed was a great authority on art or graphics.

>> No.5389916

Which Doom port supports lightmaps (like in Quake/HL)?

>> No.5389923

>not liking shitty graphics mods means im underage now
How about you choke on it.

>> No.5389925
File: 308 KB, 1845x919, 15508974324550.jpg [View same] [iqdb] [saucenao] [google] [report]

What port is this?

>> No.5389930

That's not why you were called out.

>> No.5389946

samuel hayden = haydee with less flesh.

>> No.5389949

minecraft shaders doom

>> No.5389958
File: 153 KB, 592x333, pawlvxtRL91s408j9.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5389959


>> No.5389967

and who was the best one in the 90s? anon

and im talking about for gameplay, not cinerrmatics and shit

>> No.5389978

Someone just beat E1M1 in 8 seconds.


>> No.5389979

The best? I couldn't say, but Adrian and Kevin clearly did much better stuff without him involved.

>> No.5389982

Truly, Someone is the greatest contributor to Doom.

>> No.5390002

UDK Doom (https://www.moddb.com/games/udk-doom). Yeah, I don't know why it's a thing either.

>> No.5390013

Any other reason would be worse.

>> No.5390017

I want to do a Jesse Lee Peterson taunts mod just to hear UHMAZIN every time you gib a demon

I have no idea how to do any of that tho

>> No.5390019
File: 48 KB, 701x412, 2019-02-23 17_53_58-#11-days-left - Discord.jpg [View same] [iqdb] [saucenao] [google] [report]

A fucking Voodoo 2?

>> No.5390024

What's this about?

>> No.5390026

Don't do that. Filtered looks like shit.

>> No.5390027

It's that 3D Realms game on Quake engine (to be revealed in 11 days)

>> No.5390032

I worked with Steed while I was at Origin. Talented guy. Gone too soon.

>> No.5390036

Does Freedoom count? I have played almost fucking nothing but Freedoom for the past 10 years. Just Freedoom 2 0.6 through 0.8.

>> No.5390038

It is.
It is also on DarkPlaces engine and in no way capable of running on Voodoo 2

>> No.5390040

Adrian HATED him because he did a better job than him

also hello adrian

>> No.5390045

since you said origin, you should pop up at WCnews later on, the people there are doing wonders with his work.

Sadly EA is a Bitch and the community cant use the SRC, even if they own a copy of it for archive backup.

>> No.5390047

>Floppy disk
Not even for a joke. Also, that one appears to be broken.

>> No.5390085

More people than Adrian had a beef with Steed, he wasn't an easy guy to get along with.
I can with confidence say that Steed's designs would have been much inferior for Doom, Doom 2, and Quake, and that Kevin and Adrian did the best they could with his lackluster designs.

>> No.5390086

Besides Vaporware and upcoming Mordeth 2 are there any other wads that can be played on only Eternity Engine?

>> No.5390118

And It's Beautiful

>> No.5390189
File: 689 KB, 1920x1080, Screenshot_Doom_20190223_133321.png [View same] [iqdb] [saucenao] [google] [report]

Hey, since I know the guy who does BABEL browses here, could you possibly add something akin to SmoothDoom's assault rifle replacement as a more vanilla starting option with its own stats to fit?

I just love that damn thing to death, even though it's basically just a faster firing pistol, and I feel like it would be a lot more vanilla feeling of an option with decent accuracy, slow continuous automatic fire, at the cost of lower damage or etc.

>> No.5390196

The Heavy Pistol is sort of that, it does really good damage, conserves ammo, and is accurate so long as you're not holding down the fire button for a long time. I considered doing a rifle but couldn't find any sprites I actually like for it. I'm not opposed to the idea of switching it up a bit, but it would still have to have the same relative balance of
+High damage
+Accurate starting shots
-Accuracy decreases over time
-Fires slower than alternatives
Or else it would probably screw the starting weapon balance.

>> No.5390207

>The Heavy Pistol is sort of that, it does really good damage, conserves ammo, and is accurate so long as you're not holding down the fire button for a long time. I considered doing a rifle but couldn't find any sprites I actually like for it. I'm not opposed to the idea of switching it up a bit, but it would still have to have the same relative balance of

Why not just have lower damage but a higher accuracy average, but unlike the burst rifle its capable of being fired in single shots with lower damage?

iirc the lowest damage option is the plasma rifle right now and that thing has a serious limiting factor and it's not entirely accurate.

Hell, if that's too under powered it could replace the fist sprite with the bayonet and do more damage in melee, giving you more reliable long range fire and close combat effectiveness, trading off for lessened medium range capabilities, which most of the other guns cover already.

>> No.5390215

The obvious tradeoff being ammo expenditure, like the heavy SMG but being much more controllable with it in exchange for reduced round by round capacity, compensated for by increased hipfire accuracy.

It's a terrible gun to use in medium range combat or CQC, but for distant sniping it would be far more versatile given that the shotgun no longer has as reliable of a spread, and the minigun similarly no longer has as much long range accuracy.

>> No.5390225
File: 2.95 MB, 1280x720, 20190223 (01).webm [View same] [iqdb] [saucenao] [google] [report]

>Why not just have lower damage but a higher accuracy average
That's the SMG, and if I went any lower than that it would just be plain objectively better to use the other options. When you look at the damage numbers, you'll find that one of the balancing factors for the bullet weapons is ammo efficiency.
SMG < Heavy Pistol (Suboptimal) < Chaingun < Heavy Pistol (Average) < Heavy Pistol (Optimal)
If I made a gun that's the SMG but weaker, there's almost no reason to use it besides conserving ammo (which is what the PSMG is for). If I made it the same strength as the SMG, you might as well use the SMG as you'll waste at most two bullets, which isn't much. If I made it better than the SMG but below the rest, there's a lot less reason to use the SMG. There's very little good place to put a weapon like that without invalidating the others.
>iirc the lowest damage option is the plasma rifle right now and that thing has a serious limiting factor and it's not entirely accurate.
Yes, that's the point of that gun. It's conserving bullet ammo and cleaning up smaller enemies. SMG is for sniping and stunlocking quickly, HP is for doing large damage accurately but slowly.
>Hell, if that's too under powered it could replace the fist sprite with the bayonet and do more damage in melee, giving you more reliable long range fire and close combat effectiveness, trading off for lessened medium range capabilities, which most of the other guns cover already.
This is an interesting idea, but I'd need to test it a lot to ensure it wasn't broken.
Somewhat counter-intuitively, you can use the heavy pistol to snipe with near-100% accuracy if you fire slowly. Spread is 0.4+recoil in both directions.

>> No.5390229


tl;dr I want a plinker of a gun so I have a longer range option with BABEL even if it's not viable for alot of starting fights. Possibly with a bayonett

>> No.5390240
File: 2.85 MB, 1280x720, 20190223 (02).webm [View same] [iqdb] [saucenao] [google] [report]

Webm looks like shit but you can snipe pretty well like this.

>> No.5390271
File: 664 KB, 1920x1080, Screenshot_Doom_20190202_180108.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I noticed that, even used it recently, and you have a relatively slow rate of fire.
The thing is though, is that it's slow enough that it's a really risky proposition to try to stunlock an enemy when combined with the sometimes inconsistent accuracy at higher fire rates.
I'm just mentioning that the stock pistol and shotgun, and even minigun in standard balancing have the ability to do inconsistent or partial stunlocks on certain enemies like imps or shotgunners from a longer ranged distance.

Removing or reducing this seems to be a large part of your balancing ethos, from the new enemy aggressiveness system, and putting these weapons into new roles, so fights are more inconsistent and dynamic. i.e. the Chaingun can DEFINITELY Stunlock enemies, but it uses up massive amounts of ammo in the process.
I noticed even chaingunners don't have as consistent long range accuracy any more in order to compensate for this change.

What I meant by having a more "vanilla" feeling gun was having something that still has this attribute, but in a considerably more nerfed fashion, because it's become such a big part of my playstyle, and some map makers in allowing defensive player security.

But if it's up to you that you don't feel that would gel with the mod's balance that is completely fine and within what you've already put forward with your design ethos.
If I'm off the mark with that, please let me know.

I'll give some solid props though, the handling of the double barrel is really smart, and trades its role as a slow firing crowd control/close damage gun for one as almost a special burst damage weapon you can tab out of. The shotgun too, while slower, is meatier and works well as maintain a workhorse role without becoming a jack of all trades (only weird thing I noticed is once I've had each half of the spread of buckshot auto aim itself onto two different enemies who were side by side), and I love most of the pistol replacements in terms of balance.

>> No.5390286

What designs, exactly?

>> No.5390307

>I'm just mentioning that the stock pistol and shotgun, and even minigun in standard balancing have the ability to do inconsistent or partial stunlocks on certain enemies like imps or shotgunners from a longer ranged distance.
Yeah this is something I deliberately downplayed in favor of the fear system and making the weapons more powerful at their specific roles. Babel strongly disfavors long range attacks with everything except the heavy pistol and rocket launcher (which actually got a slight buff for them, the rockets do a mild acceleration). This is because most of the time chaingun tapping is a bit cheesy and unnecessary. In the few places where sniping is required you can do it with slot 2 for the most part.
>I noticed even chaingunners don't have as consistent long range accuracy any more
Oh you would not believe how awful it was when they did. I'm getting PTSD flashbacks just thinking about it.
>What I meant by having a more "vanilla" feeling gun was having something that still has this attribute, but in a considerably more nerfed fashion,
So originally the Heavy pistol also had a bonus of ~20% higher pain chance on everything. I took it out because I thought it was OP, but honestly I might add it back because while powerful, for most maps the Heavy Pistol is a suboptimal choice. Giving it better stun ability would offset that, especially in a mod where lots of enemies have reduced pain chances. It's not off the table, let's put it that way, and I do know that some map makers really hypertune stuff so that without good stunlock you'll get overrun. This might be a way to help fix the mod's balance on those maps.
>only weird thing I noticed is once I've had each half of the spread of buckshot auto aim itself onto two different enemies who were side by side
Huh. I could have sworn that wasn't possible with it. Are you sure that wasn't Dakka? I know ijon's shotgun can do that in rare circumstances.

>> No.5390310
File: 155 KB, 1273x718, ccccxczxcc.jpg [View same] [iqdb] [saucenao] [google] [report]

>UDK Doom

Lighting looks cool, wish something similar was in GZDoom. But it's just Unreal with deathmatch bots on e1m1, e1m2, e1m3.

Somebody needs to port that vasyan's Doom Remake to Unreal Engine.

>> No.5390316

Quake 3

>> No.5390318

I still really like Babel's Plasma SMG.

>> No.5390319

Thanks Kegan

>> No.5390326

What was wrong with them, and why is it all apparently Steed's fault?

>> No.5390327

No problem.
You wanna know something fucked up though? I've come to terms with infinite ammo pistols being kinda boring, I'm breaking myself away from making those now.
Your plasma SMG is fine seeing as it recharges, and does so slower with overuse, I really like how Dakka handles pistol ammo too.

>> No.5390332

>Kegan flips sides on the issue
Oh noooo
Yeah I like Dakka too. I had hardly touched it until very recently but damn is it smooth and fun. I'm not a super huge fan of slaughter maps, but I actually enjoy them with Dakka.

>> No.5390334
File: 269 KB, 1273x728, 534634643g.jpg [View same] [iqdb] [saucenao] [google] [report]

This looks cool actually. GZDoom's shadowmaps are crap comparing to real shadows of UE.

>> No.5390336

>often replay 300mins of /vr/

That really makes me wanna map again.

>> No.5390343

I don't think I've flipped. Just realized it needs to be approached in a manner that equates to more than endless plinking.
Admittedly I have plans for a weapon set later that'll feature weak a altfires with infinite reloads for ALL weapons, but there'll be other restrictions with that.
I kinda wish Babel had alternate melee and chainsaw options but I'll be damned if I know how you would add them.

>> No.5390349

>Admittedly I have plans for a weapon set later that'll feature weak a altfires with infinite reloads for ALL weapons, but there'll be other restrictions with that.
Well I like most of the stuff you've done so I'm sure it'll be fine.
>I kinda wish Babel had alternate melee and chainsaw options but I'll be damned if I know how you would add them
Yeah I even surprise myself with how alarmingly picky I am when it comes to sprites for that. I was looking for some alternate ones for a while but ehhh. Plus I'd almost have to do the whole "Hideous Destructor ZScript loadout menu" thing to handle the combinations, which would be a nightmare. I might be good at ZS, but some of those systems are just not even worth it. My skills have been rusting due to underuse lately too. I wish Aeon was a thing.

>> No.5390356

Well you say picky, do you have some alternatives in mind if you had the sprites?
I appreciate that confidence by the way, you guys know I try my damnedest to make my shit fun.
And maybe you could do what the dollar solider Z does: two variants of each starting class with a different backup weapon and a different starting weapon. Hacky, yes but easy to do at least

>> No.5390368

I think they're alright, because they did the best they could with them. I'm saying more look at his concept art, they downplay a bunch of his shitty ideas.

>> No.5390375

You got a link to those concepts?

>> No.5390378
File: 90 KB, 256x256, oh.png [View same] [iqdb] [saucenao] [google] [report]

Well... I guess my shader mod is now automatically trash.

It was all fun while it lasted, folks.

>> No.5390381
File: 236 KB, 578x524, 1543695841443.png [View same] [iqdb] [saucenao] [google] [report]

Well you say picky, do you have some alternatives in mind if you had the sprites?
For standard melee I was thinking of a knife of some kind, for chainsaw I wasn't entirely sure. It would have to be functionally equivalent to the chainsaw, so maybe some kind of drilling weapon? Really it's more of an issue of artstyle matches than anything else. There are a lot of somewhat decent sprites for melee weapons, and also a lot of good ones, but they rarely match the art style of Doom properly. It's funny because even years ago with FKER, my concern was more "Does this look good" than "Does this play well" because I knew I could fix the second one if I tried hard enough.
>two variants of each starting class with a different backup weapon and a different starting weapon
Absolutely pic related. If anything I'd make one unique weapon per loadout slot and pair them up for the best balance. Like
>SMG + Fist + Chainsaw
>PSMG + Scifi Knife + Laser Drill thing
>HP + Blunt bashing thingy + Circular saw
or something. That's fi I even did it. I'm really more concerned with polishing the shit out of what's there first.

>> No.5390385

Can you make a script that attaches dynamic lights to the textures instead these shitty shader mods?

>> No.5390392

I can, yes. But it's going to absolutely obliterate performance.

>> No.5390393

I don't, actually. I looked around but couldn't find them.

>> No.5390398

Why? There's was something like this in old JDoom ver (in 2004) and it worked on old PC's. It was like brightmaps, but it was generating lights around texture.

>> No.5390405

Were they dynamic lights, though?

>> No.5390409

Yes. The bright parts of textures were generating dynamic lights same like the objects (lamps/torches) and it worked with any custom maps.

>> No.5390415

Oh well... I guess it won't be a problem there if it's done more efficient (probably even culls the lights). In gzdoom, having hundreds or thousands of lights all over the place can slow things to a crawl even if they're not visible.

>> No.5390417

how coincidental

>> No.5390420

What are your favorite things in user made maps?

>> No.5390429

The lastest GZDoom ver seems better optimized. I played HontE remastered (doom 2 remaked maps with sector lighting replaced with dynamic lights) with Doom Remake 4 (a mod that adds 3D models, hires textures, pbr stuff, new particle effects etc.) and it was playable in 1080p on my GTX 1080, there were only slutters on big maps (like map13), so I had to downscale it to 900p.

>> No.5390431

I'll tell you the same thing I told the Hell's Playground guy: not everyone has a 1080. And if you still need to cut down on settings because you get slowdowns on it, that's definitely a problem.

>> No.5390437

CPU power is much more important than GPU power in GZDoom.

>> No.5390449
File: 149 KB, 677x508, now retro is my best friend.jpg [View same] [iqdb] [saucenao] [google] [report]

turok 1 and 2 are on steam, I have not really heard much about turok 1 but I heard really good things about turok 2. I watched vinesause joel play turok 2 and it looked fun but is it worth the $20 price tag or should I just wait till the next steam sale?

>> No.5390465

If you buy anything on steam that could be on sale, you're losing money imho.
You could be keeping half the money you spend on steam games if you really wanted to, you can't change my mind on how much money you could save on steam.

That being said, I don't know shit about the Turok series so buy them if you wish. watch a gggmanlives review if you're really that concerned about a games quality.

>> No.5390493

It did slutter because of PBR materials, not because of dynamic lights. If I drop pbr materials it's stable fps.

>> No.5390542

Are there PBR and normals for the vanilla textures yet?

>> No.5390552

Also how do you draw a normalmap?
What do the colors mean?
There is no tutorial that explains that. All of them are either to create normal from 3D object, or to use some filters and then clean up, none of them actually gets into what the colors and gradients mean - why one side of a hole is blue and another is pink, how do you determine which is which and is there a way to draw them over the texture in a right way?
There is no explanation to that that I can find with google.

>> No.5390585

Different guy, but I seldom use Steam these days, and seldom buy games for it at all.

>> No.5390602
File: 1.28 MB, 1331x934, file.png [View same] [iqdb] [saucenao] [google] [report]

Any offline tool that can batch-process fiiles for normalmaps like that?
Photoshop filters are slow to work with and require loading individual files.
I'd like to try and batch-process stuff then clean up the result.
Also ability to preview would be nice.

>> No.5390610
File: 297 KB, 1280x720, Demon_Destruction_Gameplay.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there an implementation of Demon Destruction for Doom 1 and 2?

>> No.5390627

No they were not.
Doomsday engine (jDoom) used brightmaps and then added more glow to the parts with highest brightness that bled into the texture (kinda like bloom, but not shit), after that putting a 3D halo on top of it (that could also generate lens flares if your settings allowed it). These lights were not dynamic at all however and did not affect nearby geometry/models in any way.

>> No.5390632



>> No.5390642
File: 610 KB, 1600x1200, PC-DOOM-Remake-1.jpg [View same] [iqdb] [saucenao] [google] [report]

It wasn't just glows/bloom. The lights were affecting surrounding walls.

You can check it: http://archive.org/download/doomworld/doomworld.tar/doomworld%2Ffiles%2Fdoom_remake.exe

It's JDoom from 2004 loaded with 3D models, hires.

>> No.5390648


project msx

The most awesome WAD i have ever played(well being the first also helps)

>> No.5390678

One of these days PBR bumpmapping will be perfect and walls will never look like stone. Till then ew

>> No.5390685

Regen health: the mod.

>> No.5390695
File: 82 KB, 600x678, 1498796286351.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5390696

my god, that looks fucking awful

>> No.5390704

Yes but we need that feature from it in GZDoom. Also it's not that bad for a fan-made thing in 2003.

>> No.5390712

The pbr from that screen seems to be generated with photoshop batch. If you generate them they look like crap. They will look properly only if you read tutorials and made them by hands

>> No.5390716

They are good, wait for the sale. 1 is good but has respawning enemies, 2 is good but has complex level design. both have some of the best gunplay of the time

>> No.5390717

It's not that handy with Project MSX'fxd
Wish there was an actual update.
It' s been 5 years.

>> No.5390720

no we don't, and yes it does

>> No.5390727

And ironsights.

>> No.5390736
File: 280 KB, 1440x1080, DOOM0001.png [View same] [iqdb] [saucenao] [google] [report]

christ, this isn't the sort of surprise i appreciate
i hope this is just an outlier and the mapset goes back to the tight design the first 14 maps had

>> No.5390740

nice snes doom screenshot.

>> No.5390741

Why not? It's good for mappers. They will not need to manually put dynamic lights on bright textures in GZDoom Builder. They would just run a script that automatically attaches dynamic lights to the textures?

>> No.5390745
File: 255 KB, 1440x1080, DOOM0004.png [View same] [iqdb] [saucenao] [google] [report]

that's pretty spooky

you might not like it, but this is what doom looks like

>> No.5390748
File: 506 KB, 2560x1440, Doom.png [View same] [iqdb] [saucenao] [google] [report]

320x200 is Doom's original resolution, even on PC.

>> No.5390759

does that mean you have to deliberately make your game look like ass that straight up hampers your gameplay due to not being able to discern far away objects? because the original also looked like a puddle of pixels? even though you're playing a mod anyway so why should you care about accuracy for something made with higher resolutions in mind as shown by the screenshots taken by the creator?

purists' brains are an enigma.

>> No.5390762

>first 14

MAP11 was like twice the slaughter.

>> No.5390767
File: 75 KB, 728x1156, akihiko.jpg [View same] [iqdb] [saucenao] [google] [report]

>that gag at the end

>> No.5390768

Approach that glowing white wall. Your gun would not receive that light, because it's not dynamic.

>> No.5390769
File: 19 KB, 253x252, Knuckles happy.jpg [View same] [iqdb] [saucenao] [google] [report]

The fact the lighting makes it look like it's a late afternoon and the sun is setting, along with the somewhat empty feel of the geometry makes this map (along with the others) feel really depressing in a good way.

>> No.5390774

no, i play it like this because i like it
when i'm not playing limit-removing stuff i'm playing maps blind with hideous destructor, so i wouldn't call myself any sort of purist
i just like doom, both when it's all jacked up with crazy gzdoom mods and simple cozy crispy doom

not even remotely, 11's enemies refilled the map in controllable bursts as you progressed and the map had interesting geometry and places to take a breather
the only part of 11 to give me any trouble was the cyberdemon because of the buffed rockets almost always oneshotting
15 just locks you in a circle and spawns way more monsters of far higher caliber than 11

>> No.5390778
File: 4 KB, 141x115, 1547910434561.jpg [View same] [iqdb] [saucenao] [google] [report]

>when you no clip through crusher traps

Fuck em'. Suck my dick mapper.

>> No.5390779

I get network error about 80 megs into the download, and i have stable connection as well as 30+ gigs of free space so thats not the problem.

>> No.5390780

Scythe 1
I can't remember if 2 had long or short maps it's been forever

>> No.5390781
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]

What are you working on? Sprites? Maps? Gameplay shit? Step up and post it.

>> No.5390784

To be honest the resolution isn't what bothers me the most about vanilla Doom. I think the worst thing about it is not being able to walk over/under monsters. It becomes really annoying when you're trying to run off a high ledge and some monster you can't see is hugging the wall below it and it just blocks you.

>> No.5390785

There's no dynamic light on that white wall. But there are dynamic lights on the monitors. It does affect the gun, I've made a video showing it: https://youtu.be/ARttNLzyDeg

>> No.5390790

I've made a video >>5390785

>> No.5390792
File: 620 KB, 1024x576, Screenshot_Doom_20190222_143923.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5390797

Reupload it somewhere.
Also that looks more like a reflection and not a proper dynamic light.

>> No.5390804

So what's this then?

>> No.5390806
File: 85 KB, 640x813, S H I T.jpg [View same] [iqdb] [saucenao] [google] [report]

>Tai Tenda

they can't even fucking spell the text they're upscaling right, it's TEI TENGA

>> No.5390807


>> No.5390809

It's called a dynamic light in JDoom settings. If I disable it, the red tint on the floor and that mix of blue/green/red tint on ceiling disappears

>> No.5390810

I'll upload it to MEGA so you can look at it.

>> No.5390815

So are you making a map then? Working on a mod?

>> No.5390816
File: 192 KB, 823x773, 1520692768964.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone know of any good maps/level WADs that would go well with the Quake Movement mod? Something with somewhat open environments and such.

>> No.5390821
File: 1.57 MB, 2560x1440, Screenshot_Doom_20190223_184703.png [View same] [iqdb] [saucenao] [google] [report]

Iv'e been working on a vaporwave inspired map set.

>> No.5390824

Now that's real fucking neato. Nice sky texture.
Would it be called a skybox here? I actually can't recall

>> No.5390826

Any good recent weapon mods? I haven't been keeping up with things. I saw that there's a Heart of Demons Revenant mod now, that might be neat.

>> No.5390828

holyfuck FOV
Was the OTEX texture pack released or did you lift those from Eviternity?

>> No.5390832

I like ADS, when it's worthwhile:
>assault rifle that is normally rapid full-auto, but can take aimed and precise semi-auto shots for longer distance, maybe with a tiny zoom
>sniper rifle
>a shotgun, if it has a tight spread pattern
Otherwise, I think they're not worth bothering having on everything else, unless you're doing something focusing a lot on realism.

>> No.5390840
File: 1.05 MB, 2553x1383, thing.png [View same] [iqdb] [saucenao] [google] [report]

Thanks man! It's not really a skybox, the ceiling is FSKY1 that was changed in zmapinfo while the walls remained un textured

OTEX has been out for a little bit now, I would love to use the trees from Eviternity but i'm not sure I can.

>> No.5390845

Uploaded to MEGA.


Not all bright textures generating dynamic lights, some of them just generate glows. But many have both glows and dynamic lights.

>> No.5390846

Honestly, the idea of a texture (or sprite) being able to emit a dynamic light is an interesting idea. Probably niche as shit, and likely to get a [NO.], and though the old JDoom screenshot looks awful, I think it could be used for something that wouldn't have to look bad.

>> No.5390858

fair enough, it's quite likely that i'm just knee-jerk reacting due to how hideous the screenshot is

there's likely to be better applications

>> No.5390867

Oh yeah, the screenshot is horrible, but I'm getting ideas just looking at it.

>> No.5390868
File: 642 KB, 1024x576, Screenshot_Doom_20190223_235128.png [View same] [iqdb] [saucenao] [google] [report]

Fearrific Textures

>> No.5390881

>If you remix, transform, or build upon the material, you may not distribute the modified material

what the fuck
Does that mean that I can't make PBR for this texpack forr anyone else to use since it would be "building upon the material"? What a load of shit.

>> No.5390887
File: 171 KB, 1027x768, 5478584htr.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a screenshot without hires/3d stuff.

>> No.5390895
File: 226 KB, 1280x720, Screenshot_Doom_20190224_011836.png [View same] [iqdb] [saucenao] [google] [report]

Drew a new pistol, from scratch, was actually easier than I thought.
It's a Smith & Wesson 5906, which I always thought was underappreciated in fiction.

>> No.5390896

No no no no no no no no DO NEVER generate normal maps form a color/diffuse maps. You end up with something wrong.

>> No.5390910

Yes, exactly. Respect the license and the author of this copyrighted material. If you don't like something about it you can always find another texture pack.

>> No.5390914
File: 215 KB, 1280x720, Screenshot_Doom_20190224_012602.png [View same] [iqdb] [saucenao] [google] [report]

Real specifically, it's a clone by a future company, only with an enlarged slide release, improved magazines, and no magazine disconnect.
In a practical matter it's just the 9mm pistol, but it looks nicer.

>> No.5390916
File: 389 KB, 1920x1080, Screenshot_Doom_20190222_115531.png [View same] [iqdb] [saucenao] [google] [report]

I'm late to the party, but I went and released a lil' "final update" to the soundless mound demo.


>> No.5390920
File: 215 KB, 1280x720, Screenshot_Doom_20190224_011916.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5390923
File: 426 KB, 740x196, succubus_proposal.png [View same] [iqdb] [saucenao] [google] [report]

Last thread had a discussion about a potential Succubus enemy for a mod, so I experimented if I could create completely new sprites from 3D models. It's my first try and I have no idea about getting the look right. Obviously there is so much more potential for improvement and to go way more out with designs.
Also the resolution is closer to what Iron Maiden uses for its sprites.

>> No.5390924

i thought you were waiting on pb 3.0 to come out

>> No.5390934

Still not bad.

also tits.

>> No.5390935 [DELETED] 

Fuck copyrights and licenses. I'm slav so I steal everything I want. I don't even read readme. Author not happy about something, fuck him. What he can do? Call police? haha I live in Russia and I don't give a shit.

>> No.5390942

Based Ruskie

>> No.5390949

>What he can do?

Report to moddb so your shit will be removed. Also you'll 100% get banned on zdoom forums.

>> No.5390959

They're more likely to remove legit mods than they are to remove any amount of the thousands of dodgy Russian mods that are on there.

>> No.5390968

> from scratch
damn man
does it have angled reload frames?

>> No.5390984
File: 812 KB, 150x105, 1541187948736.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5390989

Hey...now it's like one of these Ukrainian-made Unity games on Steam.

>> No.5390992 [DELETED] 

You will never be considered human.

>> No.5390995

t. ukiro

>> No.5391000 [DELETED] 

T.brainwashed ignorant who actually believes Putin is Russian like him.

>> No.5391004

I'm not Russian
But you're mad

>> No.5391007

Finally went through all four episodes doing pistol start. In episode 4 Perfect Hatred had me continually doing it over and over again. Shit was a bit tough, mostly routing for weapons since you just get that shotgun but get Barons and Cacos thrown at you very quickly. Against Thee Wickedly was tough as well with all of that lava and shotgunners pelleting you from all over the map. Eventually I just made it so I picked up the hazard suit with the last switch, picked up the BFG, headed back to the main pillar to the blue key teleport, then headed straight for the invincibility and BFG'ed the cyberdemon point plant. Unruly Evil took me a few tries, mostly that final room with the imps and cacos but I just ran past them on my last attempt.

Pandemonium was easily the hardest level in episode 3. Pinky charging you right away in a hallway so you have to bolt in front of you and try to get the shotgun that slowly lowers.

Put more challenge in the run with that pistol start, outside of the first two level in Thy Flesh Consumed because those are usually tense no matter what.

>> No.5391021
File: 186 KB, 1280x720, Screenshot_Doom_20190224_022546.png [View same] [iqdb] [saucenao] [google] [report]

It does not, because I just painted the frames over the old Hi-Power frames, using a bunch of photos for reference.

The exception is the pickup sprite, which I made from a bunch of graphics of old Smith & Wesson semi-automatics (there wasn't one of the exact kind of of 5906 I wanted, so I had to do some cut and pasting), then scaled down and basically painted over.
They were vector drawings translated to .pngs, by some Japanese guy, plain in detail and shading, but featuring all the right shapes, so they're easy to use to turn into a proper pickup sprite.
I really need to find that website again because I really need to credit the guy.

I realize the magazines look kinda shit now that I look at them.

>> No.5391076
File: 230 KB, 1024x1024, 3253252352.jpg [View same] [iqdb] [saucenao] [google] [report]

I have an idea for the mod. The story will be based around demon invasion of UAC base. The demons invaded the base and filled in with their demonic sperm everywhere (the demons had sex in UAC base), so all walls/doors were smeared with sperm.

That sperm effect on walls could be done with PBR materials. PBR's can be easily generated with Photoshop. What we need is just to generate PBR's and add dynamic lights to the levels.

I'm gonna test this photoshop filter soon and make some screenshots. On the pic it is an example of normal map.

>> No.5391080

>retro-ish shooters
Halo: Combat Evolved is retro-ish, you know

>> No.5391089

Y'know what, I'm interested in seeing where this is going.

>> No.5391090
File: 530 KB, 3440x1440, 754745747.jpg [View same] [iqdb] [saucenao] [google] [report]

So is I promised - a screenshot. The filter is tested in HontE remastered.

>> No.5391102
File: 655 KB, 3440x1440, 436346346.jpg [View same] [iqdb] [saucenao] [google] [report]

One more screen. Just a test how it would look like. I recently learned about how to make Photoshop batches, so I converted all textures to normalmaps.

>> No.5391127

>straight edges between bump-mapped surfaces
super uncanny, normals need to be used with displacement mapping instead :ok_hand:

>> No.5391134

Thinking more about this because i guess displacement mapping isnt on the table, i wonder if you can downplay the straight edges with other lighting tricks, such as SSAO?

>> No.5391138

You mean the texture of wall? I can add parallax to it like on the floor, but still it gives only illusion, not real displacement. There's no tessellation in GZDoom.

>> No.5391140

I'm not sure where this "the smg is low damage and ammo inefficient" thing is coming from, I just downloaded the latest version of BABEL and holy crap the dps of this thing is insane, it does more damage overall than vanilla bullets (11 average compared to 10 average) and bullet ammo pickups are the same as vanilla while monsters have the same health. Don't forget that accuracy is also a form of ammo efficiency, and this weapon is very accurate.
Just to point out how crazy the dps is, each burst is 9 tics long, 35 / 9 = 3.89, times 3 because there's three shots each burst = 11.67 shots per second, multiply that by the average damage and you get a whopping 128.33 dps on your starting weapon!! It's actually higher DPS than the mod's SSG.

In comparison the heavy pistol fires every 13 tics with 15.33 average damage. 35 / 13 = 2.69, times 13 damage = 35. Pretty damn pathetic.

>> No.5391141

You are doing it wrong.

>> No.5391145
File: 13 KB, 528x517, deh.png [View same] [iqdb] [saucenao] [google] [report]

In what order am I supposed to lead .deh files?

>> No.5391147

This normal map looks like trash. Did you just convert the color map?

>> No.5391150


>> No.5391156

Well it's meant to look like trash. I'm just thinking what could be the story for the wad that could justify a poor usage of generated PBR materials. What about the one with demons' sperm?

>> No.5391157

>2.69, times 13 damage = 35
Fuck, I screwed up there, it's "2.69, times 15.33 damage = 41.24", it's still pretty bad though.

>> No.5391160

>I'm not sure where this "the smg is low damage and ammo inefficient" thing is coming from
It's lower damage than all other bullet weapons, at least on average. Compare to chaingun for DPS, or heavy pistol for damage per shot. I mean I suppose when compared to vanilla it's very powerful, but not relative to other weapons in Babel.
>It's actually higher DPS than the mod's SSG
Yeah but the lifetime it can do that for is less, and the time it takes to dish it out is one second vs 1 tic for the SSG's damage. It's really a matter of different weapon roles.
>In comparison the heavy pistol fires every 13 tics with 15.33 average damage. 35 / 13 = 2.69, times 13 damage = 35. Pretty damn pathetic.
Yeah that's why I'm putting the pain chance thing back. However it's also *slightly* more efficient than the chaingun over time (might buff it a bit), just not in terms of DPS. I don't really find DPS to be a good measure for weapons in Doom because there are so few enemies that actually require huge amounts of damage to kill, instead it's more about efficiency and accuracy to me.

>> No.5391161


If the source port can read the deh file that's inside the pwad, then you don't need to load a separate one.

>> No.5391167

I checked the link posted by >>5390632 and it's not inaccurate, but the meat of your question can be explained in 3 lines.
>"Normals" are lines (vectors) that point out from a surface that indicate what direction the surface is facing.
>They are described as a 3d coordinate (X,Y,Z) which we store in Red,Blue,Green channels of pixel data (a useful convention). Eg, the more Red a pixel is in a normal map, the bigger the X value, the more blue a pixel is, the bigger that pixels Z value, etc.
>The reason normal maps generally look similarly colored is because the coordinates arent in "game world" coordinates which would imply they should be more of a rainbow of various colors. Normal coordinates use the surface as a frame of reference.

>> No.5391170
File: 42 KB, 160x220, Bouncy Caco.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5391173

Bumping this again.

>> No.5391180

Alfonzone incorporates some large areas and some platforming.

>> No.5391183

>I don't really find DPS to be a good measure for weapons in Doom because there are so few enemies that actually require huge amounts of damage to kill, instead it's more about efficiency and accuracy to me.
Yeah that's the problem though, the SMG is a burst fire weapon, and kills chaff in one click or two. In the time it takes the heavy pistol to kill a zombieman (2 shots), the SMG has already picked off 3 shotgunguys.

>> No.5391184

Ive done some graphics programming in the past but ive never come across the term "PBR material" and googling it only gives me vauge descriptions. Can someone tldr me on what information is in a "pbr material"?

>> No.5391192

Well yeah, that's part of the tradeoff. However when firing at enemies you'll burn through ~26% more ammo to kill them, which hurts a lot for a weapon that has such a small ammo pool. Plus as accurate as the SMG is, you'll waste a ton of ammo if you try sniping with it at distances where the heavy pistol can still land every shot. I agree that it needs a bit more though, so I'm adding back the extra pain chance. All pain changes are multiplied by 1.5 for the heavy pistol, and some will rise by more than that (zombies for example, since their pain chance is quite low by default) making it good for keeping dudes stunlocked. I also have a more creative idea for it but it's kind of stupid so I'll keep it under wraps until I try it.

>> No.5391194

Fuck Graf Zahl. Why did he add those useless pbr materials to Doom? We don't need it. Doom is not Unreal Engine and will never be. Now because of him we have to tolerate all those shitty russian modders that got attracted to GZDoom because of its "FULL HIRES PBR SUPPORT" with their shitpost-mods

>> No.5391209

If he didn't russians would fork gzdoom and add by themselves.

>> No.5391271
File: 69 KB, 1308x297, Capture.png [View same] [iqdb] [saucenao] [google] [report]

reminder :~)

>> No.5391281
File: 360 KB, 1200x779, Doom Gorilla.jpg [View same] [iqdb] [saucenao] [google] [report]

>why did Graf do "X"
Because Graf is a faggot. He also refuses to acknowledge that GZDoom is completely unoptimized.
>"Hey Graf, why does your port for a 1993 game makes machines built after 2015 struggle?"
>"Lol GZDoom doesn't need to be optimized, runs 100% fine on my $3000 PC built with all the latest top range parts in 2019.

>> No.5391320
File: 261 KB, 1280x720, Screenshot_Doom_20190224_022557.png [View same] [iqdb] [saucenao] [google] [report]

Would you gentlemen like a cup of coffee, or a cup of hot chocolate?

>> No.5391326

Brew me up a half n half.

>> No.5391331
File: 54 KB, 197x190, comfydoom1.png [View same] [iqdb] [saucenao] [google] [report]

gimme some of that hot coco anon

>> No.5391350

got any cold BEPIS in the fridge?

>> No.5391364

a-anon, what are you doing?, we just met

>> No.5391371

I love the music in BTSX and Ancient Aliens

>> No.5391378

Besides E4, Doom 1 even on UV is pretty trivial.

>> No.5391437

do you have any tea? My favorite's spearmint, it's nice.

>> No.5391484

You got any beer? I like Im-PA ones.

>> No.5391502

And E4's harder maps are mainly because of resource starvation, or damaging floors. Never really truly because of monster usage.

>> No.5391507

I just hate that GZDoom overall does a lot of things that make Doom feel too different to how it originally plays, even without using mods.
Been using Eternity more and more lately for playing vanilla/boom maps because of this.

>> No.5391538

anon, I feel so sleepy after drinking this coffee...

>> No.5391546
File: 519 KB, 2368x2624, scrap639_a.jpg [View same] [iqdb] [saucenao] [google] [report]

it was that most heinous of hell-borne inventions, decaf

>> No.5391548

*unzips cacodemon

>> No.5391581
File: 285 KB, 1080x700, 506c5c05d54a4bb8878200b1fc3e197419ec11f3.jpg [View same] [iqdb] [saucenao] [google] [report]

please don't unzip a Cacodemon, they don't like that because they die

>> No.5391610

Doom 64 is alright. I love the atmosphere. And do like the changes to Lost Souls, Pain Elementals, and Cyberdemons that make them more fun to fight. But the lack of revenants and arch-viles makes it lack some of the excitement that you can get from pwads.

>> No.5391631
File: 79 KB, 486x486, 1534252978702.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5391662

https://www.youtube.com/watch?v=mc1y4pjfN2s this is still one of my favourite doom videos.

>> No.5391664
File: 20 KB, 300x300, spawn.png [View same] [iqdb] [saucenao] [google] [report]

>hey guys, i know it's pretty late in development but i'd really like to squeeze this enemy into the game
Okay. What does it do?
>it jumps into your face spastically with no pattern whatsoever and explodes when it dies
Okay, that sounds irritating. Is it at least easy to spot?
>it's dark and blue in the dark and blue episode. Also likes to be in the shadows.
Uh. Alright. Is the design interesting at least?
>absolutely fucking not

>> No.5391668

ill still play halo 1 and 2 but its just that I never play halo any more because of the taste NuHalo left in my mouth

>> No.5391684

> he fears the exploding slappy boi

>> No.5391686
File: 804 KB, 1920x1080, Screenshot_Doom_20190224_185814.png [View same] [iqdb] [saucenao] [google] [report]

It's possible to get stuck here in map06 after picking up the blue key. While it's possible to easily escape, it uses a (obvious) secret.

Outside of that, this is pretty solid so far.

>> No.5391717
File: 48 KB, 683x384, disco.jpg [View same] [iqdb] [saucenao] [google] [report]

Made a disco PWAD. I'll put it online if needed.

>> No.5391727

change faggot for nerd, it should fit better

>> No.5391728


>> No.5391729

I can upload the PWAD if you want to change it. :)

>> No.5391758

yeah fuck these guys, strong contender for most annoying enemy

>> No.5391759

Don't have a screenshot for this, but Map07's exit broke somehow with an Archvile stuck in a hole in the centre on the map. The map itself is kind of bullshit - on the third wave of enemies, enemies teleport behind wherever I'm hiding from Archvile attacks. Tried to play the map without save scumming, but without it it's rage inducing.

>> No.5391762

Make her into a follower

>> No.5391763

I about finishing the fucking episodes?

>> No.5391767
File: 29 KB, 735x456, doomguy in strife.png [View same] [iqdb] [saucenao] [google] [report]

Any mods for Strife?

>> No.5391778

PBR means "physics based rendering". It's a technique that tells the graphic engine how light supposed to interact with a surface based on definitions of its physical properties.
You can program any number of properties and generate maps for them, but the basic are:
Normal, Specular, Reflection, Diffusion, Metallness and Roughness.

GZDoom supports Normal, Specular, Metallness and Roughness and Ambient Occlusion.

Fuck you, good vanilla PBR can look great. Duke WT is a testament to that.

>> No.5391784

Looks good!

>> No.5391795

OK make a better GZDoom then

>> No.5391818

>you can only criticize something if you can do better
well then, you are not allowed to criticize anything ever again.

>> No.5391819
File: 18 KB, 350x352, 2bpdap.jpg [View same] [iqdb] [saucenao] [google] [report]

I miss Nanka Kurashiki's Doom artworks. They used to be more common.

>> No.5391827

I would, but I don't know anything about ZScript.

>> No.5391835

Just take Ralsei mod as a base and replace sprides/add more frames to its animation.

>> No.5391842
File: 192 KB, 501x445, 1550986414183.png [View same] [iqdb] [saucenao] [google] [report]

Fuck Doomsday Engine to be honest. Clunky pile of shit whines about folders with spaces so I fix that and then it works twice before crashing every time with a segmentation violation. Not even worth the bother. There's a mod I want to play that needs it to work and won't run on anything else so fuck it.

>> No.5391849

Thoughts on No Rest For The Living? I'm playing through it right now and it's pretty damn good, and also quite a challenge on UV pistol start.

>> No.5391923

TNT is a full 32 level megawad.
MasterLevels only has 21 levels
I also haven't played it

>> No.5391960

She still does art.
I would like more though.

TNT also has some fun levels and a good atmosphere (even if some of the later levels aren't that great), while Master Levels is IMO a lot less fun, and a lot less atmospheric.

>> No.5392017

Doom's Boom and Gloom

>> No.5392020

Formally Quake's

>> No.5392023

Formerly Quake's Shake and Bake

>> No.5392025

Formerly Wolf's

>> No.5392031

It's a nice and good little episode.
Coulda used some different music and a new sky texture though, just for better flavor.

>> No.5392048

fuck's a glake

>> No.5392054

>he doens't know
/vr/ is a 30 and older board.

>> No.5392072

I honestly wonder who Doomsday is even meant to appeal to in this day and age. Most, if not all, of the stuff it was was known for back over a decade ago, can be done in GZDoom now. And it's among the few ports that doesn't even fully support Boom.

>> No.5392073

do you guys recommend Goldeneye, I think I saw something about it being on pc like a doom 64 prt but idk if its as good as people remember it as
anyone play it recently?

>> No.5392075

John Romero.

>> No.5392091

John Anderson > Jim Flynn > Sverre Andre Kvernmo > Tom Mustaine > Tim Willits > Chris Klie

>> No.5392094

It's still a good game, though I recommend using the mouse and keyboard hack (which is likely what you were thinking of).

>> No.5392114

Weapons Of Rebellion

>> No.5392136


>> No.5392141

New thread.


>> No.5392230

I guess for people who want to play Hexen/Heretic in full 3D with hires textures


I didn't see packs like this for Hexen/Heretic for GZDoom. There's Doom Remake 4 mod for Doom, but nothing like this for Heretic/Hexen in GZDoom.

>> No.5392363

>ultimate doom
>half the monsters
The major thing it has going for it is the super shotgun isn't in it, and therefore isn't OP.
If they had just balanced out the super shotgun a bit more and increased the weapon switch speed so you could hot swap to it it'd be great.
Maps are weaker, but not to the degree that everyone here dunks on them for.

>> No.5392439

It is pretty fucked up, I must say.

>> No.5392449

What mod are you running?

>> No.5392478

not him but that's combined arms

>> No.5392521

>He also refuses to acknowledge that GZDoom is completely unoptimized.
The biggest thing is it really needs to have a render distance limit or some kind of usable fog. It renders things through walls when you can't even see them. This is a big part of why Comatose is unplayable on GZDoom.

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