[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 475 KB, 500x366, Archvile sees DOOMguy.gif [View same] [iqdb] [saucenao] [google] [report]
5397165 No.5397165 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5386842

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.5397167

=== NEWS ===

[2-26] Dimension of the Boomed sequel 'Realm of Z-Magic' teaser demo released

[2-24] Chex Quest HD trailer

[2-22] Powerslave EX mouse fix for Windows 10

[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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.5397179
File: 15 KB, 271x274, 5B1542EF-FE3E-4AAA-8D3B-DFD272020B2A.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5397181

And I fucked up the previous thread link


>> No.5397184

Hello guys. I hope all of you have a nice day. Good luck on your maps.

>> No.5397235

Is there a way to give zombies a flashlight? I use steve flashlight mod. How to make zombies to use it as well? Could it be made with decorate?

>> No.5397250

Yes, but it also would tank your framerate hard since directional lights are much more powerhungry than regular ones.

>> No.5397251

Anyone know of a mod that adds footsteps for enemies as well?

I use footsteps.pk3 for the player, but I'd really love it if I could actually hear demons scurrying around, comin to getcha.

>> No.5397258

There's none more Arch-Vile than George Costanza.

>> No.5397265
File: 257 KB, 3440x1440, 4324234.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't care about framerate. I have i9 and RTX 1080 TI. I want to tweak gzdoom to the max graphicz

>> No.5397278

Your hardware has little to do with that. The engine itself would struggle under stress.

>> No.5397316
File: 291 KB, 640x480, Screenshot_Doom_20190226_163836.png [View same] [iqdb] [saucenao] [google] [report]

The black arachnotron is just a black arachnotron.
How come he doesn't have more interesting sprites?

>> No.5397330
File: 2.31 MB, 1932x2276, 20190225_224332.jpg [View same] [iqdb] [saucenao] [google] [report]

can this run doom

>> No.5397335

how dfo I fix marathon's mouse sensitivity? everything's too stiff or fast for me

>> No.5397356
File: 176 KB, 640x480, Screenshot_Doom_20190226_171533.png [View same] [iqdb] [saucenao] [google] [report]

Hello there.

>> No.5397365
File: 11 KB, 145x166, image%3A47030.jpg [View same] [iqdb] [saucenao] [google] [report]

>level is called tricks and traps
>doesn't have any traps

>> No.5397367

based bridgetposter

>> No.5397394

> That one corridor where the Baron teleports behind you
> Not a trap

>> No.5397412

>baron isn't even wearing a pleated skirt with a suspiciously larger and protruded fold in the front

>> No.5397417

didnt have any interesting sprites at the time

been considering giving it the sprite set that pairs with the tentacle mancubus

>> No.5397420
File: 56 KB, 500x375, CNMV.png [View same] [iqdb] [saucenao] [google] [report]

The trailer for Wrath will be out on March 7th.

>> No.5397450

so, i can shoot them?

>> No.5397454
File: 66 KB, 474x496, tumblr_m8pniuQLsJ1r95fgm.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5397527

0/10 Doesn't even have programming socks.

>> No.5397558

>they call DarkPlaces "original quake engine"

>> No.5397567

pretty new to doom wads, can i get some reccomendations for some wads? gameplay and maps?

>> No.5397579

yeah I recommend readtheOP.wad.

>> No.5397582

>Using the original engine would be pretty insane, same reason Ion Maiden uses EDuke

>> No.5397586


>> No.5397620
File: 84 KB, 300x325, 1550812693289.png [View same] [iqdb] [saucenao] [google] [report]

goddamn everything about that looks sexy except
>gun placed off to the side

fuck that corridor
tfw trying to determine if it's worth using the SSs power versus its slow as shit reload time in that same hallway

Finely Crafted Fetish Film is one I played recently that I enjoyed. Should be on DW.

>> No.5397629

Why does everything load up way faster when I launch it from my ancient shitty 8GB flash drive rather than from on my computer itself? It doesn't make sense.

>> No.5397639

Okay, so hard drives are disks on the inside.
Flash drives and solid state drives don't have to read disks, so they always load programs faster. It's why if you put Windows on a solid state drive, you get faster boot times. It's because it doesn't have to take the time to read a disk.

>> No.5397642
File: 339 KB, 1920x1080, Screenshot_Doom_20190225_203408.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5397647

oh god he can't hear us he has airpods in

>> No.5397649


>> No.5397651

Will it be possible to use something other than Darkplaces for it?

>> No.5397652

I have a 2TB SSD though.

>> No.5397654

That's the trick.

>> No.5397656


>> No.5397702

is total carnage supposed to be marathon's ultra violence or nightmare?

>> No.5397712

no it doesn't.

>> No.5397734


>> No.5397745
File: 143 KB, 512x512, anarki_by_dshpilevoy-d8t7sk5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5397751


>> No.5397775

Anons. recommend me a good wad for harder demons.

>> No.5397801
File: 315 KB, 563x885, UltimateHUH.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5397804
File: 42 KB, 160x220, Bouncy Caco.gif [View same] [iqdb] [saucenao] [google] [report]

So these are all the sourceports I usually install on every PC I play Doom on:

Chocolate Doom
Crispy Doom
GZDoom (Graf is a faggot but sadly you need it for some wads)

Is there something I should add to my list?

>> No.5397805

I'm playing with TDRR Random map and I need help with ACS :
Here's the script :

Don't mind the theme selector. Is there a way to choose from a pool of texture so every middle wall are randomized and have different textures ?

>> No.5397806
File: 629 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5397812


>> No.5397819
File: 6 KB, 320x224, Winners_Dont_Use_Drugs[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.5397837

Darkplaces is too obscure for its demographic target and technically it's Quake engine

>> No.5397869 [SPOILER] 
File: 314 KB, 1280x960, 1551220544798.jpg [View same] [iqdb] [saucenao] [google] [report]

hehehe what a mess

>> No.5397876
File: 581 KB, 1920x1080, Screenshot_Doom_20190226_144620.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5397880
File: 514 KB, 1360x768, Screenshot_Hexen_20190226_143806.png [View same] [iqdb] [saucenao] [google] [report]

Halfway done with a vanilla-style Hexen hub

>> No.5397891
File: 948 KB, 1920x1080, Screenshot_Doom_20190226_144726.png [View same] [iqdb] [saucenao] [google] [report]

sakuya what happened to remilia bones

>> No.5397903

Why were automaps not a thing for Quake?

I know the immediate answer is because there was more verticality, but is that really the end of it?

>> No.5397908

Probably couldn't figure out a way to implement them decently that didn't end up something like Descent's maps.

>> No.5397923

They're not necessary.

>> No.5397924

It was the first game of it's kind, we can't expect it to have every feature that seems good in retrospect.

>> No.5397936

I get using Chocolate, GZ and an MP-centric source port if you're into that, but what's the reasoning behind installing multiple source ports?

>> No.5397945

PrBoom+ and one of Choc/Crisp Doom seem redundant.

>> No.5397947

The first three are not needed because the fourth one can be configured to have a classic look. Also Graf is talented programmer.

>> No.5397952

prboom+ is *the* port for recording and playing back demos, as well as the baseline for testing if a map is truly boom compatible

>> No.5397957

Sounds good, there's not enough good stuff out there for Hexen. Any way to make those minotaur statue torches into dynamic lights?

>> No.5397971

GZDoom does that by default, i just have dynamic lights turned off

>> No.5397973

isn't it kinda difficult to make gzdoom more vanilla, due to either default settings or changes that probably can't be brought back?

>> No.5397978
File: 102 KB, 640x480, Screenshot_Doom_20190226_231006.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5397979
File: 302 KB, 2048x1816, 1551211286775.jpg [View same] [iqdb] [saucenao] [google] [report]

>Also Graf is talented programmer

>> No.5397983


>> No.5397990
File: 163 KB, 1920x1080, Marathon 2019-02-26 18-40-45-07.jpg [View same] [iqdb] [saucenao] [google] [report]

I tested

Is this game supposed to be dark as shit in unlit areas? I can't hardly see anything until I'm right next to it. Also is there a reload button?

>> No.5398000

Are you going to play Romero's megawad when it drops?

>> No.5398002

I guess Zandronum for multiplayer and some wads that require it? You have a perfect list otherwise

>> No.5398015


>> No.5398017

Also this game is kind of fucking hard, at least on normal, I just finished the 2nd level I think and I got ambushed and surrounded by 4 of the weird static ghost guys from above me and got murdered after I panicked and forgot about my new assault rifle.

>> No.5398025


>> No.5398034

Of course. I will play it with that ugly russian vasyan "HD" pack. I will make a letsplay on my channel and then tweet it to romero.

>> No.5398045

Probably will play it through once and then forget about it, it's what I did with the last maps he released.

>> No.5398050


I haven't messed around with AlephOne in a while, I think it's supposed to be that dark, there are brightness options as far as I remember. And no, you can't reload, you should probably empty your gun before an encounter if it's got low ammo.

Also, you punch very hard while sprinting if you do it right you are able to kill the green guys with just one punch.

>> No.5398052

better than brutal doom lets play. aw man wouldnt it be pimp as hell if he made it so it just kills you for using brutal doom like HDoom does?

>> No.5398054

I should make a script that does that for my mod.
Also one for Vasyanpacks.

>> No.5398059

There's Marshmallow, which is to Crispy what Crispy is to Chocolate.
Eternity Engine has some mods and things over GZDoom.
ZDoom for the few mods that require that over GZDoom.

There's a lot of other ones like CnDoom and ScoreDoom that I keep around mostly for novetly's sake.
Zandronum for non-shit multiplayer.

>> No.5398074
File: 156 KB, 1920x1080, Marathon 2019-02-26 19-17-22-94.jpg [View same] [iqdb] [saucenao] [google] [report]

this game is hard

>> No.5398075
File: 41 KB, 480x480, b7cdb8k2qzg21.jpg [View same] [iqdb] [saucenao] [google] [report]

I see a certain increase of "companion mods" recently. Which are your favorite and which one would you like to see in future, anons?

>> No.5398083

>Finely Crafted Fetish Film is a set of 7 boom-compatible maps for Doom2 with a focus on puzzles and unusual layouts.
Oh cool, puzzle maps.
>The maps themselves feature a mixture of puzzle and combat elements: block pushing, switch/elevator setups, monster manipulation, platforming, and some normal slaughter fights here and there.
>and some normal slaughter fights here and there.
God damn it Ribbiks

>> No.5398084
File: 17 KB, 349x279, 656.jpg [View same] [iqdb] [saucenao] [google] [report]

Japanese Community Project is really good despite the japanese Doom fanbase being pretty small.

>> No.5398091

RUINED FOREVER!!!!!!!!!!!!!! ;_;

>> No.5398094

unironically one with lammy lamb from um jammer lammy
>plays guitar
>used a chainsaw once
>was in hell once (in some versions of the game)
>she's a lamb, which are related to goats, which are related to some of doom's demons

>> No.5398106

Aleph One is set on 'dark' by default. There should be a 'normal' setting you want in the options. BTW Marathon 1 kinda sucks until the last quarter of the game. The other Marathon games are much better

>> No.5398114

None, they're autismal as fuck and the trend is mostly off the back of Undertale fanwank shit.

>> No.5398116

I always thought brutal friends seemed interesting. does that still get updated?

>> No.5398124


You've already lost.

>> No.5398127

You what?

>> No.5398128

I will never understand why they decided to cut all music from Marathon 2 and 3. First game had some pretty good tracks.

>> No.5398131

what is this clusterfuck of numbers?

>> No.5398134

A friend made a barebones version of a Combined_Arms guy/Artificer companion mod, and it might be kinda funny to turn that into a fully fleshed out companion thing.
But really friendly AI in Doom is usually a fickle thing and I prefer shooting demons myself.

>> No.5398139

By shit resolution settings.

>> No.5398141

Well I can tell you exactly why- memory issues. M2 was too big at the time and music had to be cut.

>> No.5398143 [DELETED] 
File: 49 KB, 500x500, IMG_20190210_222956.jpg [View same] [iqdb] [saucenao] [google] [report]

>Marathon 2 Title screen
>Catchy and badass song
>Actual game


>> No.5398152

Ah okay that makes sense then.

>> No.5398159

i wonder if bungie would ever make some special release of the trilogy with shit like extra episodes or cut content
unless they already did that
i heard the extra weapon in the officer's arsenal in samsara is a cut weapon that was on bungie's oni

>> No.5398162

It really depends how you do it.
If it's just a healer or has only melee attacks they work better in my opinion.

>> No.5398164

Bungie are a bunch of clowns now so I bet no

>> No.5398170

How about Marathon 4? Enough with that Destiny bullshit

>> No.5398172

An Arti companion mod that helps me kill demons and occasionally makes water cooler noises would be incredible.

>> No.5398174

Stick a blue blob on ratbuddy, give it water cooler sounds, job done.

>> No.5398180

Marathon isn't popular at all to warrant a 4th game and modern Bungie is a joke so it's probably better they leave the series alone.

>> No.5398181

NuBungie has 0 connection to Marathon so no that wouldn't happen. Marathon had its 20th birthday in 2014, the same year Destiny launched, and they literally did nothing to celebrate.

>> No.5398182

I'm kind of good with turret machineguns, where they stay put, I stay out of their line of fire, and I know to not shoot at their location.

>> No.5398184

Marathon 4 pay $60 for the game and then $60 2 more times for the expansions then buy our lootboxes and cosmetic dlc to support Bungie <3

>> No.5398192

Most they'd ever do is a shameless nostalgia plug as promotion for Destiny.

Probably would use Oni the same way.

>> No.5398204

And make the lore to completely go fuck itself.
One of the most impressive things about Marathon is how it narrated the story.
Destiny's lore is a clusterfuck and not in a funny way either.

Let's keep Marathon in the past.

>> No.5398205
File: 273 KB, 1920x1080, Screenshot_Doom_20180902_222204.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5398206
File: 229 KB, 619x597, 1523485957099.png [View same] [iqdb] [saucenao] [google] [report]

are you using texture filters?

>> No.5398213

This is the biggest reason why I don't want a Marathon sequel. They'd probably make Durandal a meme spouting redditor like they did with Cayde-6 in Destiny. Bungie has lost all sense of nuance over the years.

>> No.5398267
File: 334 KB, 1920x1080, Screenshot_Doom_20180902_222739.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5398283
File: 667 KB, 480x640, 1544029600913.png [View same] [iqdb] [saucenao] [google] [report]

Hey Kegan, if you're around got an ETA on Kustam for GMOTA?

>> No.5398285
File: 46 KB, 1104x884, Ricardoom Milos.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5398289

smol doom

>> No.5398305
File: 43 KB, 585x359, Call_it_GMOTA_because_everyones_collecting_gems.png [View same] [iqdb] [saucenao] [google] [report]

Can't say for certain, still got a lot of shit to do, need to finish up the last two knightmare mode monsters, which require some new sprites, player sprites for Kustam, including the shitty failed mimic and dark Kustam (That one's just a dark scaled sprite though) add his voicelines (I have them though, still need shitty mimic and dark lines), add picking up barrels for Kustam and Doomslayer, get shitty mimic doomslayer sprites, and dark doomslayer. Get Dark Blaz and shitty mimic blaz voicelines.
Then after that I'll need to figure out what's a good way to get the shitty mimics/dark clones to spawn within Knightmare mode. Then playtesting all of that crap.
I also need to add a few other things to knightmare mode but I want those to be a complete surprise, they're not as big as the other shit I've listed, thankfully
Sometimes I wonder if I bite off more than I can chew, but the GMOTA update after this will be a lot of smaller seeing as it'll just be adding Samson.

>> No.5398317

>captain kirb
fuck outta here faggot

>> No.5398334
File: 710 KB, 1920x1080, Screenshot_Doom_20180906_145422.png [View same] [iqdb] [saucenao] [google] [report]

just "summonfriend" whatever your favorite monster is

>> No.5398336

Sounds like it'll be awhile off, that looks like a lot to do. What's Samson all about? I haven't been keeping up.

>> No.5398342


>> No.5398346
File: 56 KB, 896x768, stop talking about swords.png [View same] [iqdb] [saucenao] [google] [report]

Small Kobold, gonna use throwing flasks, a crossbow and a retracting chainwhip. Big emphasis on brewing shit up on the fly for either extra ammo or HP. Though I say "brewing" it's just gonna be using a tool to fill up a meter and then triggering it at different levels of charge for different shit.
He'll also be able to drink any of the subweapon flasks he can get for other effects. Even if it hurts him a little, because he's a dumb Kobold and I think it's gonna be really funny for him to take a swig from a bottle of alchemist's fire and spew it out on monsters.

>> No.5398347
File: 162 KB, 1920x1080, 15500159007543.jpg [View same] [iqdb] [saucenao] [google] [report]

Why Brutal Doom is so ugly?

>> No.5398349
File: 46 KB, 444x517, 67547457.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5398353

Truly terrifying

>> No.5398364

As shit as it must be ingame, I kinda like how the screenshot here makes it look like it was from some crappy 90's gaming magazine somehow

>> No.5398380

I don't know, I thought that's just what the game looked like. I downloaded it off the aleph one site and played it as is.

>> No.5398389

HD textures are on by default. Normally I'd be against them but the game doesn't look very good without them.

>> No.5398391


i unironically thought this was

>> No.5398404
File: 1.30 MB, 1920x1080, spasm0055.png [View same] [iqdb] [saucenao] [google] [report]

Oh no.

>> No.5398410

Someone needs to make a Ricardo Baron

I'd argue the opposite, the high res textures look uncanny and out of place on the simple level geometry.
I mean, imagine taking Wolfenstein 3D and doing nothing with it but just making every sprite and texture 4K. Same 90 degree walls, same amount of frames and animation. It'd look really crass and hideous.

High resolution textures really call for high definition geometry.

>> No.5398432

Are there any good quake maps made specifically for bunny hopping and rocket jumping?

>> No.5398435
File: 389 KB, 1319x1387, siip huup.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5398437

HOW? How did you achieve such an unorthodox object in Idtech2?

>> No.5398440

honey i'm scared

>> No.5398442
File: 139 KB, 383x364, 1495857905969.png [View same] [iqdb] [saucenao] [google] [report]

This makes me really uncomfortable.

>> No.5398448

Marathon Infinity has pretty good textures, but M1 and M2 textures look like shit. I recommend leaving HD textures on but downscaling them in the options

>> No.5398464
File: 159 KB, 1920x1080, 15500159603020.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5398479
File: 705 KB, 1000x1000, 1515453871325.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5398487


Turn off mouse acceleration.

>> No.5398507
File: 449 KB, 600x900, 1472100586178.png [View same] [iqdb] [saucenao] [google] [report]

>that partially smudgy/blurry grenade launcher

>> No.5398515

>that grenade
Mark can't draw a simple cylindrical shape?

>> No.5398521
File: 278 KB, 494x373, untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5398524

He didn't draw that.

>> No.5398528

Holy fuck my sides

>> No.5398559


>> No.5398575
File: 1.39 MB, 1200x675, Desktop 02.26.2019 - [View same] [iqdb] [saucenao] [google] [report]

Fun with sorting errors! I tried making it work from other angles but it clearly needs some tweaking if it's possible at all, which it might not be.

>> No.5398583


Then who did, so I can yell at them

>> No.5398598

But will it work ingame?

>> No.5398609
File: 900 KB, 1920x1080, spasm0057.png [View same] [iqdb] [saucenao] [google] [report]

That is ingame. It does however need a sourceport with alpha support, and the bits where the corners meet are obviously fucky so it's a no-go.

>> No.5398623
File: 392 KB, 1920x1080, Screenshot_Doom_20190226_201347.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5398630

i've played doom for 20 years and i love obscure, bullshit, jank fps. first person shooters are my game. Having said that, i recall getting about half way through duke nukem 3d and just never finishing. I'm slogging my way through the first episode for the first time 15 years on Let's Rock difficulty and I am getting my shit pushed in. The shotgun blasts are pretty deadly and explosions just rip you to bits. I'm now dreading the game because i know there's a lot more enemy variety coming. I am playing the original dos version. Are there any obvious tips I am missing here? I feel like i am constantly low on ammo and getting ambushed at every corner.

The game is as good as i remember it but damn is it tough.

>> No.5398636 [SPOILER] 
File: 434 KB, 668x474, 1551240333128.png [View same] [iqdb] [saucenao] [google] [report]

got bored to day and decided to go through the 10 years of Doom on Doom world and got curious if there were more before 10

I got this

>> No.5398650
File: 51 KB, 800x450, 1549244422755.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5398657

Hey guys, does the original Half-Life count here?

>> No.5398671

I only know of the ralsei one, how many more of them did people make so far?

>> No.5398689

I hate Terminus.

>> No.5398710
File: 524 KB, 1765x991, zdoom_2019-02-22_10-42-05.png [View same] [iqdb] [saucenao] [google] [report]

I just recently finished Nihility: Infinite Teeth (#3 2016 Cacoward) and I absolutely loved the dark and foreboding atmosphere and horror-like architecture.
Can anyone recommend any other evil and spooky wads like Nihility? Preferably ones without any drastic gameplay changes.

>> No.5398713


>> No.5398727
File: 407 KB, 1766x991, zdoom_2019-02-22_13-15-44.png [View same] [iqdb] [saucenao] [google] [report]

Here's the only other screenshot I took while playing. Nihility had some really visually interesting sections.

>> No.5398740
File: 605 KB, 1920x1080, Screenshot_Doom_20190226_205856.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5398747

What's going on here

>> No.5398749

I found Void creepy but it does have the drastic gameplay changes you didn't want. I recall there was a horror style wad that was spooky but I can't remember the name. I'll look and see if I can find what it was for you.

>> No.5398756

Truly Lovecraftian

>> No.5398763
File: 28 KB, 320x200, DMGUYS03.gif [View same] [iqdb] [saucenao] [google] [report]

I've been thinking about making a mod featuring these guys. Each one could have a different combat style and weapon preference.
Since the player is usually the "green marine", there could be another "lonewolf" green guy that shows up sometimes.
Maybe add a medic too. He could be... White. iunno.

>> No.5398768

More like Escher, Lovecraft had piss all to do with that sort of cube.

>> No.5398783

it's lynchian you fools

>> No.5398786

I read somewhere else that Void might be up my alley, and I downloaded it earlier along with some others, but I'll definitely check that one out first.

>> No.5398787

human backpack

>> No.5398791

Reconstruction/Decomposition was the one. I thought it did a good job of being a creepy atmospheric wad.


>> No.5398803 [DELETED] 
File: 31 KB, 460x405, 1366949939963.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5398804

> summonfriend archvile
now i will have ALL the friends!

>> No.5398805

a dumb question but i'm on a new laptop and can't be bothered to download zdoom

a number of pk7s including the latest hideous destructor release aren't working in zandronum, is there an obvious issue i don't know about?

>> No.5398807

it's Kafkaesque is what it is

>> No.5398808

it's clearly kafkaesque

>> No.5398813
File: 469 KB, 1920x1080, Screenshot_Doom_20190226_205608.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5398824
File: 1.02 MB, 2560x1080, 1547957612133.png [View same] [iqdb] [saucenao] [google] [report]

I've noticed a lot of custom enemies unable to aim up or down lately, did something break in a recent update

>> No.5398831

Nihility is definitely one of the best wads in recent years.
Alpha Accident is slightly similar.

>> No.5398832

You idiots, it's Digiorno

>> No.5398836

Don't use anything 3.7.x, they're totally fucked and not worth the effort.

>> No.5398841

GZDoom has too many quirks that make it feel different to vanilla, IMO. And considering I don't play gameplay mods, I almost never use it.

>> No.5398846

Eternity is pretty underrated.

>> No.5398854

hey, what are the most impressive looking custom doom maps when it comes to lighting and architecture but no new textures or assets
I think sigil is looking pretty good
also has anyone here played doom death match back when doom was the halo of the era? how was it?

>> No.5398867

Most maps are boom-compatible anyway, and run a lot better on prboom+ than they do on the poorly optimized gzdoom.
Eternity has a ways to go but it's promising.

>> No.5398868

>The first three are not needed because the fourth one can be configured to have a classic look.
If someone intends to make a vanilla or boom map, but only tests in GZDoom (even if they have "doom (strict)" or "boom (strict)" compatibility presets on), theres a good chance for the map to break in chocolate/vanilla and prboom+, due to GZDoom not being anywhere near accurate enough to vanilla/boom behavior.

>> No.5398869

Ikr? It really does the most with the old alpha and beta stuff, and with no real advanced scripting, just DeHacked.
Really hope the author makes the other episodes some day.

Going Down is made with like 99% stock assets, and manages to look pretty damn advanced.

>> No.5398873

Yes, Zandybam is woefully behind with code. I don't think it even supports ZScript at all, which means no Hideous Destructor.

>> No.5398874

All I want in Eternity at this point is complevels, honestly.

>> No.5398880

zandronum is at zdoom 2.7.0 for the most part, with a few features ported in from later versions (+HIT*, PickActor, Warp, KILL scripts, and maybe a couple other things)
so no, no zscript, no anonymous functions, no A_Overlay in DECORATE

>> No.5398887
File: 801 KB, 900x720, made from local huge guts.png [View same] [iqdb] [saucenao] [google] [report]

Zandronum is at least half a decade behind GZDoom. Maybe the former will see another modding renaissance if it ever finally catches up, and that's a big 'if'. What the fuck are the devs doing?

>> No.5398890

Awesome recommendation. I'm playing through right now and really dig it so far.

>> No.5398892

what's the mod for those weapons?

>> No.5398895
File: 433 KB, 922x2074, ayy.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5398896

They're part of the DeHackEd patch for Nihility.

>> No.5398897

Doom is a horror game

>> No.5398901

oh I see, thanks

>> No.5398904

oof, thanks

>> No.5398909
File: 22 KB, 634x825, j.png [View same] [iqdb] [saucenao] [google] [report]

meaning behind the corn

>> No.5398910

It's a shame it's just one map long. I thought it was really good. There is a second map but it's nothing, you'll see.

>> No.5398912
File: 164 KB, 800x655, c kid 16.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5398920

Give it a try, it's a rock solid episode.

>> No.5398938

At this point, being behind is in some ways a strength, it's not consistently turfing stuff out with no legacy support and it's not rushing in features that are wide open for being exploited to fuck people's systems up.

>> No.5398950

Density's lore is pretty simple by sci-fi standards. It's just you need to do raids to get any relevant lore items, and you need to join a clan and interact with people for that
Now that Bungie separatd itself from EA I have hopes again. They were cutting down the unnecesary grind recently.

>> No.5398952

Being that far behind isn't any kind of strength. There's no reason to use 3.7.2, but 3.4.1 to 3.6.0 are easily workable with no major issues. Don't cut off your face to spite your face.

>> No.5398958
File: 127 KB, 800x655, c kid 17.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5398960

But would they teleport to you and perform special actions when idle?

Also is there any framework out there to work upon to make a companion (or a mod that is good to be used as one)

Where's that pic of Kustam puking ammo into the gun?

>> No.5398992

looking at the automap is cheating

>> No.5399006

Yes, there’s bias against it but they don’t usually stay here long

>> No.5399020

Though I'm not sure if optimization would be a good enough reason, Quake was in development hell and what we got was rushed. And yet it's still a good game. It would be neat to see something similar to Metroid Prime maps though.

>> No.5399028
File: 49 KB, 1920x1080, Screenshot_Doom_20190226_234813.png [View same] [iqdb] [saucenao] [google] [report]

c.kid plays operation

>> No.5399030
File: 30 KB, 268x329, 1364030209763.png [View same] [iqdb] [saucenao] [google] [report]

Half-Life is fine and dandy here. Goldeneye and Perfect Dark on the other hand get even less discussion.

>> No.5399038
File: 1.58 MB, 1920x1080, Screenshot_Doom_20190227_000322.png [View same] [iqdb] [saucenao] [google] [report]

now i see it

>> No.5399058

Definedly play Plutonia, if you haven't already. It's the best official wad, and still one of the best wads, that has aged like a wine. No Rest For The Living is also very good official expansion.

And here's the essential classics, that everyone should play:
>Memento Mori 1 & 2
>Hell Revealed 1 & 2
>Scythe 1 & 2
>Alien Vendetta

Here's some modern (post-2010) wads, that could be considered essential (imo):
>Almost everything that Skillsaw made (Vanguard, Lunatic, Valiant, Ancient Aliens)
>Back To Saturn X series
>Japanese Community Project
>UAC Ultra
>Dimension Of The Boomed
>Mayan Mishap
>Doom The Way id Did

Don't start with gameplay mods, so you learn to appreciate the real gameplay and encounter design.


>> No.5399059


>> No.5399062
File: 512 KB, 1920x1080, Screenshot_Doom_20190227_004353.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5399067
File: 1.05 MB, 1394x1608, FG.jpg [View same] [iqdb] [saucenao] [google] [report]

You don't have to be scared of new things you know; it looks fine. I'm not a fan of the GUI personally, and I'd prefer a centered gun, but I do quite like the lighting.

I never found it tedious at any point, if that makes you feel better.

I'm a big fan of atmospheric maps, and that's what FCFF has.
static.wire is also atmospheric, if you haven't played it. Really short, but really fun. It has a sequel called static.air that has too many slaughter areas for my liking, but is way more aesthetically pleasing.

Really do give FCFF a shot, though, if you haven't.

That sounds interesting, if it hasn't been done already. Give it a shot, anon.

Replying so I can check this out after this Civ game. It's gonna be a long night, boys.

>> No.5399068

magica d'sparil

>> No.5399082

Dude, you made a hypercube.

We need more 4 dimensional maps.

>> No.5399083
File: 608 KB, 1920x1080, Screenshot_Doom_20190227_004724.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5399086

>what are the most impressive looking custom doom maps when it comes to lighting and architecture but no new textures or assets
No Rest For The Living

>> No.5399087

How many strokes did you finish in?

>> No.5399094

Well playing, certainly, but was there anything particularly visually interesting with the levels? They looked kind of plain IMO

>> No.5399095

man of terminus i stopped playing to focus more on drawing c.kid to obtain validation from toaster himself also gotta learn how to sprite good to make idolmaster doom which i have put off for about almost a year to focus on getting better at drawing

>> No.5399096

HontE Remastered.
A GZDoom-ed up Doom 2 maps with lots of details and mostly dynamic light-based lighting.
All vanilla textures.

>> No.5399098

When are we getting a genderflipped H-Doom?

>> No.5399102

Can't hurt to practice. Will [email protected] feature any of the cute lolis?

>> No.5399104

Architecture was quite modern and very detailed.

>> No.5399106

i gotta get familiar with the newer characters and the Cinderella girls right now i only know about the classic 765 team gotta do research like the guy who played leatherface did in texas chainsaw massacre by hanging around and observing mentally handicapped people to be enthralled into the role

>> No.5399118

what >>5399058 listed, alongside
>Kama Sutra
>Plutonia 2 & Revisited
>Revolution! (TVR!)
>Speed of Doom
>Stardate 20X6 & 20X7
>TNT Revilution
>Unholy Realms

>> No.5399136

I think the Patriot AIs are malfunctioning

>> No.5399141

I really like the way you put that.

Vouching *strongly* for TNTR.
It sets out to replicate and pay homage to the style and feel of the classic TNT Evilution, which it mostly fails at, but the maps are very solid, and it kind of has its own style and atmosphere to distinguish itself (it even has a Bossbrain map that feels rather fresh and inventive, a prized rarity).
The best kind of fuckup you can do when doing a tribute is to make something that's good on all its own merits.

>> No.5399143

Saved this shit.
Should we make/add this to an infographic?

>> No.5399151

I've never noticed this, omg.

>> No.5399164
File: 167 KB, 960x540, Valhalla.png [View same] [iqdb] [saucenao] [google] [report]

This pk3 is epic.

>> No.5399165

Wonder when it'll be finished? The Plutonia Guidlines are spot-on by the way.

>> No.5399170

It's probably not for a long while, I'd say.

>> No.5399194

I don't get it.
What's so funny?
Who is that dude?

>> No.5399202

were you under a rock when the jake paul thing happened last year

>> No.5399204

Bad youtuber Logan Paul, who did a video in the Aokigahara suicide forest in Japan where his crew found the body of a victim and he used it as clickbait. It did not go well, to say the least.

>> No.5399212

For some reason I'm always completely Out of the Loop on things like memes or irl news.
I really don't understand how everyone seems to know about everything.


>> No.5399219

I guess if you don't pay attention to any news at all - TV, websites and youtube, it might be easy to miss that shit.

>> No.5399229

>Should we make/add this to an infographic?

Should be added for megawads:
>Hell Revealed 1 + 2
>Plutonia 2 + Revisited
>TNT Revilution

Should be added for level packs:
>Mayan Mishap
>Dimension Of The Boomed
>Stardate 20X6 & 20X7

Others (not included in the infographic) I haven't played yet, so I can't yet judge them. Icarus I played, but it felt kind of dated from both looks and gameplay.

Actually I think that maybe the commercial wads such as Plutonia, Evilution and No Rest For The Living should be included there too, so that newbies wouldn't skip them.

>> No.5399232

Oops, Plutonia 2 was there. Should have looked, before I made the post.

>> No.5399235
File: 996 KB, 1080x1068, 1551081774146.png [View same] [iqdb] [saucenao] [google] [report]

I'm playing Unloved for the first time. It's spooking me good lads. I just finished the area where you get the blue key with all the clowns on the walls and the mummies from Heretic everywhere.

>> No.5399236

I don't have any graphics skills.

>> No.5399239

I'm waiting, if someone has graphic skills. And skills to write those small descriptions.

>> No.5399248
File: 30 KB, 482x436, CC.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing through DOOM II for the first time in years
>couple levels a night
>'Bout a week in
>Have one save that I default on
>Playing a custom WAD
>Room w/ three archviles
>Accidentally save over my main D2 save
>It was the only one I had

That took a week
Archviles ruined my DOOM II playthrough
Hold me

>> No.5399249
File: 30 KB, 648x595, .png [View same] [iqdb] [saucenao] [google] [report]


>> No.5399250

Just warp to the map you were on and summon what you had at that point with the console.

>> No.5399329
File: 2.52 MB, 1920x1080, Screenshot_Hexen_20190227_134827.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5399339

How many parts of the puzzle do you have to unlock for this?

>> No.5399345

you got a project page somewhere?

>> No.5399380

I can definitely admit that Icarus doesn't exactly fully hold up. Though I kinda put that to the fact that TeamTNT kinda rushed it out the door.

>> No.5399393


>> No.5399397

What are some Doom mods where I can use a sword and a shield?

>> No.5399440

Hideous Destructor but for Quake 1, Q2 and UT99.

>> No.5399463

Looks like something outta the original Deus Ex

>> No.5399493

Ugly as sin (a mod that adds features to hideous destructor) has some enemies with flashlights that somehow don't kill performance, they're not particularly graffix-y though.

>> No.5399498

Why? Darkplaces is bad if you want to play quake properly, but when its a game built from the ground up for the engine what's the issue?

>> No.5399512

That's pretty much what I have.
Choco for old vanilla wads
Crispy for casual play
PrBoom+ for anything that chugs on gzdoom
GZDoom for modern doom mods
ZDoom for mods that need ZDoom features that graf refuses to add to ZDoom for some reason
Zandy for multi

I also have the chocolate versions for heretic, hexen and strife but those obviously have limited uses.

>> No.5399519

Has anyone ever tried to make faithful voxel models for enemies?
What tool should I use if I want to try? The tools I saw recomended have some size restriction that would make it impossible to voxelize some monsters (like Barons)

>> No.5399527

>ZDoom for mods that need ZDoom features that graf refuses to add to ZDoom for some reason
Excuse me what

>> No.5399531

What are the issues with Darkplaces anyway? I use Quakespasm since I followed the guide.

>> No.5399535

I wish someone would rescue the anime girls from that godawful call of duty mod. I just want to blast demons with anime girls and not have to use awful 'real' weapons with ugly model-sprites.

>> No.5399538

They were amazing maps, much better than those neon coloured, Unreal type levels with shitloads of chaingunners and revenants.

>> No.5399543
File: 126 KB, 632x566, temporarefieldo2.png [View same] [iqdb] [saucenao] [google] [report]

La Armorsmith Girl

>> No.5399547

>Goldeneye and Perfect Dark on the other hand get even less discussion.
it's for the best. goldeneye is practically the tank controls argument of retro FPSes.

discussion always devolves into whether or not the games have aged because modern console shooters use a better control scheme now and grognards/boomers/etc. who're insecure about feeling old come out of the woodwork to defend their nostalgia because it's what they grew up with.

>> No.5399550

Darkplaces is an engine that "can run quake".
Its physics are slightly off which turns some tricks/secrets that require precise execution (also some jumpmaze maps) unbeatable.
It fucks up shadowmaps for some reason, resulting in wonky shadows with missing bits and pieces that have been randomly placed somewhere else nearby (very noticeable in some places of Arcane Dimensions).
Not nearly as well optimized as other Quake engines.

It's kinda like "GZDoom but for quake" in a sense, except for the fact that anything (except graphically) done for it can also be done for any other Quake engine, except the code for other engines is relatively well compatible unless it touches on limits of engine (only AD did that), while anything done for DP will be incompatible with anything else.
So while GZDoom has more positives than negatives for modders, DP is the opposite. It's only popular because "muh graphics" and it can be distributed around without being tied to Quake in any way.

>> No.5399556

I'm not scared of 'anything new'. it just looks like a bad unity game.

>> No.5399567
File: 134 KB, 1920x1080, Screenshot_Doom_20190227_172604.png [View same] [iqdb] [saucenao] [google] [report]

I meant GZDoom obviously, there's a few mods that NEED ZDoom because it has features graf never implemented into GZ.

>> No.5399571

Do explain what these feature are, anon. I doubt there's anything exclusive to ZDoom itself.

>> No.5399581


>> No.5399594

So people play it with filters and alt HUD to hide the poorly done HUD, ms paint blood and shit like what enemies look like if you grab them.
BD is highly praised by people who give the mod slight changes to make it less worse than what it is.

>> No.5399595
File: 48 KB, 750x779, Reloading.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5399598

From a mod praised for "feedback".

>> No.5399606

Has anyone ever remade Doom as a Build Engine game?

>> No.5399607

Actually, yes.

>> No.5399609

Huh. I kinda meant as a full on item inventory, environment affecting etc. way but that's still real neat that someone was able to port it

>> No.5399623

>[2-8] XLEngine on Github
Has someone here EVER tried to contact the guy about it?

this one should be everywhere, i still want to make some good shit on Dark Forces

>> No.5399638

Not that dude but whatever the fuck it is that Lilith exploits to work as intended, Graf would go out of his way to never support that shit out of spite.

>> No.5399640

the last update was in 2017 lmao.

>> No.5399643

Lilith makes use of bugs that were present in an older version of ZDoom, not features.

>> No.5399654

Why there are bulletholes staying in the air? Are monsters implemented as walls?

>> No.5399659

A lot of GZDoom mods that have stopped working along the way, especially with 3.7, have been due to things he's decided are bugs or unintended after fucking years of them being used in mods.

>> No.5399667

>Why there are bulletholes staying in the air?
it's the future.

>> No.5399672

I don't fuckin' know. I'm neither a programmer or a Build engine modder.

>> No.5399678

No, Lilith intentionally used known bugs to achieve its effects. They were never intended features of the source port. It's not the same as people's workarounds for missing/dysfunctional features being broken because proper ways of doing those things were added.

>> No.5399684
File: 43 KB, 1000x457, Skullasma2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5399703

So in this instance you don't like it because shadowmaps.

>> No.5399704
File: 2 KB, 125x125, 1551262310437.jpg [View same] [iqdb] [saucenao] [google] [report]

plz no wendigo

>> No.5399724
File: 131 KB, 1024x768, shot84.jpg [View same] [iqdb] [saucenao] [google] [report]

>Hideous Destructor but for UT99
It's not exactly what you are asking for, but you might want to take a look at this - https://www.moddb.com/mods/nights-edge

>> No.5399726

Cool cool

>> No.5399742

The one whose sprites is used in AA?
Because there Arachnotron also had some new sprites there.
There's also that Arachno-tank set too.

>> No.5399754

You can't have a fixed sorting of that object that will work for all angles. You need a bsp tree or something equivalent.

>> No.5399767

Any suggestions for Quake 1 map packs? I played Arcane Dimensions, Rubicon Rumble Pack and Rubicon 2 and enjoyed those.
I'd like more good maps like that

>> No.5399769

Try recent map jams

>> No.5399798

speaking of quake. why is there like only 1 explosive block in quake 1 and it's right there in the first level then never again there might have been like 2 others but hell if I can remember, anyways why were they so rare?

>> No.5399806

If I set a monster as +PUSHABLE, I should be able to shove the guy around, right? Even as he bites me in melee?

>> No.5399834

Travail, Soul Of Evil, the ikspq series
That should take like 10 seconds to test out yourself

>> No.5399912

I don't think Hammerites would approve.

>> No.5399916

How would it look if you threw some textures on it? Also, what would it be like if it was enclosed rather than a frame? Neat object, cool job there.

>> No.5399921

I think this effect can be recreated in GZDoom with some portals and maybe additional fake object.

>> No.5399931

Is there a way to bind a key for quick melee for D4T on console?
MetaDoom is the one mod i know had a keybind in the controlls menu that left you put a key for quick melee.

>> No.5399936
File: 201 KB, 861x929, 1550904933820.jpg [View same] [iqdb] [saucenao] [google] [report]

I just finished Unloved lads. The first 2/3 of it was great. The last part was god awful with constant slaughter. That shit was not fun at all, I just wanted every encounter to hurry up and be over with. All in all I liked it but due to slaughter I will never play it again.

>> No.5399937

Also, i think the cause of this may have something to do with Doom Incarnate and me messing with the key bindings for its melee.
Because when i switched to TrailBlazer, i couldn't do a quick punch, so Q (Which i used for the punch) is now for throwing the machetterang.

>> No.5399939

Also, what is "GIMBOSTRATUS"?

>> No.5399940

You should play the Unloved 2 demo next. It's not complete, but what's there is pretty good & polished. There's just nothing to do after you get the red key IIRC.

>> No.5399943

It's a mix of "Gizmo" and "Nimbostratus" (a type of cloud)

a leftover bind for gunk aster

>> No.5399947

What did you think of the ending?

>> No.5399956

They just forgot them
Quake II had loads of exploring barrels

>> No.5399976

>Development was rushed
>Explodeboxes only really fit idbase levels and don't have an equivalent model for wizard/metal/runic
>Rooms tend to be small enough that the extremely damaging explosion box splash is more effective than intended
>After the first bit of each episode the player usually has a large supply of their own explosives at all times

>How would it look if you threw some textures on it?
The same thing, but with proper textures instead of dev textures?
>Also, what would it be like if it was enclosed rather than a frame?
Wouldn't work at all, as the way it works (for the rotating version in the webm and that shot, anyway) is the 24 'inside' faces are one entity and the outside 24 are another, and the inside entity is rigged it always draw in front of the outside due to Quakespasm's handling of multiple entities with alpha fields. That's not how the earlier image worked, but I guess it could still be kludged somehow.

Quake doesn't have portals like Unreal or some Doom ports, otherwise I'd imagine you'd see a lot more impossible spaces in Quake maps.

>> No.5399997

I didn't get it. I thought it had something to do with a baby while I was going through it because of the part with the crib, then all the cultists, and the graveyards. Thought maybe a kid got sacrificed or something. I don't know.

>> No.5400004
File: 340 KB, 1003x602, temporarefieldo.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5400023

Is this the place to discuss Descent?
I'm struggling with the second third of the game, I'm up to level 12 and the hitscan machine gun enemies and the seeker missile tanks are a showstopper.

>> No.5400073
File: 498 KB, 1920x1080, Screenshot_Doom_20190227_133143.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5400096
File: 1.11 MB, 1920x1080, untitled2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5400136

i'm still looking out for priestess mommy from goblin slayer

>> No.5400137

Thanks for the response. I was just curious if non-dev textures might be able to hide the clunkiness of the vertices movement as it animates. I figured that was the case on the second question, but was still curious. Very neat idea and execution, even if it goes in the scrap bin. Thanks for sharing, anon.

>> No.5400154


>> No.5400175

like to see:
Daisy (the one with guns)
Fem!Heresiarch (someone did the sprites, which are meh, but could be tweaked)

>> No.5400178

Nevermind, i used Zoom because apparently that's how the punch is coded i guess.

>> No.5400194

Uh, you're welcome, I guess. It's literally nothing, this is what I do because I'm not imaginative enough to make actual maps.

>> No.5400202
File: 372 KB, 1920x1080, Screenshot_Doom_20190227_135634.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5400220 [SPOILER] 
File: 816 KB, 495x1192, 1551306146927.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5400230
File: 690 KB, 1920x1080, Screenshot_Doom_20190227_143758.png [View same] [iqdb] [saucenao] [google] [report]

they gave her the big ass

>> No.5400237

Hey wait a minute if hellshot is supposed to be good then where is Mashmouth, Hissy and the other skulltag people

>> No.5400238

Is jumping intended for the Spooktober wad? I can't find a way up onto the upper ledge in the first level without jumping.

>> No.5400241

i know the girl is from la tailor girl, but what is that interface? this mod seems neat

>> No.5400243

Hellshots Golf. Fun mod to play with friends.

>> No.5400250

Why are her eyes skin colored? And why does she look like an edit of the princess from Shrek?

>> No.5400257

thank you so much anon!

>> No.5400261

im not sure ask terminus he made the waddo he's the wad expert

>> No.5400262
File: 2 KB, 144x141, Sprite-0005.png [View same] [iqdb] [saucenao] [google] [report]

speaking of skin colored eyes i gotta make sure to get better myself

>> No.5400281

Yeah she kinda does look like Fiona from shrek.

>> No.5400309

Okay, that Pumpkin Head map in Spooktober was an awful pile of shit. I hope there's nothing else like it in the rest of the wad.

>> No.5400340
File: 671 KB, 859x486, ohhh she rikey rong time.png [View same] [iqdb] [saucenao] [google] [report]

thats a real qt sprite grill

>> No.5400350
File: 241 KB, 671x720, 1430635844408.png [View same] [iqdb] [saucenao] [google] [report]

it's not i gotta work on capturing the essence of shibuya rin

>> No.5400365

either way Id vaginally devastate them if you catch my drift /B)

>> No.5400404
File: 23 KB, 475x416, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah uh well the JERK store called, they're running the out of YOU.

>> No.5400409
File: 608 KB, 1920x1080, Screenshot_Doom_20180827_223153.png [View same] [iqdb] [saucenao] [google] [report]

then i must be doing it right

>> No.5400438
File: 2 KB, 24x43, DLC1A1.png [View same] [iqdb] [saucenao] [google] [report]

ol c kid

>> No.5400441

nice, download?

>> No.5400452


>> No.5400461

I loved goldeneye & PD back in the day, but i couldn't go back to the old controller layout after trying them emulated with WASD+mouse, its like the shackles have been taken off.

>> No.5400534


>> No.5400582

can someone inform me about c kid, i look up the name on google but got no definitive answer

>> No.5400583
File: 34 KB, 449x368, image.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5400602
File: 321 KB, 1074x1920, the kid.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5400607

just a fan art character? i was hoping there was a wad or mod they starred in

>> No.5400609
File: 114 KB, 1920x1080, Marathon 2019-02-27 20-41-04-00.jpg [View same] [iqdb] [saucenao] [google] [report]

How the hell do I get this elevator to go up, I've tried googling it and the two guides I found don't say anything about actually starting it.

>> No.5400612

Isn't he from Radys Class Mod?

>> No.5400618

Some fag's OC that he forces here constantly. https://forum.zdoom.org/viewtopic.php?f=19&t=48767 if you want the mod.

>> No.5400620
File: 352 KB, 1920x1080, Screenshot_Doom_20180904_214010.png [View same] [iqdb] [saucenao] [google] [report]

yeah he's in mods
he started out in one

>> No.5400638

Who is Rady?

>> No.5400639

nvm im a fuckin retard

>> No.5400641

What is his purpose

>> No.5400646

>He forces here
Actually the creator of C kid is a Japanese guy that keeps to himself. That poster there in the ZDoom forum just reposted his mod there.
As for the person who spams him here constantly, I'm pretty certain it's the same drawfag trying to make that idolmaster mod and frequently posts his half-assed art here without much sign of actually trying to improve.
There's also that one spastic that follows him and chimps out and often derails the thread from his mere existence.

>> No.5400649


>> No.5400650

Yep, and the current codebase is still based on a 2013 build of ZDoom.

>> No.5400651 [DELETED] 

Telling on yourself immediately, huh?

>> No.5400656

>chimps out and often derails the thread from his mere existence.
Looks like you're doing that right now.

>> No.5400661

Can you really deny that his art is low-effort and has stayed roughly the same quality as long as he's posted? Just look at it, it's plain as day. He's not mentally challenged, he doesn't need pity compliments.

>> No.5400662 [DELETED] 

Fuck off, Sorielfag.

>> No.5400667 [SPOILER] 
File: 18 KB, 81x126, 1551320011228.gif [View same] [iqdb] [saucenao] [google] [report]

Well the sprite refining for Daina progresses
slowly but surely

>> No.5400683

I don't even think he posts his drawings that much here.

>> No.5400689

I hope that's not the walk loop because it's very obvious it's being reversed back and forth. I'm guessing you're trying to save on frames drawn, though.

>> No.5400696

Well what about the guy who draws la tailor girl? Have you seen his drawings? They're nothing but chicken scratches like that other drawfag also.

>> No.5400698 [DELETED] 

Don't engage him.

>> No.5400706

is that marathon 1?

>> No.5400708 [DELETED] 

fuck you

i am allowed to post my thoughts on content being posted here
i am allowed to post my opinions on people's artwork
you are not the thread cops, you are not a fucking moderator, you do not control the flow of discussion, stop trying to shit the thread up with your attempts at policing the discussion

>> No.5400716

In his defense the walk cycle won't be noticed by many seeing as it's a GZdoom mod and multiplayer is a bitch to do.
I think it suffices. Though if it was more commonly played in multiplayer or if that was the walk cycle for an NPC, then it could do with some refinement

>> No.5400718

Judging from the weapon sprite in the HUD, yes.

>> No.5400721 [DELETED] 

>i am allowed to post my thoughts on content being posted here
>post deleted

>> No.5400741


Yeah Im limited to 4 frames, anymore would be very annoying to work with as theres ton of outfits

I can try tweak it some more but its still gonna be 4 frames limited

>> No.5400743

is it possible to make more frames of walking animation than 4?

>> No.5400752


Yes, but its tedious with LTG's mechanic changing the sprite every outfit

>> No.5400757

Unloved was fantastic but I remember the slaughter got really tiring. I'm replaying it now with High Noon Drifter to see if that makes it any better

>> No.5400783

thanks, i think i remember this wad author making something for zdaemon once

>> No.5400786

I wouldn't worry about it. I think the walk cycle is fine, and you have a shitload of frames to do, most of which might not even be seen.
But I know the feeling of wanting to make nice player sprites. I've done the same and will probably continue to do so.

>> No.5400817

They probably felt it would look like a jumbled mess, due to true 3D geometry

>> No.5400819
File: 144 KB, 1920x1080, Marathon 2019-02-27 22-42-25-75.jpg [View same] [iqdb] [saucenao] [google] [report]

yes and I'm retarded again

I inevitably end up falling into these big dead zones and have no idea how to get back up, I don't see any switches and if I'm on the lower level and walk out into them the door closes behind me and I can't get back in. I've died here 4 or 5 times so far from running out of oxygen trying to figure how to get out.

>> No.5400824

Slaughter gameplay is pretty standard when it comes to Ribbiks.

>> No.5400841

there is a tunnel in the middle that leads to an elevator

>> No.5400843

An easy to use and extremely simple to implement automap comes straight out of doom's geometry restrictions. For quake it would be both harder to implement, and much less useful. Also iD was pretty minimalistic.

>> No.5400848
File: 36 KB, 159x131, Mr Marathon Avatar.png [View same] [iqdb] [saucenao] [google] [report]

go to the right of D.S control and there is a hallway, also are you ever down to play some Marathon Netgames?

>> No.5400849

Haven't seen much mention of it but I've been enjoying this mod called Champions lately, gives random monsters different special abilities

>> No.5400859
File: 7 KB, 106x118, 1547765619300.gif [View same] [iqdb] [saucenao] [google] [report]

it's just Isaac style monster suffixes.
colorful hell has a much better variety.

>> No.5400870

I doubt it will. Maybe Russian Overkill would make the slaughter bearable. That mod is so stupid I can't stand to use it though.

>> No.5400879

It's more impressive on the backend in my opinion, the shit that it does to make everything compatible and bootstrap the abilities in is very neat.

>> No.5400891

guys deimos has just disappeared from the solar system entirely. have you seen it?

>> No.5400901

How is the Dakka mod for Doom so balanced to just chill? It's perfectly overpowered to the point where I don't have to try at all or think but I'm not bored either.

>> No.5400904


>> No.5400907

Yeah, it is in my cousins ass.

>> No.5400913
File: 541 KB, 1920x1080, brutal doom and monster entities.png [View same] [iqdb] [saucenao] [google] [report]

Yeah it's been posted about here before, can't recall if the author posted here too either. Anons came across funny problems like Brutal Doom turning toilets and even players into champions due to the mod tagging all kinds of things as monsters before some compatibility fixes came out.

Overall it's not bad if the gameplay mod used isn't compatible with a monster mod.

>> No.5400919

Should clarify that it was BD tagging not-monsters as monsters, not Champions itself.

>> No.5400927

He took a really good core concept and ran with it, adding a lot of cool features along the way.

The Scrappers are easily one of the best chainsaw replacements of any mod.

>> No.5401007

Make the forward-stepping leg lift up more, while other one keeps steady on the ground. That would add 2 frames, but for the most part you'd be able to quickly frankensprite them onto (or rather behind) any sprite.

>> No.5401009

i guess my screenshot will never die

>> No.5401012

The green toilet gets me every time.

>> No.5401017

i'm sure if i had more misfortune back when that whole thing occurred, i could've encountered a teleporting toilet, but the hulklet will forever live on

>> No.5401023

It's overpowered "just right" beause of several reasons:
The core roles of the weapons are still the same
Weapon damage is not randomised, and is based on maximum theoretical damage output of the base weapon - so they are not "truly" overpowered, but instead just operating at their maximum capacity.
Instead Firerate is increased (and SSG still has to reload, but now shoots twice).
Also really nice unobtrusive HUD.

>> No.5401040
File: 19 KB, 800x655, rin 40.png [View same] [iqdb] [saucenao] [google] [report]

now i will start on [email protected] doom

>> No.5401046
File: 42 KB, 960x960, 1530824080262.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Ancient Aliens on Ultraviolence really challenging, or am I just bad at Doom?

Ive been trying to beat all the maps in one go without quicksaves, and I'm currently stuck in Map 5. I dont know if it's just me being stubborn with my playstyle trying to do things too fast without actually having the mechanical skill to pull it off, or if the maps are intended to be grinded through by killing most enemies. In that one map at least, it's so heartbreaking to die close to the end.

Should I use quicksaves? Should I stop trying to be fast and just grind it out more methodically?

>> No.5401054

It's a slaughterwad so yeah it's definitely going to be challenging on ultra-violence. Just do whatever you feel you need to have fun.

>> No.5401090

UV is meant for coop.
Play on HMP.

>> No.5401096

>Ancient Aliens

>> No.5401102

>UV is meant for coop.
You do realise coop has its own flags, right?

>> No.5401105

>he doesen't know

>> No.5401107

yeah it sucks.
i played through the first episode with finaldoomer and did NOT enjoy resetting after being dropped into multiple monster pits.

>> No.5401119

In the latest Dakka release the walking movement speed has been lowered a bit. I downloaded Slade because I would like to change it back, however I've never messed with a mod before so I don't know what to do. What do I change after I open it to go back to normal movement speed?

>> No.5401127

Know what?

>> No.5401142

It IS back to normal speed. Before it was a bit too high, with regular running speed being an equivalent of constant SR50, and DAKKA-d SR40 being even faster than that which breaks some maps.

>> No.5401161

dakka-0.10rc-2019-02-24? It most definitely feels slower than normal when walking, not running. Unless every mod I've played lately has faster than normal walking speed and I've just gotten so used to it it feels slow. Those mods would be Weapons of Saturn, Led's Generic Weapon Mod, High Noon Drifter, and Combined Arms.

>> No.5401181

Walking is slower, in DAKKA for precision, but running was way too fast in prior versions.
Anyway, why would you be walking in Doom?

>> No.5401186

Playing spooky maps and they often have cramped areas. I need to go slower sometimes but not that damn slow.

>> No.5401190

Are there any good cheesecake mods out there? As much as I love LaTailor girl I don't think it'll ever get updated again.

>> No.5401193

>I don't think it'll ever get updated again
>author posts update on this very thread a few hours ago

>> No.5401203
File: 19 KB, 128x128, 1505119351858.png [View same] [iqdb] [saucenao] [google] [report]


I just saw the posts, disregard my post. I'm hype again

>> No.5401214
File: 1.91 MB, 599x334, Meanwhile on Earth.gif [View same] [iqdb] [saucenao] [google] [report]

I'm working on making my mod a lot more balanced than it was in previous versions, should I be afraid of alienating casual players if I make UV and higher hard as fugg?

>> No.5401221

amp up UV as much as you like
as long as HMP remains mellow enough

>> No.5401226

Make additional difficulties instead.

>> No.5401236


I made 3 nightmare variations (none of which have respawning enemies) but nobody uses them it seems. Most of my balance changes are going to be universal across all difficulties (generally concerning ammo and health pickups) so i'll be just counterbalancing them on everything lower than UV to leave them relatively unchanged.

>> No.5401239
File: 92 KB, 640x400, 1551072222366.png [View same] [iqdb] [saucenao] [google] [report]

What's the mod like?

>> No.5401248

Its Heretical Doom. Basically I'm trying to make stockpiling much less possible, and making the more powerful stuff cost a lot more (especially the tome of power.) With the changes I've been making, even vanilla monsters feel good on the Nightmare equivalents, and Colorful Hell feels a lot harder than it was. Also I'm trying to make that chicken powerup less goddamn esoteric.

>> No.5401251

Is it documented anywhere how many times a weapon has to call A_Raise/A_Lower before it fully deselects or selects? I can't find anything about it.

>> No.5401267

Oh, yeah I play that mod a good bit. One thing that really confuses me, why do you gain experience for picking up ammo and not for killing monsters? I've always tried to be economical with my ammo and not grab things if they'll be partly wasted. Instead here I have to pick everything up if I want to level up. Pickups being a little brighter would be good too. They're not hard to see or anything, just a personal thing. I like a bit more glow to items.

>> No.5401269

UV should never be designed to appeal to casuals. Thats what HMP and HNTR are for.

>> No.5401278
File: 20 KB, 251x270, bpack.png [View same] [iqdb] [saucenao] [google] [report]

I can't unsee the smugpack, fuck

>> No.5401284

fuck you, you made me see it

>> No.5401291

Go for it.
UV is intended as hardest, and Nightmare! was just a joke which turned out was suitable for advanced speedrunning pros to flex with. If you want to make UV hard, then that's proper.

I agree.

Dario Casali once said that he designed Plutonia to give him a hard time on Ultra-Violence, and that he would go back and redesign a level to make sure it consistently would.
He also said that he has no sympathy for people who complain that Plutonia is too hard on Ultra-Violence, and that maybe they should play it on Hurt Me Plenty, or go play TNT Evilution first, before trying playing Plutonia on Ultra-Violence.

People think that because the original game isn't actually very hard on the fourth skill setting, that this means that playing skill setting four is mandatory, when in fact, skill settings exist for a reason, and some authors WILL make use of them, even if some may not.

>> No.5401298

There's casuals and then there's decent players. Casuals will play on HMP. Decent players are too prideful and will play on UV no matter what, even if the wad is too difficult for them to play without frustration.

>> No.5401314

I can see a smug cartoon dog,

>> No.5401318
File: 3 KB, 184x215, smugpackL.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5401321

Can you re-implement that autoaiming behaviour Ethereal Crossbow has?
Basically put the side bolts autoaim on separate targets from Left/right toward the centre including full vertical aiming.
This makes the Crossbow be effective both against group of enemies and against a single target at medium range since all the bolts would autoaim on central target if there is none to the sides.
Sadly most mods that try to mimic heretic completely ignore that making the spread static, and therefore make crossbow less fun and effective.

>> No.5401331

Originally it was done to make it so monsters were completely separate from me mod, and so that it could be done in each IWAD and with other monster packs without needing to adjust anything in the monsters themselves. I could probably go back and requite it at this point to be based off of monsters, but I feel its a bit of a unique twist. If you find yourself over-picking up ammo, the Krater collects any excess mana into a pool and then can be used to refill all your ammo for each weapon. The brightness is actually something that broke in newer versions of gzdoom, Reikall put in some awesome work on his voxels and lighting them up but now the lights dont work on voxels anymore or something. He hasnt been able to find a fix and pretty much gave up on it, so until we figure it out they'll be kinda dull :(


Yeah, I agree. The mod has gotten such a reputation for being OP as fuck, so I'm just worried I might end up driving away some of the people who like it. Who knows, I might even make a way to completely revert the nerfs on the bottom 2 difficulties or something. 2 easy, 1 normal, 3 hard, and 1 fuck you difficulty I feel should round it out nicely.

>> No.5401340

Have you tried the altfire for the crossbow in single bolt form? It fires the main bolt from the OG crossbow, and is just as accurate as it used to be. It doesnt fire the side bolts as well, but the damage is considerably higher making it a good medium/long range mode for the weapon while primary fire keeps close range covered.

>> No.5401343

>The mod has gotten such a reputation for being OP as fuck
All the more reason to make hard mode harder.
Optionally just make it a new difficulty altogether, replace Nightmare!, nobody plays mods with Nightmare! anyway

>> No.5401346

I'm interested in recreation of that paricular crossbow mechanic.
Unfortunately i am not knowledgable enough to do it myself, and nobody else seems to even bother with it.

>> No.5401359

Here's a pastebin of the difficulties from the most recent release: https://pastebin.com/6SXqpLVA

The hardest ones are pretty up there, Madman/Sorcerer/secret are all Nightmare equivalents with no respawning monsters, but also no infighting as well as above average aggressiveness. I usually played on Madman myself, and I guess I always considered it UV in all but enemy spawn numbers. Playing the secret difficulty with Colorful Hell or any mod with strong hitscanners is crazy though is a testament to pain tho.

>> No.5401381

I mean, I didn't know dick when I started 2 years ago. I just didnt want to see Brutal Heretic die and offered to pick up the project as a learning experience. I might still suck, but I feel like people are watching me suck a bit less with each release. I know lots of people would love a vanilla+ mod for Heretic that keeps a lot of the original feel for different weapons while giving quality of life improvements, so I'm sure you'd pick up interest if you tried it.

>> No.5401397

FPF_AIMATANGLE in A_FireCustomMissle/A_FireProjectile.

>> No.5401405

I know of that, what I mean is implementing side-bolt autoaiming even if autoaim is turned off in the options - this function does not work without it.
My idea was to make sidebolts home onto one target during one initial frame of their fire then fly straight.
However IDK how to implement target sorting from outside inwards, from one side to the other, since GZDoom homing functions sort from inward outwards.
If it is not done, then they will always home in on the target within sights first instead of homing onto the target to the sides first like original does, not to mention they dont aim vertically all that much.

>> No.5401421

fuck fuck fuck

>> No.5401424

Yes well, that's not specific to Heretical Doom. The side-bolts don't autoaim in vanilla Heretic if you have autoaim off, either.

>> No.5401427

except in vanilla heretic you COULDN'T turn autoaim off :P

>> No.5401429

Forced autoaim flag when?

>> No.5401432

Or better yet, autoaim for separate projectiles.
That would make implementing that mechanic as easy as a single line.

>> No.5401434

Is it okay to run past most enemies in Doom? I keep running out of ammo when I try to kill everyone in the level

>> No.5401437

Are you missing some secrets? Some levels are balanced around you finding secrets for ammo/health

>> No.5401440

Missing about 70% of them consistently

>> No.5401441

Are you using any mods? some of them produce visual clutter that makes ammo harder to spot

>> No.5401443

>Its Heretical Doom.
Oh hay, 1.3 is fucking cool.
I don't think you've made any serious fuckups with it, it can be a bit of an information overload but the level stuff with 1.3 helps a bit. Might help to expand the help stuff to be a bit more comprehensive like Dakka's is but people might still miss that somehow.

Also slightly nitpicky but I edited on +WEAPON.NO_AUTO_SWITCH to your FlechetteTosser so it didn't take precedence over the gauntlets when picking them both up.

>> No.5401447

vanilla on prboom

>> No.5401451
File: 144 KB, 100x100, 1514431011154.gif [View same] [iqdb] [saucenao] [google] [report]

Zombies will be where you get most of your ammo. There's a lot of ammo pick ups through out all of Doom1 and 2 but zombies, shotgunners, and chaingunners will be buffering your ammo count for your primary weapons heavily, very often.

You don't really have to kill anything to progress beyond a couple end boss segments here and there, and those typically max out your ammo/armor beforehand. Unless you're missing a lot you shouldn't be running out of ammo. I'd need to see where you're at and if you have any goofball mods on to give a more accurate assessment, but in both Doom 1 and 2 you should be able to comfortably kill every single monster in every single episode/level, outside of the beginning of Inferno where at least in the first level IIRC, you really need to skip a couple cacodemons and imps because all you have is the starting pistol and 50 rounds, but even in that shitty spot you can come back later and kill them after you've pushed through the level a bit.

Really the only time ammo and health is some outrageously precious resource is Thy Flesh Consumed, which if you're new to Doom (and you probably are) you shouldn't be attempting until you've accustomed yourself with the rest of Doom, and maybe even Doom 2, for experience. That entire episode and the beginning in particular is just a giant shit sandwich of balls to the wall difficulty and ammo/health management, even for long time players.

The only time I can think of where secrets can make or break you is TFC, on Ultra Violence, and that's really only if you intend to kill just about everything you meet.

Take a screen shot of where you're at in game, maybe of the map screen. You're either in way over your head in some shithole noob grinder like Inferno or TFC or you're way overthinking some minor area.

>> No.5401452

> being stubborn with my playstyle trying to do things too fast without actually having the mechanical skill to pull it off,
Are you Joel?

>> No.5401458

Doom is flexible, if it works for you, you actually can avoid enemies.

>> No.5401459

>Should I use quicksaves?
I personally save before any large encounter I've died to previously, or after any big encounter I barely scraped by. I like being able to go through an entire level without abusing qs/ql, but I don't really think anyone expects anyone to go through a 20 or 30 minute level without a single save.

>> No.5401461

All of the speed runs for doom zip on by most of the enemies. You don't have to take any encounter you don't want to. If you can juke through dudes to grab a key or whatever and bounce and don't want to fight go for it.

>> No.5401465

If you're new, check this video out, it'll show some easy but useful tactics to keep in mind:

>> No.5401467

UV was literally the proper difficulty for uninebriated casual players in the original wads. UV should be your base line and just make more dumbass difficulties over it. When have you ever heard of someone playing Doom on HMP or HNTR? Besides someone in their 60s.

>> No.5401468

I see some kind of 0ꞷ0 or 0ᴥ0

>> No.5401472

If I hear a .wad is extra hard on UV, I'll sometimes play on HMP.

>> No.5401481

>I see some kind of 0ꞷ0 or 0ᴥ0
why does this break my entire fucking page

>> No.5401489


>> No.5401518

stop using aplel

>> No.5401530

I mean, I can personally confirm that this gets played in mp.

>> No.5401728
File: 31 KB, 435x681, temporarefieldo.png [View same] [iqdb] [saucenao] [google] [report]


Easily frankensprite when the sprites vary shit ton lot, I will tweak the walk but I really, REALLY dont wish to add anymore frames on the work load the basic refining would do alone

>> No.5401756

>trust nobody
>not even your wifu

>> No.5401802

Was there a short AMC TC Episode 3 teaser that was released just recently? I can't seem to find it anywhere.

>> No.5401840

>Rungo's theme from Battle Arena Toshinden

>> No.5401860

For reference, here's a video of someone doing UV Max on said map in just a couple of minutes. My strat was actually the same as theirs for the blue and red key sections, but it usually fell apart for me after the Orange key section where all the revenants/pain elementals start popping out and you have to push the button to lower the walls.


>> No.5401862
File: 7 KB, 236x276, 1551211571686.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck, wrong video. This is the correct one for UV Max


>> No.5401869
File: 557 KB, 446x3137, bigthighs.png [View same] [iqdb] [saucenao] [google] [report]

she thicc

>> No.5401873


>> No.5401875

What the fuck is wrong with archviles?

>> No.5401881

What the fuck is wrong with you?

>> No.5401884

I'm totally fine.

>> No.5401885

Seriously. What is their endgame?

>> No.5401905

Crashing this plane with no survivors.

>> No.5401915

Kill Doomguy and make Hell great again.

>> No.5401968
File: 1.40 MB, 1080x1541, 1551372022742.png [View same] [iqdb] [saucenao] [google] [report]

Did someone mention ALCHEMY?

>> No.5402042

I saw that before I knew it was supposed to be a backpack, rofl. Except it looked more like its eyes were closed so it's more like....


>> No.5402050

You mean... You are trying to play the same way as someone who already played the wad numerous times and practiced a lot, not to mention probably already has experience in speedrunning Doom wads? Despite the fact that YOU are playing it for the first time?
Anon, come on!

>> No.5402057

I mean, I had not watched the video prior to me trying, if that's what you mean. But yeah, I was trying to do it all without quicksaving in UV and that map made me get stuck because my runs usually fell apart after the orange key revenants

Maybe I'll just quicksave before big encounters like it was suggested before, although I'll feel a little dirty for it

>> No.5402081

> I'll feel a little dirty for it
Why? Dude, no! There is absolutely nothing wrong or dirty about saving, ever. Doom always had saves!

>> No.5402092
File: 87 KB, 533x800, 1547885054694.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom always had saves!
Yeah, I know. I guess I just feel like I didn't actually win the map if I don't beat it in one go without midmap saves. But the RNG nature of the game, specially in levels with cyberdemons, really screws that up big time for me. But I guess it's just some autism I'll have to move past. Even speedruners quicksave sometimes

>> No.5402094

Is it me or did D4T altered how the SSG played?

>> No.5402248

Probably too late in the thread to ask but what do you guys think of Raven's Necrodome? Is it worth checking out?

>> No.5402263

this was because I thought ForwardMove1 and ForwardMove2 used the same scale
now walking is vanilla speed again (running is still f a s t)

>> No.5402320

I remember watching a video and seeing someone playing an altered Doom 2 level 1. When he went forward at the start and then turned right in that hallway the floor was collapsed at the end and it was different from there. Anyone know which wad that was? I can't remember the video either.

>> No.5402384

Was it the map01 edit from Dwango5?

>> No.5402386

Graf go home

>> No.5402417
File: 193 KB, 454x343, FrankieGoesToHollywood_WarriorsOfTheWasteland.png [View same] [iqdb] [saucenao] [google] [report]

>It's been nearly thirty years and map design has never managed to surpass the sheer perfection of Knee Deep in the Dead

>> No.5402421

>due to GZDoom not being anywhere near accurate enough to vanilla/boom behavior
How this affects gameplay?

>> No.5402437

props get to block projectiles, how melee works on the arachnotron is a bit different, no wallrun glitch and the "unf" shootable wall trick is gone, making that part from d2 map28 harder
light amp visor also has night vision instead of just making the rooms brighter

>> No.5402446

Most of those can be disabled in the compatibility options. The only change I can think of that impacts gameplay but can't be disabled is flying enemies being knocked both backwards & upwards (rather than only backwards in vanilla).

>> No.5402460

IIRC partial invisibility works differently by default as well.

>> No.5402462

but who would even think of that?
specially with how the menus are put out
you're better at using a source port that is vanilla first but offers some new features

>> No.5402468

Anybody play the GitHub beta version of beautiful doom v7? It has a brutal doom esque modern weapon set. I have some suggestions but i don't know how the mod author handles constructive criticism
>The pistol recoil is too strong
>The shotgun timing is too restrictive (it doesn't let you hold down shoot to continually shoot; you must click the trigger after the pump animation is completed. Regularly I'd click and hold the trigger from muscle memory but it wouldn't fire until i tapped again. Or I'd click too soon because the pumping animation takes longer than vanilla and I'd have to click twice to shoot once. This caused me to get hit many times I didn't intend to)
>Shotgun pumping animation is too low, vertically
>machine gun sounds like ass and is too weak.
>Rockets are too fast
>Alt fire to shoot grenades takes too long to detonate
>Plasma rifle shoots too slow even though each hit does more damage, so i have way too much ammo for it

Essentially i think he should just make it (enhanced+) with new animations and sounds that are for the most part fucking excellent with some tweaks like faster rockets and slower SSG firing, but he's made too many changes that are unfun because it's difficult to get away from the fact that doom is already perfect

>> No.5402484


>> No.5402490

Nah, that's not the one. It wasn't The Ultimate Doom 2 either, I just downloaded that to see if that was it but it's not. If I find it I'll say what it is.

>> No.5402497

>brootal dewm

>> No.5402515

You have no need for chocolate doom ever. Crispy doom is fine but the low refresh rate is inexcusable. For me the best software source port is retro doom with 1.0 Gamma level and no retarded camera shaking or smoothing. His improvements to blood and animation or welcome, while unlocking the framerate and keeping software lighting and 2d aiming. Bad defaults doesn't make it a bad port.

Gzdoom with true color software rendering which imo is good enough.

>> No.5402526

E1 is good, but it's not even close to that good.

>> No.5402527

A lot of that can be toggled or adjusted with compatibility options.

>> No.5402531

BTSX is better

>> No.5402535

The only way E1 can be fun is if you're brand new to Doom. If you try to go back to it after playing basically anything else, you'll have trouble not falling asleep. There are like only 4 enemy types in the entire thing (the two barons at the end don count)

>> No.5402537

It's still fun.

>> No.5402557

Fun is a function of cool map design.and challenge, for me. E1 has cool map design but it's very toothless (unless you are speedrunning it). I think that's why I don't find it fun anymore. I already know I'll breeze through it in UV, so why not play something more interesting

>> No.5402576

hey, there's five enemy types
you forgot "demons but blurry"

>> No.5402579

Reminder than in 320x200 software rendering they're actually fucking hard to see.

>> No.5402629

I never much enjoyed Quake. I sure completed it as kid, and played the mission packs too. It wasn't a bad game, but I never felt a reason to return. It felt like, it didn't age so well, when compared to Doom.

Recently I decided to try Arcane Dimensions. And holy fuck, this is so good. This raises Quake into same level Doom, and not anyhow lower. It expands variety of monsters that Quake so much needed. I always felt that the variety of monsters lacked when compared to Doom. Triple-barrel shotgun is a great weapon, and gives the much needed actually powerful shotgun weapon to Quake. And the level design itself, absolutely fantastic looking maps, that also play great. We finally get to explore the real medieval dimension in Quake, that the base game just was able to hint at with it's limitations. It feels almost like a real modernized sequel to Quake. Very enjoyable mod. I will propably be playing Quake as much as Doom in the future.

>> No.5402634

tl;dr "quake bad. doom good. make quake more like doom good."

>> No.5402646

Be sure to check out the other stuff the quake community keeps churning out

>> No.5402665


>> No.5402669

I prefer DrPyspy's take on the Doom 64 revenant.

>> No.5402710

The chaingunner looks like he'll fuck your wife and force you to watch

on the other side of the goddamn map, too

>> No.5402712

What happened to that, anyway?

>> No.5402753
File: 122 KB, 400x378, 1537702149192.png [View same] [iqdb] [saucenao] [google] [report]

ITT: Things you hate when you notice them in Doom/Quake maps

I'll start

>Obscure as fuck secrets that would be impossible to find unless you already know where to look (+bonus points if the secret doesn't even have an interact line shown in the automap, so you'd have to press USE on every wall of the map just to find it)
>A fuckton of revenants out of fucking nowhere
>Monster placement / visual cues don't actually lead you where you need to go, so you end up navigating an empty map for 20 minutes just guessing where the fuck the mapmaker wanted you to go

>> No.5402765

>Weapons/items that actually teleport you elsewhere when you get close to them, the ultimate cocktease.
>inconsistent hurtfloors
>Chaingunners perched in awkward spots so you can't take their chaingun after killing them
>blurspheres right before a big projectile monster fight

>> No.5402786

Shootable switches. If it's not deep into a wall to make it obvious then I hate them because I think there's a way to reach the switch to flip it and keep searching for a non-existent route to the switch.

>> No.5402804

> Berserker behind a Medikit
> Health Bonuses in front of a Medikit
> Forcing you to take a bunch of Armor Bonuses before giving you Green Armor
> Forcing you to take a bunch of Armor Bonuses right after giving you Blue Armor

>> No.5402840

>get grenade launcher at the exact same time as you first counter zombies
>get super nailgun and face immediate shambler or fiend spawn
>rocket launcher and lightning gun aren't even in the level
These tropes are way too common in Quake usermaps.

>> No.5402853

>traps that box you in so quickly that having the wrong weapon out when you trigger them is a guaranteed death sentence

>> No.5402857

>Putting Vores in your map at all

I can forgive id for putting them in the original game, but people that haven't figured out Vores are never fun to play against shouldn't be making Quake maps imo. There's just nothing fun about projectiles that track you that hard. At least with Revenants the tracking was subtle enough to warrant changing your playstyle to avoid them but not intense enough to make every fight with one an ordeal.

>> No.5402863

I really hate vores too. The fact that that they were conceived to begin with is simply hard to DIGEST.


>> No.5402869

>Mandatory secrets

>> No.5402870
File: 138 KB, 545x534, le epic mei mei posts for the le win xDDDDDDDDDDDDDDDDDDDDDDDDDD.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5402883

Get good.

Don't make fun of my fetish.

>> No.5402928

Replace vores with spawns and you're right. Otherwise you're wrong.

>> No.5402937

Do you seriously enjoy dropping everything you're doing to lose purple balls around a corner/pillar?

It's not hard to do, it just trashes the pacing you've been setting to the combat. Honestly spawns are memes, they're just fiends that explode when killed. Not nearly as unfun as Vores, and they are at least not breaking the pacing

>> No.5402946

Vores force you to remember level layout on the fly and ensure that you can't just circle strafe around for a whole fight (a method of attack useful against everything else in the game as well as basically every old FPS ever) because the longer you do, the more voreballs are gonna be flying around tracking you.

>> No.5402954

>Do you seriously enjoy dropping everything you're doing to lose purple balls around a corner/pillar?
Just take cover before they throw their ball, it won't track you.
>It's not hard to do, it just trashes the pacing you've been setting to the combat. Honestly spawns are memes, they're just fiends that explode when killed. Not nearly as unfun as Vores, and they are at least not breaking the pacing
You're objectively wrong and certifiably insane. Don't ever reply to me again.

>> No.5402957

Not a fucking argument.

>> No.5402960
File: 500 KB, 1920x1080, Screenshot_Doom_20190301_111522.png [View same] [iqdb] [saucenao] [google] [report]

Doom 2 Dark World?

>> No.5403026

Yeah, that's the one I think. I'll give it a go, thanks for that.

>> No.5403049
File: 169 KB, 800x800, alchemy.png [View same] [iqdb] [saucenao] [google] [report]

What's a mod for Zandybam where I can pretend I'm useful but not?

>> No.5403074

Never said, that Quake was bad. Just that I wasn't that much interested about it, but AD made me enjoy Quake again. Also AD's level design is not like Doom in anyway, but instead it's Quake x 10, taking what's great in Quake and improving it a lot. Maps are the best thing in AD, but new beastiary and weapons of course do make it even more great.

Quake's beastiary was quite limited, and even you have to agree with that. AD's additions to beastiary doesn't make it Doom (even though there is Lost Soul enemy), but further improves the Quake beastiary. The combat is still very much Quake (like it should), but it's just spiced up.

tl:dr AD improves Quake, to make it more Quake. Wouldn't be that interesting, if it just turned Quake into Doom. Don't misunderstand me purposely.

>> No.5403084

That's what spawns are, though. Just fiends that explode on death. People really make them out to be horrible, but fighting spawns is basically the same aa fighting fiends, except you take the shot when they've whiffed you instead of during and after their jump

>> No.5403102

What's the best MIDI soundfont for '90s PC games with MIDI soundtracks?
Should I use FatBoy or the SC-55 soundfont?

>> No.5403109

Fiends and spawn both leap at the player. But there's a CRUCIAL difference. Fiends' behavior is predictable, spawns' is not. They just spazz all over the place, eventually making their way to the player. Fiends on the other hand do a simple jump that can be dodged.
Also, spawns' hitboxes feel fucked.

>> No.5403120

If thats what you're interested in, you could always make the side projectiles +SEEKERMISSILE and have them seek on their very first spawn frame with a nodelay and give it a fairly small angle/threshold, and then have their loop when flying not have any seeking. That would cause them to "autoaim" for the moment they are fired, and then fly in a straight direction afterwards. I actually ended up doing that with the hellstaff's Shock combo to make them less likely to completely miss everything. The only issue would be making them track separate targets from one another, though if you have them angle outward they will be more likely to end up getting different targets by default.

How the hell did I miss that? don't worry fren, I'll put that flag into the next version. I agree about the help stuff as well, I started doing the log/hud messages to test the waters on ways to help with info, but its definitely a driving focus for future versions. I'm also going to be finally reworking the HUD and making a fullscreen "clean" version as well.

>> No.5403145

A question to people who know about Quake mapmaking:

The lighting is among the last things you do, right? As in, you develop the map mostly looking at it in full bright mode?

>> No.5403151

I would consider that personal preference. It's like detailing in Doom. Some people wait until the very end, some detail as they go along, others detail in chunks. Personally I work in map chunks where I start by building the architecture, then add monsters/items, then light & detail, and then move on to the next chunk of the map. And of course return to refine things later as the map comes together into a whole.

>> No.5403157
File: 143 KB, 1200x800, DiUYW_tXkAA2h3P.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]

Not necessarily. Lighting plays a huge part in a fair number of Quake maps, and some people might block out a whole map ahead of time while others might fiddle about lighting up specific areas while they work to see how the lighting looks around a specific room or setpiece they're working on and if they should redesign one or the other.

>> No.5403198

It's less about gameplay itself, and more about how engines handle things. GZDoom is a lot more forgiving towards mapping mistakes, which opens up the possibility of a vanilla/boom format map not working as intended in their respective engines, if you neglect to test in them.

>> No.5403216

Knee Deep In The Dead is fun, but it's piss fucking easy. Even most E1 tribute mapsets improve upon its encounter design and level of challenge.

>> No.5403234

Difficulty doesnt make a good campaign. Good design and low difficulty makes for boring replay value, but having both is pretty much pure spiele.

>> No.5403249

is spiele supposed to be the vidya equivalent of kino?

>> No.5403250
File: 163 KB, 800x655, c kid 18.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5403256 [DELETED] 

He did it again! Spamming his C.Kid shit. More KEK KID.

>> No.5403262 [DELETED] 

Kill yourself.

>> No.5403263


>> No.5403264

>Difficulty doesnt make a good campaign.
I never said Knee Deep In The Dead wasn't good.

>> No.5403272

Are Doomguy and Doom (Quake) related?

>> No.5403279

I wonder if anyone has ever made a mod that arbitrarily restricts saves like the Hitman games just for the sake of people with no self control

>> No.5403281

I would love this, honestly.

>> No.5403282

they're the same person, so

>> No.5403284

I wonder if doomshogun/toooooasty even likes your drawings.

>> No.5403291

Are they the exact same person or alternate reality versions of the same person like XCOM and X-COM?

>> No.5403307

I prefer having a higher level of difficulty, because it means I have to put in the effort, which results in a much more rewarding experience (provided I'm liking the gameplay). Low difficulty is fine, it's not going to make a game bad, but it will never be the perfect gameplay experience for me.

>> No.5403308

same person, but q3a is non-canon

>> No.5403312

Yes. Balancing encounters, difficulty, and archetechture is what makes a map great. Missing one or more of those always hurts a maps quality imo.

>> No.5403317

Oh absolutely, but harsh encounters and overwhelming numbers without any actual direction to the design is just a wave mod disguising in a series of monster closets

>> No.5403340

wait, there's an XCOM and an X-COM? I uh, never played a game in the series, so the hell is this about?

>> No.5403365

>try to find where you need to go next
>find several secrets instead before you figure it out

>> No.5403387

X-COM: the original games from the 90's made by Microprose, also, the ones openXCOM let you play without using dosbox

XCOM: the reboot games from the 2010's made by Firaxis, also called nuCOM or FiraxiCOM

>> No.5403483

Besides non-serious wads like nuts.wad, what are examples of wads that use overwhelming numblers without any direction to the design?

>> No.5403502

The thing is that sidebolts always target the target in the center if there is any instead of the side ones, and don't seek vertically all that much.

Is there a way to check if a projectile would home-in on something in a 0-frame function? The CheckLOS and all other such functions do not check at angles, so if I'd to check for targets manually that way, I'd have to fire a crapton of tracers which I'd really like to avoid, and most other functions only work after 1 frame has passed for them to detect a thing, whhich would make projectile change its trajectory after 1 frame of flight which with frame interpolation looks really weird.

>> No.5403513
File: 535 KB, 841x528, 1547510577254.png [View same] [iqdb] [saucenao] [google] [report]

What are some pretty wads that aren't too hard? I kind of suck honestly, I found Stardate 20X6/7 and Ancient Aliens very difficult. I ended up using Guncaster to beat them because I'm a shitter. I know there are some pretty slaughter maps but that's not my sort of gameplay. Swim With the Whales and such. Seems the prettier it is the harder it is. Diabolus Ex being an exception, that one's not too rough yet and looks nice. I like colorful maps. Void and Rainbow was neat, platforming sucked.

>> No.5403545

Don't feel bad about finding AA to be really hard, that's how it's supposed to be.

>> No.5403556

People say that purple girl looks like Widow Maker, but she reminds me more of the Witch Bride from Serious Sam 3.

>> No.5403584

Consider lowering difficulty. It's no shame in modern wads.

>> No.5403587

Meant to reply to

>> No.5403643
File: 170 KB, 975x814, gunsarelikeonions.png [View same] [iqdb] [saucenao] [google] [report]

With this it should be possible to make a borderland-esque mod where each weapon is comprised of several randomized parts that modify base properties of a gun. Has anyone tried this yet?
Can this be done with models? If so we could just rip them from Borderlands 2 wholesale

>> No.5403681

Can anybody give a fella who's new to mapping some advice on level design? I want to make sure my shit plays nice.

>> No.5403687

Check ZDoom forum, there was a special showcase tutorial map on how to do nearly everything.

>> No.5403693
File: 248 KB, 1765x1200, 1545649374617.jpg [View same] [iqdb] [saucenao] [google] [report]

Just gathered all 4 runes in Arcane Dimensions and went through ad_end + its secret. I feel drained, but goddamn, what a journey.

And to think the first time I played those maps I skimmed through easily more than half of their content since I was content on just making it to the end. ad_swampy in particular was insanely good. ad_mountain was a close second for me. Now that those + the rest of the original maps from ad_start are out of the way, I have all of the ad_chapters maps to tackle. I've only done ad_sepulcher once some time ago, and of course I only got like 10 of the 50 secrets on my first go.

>> No.5403696

At least half of the secrets in ad_sphincter are secrets-within-secrets and sometimes within those secrets. You will not find them all without looking up help. Have fun.

>> No.5403704
File: 250 KB, 500x500, 1550604008614.png [View same] [iqdb] [saucenao] [google] [report]

Full disclosure, I had to go look up help on all 4 of the rune maps, because I inevitably missed one key there, another tome there, another switch there, etc.

I managed to get about ~80% of the secrets on those on my own, but I'll fully admit the remaining ~20% was just completely out of my league. Some are kind of bullshit I have to say, like "shoot this specific wall with no hint that it's any different than the other walls" or "shoot this very hidden switch in the darkness on the roof of this corner of the room". I really don't know how people would find those other than accident or being extremely fucking thorough in scanning every room's roof, every room's ceiling, every room's benches, shooting every surface, etc.

>> No.5403705

Romero maps and 90s wads good, all new bad
Oh, it's you again.

>> No.5403706

Noclipping around at a speed of sound and looking for them after they finish the map in a regular way.

>> No.5403707

Romero maps in 90's were good because he was literally only guy who knew what he was doing when designing the maps.
But I really doubt his new maps would be as good as the stuff I've seen in the recent years from the community (BTSX, Eviternity)

>> No.5403708

Even then, if you noclip and notice a room you haven't been to, that still doesn't tell you the trigger/button for it or where that is, and sometimes those are hidden extremely well in AD

>> No.5403720

Just choose Hurt Me Plenty, mate. There is no shame in doing that. Using weapon mod just to make it easier, would seem much more like cheating to me than lowering the difficulty (in my opinion). You know, that the different difficulties are there for a reason? UV is supposed to be the hard difficulty, and hard is not for everyone. Some just want more relaxing ride. I play all modern wads with Hurt Me Plenty myself, but I see no shame in doing that.

>> No.5403723

Don't know that feel.

>> No.5403724

>"shoot this specific wall with no hint that it's any different than the other walls"
The earlier version of Crucial Error was notorious for this- if you missed one grate, none of the chips spawned and there was no indication at all that there was a rune to be found. Guessing Sloggy Fuckbottom was the other map that gave you trouble, from mentioning the tomes?

>> No.5403729

Played this one a while back, it's pretty good.
Wish it was the whole full 32 levels, but desu it still does great in just 11.

>> No.5403736

It's called ludo, you fucking plebes.

>> No.5403740

I found Evolution Of The Wad to be really enlightening on the subject of mapping theory.
It's long though.

>> No.5403746

"spiele" means "game"
"kino" means "movie"
both are equally retarded forced memes

Calling game a "kino" like many on /vr/ seem to do is same as calling it "cinematic", which is opposite of what a retro game (or any game, really) should be. And they pretend that "kino" means "good" for some reason.

>> No.5403748

You're taking it too seriously.

>> No.5403772
File: 80 KB, 1830x491, stopthis.png [View same] [iqdb] [saucenao] [google] [report]

Stop leaking, 4chan!

>> No.5403775

I did the muzzle flashes in doom tournament using overlays, so yeah, it can work with models. But I think you can only either have all layers be models or all layers be sprites (haven't really checked this tho)

>> No.5403778

New thread.


>> No.5403783

I don't, but the babbling of retards is still irritating

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.