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/vr/ - Retro Games


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5473935 No.5473935 [Reply] [Original] [archived.moe]

QUAKE THREAD / RETRO FPS THREAD - Last thread >>5466159

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

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

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

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

IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

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

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
https://pastebin.com/idahQRj2

>> No.5473936

=== NEWS ===

[3-30] BloodGDX update now supports Tekwar & Witchaven
https://m210.duke4.net/index.php/downloads/download/8-java/53-buildgdx

[3-26] SM194 for Q1 released; 14 maps each on a 64 unit grid
http://celephais.net/board/view_thread.php?id=61702

[3-26] Anon map release: Phobos Station
https://mega.nz/#!Sy5hGaKC!d16N4GKXcOYthn2ONDXw9d5DOC0maoMZatR2ruo0XBM

[3-26] Doom Eternal confirmed for a Steam release
https://twitter.com/bethesda/status/1110225138979651584

[3-24] James 'Jimmy' Paddock providing music for Romero's Sigil
https://twitter.com/JamesPaddock/status/1109737028571164672

[3-21] Hedon released, a standalone game using GZDoom
https://forum.zdoom.org/viewtopic.php?f=19&t=56480

[3-21] A Quake 2 RTX implementation project now taken all the way by Nvidia
https://www.pcgamesn.com/nvidia/quake-ii-rtx-nvidia-ray-tracing

[3-20] Recent gameplay footage of Nightdive's System Shock remake
https://www.youtube.com/watch?v=JdiaIRkjpI0

[3-19] id Software to release Doom Eternal on Google Stadia

[3-18] System Shock 3 teaser premiered at GDC
https://youtu.be/j--cFOyeT7E

[3-16] WitchavenGDX & TekwarGDX updated as part of beta BuildGDX multilauncher
http://m210.duke4.net/

[3-14] Google announces id software's presence at GDC
https://twitter.com/googledevs/status/1105964410168721409

[3-12] Trailer released for DOOM ANNIHILATION, another live-action Doom movie
https://www.youtube.com/watch?v=mDF9CPwSvFA

[3-9] Zanieon releases MMDCXIV, feature one large map with three more to come
https://forum.zdoom.org/viewtopic.php?f=42&t=53887

[3-9] DoomRL Arsenal finaly gets a new update, adding in the new PDA, HUD, and some new monsters
https://forum.zdoom.org/viewtopic.php?f=43&t=37044

[3-7] 3D Realms announces Wrath, a new game made on Darkplaces
https://twitter.com/3DRealms/status/1103627856201113601

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.5473942
File: 1.26 MB, 1224x1084, All Chaingunners go to Plutonia.png [View same] [iqdb] [saucenao] [google] [report]
5473942

Reposting since the last thread is dying

>> No.5473946
File: 42 KB, 160x220, Bouncy Caco.gif [View same] [iqdb] [saucenao] [google] [report]
5473946

Any WADs that are good in co-op and that aren't slaughtershit?

>> No.5473947

>>5473936
Bethesda announced the /idgame archive will be integrated to their launcher, you'll now require a bethesda.net account to download wads (more info on their site)

>> No.5473950

>>5473947
You made me look. Goddammit.

>> No.5473953

>>5473947
I already have one faggot

>> No.5473957

>>5473887
Are the maps in the demo this guy released supposed to be completable? I played 2 but hit a brick wall where I couldn't find any way to progress in either.

>> No.5473960
File: 108 KB, 500x281, ultraviolence.png [View same] [iqdb] [saucenao] [google] [report]
5473960

>>5473909
>>5473918
this
get tactical
skip the revenants until you're almost done with the map, clear the way to the exit.
Go back and set them loose, lead them around to scatter them, and double back to go get your rocket launcher.
Certainly you can take out grouped revenants with an RL
And any that you dont feel happy facing, just leave them behind
GASP! How dare someone suggest getting less than 100% kills, and worse, purposefully leaving monsters behind to sputter about
But that just means you have more ammo, and health for the next map. The Exit Zone is the goal of the map right?
if you want 100% kills let the archvile resurrect the chaingunner alot, then it makes up for it.

You need to try Plutonia 2
And pistol start one of the maps 14-17
Especially "predatorium"

>> No.5474020

Brutal Dooms fun

A P R I L F O O L S L O L

>> No.5474023

>>5473960
And just let the dumbass imps try and throw fireballs and (poorly) keep me away from the stimpaks forever? I'm not some psychopath.

>> No.5474056

>>5473936
>BloodGDX update now supports Tekwar & Witchaven

literally no one asked for this

>> No.5474059

>>5474056
>no one asked for tekwar
i did

>> No.5474068

Is there any way to play multiplayer Blood?

>> No.5474078
File: 194 KB, 517x249, caco.png [View same] [iqdb] [saucenao] [google] [report]
5474078

>> No.5474083

>>5474078
n

>> No.5474089
File: 261 KB, 1360x768, blud0014.png [View same] [iqdb] [saucenao] [google] [report]
5474089

>>5474068
The BloodGDX and NBlood ports both have multiplayer. There's no dedicated servers or server browsers though, so you'd have to organize games with buddies or on the Blood discord.

>> No.5474094

>>5474056
That's an odd phrasing of the news by OP, what's happened is all of his ports will be released through his multilauncher called BuildGDX, and it currently supports Blood, Tekwar, & Witchaven. He already had separate Tekwar & Witchaven ports out before.

>> No.5474117

>>5474083
You monster.

>> No.5474118

>>5474083
in the pile you go

>> No.5474121

>>5474083
Hiroshimoot shouldve added a dislike button too

>> No.5474132

I'm going to say it. Marathon is better.

>> No.5474138

>>5474132
Better than what?

>> No.5474163
File: 1.34 MB, 1360x768, gzdoom 2016-12-19 19-30-15-47.webm [View same] [iqdb] [saucenao] [google] [report]
5474163

>> No.5474171

>>5474138
GIVE THIS NIGGA LIKES

>> No.5474205

>>5474117
>>5474118
>>5474121
>t. cacodemons
get rekt you overgrown tomatoes

>> No.5474207

>>5474138

>> No.5474209 [SPOILER] 
File: 854 KB, 1920x1080, 1554098254527.png [View same] [iqdb] [saucenao] [google] [report]
5474209

JUST SEEN A BIG OL ASS

>> No.5474210
File: 25 KB, 400x400, a8rJpSZr_400x400[1].jpg [View same] [iqdb] [saucenao] [google] [report]
5474210

>>5474138
It's better than a buffalo taking a diarrhea dump in my ear... marginally!

>> No.5474212

>>5474171

>> No.5474231

Sarais' maps are very enjoyable and his posts are always very succinct and informative, his presence always makes /doom/ a better thread
April fools

>> No.5474240
File: 662 KB, 1920x1080, Screenshot_Doom_20190401_091746.png [View same] [iqdb] [saucenao] [google] [report]
5474240

fuck I love this mod

>> No.5474246

>>5474240
I played the first couple maps yesterday. I like how exploration heavy it is.

>> No.5474253

>>5474209
there is not enough nudes of her

>> No.5474259

>>5474246
I'd be more into the exploration if it felt like I was finding anything.

>> No.5474261
File: 71 KB, 400x359, invulnsphere.png [View same] [iqdb] [saucenao] [google] [report]
5474261

<span class="fortune" style="color:#bac200">

Your fortune: Average Luck[/spoiler]

>> No.5474352

>>5473936
Plutonia 3 announced. And judging from those screenshots, I think its real.
https://www.doomworld.com/forum/topic/105326-plutonia-3-boom-compatible-megawad/

>> No.5474368

>>5474352
Its April 1st. Take any and all news with a heafty pinch of salt until the end of this irritating day.

>> No.5474384

>>5474259
This. I want to like Hedon and the latest patch does fix some of the issues the game has but the exploration feels more like aimless wandering and the enemies are often more annoying than fun to fight. The character art looks like fucking shit too. The menu screen looks amazing but the models themselves just look off
I love the lore and atmosphere though, he really nailed those.

>> No.5474386

>>5474368
I mean, if its fake, those screenshots are definitely maps in something upcoming.

>> No.5474392

I've just come to the conclusion that retro shooters are no fun at all, with lousy AI, boring guns, crap level design and grating midi music.
I mean, the corpses in Doom swivel to face you no matter where you go, how lazy is that?
I'm off to play a quality game, like Anthem.

>> No.5474396

>>5474392
Almost got me.

>> No.5474476
File: 2.66 MB, 640x360, fireblu_m.webm [View same] [iqdb] [saucenao] [google] [report]
5474476

Sometimes I wonder if I take things too far...

>> No.5474542
File: 979 KB, 2091x2128, Hdoom Imp.png [View same] [iqdb] [saucenao] [google] [report]
5474542

>>5474209
April Fool's twist: a sexy milf and a trap get added

a man can dream

>> No.5474545

>>5474384
I think the levels are pretty compactly designed all in all, it's not like it's an open world game with exploration and I never felt like exploration was aimless wandering. On the contrary there's usually something to see or read around all the time. I don't get why people complain about sprites either, this mod looks pretty as fuck and I think it was all made by one guy

>> No.5474551
File: 468 KB, 698x630, UNF.png [View same] [iqdb] [saucenao] [google] [report]
5474551

UNF

>> No.5474556

>>5474476
What is this, a status effect?

I fireblued myself

>> No.5474559

https://www.youtube.com/watch?v=59LtExvBc9E
:^)

>> No.5474567

>>5474559
to be fair this may be the first implementation of a Taurus in Doom

>> No.5474574

>>5474559
This raises a good question: Why the fuck are there so few shotgun revolvers in Doom mods?

>> No.5474580
File: 106 KB, 1200x675, i-just-fireblued-myself.jpg [View same] [iqdb] [saucenao] [google] [report]
5474580

>>5474556
>>5474476

>> No.5474581

>>5473946
Plutonia

>> No.5474586

>>5474559
>Screen jerks upward
>1997 shotgun shell WAVs
>Distorted plosive firing sound
Didn't DoomNukem not want Mark using his sprites? Or is that outdated community knowledge?

>> No.5474592

>>5474574
Why have a shotgun revolver when you can have a shotgun and then also a revolver? It doesn't seem to occupy a useful space mechanically speaking. Otherwise it's functionally a reskinned shotgun with a 5 or so shell magazine, which isn't necessarily bad.

I think that's why it doesn't cross people's minds.

>> No.5474593

>>5474545
I dunno, man, I love Hedon but character proportions are really off. Needle arms are hard on eyes.

>> No.5474603

>>5474574
I guess because there aren't that many graphics for them around, and there aren't a lot of them in the real world either.

IRL you have the Pancor Jackhammer (which never went past prototyping), the Armsel Striker (which isn't execellent, but I think it could be inproved), that one expensive Russian hunting shotgun, and then the very retarded Taurus Judge.
A couple of these have been modeled/sprited, but the existing sprites just aren't great.

>> No.5474616

>>5474586
Cry more pleb

>> No.5474618

>>5474586
That sound is way older than 1997.

>> No.5474641

Quake series is inferior to Doom only krauts say otherwise because in their ''country'' Doom was banned so they had to flock to the most similar thing

>> No.5474648

>>5474641
HUH!

>> No.5474658

>>5474641
...the fuck? Stop huffing Jenkem, anon.

>> No.5474708

>>5474586
>Didn't DoomNukem not want Mark using his sprites
I remember something related to Doomguy Warzone (which was based on Brutal Doom), not Mark itself.

>> No.5474728

>>5474089
is it peer to peer like in the 90s?

>> No.5474769

So, I'm wondering, which is your favorite texturing style in Doom? As far as the official wads go, there are:
>techbase (E1 style)
>tech-hell (E2 style)
>red and brimstone hell (E3 style)
>marble and wood hell (E4 style)
>starport (Doom 2 techbase)
>urban/industrial
>plutonia

My favorite is the urban/industrial textures, I have a thing for brutalism, it appeals to me. And yours?

>> No.5474775

>>5474769
I love all of those, but I have a particular fondness for E2 and E3 styles.
Urban and Plutonia is really good too.

Since you love brutalism, if you haven't already done so, then try out Suspended In Dusk.
Never has old dingy concrete bunkers looked so beautiful before.

>> No.5474786

>>5474769
techbase, also red and brimstone hell
cant decide between those two

>> No.5474812

>>5474559
Oh my god I want to use it now. I want to explode demons into a shower of gore with a revolver. Please work faster Mark.

>> No.5474858
File: 395 KB, 840x525, 6f7b4094-607b-434e-b6e2-e780cdfc426b.png [View same] [iqdb] [saucenao] [google] [report]
5474858

There are a lot of cases of "starts strong, ends weak" in terms of wads but what about the opposite? Any examples?

>> No.5474861

Quake fucking sucked
>bulletsponge enemies
>every level was the same looking brown dungeon
>no boss fights

>> No.5474862

>>5474858
Scythe series.

>> No.5474864

>>5474861
I know what day it is, but I think we can all agree that people who bitch about bulletsponge enemies in Quack tried to play it like Doom and didn't realize that the shotguns are essentially sidearms rather than your main damage dealers

>> No.5474867

>>5474864
nailgun was shit too

>> No.5474868

>>5474861
>bulletsponge enemies
You're not supposed to be using shotguns most of the time

>every level was the same looking brown dungeon
Can't argue with this. It was the dawn of the 3D era, some compromises had to be made for the game to run well (at the time, the gold standard was 480p 30fps).

>no boss fights
Just play the expansion packs, and you'll get your fill of bosses

>> No.5474874

>>5474867
It puts shit down faster than the shotgun, that's for sure

>> No.5474880

I don't know if it's because those levels are easier to navigate or some sort of nostalgia but I swear E1 was better than other episodes in Quake

>> No.5474882
File: 14 KB, 258x258, gr-bo.jpg [View same] [iqdb] [saucenao] [google] [report]
5474882

>>5474861
Here we go again...

>> No.5474885

>>5474858
Interception is a bit banal and dull for the first couple of maps, but it REALLY picks up. Has some neat gimmicks and setpieces.

Doom: Damnation is a 3 episode replacement for Doom, the first episode is very much babby's first E1, but E2 and E3 are much more well made and creative, kinda like the author improves as he goes along.

>> No.5474889

can you imagine being a gamer in krautland?
>every fun game was either banned or censored to shit
>disgusting german ''voice acting''
>you can't even pirate without cops unironically knocking at your door

>> No.5474892

>>5474867
Supernailgun makes my dick hard.

>>5474861
Downvote.

>> No.5474893
File: 1.10 MB, 638x739, 1411686892417.png [View same] [iqdb] [saucenao] [google] [report]
5474893

>> No.5474896
File: 39 KB, 640x480, the-terminator-future-shock_21.png [View same] [iqdb] [saucenao] [google] [report]
5474896

this game shits on Q*ake
>relased year earlier yet graphics look better
>dedicated grenade button
>vehicles
the game was years ahead of it's time

>> No.5474898

>>5474889
>you can't even pirate without cops unironically knocking at your door
I shit you not, I lived in Germany for a while, and once I got a letter from the internet provider bitching about my torrents and telling me to stop or the service would be cut. I was kinda shocked about the blatant invasion of privacy, who the fuck they thought they were to tell me how should I used my internet? I wasn't doing anything illegal, just torrenting my games as always. I left the country very shortly afterwards.

>> No.5474905
File: 482 KB, 504x676, jrwaafgs.png [View same] [iqdb] [saucenao] [google] [report]
5474905

like this post to free romero from gas station wageslavery

>> No.5474918

>>5474861
>>bulletsponge enemies
Stop relying on the shotguns.

>> No.5474925
File: 173 KB, 900x1040, cheeky-cunt.jpg [View same] [iqdb] [saucenao] [google] [report]
5474925

>>5474896
>jumps on slope
>dies

It just works!

>> No.5474931

>>5474858
I kinda felt Ancient Aliens started a bit slowly, and doesn't really pick up until map08

>> No.5474952

>>5474867
you're supposed to combo weapons you fucking nerd that's why the weapon switching is so fast

If you're using just one weapon to kill one enemy you're playing wrong.

Super shotgun is supposed to be used in conjunction with another weapon at all times, even if it's just the normal nailgun. If you're bad at quake it's your damn fault the tools are literally always with you to succeed

>> No.5474956

Best weapon mod?
Dakka is nice but too overpowered plus it breaks gore mods, and that juicy splatter from a gib is why you use those in the first place
Weapons of Saturn has reloading for some reason and the shotgun is unsatisfying
Combined Arms is too silly for a serious session

>> No.5474958

>>5474952
if I wanted to combo I would play fucking Tekken fuck you

>> No.5474959

>>5474952
I just stick to the explosive weapons when I play Quake. The grenade launcher and rocket launcher are pretty much the games workhorse guns and they have the added bonus of gibbing shit.

>> No.5474965

>>5474889
That chip's size on your shoulder must be astronomical. I bet you are Polish...or a T*rk.

>> No.5474974
File: 114 KB, 288x270, quake enemies.png [View same] [iqdb] [saucenao] [google] [report]
5474974

>>5474952
You're kinda right desu.

>>5474959
They're unbelievably satisfying, but Shamblers take half damage from explosives, and that's just no good. The Super Nailgun and Thunderbolt are very necessary weapons at times.
Of course, with a Quad-Damage, that's still a pretty fucking fat hit, even if halved.

Supershotgun is for fending off and kiting angry knights and Fiends that get too close.

>> No.5474978

>>5474861
use explosives idiot
unless its a shambler
then dont use explosives
idiot

>> No.5474979

>>5474956
Final Doomer, 64k, Eriguns 1, Dead Marine, Brutal Doom 64, Shooting Monsters With Guns and Doom 64 weapon skins from Smooth Doom.

>> No.5474981

>>5474905
This image never fails to depress me. He went from living like a rockstar to this.

>> No.5474983

>>5474979
Brutal Doom 64 is unironically good.

>> No.5474987

>>5474979
Isn't the current build of Smooth Doom buggy as fuck right now?
To be honest, the Doom 2 weapons with standard damage in Final Doomer are the best choice out of those. Its just a shame they didn't copy the Super Shotgun gibs mechanic.

>> No.5474991

>>5474905
This inspired me to download GZDoom.

>> No.5474992 [SPOILER] 
File: 73 KB, 700x481, 1554135453209.jpg [View same] [iqdb] [saucenao] [google] [report]
5474992

https://vocaroo.com/i/s1zFkriq8e1c

>> No.5475013
File: 72 KB, 750x556, unf.jpg [View same] [iqdb] [saucenao] [google] [report]
5475013

>>5474209

>> No.5475029

>>5474965
Hans still mad he can't play Doom without SWAT on his ass

>> No.5475038

>>5475029
Graf Faggot is a German though.

>> No.5475050

>>5474983
lol

>> No.5475052

>>5475038
who?

>> No.5475056
File: 69 KB, 393x705, monument of polish butthurt.jpg [View same] [iqdb] [saucenao] [google] [report]
5475056

>>5475029
I'm not German, buttblasted Pole

>> No.5475058

>>5475052
GZDoom dev

>> No.5475097

>>5474858
Chainworm Commando starts pretty weak and generic, then it gets real damn good by the end

>> No.5475098

>>5475097
Its also in serious need of patching. The red door in map 01 is broken and you can lock yourself in the red key room easily as a result. Same with the Revenant closet in the mansion map.
That final map though

>> No.5475114
File: 191 KB, 2048x1024, D3EVaxxXgAEHZbr.jpg [View same] [iqdb] [saucenao] [google] [report]
5475114

>Joy of Mapping 1-6: existing
>Bethesda: https://twitter.com/DOOM/status/1112701144504119296/photo/1

>> No.5475119

>>5474983
I know this is April 1st but I still don't understand how that mod won Moddb Best Mod of the year 2016.
Was that year really that bad in terms of mods on Moddb?

The Revenant sprite is literally just Chernabog from Blood without horns and two rocket launchers on his shoulders.

>> No.5475123

>>5474981
He actually collects vintage gas station dispensers as a hobby. It's odd, I know

>> No.5475126

>>5475114
Wonderful

>> No.5475130

>>5475123
the worst part is you never know if people are serious or not with the replies to that pic

>> No.5475160

>>5475130
It's been kind of a running joke to imply he's down on his luck and working at a gas station, and I think a lot of people know it's a joke, but some don't I think.

>> No.5475223

>>5474551
>definitely worth visiting art school for this

>> No.5475224
File: 653 KB, 680x709, a57.png [View same] [iqdb] [saucenao] [google] [report]
5475224

So, which one is your favorite design in Eternal, so far?

>> No.5475231

>>5474567
>to be fair this may be the first implementation of a Taurus in Doom
lmao, sure thing

>> No.5475243

>>5475123
get back to work romero, that oil can display isn't going to polish itself!

>> No.5475303

>>5473598
>So I'm talking to this guy about working together on a total conversion like the PSX TC but it is level geometry of the PC version. I am really exited at the idea of that but I ask you anons, would you guys be interested in such a thing?
Would you keep the textures?

>> No.5475321
File: 150 KB, 900x1200, DyUdijBU0AAyrX7.jpg [View same] [iqdb] [saucenao] [google] [report]
5475321

>>5475224
The shotgun honestly

>> No.5475326

>>5475303
Some of them. Alot are from Doom2 it seems but there is this common tan brick texture that doesnt really fit the look of the maps.

>> No.5475343
File: 969 KB, 1024x1024, 26284294369_e8232aa562_b.png [View same] [iqdb] [saucenao] [google] [report]
5475343

Doom mapper noob here.

Can anyone explain to me how AI works in relation to sectors?

Like if I shoot do all the enemies inside the sector wake up?


Also - is there a way to make unsupported free-floating catwalks or is that en engine restriction?

Trying to make architecture like pic related

>> No.5475346

Who needs ZDL when you got BAT?
>@echo off
>START /B gzdoom GMOTA_V1.2.pk3 SCYTHE.WAD
>exit

>>5474240
which mod?

>> No.5475347

>>5475224
A tie between the classic plasma rifle and the classic green hair zombie making an appearance.

>> No.5475350

>>5475119
BD is like the only mod most people know

>> No.5475353

>>5475224
>weapons
tie between the plasma rifle and the rocket launcher
>enemies
mancubi and arachnotron
overall, the art direction sure looks more interesting than 2016's and not just because it reminds you it is a doom game

>> No.5475363

>>5475343
enemy will hear your fart across the map unless you make certain lines block sound, now those lines dont block all of the sound, only "half" of it, so enemy behind a single of these lines will hear you, but enemy after another one will not
catwalks can be done a number of ways, if you plan of using UDMF instead of doom/hexen format you can just make these as 3D sector so architecture like you posted is absolutely doable

>> No.5475371
File: 295 KB, 1920x1090, gamesoupdoom.jpg [View same] [iqdb] [saucenao] [google] [report]
5475371

So guys I noticed that some of you were interested enough to ask a few questions about this PC PSX remix idea. Im glad. The only real snag here for me is converting vanilla maps to UDMF for editing. I am yet another mapping noob. What is the best method for UDMF conversion?

>> No.5475381

https://www.youtube.com/watch?v=QbqT8ec3ovM

>> No.5475382
File: 17 KB, 794x423, sound.png [View same] [iqdb] [saucenao] [google] [report]
5475382

>>5475343
>Like if I shoot do all the enemies inside the sector wake up?
Yes, unless you have them marked as deaf/ambush. Sound can travel through an entire map if areas are not blocked by walls or sound blocking linedefs. Sound propagation mode (click the ear icon) is a huge help, as it lets you see what sounds can be heard by what sectors.

>Also - is there a way to make unsupported free-floating catwalks or is that en engine restriction?
Yeah, this tutorial explains how to do it. Make sure you're in a zdoom mapping format before you start though.
https://www.youtube.com/watch?v=5rsLrwFlhME

>> No.5475394

>>5474586
>>1997 shotgun shell WAVs
Eh, it's actually good to use low-quality sounds in these mods, since it fits in better with the original sounds than HQ audio.

>> No.5475440

>>5475114
Bethesda can't just tweet this and not have id put in a bob ross related secret.

>> No.5475441

>>5475058
who
>>5475056
who

>> No.5475452

>>5475381
That's what DooD/DooW/WooD guy did this year? Neat.

>> No.5475472

>>5475441
You.

>> No.5475475

Aside from its breaking D4T in some versions, i still don't understand why would you want demon runes in SP

>> No.5475489

>>5475475
They're fun to use. Just a little change of gameplay
Plus D4T Crucible:Slayer Edition doesn't crash

>> No.5475508
File: 165 KB, 1280x748, Doomhunter.jpg [View same] [iqdb] [saucenao] [google] [report]
5475508

>>5475224
Definitely this guy.

>> No.5475514

>>5475508
reminds me of one of the replacements for Demonsteele

>> No.5475527

>>5475508
Oooh look. It's a torso with guns on a hover thingy, we never had that before...

>> No.5475528

>>5475119
you may not like it but BD is practically what most people think of when they of doom nowadays.

>> No.5475547
File: 856 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google] [report]
5475547

Looks like I'm gonna need to fap with a new waifu

>> No.5475548

>>5475527
uh, no?

>> No.5475550

>>5475119
>The Revenant sprite is literally just Chernabog from Blood without horns
It fits good

>> No.5475552

>>5475550
lmao

>> No.5475557
File: 1.46 MB, 3840x2160, 1533971555496.jpg [View same] [iqdb] [saucenao] [google] [report]
5475557

>>5475224
This bad looking hombre.

>> No.5475563

>>5475508
as cool as it is, at what point does it go from reasonable to contrived for it to be a demon instead of a full on robot
its got one arm and a head left
just replace those too and mass produce it

>> No.5475567

>>5475119
ModDB is full of kids with horrible taste and limited exposure to different things.

>>5475550
It clashes horrendously. The way enemies are done in Blood gives them a distinct style which really doesn't gel with any of the Doom's styles, or Doom 64s.

>> No.5475568

>>5475557
> inbefore demon runes come to SP in the form of this guy after beating him

>> No.5475571

>>5475563
I like how he's got some demon flesh left on him.

>> No.5475578
File: 883 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google] [report]
5475578

>>5475547
With UNDERBOOB AND HEELS

>> No.5475582
File: 10 KB, 187x302, image.jpg [View same] [iqdb] [saucenao] [google] [report]
5475582

>>5475547
>>5475578
Imagine.

>> No.5475583

>>5475578
wtf is that outfit supposed to represent? A Thai hooker?!

>> No.5475596

>>5475583
I think she's suppose to be a succubus or represents the lust players have for the main girl.

>> No.5475601

>>5475548
Uh yes

>> No.5475604

>>5475567
Well, BD64 still million times less ugly than regular BD. I've enjoyed it.

>> No.5475606

>>5475596
Could be better then...that however looks like a Thai slut.

It just needs a dick now.

>> No.5475612

>>5475527
oh look, it's a thing that throws fireballs. we've never had that before...

>> No.5475615

>>5475606
Let's ask hege cactus if we can implement it

>> No.5475617

>>5475578
There's some pretty good r34 of her.

>> No.5475624

>>5475617
You're going to my filter.

>> No.5475649

>>5475615
I'm... uh somehow banned from every Doom board/forums that matters...

>> No.5475659

>>5475649
How were you able to update la tailor girl on zdoom forum did wildweasel really hate it

>> No.5475698

>>5475624
oh nononononono

>> No.5475706

AAAAAAAAAAAAAAAAAAAAAAAAAAAA<div class="like-perk-cnt"><img alt="" src="//s.4cdn.org/image/skeletons/4.gif"></div>

>> No.5475720

>>5475381
"Someone has made Doom into Final Fantasy 13!"

>> No.5475730

>>5475381
Straightforward

>> No.5475746

>>5475381
you can level tell which level is which despite it being a fucking corridor

this is actually really impressive

>> No.5475782

>>5473936
Switcher-Heretic. A Community Project to remake Heretic levels in Doom 1 is looking for mappers.
https://www.doomworld.com/forum/topic/105315-community-project-switcher-heretic/

>> No.5475801
File: 40 KB, 800x600, 1535546171708.png [View same] [iqdb] [saucenao] [google] [report]
5475801

>>5475321

>> No.5475805

>>5475782
Seems like a cool idea. I'd like to see a project that's Doom levels in Heretic.

>> No.5475813

>>5475563
>>5475571
i like it, it looks like the demon corrupted the base hovertank thing and kept piling more tech on himself to get more powerful

>> No.5475825

Ground Zero > Vanilla Quake 2 > The Reckoning

>> No.5475851
File: 489 KB, 1920x1080, Screenshot_Doom_20190401_192131.png [View same] [iqdb] [saucenao] [google] [report]
5475851

Just generated a ton of oblige maps with different settings and each time it generated this fireblue slop
Can anyone tell me what's going on? Are you telling me these fags programmed oblige to shit itself on April 1st? Using obaddon btw
I'm impressed, a little pissed, but impressed

>> No.5475856
File: 422 KB, 1920x1080, Screenshot_Doom_20190401_192139.png [View same] [iqdb] [saucenao] [google] [report]
5475856

>>5475851

>> No.5475862
File: 526 KB, 1920x1080, Screenshot_Doom_20190401_192308.png [View same] [iqdb] [saucenao] [google] [report]
5475862

>>5475856

>> No.5475870

Now I have the power of Revenant posting, there is no escape.<div class="like-perk-cnt"><img alt="" src="//s.4cdn.org/image/skeletons/23.gif"></div>

>> No.5475883
File: 11 KB, 404x391, 1546930353216.png [View same] [iqdb] [saucenao] [google] [report]
5475883

>>5475870

>> No.5475912
File: 100 KB, 250x250, 1378633153104.png [View same] [iqdb] [saucenao] [google] [report]
5475912

Reposting this:
How do I do the BFG grab trick on Perfect Hatred? I'm doing a pistol start on Ultra-Violence and this map is cleaning my clock.

>> No.5475940

>>5475870
false
> ublock
> enter element zapper mode
> give em the ol zappo
> you do not exist
nobody is safe from the zappo

>> No.5475970
File: 26 KB, 107x89, iron lich.gif [View same] [iqdb] [saucenao] [google] [report]
5475970

>>5475782
lol, I remember doing something similar years ago, but Doom's E1M1 in Heretic.
Sadly lost the wad files when moving to new computer. Probably wasn't in one of the folders I copied over.

>> No.5476018

the d e m o n s
it's all t r u e

>> No.5476034

It's April now
Is Sigil out yet?
I don't want to get Romero'd again

>> No.5476037

>>5476034
Romero delayed it again.

>> No.5476043

>>5475870
Is this what a 4chan Gold account will get me?

>> No.5476046

>>5476037
Don't say that, anon.<div class="like-perk-cnt">🙁</div>

>> No.5476105
File: 178 KB, 800x600, image.png [View same] [iqdb] [saucenao] [google] [report]
5476105

Taimanin Asagi doom.

>> No.5476123

>>5475706
Is this a Moderator or site developer at work?

>> No.5476129

>>5475940
>Zapper
You mean Plasma rifle?

>> No.5476139

>>5474925
Was Todd even around in Bethesda pre-2005?

>> No.5476148

>>5476139
todd IS bethesda you april fool

>> No.5476149

>>5476139
He designed their Terminator games.

>> No.5476170

>>5474858
Hedon

>> No.5476193

>>5476139
Yes, he started working there in like 1995 or so, and worked on Terminator Future Shock and Terminator Skynet.
The games were incredibly ahead of their time and ambitious for 1995 and 1996, with a real 3D world with lots of exploration, real 3D enemies, vehicle sections, Skynet even had FMV sequences, etc.
Of course, they're pretty rough around the edges with some bugs and some janky design, which is par for the course for Bethesda games, but they're not bad, and they're incredibly impressive for their era.

You can actually see a lot of genesis for later Bethesda games in Future Shock and Skynet, in particular for Fallout 3. I think Todd is probably a pretty creative and ambitious person (Morrowind was one of their most creative games conceptually, and Todd had the most creative control on that title), but Bethesda Softworks is Bethesda Softworks, so that's why the games are what they are.
I think if he had a more competent studio to work with, he could make some pretty awe inspiring things, rather than rethread the same sandbox they've done for the past 10 years.

>> No.5476208

>>5475363
Any chance you can dumb that down just a little more?

I'm REALLY new. Like last week was my first time playing a mod other than Brutal Doom.

Played OG doom at release, but not touched it much since.

Does DoomBuilder export UDMF?

>> No.5476212

>>5475382
Thank you so much!

>> No.5476221

>>5476208
You can choose the map format in Doom Builder.

>> No.5476225

>>5476129
> plasma
> zapper
> not the shaft
do you even 90LG

>> No.5476231
File: 31 KB, 400x400, 1497366635749.png [View same] [iqdb] [saucenao] [google] [report]
5476231

>>5476212
No prob. Doom mapping is daunting at first, but you'll get the hang of it. Good luck with your map.

>> No.5476236

Why are pain elementals cooler than cacodemons?

>> No.5476237
File: 18 KB, 676x664, 1534218434617.png [View same] [iqdb] [saucenao] [google] [report]
5476237

For you mappers that can consider yourself experienced, do you come up with ideas before building the map, or do you have one general vision of what theme you want the map to be, and the idea for layout come as you build, or anything of the sort?

>> No.5476241

>>5476236
They have arms and a bigger eye.

>> No.5476252

>>5476225
Well, isn't the Shaft Gun more of a heavy instead of an energy weapon?<span class="fortune" style="color:#0893e1">

Your fortune: You will meet a dark handsome stranger[/spoiler]

>> No.5476257

>>5476237
I'm not a total veteran or anything (been mapping for like a year), but this is my workflow
>write ideas for progression/encounters/architecture
>sketch out basic layout on paper
>build the basic layout in-editor
>freestyle to fill in the gaps and implement encounters
>playtest along the way
>remove and add areas as necessary
>profit

>> No.5476263

>>5476252
> the shaft isn't an energy weapon
> the thunderbolt, the lightning gun, isn't an energy weapon

>> No.5476268

>>5475382
So first thing in the video says that Zdoom doesn't support 3D floors and you need a revision.

I notice the mentioned revisions are from 2016, so can I ignore that directive?

>> No.5476284

>>5476268
>so can I ignore that directive?
Yes

>> No.5476290

>>5476284
Alright, next problem : action 160 doesn't exist in the linedefs menu, so it seems like this tutorial is out of date.

>> No.5476295

>>5476263
Sorry I'm not that familiar with Q3A weapons.

>> No.5476297
File: 244 KB, 1334x726, Untitled.png [View same] [iqdb] [saucenao] [google] [report]
5476297

>>5476290
picrel

>> No.5476303

>>5476295
> only quake 3 had a lightning gun
do you even HUUH

>> No.5476310

>>5476297
Looks like you didnt choose a map format that supports them, such as UDMF

>> No.5476327

While we're talking about mapping, should I just start in basic Doom format for my first maps, or is UDMF fine if I actually use those features?

>> No.5476331
File: 9 KB, 276x223, umdf.png [View same] [iqdb] [saucenao] [google] [report]
5476331

>>5476297
Yeah, what >>5476310 said, just start a new map and make sure you choose a UMDF map format, because it should be there. Check the game configurations under the tools tab if it's not in the default list.

>> No.5476353
File: 685 KB, 1920x1080, Screenshot_Doom_20190323_235151.png [View same] [iqdb] [saucenao] [google] [report]
5476353

<span class="fortune" style="color:#16f174">

Your fortune: ( ´_ゝ`)フーン [/spoiler]

>> No.5476357

>>5474209
>>5474542
or rather sexy Imp-tan

>> No.5476359
File: 9 KB, 300x168, index.jpg [View same] [iqdb] [saucenao] [google] [report]
5476359

>>5473935
what is the command or script that i can make enemies or civilians do things the way i want them to do in doom 2 ?
i am creating my own level or map.
how can i get the ai to do what i want them to do is there a guide somewhere ?

>> No.5476363

>>5474261
what
how the fuck

>> No.5476367
File: 233 KB, 400x359, blursphere.png [View same] [iqdb] [saucenao] [google] [report]
5476367

>>5476363<span class="fortune" style="color:#e7890c">

Your fortune: Good Luck[/spoiler]

>> No.5476368

>>5474476
I think Fireblu looks tolerable like this. Looks akin to some kind of flames.
Can you make a shader that makes all fireblu textured walls scroll upwards in such fashion?

>> No.5476387

>>5474542
Anon, that isn't Imptan.

>> No.5476521

>>5476359
check ZDoom Wiki dummass

>> No.5476580
File: 150 KB, 1024x768, 1541036747684.jpg [View same] [iqdb] [saucenao] [google] [report]
5476580

do you think ultima underworld maps would play well in doom?

>> No.5476585

>>5476580
not really
they are meant for claustraphobic dungeoncrawl, not run-n-gun shooting

>> No.5476630 [SPOILER] 
File: 355 KB, 1920x1080, 1554187237418.png [View same] [iqdb] [saucenao] [google] [report]
5476630

>>5474209

>> No.5476717

>>5475649
Good thing you came to shit up this board now

>> No.5476718

>>5475346
Hedon. It's one of those new age standalone games running on GZDoom

>> No.5476745

> postal dude in cqde

>> No.5476761

>>5475624
You're welcome.
>>5476368
The texture shader version makes it scroll in a circular motion.

>> No.5476789

>>5476761
The point of shader I'm thinking is to make it look like a flame rising up, making it more pleasant to the eye.
Circular motion would make it worse by making the onlooker dizzy instead which is the opposite of the desired effect.

>> No.5476823

>>5474209
>>5476630
What is that?<div class="like-perk-cnt"><img alt="" width="451" height="75" src="//s.4cdn.org/image/temp/dinosaur.gif"></div>

>> No.5476841

>>5476745
What is his special ability<div class="like-perk-cnt">🌈</div>

>> No.5476858

https://www.youtube.com/watch?v=epncHR4fR5M

>> No.5476870
File: 100 KB, 805x540, [confused HUUH].gif [View same] [iqdb] [saucenao] [google] [report]
5476870

>>5476745
>chex quest doom edition

>> No.5476960

>>5476789
>Circular motion would make it worse by making the onlooker dizzy
That's exactly what I intended

>> No.5476993

>>5476387
then who is it?

>> No.5477225
File: 174 KB, 1574x717, Broked.jpg [View same] [iqdb] [saucenao] [google] [report]
5477225

>>5476331
So I did everything according to the tutorial and when I go underneath the platform to raise it there is still nothing there.

>> No.5477228
File: 94 KB, 981x512, picrel.jpg [View same] [iqdb] [saucenao] [google] [report]
5477228

>>5477225
I definitely picked UDMF this time.

Any chance I have still not configured something properly, editor related and not tutorial related?

>> No.5477232

>>5477225
>>5477228
You raise and lower the dummy sector, you dummy. That's why you need it.

>> No.5477293

>>5476037
How PATHETIC can he get?

>> No.5477392
File: 992 KB, 1024x768, sshot000.png [View same] [iqdb] [saucenao] [google] [report]
5477392

One of the reasons why i like old school Doom's designs and aesthetic is because they're simple and colorfull enough, they have some "readibility" that Doom 4 lacked, which is why it goes for some modern trends like a map marker for example.
But on the other hand, Doom 4 represents for how long a power up lasts with a timer in the HUD while OG Doom used color shades on the screen.
These could make it harder to see, specially if you had like both Berserk and Radsuit at the same time, while D4 portrayed these haze effects by only covering borders on the screen and not beyond.
Invulnerability didn't affect the skybox due to some bug, which funny enough it's more tolerable.
D64's take on the Invulsphere was similar to the original one but instead of a black and white effect, you still have colors.
You could also acknowledge of sprites of the Berserk pack and HK are similar to that of the medikit and Baron.
Meanwhile, the Light Amp visors make you see at dark, which makes them feel like an opposite situation, yet GZDoom's default settings turn these simple light "amplifying" visors into night vision goggles.

>> No.5477396

>>5477232
In the tutorial video the guy goes under the platform in visual mode and raises it, and that is how he instructs it.

Has the method changed since then?

>> No.5477401

>>5477396
you can do it like that, but if the bottom is touching the lower floor, itll look like just a raised sector
manually raise the control sectors floor

>> No.5477403

>>5477392
Also, this concept of "readability" is probably why the old HUD worked, because Doomguy looking left and right while bleeding gets your attention a lot more than arrows popping out of nowhere or the screen shaking and turning red.

>> No.5477404

>>5477396
Read the wikia it literally tells you how to make 3D floors work

>> No.5477409

>>5477404
Okay - thank you!

DOOMBUILDER wiki, right?

>> No.5477419

>>5477404
https://zdoom.org/wiki/Sector_Set3dFloor

I found this but it's not exactly a straight tutorial

>> No.5477430

>>5477409
https://u.teknik.io/N2Prq.wad
its impossible to make it simpler than this

>> No.5477431
File: 31 KB, 320x200, Screenshot_Doom_20190402_143607.png [View same] [iqdb] [saucenao] [google] [report]
5477431

>>5477409
>>5477419

>> No.5477434

>>5477409
>>5477430
>>5477431
man what the hell, misquoted again

>> No.5477439
File: 208 KB, 1280x760, 3d.jpg [View same] [iqdb] [saucenao] [google] [report]
5477439

>>5477434
>>5477430
>>5477409

>> No.5477445

>>5477439
check your tags

>> No.5477459

>>5477445
im not that anon, i rolled out that wad for him to make it easier to learn.

>> No.5477462

>>5475508
WELCOME TO THE MESS HALL

>> No.5477539

what are some good wads for coop?

>> No.5477558

>>5477539
Pirate Doom is a good laugh.

>> No.5477621

>>5477539
memento mori series i guess

>> No.5477637

>>5477621
it's boring as fuck dog shit shilled only by nostalgiafagging boomers and Scythe, Alien Vendetta and that map pack that rips off Sunder shit all over it

>> No.5477687

>>5477637
Calm down son, it's just a mapset

>> No.5477704

>>5477637
memento mori has good music fuck you

>> No.5477705

>>5477637
It's just okay. There are some crappy maps, but some pretty good maps too. Certainly not the absolute masterpiece it's hailed as, its reputation must be largely based on nostalgia.

>> No.5477720
File: 67 KB, 609x726, UDMF.jpg [View same] [iqdb] [saucenao] [google] [report]
5477720

Im sorry I asked before but legit how do you convert vanilla maps to UDMF? The converter tool doesnt even have a damn readme file. Do I have to put the wads in the folders and activate some hidden batch file? Are the already converted commercial maps already in a archive somewhere? This shits so complicated

>> No.5477740

>>5477720
that's source code; you want this: http://www.mediafire.com/file/bupoy8gyddzwob4/UDMFConvert.zip

>> No.5477747

>>5477740
Thank you anon, you are a good man.

>> No.5477764

Shit wait a minute how does the actual converter work

>> No.5477785

>>5477764
I used this command line (as an example):
>.\DoomConvert.exe -w E:\doomAndQuake\doom\iwads\doom2.wad MAP01 map01.txt

takes in doom 2 map01, converts it to UDMF, and spits out the TEXTMAP for the map into map01.txt
to use it, make three lumps in slade 3: <map name>, TEXTMAP, and ENDMAP in that order. put the contents of map01.txt (or whatever you called it) into TEXTMAP, and save.
I tried ZDoomConvert at first and it gave me complete garbage, so I don't actually know what that one's for

>> No.5477812

What do you think of idea of Wolfenstein secret maps in Doom Eternal?

>> No.5477815

>>5477812
could they get away with portraying nazis in a non nazi focused game?
there's a reason why doom 2's secret levels were changed

>> No.5477825
File: 155 KB, 800x800, c kid 24.png [View same] [iqdb] [saucenao] [google] [report]
5477825

>> No.5477828
File: 83 KB, 804x536, Matt_Sunderland_The_Demon_in_The_Devils_Rock_7727.jpg [View same] [iqdb] [saucenao] [google] [report]
5477828

>>5477815
I guess so. They might make demonic versions of the The New Order/the New Colossus ones.
It might work. But then again sending the nazis against Doomslayer is like a bunch of kids versus an Apocalypse Tank

>> No.5477831
File: 487 KB, 879x659, 1544951321194.png [View same] [iqdb] [saucenao] [google] [report]
5477831

>>5477785
Danke.

>> No.5477835

>>5477828
they could do something "sublte" about it where they have a forced german accent and there's wolfenstein references but no swastikas or hitler
kinda like what some versions of tno did

>> No.5477880

Also weird that D4T makes the RL fire slower to make it closer to Doom 4 but the pistol fires faster, which i don't think ever happened there.

>> No.5477884
File: 445 KB, 800x800, the eveil.png [View same] [iqdb] [saucenao] [google] [report]
5477884

>> No.5477886

>>5477880
I'm guessing you never rapid-tapped the pistol in doom 4

>> No.5477903

>>5477886
it can't pull off 1050 rpm

>> No.5477909

>>5477903
it can if you believe hard enough

>> No.5478047

>>5477909
It really chapped my ass how if you button mash with the pistol sometimes it gets all desynched and it'll play the animation but not actually fire. I dislike Doom 4's pistol seeing as uncharged shots are too weak and slow to be of real use, and charging is too cumbersome to use in most fights

>> No.5478119 [DELETED] 

>>5477831
dumb amerigoblin LARPing as a german you will never be white

>> No.5478120

>>5478047
Way to tell everyone about how the last resort weapon is bad.

>> No.5478126 [DELETED] 

>>5478119
Reported to Angela Merke herself. Your home is now property of Muhammad

>> No.5478154

>>5478120
It doesn't have to be. Painkiller had a perfectly serviceable starting weapon. The blaster in unreal could be upgraded into something good, Duke's pistol is reliable, and Shadow warrior's sword is a beast.
Really if they just let us manually switch to the fists it would have been better in Doom 4

>> No.5478162

>>5478154
I would have liked being able to use the chainsaw in classic sawing mode, rather than being a charged auto glory kill weapon.
I mean, the saw kills are pretty fucking cool, but I miss the sheer might of the chainsaw from Doom 3.

>> No.5478167

>>5478154
Idk, punishing the player for missing too many shots and running out of ammo sounds like pretty good design.
Besides, if you're at least even half decent, you probably won't run out anyway.

>> No.5478173

>>5478154
Doom's weapon balance would be perfected if the Chaingun was replaced with dual pistols that functioned identically.

>> No.5478191

>>5478167
Leaving the player completely defenseless is shit though. Even the original Doom let you punch shit, it was mostly useless without berserk but it was still there.
The snapmap mode let you switch to fists, so this is why I'm so confused as to why they gave the player that pistol, it seems to go against the core focus of Doom 4 about charging head first and risking your ass for the promise of extra health and ammo.

>>5478173
I thought about that, though wouldn't that just be a simple reskin? I think the original Doom pistol would be fine if it had its own ammo pool and either shot faster or hit harder, preferably hit harder to further separate it from the chaingun

>> No.5478204
File: 320 KB, 1158x578, why.png [View same] [iqdb] [saucenao] [google] [report]
5478204

help

>> No.5478209

>>5478191
>Leaving the player defenseless is completely shit
>Even the original Doom let you punch shit
>fists are even worse than the pistol because the range is only marginally better than the melees of demons

>> No.5478212

>>5478191
It would be a simple reskin, but it would give the illusion of your pistol being more useful than it really is.

>> No.5478215

>>5478209
Also, the pistol is a good punishment because it forces you to play a shit version of the game for being bad at it.

>> No.5478230

>>5478215
And what about pistol starts? Also you can't use the pistol if you drain the ammo off from the chaingun.

>>5478212
I'd prefer an actual mechanical difference instead of just a visual trick

>> No.5478237 [DELETED] 

>>5478119
>>5478126
TO HELL WITH (((ANGELA MERKEL))) and her NPC lackeys! DEATH TO THE EU!

>> No.5478238

>>5478230
>Also you can't use the pistol if you drain the ammo off from the chaingun.
???
Also, pistol starts aren't quite the same because Doom's pistol still has an ammo pool, while Doom 4's doesn't. And again, the pistol is a punishment for being so bad at the game that you run out of ammo.

>> No.5478274

>>5478238
Ah you're talking about in Doom 4, I'm looking from both Doom and Doom 4's standpoint. My bad.
I agree that ammo is very rarely a problem in Doom 4, especially with the grenade subweapons, which is why I think just being able to select the fists and deliver faster melee attacks than the default gunbutt move would be ideal, that would mean in the unlikely event you run out of ammo you're gonna have to play really aggressive to get some ammo again to keep the flow going.
I wonder what they're gonna do for Eternal? The flamethrower seems to work as a stun and DoT thing, there's the big fuck off sword too, I hope that's not a one and done tool like the chainsaw is

>> No.5478290

>>5478274
I too want to be able to wield the Crucible like some kind of extra-angry ball of armored death.
Also, name one game in which the chainsaw and pistol share an ammo pool.

>> No.5478326

>>5478290
I think we're getting mixed up, anon. I was talking about how the chaingun and pistol share ammo in Doom 1 and 2 earlier.
Glad to see we're on the same page about the Crucible though, Doomslayer's version of it looks rad

>> No.5478356

playing a 94 wad and im tapping every other wall assuming its a secret when its just shit alignment. fun wad

>> No.5478360

Do you think there's no assault rifles in the OG Doom universe due to BJ stealing the Venom Gun blueprints, causing any and all automatic firearms to be rotary based from then on?

>> No.5478404

>>5474352
Joshy has clarified that it's not a joke.

>> No.5478414

>>5478360
That hinges on how canon you find Wolfenstein with Doom, which I kind of never did.

The Venom Gun is more of a support weapon than an infantry rifle, given the weight and the bother with linked belts, also obviously the chaingun in Doom doesn't have even a quarter of the sheer firepower, and if you actually stop and think about the thing (which you aren't supposed to, because the thing really just looks the way it does to appear more interesting, and to be more distinct visually from other weapons), it's actually nonsense.

Six barrels and actions taking turns to fire in sequence is a great idea for a stationary or vehicle mounted weapon which might have to fire a lot of long bursts at high RPM, the gun will build up heat one sixth as fast as a conventional gun with one action and one barrel, and can have a very very high rate of fire (important for aerial combat, due to the short window of time you have for the high speed targets). It's a lot heavier, but you're not actually going to carry it, so that's ok.
Doom's chaingun fires at a pretty slow rate, I'll ballpark it as about 500-600rpm, so 100rpm per barrel, it'll obviously take a long time to heat up, so there's that, but in what situation does it make sense to just lay down sustained fire for a really long period of time? If it was a support weapon, like a proper machinegun, being able to fire a lot without having to worry about heat would be a neat, but for good suppressive fire, you'd probably want something much more potent than what appears to be a pretty average pistol cartridge (as it seems to do the same impotent damage as the pistol).
A cartridge like 5.56mm NATO has the same weight as a 9mm Luger cartridge, but has much more energy, so we can extrapolate that for the weight of Doom's pistol cartridge, you could have a more powerful rifle cartridge instead, which would be both better at killing things dead, and better at making people go "Oh shit!" and stay behind cover.

>> No.5478419

>>5478414
So to conclude, Doom's chaingun is stupidly large, heavy, and not to talk about likely very expensive, for really no actually good reason.
In terms of practical performance, it's the submachinegun counterpart to the pistol. Obviously, it doesn't make any sense, but that doesn't matter.

I don't think they thought much at any point about what exact realistic role each weapon would fill, just the roles they'd fill for not very realistic action game.
I think if you wanted to ponder things like that, the old novels were the first time the franchise ever went into detail and put thought into the subject, and that's still just barely.

>> No.5478498

>>5478204
It keeps happening
Please I just want to play some hexen
Can't even get past the first map because it crashes right there every single time

>> No.5478502

>>5478498
Fuck it I'll just download chocolate hexen

>> No.5478521

>>5478502
>>5478498
>>5478204
disable your skins folder

>> No.5478540

>>5478521
How? I don't even have a skins folder.

>> No.5478594

>>5478360
What guns zombies are using.

>> No.5478608

>>5478204
What GZdoom version are you running?

>> No.5478616

>>5478594
elongated pistols

>> No.5478919

Played through Doom and Doom 2 and a few Build engine games and it's great. Now I'm playing through Quake and I'm on episode 1 and I don't see the appeal. Why is Quake considered as good or better than Doom by so many? The secrets everywhere are cool, but the levels all look basically the same and it's nowhere near as fun as Doom. Why the incredible praise?
This isn't bait.

>> No.5478956

>>5478919
There were four level-designers, and their respective level sets look pretty much nothing alike.

Also, playing in software instead of GLQuake-based renderers, does additionally help to distinguish things.

>> No.5478961

>>5478956
>look and play out

>> No.5478962

New Aleph One build fixed the mouse controls, lads

>> No.5478965

>>5478956
I was using Quakespasm. I mean it's ok. It's kind of fun but if Dusk, for example, were actually lightweight and didn't run on Unity, I would actually consider it a better game.

I just don't understand how people think Quake is better than Doom. It HAS to be the multiplayer.

>> No.5478969

>>5478919
I like Quake more than Doom because of the movement, the use of vertical spaces, the instant weapon switching, and the rocket launcher being the primary weapon

I also like that user maps for Quake tend to be one-offs.

>> No.5478972

>>5478969
The rocket launcher primary weapon is hard for me to get used to, but I agree the instant weapon switching is fantastic.

>> No.5478973

>>5478965
>I just don't understand how people think Quake is better than Doom. It HAS to be the multiplayer.
I prefer quake's movement and the aesthetic. Dooms good (im not a hater) but i like quake more. Also, the "looks the same" brush can just as suitably tar doom, i don't understand why people think quake is monochromatic and doom is some kind of rainbow. Sure, techbase theme in both games is basically shades of brown...
Lastly, your assumption
>Quake considered as good or better than Doom by so many
is wrong IMO. Plenty of people prefer Doom, and it has more user created content. After all, you're posting in what is usually /doom/ general.

>> No.5478974

I like Quake more than Doom because of the movement, the use of vertical space, the instant weapon switching, the rocket launcher being the primary weapon, and the atmosphere.

I also like that Quake's user maps tend to be one-offs.

>> No.5478978

>>5478974
Why did this post twice?

>> No.5478981

>>5478973
Doom has lots of blues and greens everywhere, and admittedly a shitload of red. Quake just "feels" mostly brown. I agree with you on Quake's movement though. Now that I think about it all I'm really complaining about is the environments. The actual gameplay and even the small platforming in it is great. I'm starting to get it now that I think about it more.

>> No.5478995

>>5478981
Quake also has blues, greens and reds, though in general it is darker and less saturated color - perhaps that's why some people perceive it as colorless (or "brown"). Eg, the medieval texture set is mostly red colors, and the ep 4 textures are mostly blues.
Incidentally, this is part of the reason i often prefer quake's aesthetic (both textures, lighting and geometry) - i really like how the clash of various styles and time periods blend together in an other-worldly and haunting darkness.

>> No.5479006

Just played quake SM172_ORBS and that was a pretty awesome unique experience (for me so far). Explosive-barrel jumping across a course with a pentagram was bloody fun - anybody know other maps like this?

>> No.5479159

>>5478608
3.7.2

>> No.5479167

>>5474896
I really want the weapon sprites for Skynet/Future Shock, I wanna use them in a project at some point.
>Holding an M1 Browning by the heat shield
what a lad.

>> No.5479227

>>5479167
Right here, Broseph: https://forum.zdoom.org/viewtopic.php?f=37&t=29981

>> No.5479252

>>5475825
That is an interesting take, shobo.

>> No.5479254

>>5476630
Theeque.

>> No.5479296

something i noticed about the cleric is that unlike the other classes in hexen, he barely shows skin so in an alternate timeline where his bicep wasn't shown in his melee attack, we could have had headcanon fanart of him as a femboy

>> No.5479312

>>5473935
I'd love a Quake 1 and 2 crossover mod someday.

>> No.5479318
File: 31 KB, 640x480, 1553910737617.jpg [View same] [iqdb] [saucenao] [google] [report]
5479318

>>5479296

>> No.5479328

>>5479296
It'd fit, considering how much exercise he probably gets.

>> No.5479416

>>5479312
There's a Quake 2 singleplayer map called Sonic Mayhem that has a section where you revisit Quake 1's world.

>> No.5479429
File: 763 KB, 1920x1200, Screenshot_Doom_20190403_134112.png [View same] [iqdb] [saucenao] [google] [report]
5479429

>>5477419
>>5477430
>>5477431
>>5477434
>>5477439
>>5477445
>>5477459


Hey - thanks for your effort.
So here's da thing!

I got it to work, but I would really like to be able to visualize it IN doombuilder. is that possible or do I just have to keep testing the map to see placemernt?

>> No.5479434
File: 743 KB, 1734x850, Novis.png [View same] [iqdb] [saucenao] [google] [report]
5479434

>>5479429

>> No.5479442

>>5479429
use gzdoom builder

>> No.5479461
File: 416 KB, 1024x576, Screenshot_Doom_20190403_195224.png [View same] [iqdb] [saucenao] [google] [report]
5479461

I did not expect Doom Eternal XP to be so much fun. The way it combines Vanilla + Eternal items(so far) it's great.
But a part of me wants this to be a D4T addon.

>> No.5479482

>>5479416
I want to see this.

>> No.5479504
File: 1.23 MB, 955x776, mdk.png [View same] [iqdb] [saucenao] [google] [report]
5479504

>> No.5479521
File: 143 KB, 268x340, eyes.png [View same] [iqdb] [saucenao] [google] [report]
5479521

Doomguy looks like he has 4 eyes in this sprite from the PSX head explotion animation.

>> No.5479547
File: 30 KB, 482x436, 1551267155028.jpg [View same] [iqdb] [saucenao] [google] [report]
5479547

>>5479504
>acknowledging the existence of MDK
>also putting it into Doom
Absolute madman

>> No.5479590

>>5479504
>target a c q u i r e d

>> No.5479593
File: 27 KB, 106x278, Mr. Marathon.png [View same] [iqdb] [saucenao] [google] [report]
5479593

>>5478962
what version is it at now 1.3?

>> No.5479638

>>5478981
I think quake palette is great.
It is certainly not colorful, purposefully so, but its colors are still deep and vibrant. Just compare quake1 with quake2 and it is immediately evident how much more washed out the latter is (it is like that to emphasize the colored lighting, but it still looks like shit to me).

>> No.5479670

>>5477884
nice half-assed doodle.

>> No.5479672

>>5477884
the smirk

>> No.5479675

>>5478965
I dont understand all the love for Dusk. The sound design and animations are so crappy, the weapons don't feel satisfying. Amid Evil is superior in pretty much every department except humor/memes. And Quake is better than both.

>> No.5479678

>>5479675
I think the worst part is the level design. It's so overhyped. I've seen 90s doomwads with more creativity and better lvl design than DUSK

>> No.5479680
File: 1.69 MB, 1217x684, mdk 2.png [View same] [iqdb] [saucenao] [google] [report]
5479680

>>5479504

>> No.5479692

when is that BR ape nigger gonna release BDv21 campaign?

>> No.5479697
File: 22 KB, 400x300, 1502721550814.gif [View same] [iqdb] [saucenao] [google] [report]
5479697

>>5479692

>> No.5479730
File: 14 KB, 327x240, 88.jpg [View same] [iqdb] [saucenao] [google] [report]
5479730

>run D44M weapons
>run D44M OST
>mfw


Too much fun.

>> No.5479748

>>5479692
a. He's whiter and smarter than you
b. From what I understand the next version will be the final release

>> No.5479762

>>5479675
Same. I didn't really like Dusk.

>> No.5479769

>>5479680
>>5479504
now this is something

>> No.5479809

>>5479504
>>5479680
Probably plays like shit because you need levels designed for Kurt's abilities

>> No.5479810
File: 96 KB, 475x258, Hexlet.png [View same] [iqdb] [saucenao] [google] [report]
5479810

>>5479296
(You)

>> No.5479831

>>5479809
Not if you try to adapt his weaponry to Doom.

>> No.5479870

>>5473935
I'm not sure about posting this here but anyway:
https://twitter.com/ProdeusGame/status/1113483479206060032
Eviternity's mapfag has joined Prodeus, a retro-FPS with modern tech

>> No.5479876

what console commands should I use to make quake look like the dos version?

>> No.5479891

>>5479692
>>5479697
>>5479748
lol

>> No.5479910
File: 263 KB, 800x800, c kid 25.png [View same] [iqdb] [saucenao] [google] [report]
5479910

>> No.5479920
File: 25 KB, 550x352, buneclap.jpg [View same] [iqdb] [saucenao] [google] [report]
5479920

>>5479910
hape eostre

>> No.5479938

>>5479296
>we could have had headcanon fanart of him as a femboy
I hate people like you.

>> No.5479971
File: 1.44 MB, 900x950, 1387670963580.png [View same] [iqdb] [saucenao] [google] [report]
5479971

>>5479296
Based

>> No.5479985
File: 102 KB, 915x699, IMG_20190404_002337.jpg [View same] [iqdb] [saucenao] [google] [report]
5479985

>>5479680

>> No.5479990
File: 7 KB, 235x176, 1536869327095.jpg [View same] [iqdb] [saucenao] [google] [report]
5479990

>>5479985
>tfw shiny is fucking dead

>> No.5480046

>>5479876
try using a low resolution

>> No.5480073

>>5479876
fov "110"
r_particles "2"
fog "0.02" "0.8" "0.6" "0.4"
gl_texturemode "3"
crosshair "1"
r_wateralpha "0.4"
r_slimealpha "0.8"
r_lavaalpha "1"
r_telealpha "0.6"
r_shadow "1"
v_idlescale "0.5"
r_viewmodel_quake "1"
gl_flashblend "0" //to disable light globes around the light sources
gl_ztrick "0" //to disable distant objects flickering
gl_keeptjunctions "1" //to remove white dots on the polygons edges
gl_overbright 1
gl_overbright_models 1
v_gunkick 2
r_lerpmodels 0

>> No.5480087

Started playing blood. Playing on well done. Beat the 1st chapter after a few hours. Very enjoyable, but my gameplay is either peeking and strafing back into cover or just strafing around and running into enemies (and killing them). There's no real happy medium. The cultists are initially frustrating, but they have terrible AI and aren't deserving of their reputation. With all the secrets and life essences, the game is quite easy to complete (so far)

>> No.5480091

>>5480087
You must master throwing bombs to really get those pesky cultists

>> No.5480098

>>5479227
Thanks, Hombre.

>> No.5480105

>>5480073
>translucent liquids
>fog
>>look like the dos version

>> No.5480107

Started playing Eviternity on UV. Shit's stressful and difficult, but the music bangs. Good stuff.

>> No.5480108

>>5480073
late reply but thanks mate
>>5480087
remember to crouch, that'll help you a lot
>>5480105
what do I change?

>> No.5480110
File: 95 KB, 315x400, 400.jpg [View same] [iqdb] [saucenao] [google] [report]
5480110

W/S - forward/back
A/D - turn
Left/Right Arrows - strafe
Up Arrow - shoot

>> No.5480116

>>5480110
You can use mouse and keyboard at the same time, anon. Literally no one gives a shit.

>> No.5480118

>>5480116
what if you can only use one hand?

>> No.5480126

>>5480118
Are you playing H-Doom?

>> No.5480127

>>5480126
not yet

>> No.5480128

>>5480118
That might actually be intersting
Some binds I just sort of shat out:
WASD for move
Q/E for turn
Shift to shoot

>> No.5480150

>>5480118
enable mouse movement
left mouse: shoot
right mouse: use
middle mouse: lookstrafe
mousewheel: weapons

if you don't play doom like this, you're officially a big ol' weenie

>> No.5480157

>>5479593
1.3b3

>> No.5480165

>>5473935
I wonder if the Build engine and XnGine can properly have rooms be right on top of each other.

>> No.5480175
File: 127 KB, 400x400, unknown.png [View same] [iqdb] [saucenao] [google] [report]
5480175

>>5480116
Shooters that weren't designed with both axis aim in mind feel clunky with mouse. Like someone ported Doom assets into Garry's Mod.

>> No.5480184

>>5480175
I play with mouse and keyboard all the time. It just takes getting used to.

>> No.5480187

>>5477884
>when she sees your chainsaw

>> No.5480210

>>5480175
Doom was made with mice in mind just not 'mouselook' which is why it should be off by default but have Z bound to mouselook so you can just do it sometimes

>> No.5480212

>>5480165
Build can have rooms on top of eachother, but only if they cant be seen at the same time.

>> No.5480225

>>5480175
I don't agree.

>> No.5480229

>>5480210
>Quake was made with mice in mind
FTFY

>> No.5480286

>>5480210
IMO it's fine if you don't break sequence in vanilla and vanilla + maps.

>> No.5480438
File: 1.77 MB, 640x480, 1XMvxGc.gif [View same] [iqdb] [saucenao] [google] [report]
5480438

new vanilla editing trick: https://www.doomworld.com/forum/topic/105364-did-you-know-you-can-make-a-voodoo-conveyor-belt-in-vanilla-doom/

functionally a boom "conveyor belt" that works in vanilla doom. now all doom levels can have gated multi stage arena battles!

>> No.5480450
File: 255 KB, 400x324, 995.png [View same] [iqdb] [saucenao] [google] [report]
5480450

>>5480438

>> No.5480520
File: 299 KB, 1280x1280, doompaper.jpg [View same] [iqdb] [saucenao] [google] [report]
5480520

>>5480438
It's cool to see new tricks being made more than 25 years after release. Would be neat to see a new speedmapping contest utilizing this.

>> No.5480572

>>5480438
>Graf getting salty as hell at someone even THINKING about making this work in GZDoom
>Edward telling him to shut up
Business as usual

>> No.5480575

>>5480572
But does Ed still swear by his P2P netcode?

>> No.5480648

HUH

>> No.5480668

zoomer here, what's exactly wrong with Duke 20th Anniversary World Tour?

>> No.5480670

>>5480668
Duke sounds depressed and there's no Life's a Beach.

>> No.5480672

>>5480668
sound quality being dogshit

>> No.5480678

>>5480670
>>5480672
thanks, I wasn't going to buy it anyway since it doesnt come with the Caribbean expansion and since there's a nice free download in the op

but it's good to know gearbox fucked up something yet again

>> No.5480701
File: 43 KB, 529x881, Image23121.jpg [View same] [iqdb] [saucenao] [google] [report]
5480701

Easter bunny stimpack

>> No.5480705

>>5480572
Man, you can really tell that Graf hates the fact that GZDoom isn't the only thing the community uses for playing doom.
I swear I remember he made a rant back in 2011 or something about mappers mapping for vanilla again.

>> No.5480731

>>5479159
https://devbuilds.drdteam.org/gzdoom/
Try one of these here

>> No.5480770

>>5477637
>that map pack that rips off Sunder
You can't expect the average anon to read into the angry mess of your brain and know what you mean.

>> No.5480782

>>5477637
kys kiddo

>> No.5480878

>>5480770
He probably means Sunlust.

>> No.5480965

>>5480678
The other guys are right, HOWEVER, the new episode isn't bad, it has a couple of really good maps.
Steal it if you have to.

>> No.5480971

I'm not sure if anyone mentioned this, but Impie made a Robocop wad
https://mikestoybox.net/2019/03/31/robocop-doom/

>> No.5480984

>>5480648
HUH
HUH
HUH
HUH
HUH
*crack* UUURGH

>> No.5480987
File: 80 KB, 850x479, __robocop_2_robocop_drawn_by_ahriman_artist__sample-0cecdf25f6af747c383753b8782a3b48.jpg [View same] [iqdb] [saucenao] [google] [report]
5480987

>>5480971
Oh that's cool. I'm kinda disappointed that there's no RoboCain

>> No.5481028
File: 2.70 MB, 1920x1080, Screenshot_Doom_20190207_020233.png [View same] [iqdb] [saucenao] [google] [report]
5481028

>>5474956
how does dakka break gore mods?

>> No.5481031

>>5481028
it uses +EXTREMEDEATH, which some gore mods don't handle well

>> No.5481042

>>5481031
I read something about that in the nashgore thread but I haven't noticed any weirdness running it with dakka, then again I also have universal gibs in my autoload so its probably covering up whatever fuckery is happening.
>>5480971
Extremely disappointed that the title screen music isn't this:
https://www.youtube.com/watch?v=rhZBDNQ3gas
Hell, it has no title music, I should just put it in myself.

>> No.5481046

>>5480984
Ah, the ol' crunchy bone hurting fall sound.

>> No.5481051

>>5479296
you can have a muscular trap you know

>> No.5481053
File: 24 KB, 128x128, 328660032117800960.png [View same] [iqdb] [saucenao] [google] [report]
5481053

>>5481051
I like where this is going

>> No.5481056

>>5474956
>Combined Arms is too silly for a serious session
Is this because of the current sets, or the crate weapons?
Or is it both? I mean as silly as Combined_Arms may be I also wanna make sure it's mechanically satisfying

>> No.5481057

>>5481042
How do you make universal gibs run with NashgoreV?
I tried it and get some weird results.

>> No.5481072

>>5481051
Stop right there, criminal scum!

>> No.5481096

>>5481057
I load universal gibs before nashgore, set universal gibs to use doom blood and have nashgore set to classic. Haven't really had any problems with it.

>> No.5481103

>>5481096
It spawns an awful lot of blood, does not spawn actual gore from Nash's mod, and breaks that nice crusher effect replacing it with simple crusher gibbing.
Which is what I meant by "weird" results - after UG there is not much Nashgore left.

>> No.5481128
File: 2.36 MB, 1920x1080, Screenshot_Doom_20181210_173235.png [View same] [iqdb] [saucenao] [google] [report]
5481128

>>5481103
You can see in the screenshot I posted before that the crusher effect is still there, and pretty much all of that blood is from Nashgore and not Universal Gibs. I do admit it can get kind of insane, though.

>> No.5481135

>>5481128
Does not work for me, and I did exactly the same

>> No.5481157

>>5481135
That's weird, I haven't edited anything in either nashgore or ugibs to make it work.

>> No.5481169

>>5478965
>I just don't understand how people think Quake is better than Doom.
3rd dimension and everything that entails for level-design.
Having more than 35 ticks per second, and constant damage numbers instead of Doom's dicerolls, also helps.

>> No.5481235

>>5480705
It's a personal insult to him if a mod or a map doesn't support GZDoom.

Fuck ego projects.

>> No.5481250
File: 8 KB, 225x225, images~01.jpg [View same] [iqdb] [saucenao] [google] [report]
5481250

>>5481235
I really don't fucking understand this guy.
At least 90% of Doom mods and wads are compatible with GZDoom these days.

Now I didn't like Lilith but I didn't throw a tantrum and whined about it like it was the worst thing ever like he did.

>> No.5481254

>>5481250
The fact that GZDoom has his initials in it probably makes that egotistical fuck's dick hard.

>> No.5481256

>>5474858
Demonfear

>> No.5481276
File: 35 KB, 480x385, tumblr_ooxzgw0dRB1qi20lto9_500.jpg [View same] [iqdb] [saucenao] [google] [report]
5481276

>>5480572
>>5480705
Russians and brazilians might have a pretty bad reputation inside the fanbase but germans sure can make some equally dumb shit when it comes to Doom.

For those who don't know,Graf is german

>> No.5481293
File: 122 KB, 772x773, IMG_-6q4n2d.jpg [View same] [iqdb] [saucenao] [google] [report]
5481293

Experiences and things related to Doom that make you feel old?

>> No.5481313

>>5481276
>t. buttblasted Pole

>>5481293
Playing Deathmatch with my dad

>> No.5481331

>>5481250
because with his programmer's mindset he doesn't see lilith as a creative project making use of bugs to achieve a certain aesthetic but rather a highlight reel of his/randi's fuckups
it's something like a band using your middle school writing projects as lyrics, even if the music is actually really good you'd still be fucking embarrassed

>> No.5481339

>>5481331
would you be so embearassed that you'd ban the band from a massive community, try to shame them, do everything you can to make it so no one can listen to them and also threaten to destroy everything you've been doing up until now?

>> No.5481356

>>5481276
Russians also sometimes make some very nice content, Lainos is one of my favorite mappers.

>>5481313
Others besides Poles dislike Germans.

>> No.5481364
File: 1.94 MB, 796x997, 1508525293_Arena_Cover.png [View same] [iqdb] [saucenao] [google] [report]
5481364

>>5476193
Dude, Todd works for bethesda since ARENA, he's even on the cover

all arena and daggerfall skeletons are voiced by him

>> No.5481370

Best doom loader if I want to get as close as possible to the original games? Chocolate doom?

And then would the best doom loader for modding be something like gzdoom?

>> No.5481373

>>5481364
I misremembered the timeline, but otherwise I'm correct.

>> No.5481380

>>5481276
>the most advanced doom port has accumulated 20 years of cruft and bullshit, but graf still finds a way to mostly (not always) keep full backwards compatibility for dehacked/fragglescript/acs/decorate while also developing cutting-edge zscript features
>in an effort to purge some of the cruft and bullshit and make things easier to maintain overall, system requirements are bumped so you now need hardware manufactured at any point in the last ten years to play a port to modern systems
>this is somehow equivalent to russian/brazilian hackjobs that couldn't even make their shit projects without gzdoom in the first place
this is some advanced logic you're running on here

>> No.5481387

>>5481380
that's a lot of implying

>> No.5481391

>>5480705
Graf is a fucking retard, everyone here still remembers his seething posts towards zdoom, Legacy and even ST and Zd.
Even Doomsday has Better and even polished shaders and effects than GZD nowadays.

>>5481276
Brazillians used to make good doom stuff, but the community died thanks to LoganMTM's autism and Juliano Du0 BRDOOM, they still seethe because of the Doomworld ban and keeps calling them Dumbworld, thankfully the community died because almost no one there cared for doom, only seething and shitpost.

it was them who drove Daniel out of DOOM, Neodoom is still a fucking classic, and who kept flaming the Brazillian Duke3d community when Hellfire was still kicking until the community died.

They even hated other FPS talk like Quake and such.

Thanks to these 2 assholes and their fucking forum, the Brazillian doom community is dead, and its body is being raped by Mark.

>> No.5481394

>>5481387
post 50 old vanilla/boom/early zdoom wads that do not work in current gzdoom devbuilds and then you can get back to me about how graf is the worst developer ever and gzdoom is literally malware

>> No.5481402

>>5481394
GZdoom is malware and thehes a fuckton of wads that cant even work well on modern gzdoom or even has performance problems due to graf's bullshit.

most of Term's wads cant even work on the latest gzd because of this shit

>> No.5481404

i miss when these threads weren't 500 posts of drama

>> No.5481407

>>5481402
>GZdoom is malware
How?

>a fuckton of wads that cant even work well on modern gzdoom or even has performance problems
Which ones?

>> No.5481415

>>5481407
ok german leftist fucker
Alien vendetta, Icarus has problems with some sectors, METROID Dreadnought doesn't work on the latest versions, the Doom64 projects has problems with the latest build

and more and more and more...

but then you dont give a shit graf, you pretty much had your own way sabotaging the other source ports to feed your own ego with GZD.

because its easy to notice that Randi's sudden quit from Zdoom dev isn't related with your own shit.

>> No.5481416

>>5481402
you have not posted 50 non-functional wads
the community has produced tens of thousands and you cannot even name ten
you didn't even name one actual project, just namedropped a single developer
if one developer's mods break, but nobody else's do, how is that graf's fault?

>> No.5481419

>>5481415
>he disagreed with me or questioned my opinions, clearly he's graf!!!

"People" like you should be beaten.

>>5481416
Don't engage it.

>> No.5481420

>>5481394
Batman Doom, last I checked. That's the one vanilla wad I'm aware of. There are other dehacked wads out there that don't, but I don't remember the names. They're mostly just tech demos for mods.

>> No.5481423

>>5481415
I'm not German and I'm not leftist.

>>5481420
FWIW someone made a patch to fix Batman Doom for GZDoom.

>> No.5481426 [DELETED] 

So, I'm trying to set up doomseeker and it doesn't recognize the engines. I tried to use Doom Explorer and it boots all and well but its locked on software more and boots out of full screen. All I want is setup this LAN so me and my buddy can COOP some WADs.

>> No.5481428

>>5481423
>FWIW someone made a patch to fix Batman Doom for GZDoom.
I don't know what FWIW means.
But that's not really the point, because the vanilla mod does not work.
And last I checked the patch didn't actually work either, but maybe I was using a test build or something.

>> No.5481430
File: 18 KB, 289x345, Perfect_Dark_XBLA_cover.jpg [View same] [iqdb] [saucenao] [google] [report]
5481430

All I want is this shit to come to Steam

>> No.5481431

>>5481428
'For what it's worth'

>But that's not really the point, because the vanilla mod does not work.
So what? The patch works, so you can play it.

>> No.5481432

>>5481430
With Halo MCC coming to Steam I guess it's possible.

>> No.5481436 [DELETED] 

>>5481415
>Randi

Not Randi, but Randy. Randi is a fake nickname he used after he changed his gender (so he's still recognized online). Actually he changed his name to Marisa in 2008.

>> No.5481437

>>5481431
That's not the point of the question. It is a vanilla mod that GZDoom does not run. The complaint is that people don't want to do additional work to have their previously finished modifications work on a specific engine that could change at whim. Upkeep on a mod takes time, and if you have multiple mods that adds up.
The fact that someone had to patch it to (maybe) work on GZDoom is evidence of this issue.

>> No.5481448

>>5481430
There's a modified version of the 1964 emulator that runs pd (and goldeneye) with mouse support at 60fps, it's pretty good but I can't get it to save for some reason. There's a similar build of dolphin for timesplitters 2+3.

>> No.5481452

>>5481448
Is the N64 kb+m legit? I remember reading years ago (2011?) that the plugin installed a keylogger.

>> No.5481457 [DELETED] 
File: 462 KB, 2762x1500, Untitled-2.jpg [View same] [iqdb] [saucenao] [google] [report]
5481457

>>5481436
Yes. (G)ZDoom is a tranny port unfortunately. I switched to Vavoom long time ago and don't regret. Much better port.

>> No.5481459

>>5481452
I'm pretty sure it didn't, I remember some rumor about that along with another rumor that the guy who made it either completely fucked off from the internet or killed himself because of the accusations.
The mouse injector itself would obviously set off some false positives from antivirus software though, since it's capturing your mouse input.
The version I have is from 2018 and updated by some different dude from the original creator.

>> No.5481460

>>5481437
Imagine that, a program that's in regular development and updates doesn't always retain 100% compatibility with everything made for it over two decades.

If you're having problems, you could also try solving them on your own.

>> No.5481491 [DELETED] 

GZDoom is a shitty port originally made by a trannie and now maintained by an old fart German-cuck faggot. Vavoom is much better port. Everything looks better in it. Better implemenentation of dynamic lights, dynamic shadows, VavoomC. Fuck zdoom.org trannies. Why this shit got so popular and such big community? GZDoom is literally anti-Doom. It destroys everuthing good about it. All shitty mods like Brutal Doom are made for GZDoom. If you're a true Doomer you can't tolerate a shit with a name GZDoom.

>> No.5481502
File: 386 KB, 1920x1080, Screenshot_Doom_20190404_135033.png [View same] [iqdb] [saucenao] [google] [report]
5481502

>>5481415
>Alien vendetta, Icarus has problems with some sectors
minor rendering issues that don't affect gameplay, unless you know about something specific that i don't

>METROID Dreadnought doesn't work on the latest versions
i've heard this a lot so i just played through map01-map08 with the latest gzdoom devbuild and dreadnought 1.1c, term's last version
in that time i noticed only two apparent issues
one: space jump allows infinite walljumping off of the air
two: power bombs don't give you the pickup correctly, it spawns the capacity-increasing pickup at 0,0,0 instead when you grab one
all other gameplay mecahnics and visual effects are completely functional and it is grossly inaccurate to say that it "doesn't work" because of two bugs that at worst mean you don't have a power bomb when the map gives you a berserk
never mind that power bombs are hardly any equivalent to berserk in the first place and nobody ever finished any maps for dreadnought so this doesn't break any intended experience that wasn't broken by default

>the Doom64 projects has problems with the latest build
which one? there are like five of varying age and quality

>> No.5481517

>>5480438
>have to take damage to activate
Myeh.

>> No.5481539
File: 741 KB, 1920x1080, Screenshot_Doom_20190404_140506.png [View same] [iqdb] [saucenao] [google] [report]
5481539

and while i'm at it, let's also dispel the myth that demonsteele is broken
latest gzdoom devbuild, demonsteele v0.9, fully functional mod
i recall a specific complaint about destructable props not being breakable and term having no solution
well take a look at these broken torches
man i hate that graf fucker, always out to get my man terminus by breaking all his mods

>> No.5481579

>>5481517
that part of the trick has been around since epic 2 at least
the doll and barrel are placed so precisely that the barrel deals only 1 damage to the doll, which is then pushed over the linedef it's supposed to trigger and also picks up a health bonus to immediately negate the damage
it's not even noticeable if the doll and barrel setup is hidden away like it usually is

>> No.5481596

>>5481460
I think the major concern is that it breaks from minor update to the next, for reasons that are whimsical instead of reasonable. Like
>this is outdated, use this instead
If there is no reason to cut something, then don't. Leave the option in. This is a 25 year old game we're talking about here, not a development suite. 90% of mods out there use some engine quirk to function. "fixing" those quirks isn't a fix.
But whatever. I don't actually have a real dog in this fight anyway. I just understand the complaint.
You could always just use an older version of GZDoom and link it in your mod's forum post, or webpage.

>> No.5481607

>>5481579
>it's not even noticeable if the doll and barrel setup is hidden away like it usually is
The screen flashes. That's about it, though. You can hide the effect in lava, or some other damage event, but that's a tad lame too.
It's not perfect, but scripted events in vanilla doom is a fun discovery.

>> No.5481612

>>5480668
more expensive than another dn3d release that had three expansions (and this one is gone)

>> No.5481627

>>5481394
Remember that exploit that allowed modders to modify personal files?
Or how Graf wanted to handle screen resolutions?
Or just some of the default settings in general?

>> No.5481629

>>5473935
>Many Idtech 1, 2 and 3 sourceports
>several for Build Engine
>One or two for SS1 Engine.
>1 fully stable Sourceport for Dark engine
>One working for Jedi Engine games.
>NONE for XnGine or Unreal1
WHY

>> No.5481634

>>5481539
I played it on D64 Consolation Prize and the chaingun didn't spawn in the second level.

>> No.5481635

>>5481627
>Or how Graf wanted to handle screen resolutions?
This was acutally a big nothingburger. The only mistep was the interface would've sucked for a release. Everyone flipped out hardcore instead of just going "oh you should add the option to select manually in for these reasons"
But instead they went "RRRREEEEEEEEEEEEEEEEEEEEEEEEEEEEE"

>> No.5481636

>>5481627
you mean those things that were immediately fixed?
don't even start on complaining about default settings if you don't know the correct history of the zdaemon gamma meme
graf isn't perfect, but the misinformation being spread around has been fucking insufferable ever since the hardware survey
you just make shit up to find ways to complain about a person you've never even interacted with personally

>> No.5481638

>>5481634
The chaingun doesn't have a replacement in Demonsteele. You people haven't even played the mods you complain about not working. Holy shit.

>> No.5481642

nobody tell this guy that even some modders like term and kinsie have occasional beefs with graf, who are also known for making mods that would later require the latest gzdoom builds

>> No.5481649

>>5481627
The part that irks me the most is that they've removed The Megaton edition which had all the expansions.
Fuck, you can still purchase Ultimate Doom and Doom 2 separately instead of Doom 3 BFG Edition.
The fact that they fucked up the sound design, the new lines feel weak (Jon himself said that he refused to say some of them because they were too cringeworthy and BAZINGA is in the game).
Only the new levels made by the original developers it's the real deal, the rest is a downgrade.

>> No.5481650

>>5481629
Because Unreal works fine on its own, and there's a community patch to make it have some more modern graphics options.

>> No.5481652

>>5481627
>Remember that exploit that allowed modders to modify personal files?
That thing that was fixed pretty fast and wasn't actually exploited by anyone?

>Or how Graf wanted to handle screen resolutions?
Which was just him communicating things poorly and the team had to correct him.

>Or just some of the default settings in general?
He does have bad taste in how Linear Filtering is on by default, but you can just go and disable that in the options.

>> No.5481653

what port should i use for hexen 2 (steam version) ?

>> No.5481661

>autist shitting up threads complaining about graf disappears
>new autist starts shitting up thread defending graf
jesus fucking christ

>> No.5481667

>>5481653
Hammer of Thyrion

>> No.5481672

I can't navigate maps in Quake aside from E1 because they are all too dark and too samey shit cuntfuck whore of a game COD is better

>> No.5481679

Do you guys like combined arms with the harms addon? It's fun as hell with memento mori 2

>> No.5481686

>>5481679
combined arms is shit and so is memento mori

>> No.5481692

>>5480971
I don't always enjoy this guy's wads but he's certainly and endless fountain of creativity.

>> No.5481694
File: 123 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]
5481694

I can't believe what kind of shit wins megawads, most of them are fucking boring and/or grindy how is it fun to wade through 600 enemies? A normal person takes place from vanilla Doom and knows that enemy placement is more important than putting 200 Revenants in a huge square arena, it turns Doom into a fucking cover shooter, doom community has down's syndrome that's more than sure all a doombab needs to be happy is a fucking revenant spam and endless square rooms, fuck good level design huh?

>> No.5481697

Imagine a glory kill that's just Shun Goku Satsu where Doomguy punches an enemy a lot of times in the dark and the slayer's mark shows up

>> No.5481698

>>5481694
I'd fall asleep before I get through murdering 600 imps

>> No.5481702 [DELETED] 

why stupid fucking lesbians always need to jerk off to
>MUH DIFFICULTY MUH FUCKING DIFFICULTY PUT MONSTER CLOSETS EVERY 2 STEPS
enemies in Doom are too simplistic for this fucking game to ever be challenging unless you do something cheap like teleport a player into a room with 3 archies Blood, Duke Nukem 3D, Shadow Warrior those games had well designed enemies, each one was fucking unique, each one had a fucking purpose meanwhile in Doom majority of them are just fuckers who throw fireballs at you and the only thing that is different is their HP pool

>> No.5481704 [DELETED] 

>>5481702
hurndurr nud durr durfff durrrrr durr nm shhitttt auuggghhhhhhhh fuuufffccckkkkk
>my peenus weenus xDDD

>> No.5481706
File: 160 KB, 1200x800, blood2.0.jpg [View same] [iqdb] [saucenao] [google] [report]
5481706

Blood just fucks Doom in the ass
>even basic zombies require more strategy than ''dude just shoot it lmao''
>unique weapons
>better atmosphere
>more memorable character, doomguy was not a character at all

>> No.5481709

>>5481667
thanks

>> No.5481713

More FPS need infighting. It's too much fun.

>> No.5481724

>>5481713
It's definitely one of Doom's best features, it's still fun all these years.

>> No.5481729

>>5481706
Blood is a good game. It's just not as fun as Doom.

>> No.5481740

>>5481729
Doom isn't fun

>> No.5481749

>>5481653
Pirate the official expansion if you want to play it, because steam doesnt include it

>> No.5481750

>>5481740
Why is your cunt full of sand this time, anon?

>> No.5481754 [DELETED] 
File: 38 KB, 378x378, 1532822342283.png [View same] [iqdb] [saucenao] [google] [report]
5481754

>>5481750
Mental facility made the mistake of giving DKG online access again.

>> No.5481758

>>5481754
lmao oops I forgot I had that image selected.

>> No.5481769
File: 21 KB, 480x360, ohshit.jpg [View same] [iqdb] [saucenao] [google] [report]
5481769

>>5481706
I agree, the movement and play style is just so much more fun. Doom isn't bad, not even in the slightest, but blood is just better.

That being said the custom map scene is just way better for doom, unfortunately.

>> No.5481776

>>5481706
Blood's enemy variety and design just sucks compared to Doom 2 (gameplay-wise, visually they're alright). Cultists are the only fun enemies to fight. The rest can barely even attack properly or are complete rapetrains with no in betweens that are just plain well-functioning enemies.

>> No.5481778

>>5481635
>Everyone flipped out hardcore instead of just going "oh you should add the option to select manually in for these reasons"
>But instead they went "RRRREEEEEEEEEEEEEEEEEEEEEEEEEEEEE"
wanna know how i can tell you weren't actually there for what happened and you're only hearing this second-hand?

>> No.5481818

>>5481740
shut up bitch
>>5481706
Wow a game that came years after the originator of first person shooters is more advanced oh wow

>> No.5481836

>>5481778
Your right. It was about 50/50. Some people did try to make good points, like 4 pages in.
Just going off memory here, fren. I'm not rereading the thread (that I was watching in real time) to be as accurate as possible on this here chinese cartoon forum.
And the management didn't handle the criticism correctly either, mind.
There were a scare number of reasonable people in the thread to my recollection.

>> No.5481843

>>5481836
I remember the exact opposite, there was *no* reeing at all and everyone was posting sensible criticism. It was purely 100% the management overreacting.
I'm just finding myself less interested in Doom because of all this nonsense.

>> No.5481859

>>5481694
why does people having fun make you angry

>> No.5481879
File: 884 KB, 1920x1080, Fuck this map.png [View same] [iqdb] [saucenao] [google] [report]
5481879

To whomever designed this fucking map, and to whomever placed this as MAP01, you just gave me PTSD.
Had to pick the BFG loadout, had to shoot out airborne plasma to clear every expanding area, had to lie down between the piranha teeth to barely avoid the arachno's particle beams while red and green fireballs whizzed over my head, it felt like being at the beaches of Normandy alone with the germans replaced with demons literally and figuratively from hell.
I hope I'm eligible for a veteran's discount now.

>> No.5481884

>>5481879
OH GOD DAMN IT IT'S NOT OVER YET
A FUCKING ARCHVILE

>> No.5481896

>>5481879
I agree. It was a pretty poor choice for an opening map.

>> No.5481905

>>5481884
pocket sand nigger

>> No.5481910

>>5481694
>I can't believe what kind of shit wins megawads
wins megawads?

what you have in that screenshot is okuplok, which is not a megawad, has never won anything, and nobody takes seriously
you made me respond, though, so 7/10?

>> No.5481915
File: 576 KB, 1920x1080, room clearing.png [View same] [iqdb] [saucenao] [google] [report]
5481915

>>5481896
Yeah, but after some dozen tries I finally managed to put it behind me, and MAP02 looks very nice by comparison.
Actual rooms and actual walls, interiors beat outdoors in gameplay any day of the week.

>>5481905
No portable silicon negroes available, but I found me a nice shotgun instead.

>> No.5481918

>>5481915
Keep us updated. I'm interested to see your progress. There are some maps that HD would, I imagine, be quite difficult in.

>> No.5481937

>>5481910
He means Cacowards, its extremely common to see people complaining about cacowarded mods being too hard for them.

>> No.5481943
File: 167 KB, 616x948, e4f9ded6-32c1-4520-ad7f-6bc8e08ae4ff.jpg [View same] [iqdb] [saucenao] [google] [report]
5481943

>> No.5481971
File: 383 KB, 1920x1080, jumpscare.png [View same] [iqdb] [saucenao] [google] [report]
5481971

>>5481918
I've got nothing better to do so I'll just do this until I go to bed.

MAP02 was short and sweet, the hallways and the computer maze made for a great room-clearing experience, meshing well with HD.
The monster closet at the end spooked me good, but I managed to tank it barely.

>> No.5481996

weird that metadoom didn't base the berserk's design over the doom 3 techskull inside a red sphere

>> No.5481997
File: 559 KB, 1920x1080, double tap.png [View same] [iqdb] [saucenao] [google] [report]
5481997

>>5481971
Interesting map so far, a storage facility full of crates allows for many places to take cover.
There's a great tide of zombiemen to clean up, but good use of cover and a stable tap-rack-tap-rack rhythm can clean up any zombie force.

Monster closets are usually considered the breaking points of HD's design with classic DooM, but that can be solved by the principle of JROL (just run out lol).

>> No.5481998

how do I remove the texture filtering in half life with xash3d? making an autoexec doesnt seem to work

>> No.5482004

>>5481103
UG doesn't even remotely touch crushing. Regular ungibbed corpses should work just fine, although I haven't tested it. There's no reason I can think of for it to not work.

As for the +EXTREMEDEATH handling that people mention a lot, I just keep forgetting to add the damn thing. It only handles +NOEXTREMEDEATH atm. Gonna fix it later. Check the repository for updates in like 12 hours or something. Don't count on the forum thread for update notifications, I'm not maintaining that anymore.

>> No.5482008
File: 724 KB, 1920x1080, Fucking shitfuck.png [View same] [iqdb] [saucenao] [google] [report]
5482008

>>5481997
A rocket launcher and two boxes, leading back to the storage room, triggering a lowering of the columns and exposing a stray knight and an armada of cacodemons.
No problem, one shot for the baron and the rest for the tomatoes, the lowered columns have extra rockets for me to grab.
Just gotta clean up the rest of theOH FOR FUCK'S SAKE

>> No.5482021
File: 57 KB, 756x468, resolutionslol.png [View same] [iqdb] [saucenao] [google] [report]
5482021

>>5481635
No. First everyone asked Graf to keep the way old resolutions work as an option, because having to eyeball resolutions every time is a pain for windowed mode, and not eveereyone likes borderless windowed (which replaces fullscreen by Graf's design)
Then Graf answered "It's a useless feature, nobody uses it so NO."
And then everyone went "Everyone uses that WTF dude"
And then everyone found out that Graf sees no value in having exact resolutions and went "WTF" a second time.
And then he said that nobody needs low resolutions anymore because we have resolution scaling now.
And everyone went "WTF" third time.
And then Graf said this was a necessary change in preparation for Vulkan, and conceeded the right of users to define their resolutions.

By the way...
WHERE IS MY VULKAN SUPPORT, GRAF?

>> No.5482031
File: 31 KB, 1282x653, 1971809526_ScreenShot2019-04-04at11_11_55AM.crushed.png.25e7576d89465789dd6216298f2438d5.png [View same] [iqdb] [saucenao] [google] [report]
5482031

>>5480438

I'm confused, is this a belated April Fools joke? The level geometry to do this magical new trick happens to form a doodle of a dick?

>> No.5482039

>>5482031
Sometimes a map is juts a map.

>> No.5482048

>>5482021
That whole resolution shit was what convinced me that Graf is a complete lunatic.

>> No.5482058
File: 285 KB, 1200x782, 1528690107024.jpg [View same] [iqdb] [saucenao] [google] [report]
5482058

>>5478414
>>5478419
Two Reasons:
* Reliability - The minigun style feeding action is typically very reliable. Multiple barrels means you can keep the barrels thin/lightweight. They are probably a sleeved barrel with something really strong for the rifled pressure bearing surface like tungsten carbide or graphene.
* Logistics - Uses the same magnum ammunition as the handgun and rifle (ESSENTIAL). The pickup shows a clip under the gun... you could create a pez-dispenser style feeder that pushes one clip after the next into loading position, kicks an empty clip out when its done (one of the japanese ww2 machineguns sorta did this with standard stripper clips).
With a system like that holding 5 clips at any given time the gun is easy to top off and its ready to fire very quick.
Slower rate of fire (~500cyclic) is IDEAL because the gun is really easy to control and you can lay down suppressive fire on a single area without the point of aim crawling upwards. It conserves ammunition too.
Using russian gatlings as an example you dont need an electric motor to spin it, siphoned gas feed can push the barrel assembly, a mechanical or electro-regenerative governor keeps the fire rate below the intended value.
Third Reason:
* Dont hardly EVER have to clean the damn thing. Can probably operate for a few thousand rounds before it has to be cleaned out.

>> No.5482062
File: 639 KB, 1920x1080, absolute satan.png [View same] [iqdb] [saucenao] [google] [report]
5482062

>>5482008
Archviles are the worst.
Matt thought of the absolute worst enemy possible and programmed it.
They can walk through walls, shoot homing flames at you, capable of tanking excessive amounts of damage in several lives, revive enemies and shit out frag shards that revive enemies in a radius, clearing out a large group of demons can be nullfied in an instant, repeatedly, with no cooldown.
And they don't even reward you with a Megasphere anymore, Archviles are total shit and I'd prefer it if they were removed altogether.

Some bug happened that made the Archvile invincible and made all revived enemies neutral towards me for some reason, which allowed me to reach the end of the map without having to grind out 400% kills to be able to survive.

I'm going to bed now.

>> No.5482080

>>5482058
>The minigun style feeding action is typically very reliable
If the feed works. The M134 Minigun for example, uses a VERY complex assembly to delink cartridges from the belt, at high speeds, and if this part doesn't work properly, the gun won't shoot.
Making a couple thousand of these guns for an entire army and making sure the delinker assembly works properly is an acceptable expense, but when you look at this sort of complexity for a gun which would be your standard infantry weapon, it would quickly become ludicrously expensive.

>They are probably a sleeved barrel with something really strong for the rifled pressure bearing surface like tungsten carbide or graphene.
Interesting idea, but that sounds like another very expensive feature.

>Uses the same magnum ammunition as the handgun and rifle
Doesn't seem very Magnum to me, it seems to take a good handful of shots to take an Imp. Also, does the rifle really exist in regular Doom, or is it merely a leftover and/or abstraction?

>The pickup shows a clip under the gun... you could create a pez-dispenser style feeder that pushes one clip after the next into loading position, kicks an empty clip out when its done (one of the japanese ww2 machineguns sorta did this with standard stripper clips).
With detachable magazines, people have tried designs sort of like that before, and the result is not that good, and also would be pretty expensive when you could have that same setup, but much cheaper and more reliable, by just taping or coupling multiple magazines together to facilitate faster manual reloading.

As for the hopper feeding from stripper clips, that idea only actually makes sense if other weapons using the same ammunition and stripper clips are in your chain of logistics, the idea is that regular riflemen can give you their ammo so you can continue to shoot.

>> No.5482082
File: 1 KB, 128x128, dotbQuake.png [View same] [iqdb] [saucenao] [google] [report]
5482082

>>5478981
>>5478973
>>5479638
Mostly this can be tracked to the Techbases in quake not using the same established grays. But doom also has brown and tan techbase textures too. Usually its a brighter kind of tan.

In quake the texturing for the stone walls and muck covered surfaces is alot more realistic and reminiscent of an 80s horror/fantasy movie in some bog. It really plays that to a hilt. The game was originally supposed to be an rpg and under those directions is what most of the texturing/work would have been done. Then some fucktard changed the story at the last minute.
The palette determines what you have to work with, and what your art direction calls for is what will be required, so that dictates the palette.
I dont like the colors in doom really. But its not supposed to look realistic, take a look at the first frame of the rocket explosion. Its kinda like comic book stuff just more detailed.
Doom64 is more like Quake and the palette is more reminiscent of that. But with that you get different art direction, different results.
In doom you have a Hell of alot of Brown on the palette by the way. A Hell of alot. Its used alot more than you might think you just dont notice it.
(32 shades of flesh, 16 shades of startan, another 8 shades somewhere in between, another 7 shades that make no sense, and 2 shades of really dark brown that seem to be used for red in dark environments)
I probably missed some too.
Quake did better. They got brown, but they've got different hues of it, olives, desaturated purples, rusty red brown. The stuff youll find in nature and in industry both.
I dont think doom needs Saturated Blue. Its a very unrealistic color. And bright plasma electric shit is already done in quake with like 4-5 colors, and there's fade to slate blue if necessary.

Pic related is a cross between quake and doom. From dimensions of the boomed. I guess thats like heretic colors but more desaturated.

>> No.5482094
File: 842 KB, 2048x1373, M16A1_M203_01.jpg [View same] [iqdb] [saucenao] [google] [report]
5482094

>>5482058
>Using russian gatlings as an example you dont need an electric motor to spin it, siphoned gas feed can push the barrel assembly, a mechanical or electro-regenerative governor keeps the fire rate below the intended value.
Interesting idea, but that sounds like it would be about as complex anyway.
Wouldn't you also get stoppages if a cartridge fails to fire? With an electric motor to cycle the assembly like on a M134 Minigun or M61 Vulcan Cannon, the gun cycles whether or not the cartridge fires, so a dud cartridge extracts just like a spent casing would.

>Dont hardly EVER have to clean the damn thing. Can probably operate for a few thousand rounds before it has to be cleaned out.
So can an AK, or M16. Most common military rifles today can actually handle much more dirt and abuse than some people think, even the M16 (the AK is just the best at tolerating senseless neglect and abuse).
One could also easily fit a grenade launcher and an optic on a rifle like that, and still not reach as much weight and bulk as a Gatling weapon.

I just really don't think the Doom Chaingun was supposed to make much sense.

>> No.5482102

>>5482021
>WHERE IS MY VULKAN SUPPORT, GRAF?
https://github.com/coelckers/gzdoom/tree/vulkan2
It's almost entirely functional, custom postprocess shaders don't work yet, among other minor things.

>> No.5482105

>>5482102
Forgot to mention, you can test it with qzdoom devbuilds: https://devbuilds.drdteam.org/qzdoom/

>> No.5482110

>>5482080
> ludicrously expensive
> very expensive feature
I misread "feature" for "future" for a second.
We have CNC machining and 3d printing right now. On the ISS they had a 3d printer that could make metal parts to replace tools and pieces for satellites if they didnt have a spare and this was back in the 90s.
Move the clock forward another 50 years from now probably.
> maybe its not a magnum
kills troopers wearing body armor in 2-3 hits
but then again... every shotgun blast is like being shot 7-10 times.

> does the rifle really exist
All of the zombie troopers use it. Doomguy just uses a pistol because carrying one of the rifles is unnecessary weight and bulk. Thats how I always interpreted it, why carry an 8 pound gun when you can carry a 2 pound gun that uses the same ammo.
Most engagements in UAC facilities and "other places" seem to take place at 100 yards or less.
Doomguy doesnt even bother aiming past 128 feet (1024 map units, autoaim cutoff)

>>5482094
> dud cartridges, reliability
most miniguns/rotary barrel setups have several rounds moving into alignment at once and are fired in a rhythm. The chaingun also fires at least 2 shots. As far as I know the M134 and 5.56 version also fire a 3 round burst at the very minimum (even if the fire rate is turned down low enough to do that).
Id imagine it'd be easy to have some backup bolt-release style lever in case of a misfire that made the whole assembly rotate and kick out some cartridges to get it functional lickety split.

> it doesnt make much sense
Nah it really doesnt, but I can see how it might come about. Its kinda like the nailguns from quake, they make no sense whatsoever since they would have ballistic drop like a crazy man, even at the short engagement ranges in quake.
It was just meant to look nice and be catchy. But what are the alternatives?
M41 Pulse Rifle lookalike? Might've been james cameron intellectual property.
An MP40 like Wolf3D? why would people use an MP40 in the future...

>> No.5482119

>>5482110
>why carry an 8 pound gun when you can carry a 2 pound gun that uses the same ammo.
Because more velocity, less recoil, and much easier aiming and rapid fire?

>> No.5482123

>>5473935
>Amiga hobbyists have been able to make their own FPS and strategy games like Deathmask, Behind the Iron Gate, Fears, and Breathless, and both Alien breed games.
>They have also been able to make make ports of Doom, DN3D, Heretic, Wolf3D and Quake1, yet no Shadow Warrior, TekWar, Blood, SS1, Elders Scrolls Arena, Elder Scrolls 2: Daggerfall, nor the 2 Bethesda Terminator FPS games.
Maybe someday...

>> No.5482139

>>5482123
I think Amiga enthusiasts could choose to port much better games than TekWar.
They should port Rise Of The Triad instead.

>> No.5482141

>>5482119
Meh the chaingun/slot4 is what doomguy is really after, the pistol allows being able to use that ammunition and get results. Not good, but it works.

Same thing doesnt hold true for energy weapons though, there's no plasma pistol to be able to use cells even one at a time.
Guess thats analogous to 25mm autocannon ammo, its just meant for the special kinda weapons that need it. If its off the reservation its practically useless regardless of the firepower.

Speaking of which this whole future war stuff is kinda front and center for doom. High energy specific propellants that could give you .357 or .44mag level firepower out of a 9mm round.
And rockets that are the same size as a shotgun shell (you can carry as many of them as you can shotgun shells) but detonate like a 40mm grenade and can be fed from a conveyor magazine or hopper into a semi-automatic launcher.

>> No.5482157

>>5482141
>And rockets that are the same size as a shotgun shell
They look pretty goddamn large in game.
I'm pretty sure it's all just abstraction and 'gamism', where it doesn't have to be realistic.

>> No.5482183

>>5482039
And other times a map is a dick & balls

>> No.5482192

>>5481539
Not him but there is a game breaking bug with Demonsteele, using shi-hong's BFG will crash newer gzdoom versions. The fix is simple though

>> No.5482220

>>5482031
It doesn't HAVE to be a dick. It's just funnier if it is.

>> No.5482221

>>5482062
Well I hope you had something akin to fun.
That was the first map I was wondering how you'd do on.

>> No.5482223

>>5482139
Perhaps. Still Tekwar is better than Witchraven 2 and Extreme Paintbrawl.

>> No.5482348

>>5475508
Sgt. Kelly/Sabaoth reborn?

>> No.5482565

>>5482192
I still say the simplest thing is to just keep multiple versions of gzdoom, its not like its going to take up much space and you can easily switch between them with ZDL.

>> No.5482620

>>5481293
Being known as the kid who was into Quake and Doom making classmates think I was going to shoot up my middle school. Wasn't even after Columbine, this was after the VTech shooting.

>> No.5482713
File: 15 KB, 712x175, NO.jpg [View same] [iqdb] [saucenao] [google] [report]
5482713

Playing BeautifulDoom, hate the HUD.

Is there a way to disable it?

Using GZdoom, didn't see any options beside the GZdoom Hud options and altering them didn't seem to have an effect.

>> No.5482715

>>5482713
>>5482713
Like I see that it has other HUD configs from screenshots but the beautifuldoom settings menu doesn't have an option.

>> No.5482736

>>5482715
screenblocks 11 or 10

>> No.5482763

>>5482004
UG updated to v1.2.2. Have some EXTREMEDEATH. I've tested it and it works with vanilla Doom, but please scream at me (here is fine) if for some reason it doesn't work with some mods (excluding other gore mods; compatibility with those has never been officially supported, it's just a neat side effect). No reason it shouldn't work, but then again this is GZDoom, so bugs that make no god damned sense are always around the corner.

>> No.5482784

>>5482713
Add Fullscreen Statusbar Mod (fullscrn_huds.pk3)

>> No.5482821
File: 2 KB, 93x117, Untitled.png [View same] [iqdb] [saucenao] [google] [report]
5482821

> trying to sprite from scratch
how do i get good at this?
i want to stay in palette to some degree, but not restrict myself to only 4 color shades

>> No.5482825

>>5482821
Looks too clean and cartoony

>> No.5482826

>>5482825
YEAH I KNOW THATS WHY IM ASKING HOW NOT TO

>> No.5482837

>>5482826
settle down sad sack

>> No.5482838

New thread.

>>5482835
>>5482835
>>5482835

>> No.5482871

Does anyone have the tutorial picture about importing sculpted 3d models into Doom as sprites? It was posted on past threads some weeks ago, but I can't find it anymore.

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