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

/vt/ is now archived.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 974 KB, 750x600, doom.gif [View same] [iqdb] [saucenao] [google] [report]
6064854 No.6064854 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6056384

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


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

Same thing, but in video format:

IWADs and more (>6 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 Doom, Quake, Douk, Blood, and more)
More /vr/ shooters
Doom Shovelware

Doom RPG series



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








>> No.6064856

=== NEWS ===

[12-10] La Tailor Girl beta #3 available

[12-10] Doom Delta updates

[12-8] Kinsie throws up an update for Deathmatch Simulator

[12-7] A beta for Akeldama, a vanilla-compatible megawad, has been released

[12-5] GMOTA 1.4 released

[12-4] Nova 3, a 32 level megawad

[11-28] Defrag World Cup 2019

[11-26] French Meat 2 for Blood released

[11-22] Wrath: Aeon of Ruin is now in Early Access

[11-21] Death Wish for Blood updated to version 1.6.9

[11-21] Port of PC version of Powerslave/Exhumed released

[11-17] ZSDF editor anon releases AceToolkit

[11-17] Shrine, a total conversion for Doom II

[11-15] Triune Discovery and Jump Boots for Quake have released

[11-13] Andy Olivera steps down from maintaining DSDA, new site available

[11-12] ZMovement 3.0 released earlier this month

[11-12] D4T 2.5 slated for a November 16th release

=== PREVIOUS ===



>> No.6064867 [DELETED] 

Sigil deserved a Cacoward and only niggers and faggots who put off killing themselves to ruin others fun disagree
Fuck Evilternity
Fuck D4 Vanilla

>> No.6064874
File: 20 KB, 974x104, shot.png [View same] [iqdb] [saucenao] [google] [report]

Part of me says "Isn't this a bit much for mapping for a game over 20 years old?".

>> No.6064875
File: 105 KB, 660x500, 1569102650862.jpg [View same] [iqdb] [saucenao] [google] [report]

Today, I have started my first wad project


a 5 level wad pack for, you guessed it, Chex Quest. Expect to see it at the 2020 cacowards

>> No.6064885
File: 47 KB, 531x152, BFS.png [View same] [iqdb] [saucenao] [google] [report]

Guess this means I'm a pro now I did this unintentionally

>> No.6064886


>> No.6064903

>Thy Flesh Consumed was notorious for being really hard cus you're essentially going straight back to hell
>They Chex Consumed will be the same except Chex Warrior is out of milk

>> No.6064906

Started playing Suspended in Dusk. Really neat.

>> No.6064915

>Imagine writing a 30,000 word essay on Doom mapping.

>> No.6064916

Oh yeah, The earlier Chex games were ripped on for being easy, I plan to up the difficulty and mapping for this wad

Basically trying to make it more doom-like.

>> No.6064918

Thy Flesh Consumed takes place on Earth, ese, even if it looks even less like Earth than Doom 2. It has the same orange sky as the E3 end screen with the burning city.

>> No.6064919

What gets to me is that it sounds like something I'd read in a journal of the humanities.

I think it's unnecessarily stiff sounding for a game where you are an angry marine killing hellspawn. I guess its shows that videogames can be art simply by interpretation alone?

>> No.6064925
File: 4 KB, 451x32, have a gander.png [View same] [iqdb] [saucenao] [google] [report]

Ah whoops, been a while since I've played it.

>> No.6064935

Well the fact that it is over 20 years old and yet we’re still eagerly creating and playing maps made for it suggests that it may be worth discussing.

>> No.6064950

Can that be done without sounding like one likes to sniff their own farts?

>> No.6064951

I'd say it isn't too much at all, considering Doom's mapping community is among the most active out of any FPS out there. Only other FPSs with comparably large mapping/modding communities I can think of are Valve's titles.

>> No.6064968

>How tough am I? I had a bowl of Chex for breakfast! Without any milk.

>> No.6064979

I've written more about less significant things, so don't ask me to imagine something so feasible

>> No.6064987
File: 23 KB, 220x344, 220px-Dawn_of_the_dead.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there more zombie mods besides this one?

>> No.6065031

Man, the detailing reminds me of BTSX in some areas. SiD must've been a huge inspiration.

>> No.6065038

Right this way, sorry to keep you waiting.

>> No.6065095
File: 2.16 MB, 1920x1200, Base Profile Screenshot 2019.12.06 - [View same] [iqdb] [saucenao] [google] [report]

>> No.6065096
File: 2.21 MB, 1920x1200, Base Profile Screenshot 2019.12.10 - [View same] [iqdb] [saucenao] [google] [report]

>> No.6065098
File: 236 KB, 1253x928, egg3.jpg [View same] [iqdb] [saucenao] [google] [report]

I finally finished my third map. Still experimenting with various things, such as transparent windows, texture changes, and so on. Still small and linear. Requires DOOM2.wad, is Boom-compatible.


>> No.6065101

Forgot to say that it's in the MAP03 slot.

>> No.6065102

what map?

>> No.6065157

It's getting close, lads.

>> No.6065195


>> No.6065218

I think there's exactly enough.

>> No.6065220

whats a good source for the most original copies of the doom3 pk4 files?
not retro i know but its doom and sourceports etc

>> No.6065224
File: 488 KB, 1920x1080, jesusvsdevil.jpg [View same] [iqdb] [saucenao] [google] [report]

yall motherfuckers need Jesus

>> No.6065226

SiD is a top notch little mapset, grungy concrete slab bunkers and rusty metal plating has never been so beautiful.

Espi was a huge influence in general, and there's definitely some homages to him there. I think it was Tarnsman who said he saw a mapping trick in SiD which he hadn't seen anywhere else before, and which he carefully imitated for BTSX (he didn't specify what or where, might be for E3 even, so maybe we haven't even seen it yet), he said it was really complex and when he had to tweak it he felt really nervous that it would just break.
He also said that if Espi was still alive, he wouldn't just still be making maps, he'd still be figuring out new vanilla mapping tricks, which I feel is probably true.

>> No.6065237

is there a WAD out there that has all episodes for all games on one WAD???

I hate rebooting my sourceport to switch between doom 1 and 2

>> No.6065263

Nes, if you have ever played a sort VERY green looking game, you might wanna replay it and maybe take some notes too.

>> No.6065279

godspeed anon

>> No.6065310

>ask for favorite maps
>get doom maps
I should've though that one through. Anyways, what's your favorite WAD/Mapset?
Get ZDL, it's just one click to switch from one IWAD to another once you've added it to the launcher.

>> No.6065317
File: 437 KB, 500x394, agit.gif [View same] [iqdb] [saucenao] [google] [report]

There's this one image where a couple of demons are chilling in what seems to be a cafeteria, then, in the next frame, they go into their "alert" stance because they notice Doomguy, something like that. I've seen it posted here a few times but for some reason I can't find the damn image anywhere. I've already searched through the /vr/DOOM Booru, but to no luck.


>> No.6065319


>> No.6065354

Is the official Sigil addon for the console ports based off the updated version or the release one?

>> No.6065383

There's a philosophical theory where all it means to be art is to be accepted by the "artworld" as art, where the artworld is basically just people who you take as qualified to have opinions about art. So on that metric talking about doom in the way you'd find in the humanities is a step towards calling it art.

>> No.6065407

I would assume updated. We don't know yet we only saw 20 seconds of footage and the updates not live yet

>> No.6065440
File: 215 KB, 800x600, C2D01E5A-44C5-4369-B3B6-C31E97FBD007.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6065478
File: 7 KB, 312x194, 92de5e960a8800ce17a250f35c74233c.png [View same] [iqdb] [saucenao] [google] [report]

Beside chex quest there's more I-WADS?

>> No.6065484

strife, shareware doom, doom registered

>> No.6065490

well, that's fucking depressive

>> No.6065502
File: 198 KB, 1159x752, d2.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone know if this is possible? I swear it is but I can't recall how to do it or can't currently think of any wads that showcase it.
I'm trying to hide this caco behind a sky door or wall so that it just looks like sky i.e. like the gameplay image on the right, only to be released later.

>> No.6065503
File: 863 KB, 1080x2160, Screenshot_20191211-165740.png [View same] [iqdb] [saucenao] [google] [report]

Freedoom Freedm Hacx
Captcha wants you to finish revbus

>> No.6065538

Adventures of Square
Doom Registered
Shareware Doom
FREEDOOM phase 1/2/ DM

>> No.6065547

Doom has two episodes:

1. Knee-Deep in the Dead
2. Sigil

Infested techbase and hell.

Everything in-between is just a pretender hackwork.

>> No.6065548

why argue when
build level design > doom level design

>> No.6065551

>Captcha wants you to finish revbus
I play revbus on nightmare, take a seat bonerhead

>> No.6065556

designing levels for Doom>designing levels for Build

>> No.6065558

daily reminder doom mapping scene would have wallowed in obscurity today were it not for Favela Man and his Silly Gore Mod

>> No.6065560
File: 27 KB, 698x119, KodHW3n.png [View same] [iqdb] [saucenao] [google] [report]

ireally wish to see this fucking in more games, he's a nightmare fuel

>> No.6065561


I cant believe I am unironically linking a tutorial from like 1995 https://web.archive.org/web/19970526100743fw_/http://www.nitehawk.com/jensh/doom/special/

>> No.6065579

>There's a philosophical theory where all it means to be art is to be accepted by the "artworld" as art

All that is required for something to be art is for a human being to create it and for other human beings to think about it

>> No.6065580
File: 1.08 MB, 804x1495, making levels.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6065581

What's this from? Or is it custom?

>> No.6065589

You're wrong, but that's okay.

>> No.6065590

From fredoom, it's the mancubus replacement

>> No.6065678
File: 54 KB, 512x512, EKeeldXVUAANhDm.png [View same] [iqdb] [saucenao] [google] [report]

>the beginning of summer is hitting like a truck
>start editing
>laptop becomes a small radiator

I long for death or an AC unit.

>> No.6065693

Seconding this

>> No.6065695
File: 8 KB, 253x296, 1573055016444.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake newbie here. I didnt loved Quake1 at first playthrough but I'm fucking craving for it now. The whole thing just slowly fucking clicked. How do you play func jam maps with quakespasm?

>> No.6065701
File: 13 KB, 128x128, 1512708501869.png [View same] [iqdb] [saucenao] [google] [report]

So now that Doom on consoles is having curated mods, how long until someone uploads and submits someone else's WADs

>> No.6065704

read the OP

>> No.6065707


>> No.6065710

Add mapping for HL1 somewhere in there

>> No.6065712


>> No.6065713

Thats too similar to mapping for Quake

>> No.6065715

they made people pay for TNT and PLUTONIA...I don't think we will have wads on console

Console devices are the definition of a Totalitarian Marxist dystopia.. only play by the rules we made, no freedom allowed!

>> No.6065767

who the fuck plays freedom unironically? It looks like garbage, and you can find the doom 1 and 2 wads online in under 5 minutes.

>> No.6065776

> summer
its fucking snowing

>> No.6065779

Hl1 still is one the best fps and there is nothing you can do about it.

>> No.6065791
File: 126 KB, 699x926, EILHepoWkAYdOEY.jpg [View same] [iqdb] [saucenao] [google] [report]

anon, I...

>> No.6065797

Trying to play a wad I played years ago on my old machine. I think it was called fantasy doom but I cant find anything like this. Medieval themed. The demons all had new sprites that had the technology on them removed. Final level was an IOS boss fight in a town that's slowly filling up with demons. Fairly certain it was a full 32 level mega wad as well. The final level is really drawing my interest right now but I can't find it in my searches

>> No.6065825

It can be a good base to build a stand-alone TC on

>> No.6065831
File: 234 KB, 1252x1252, nip.jpg [View same] [iqdb] [saucenao] [google] [report]

i think it was called heretic

>> No.6065841 [DELETED] 

what does gook pusy smell like

>> No.6065843


i dont think you know what "curated" means

>> No.6065846

>>>6065797 (You)
>i think it was called heretic
Why you gotta do me like that. I can only remember the final map and the cyber demon shooting fireballs out of his hand instead of shooting rockets out of a rocket launcher

>> No.6065849

The amount of dumbass questions in here makes me happy. I'm so glad we have inexperienced people back in these threads so that we can teach them about Doom. It's comfy.

>> No.6065851

I am only here for Quake and Build.

>> No.6065853

In all seriousness? Not really.

>> No.6065858

Screen looks great for a beginner, will check it out later.

>> No.6065859

>they made people pay for TNT and PLUTONIA...
You mean like they did with the original release?

>> No.6065875

I don't remember Unreal being that bad, 16yo me managed to make some Deatmatch maps. I had a harder time using Trenchbroom in my 30s, desu.
This said, I remember some acient memes about mapping for Quake 3 which was just filling a form.

>> No.6065884

Mapping for Quake is now easier than Build due to the ease of use of Trenchbroom.

>> No.6065894


>> No.6065896

not that kind of brain scale

>> No.6065901
File: 2.71 MB, 1080x1920, NyoDoom.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6065907

I'm gonna fucking bust you nerds.

>> No.6065914

Please use a tissue.

>> No.6065934
File: 967 KB, 1280x720, 2019-12-11 21-32-18_nosound.webm [View same] [iqdb] [saucenao] [google] [report]

Fully replaced the main menu and the difficulty selector menu with new zscript classes. Means I get absolute control over size, appearance and positions. Skill selector supports custom difficulties from other mods loaded at the same time too.

>> No.6065936

imagine being such a fart sniffing hipster you deny doom's war crimes against level design

>> No.6065939

keep at it and don't die in real life before it's finished anon!

>> No.6065940

fuck ye son

>> No.6065943

No worries, it'll be finished right about when we're all living in retirement homes. Who knows, maybe zandronum has caught up by then.

>> No.6065945

out of curiosity I looked up doom shock on zdoom forums and looks like I need to not die in real life before it's finished lol

>> No.6065946

Is "Adrenaline in the Blood" by James Paddock the best midi ever made for any game (Sigil E5M9)?

>> No.6065951
File: 1.55 MB, 1920x1080, Captura de pantalla (160).png [View same] [iqdb] [saucenao] [google] [report]

What's this statue supossed to represent? Is just a price?

>> No.6065954
File: 1.05 MB, 1920x1080, Captura de pantalla (158).png [View same] [iqdb] [saucenao] [google] [report]


>> No.6065958

Seems like it has many meanings, first its Athena goddess of war and wisdom. Seems historically important but he probably only cares about its value. And how it juxtaposes with him saying history repeats itself with pandora, that crazy AI etc.

>> No.6065964
File: 1.89 MB, 800x600, 2018-05-04 15-27-58.webm [View same] [iqdb] [saucenao] [google] [report]

I would/should have done incremental releases since vid related when it ran on fuckin' ACS, but the subsystems depend so much on each other it'd have been a mess. I really am getting closer to a releasable state now.

>> No.6065965

is that bilinear filtering on the text?

>> No.6065972

... I've never played System Shock but I'm rock hard.

>> No.6065976

Kek, I just obvied it as "Anthena"
I don´t even know the difference.

>> No.6065979

maybe there are spiders and man eating bugs infesting your heatsink

>> No.6065980

>i like doom but only 11% out of 100 of it

>> No.6065981

wut this?

>> No.6065987


>> No.6065992


>> No.6065994

>Console devices are the definition of a Totalitarian Marxist dystopia.. only play by the rules we made, no freedom allowed!
i don't think that defines marxism but then again, marxism in itself was shitty so...

>> No.6066095
File: 1.06 MB, 1521x1366, Update.jpg [View same] [iqdb] [saucenao] [google] [report]

The Plutonia Experience

>> No.6066101 [SPOILER] 
File: 10 KB, 204x136, 1576102089272.gif [View same] [iqdb] [saucenao] [google] [report]

>The Plutonia Experience

>> No.6066105

Gzdoom Builder suddenly stopped showing 3d floors in 3D view mode and I cannot find the option to turn it back on? I must have bumped a key.

>> No.6066108

tab enables/disables advanced effects such as 3d floors, fog, and skyboxes

>> No.6066110
File: 47 KB, 776x668, ELeSHTjX0AAajh9.jpg [View same] [iqdb] [saucenao] [google] [report]

>Plutonia Experience

>> No.6066112

Good stuff man keep it up :) just keep making your maps and experimenting and figuring shit out. Wasn't expecting that sharp upturn of difficulty at the end lol. I quite liked the water/slime trap, when I first hopped down I was like, 'why is this pathway here just through water? looks like you should have something damaging here- oh I see.' Is that platform bugged or was I supposed to lower it some other way? But yeah liked your detailing and stuff, you've thought about the layout, bits like where you have the gap there and see the shit lower through it, y'know. But yeah I could see you putting out a decent wee set sometime keep it up.

Are the first two slots your first two maps?

>> No.6066118
File: 3.45 MB, 1080x700, 1547845295997.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6066148

Thank you.

>> No.6066170

Has there ever been an enemy in a Doom mod similar to the Carcass in Eternal where it is able to summon a transparent wall as a shield/obstacle?

>> No.6066186

jesus christ how horrifying

>> No.6066187

The centaurs in Hexen come to mind.

>> No.6066189
File: 643 KB, 1557x829, Builder_2019_12_12_09_40_20_378.jpg [View same] [iqdb] [saucenao] [google] [report]

Starting on a cool machine. Rate.

>> No.6066193

Looks pretty cool. Add some pipe and wire textures somewhere.

>> No.6066201

>The Plutonia Experience

>> No.6066220

That might just be the manager of that account getting sidelined by autocorrect.

>> No.6066246

is this a sourceport of the pc version or the console version that got CnD'd?

>> No.6066254
File: 21 KB, 100x100, 1562158632584.gif [View same] [iqdb] [saucenao] [google] [report]

>The Plutonia Experience

>> No.6066256

Yeah but Freedoom is free and you can play it with a clean conscience.

>> No.6066258

Centaurs don't even seem to have an actual shield mechanic like possessed security in Doom 2016, they rather seem to be invulnerable to most attacks during the shield state to simulate a shield unless i'm talking out of my dumb ass.
Carcass is able to summon a shield away from him, occasionally defending his other fellow demons or just to fuck with the player unless he has the plasma rifle.

>> No.6066260

Nope. Also Stewboy > Jimmy.

>> No.6066264

Filters, in my retro games?! More likely than you think.

>> No.6066269

Replace startan with any other tech textures.

>> No.6066303

I have an odd question. I have delta touch on my phone and I want to play deathmatch with bots. How do I go about this?
Also, what is a decent level pack for deathmatch maps?

>> No.6066323

I believe you actually can damage them from behind, but the issue is they constantly turn to face you, so its impossible unless youre in coop or theyre infighting with another monster.

>> No.6066324

cool geometry but stock textures are so 1994

>> No.6066332

There's actually already another Powerslave DOS port that was just released, PCExhumed. But it's missing some features.
It's funny, the situation is almost exactly like Blood - no sourceports for 20 years, suddenly 2 ports released nearly right after the other.

>> No.6066340

Its not the saturn version right?

>> No.6066342
File: 52 KB, 720x450, 1555370403576.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6066347

Just started mapmaking for the first time for this Chex Quest project I have..

Which do you guys think is better, Doom Builder 2, or Doom Builder X?

>> No.6066349

I just said it's the PC version.
Ive never used DBX but i know DB2 is superceded by GZDoom Builder, which i quite enjoy using.

>> No.6066351

I know, but I want this wad to be compatible for other engines, so more people get to play it,

>> No.6066391

what's the other new Blood port besides Fresh Supply? Also is FS worth getting? I've been mostly happy with bloodGDX, things seem to go wonky every now and again, mostly just sky boxes and I can't tell if the music isn't working properly or if the midi soundtrack is just... like that.

>> No.6066393

what do you guys think of freedoom, have you ever used it outside of its episodes?

>> No.6066394

You can add stuff to gdx, those great voxels, music etc.

>> No.6066397

ok i see you're new
gzdoom builder is compatible with whatever you want it to be you can make vanilla or boom maps in it or whatever.
dbx is made to be a continuation of db2, some people prefer it for reasons. if you're new just start with gzdb-bugfix and if you have the gumption go look up dbx yourself sometime.

>> No.6066407

nblood, i like it better

>> No.6066412

Fuck you David!

>> No.6066417
File: 778 KB, 1920x1080, Shrine.png [View same] [iqdb] [saucenao] [google] [report]

I just began to play this, but I don't like the lightning. Can I turn it off? I'm using gzdoom as engine on rawcket lawncher.

>> No.6066420
File: 54 KB, 1442x864, 1550751644734.jpg [View same] [iqdb] [saucenao] [google] [report]

ah, i forgot about that, it only popped on my radar because of the vita port announcement, which has seem to be overshadowed by the switch port.

>> No.6066426

nope, they're invulnerable when their shield is up

>> No.6066435

what does nblood do for you over the other 2 main source ports?

>> No.6066439

Ok, it seems id confused the fact that they only reflect things from the front side.

>> No.6066448

I've not used it it months desu and I don't have time to sort it out on my new PC right now, I believe I found the mouse issues I had in the other ones to be fixed? And I think I just preferred how the UI was presented and such? It seemed more 'pure' than the others??

>> No.6066458
File: 1.14 MB, 1280x720, outskilled.webm [View same] [iqdb] [saucenao] [google] [report]

Hideous Destructor's healer imps have a special fireball they toss that can block bullets and projectiles.

>> No.6066465
File: 1.34 MB, 1920x1080, Screenshot (12).png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know what mod adds this gun? It's the plasma shotgun from xcom 2. The screenshot is from the "so you want to play some doom" video version of the OP guide, but it shows up as the gameplay for a mod called champions which affects enemies. Does champions add guns too or is this something else?

>> No.6066472

Is there a source port with split screen and controller support?

>> No.6066476
File: 7 KB, 250x250, 1559919879295.jpg [View same] [iqdb] [saucenao] [google] [report]

god that scope looks so fucking stupid

>> No.6066482

Final Doomer. It's like a plasma shotgun for the BTSX character.

>> No.6066523

The plasma rifle isn't the only thing that can damage the shield, it just does more damage to the shield. Also, you can move around the shield to do damage to him. With the double dash and the double jump, it should be easier to do this.

>> No.6066567

You mean the centered zoomed reticle? It's unorthodox, but it works and gives you a very exact idea of what your chances are for taking a shot.

>> No.6066569

I've never played Blood but I figure I finally should. What should I play it on, DOSbox or the other thing?

>> No.6066574

I use bloodgdx personally but people seem to like fresh supply and nblood as well. from my understanding DosBox is a bitch to set up and leaves a lot to be desired, especially if you want any sort of modernization.

>> No.6066634

if you struggle to get a good framerate on bloodgdx in software mode then try nblood
we've put up with dosbox long enough, but I mean with BMOUSE.EXE it's not that terrible
just the resolution, the narrow FOV, the shitty framerate

>> No.6066646

I'm in love with the techbase aesthetic. What wads do you recommend that prominently feature it? Can be old or new

>> No.6066661

Unreal was absolutely chimp-simple to map for compared to Quake. You wanna make a room in Quake, you need a solid brush for the floor, one for the ceiling, one for each of the walls, and watch the fuck out for BSP leaks. Unreal, that room's one boolean subtract brush and there's no such thing as leaks.

>> No.6066696
File: 338 KB, 442x686, archievile.png [View same] [iqdb] [saucenao] [google] [report]

>The Plutonia Experience

>> No.6066712
File: 42 KB, 757x523, speccy.png [View same] [iqdb] [saucenao] [google] [report]

>if you struggle to get a good framerate on bloodgdx in software mode
I mean I can't imagine why I would

>> No.6066714


>> No.6066717

My favourite Jimmy midi is this https://www.youtube.com/watch?v=t4HAh1FAVU0

>> No.6066725

Well, Plutonia is an experience to be had.

>> No.6066727

Damnit, got beaten to it and I just thought of it

>> No.6066751
File: 651 KB, 260x146, 1396327564954.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6066814

because it runs on a virtual machine? I dunno how it works, but if it likes threads more than clock speed you'll be fine

>> No.6066869

Suspended In Dusk has a particular one. TNT has a lot of its own going.
Ol No Name comes to mind too.

>> No.6066912
File: 1000 KB, 1920x1080, quakespasm-sdl12 2019-12-12 07-27-36-98.png [View same] [iqdb] [saucenao] [google] [report]

what in fuck

>> No.6066917

thank you romero

>> No.6066919

Fresh supply is mostly fine. I just wish shadow warrior had a decent port too. The ones we have are playable but jank.

>> No.6066920

Just finished Suspended in Dusk. Absolutely phenomenal wad. My only complaint is that it ended too soon.

>> No.6066937

i don't know if it's been asked before, but are you planning to have some momentum based movement in it like SS1, too?

>> No.6066965

So, the console ports are getting updates.

Is the music being fixed? I dig the aspect-ratio and FPS fixes, and replacing those fugly looking pills on the health packs with green crosses is nice. The music is a big factor for me.

>> No.6066973

pshh nothing personnel kiddo

>> No.6066975

Music was already fixed, IIRC.

>> No.6066976

It sounded like they were doing a lot actually, which would actually be nice.
I'd like to see a bulletin though.

>> No.6066980

>play any wad
>shit is fun and beautiful
>becomes a slaughter map after 3 levels
i hate you all

>> No.6066995

I don't think slaughter map means what you think it means

>> No.6066996

Have you considered not playing on UV if you're bad.

>> No.6066998
File: 372 KB, 809x1000, Astral_dreadnought-5e.png [View same] [iqdb] [saucenao] [google] [report]

so wot if Doom had no pink demons
and instead you got cacos with no ranged attack but moving as fast as nightmare pinkies or flaming giraffe men

>> No.6067007

stop playing skillsaw wads

>> No.6067012

He's probably one of those shitters who thinks anything resembling a horde equates to slaughter.

>> No.6067015

Skillsaw wads aren't even slaughter most of the time.

>> No.6067110

>played keyboard only for the first time in 15 years.
>finished the first two maps of AA without any issue.
Feels nostalgic and surprisingly fun, despite being clunky. I wonder if I should continue my run this way.

>> No.6067123

beat plutonia UV on keyboard something like two years back, the biggest worry you will have is monsters teleporting behind you and autoaim giving you trouble because you are shooting at shit that has lower priority, say an imp instead of meatball
the only major tip I can give you is that if you hold run key, you can turn faster

>> No.6067125

q: What game implemented the transparent overlay map as a feature, or it's a zdoom invention?

What games/wads benefit from it's use if I wanna play things vanilla/context friendly?

>> No.6067130

I wanna make reviews for the WADs I play

currently enjoying Back to Saturn X and Hacx 1.2.

I like both although Hacx isn't particularly outstanding. Will write about them when I finish them wads

>> No.6067136
File: 1.59 MB, 1179x749, 0001.png [View same] [iqdb] [saucenao] [google] [report]


These are all the important one. Then there's the redundant ie iwads for every version of DOOM

>> No.6067137

IIRC overlay map was a thing in Duke Nukem and other Build games.
So I guess Witchaven technically was first, but it's shit, so let's say it was Duke.
Source ports got the feature from there.

I dont remembere much about Legacy, but I think it had it back in 2000. IDK if Doom95 or other earlier ports had it.

>> No.6067139
File: 20 KB, 731x581, 00011.png [View same] [iqdb] [saucenao] [google] [report]

ho fuck wrong pic

meh whatever. here's the one

>> No.6067141

bruh moment

>> No.6067142
File: 18 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

Got you covered pal

>> No.6067152

I'm gonna play through Plutonia 1 map a day. I can't stomach more of that trash fire.

Who the fuck thought MAP03 Aztec was a good idea.

>> No.6067164

Still searching for a fantasy doom level pack. Wasn't heretic or hexen because it used doom monsters but removed the tech from them. Cyber demon shoots fireballs from his hand and no rockets/launcher. Arachnotron is an actual spider. Etc. Played it years ago and want to give it another go and don't want to attempt asking faggot reddit

>> No.6067171

you're at map03 and you're already mad?

>> No.6067190

I find plutonia intense enough that I can binge it. The good thing of throwing with guns blazing into 3 billion chaingunners is that you don't quite get tired of the adrenaline

>> No.6067208

Could you please elaborate?

>> No.6067210


>> No.6067227

Why would anyone with taste stop playing Skillsaw

>> No.6067231
File: 58 KB, 600x566, 2622339-1064546218-26095.jpg [View same] [iqdb] [saucenao] [google] [report]

>Runners up

>> No.6067243

Why shouldn't I? From what I heard, seen and played of Plutonia, it's full of the sort of trial and error moments maps otherwise get criticized for, yet this one gets a pass for some reason. Sounds hypocritical.

>> No.6067260

Did nobody in the community die this year, or is Sky May Be not part of Cacowards now?

>> No.6067263

Doom95 definitely did not have overlay map.

>> No.6067269

Don't think anyone significant to the community died this year, no.

>> No.6067272

>trial and error
there isn't a single trial and error moment in the early maps, especially not maps 1 to 3
map10 is the very earliest I'd say there's a trial and error moment, and even then only if you pistol start, since bringing in a super shotgun trivializes it

>> No.6067279

Nyotengu best gamer girl

>> No.6067292

>not a single trial and error

What? In Aztec there is a bridge sided by two mancubi. If you cross it two chaingunners spawn in the back and in the front and you, at the end two revenants appear, with two pain elementals to boot. If you fall off the bridge, you have to die because there is no teleport or lift out of it.

Or the part with the revenant in the distance. If you approach, the path behind you closes, and a lift goes up with an archvile. Hope you have not killed the revenant from the distance for some lucky in fighting cause there ain't no way to block the fire here! The way to proceed? Cross the sides of the lift, ideally after taking a leap of faith into the pit that looks like it'll damage you but doesn't! Enjoy three chaingunners hounding you! And three more should you proceed, appearing behind the revenant! Hope you didn't kill it!

Please. Stop pretending this is good game design. As much as veteran players rightfully like to go on about how people are making excuses for being bad at games, they themselves are just as often making excuses for genuinely bad design decisions.

>> No.6067295

>trial and error
Most traps in Plutonia are intentionally not designed with new players in mind. They're specifically designed for people who have mastered Doom 2 UV to the point that they're very familiar with the kinds of traps that can be thrown at them, and want a bigger challenge. The early maps of Plutonia are also fairly lenient on the player compared to later on, and mainly serve to teach the player that yes, monsters that were formerly rare in Doom 2 are now much more frequently used.
There are moments in Plutonia that can admittedly be considered trial and error, even when taking account the above, but they are rare.

>> No.6067303

>In Aztec there is a bridge sided by two mancubi. If you cross it two chaingunners spawn in the back and in the front and you, at the end two revenants appear, with two pain elementals to boot. If you fall off the bridge, you have to die because there is no teleport or lift out of it.
Not him, but I've literally never fallen into the pit here, and never had any issue fighting them.

>Or the part with the revenant in the distance. If you approach, the path behind you closes, and a lift goes up with an archvile. Hope you have not killed the revenant from the distance for some lucky in fighting cause there ain't no way to block the fire here! The way to proceed? Cross the sides of the lift, ideally after taking a leap of faith into the pit that looks like it'll damage you but doesn't! Enjoy three chaingunners hounding you! And three more should you proceed, appearing behind the revenant! Hope you didn't kill it!
You get a rocket launcher with plenty of ammo near the start of the level. This entire situation is trivialised by it.

>> No.6067307

just assume every room will close the door you came from upon entering and is filled with chaingunners and an archvile

>> No.6067308

>There are moments in Plutonia that can admittedly be considered trial and error, even when taking account the above, but they are rare.

I will see.

>rocket launcher
*If* you pick it up. Hope you made that left turn! Don't cause splash damage in a tight quarter!

>*I* have never fallen into the pit.
Good for *you*!

>> No.6067313

If you're the kind of player who misses an easy to find Rocket Launcher at the start, Plutonia is most definitely not for you.

>> No.6067319


is traditional vanilla mapping is dead or dying? With traditional I mean basic doom mapping, mapping challenges / collaborations and old timer stuff like slaughterwads. I think i can count 2 (doom zero and 2 runner ups) paid attention this year.

Cacowards is almost entirely maps with original creations, gameplay features, or maps made to look pretty.

Instead there seems to be a wave of vanilla compatible modding, which doesn't seem to be more useful than for attaining bragging rights and telling gruf and his shitty port to go fuck himself

There's 3 levels with monster ambushes that will kill you on the first try, one of them having not one but 2 ambushes

>> No.6067321

>What? In Aztec there is a bridge sided by two mancubi. If you cross it two chaingunners spawn in the back and in the front and you, at the end two revenants appear, with two pain elementals to boot. If you fall off the bridge, you have to die because there is no teleport or lift out of it.
... and at no point are you actually stopped from, you know, walking back out the way you came
and if you get past the revenants, you have a relatively safe area where you can kill things at your leisure

>Or the part with the revenant in the distance. If you approach, the path behind you closes, and a lift goes up with an archvile. Hope you have not killed the revenant from the distance for some lucky in fighting cause there ain't no way to block the fire here! The way to proceed? Cross the sides of the lift, ideally after taking a leap of faith into the pit that looks like it'll damage you but doesn't! Enjoy three chaingunners hounding you! And three more should you proceed, appearing behind the revenant! Hope you didn't kill it!
you make it sound more difficult than it actually is.
I fell into the pit on accident, noticed it didn't hurt me, took my sweet time dealing with the chaingunners (because guess what, you can break line of sight in the pit), then waited around for the archvile to try to attack before throwing rocket at it.
and even if you get blasted by the archvile once - so what? you get a blue armor first thing in the map, you can take *two* blasts. four rockets - which you also get plenty of - and it's dead. you could literally just sit there and put the four rockets into its face, and even if you don't kill it before it hits you, you still live with about 55 health and 155 armor.

just because it kills you, doesn't mean it's bad

>> No.6067324

i don't think so, maybe it's more niche now but there's still stuff like Akeldama being made
also note how popular Doom 4 Vanilla got, which definitely means people still value vanilla modding

>> No.6067329

uhh, i hope that they are just clipping to the ground? right??? NOT CLIMBING UP?!?

>> No.6067331

BTSX E3 and TNT2, both vanilla mapsets, are still in development.

>> No.6067332

REKKR is vanilla+dehacked, and can run in Chocolate

>> No.6067347

I wish GZDoom died off and we had a fork of prboom+ not coded by an autistic German that thinks removing legacy support while adding whatever retarded graphical effect thats the new hotness is a good idea.

>> No.6067348

I just wish Eternity had complevels and OpenGL rendering.

>> No.6067367

Rip anon.

>> No.6067391

>not one of its attacks is sound-based

>> No.6067410

"caco" means "bad" and has nothing to do with sound. The part of "cacophony" (meaning bad-sound) that does is the "-phony" suffix

>> No.6067415

> the Doom Community made John Romero it`s bitch.

>> No.6067431

Thank you for giving it a shot! The platform is lowering normally in PrBoom, but is bugging out in GZDoom. I think I know what's causing that, so I will try to fix it before I start my next map. Also, noticed a misaligned texture there. Probably will adjust the difficulty of the final room a bit.
>Are the first two slots your first two maps?
Yes, those are mine too. I posted them here before.

>> No.6067437

Self imposed challenges can be entertaining, keep at it for as long as you find it fun.
FWIW, keyboard only is somewhat similar to playing with a gamepad, consider exploring that too sometime.

>> No.6067494

ur phony

>> No.6067506

mean :(

>> No.6067551

Hey, at least he got on there. Pretty suprising for a vanilla (minus limits) mapset when everything else needs gzdoom to run. Personally I think it's an indicator of it's quality. even if I haven't gotten around to playing it

>> No.6067579

Half the cacoward winners don't require GZDoom.

>> No.6067669

I wished runner ups still had descriptions at least

>> No.6067709

give me a good wad to play on BR, just finished Scythe 2, and it had some rocking levels.

>> No.6067719


>> No.6067720


>> No.6067723

Stupid question, does PRboom+ support MBF mapsets? There a simple guide as to what supports what?

>> No.6067760

yeah that's my point. the trend seems to be vanilla+dehacked, but still using modern modding mapping standards. doom 4 vanilla is a gameplay mod, by example.

>> No.6067764

it should, yeah, since it does have an MBF complevel (-complevel 11)

>> No.6067790

huh. just found out back to saturn x's textures are propietary? for what reason? what do you guys think?

>> No.6067812

How come we didnt get an ion fury mod yet

>> No.6067830
File: 549 KB, 1366x768, Screenshot_Doom_20160530_113929.png [View same] [iqdb] [saucenao] [google] [report]

because we have 5

>> No.6067891

Possibly, a little bit, related and might be of interest to some: Nightdive have just published the new System Shock remake demo on Steam https://twitter.com/NightdiveStudio/status/1205186172571381760

>> No.6067892

im sorry you can't just steal everything you want

>> No.6067897

>is traditional vanilla mapping is dead or dying?

of course it is. if you didn't grow up with vanilla doom you have no particular reason to make a wad that sticks to all its annoying limits

>> No.6067916

Nothing distributed in the form of a free video game modification should be proprietary.
It's against the spirit of the medium. Imagine if Id had had the mindset of "nobody else can use this but us".

>> No.6067918

there's such a thing as attribution non-commercial license
fuck BTSX devs if they legit refuse anyone else use the art assets

>> No.6067923

This. Imagine if every megawad could only run on its own closed source source port.

>> No.6067949

>ask people what they think without expressing an opinion
>immediately get accused of complaining that I can't use the assets
hello dev. please don't do that again.

I'm talking more about the leitmotivs that used to dominate 90s and 2000s mapping. In fact the current trend seems to be "let's mod for DOS doom, not for a port!" with all the limits it implies. It's just that new gen modders have more or less abandoned what used to be staples of the community.

They can just be stolen, but then you wouldn't be able to post it on the doom communities without getting lynched.

Maybe on the russian doom forums, if they still exist

>> No.6067959

The texture pack is going to be released for free use with episode 3. From what I know, BTSX's textures are so custom-tailored to the maps that it's not unlike megatexturing, so they want the proper resource release to be decoupled from the maps.

>> No.6067973

Wouldn't it make sense for the Doom 64 re-release to come out now so people can play it while waiting for the new Doom game, I know it's a free pre-order game but give it to those punters when that Doom is released

>> No.6067974

Makes sense. I though that maybe they wanted to do something akin to Action DOOM 2 and din't want their textures to be old news beforehand

Though it raises the question of why 90 maps separate through such massive timeframes.

>> No.6068001

How come i'd never seen anything about that phobos mod for doom 3 before it got a cacoward runner up? Anyone played it?
I want to give it a try but it apparently doesn't work with the BFG edition which seems to be the only one they sell, and i don't my copy of have doom 3 anymore, so i guess i'll need to find a cracked copy.

>> No.6068006
File: 1.63 MB, 1920x1080, Screenshot_Doom_20191212_140422.png [View same] [iqdb] [saucenao] [google] [report]

>I'm talking more about the leitmotivs that used to dominate 90s and 2000s mapping
let me tell you about our lord and savior nicolas monti

>> No.6068008

if anything there has been more vanilla and boom shit than udmf these recent years, don't really get what you're on about
we've reached that point where things have become so advanced that even though we can do all this crazy complex complex 3d shit that people have returned to the roots again and explore the old formats to the point where now people are trying to push another turn and encourage more gzdoom stuff again

>> No.6068015

It's a very, very old project, from 2005. I'm surprised it was even released, it caught me off guard, as I was sure it was long abandoned. Back on the day, the screenshots made it look absolutely gorgeous and ambitious (the typical overambitious project that never gets finished), but for today's standards it looks nothing special, dated even, and they're selling it as "retro" style.

>> No.6068042
File: 238 KB, 800x260, 7yGsvLY.gif [View same] [iqdb] [saucenao] [google] [report]

But is it canon

>> No.6068082 [SPOILER] 
File: 6 KB, 603x453, 1576180255816.png [View same] [iqdb] [saucenao] [google] [report]

jerry's too op, skeletonpatch

>> No.6068091

The padding fix bothers me still because he's rotating around his face instead of his center mass

>> No.6068186

he DID get the only physical cacoward last year

>> No.6068226

You should, it's good. Imagine if Romero made an entire episode of E4M2s and E4M6s, and then tacked some real heavy metal music on to it.
It WILL bust your balls on UV, so mind what kind of difficulty you're used to.

>> No.6068235

So they can show it off properly in their original three episodes before letting other people use them.

I'm not letting anyone have any of my sprites or sounds or anything, until I've made my final release of my mod, which will include a credits file as comprehensive and exhaustive as I'm capable of, and then people can just use whatever, as long as they mention me in their credits.

>> No.6068237

kaiser is a filthy hissy hogger

>> No.6068250

>It's just that new gen modders have more or less abandoned what used to be staples of the community
Elaborate on what you mean by this, give me some examples.

Also it's more they just wanna finish their episodes before they let people use the textures, for what it matters, it's just a courtesy thing.

>> No.6068258

Hey. The Hexen games were actually okay. Especially for their time.
Just finished both now. Very nice.

>> No.6068262

Who thinks theyre bad?

>> No.6068267

>a door has opened somewhere
>1 out of 6 complete
gee billy, plenty of people

>> No.6068273

Is NOVA II and III better than the first one? Nova is actually testing my patience. There were like, 5 or 6 good maps at most. I get it's made by beginners, but was there no quality control?

>> No.6068274

It's not for everyone.

>> No.6068278
File: 2.99 MB, 540x403, just a regular medikit.gif [View same] [iqdb] [saucenao] [google] [report]

Anon, have you been living under a rock? There's quite a handful of recent vanilla-compatible projects.

>> No.6068282

Let's say hypothetically I'm a total shitter at doom who's getting his shit pushed in by the first level of Ancient Aliens. Is there any way to tell how hard/easy a mod is, especially in reference to vanilla doom 1/2, other than looking up what enemies are in each level?

>> No.6068289

>Is there any way to tell how hard/easy a mod is
By playing it and if it's too hard then it's too hard.
Others will be more cruel about this but not every mod is suited to everyone and that's fine.

>> No.6068293

I miss this type of bigger than life edgy fantasy, always seemed more Howard than Tolkien. Before it became faggy as fuck.

>> No.6068301

yeah if it was more action packed than demented switch hunting packed I would have loved hexen
maybe I'll play hexen 2 one day

>> No.6068305

>but still using modern modding mapping standards
I don't know what you mean by this.

>> No.6068307

Im new to playing doom
Any doom wads that are action packet with shit to kill?

>> No.6068309
File: 193 KB, 1280x720, hexen2c.jpg [View same] [iqdb] [saucenao] [google] [report]

I found it extremely comfy, only cheated on some Egyptian puzzles, the rest of the game was fine. Its all about using those items. The first world and third are great. The classical one could have been better. Was being reminded of wrath but being less bored.

>> No.6068312

sunder :^)

>> No.6068323


>> No.6068327

Still forcing that smiley face then eh?

>> No.6068341

It also has really good midis too.

>> No.6068342

its to enforce poe's law

>> No.6068374

Heretic 2 is supposed to be pretty good.

>> No.6068421

John St John as Postal Dude is gonna take some time to get used to

>> No.6068465

and just like id, who did not release source until later, they too will be releasing their textures later :)

>> No.6068472

yeah if you're a n00b than the skillsaw shit will be pretty challenging for you to start with, what difficulty are you playing on? i'm guessing hmp might even be a bit much for you?

but yeah there's no secret technique lol it's just like the other guy said, you play it and see for yourself, or read about it on the forums

i love that smiley, such a shit eating grin it captures the emotion perfectly and it's wayyy less gay and retarded than '/s'

>> No.6068524
File: 3.68 MB, 2560x1361, Screenshot_Doom_20191212_185140.png [View same] [iqdb] [saucenao] [google] [report]

will someone tell that retard SGT mark to cut this shit out?

>> No.6068546 [DELETED] 

take a shower
hit the gym
lose weight
gain height
have sex
get a clue

>> No.6068550

none of that will stop that moron from fucking with the perfectly fine textures doom has

>> No.6068553

why would u install a mod just to be mad lmao

>> No.6068560

>have filters turned on
nigga you're the problem here

>> No.6068562

i was ignoring it up to this point but im starting to realize he wont rest till every texture in doom is replaced with his ugly bullshit

>> No.6068570

>implying i want to waste time changing the default settings

>> No.6068585
File: 2.92 MB, 1280x720, putting on doomguy's glasses.webm [View same] [iqdb] [saucenao] [google] [report]

So you want improvements, but you don't want to do the bare minimum to make it look better?

>> No.6068587
File: 1.59 MB, 1920x1080, Screenshot_Doom_20191213_111727.png [View same] [iqdb] [saucenao] [google] [report]

How the fuck do I get floor fog in a Skybox? I am using the standard skybox viewer, and a skybox but I cannot get floor fog to hide the floor texture. There has to be some way to do this?

>> No.6068590

Not him but what's the difference between None and None (Nearest Mipmap)?

>> No.6068592

i want minor gameplay changes not anything to do with graphics at all i want the graphics to be left alone as much as possible

>> No.6068595

ded marine

>> No.6068601

Nearest mipmap filters distant textures for looks and maybe performance while still keeping things up close sharp. None is just straight up everything is sharp and pixelated.

>> No.6068602

it nearest filters only the mipmaps
then you should disable the texture filtering, it's only default in gzdoom

>> No.6068604

and then every time i decide to reinstall my OS thats just two more things i need to remember to redo

>> No.6068614

Turning off bilinear filtering would be leaving the graphics alone.

Mipmapping can reduce distortion at a distance.

>> No.6068617

you decide to reinstall your operating system often enough that this is an issue but clicking a few times is too hard?
you could always use a different source port
or just keep your gzdoom folder backed up since it takes an insignificant amount of space

>> No.6068626

just use vanilla essence you shit

>> No.6068632

Why are you reinstalling your OS on the regular?
Anyway, mind that you can just copy your config file and put it in your GzDoom/Zandybam folder and that'll load whatever settings are in there like you didn't wipe the drive at all.

>> No.6068634

i reinstall it cause its easier than cleaning out cluttered directories

>> No.6068641

Why the hell are you cluttering directories so badly that you're willing to reinstall your OS just to clear them out?

>> No.6068646

i download things or store other files and before i know it it becomes a mess

>> No.6068656

Why are you downloading them and keeping them, at all, if you're just going to clear them all? Hell, why the fuck are you reinstalling your OS instead of just deleting those files?

>> No.6068660

Install gentoo

>> No.6068662

Do not do this.

>> No.6068672

i can install gentoo just fine i can even game on it but i like windows better

mostly image files for 4chan or random small games i want to try or something along those lines if i would organize them i would be fine butr i never get around to it

>> No.6068689

other than xmas_nm, h2h, and that one joy of mapping are there any other christmas themed wads?

>> No.6068694

Well, you could just play the wads for yourself and find out. Maybe try to pistol start a mid-way through level like level 17 of a wad or something on Ultra Violence, just to see what kind of stuff the wad is going to throw at you.

>> No.6068702

BTSX hasn't fully released yet, thats why.
E1 is the only finished release.
E2 only had a beta release, so its possible some textures in it aren't the final versions.
E3 hasn't even come out at all yet.

>> No.6068721

My rule is that unless its from the 94-96 era of mapping or is DTWID-esque, it should always be assumed that it'll be harder than the iwads.
Doom is now a 26 year old game. With that amount of time, it should be no surprise that there's plenty of people in the community (mappers included) that have played the iwads to the point of no longer finding them challenging anymore. As such, most pwads, especially nowadays, are designed with the expectation that the player is already a Doom veteran.

>> No.6068723

Why is Flynn Taggart such a nice sounding name.

>> No.6068747
File: 1.18 MB, 1200x1800, 1fae9f03f337821093fc50c19c08e6ac.jpg [View same] [iqdb] [saucenao] [google] [report]

1. Play On "Hey, Not Too Rough" for lowest monster count, or on "I'm Too Young To Die" for lowest monster count, double ammo from pickups, and half damage. Difficulty settings exist for a reason.

2. Watch and learn from this curriculum:
The monster AI is actually quite predictable. You don't have to memorize every aspect, but know they will constantly B-line it towards you, regardless of if this is at all a good idea or not, meaning they'll happily walk in under crushers to try to reach you, walk into walls or obstacles, walk along a pile of explosive barrels, or walk in front of the blazing guns of their allies.

The BFG9000 is quirky, but a lot more powerful than it lets on.
The chaingun is always perfectly accurate on the first two shots, you can use it at long range by tapping repeatedly to fire two-shot bursts.

3. Certain authors like Skillsaw prefer a challenge, his maps are played under the assumption that you're familiar with the game and that you've probably tangoed with Plutonia.
Also if a map is described by an author as slaughter, it will likely be designed to be pretty hard, employing many many monsters at any one time.

>> No.6068759

All of this talk about WAD difficulty is making me wanna poke at Plutonia again. I played TNT Evilution first and dropped it mid-way through, not due to difficulty but due to the maps getting boring and stretchy, at least in my opinion. I feel like Plutonia is the one of the two that (out of all the "officially released" WADs) is meant to push your shit in.

>> No.6068789

Hexen 2 was one of the first games I got really into. For all its flaws and obviously unfinished shit, the combination of old school shooter and adnd fantasy is good fun. Coop was a good laugh as well.

>The first world and third are great
The castle town and its little narratives were comfy as fuck.

I remember enjoying that at the time, though it's a third person game so I'm not sure how thread related it would be.

>> No.6068796

god damn I just wanna wrap my lips around her sweet, sweet MUG-A COLD BREWED ALE BOOOOOOYYYYYY YEAHHUH

>> No.6068807

Can someone explain to me why /v/ is suddenly going apeshit over Doom?

>> No.6068840

Doom eternal is coming out and zoomers are discovering how good the original is

>> No.6068846

try out zombie torrent


there are tons of zombie mods beside this one if you look hard enough

>> No.6068848

Something about smash Bros. I only played the 64 one so I have no clue.

>> No.6068853

you can make the wall texture blank and make the ceiling texture the sky texture

>> No.6068860

>that gif

yes, but why?

>> No.6068870


>> No.6068872

Doom won. We did it /vr/.

>> No.6068879

TNT is very much a product of 95 era mapping, even if it was good for the time. Might be fun if you like 90's mapping, but otherwise will probably be boring.
Plutonia is really hard, but a lot of its design sensibilities can still be seen in a lot of maps nowadays. Even in ones that aren't nearly as hard as Plutonia.

>> No.6068881

Is this just /v/ shitposting or what?

>> No.6068882

The only gameplay footage I think I've seen this whole event

>> No.6068885

Eternal is just that good.

>> No.6068890

I'll believe it when I see it.

>> No.6069103
File: 2.48 MB, 1280x2640, mipmaps.png [View same] [iqdb] [saucenao] [google] [report]

When you always use full scale textures, distant texture texels fight for screenspace resulting in randomly selected texel being displayed.
This results in shimmering in the distance, and major distortions when texture is vewed at an angle.

Mipmapping rescales texture by factor of 2/4/8 etc. until it hits defined minimum. This reduces distortion in the distance, and in case with relatively low texture count can improve performance at the cost of slight VRAM requirement increase.

Anisotropy is a secondary mipmapping technique that does additional horizontal and vertical scaling for when texture is displayed at a high angle.

Texture nearest, mipmap linear is the best solution. Nearest mipmap bungles up some of the details at medium-far range since it just removes some pixels. Linear interpolation blends adjuscent pixels, but you won't notice it at the distance it is performed if it is coupled with high anisotropy due to way it works.

Long story short, in this case linear mipmap actually preserves more detail than nearest or bilinear/trilinear.

Also there's never a reason NOT to use 16x anisotropy instead of 8x since VRAM hit is neglegible with Doom's low texture count.

>> No.6069143
File: 198 KB, 500x375, 1569289390293.png [View same] [iqdb] [saucenao] [google] [report]

You are a bad person.

>> No.6069203
File: 33 KB, 1003x282, Screenshot_2019-12-13_01-38-58.png [View same] [iqdb] [saucenao] [google] [report]

Was really proud of this feature. If I can't get Shogo + VC6 to work, I'll release the source code and hopefully what was a playable build. But I will still if I ever release a build I'm satisfied with.

>> No.6069236

BuildGDX now supports Powerslave!

>> No.6069265

UAC Labs is actually pretty fucking fun. Shame Eric went and shot up his school, I wish he could've made more stuff like this.

>> No.6069385
File: 4 KB, 100x100, no chicken.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6069396

I think its funny that he has a personal mod that makes Revenants no longer have homing fireballs.

>> No.6069412
File: 1.36 MB, 640x360, why.webm [View same] [iqdb] [saucenao] [google] [report]

hey, I have a mod that makes revenants no longer fire homing fireballs too!

>> No.6069416
File: 21 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

i don't know whether i should laugh, scream, or cry

>> No.6069421

It's just clipping, they can't even climb up there.

>> No.6069429

All three simultaneously.

>> No.6069441
File: 17 KB, 480x360, kek.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6069445

BuildGDX v1.05 released with PC Powerslave/Exhumed support

>> No.6069448


>> No.6069453

Doesn't seem to recognize the files from the google drive download, same w ith the k*x port files which I didn't assume would work anyhow.

>> No.6069487

That's a mean trap, but you've got a Super Nailgun and a Quad Damage. Aren't Spawns just awful little bastards? I love what little fuckers they are.

>> No.6069489

Same deal here, can't get it to work

>> No.6069506
File: 664 KB, 540x300, 1573334719719.gif [View same] [iqdb] [saucenao] [google] [report]

>Ass Rambo

>> No.6069512
File: 93 KB, 216x249, 1480549337666.png [View same] [iqdb] [saucenao] [google] [report]

So...Shadow Warrior now or more obscure shit no one cares about?

>> No.6069525

Witchaven 2

>> No.6069571

Sandy > Romero > McGee > Green > Hall

>> No.6069593

Dunno if I'd put Sandy Petersen above John Romero, but I do think he's a far more interesting mapper than than goddamn American McGee.
Sure, Petersen had his share of bad maps (Fortress of Mystery, Slough of Despair, The Factory, Downtown), but McGee is just consistently mediocre and flat. Inmost Dens and Hell Beneath do stand out as his better maps, but I'd still put them below the best Romero and Petersen maps, personally.

>> No.6069614

I used an install from some .nrg image file I found a while back which worked, but now there is the problem of ripping music and cutscenes from the cd.

>> No.6069619
File: 77 KB, 600x599, it's an abstract kind of pain.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks sandy

>> No.6069640
File: 86 KB, 1024x768, DyMKB6IW0AA6OXL.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6069661
File: 307 KB, 1366x768, Screenshot_Doom_20191213_130846.png [View same] [iqdb] [saucenao] [google] [report]

So i made a map that experiments with some boom function feedback is appricieated
It has some missaligned textures but for the most part it's playable, recommend playing this on prboom+ or gzdoom in software mode

>> No.6069662 [SPOILER] 
File: 100 KB, 1024x1407, 1576247013345.png [View same] [iqdb] [saucenao] [google] [report]

>SIGIL included in the Switch Doom-release

Does this mean that Romero is officially working on Doom again?

>> No.6069663
File: 185 KB, 466x492, 1539560658667.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6069669

I don't think Slough Of Despair is bad at all, I'd also say that Hell Beneath is easily on par with what Sandy and Romero were doing, he'd also make great levels in Quake.

Adrian and Kevin were making the graphics though.

>> No.6069675

What was the best about Sandy was his interest in eldritch horror which influenced Doom and especially Quake.

>> No.6069721

Good post. I'm actually in the middle of poking Quakespasms settings, so I may as well chip in that an important consideration there is that opengl treats surfaces seen at an angle as further away for mipmap purposes, causing the sides of relatively close objects to turn into a blurry mess. As a result, if you're going for the original software renderer look (which used strictly distance-based mipmapping), you generally want to use gl_texturemode gl_nearest and compensate for the lack of mipmapping by setting gl_texture_anisotropy higher than 1.

>> No.6069726

What if John Carmack made a map

>> No.6069752

>tfw you will never make a game like Quake
why am I cursed to be nodev

>> No.6069756

Could John Carmack even get a frag on MP? He'd be languishing on -2 after cratering twice

>> No.6069761

there was a discussion a thread or two ago about mods and fan games compared to fan art and non playable fan content as a whole
something that sets a big difference is that the former are less likely to work coming from someone with little interaction or even none with a series
one thing is someone drawing a megaman character because they think they're cool but never played any mm game
but for a fan game or a rom hack, you'd have to understand the gameplay in a deeper level to make it work, even if the end product sucks anyway
mods and maps for doom or quake are in a higher league for being tied to the actual games, so they're more "doom" or "quake" but with outside material

>> No.6069767
File: 1.12 MB, 1920x1080, nehahra.png [View same] [iqdb] [saucenao] [google] [report]

anisotropy is only compatible with nearest on certain graphics cards/drivers
at a high enough anisotropy there's basically no difference between gl_nearest and gl_nearest_mipmap_linear
also, in quakespasm you can use numbers for texturemodes. "gl_texturemode 3" is the same as "gl_texturemode gl_nearest_mipmap_linear"

>> No.6069768

Kinda late, but a guy is working on making a Quake 2 Upscaled pack for the entire game, and it works on normal Q2 too


>> No.6069782

No, it's just being included as a community wad.

>> No.6069783

>at a high enough anisotropy there's basically no difference between gl_nearest and gl_nearest_mipmap_linear
Incorrect. Again, gl_nearest_mipmap_linear treats a steeply angled surface right infront of you as if it was a long way away because it calculates which mipmap to use based on apparent surface size rather than linear distance, and consequently uses a tiny mipmap - unfortunately, the vertical size of the object is still quite large, and so it can end up smearing a texture only a few pixels tall up an object filling a large part of your screen height. gl_texture_anisotropy is, crudely speaking, calculating mipmaps on the fly and does so based on the actual pixel densities.

>> No.6069790

Is Star Wars Dark Forces worth checking out?

>> No.6069798
File: 310 KB, 1920x1080, unreleased.png [View same] [iqdb] [saucenao] [google] [report]

SIGIL unreleased map. Stay tuned.


>> No.6069802

>doom 2 sky

>> No.6069807

I'm not Romero. Just used it to drag attention to.
It's because I loaded in GZDoom and actually I'm revamping it. It's from a Romero backup I've got.

>> No.6069810

>really want to make maps for Doom and Half-Life
>have no ideas
>no plans for architecture whatsoever
I'm a fucking NPC and I hate it.
It's like that story of the guy in the hospital who had severe permanent brain damage because he fell off a motorcycle or something, and in a singular moment of lucidity, he said to his handler: "I have baby brains," and began crying.

>> No.6069814

>I'm a fucking NPC and I hate it.

You are not anon. Build your room first.
Then your house. Then your street. Worked for me in Thief.

>> No.6069816

I feel you. I have some vague setpiece ideas, but I lack any discipline to learn anything new, so each idea just sits there for an eternity until I finally forget it.

>> No.6069818
File: 74 KB, 332x420, opengl mipmap_linear vs no mipmaps.png [View same] [iqdb] [saucenao] [google] [report]

case in point, from the introduction. left hand side is texture mode 3, right hand side it texture mode 1. the most oblique face on the leg of the brazier is blurred to shit by texturemode 3 when it shouldn't be.

>> No.6069824

my bad, meant no difference between texturemodes 2 & 3 (nearest/linear mipmaps)

>> No.6069848

God I feel both of these so much but just for ANYTHING creative.

>> No.6069850

True, everyone working on Doom was being an ideas guy, it was very much a group effort where you can just look over different parts of it and you can see some of their personality shine through in this or that feature.
Sandy is a serious Lovecraft nerd, contributing some great ideas on that behalf, and he's serious roleplaying nerd in general, with lots of experience, which was frankly just perfect given the other guys' penchant for Dungeon's & Dragons, and for him to make levels, drafting and staging them like dungeon crawls.

Doom had just a bit of Eldritch going, but with Quake it got Eldritch-tastic, and you can tell Sandy was just completely in his element there.

>> No.6069858

He never did make one, but I'd be interested in seeing him do it, not even for if it turns out good or not, that'd just be the side effect of doing the experiment of seeing what he figures would be a fun level.

He's no pro or anything, but I don't think he was rotten.
Next to someone like Dennis Fong, or even just John Romero, of course he'd eat shit, but if you took some random guys with some FPS experience from his age group, he'd probably do better than most of them.

>> No.6069868

Should I play Opposing Force or Blue Shift first after I complete Half-Life?
I know OF is considered the better one, and Blue Shift just more of the same, so I wanted to save OF for last.
Although OF did come out first, and I'm a nut for release order.

>> No.6069872

Pretty Fly for a Doomguy

>> No.6069873

Its not important really. Just dont forget Echoes.

Just finished Black Mesa like yesterday, pretty cool for what they had, didn't like some aspects like the soldiers but the rest was really nice.

>> No.6069874

Doesn't really matter. I played it in release order and I didn't find BS to be worse for lacking on what OF had. It's just more Half-Life.

>> No.6069881

I'm surprised. I thought Sigil was very good and fun to play through. And surprisingly gorgeous.

>> No.6069884

yeah but the eye shooting gimmick was hacky, and felt out of place as it was supposed to be an additional Doom episode.

>> No.6069907

It would certainly be interesting. It might be fun to have a short wad with all the original Id guys from Doom 1-2 making a single map each. Organized for difficulty.

>> No.6069914

Opposing force adds a lot of stuff, like other interdimensional beings and weapons. Blue shift is like HL junior, as far as scale is concerned. A nugget of what made HL good, and none of the bits that drag on in any way.

>> No.6069925

Thank you Mr. Rogan

>> No.6069928

How the fuck did you know my name?

>> No.6069929

Watching Eric clean house with a Boss rifle is nothing short of therapeutic.

>> No.6069956

Swift Death is best doom 2 mapset ever made

>> No.6069972

Eh, it was surpassed by wads from the late 90s.
Nothing really special about it other than 'Romero did it'.

>> No.6069987
File: 29 KB, 500x500, heavy laughter.jpg [View same] [iqdb] [saucenao] [google] [report]

Never has this board made me laugh so much before. Thank you anon

>> No.6070001

After getting an RTX card hand-me-down I idly wondered what Doom or Quake 1 RTX would look like, but then I remembered Doom would need complete map reworks (or Hell on the Earth Remastered) to actually make use of that kind of shit.

>> No.6070016

are you stupid or what, zoomer

>> No.6070023
File: 374 KB, 900x675, 1568069669226.png [View same] [iqdb] [saucenao] [google] [report]

anyone else slow as fuck beating megawads? my backlog is seriously piling up

>> No.6070034

DooM doesnt have lighting in the first place, would need to be gzdoom fork with RTX support and lights.pk3 loaded, some textures with pbr could help too

>> No.6070046
File: 831 KB, 2560x1440, Screenshot_Doom_20191213_193532.png [View same] [iqdb] [saucenao] [google] [report]

This UFO can go fuck itself.

>> No.6070052

Just died inside it. I wish you luck.

>> No.6070057

The worst part is I've done it before but lost my autosave for the next map. I just cleared it and the bullshit immediately afterwards though so we're good for now. I could do all the maps up to this point without saving but this one is just fucking ballbusting at points.

>> No.6070061

Long overdue update: The upgrade to Windows 1903 did in fact revert to an Intel GPU driver from 2016, which was bugged in regard to OpenGL. While GZDoom was merely hanging, NBlood with the 3D renderer outright crashed.
Microsoft is still not giving a single shit about OpenGL drivers 20 years later.
Also I'm not going to play any more HSigil for now. "Every weaker enemy is imp-tan" gets old fast.

>> No.6070067
File: 546 KB, 1920x1080, Screenshot_Doom_20191126_233241.png [View same] [iqdb] [saucenao] [google] [report]

That's what I meant, basically. People were so hyped about PBR, but it would actually require map reworks to make use of it. Hell on the Earth Remastered does completely remake the Doom 2 campaign with dynamic lighting in mind, but Doom 1 doesn't have that kinda thing yet, and the occasional lights.pk3 addition doesn't make up for it. If Graf really wants to push superfluous graphical ideas, maybe he could figure something with Vulkan optimization to slip RTX in there and see how it treats dynamic lighting and shadowmaps.

Pretty much the only way we'd ever see shadows that actually work properly instead of only on 100% solid surfaces that don't elevate or shift at all. But whether the performance would be worth it is a different story.

>> No.6070071
File: 255 KB, 2560x1440, Screenshot_Doom_20191213_195305.png [View same] [iqdb] [saucenao] [google] [report]

>no secrets found
Look at this brainlet and laugh

>> No.6070078

good post indeed, never bothered actually figuring all the terminology out. might actually save this to a .txt
missed that, hmmm, interesting
not that i really enjoy having discussions about which thing is in a 'higher league' than another thing tho, like what's the goal here, to pat ourselves on the back and say we mappers and modders are 'better' than fan artists? lol

>I'm not Romero. Just used it to drag attention to.
yes, we all knew that

you have to get in there and start getting your hands dirty, have an understanding of your tools before you can begin generating more ideas, i know it's always hard in the beginning but you do have to force it a bit. there are things like speedmapping sessions which can be helpful, giving you some theme ideas and a strict timelimit while working and communicating if you wish alongside others. Bridgeburner has just started new speedmapping sessions monthly on his discord server, you can find the thread on doomworld, that would definitely be something to look into there's lots of people participating and they'd be happy to help too.

yes i rarely finish anything if it's not just an episode's worth of maps, my backlog just stretches on for eternity at this point, i only finish a few maps a day if i'm lucky

man who got time for secrets

>> No.6070085

more like 0% crutches needed

>> No.6070113

Is this a fucking hoax?

>> No.6070132

My backlog has piled up because I've basically not played much Doom at all this year.

>> No.6070139
File: 152 KB, 962x705, staytuned.png [View same] [iqdb] [saucenao] [google] [report]

I'm rebuilding the map from the backups of JR.
Stay tuned.

>> No.6070241

Yo the roots of doom mapping article that came with the cacowards is great.

Didn't know russian meme mapping was a distant offshot of eternal doom

>> No.6070271

>Going through Doom WADs and Cacoawards in order
>On the 10th wad of 1994 and can barely survive DOOM 1's weapons

Just a little bit more, 1995 will have actual Doom 2 WADs. I'm having fun. Why do I have to be this autistic

>> No.6070272
File: 44 KB, 352x370, 1458247264553.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some good light-hearted/comfy WADs? finishing up DOOM 64 Retribution and I love it but wouldn't mind something less bleak as a palate cleanser. I'm thinking like Pirate DOOM or the Golden Souls series

>> No.6070287

Why did that game get ported before shadow warrior even though it's way more obscure.

>> No.6070289

Sonic Doom is pretty cool if you can handle early ZDoomisms. You could also try the Adventures of Square, Rise of the Woolball series, Doom Vacation, Ray Mohawk's Manic Monday, Alien Bastards and all the various Xmas Doom maps considering what month it is.

>> No.6070303

It was pretty influential with them. Alexander S., author of the Epic series, even goes by the name 'Eternal' (I think he far surpasses Eternal Doom).

>> No.6070310

Let's say I'm retarded and I'm trying to run an older wad that comes with a dehacked file that needs to be applied to it through Crispy Doom. What's the best way to go about doing this?

>> No.6070314

Pirate Doom and Golden Souls are very good, plus I'd recommend the two Wool Ball total conversions. The first one is, gameplay wise, themed after Wolfenstein 3D while the second is more Rise of the Triad. Goofy cartoony theme with lots of whacky humor, especially the secret levels, decently challenging but nothing severe, and the secrets are all relatively easy to find since they use a unique wall texture.

>> No.6070363


vr, how do I run fast enough to beat "Run From It!" in Sycthe 1?

>> No.6070367
File: 12 KB, 320x240, i want a tiny caco on my shoulder.png [View same] [iqdb] [saucenao] [google] [report]

Vouching for Pirate Doom, all the monsters in pirate getup alone is a big part of the charm.

>> No.6070373

I want tiny, living versions of every monster from doom. I'd kill for a smol mancubus.

>> No.6070408

LGS games tend to have really weighty/momentum based movement. It's hard to explain.

I can only think of that part in SS1 where you have to jump across a chasm.

>> No.6070417

Here's an album I used for the image in question

16x anisotropy :
Nearest mipmap https://i.imgur.com/erb9jSv.png
Linear mipmap https://i.imgur.com/NiJkAS5.png
Pay attention to the wall and sprite. With nearest there'd be some slight shimmer in the middle range of the wall, as well as some sprite shimmer in the distance. With linear transition is smoother and there's no shimmer on the distant sprites.
And here's none+trilinear mipmap (again with 16x anisotropy) https://i.imgur.com/2cS01AD.png
It does a bit more blur in the distance.
This is due to GZDoom/PRBoom and Quakespasm/Darkplaces using Linear algorithm multiple times on several samples instead of using a proper more complex trilinear technique (which to be frank almost nobody uses since its more resource intensive and nobody cares enough)

>> No.6070426
File: 476 KB, 1440x590, 1558595317694.png [View same] [iqdb] [saucenao] [google] [report]

at that angle it starts looking like a pixel mess anyway

>> No.6070442

how do I add different music and an intermission screen to a wad?

>> No.6070449

if you're making a gzdoom wad, you can change them with a mapinfo file.
otherwise, you need to add the midi's and graphic to your wad with the same filename as their doom 2 counterparts. eg the first track is named D_RUNNIN.

>> No.6070451

Oh wait, I know what's wrong with your example
In the drivers disable Anisotropy optimisation, trilinear optimisation, enable negative lod bias, and set texture filter quality to maximum.

>> No.6070490

Remember to separate filetypes with appropriate markers.

>> No.6070581
File: 305 KB, 356x586, Eu7aVAi.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6070607

not sure if this is the thread for it, but how do I go about playing the original systemshock? are there any HD mods or anything like that I should know about it?

>> No.6070610

Just get the Enhanced Edition, it's basically everything you need.

>> No.6070631

oh okay, thanks

>> No.6070676

Disappointed at the lack of cultist posters ITT

>> No.6070689

Sorry, got a bit too happy with the dynamite.

>> No.6070717
File: 1.10 MB, 1360x768, scr-map10-0000.png [View same] [iqdb] [saucenao] [google] [report]

Powerslave DOS is actually pretty kickass. The first couple levels are just okay but it gets really good.

>> No.6070780
File: 349 KB, 695x600, Caleb.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6070840

Since I am unable to continue development, I've released both an unfinished (but playable) build of Aegis and its source code. It was my project for Shogo to improve balancing and add some features, and it included stuff like axing critical hits, making all explosive weapons projectile-based and adding reaction times to AI. Hope you enjoy.

>> No.6070846

No. Steven Seagal flicks arent art

>> No.6070859

Sorry, I thought about it, and now they are.

>> No.6070861
File: 308 KB, 377x343, 1576212070006.png [View same] [iqdb] [saucenao] [google] [report]

If cultists weren't as much of a threat, Blood would be easier than Duke 3D by far.

>> No.6070868

Eternal Doom was always one of those love it or hate it kind of wads, I've noticed.

>> No.6070878
File: 904 KB, 900x900, EEtpldIW4AAwzoY.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6070926

I don't actually know how to get the chainsaw in E1M2, I always get it in the secret level

>> No.6070935
File: 218 KB, 600x826, Quake%20II[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Why don't you love me? I have the railgun! You love that thing but not the rest of me?

>> No.6070939
File: 20 KB, 485x404, Tank_Boss[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I even have boss fights! REAL boss fights! No switch puzzles, no telefragging, honest to god shoot-them-until-they-die BOSS FIGHTS!

>> No.6070943
File: 103 KB, 1024x768, 7937-quake-ii-windows-screenshot-strogg-continue-to-fight-even-after[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I've also got music! REAL music, none of that ambient Nine Inch nails crap. Guitars blaring, drums pounding, what's not to love?

>> No.6070946

I actually like Quake 2.

>> No.6070950
File: 227 KB, 960x1280, 1455847307653.jpg [View same] [iqdb] [saucenao] [google] [report]

And I like you, anon~

>> No.6070993

enter the maze area, get to the end with the armor, shoot at the wall
one of the walls on the stairs is another secret

>> No.6070998
File: 33 KB, 640x480, gfs_28782_1_2.jpg [View same] [iqdb] [saucenao] [google] [report]

>>Did you get him anything for his birthday, bros?

>> No.6071017

doing a cacoward run was how i discovered some of my favourite wads, i usually like runner ups more than the top 10 though.

>> No.6071027

it's overall pretty fun, and has a great atmosphere

I had it as a kid and once I knew everything I had to do, I had a lot of fun replaying it over and over. But it's relatively complicated for a Doom engine game, and some of the levels are rather large and unintuitive.

don't be afraid to consult a walkthrough if you're stuck. there are some "HOW THE FUCK WAS I SUPPOSED TO KNOW THAT?" moments

>> No.6071047

I like Quake II, but you fucking leave NIN alone.

>> No.6071097

As someone who loves rock and metal, I always felt Quake 2's soundtrack was kinda generic for the most part. Not bad, but nothing about it seemed interesting enough that I'd listen to it outside of playing the game.

>> No.6071119

shoot at the wall on the maze, for some reason someone thought that was a good idea

>> No.6071143

Quake 2 is industrial metal.
If you were born in a contry/city where it wasn't big in the 90s, it certainly feels unique. Hell, it's even more unique today that industrial is completely dead. You really can't find anything like Q2 anywhere.

>> No.6071160

I wouldn't say Industrial is completely dead. just not what's popular anymore.

>> No.6071179

Why is freedoom so shitty? The graphics look like they're from some shitty Amiga game, the sound effects feel like they were taken from a vocaroo thread, and the level design is average at best. The worst part is that this project has been going for over a decade.

>> No.6071183

Does anyone know if someone has tried to make a fighting game in Doom before?

>> No.6071184

Theres also a banked ramp at one point I think?
On a related note did anyone ever play that SS1 level mod?

>> No.6071205

I also like the Super Shotgun, if that also comforts you.

>> No.6071210

I'd say it's intentional. It's a free iwad that functionally behaves exactly like Doom, with many assets having used the Doom ones as a base. Because of this, you can easily play Doom wads with it. They're probably trying to avoid making it too good, either to encourage people to still get Doom itself, or in fear that Zenimax/Bethesda might take notice and get angry.

>> No.6071212

The blaster pistol would benefit from a melee attack and a charge shot.

>> No.6071254

I did, it's pretty neat stuff. Good level design and progression. Resources are less plentiful than the original game, but not so severely that you're ever really starved for ammo or health. They added some new elements to cyberspace, which I wasn't expecting. Voice acting isn't great, but not particularly worse than SS1's original lines. The script was a bit too meta for my liking. Not a big deal really. Overall, a couple hours well spent.

>> No.6071256

In other words, it would benefit from being like in Doom 2016?

>> No.6071259

Yeah but not shit, because it's not great in Doom 4 either.
Alternatively just give us a good reliable melee.

>> No.6071267

>honest to god shoot-them-until-they-die BOSS FIGHTS
But it is boring shite

>> No.6071279

Listen, if an enemy has like, one/two attacks it's not a fucking boss. It's a regular enemy with a bloated healthbar. Even if his attacks kill you instantly, that just makes the fight annoying and boring slog.

What makes fighting a boss fun is PATTERNS. Boss should have 3 or more (up to 10?) moves that they cycle between (either randomly with tells, or predictably), and which require player to move in different ways. If your boss can be beaten by simply circlestrafing, it's not a fucking boss, it's a mindless waste of time.

Let's use an example of a textbook good bossfight - Sol Dae Rokker, mission 4 boss from Metal Slug 3. It's a simple floating rock that you have to constantly shoot upwards at. But what makes it exciting is it's pattern! SDR will alternate between 4 attacks:
- yellow beams that randomly spread into a mini-bullet hell that player has to weave between
- red beams that aim at current position of the player, so you have to move constantly to avoid them
- purple beam that wipes entire arena, forcing player to hide on the edges
- spawns ghostly wolves that home in on player position and explode, forcing you to jump away at the last second.
You can tell which one is about to be used because jewel on the boss glows different colors.

It's extremely simple, almost simplistic, nothing fancy - but it's probably my favorite boss in MS3 exactly because it's so simple. It's pure. That's all that is necessary to create frantic, difficult, but also rewarding and learnable fight.

That's what all games with good bosses do. Castlevania, Mega Man, Gradius, Contra, you name it.

>> No.6071282

Get angry about what? It's an open-source game based on an open-source engine, with 100% open-source assets, Zenimax can't do shit about it.

>> No.6071292

lmao what a weird take sounds like you don't actually know anything about the project and have just heard information third-hand
you're way off btw if you aren't joking
and the reason it's shitty is because it's free, pretty simple, same as anything
yes, i know that some people release free shit that looks better and that's exactly it, if you have the skills then you're gonna use it for your own stuff, not contribute it to freedoom

also i think a lot of people actually agree that the freedoom levels aren't bad... and wasn't one of the episodes donated by a pretty good mapper?

>> No.6071306

>if an enemy has like, one/two attacks it's not a fucking boss
Yes, this kills the cybie/mastermind, or rather, Romero's Head

>> No.6071312

Look, I love id software and their games, but I think everybody has to admit their bossfights fucking blow. Icon of Sin is probably the worst boss in history of FPS games, it's a fucking wall texture that doesn't even attack you directly and just spawns monsters. Shub-Niggurath in Quake at least has a real model.

>> No.6071317

That is pure nonsense and not how copyright laws work. It's a completely original game, Bethesda/Zenimax can't do jack fucking shit about it. Worst thing they could do is send a CnD about using the word "Doom" in the name, but then the project will simply rename itself to "FreeHell" or something.
The real reason Freedoom is so mediocre is that it's hard to find a creator who is willing to completely give up their rights to their creation for a very lax copyleft license. If I donate a sprite to Freedoom, someone can take this sprite, put it in their game, sell that game, and they don't even have to credit me! They only have to credit the "Freedoom project". In fact, I actually saw a free arena FPS on Android store that used Freedoom assets.

Another problem is that the game is technically finished, so people don't really feel the urgency to contribute new stuff. I mean, it's done, why fix what ain't broke? I have to admit I am myself guilty of this, since when I decided to contribute to such a project, I chose Blasphemer (FreeHeretic) instead because it's actually unfinished.

As for level design being average... primary reason for existence of FreeDoom is making custom Doom pwads playable without a commerical Doom iwad. 90% of people who use FreeDoom don't actually play the enclosed levels and instead play custom map packs like BTSX or Eviternity with it.

>> No.6071320

>also i think a lot of people actually agree that the freedoom levels aren't bad... and wasn't one of the episodes donated by a pretty good mapper?
Was this before or after a lot of stuff in Freedoom was purged because of suspicion of plagiarism?

>> No.6071321

A while back, a lot of finished high-quality content was purged because some contributors were found to have plagiarized some content from commercial games, so to avoid copyright trouble all content by these people was removed, and had to be hastily replaced.

>> No.6071323

The reason FreeDoom shitty is because there isn't really any reason to care about it. The only reason it even still exists is because of the novelty behind making a free version of Doom.

>> No.6071350

i too have had boss fights/enemies on the mind as of late
cybie and mastermind arent real bosses
they mightve been for the first week of 94, but nowadays they are just extra big enemies in how they are treated by players and used in maps
i was thinking of monster randomizers, and thought of having rare spawns of cybie/mastermind replaced by something more akin to a contemporary boss
and maybe shrink down cybie and mastermind just a bit to reflect their role better

> metal slug
hell ye
suprised how few bosses in any game go for the fast and deadly player-sized boss, rather than skyscraper that telegraphs everything 5 minutes in advance with a billion health
how the hell would you make the moon lord fight work in 3d?

>> No.6071367

how come you cant continue development? live getting in the way?
rebalancing shogo sounds like a great idea since enemy reaction time and some of spawns/placements were the only major problems I had with the game myself

>> No.6071380

that little seam at the top of the status bar always bothered me

>> No.6071387

>how the hell would you make the moon lord fight work in 3d?
Player sits in a circular arena surrounded by void. Model of a giant monster circles around the arena, and shoots towards the arena.

>> No.6071392

That's kind of ignorant take. Freedoom was first conceived in 2001 and first released in 2003, long before digital distribution platforms like Steam or GOG, even before the XBLA port.

Nowadays everybody can spend 5 bucks on Steam to buy Doom 2 wad legally and it will take you like 20 seconds, but when Freedoom was first created that was completely impossible. If you wanted to play Doom wads, pretty much only option was piracy, which bothers some people. Freedoom was created to fill that gap and offer a legal alternative.

It's not the developers fault that this gap vanished, and the project is now kind of obsolete, aside from being just another TC with the open source gimmick.

>> No.6071401

>Mega Man
Most Mega Man bosses have like, two attacks, if not only one, unless you're a nigger that counts walking toward the player to inflict contact damage as an attack

>> No.6071407

Your face

>> No.6071410

>unless you're a nigger that counts walking toward the player to inflict contact damage as an attack
Walking? Most MM bosses spastically jump around the arena. It's definitely threatening if you're not paying attention, and creates interesting and dynamic fights.
Though you're sort of right, it's less a traditional bossfight and more like a duel with a bot that has comparable abilities to yours.

Speaking of, why did no FPS (aside from multiplayer ones like UT or Q3) try to turn 1 on 1 deathmatch with a bot into a bossfight? I think if you had to fight Evil Doomguy with 100 health who is zipping around the map with BFG, first to 5 frags, that could be an exciting.

>> No.6071413

Heretic has nice boss monsters IMO.

Iron Lich sends out homing tornados that capture you, forcing you either be on the move constantly, or use special item, and that attack itself synergises with the other attacks.

Maulotaur smacks you up close, sends fire trails as distance attack and can close the gap by ramming.

of course both of them are somewhat reduced in threat if player uses kb/m setup, but out of the early FPS, they are imo the best bosses.

>> No.6071449

Making the enemies less threatening also happens to make the game less difficult, who could've thought?

>> No.6071460

>when Freedoom was first created that was completely impossible
>pretty much only option was piracy
Eh, it wasn't THAT hard to obtain Doom in 2003. Obviously not as cheap and easy as using Steam or GOG, but I definitely remember there still being physical copies in some form or another. Doom Collector's Edition (included Doom 1, Doom 2, and Final Doom) for example was released in 2001, and then re-released in 2003 to include Doom 3 promo material.

>> No.6071464

https://doomwiki.org/wiki/Collector%27s_Edition for reference.

>> No.6071465

>If chaingunners, revenants, and arch-viles weren't as much of a threat, Plutonia would be easier than Doom 2.

>> No.6071473

i was going to say 'add hexen to that list'
but then i remembered that the heresiarch and korax are, respectively, annoying with invuln, and easily cheesable
but had potential with complexity

> the big demon final boss in one of the metal slug games that takes place on a tower
> but combined with moonlord
though i cant think of a way right now how to make not limit the players movement area into a circle
considering you have to do some big movements against him

and i just realized the lunar pillars are analogous of the icon of sin

>> No.6071483
File: 145 KB, 794x537, GHhW6u.jpg [View same] [iqdb] [saucenao] [google] [report]

Is the doom vr launcher compatible with mods? Wanted to do a Complete run in VR for shits and giggles.

>> No.6071485
File: 183 KB, 1931x1855, 1hukga.jpg [View same] [iqdb] [saucenao] [google] [report]

What the fuck is up with that /pol/ wad on OP's pastebin?

Laughing my arse off.

>> No.6071510

Wait, where's VR Doom?

>> No.6071514

The /pol/ wad is surprisingly legit fun.

>> No.6071516

>With nearest there'd be some slight shimmer in the middle range of the wall, as well as some sprite shimmer in the distance.
Yeah, using nearest mipmaps injects a step-change in quality as it drops to the next level of mipmap that's really visible and ugly, especially at modern high resolutions. You're better off using no mipmaps and high anisotropic filtering to suppress shimmer, which avoids that step being introduced and causing flicker at the midrange, or using linear interpolation on the mipmaps. In quakespasm, linear mipmaps without anisotropic texture filtering looks obviously muddier in the distance than with it, so you do need the anisotropic filtering to preserve pixel crunchiness. Quickest place to see that is just looking at the brick floor at the far end of the corridors on the introduction map.

it becomes more of a noticeable problem on things like objects with highly distinctive pixels, like fullbrights on the side of health packs, which can jitter in apparent height when the mipmapping fucks up.
horizontal detail on walls is also an issue; if you imagine a notional wall texture of horizontal black and white stripes, a sufficiently distant approximation would render it grey; that happening close in where it should still be recognizably striped, just foreshortened, is a problem.

>> No.6071525

But you also have backtracking =(

>> No.6071530

There's a lot of fart huffing clichés on Doomworld and they upvote each others stuff. No surprise there.

>> No.6071542

That final fight is pretty good, regardless of your political beliefs.

>> No.6071549

A mapper here made it years ago.

>> No.6071564
File: 317 KB, 816x360, linear mipmaps and texture filtering.png [View same] [iqdb] [saucenao] [google] [report]


Heres a comparison image showing distant surface textures using no mipmaps (gl_texturemode 1) and linearly interpolated mipmaps (gl_texturemode 3), and using no anisotropic texture filtering (gl_texture_anisotropy 1) and some very heavy filtering (gl_texture_anisotropy 16)

just using linear mipmaps (bottom left) makes for a very blurry floor, which is not the case in original software quake that we're aiming to imitate here. No mipmaps and no filtering (top left) is a shimmery headache with detail distortion (edges of bricks get less distinct). Software quake admittedly would be almost as big a headache as well at these resolutions, but it wouldn't be quite that bad on the detail distoriton since it did perform strict distance-based mipmapping. The right hand two, with the anisotropic texture filtering, eliminate most of the shimmer and don't get blurry. I usually skip the linear mipmaps since the benefit they bring is so small after you apply the anisotropic filtering to remove the gl blurring.

>> No.6071569

>spend an hour combing through level for last secret
>eventually get pissed and idclip to find it
>its behind a wall in a hallway with a texture that looks identical to everything else around it

Why do mappers do this?

>> No.6071570

You seem to think that because what someone is doing isn't actually illegal, a company with a fuckload of money can't send a fleet of lawyers to destroy them financially.

You would be wrong.

>> No.6071573

If enemies moved a bit faster and weapon switching wasn't so godawful slow Q2 would be a vastly better game.

>> No.6071578

>Blurred out crosshair

>> No.6071581

What map?

>> No.6071584

Loads, but specifically Memento Mori map06

>> No.6071603

thoth we know that you are a Q1 autist

so fuck back to the discord mapping group

>> No.6071638

Creativity is a muscle like any other, a bunch of people go into a HURR DURR I AM A GROWN ASS RESPONSIBLE MATURE MAN NO TIME FOR FOOLISH ENDEAVORS stage in their teens and stop excercising their creativity, but you can still recover it.
Map, draw, or write a description of your room like that other anon said, and go from there.

>> No.6071669

You humour me greatly with your arrogance and contempt, a flood of accusations born from the poison of envy and smite of disrespect.

>> No.6071678

Im an inquisitor, I carry the emperor's truth, and your heresy and corpse bloated with Shub niggurath's corruption can be seen by miles.

>> No.6071724

Revenants, archviles, mancubi, spiderdemins and arachnotrons don't belong to this game as they were designed by a third party artist.

>> No.6071761

Damn, I had no idea it was Heretic's birthday.

>> No.6071832

>as they were designed by a third party artist
No they weren't.

>> No.6071838

its not a secret if its obvious

>> No.6071848

>reach exit
>check map totals on hud/automap and see that I don't have every secret found
>instead of finishing the level, I search for secrets that I only know exist thanks to the hud telling me, so I can get 100% in the tally screen.

This is why I turn off map totals on the hud/automap in every source port I play. It makes 100%ing a map feel unrewarding when I only got it for following what is essentially a checklist

>> No.6071905
File: 546 KB, 1932x1086, 20191213221245_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm getting into Lithium. I have to say, it's pretty fun.

>> No.6071918

spell whomst've

>> No.6071962
File: 1.17 MB, 640x360, Pusher.webm [View same] [iqdb] [saucenao] [google] [report]

The Screenshot Saturday anon is late.

Anyway I started working on weapon models for a new mod.

>> No.6071964
File: 267 KB, 302x308, 1499538544521.png [View same] [iqdb] [saucenao] [google] [report]

>SRB2 made the cacowards

About damn time

>> No.6072080

New bread or i will make one with doom remake 4 in op

>> No.6072102


>> No.6072619

Let it shoot twice as fasty.

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