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6132428 No.6132428 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6127606

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

Launchers for Build Engine games



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








>> No.6132429

=== NEWS ===

[1-13] Port of prBoom to GBA

[1-11] Sunder update adds in MAP18

[1-8] Death Wish for Blood is up to version 1.6.10

[1-7] New Slayers Testament build is released
Don't bother with the discord link, have the direct links here:
>demo patch

[1-6] GZDoom now updated to 4.3.1

[1-5] 'Stickguy in Doom'

[1-4] 'January Jump Jam' for Quake ongoing, making maps using the jump mod

[12-31] BuildGDX is up to v1.06

[12-31] TerminusEst13's Booster Mod released

[12-31] Finnish Quake Map Jam, Menetettyjen Valtakunta (Realm of the Lost) released

[12-29] Wastewater Station, a new Quake 2 map, is finally released!
variableone.com/maps/newcrash.zip (1.5mb)

[12-28] Doomsday Engine 2.2.0 released(Stable build) also its 20 years old birthday release (Dec 18 2000)

[12-27] Quakewulf is working on the sequel of Sonic Mayhem for Quake 2

=== PREVIOUS ===



>> No.6132436

soulsphere but smiling

>> No.6132443

Smiling soulsphere but frowning

>> No.6132462
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>> No.6132478

that doesn't look like water spraying on his face...

>> No.6132480
File: 36 KB, 416x332, cacodemon-imp-oh-dear.gif [View same] [iqdb] [saucenao] [google] [report]

You ever wonder if the Cacodemon gives great head?

>> No.6132482
File: 29 KB, 145x295, Tensi Yoka.png [View same] [iqdb] [saucenao] [google] [report]

What's the WIP project that you're most looking forward to?

>someone actually recovered the unfinished third Shadow Warrior expansion, Deadly Kiss, and has been working on restoring it to playable state for a couple years now
>said "someone" is THE GUYS THAT MADE ION FURY
>stars Lo Wang's sister as the player character (pic related)

>> No.6132483

How he's slouching over with the garden hose in his hand + his face. I live for this shit

>> No.6132493

>tfw Speed of Doom is almost 10 years old

>> No.6132497

Is there any actual evidence of progress? I read about that years ago but havent seen any recent news at all.
However... I have been seeing exciting posts about a SW port by the eDuke / Ion Fury devs.

>> No.6132507


>> No.6132526

I only wish to consort with the finest of barons.

>> No.6132548

Stop bullying caco!

>> No.6132561
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>> No.6132578

stop being so fat
> round, floaty, electrically charged
fucking balloon-ass motherfuckers

>> No.6132580

stop projecting your fetish

>> No.6132581 [SPOILER] 
File: 2.89 MB, 1376x2655, 1578985900555.png [View same] [iqdb] [saucenao] [google] [report]

>H-Doom variant with proper monster girls never ever

>> No.6132583


>> No.6132587

either he can't take a joke, or can't make a joke
allergic to fun

>> No.6132589
File: 67 KB, 184x184, 1572761817977.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6132590
File: 16 KB, 379x214, 569426.png [View same] [iqdb] [saucenao] [google] [report]

This is the best Baroness I've seen next to that one with the jeans that takes a selfie with Doomguy. Very good.

>> No.6132593

I want her to sit on me.

>> No.6132597
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> the D4 pinky by Rube

>> No.6132629
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>> No.6132643

as always, it should be pointed out

>> No.6132649

>I tell you hwat, that demon ain't right

>> No.6132653
File: 544 KB, 1280x1024, Screenshot_Doom_20200114_033724.png [View same] [iqdb] [saucenao] [google] [report]

Somewhere in Nevada, Hell

>> No.6132659
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>> No.6132661
File: 681 KB, 1280x1024, Screenshot_Doom_20200114_034231.png [View same] [iqdb] [saucenao] [google] [report]

>but what about the red
don't worry you're covered

>> No.6132663 [DELETED] 
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>> No.6132667
File: 668 KB, 1280x1024, Screenshot_Doom_20200114_035252.png [View same] [iqdb] [saucenao] [google] [report]

whoops. older screen. fog fixed

>> No.6132669 [SPOILER] 
File: 675 KB, 1280x1024, 1578992142819.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6132680

Is Dead Marine feature complete or is there a more complete version out there? Not that redux one, it seems to change gameplay

>> No.6132684
File: 693 KB, 720x360, Kame Bomb.webm [View same] [iqdb] [saucenao] [google] [report]

I'm fuckin around with this, I think it turned out alright. I was gonna make it stick to walls but it felt too weird, so fuck it, it just latches onto the ground.

>> No.6132691

Waltz of the demons is the worst song in Doom 1 you can't even vibe to it

>> No.6132692

>tfw suspended in dusk is nearly 15 years old
>tfw espi passed away over 10 years ago

>> No.6132698

That's one accurate model. You can see the cellulose in her ass.

>> No.6132712

Always nice to see your works in these threads almonds

>> No.6132727
File: 816 KB, 495x1192, 1550837840524.png [View same] [iqdb] [saucenao] [google] [report]

>Right mix of original design, cuteness and lewd
Nice job

That one is kinda odd given the expressions but still adorable

Eeeh his designs are pretty crappy honestly.

>> No.6132730
File: 891 KB, 1309x1386, Cacoaline3.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6132736
File: 708 KB, 1920x912, __weyland_yutani_and_xenomorph_alien_movie_drawn_by_marek_okon__e03ed3cdcbfd15b328f11c97bada05ae.jpg [View same] [iqdb] [saucenao] [google] [report]

>See so many Alien Doom mods
>Remember the companion mods
>One where xenomorphs are your companions and you can pat their heads
>One of them is an android has a pulse rifle like in that comic

>> No.6132739

the funny thing is when that actually works
>bolt some big old computer to a xeno's head
>somehow it JUST WORKS (tm)

>> No.6132746

So what do you guys think about Slayer's Testaments? Is it good?

>> No.6132751

Most monsters are a step back from the Quake originals and weapon alt fires are useless.

>> No.6132786

I just finished playing through all of Ultimate Doom using hdoom; I must say, it was excellent. Gonna give Castlevania: Simon's Destiny a try now.

>> No.6132792


Treasure Tech


>> No.6132798
File: 113 KB, 1000x716, unknown.png [View same] [iqdb] [saucenao] [google] [report]

You and me both, when does the threshold of early 2020 end anyways?

>> No.6132801

I'm waiting for Treasure Tech as well. Hard to say where he draws the line with "early 2020" but I got faith in the guy

>> No.6132819

>patting xenomorphs
Where can I find this beautiful mod?

>> No.6132825
File: 63 KB, 891x600, 1447386225303.jpg [View same] [iqdb] [saucenao] [google] [report]

So what's the best multiplayer sourceport for playing Vanilla Doom right now? I've tried Zandronum but most servers use a lot of custom addons. Tried Odamex too but once I logged in the client, all of the servers were empty.

>> No.6132828

It doesn't exist,it's more of a concept.
It would be cool though.

>> No.6132846

Why would anybody do this?
It's horrible
All a xeno does is death.

>> No.6132850
File: 785 KB, 798x464, drone.png [View same] [iqdb] [saucenao] [google] [report]

Unless you tame them with technology or is synthetic.
Like this one,Jeri.
He has the appearance of a xenomorph and works pretty much that way but has the mind of a human.
Another one named Norbert who had a pet dog.

Both are able to speak and capable to use guns as well.

>> No.6132861

Here’s a question: are there any Alien/Predator/AvP mods that aren’t ass? The original TC is passable considering it’s status, AliensTUD sucks and I can hardly remember that Colonial Marines one.

>> No.6132863

i am very glad that my knowledge of the alien franchise is limited to the movies, that seems incredibly stupid

>> No.6132865

I'm thankful for that.

>> No.6132869

Pretty neat on the visual side, but the gameplay doesn't look like anything special.

>> No.6132871
File: 80 KB, 800x534, alien3eroticdesign6.jpg [View same] [iqdb] [saucenao] [google] [report]

It's actually fun to read.
It manages to be entertaining and the characters are well written.
Pretty much everything by Dark Horse is better than everything after Aliens.
there's a comic of a pig carrying a nuke

Aliens Eradication is really good and Aliens TUD Special Edition is great too.

>> No.6132872

Yeah. It seems that more often than not, expanded universes are a curse.

>> No.6132893

>tame them
>real xeno
Literally impossible on a real xeno.
Can vouch for dark horse though.

>> No.6132903 [DELETED] 

i know that this isnt /vr/ talk but it seems that Dante and Doomguy will be the next smash dlc characters to be announced january 16

Today we will be getting the 2nd trailer for Doom eternal at 11ET

>> No.6132907 [DELETED] 

I really hope you got this "info" by browsing braindead rosterfagging threads on /v/ and that it isn't actually true

>> No.6132912 [DELETED] 

fuck off with your rumors, /v/

>> No.6132917 [DELETED] 
File: 312 KB, 383x721, sokarface.png [View same] [iqdb] [saucenao] [google] [report]

That's only true if we get the D64 skin

>> No.6132920

I downloaded Eradication and messed around with it for a few minutes. A few of the weapon sprites seem broke but otherwise it looks promising. I can’t find TUD SE anywhere though.

>> No.6132926

There you go

>> No.6132928

teewhy, time to shoot some xenos

>> No.6132930

Wish Magikal died before finishing his shitty community chest maps so I wouldn't have to play them.

>> No.6132934


>> No.6132935


>> No.6132938
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of course is only the demo

>> No.6132947


>> No.6132951

I'd train that cyber-pinkie.

>> No.6132957

It's a mod, I don't know why you would compare it to Quake's normal roster like it wasn't two different games.

>> No.6132964

Bethesda interviewed Romero

>> No.6132972

>JR: I’d like to. Fans have so many ideas that I’d be busy for 10 more years if I did them. How about a whole new set of Hexen maps? Lots of suggestions. But I do want to work on another set of maps for one of my classic games.

>> No.6132973

Daikatana map pack incoming

>> No.6132989

>John Romero likes Ancient Aliens

>> No.6132996

DUMP-Katana when?

>> No.6133002

>Q2SP made by Romero
>Big Gun is now a real boss map
>Makron Map is now huge
>More Gunner traps
>Perfectly placed Gladiator Snipers
>Environment is now a thing
>Easiest maps are Tech gone bad style of difficulty.


>> No.6133007

That most caught my attention too. The idea of a hexen mapset has been bandied about so much it would be neat to see Romero tackle the idea of puzzles in a retro fps.

>> No.6133010

Serpent ressurection is literally A Daggerfall Dungeon mappack

>> No.6133013
File: 52 KB, 256x256, 1464026811992.gif [View same] [iqdb] [saucenao] [google] [report]

>How about a whole new set of Hexen maps?
Yes. Give.

>> No.6133017
File: 182 KB, 1024x919, 10731689795_9ce714e3be_b.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Heavy weapons dude black and does he have goatee?

>> No.6133021

Why did you post a picture of Lo Wang with a chaingun?

>> No.6133032

ancient chinese secret

>> No.6133036

That's kinda how i always saw him. Bloody goatee though.

>> No.6133040

more please

>> No.6133045

To that anon who is making the new REKKR maps, what is your ETA, and are you the same guy who made the original REKKR? That's one of my all time favorites.

>> No.6133065

>zoomdoom 2 coming out soon
>quake still dead in the water
it hurts so much

>> No.6133074

Double yes. Yes to puzzles, but NO to whatever the fuck puzzles were in core Hexen

>> No.6133076


>> No.6133078
File: 9 KB, 63x106, MARANAX INFIRMUX.gif [View same] [iqdb] [saucenao] [google] [report]

Hey /vr/, how do I get Heretic to look like this:
I've never used GZDoom before and don't know how to get the little lighting effects from projectiles and torches.

>> No.6133079

Hendricks and his team can't do anything right. Their names are a guarantee for failure. Ion Fury was shit in hindsight.

>> No.6133081

Can anyone give me a brainlet tutorial of making an enemy replacement wad, either through functionality or just visually? For examaple replacing Hexen Wendigos with Archviles?

>> No.6133082

so far he is working on the art for the game manual and zdoom forum thread, so there is that
he even streamed it too
he still has to needs to finish some other stuff and i think it should be ready

>> No.6133083

>What's the WIP project that you're most looking forward to?
BTSX E3, TNT2, and Supplice

>> No.6133084

Doom was a great game, while Hexen was shit. Just stick to the good one John.

>> No.6133086

Still a shame they didn't call Lo Wang's sister No Wang.

>> No.6133087

What's the point of mounting the whole box on the front of their heads (the part they are likely to break)? Xeno's don't have eyes in traditional sense so wouldn't it be better to place it somewhere harder to hit and more stable, like back of their shoulders?

>> No.6133094


>> No.6133101
File: 88 KB, 1920x1080, Screenshot_Doom_20200113_042009.png [View same] [iqdb] [saucenao] [google] [report]

freindly reminder Beautiful Doom is shit
daily reminder Smooth Doom will not work with Zandronum 3.0

>> No.6133106

A port of SW enemies to Demonsteele would be better.

>> No.6133107

BACK IN MY DAY there was a dynamic lights .pl3 you could throw in for all your wuxtra dynamic light needs
I unno, GZDoom 3.6.0 just has them dynamic lights even in software mode for me

>> No.6133108

Friendly reminder that using any of these reanimation packs makes you a faggot for life, no turning back.
Chocolate/Crispy Doom or fuck off.

>> No.6133114

nigga u gay, smooth doom is AWESOME
but you're halfway correct in that ZDoom codebase is cancer and PrBoom+ is the best source port

>> No.6133117

>EEEEWWWW grandpa what the fuck are these NON-SMOOTH animations that have like 4 frames of animation?? why can't DOOM be more like my modern games where you can't pin point the exact frames?? this is so unbased and cringe!
Have a little more integrity you cumstain.

>> No.6133118

> console
> gl_lights 1

>> No.6133120

Didn't you already try this last thread

>> No.6133121
File: 1.99 MB, 320x240, 1560652537538.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw crispy doom with smooth doom weapons

>> No.6133123

I'm guessing those are cameras for the guy remote controlling the xenos.

>> No.6133125

there's something off about the way the player moves in PrBoom, it's like the smallest detail in a map causes hangups, maybe it's just whatever complevel I'm running

>> No.6133127


RTCW is still being sold for money, but who cares about that when ET has strafe jumping Nazis

>> No.6133128

Smooth Doom is fucking disgusting.
Last post about it I'm making.

>> No.6133130

I will personally cum in your fresh cum socks for having shit opionions

>zdoom babbies don't realize that's how vanilla doom works

>> No.6133131

you'd better

>> No.6133135
File: 620 KB, 1600x900, GMOTA.png [View same] [iqdb] [saucenao] [google] [report]

>all of this overdone discussion about muh ports and muh grafx
>meanwhile i am just searching for mod/map combinations and recommendations

Also, Blood mapset + GMOTA is fucking amazing

>> No.6133137

based retard
I've played every IWAD bar the shitty master levels through chocolate and I can say that movement there feels infinitely more fluid than Pr+

>> No.6133143

>comparing 1995 LoD to modern pwad LoD
based retard

>> No.6133146
File: 143 KB, 1024x1022, lady.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks, now how do I make the hud like that? Turning on the alternate hud didn't seem to do anything.

>> No.6133147

What's wrong about smooth doom? Nothing wrong with giving doom a little facelift.

>> No.6133149

anon loves sweet, meaty penises

>> No.6133150

I still get hangups on the stock maps too you dribbling ape

>> No.6133151

as long as it's a tasteful facelift, Beautiful Doom goes way overboard and BFG causes Zandronum to shit itself

>> No.6133153

whatever you say Mr. I play iwads other than plutonia in [current year]

>> No.6133154

>lol, what if we gave the Mona Lisa a facelift, wouldn't it be neat
Don't fix that ain't broken.

>> No.6133158

> screenblocks 11 / 10
> hud_scale 1-4

>> No.6133159


>> No.6133161

so what you’re saying is that vanilla doom controls like absolute add and that ports objectively improve this? ok

>> No.6133163

HLfag is desperate

>> No.6133164

Nope, Quakefag.

>> No.6133167

HLfag types like an ESL, this is just some different autist baiting other autists because it's work hours on a Tuesday and no one cares

>> No.6133170

Then go ahead and play Doom in it's original solution retard.

>> No.6133171
File: 1.24 MB, 480x360, 1513798570_tumblr_ow2725mohn1t1zraco1_500.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone know of a mod that allows you to configure your Doom however you want? Like a bunch of extra console variables?
For example: disable all powerups, replace monster y with monster x, no armor pickups, change max health, etc.
Does something like that exist for gzdoom or other sourceports?

>> No.6133173

MOP > Complex DOOM > Samsara > Brutal DOOM

>> No.6133180

He is the same autist who shits over /v/ doom threads with retroshit and shitting over here spreading fake garbage.
its easy to notice the childish baits >>6133108 >>6133117

HLfag shut up, tomorrow you will be Dukefag.

>> No.6133183

don't talk shit about ESL please

>> No.6133185

and no always run for you

>> No.6133190

What's the point of a mod that makes things worse?

>> No.6133192

>selling technical limitations of the time as a design decision
Where you parents siblings anon?

>> No.6133195

no, Boom is still Doom just with extra mapping features and no visplane limit
ZDoom is not Doom, it looks like Doom and sounds like Doom (sometimes) but it plays nothing like Doom

>> No.6133201

Fuck Doom 3.

>> No.6133204

Are you dense enough to not understand how adapting things from other games means having different balance for things like enemies and weapons, or just baiting? A mod isn't supposed to make a game "better", anon.

>> No.6133205

Doom eternal 2nd trailer its out and it confirms its ol BJ the 3rd

>> No.6133216

My God its disgusting. Belongs on the pile of forgettable trash like rage 2.

>> No.6133225

>all those coom for doom comments

Is this what we have becoom?

I am hype for the game, though.

>> No.6133226

meh it's alright
missed opportunity to be a proper system shock 3 if anything, add them RPG elements

>> No.6133232

>missed opportunity to be a proper system shock 3 if anything
I always got the impression that the devs were trying to ape Half-Life 1.

>> No.6133237
File: 1.17 MB, 1280x720, Screenshot_20200114-124946_YouTube.png [View same] [iqdb] [saucenao] [google] [report]

Wasn't everyone in the know about who he was anyways?

Also goddamn, they held back on this design. Why couldn't this be the Baron of hell?

>> No.6133245

They’re really sticking with the whole expanded universe that no one gives a shit about it seems, also watching the player jump over the mancubus and then fire rockets at it was laughably slow
oh well, hope the game is at least decent for a play through or two

>> No.6133247

Not that anon but I also think much more of SS2.

Game had great mood and amazing audio, and was really tense. Making Doom a bit more horror would have been great, but it came kinda meh.

I still had a good time playing doom 3.

Doom is just darksiders now seriously, what a disappointment.

Still would love a modern Hexen with this kind of triple A backing, Or maybe I would not.

>> No.6133250

system shock 1 did a lot of the things half life did 4 years earlier

>> No.6133253
File: 118 KB, 404x404, pondering lizard.png [View same] [iqdb] [saucenao] [google] [report]

>A mod isn't supposed to make a game "better", anon.

>> No.6133254

Because if we go by Doom RPG Rules, Classic Barons are the Top Dogs of Hell's bodyguard and generals.


>> No.6133261

It was either you or another anon who said the same thing last time Eternal was brought up. You really nailed it with that description.

>> No.6133267

The trailers always seem to make movement appear more sluggish than it really is, like they do something to the gravity or touch it up in post, maybe in an attempt at making things easier to catch.

Doom has never had a consistent artstyle either way. 1 and 2 are a mishmash of visuals, 64 veered to much into gothic territory, 3 was just a mild representation of hell in its barest of senses, as was 2016. This seems to be headed more towards 64 with more fantasy elements injected into it, with certain biblical elements like the Tower of Babel thrown in.

>> No.6133270

Newsflash: it isn't. Particularly so one that literally turns the game into another one, and not copying the mechanics verbatim. There's literally no basis to compare.

>> No.6133271 [SPOILER] 
File: 14 KB, 340x237, 1579025460117.jpg [View same] [iqdb] [saucenao] [google] [report]

Have you realized he is talking about Quake Wars, right?
Right anon?..

>> No.6133273

Maybe it was another anon I said it some months.

I mean it's Bethesda has to play safe, I recognize tons of trends just from what I see form eternal alone. It still might be a decent game, but nothing more than that.

At the very least I see some attempt at more intricate environments, your souls cathedral ruins, honestly I see bit of quake and Hexen here if they were made today.

I stopped caring. It's not like I will pretend Doom was ever something more.

>> No.6133278

At least Darksiders know it's dumb and goes with it full force. Death was great character, a very lite Raziel but still.
Honestly just make a dumb fucking sci fi fantasy game, go for that fantasy Raid shadow legends money.

Man I cant wait for TES6 to be the worst fucking thing ever.

>> No.6133281

Huh could've sworn I read about them shutting down years ago. Must've been the console version.

>> No.6133283

I'm slightly worried. I really liked the lore in 2016, but I especially liked it because it was kind of subtly there, mostly in visual storytelling, or, if the game successfully made you care about it, you could read the textdumps, that were a pretty good read but entirely optional.

This looks like "STUFF YOUR FACE WITH MY PLOT YOU PEASANT" levels. Hopefully, it'll be somewhat sparse in the final product.

>> No.6133284

you sound like a girl hasn't touched you before

>> No.6133292

>no criticisms of my favorite product allowed

>> No.6133293

Yeah, you new around here?

>> No.6133304

>turns the game from a FPS to a FPS
>too different, can't compare!

>> No.6133305

The combat still feels weak. But maybe that is just me.

I never felt like 2016 guns were impactful.

>> No.6133306

I mean if you're going to lay out some epic hot takes the least you could do is get your facts straight my ESL amigo

>> No.6133312

I know it's not Betheda, but it's Bethesda.

>> No.6133313

That's literally the only point I'm limited to taking from your posts because you refuse to actually say anything worth arguing over. I'm literally laying things out for you and you're scurrying about with whatever comes to mind first, so fuck off.

>> No.6133330
File: 132 KB, 295x295, you.png [View same] [iqdb] [saucenao] [google] [report]

Thank you so much

>> No.6133332

Low test.

>> No.6133334

>The new trailer is full of third person cutscenes
>Most people outside of this place think it looks amazing
Oh for fucks sake. The guns look fun but I'm not interested in Doom pretending to be fucking Darksiders.

>> No.6133336

>I'm literally laying things out for you
Laying what? The only things you've said is that the mod makes the game "too different" to be able to compare it to anything and that mods aren't supposed to make the game better anyway. Those are both incredibly retarded things to say.

>> No.6133342

>A mod isn't supposed to make a game "better", anon.
Maximum retard.

>> No.6133343

no, not at all
if it's Quake Wars he's after, then you're fucked
the game isn't free, and it isn't for sale either

>> No.6133348

It’s funny how they made it a point to have D44M play out entirely in the first person perspective, but then they decided to change it for Eternal because ???
Honestly, DE just seems like a bunch of dudes came together and said “let’s think of cool things we can add into the game without any rhyme or reason” and the result is the trailer they just released

>> No.6133350

>it confirms its ol BJ the 3rd
Where? Just recently completed TNO trilogy, after that I REALLY don't want doomguy to be connected to that mess of a character nuBJ in any way.

>> No.6133351

I would play the shit out of Digital Extremes' version of nu-Doom

>> No.6133362
File: 371 KB, 752x2048, Id Timeline Paradox blame BJ and jewish tech.jpg [View same] [iqdb] [saucenao] [google] [report]

Nu Wolf is the new timeline created after a paradox, The SlayerGuy is from the original timeline

>> No.6133364
File: 73 KB, 559x339, sandy_petersen.jpg [View same] [iqdb] [saucenao] [google] [report]

>back in 1995, Sandy Petersen had been making games for a long time and was an RPG dictionary. He knew so much, even back then! I walked up to his desk and told him Raven Software had finished the Hexen add-on levels we were going to sell, but they need a name. I said I wanted a name that sounded like a cool D&D module. He immediately said, “How about Deathkings of the Dark Citadel?” Done. This is the kind of environment I’ve loved working in.
That lines up.

>> No.6133365

Anon, Doomguy is a direct descendant of Wolf3D BJ.

>> No.6133367


muh epic, cinematic experience

get ready to Fight Like Hell in March!

>> No.6133368

>let’s think of cool things we can add into the game without any rhyme or reason
I thought that was what Doom16 was.

>> No.6133369

You've done this once already, saying how being able to mantle and jump in the air "are mechanics that are inferior to Quake" like that's not the stupidest, most unwarranted and arrogant fucking thing anyone could say about the mod, as if it wasn't able to stand on its own as it has its own maps and enemy/weapon balance to compliment the player's mobility. We've been over that and you never responded to my last post.

Second, I responded to you saying "mods are meant to make the game better" as if that were a rule set in stone. When mods can be literally anything they want to be, from bringing maps to carrying over different playstyles entirely despite their quality. Is Nature's Call making Doom a better game?

Honestly you've either got some beef with the creator of this mod or you're looking to shit on it for whatever reason, and whichever of the two it is, you're wasting my time and your own.

>> No.6133372

uh, actually it’s Raze Hell, it’s a very clever nod to the enemy introduced in DOOM (2016) which was called the Hellrazer, which could be misconstrued as Hellraiser, which may actually be a double reference. Very clever.

>> No.6133374

I will never accept that idea.

>> No.6133376

>“let’s think of cool things we can add into the game without any rhyme or reason”

When that is the case and there is no clear direction it can go very right or very wrong. Or just forgettable.
It looks really boring but its still better than most modern fps.

It's not like indies are making something better, I was falling asleep playing Wrath.

>> No.6133378


>> No.6133381

I think the 3rd person cutscenes are loading screens disguised as cinematics using the in-game engine. I don't know how that would make sense other than maybe they're making them skippable too.

>> No.6133385

Thank god. Wolf3D/RtcW BJ is fine.
Where does Doom 3 go, by the way? Another unrelated universe?
Slayer's black hair confirms nothing, but this fanservice got me, heh.

>> No.6133390

I always figured Doom 3 was its own setting.
I actually don't even like the idea of Doomslayer being the same guy as original Doomguy either.

>> No.6133394

Doom 3 is just some universe Hell tried to invade, but they got btfo by Maureen.

>> No.6133395

that was very funny. thank you for posting this

does he have black hair really? seemed just obscured

>> No.6133406

The new trailer actually made me feel sad.
This is what Doom is now, a bunch of fucking third person cutscenes and shitty set pieces with WORDS WORDS WORDS.
And the normalfags think its the best thing they've ever seen.
For just one minute I thought they were going to pull a Doom 2016 and surprise us all. Fuck this thing.

>> No.6133412

It looks too dark to tell.

>> No.6133414
File: 1.57 MB, 480x270, 1553325831813.gif [View same] [iqdb] [saucenao] [google] [report]

>When mods can be literally anything they want to be
Yeah, including bad. I don't know why you would expect this particular mod to be immune to criticism or take personal issue with someone having a negative opinion of it, but here we are. This is clearly far more important to you than it is to me and I don't care enough to keep engaging in a pointless back and forth over whose opinion is right.

>> No.6133417

Weren’t 3rd person cutscenes in Doom 3?

>> No.6133419

Could be worse anon.

>> No.6133423

It was clearly entirely done using bits from cutscenes that are meant to be evened out throughout the game that you could probably skip, so I don't see what the fault is in making them add to the story. Knowing the devs you will be able to blaze through the maps no problem either way.

>> No.6133440

Yeah, I definitely have a trouble with you expressing your opinion, not with why you have that opinion. Clearly asking you to elaborate on "new thing bad" is above your mental capacity. My mistake.

>> No.6133442
File: 34 KB, 583x472, 1505403389560.jpg [View same] [iqdb] [saucenao] [google] [report]

Andrew Hulshult is an overrated hack and nobody can convince me otherwise. It pisses me off that every fucking indie dev who wants to make a retro FPS automatically go to him for the soundtrack, since it makes the games seem even more same-y and less inspired than they already are.

>> No.6133457

the Marauder Looks like Doom 3 RoE marine

>> No.6133459
File: 924 KB, 1540x867, whatsthis.png [View same] [iqdb] [saucenao] [google] [report]

Since the Heretic mapping project seems to be abandoned, I've uploaded my map to the Archive. It replaces the secret level (E1M9) with jumping / crouch enabled. I also included maps made by two other project members, skul and whirledtsar. These maps deserved to be played and I figured bundling them up in this archive was the best solution. More details can be found on the archive page and in the "README / commentary" files.

Too all the others who mapped for this project, I encourage you to share what you made. No matter how broken it may be, Its better to have an unfinished map than no map at all.

I could be totally wrong about the state of this project, but it seems like it will never be finished, unfortunately.


>> No.6133479

>It was clearly entirely done using bits from cutscenes that are meant to be evened out throughout the game that you could probably skip
This. Plus I don't know what's been shown in this trailer that was perceived as so different from everything else that they've shown thus far, or so baffling that people act as if the game would suffer as a result given their clear intentions to making the game all about how it plays at its core. I don't expect A grade storytelling, but I also don't know a plot for a Doom game that blew me away either. Lore I'm indifferent towards, but it's there for those who want it and it doesn't really take away from the rest of the components.

Same goes for the artstyle. It is, at the very least, leagues above the colorwashed, boring pablum of green noise that was 2016's and certainly more visually distinctive than its base maps.

>> No.6133484

I was gonna release E1M6 on its own when I finished it, whenever that was (haven't touched it in a while)

>> No.6133485

Maybe he is.

>> No.6133493

>wtf the movement is slow in all the trailers
>wtf all these cutscenes in all the cinematic trailers
When will you all learn

>> No.6133496
File: 2.43 MB, 2319x1467, 1550385601493.png [View same] [iqdb] [saucenao] [google] [report]

Don't fucking get my hopes up, Romero.

>> No.6133501

>the crucible is just the chainsaw again
Most dissapointing part of the trailer

>> No.6133505

I dont see whats so horrible about third-person cutscenes. Like, who cares. It doesnt change the actual gameplay. And dont say "immersion" or something like that. Its not like I felt I really was Doomguy in the first-person cutscenes.

>> No.6133506

Question for doomseeker/z& users.

If I want to play a server that I like single player, is there any way to easily find all the mods they used in my mod folder for doomseeker? Or do I have to mouse over that unformatted monstrosity of a list in the server list and go into my folder myself and pick them out one by one

>> No.6133517

Damn that looks cool. How come the project didn't come to fruition?

>> No.6133521

gamers deserves suffering for incessant bitching, mainly newfags.

>> No.6133530

use the "show command line" option when you right click on the server, and get rid of the "-connect <ip:port>" part
there, that's the command line you can use to run the stuff on the server, though you'll still need to set up cvars and the like

>> No.6133548

That is cool but I actually already released my map - in a further updated/polished form - elsewhere: https://www.doomworld.com/forum/topic/110965-heretic-map-tgngciaop/
It wasnt anywhere near finished by the planned deadline - which couldve been recovered, but for whatever reason the project coordinator went ghost.

>> No.6133559

But the chainsaw is already in the game.

>> No.6133571
File: 493 KB, 120x261, slow jerk.gif [View same] [iqdb] [saucenao] [google] [report]

>trailer showing the cutscenes

>> No.6133580

why is cacodemon so cute bros?

>> No.6133585

My bad man, If you don't want it in the archive i'll take it down. It seemed like a completed map to me.

Noice! I didn't realize you uploaded your map elsewhere, I'll update the archive with a link to your thread.

>> No.6133592

nope, there's still the green key void area that's unfinished, as well as the exit section which hasn't been started at all (which will be simpler without the need for a secret exit, at least)

>> No.6133594

I wouldn't call him a hack, but I would call him overrated.

>> No.6133598

that name sure is very DW
never change

>> No.6133612

He did a great job with the ROTT 2013 soundtrack but his original work really fails to move me. The music in Dusk & Amid Evil is just okay background noise.

>> No.6133630

I disagree with your opinion on Amid Evil, I found most of them to be quite memorable. Also his work in Quake Champions is really good too.



>> No.6133631

He completely butchered Oww.

>> No.6133640

Let's see. The HAR micro missiles alt fire is completely useless, the rocket launcher alt fire is completely useless, the shotgun mortar alt fire is a less fun grenade launcher since you can't bounce it around corners. On "muh speed", the enemies are notably less mobile than they were in Doom16 and I highly doubt that will change due to engine limitations, imps don't jump around and overall just stand there waiting to be shot, same as soldiers. The new zombies only exist to stand still and be killed, Quake zombies at least had a ranged attack and could only be killed by gibbing them, giving them at least a small measure of complexity. The hell knight is a fiend that just perpetually chases after you instead of jumping/lunging at you, the fiend behavior gives you a clear window to dodge and reposition before it turns around and lunges at you again, while the hell knight just beelines for you forever which just means backpedaling in circles. Lost souls are less annoying than the spawn I guess. On movement, mantling is a misguided attempt at borrowing a mechanic from cinematic platformers that exists to add realism, weight, and deliberate clunk to climbing over obstacles, all of that completely flies in the face of the WOW SOFAST gameplay, likewise double jumping is a platformer mechanic whose nuances are completely wasted on a FPS, specially one that does not concern itself with platforming. If you really want to let the player reach high places just increase the base jump height, or design the map adequately.

>> No.6133646
File: 42 KB, 192x192, 1566753706405.gif [View same] [iqdb] [saucenao] [google] [report]

Here it is folks, hopefully this is the final version of the new video.

Solved the leftover ghosting, re-recorded the soundfont section to use E1M1 instead of Map 9, added a small note for the SC-55 pack, corrected typos and messed a bit with the audio levels so the DM section wont sound muffled.
Please tell me if I overdid it with the sound balancing.

Man rendering these is a pain, its barely eight minutes long and it took one hour and forty minutes to process.
In any case, this should go live in a couple of hours, in the meantime I left it unlisted.


>> No.6133650

Another thing I should note, I noticed some small errors on the soundfont section with the animations not going all the way to the edges of the screen, its pretty minor and I'd rather not render the video again but just in case you notice it.

>> No.6133651

Would you mind if I kept that version of the map in the collection? I feel that these maps should be kept together for archival reasons, a permanent record of a lost project. I could update the files whenever you finish up e1m6.

>> No.6133653


>> No.6133658
File: 57 KB, 1024x768, deep97.sector-edit.gif [View same] [iqdb] [saucenao] [google] [report]

I didn't know Doom Builder was a thing and trashed a wad I was making because it would've taken for-fucking-ever to make. I haven't made a doom wad in over 20 years, I'm a bit blown away by the developments.

>> No.6133673

>Eager Beaver
every time
who the fuck thought of putting that on the chainsaw

>> No.6133689
File: 1.11 MB, 1920x1080, cacos.png [View same] [iqdb] [saucenao] [google] [report]

alternative thumbnail

>> No.6133698

>Still using google drive for WADs, PK3s, Quake and Build mods.instead of Dropbox, Tor Network hidden sites, Freenet, or Onedrive.

>> No.6133701


Cannot fucking stand Doomsayers. They so desperately want to be mad at literally nothing.

>> No.6133715

>Tor Network hidden sites, Freenet
What? Why?

>> No.6133716

yeah sure, I can just put it on the discord then so you don't miss it

>> No.6133721

You are right. Videogames are nothing in 2020.

>> No.6133729


>> No.6133731

ignore him, he comes in every once in a while to complain about the lack of torrents but never follows up on it after people call him a faggot.

>> No.6133741

This makes matters much clearer.
>HAR micro missiles alt fire is completely useless
Noted, they can be gimmicky but can still be used to quickly dispatch lowly units or pepper them across a general area.
> the rocket launcher alt fire is completely useless
Noted as well, the triple burst would've been a better fit.
>shotgun mortar alt fire is a less fun grenade launcher since you can't bounce it around corners
That's why you had grenades as a separate equipment item in 2016. The explosive shot is for dealing high damage to make up for the shotgun's spread at a distance, getting a perfectly arced shot is quick, satisfying, deals higher DMG and can deal additional damage to nearby units. Cases in which you would need to prep an actual shot around corners in this mod are null.
>imps don't jump around and overall just stand there waiting to be shot
They work more as sniping/stationary turrets in ST, but also some of the imps on 2016 would stick to a general area to get potshots at you on the arenas, and seeing how ST has both traditional and arena combat, the more limited mobility is a middleground.
>The new zombies only exist to stand still and be killed
They operate as fodder to quickly regain health in the heat of battle, but they could be swapped out for the armed variant to make them at least a threat in some form, I concur. The reason they come in groups is so that if you close in you'll most likely get slapped around as you target one of the bunch. They have surprisingly long range.
>Quake zombies at least had a ranged attack and could only be killed by gibbing them, giving them at least a small measure of complexity
That always seemed more of a tired gimmick. You have plenty grenades, so if you accidentally picked at a lone zombie at a distance, waiting for it to rise again so you could kill it would completely disrupt the pace and was virtually useless.

>> No.6133746

Its shitters like these who makes me hate the word "GAMERS" even more, and why all of them deserves suffering.

>> No.6133754

>The hell knight is a fiend that just perpetually chases after you instead of jumping/lunging at you,
Pressure units. Dispatch them quickly or run around forever getting mauled by stray claws.
>the fiend
Could also be easily baited and aggroed, hell knights don't disrupt the pace of the combat as much by obligating you to focus on their attacks first and foremost as they're not as much of an immediate threat but they can corner you if not careful, akin to the classic pinky. (this is inline with their behavior in 2016.)
>mantling is a misguided attempt at borrowing a mechanic from cinematic platformers that exists to add realism, weight, and deliberate clunk to climbing over obstacles,
Mantling I will agree is misused heavily in ST. Whereas in 2016 it was employed as tool for exploration and mobility during combat by allowing you to reach higher ground, in ST it doesn't see much use outside of ledges that are *just* out of reach. That's not the way you do it.
>double jumping is a platformer mechanic whose nuances are completely wasted on a FPS, specially one that does not concern itself with platforming
It allows you to clear gaps in a shorter time such as is the case in the arena fight on the tutorial, and to sort out incoming projectile damage by remaining airborne in addition to strafing, as is the case with the cyberdemon who happens to be taller, so much so that he aims down at you looking to deal splash damage instead of aiming in a straight line
>If you really want to let the player reach high places just increase the base jump height, or design the map adequately.
A second jump you can time and use whenever will always be more reliable than a single jump enemies can easily time your fall on.

Better/worse than Quake? On a mechanical level, it is only missing the stray grenade lobs from ogres that would demand more attention from the player, but outside of that you're really getting Doom with more options for traversal and a HK skin for the Pinky.

>> No.6133762

So I guess people want Doom to be Halo now. How wonderful.

>> No.6133767

>durr halo
2015 is here again

>> No.6133770

What are the hottest wads for 2020?

>> No.6133771

>Muh Halo

>> No.6133776

Doom 3 was a retelling of Doom 1 storyline.
One Marine is sent to Mars, all hell breaks loose, Everyone except Marine dies. Marine shoots demons until they die.

If we accept D'16 "multiverse" as canon, then D3 is an alternative universe, otherwise it's should be at the same place as Doom 1 just with more graphics and story.

>> No.6133781

>a bloo bloo bloo they've "ruined" doom
this isn't /v/ you dumb faggot, shut the fuck up. new shit for classic doom is practically released daily. nothing is ruined. fuck off.

>> No.6133782
File: 1.27 MB, 320x240, 8EAyms.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6133797

If i made some music and want to kill some demons through say episode 1 of doom how would I go about doing that? Would it require slade?

>> No.6133804

god, how did I fuck that up so badly

I made a few songs, and I want my songs to play during episode 1 of doom instead of the ost, how do I go about doing that

>> No.6133809
File: 1.39 MB, 800x800, deepfried_1577835948117.png [View same] [iqdb] [saucenao] [google] [report]

Bickering went make things better.

>> No.6133829

What format are your songs in?

>> No.6133830

*never made

>> No.6133837

Okay so let's look at some positive aspects from eternal.

>> No.6133839

Can't wait for you to shoot them down with your superior cynical outlook on things as frail as people enjoying a fucking videogame.

>> No.6133840

If you hate gamers nowadays, why the FUCK ARE YOU still here!? Go piss, moan, groan and screech over at /b/, /r9k/ or /qa/!

>> No.6133842

it's going to be a great base for modders to make something better with :o)

>> No.6133845

Cynical=/=logical or reasonable.

>> No.6133849

based boomer

>> No.6133850

Logical and reasonable =/= cynical, either.

>> No.6133852

Ion Fury = shit


>> No.6133856

Yes. Game designers have no vision. They are as flaccid as the times they live in.

>> No.6133857

Cutscenes in 3rd person were already a thing in Doom 3, dipshit. Cutscenes in a video game does not automatically make it equatable to low-end stuff like Night Trap, Death Switch, or Corpse Killer.

>> No.6133862

Meh in my book.

>> No.6133863

I am not the anon saying the game had 3d person cutscenes. IN fact if it has does not matter that much. Game just looks fucking dumb.

>> No.6133864

The actual shooting looks fun.

>> No.6133867

Oh, and the gunplay appears to be decent at least. Look if its not your cup of tea, fine. You are allowed to not buy it.

>> No.6133869

I also like the Hexeny and quake aspects, because it's very clear they dont want to make simple Doom human amrine fighting the hordes of hell they want badass 40k marine fighting demons form outer space.

The gore still looks like your are shooting at cakes, I really didn't like how soft the guns feel in Doom 2016.

>> No.6133876

>Game designers have no vision
Yep, that's the problem. A little bit from Doom, a little bit from Duke, a little bit from Blood, and the end result was a scatterbrained clustershit with zero character and identity.

>> No.6133878

Okay then. Go back to playing Doom 3.

>> No.6133880

what nigger?
im pissed off with retards claiming that the game is RUINED FOREVER like a bunch of fucking sissies who didn't even played Doom 2 on GBA.
Eternal will be great, its my 2nd buy if everything goes right along with RE3R.

>> No.6133892


Yea, it's so shallow and soulless compared to other Build engine games

>> No.6133893

whatever I want, I take it modern doom allows for wav? If not, mp3 is fine.

>> No.6133896

>The added mobility with the dashes and the SSG hook, means the combat will be harder this go around. The mars core demo proved the game could be a challenge on that aspect even with the upgrades+extra lives
>The destructible demons system is cool as shit
>The chaingun, plasma rifle, and shotgun seem a lot more viable as worktools of their own insteead of solely depending on the altfires
>The extra lives system means they can go all out with boning the player on all difficulty levels on equal amounts. They 1ups just give bad players another go at sucking less, and they'll either be made scarcer/absent from higher difficulties altogether
>The way they're incorporating heaven into the plotline gives them a chance to explore other enemy types. Doom was never about realism or sticking to the bible's representation of literal hell, and had free reign with its own style and what they wanted to include
>The presence of recurring bosses and multiple cyberdemons, with the chance of multimple masterminds making an appereance
>They seem to be going all out with their level traps and hazards, makes it feel like the level is bent on killing the player and not just what's populating it
>The HUB area seems like it will lend itself to nonlinear progression
>In addition to the scenario of the game performing well, lore means drawing more people in = more content in general
>The possibility of modding tools is a prospect of its own
>Maps seem to be aesthetically and tonally varied overall, hell is no longer a boring spiky desert
>MP is no longer a Halo clone

>> No.6133897

Official "rank the Ultimate Doom episode (Sigil included)" questionaire starts now.

My take:

E1 > E5 >>>>>>>>>>>> E2 > E4 (because of Romero only) > shit > E3

>> No.6133902

No, it as amazing.

>> No.6133904

That was my point.

>> No.6133905

Is there anything resembling a concensus on who the best and/or worst of the original Doom mapmakers are?

>> No.6133913

Not shit, but also not as good as anything it was inspired by.

>> No.6133915

while I wouldn't mind that personally, I can understand if torrents won't come to this thread. Still, why not give Tor storage, Freenet, or OneDrive a chance?

>> No.6133916

I heard the new id tech engine actually got rid of mega textures, so mods might actually be possible this time around.

>> No.6133920


>> No.6133928

That honestly equals shit when you try to resurrect an old gaming engine. In this case, you has to outdo everything prior to be seen in the gaming map. Ion Fury failed and now the Build community is more dead than ever before.

Ion Fury has technically advanced maps, some nice comic book graphics, a very long mission, elaborated weapons, bosses and such. So it's not a shit game like Tekwar or whatever.

It's shit because it doesn't inspire anyone to play or use the Build engine. It's the typical okayish game, it has those ideas from here, from there, from everywhere, woohoo, "Thy Flesh Consumed" reference, woohoo, you can kick the head like in Blood, woohoo "Pigs are Cops", but that's it. No character, no inspiration, no theme, generic, PC, Build porn homework and nothing else.

I'm sad. I wanted it to be a great game. But fuck, it's so fucking shit, I hate it with passion.

>> No.6133936

Did anyone ever made something for Doom16?

>> No.6133937

Kill yourself, faggot, IF was fucking great.

>> No.6133938

Pretty much. At least Amid Evil and Dusk tried.

>> No.6133939

>I really didn't like how soft the guns feel in Doom 2016
THIS. The fact that the weapons have so little feedback makes them feel weak as fuck. One thing I'll give Brutal Doom is that it managed to make gunplay satisfying in ways that nu-Doom never could.

>> No.6133940

You'll get opinions, and mixed ones.

To me, Sandy Petersen ties with John Romero, because while Romero made some of the best maps, he made few of them, and Sandy by sheer volume have just made way more maps, most which are pretty good (even if just a few are on the level of The Living End).
American McGee wasn't too prolific with Doom, but he did some really good levels there too, however he didn't really start shining until Quake, where he plain knocked it out of the park.

That leaves Tim Willits, who in spite of being a massive blowhard with an ego inversely proportional to his stature, did some alright maps for Doom, but even then he did way better for Quake. I guess you also have Shawn Green, but he did just a couple of maps, and some pretty weak ones.
In one way, Tom Hall just barely counts, because so much of his work was binned, but he does actually share considerable credit with Romero and Sandy for a lot of their maps, using some of his best scraps to make some of their better maps.

You have John 'Dr. Sleep' Anderson, who did one map for E4, and god rest his soul, but I don't think that was one of his better ones. I will argue (compared to just that level) that he did a far better service to the community at large for being part of Doom Builder's development, writing up the thorough beginner's guide, Doom Builder was the best thing since sliced bread back when it came out, and it's only kept getting better, and his guide got people off the ground with their mapping.

>> No.6133947

>destructible demons
Was done in Vivisector before.

>> No.6133952

I can see some weapons feeling soft in Doom 4, but the super shotgun, chainsaw, micro rockets, and railgun, they all felt pretty good.
Could be a little better, but they weren't bad.

>> No.6133957

Maps take way too fucking long to clear out. Episodic in format, but no separation meaning you can't wrap up an episode and leave it at that. Secret hunting is strictly a mess and the game overall is visually cluttered to shit. Things are seldomly hard to make out at a glance. Grossly overdetailed textures and environments, samey techbase and city maps. Sewers, sewers, sewers. A rocket launcher was sorely missed. Enemy variety ranges from "okay" to "annoying hyperactive monkey that shells out tons of damage". Overuse of hitscan enemies. Overuse of swarm-type enemies. Overuse of backtracking. Overuse of Shelly's umemorable, oatmeal-bland one-liners.

7/10, a decent romp for one time alone and then never again. Really if anything, it shines a light on the balancing act that was the old FPS scene. Keyhunting is tedious if done wrong. Maps can turn boring and tedious if draw out for too long, "hardcore FPS game design w LOTS OF ENEMIES THAT DEAL TONS OF DAMAGE!!!" is a cliché. This game is what happens when you have a basic notion of how everything works but have no one on the team tell you to keep a clear vision and help trim down the fat.

Not to the extent D:E seems to be taking it. Still a fun little game.

>> No.6133961
File: 60 KB, 1024x575, IMG_20200115_081749.jpg [View same] [iqdb] [saucenao] [google] [report]

The Doomslayer is the marine from Doom 3

>> No.6133964

Yeah, if you're using Zdoom then most everything will work, just take whatever song you want and rename it to whatever map you want it to play on.

>> No.6133971

His facial structure is nothing like the Doom 3 marine.

>> No.6133972


>> No.6133974
File: 1.45 MB, 233x291, sense.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6133998

sure thing jose

>> No.6134001


>> No.6134004

For, not from.

>> No.6134014


>> No.6134017

No. Good game. Stands on its own.

Fuck you.

>> No.6134026

E1 > E2 > E3 >>>>> E4 >>>>>>>>>>>>>>>>> E5

fuck romero's levels

>> No.6134028

Wasn't E1 all Romero levels or close to it tho?

>> No.6134029

fuck romero's levels that where like e4m2 the rest where ok

>> No.6134034


>> No.6134038
File: 19 KB, 460x317, duk.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6134051


>> No.6134057

Can someone explain to me the difference between LZDoom and GZDoom? I've been using PRBoom and GZDoom for years but I've started using Delta Touch on my phone and noticed it there

>> No.6134063

>the boys are back

>> No.6134074

I think LZD is being touted as "GZ but for lower end computers," but I don't know if it's like a Zdoom replacement or something

>> No.6134076

we can agree Inferno sucks

>> No.6134078
File: 890 KB, 1483x1915, AF9412B7-C45C-4E59-9347-9C20B7431481.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6134084

No we cannot.

>> No.6134085

ShadowLink's Samsara monster set and Gerardo/Erick from Doomworld's both the RPG projects and the 64 enemies stuff

>> No.6134091
File: 1.01 MB, 1200x1578, 78812114_p3.jpg [View same] [iqdb] [saucenao] [google] [report]

I really like this dude's style, made a burner pixiv just to download his stuff, but I couldn't find this one by just searching through his work

>> No.6134103

Mind sharing your folder of his stuff?

>> No.6134104

>Doesn't bleed green

>> No.6134110

didn't god of war 18 also did the cutscenes as loading sequences too?
that probably won't work in later hardware that loads stuff faster, IF it ever happens
something HL did right it just having the game load in the form of a frozen shot, so in later machines, it's quick and keeps the "one single shot" illusion better

>> No.6134112

He uploads to Twitter, Substance20

>> No.6134126

i hope that one creature with red rings in their hands in the icon of sin
fuck "the titan", that's just a boring giant thing

>> No.6134128

He's gonna be both, isn't he?
>MetaDoom confirmed canon

>> No.6134129

There were both cinematics and load screens in the demos.

>> No.6134142

his whole account
most of his FPS stuff

>> No.6134145


>> No.6134147

They are goddamn awesome

>> No.6134153


>> No.6134157
File: 2.42 MB, 1200x1587, 78847351_p0.jpg [View same] [iqdb] [saucenao] [google] [report]

>Metal Wang Solid

>> No.6134163
File: 101 KB, 600x455, AA5801CB-B842-429E-B0F0-D442284098F6.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6134169

Who want some Wang?

>> No.6134174

hey, does the co-op mode of Doom II supports more than 2 players? Trying to figure out if it would work for me and all my friends at once.

>> No.6134175

Half life is the only good retro fps.

>> No.6134178

I think that vanilla doom supports 4 players, but if you're using something like odamex or zandro, it could probably be set to any arbitrary number

>> No.6134180

>The explosive shot is for dealing high damage to make up for the shotgun's spread at a distance, getting a perfectly arced shot is quick, satisfying, deals higher DMG and can deal additional damage to nearby units
I mean, you could just use the rocket launcher which does exactly that. I like it when guns have clearly defined roles instead of making each other redundant.
>That always seemed more of a tired gimmick.
Zombies can be placed in enclosed spaces forcing players to bounce shots around corners to kill them without being hit by the splash damage, you could also use them without giving the player a weapon to kill them, perhaps forcing the player to "waste" ammo knocking them down or just dealing with the constant rain of gibs. I'm not saying they're the most brilliantly designed enemies ever but you can clearly see they've some use to them, rather that being slightly inconvenient healthpacks.
>hell knight
I always thought the pinky was one of the least interesting enemies in Doom, the only thing they've got going for them is that they're more prone to infighting, but the hell knight is both much faster and more determined to stay on the player. One thing I liked about Doom is that, if you're not speedrunning, it isn't actually about gofast, there was a lot of measured movements, trying not to get cornered, negotiating around projectiles, mentally keeping track of enemies outside your point of view, ducking behind scenery to avoid certain attacks. Doom16, and ST by extension, are too fast for that, they just want you to run, to keep moving, just run no matter were, never stop. The hell knight "pinky" is the embodiment of that. Also with regards to ST having "traditional" combat in addition to arenas, I doubt the hell knight would play well in small spaces and narrow hallways.

>> No.6134183
File: 294 KB, 1920x1080, 20200115025253_1.jpg [View same] [iqdb] [saucenao] [google] [report]

freindly reminder Painkiller (2004) > Doom (2016)

>> No.6134187

Play it.

>> No.6134191

I played a few levels of painkiller and didn't like it, felt like Serious Sam but less fun.

>> No.6134194

It's nothing like hl.

>> No.6134203
File: 18 KB, 800x600, typical HL fan.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6134204

Half-Life has better shooting.

>> No.6134205

That's actually hilarious and seriously what they should have done.

>> No.6134207

I liked it a lot, but the expansion/sequel was fucking terrible. The main character was annoyance manifest.

>> No.6134213
File: 1.14 MB, 480x272, Blood -- losing, yet winning.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6134216
File: 2.95 MB, 640x360, Blood II is horrible.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6134218
File: 126 KB, 450x500, 1549335850536.jpg [View same] [iqdb] [saucenao] [google] [report]

>caring this much about what people on an imageboard say
>and getting ass-pained about it too

>> No.6134226

Doom 2016 was a better arena shooter t b h

>> No.6134240

to think that gabriella went on to voice Ivy and All dunmer race in TES

>> No.6134241

>arena shooter
I don't think it means what you think it means

unless you have a time machine that is:

>> No.6134250


i see, which of the two source ports do you think would be easier to setup?

>> No.6134263
File: 332 KB, 811x700, vertical aiming.png [View same] [iqdb] [saucenao] [google] [report]

izzat actually unironically inked with a pen

>> No.6134280

and nobody will make anything because hd just take too much work
look at doom 3, it has like... 1 mod?

>> No.6134287
File: 92 KB, 444x750, 1574338981946.jpg [View same] [iqdb] [saucenao] [google] [report]

>the video got partially claimed for the MIDI song at the end

can they even do that? should I contest it?
eh, whatever, you can have the three whole cents that thing is going to make

Anyways, video is live now, let the chips fall where they may.
Thank you again anons.

>> No.6134293

Whats up with PRBoom+ compatability with Sigil? If I use _COMPAT it gets rid of Inferno and replaces it with Sigil but still works

>> No.6134294
File: 47 KB, 960x720, 1540173362059.jpg [View same] [iqdb] [saucenao] [google] [report]

>sunlust and high noon drifter

>> No.6134303

I think Zandro is the easier of the two, all you need to do is open a server through the top left toolbar, and it will broadcast to LAN. I'm not too well-versed in this stuff, so reading the wiki will probably do you good.

>> No.6134307

alright, i'll try it. thanks

>> No.6134310

Adventures of Square Episode 3

>> No.6134331

Only real consensus is that Romero is considered the best. Only a very small minority would say otherwise.
Every other id level designer, you'll see varying opinions.

>> No.6134353

It replaces inferno instead of being the 5th episode, because PrBoom+ doesn't support mapinfo.

>> No.6134373
File: 58 KB, 440x332, Puny piece of shit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6134379

the absolute state of pistol starters

>> No.6134381

I giggled like a madman at this for whatever reason.

>> No.6134382

I wonder why they went with this sprite when there was a better one that went unused

>> No.6134385

no bulli

>> No.6134386

Hmmmm. Other than E4M1 and E4M9, I actually liked E4 the most.

>> No.6134387

my poor beretta

>> No.6134393
File: 348 KB, 665x329, plane.png [View same] [iqdb] [saucenao] [google] [report]

according to doom eternal, hell did 9/11

>> No.6134404

he cute

>> No.6134414

It looks like the plane just teleported.

>> No.6134421

bland tranny as its main character

>> No.6134425

are we mainly in agreement that the weird story halo cutscene stuff feels forced and somewhat cringeworthy?

>> No.6134432


>> No.6134436

I think they're fun cutscenes, as long as they're not complete idiots and yank the player out of the action for about 10% of the game, then it's fine.

>> No.6134440

i like some of the wierd voices but besides the fact that a lot of the stuff is a bit "too new" to doom's dna, i hope it's all skippable
there better be some arcade mode or an equivalent to dmc's bloody palace

>> No.6134442

Given that they're going to be evenly spaced out across the length of the game and are more likely skippable, I fail to see what's so egregious about them.

>> No.6134449

tnt = soul
plutonia = souless

>> No.6134452

I dont know, it just kind of felt like a disney movie or something. The way that woman was talking, just felt forced to me.

>> No.6134454

you know, people give gzdoom shit for having wonky default settings, not being vanilla accurate, breaking between updates and whatnot, but after trying out ports like legacy and edge, it doesn't seem all that bad

>> No.6134458

people give everything shit because they're fucking whiny babies who don't understand anything about designing source ports or coding in general.

>> No.6134461

TNT is great when I need something to help me sleep.

>> No.6134472

Nah, he has black hair. Classic doom guy is blonde and bit older looking than that.

>> No.6134482

I'm fairly certain American McGee added the NIN baron trap in E4M1 at the last minute. Ammo balance in that level doesn't seem to take its inclusion into account, as I still have some to spare if I skip the trap, but consistently run out before I can kill every baron if I activate them, making 100% more annoying than anything. Its also possible to get trapped in the blue key sector if you activate the NIN secret first, and run over the NIN for the blue key as the walls raise.

>> No.6134487

Clasic Doomguy's Hair is Dark brown

Id fucked it up with the QC skin

>> No.6134510

there is an undocumented way to get always run in vanilla, you just have to add some shit i forget to the config

>> No.6134525
File: 1.27 MB, 1360x768, spasm0001.png [View same] [iqdb] [saucenao] [google] [report]

Wow. Does anyone remember The School Of Dark Magic from last years Quake Halloween Jam? It feels like i did the map completely wrong, despite taking seemingly taking the encouraged path. Didnt find any good weapons despite the map using high-level enemies everywhere, and somehow ended the map with like 150 kills left. Unlike Sock maps though, this map wasnt nearly fun enough to justify replaying it for completionism.

>> No.6134527

>wad is too hard, therefore it's bad.
>it's not hard, it's just bullshit and unfair.
>expecting the player to already be skilled at doom to handle an addon is bad design.
>there's more than 12 enemies at a time? dumb slaughtershit.
>where's the ammo? doom is not a survival horror.
>actually, it's not the gameplay. I just think the visuals are ugly
>wasn't designed by id themselves? It's bad.

>> No.6134532

Git gud. At mapping.

>> No.6134538

It's Duke3D and Shadow Warrior mixed together.
>Ion Fart
That's just my personal opinion, though.

>> No.6134540
File: 258 KB, 814x542, oil-rig-north-sea.jpg [View same] [iqdb] [saucenao] [google] [report]

I realized teleporters could make faux z levels recently.

>> No.6134543

>SW over Blood
>Ion over Duke
wew lad

>> No.6134546

Shadow Warrior is more fun and I never thought Blood was especially difficult even on Well Done.

>> No.6134547

>what is your ETA
Sometime in the future. I have a pretty packed life. If you put my sleep schedule on a POW it would be a war crime.
>same guy
Are any of us really the same over time?
Yes. Same guy.

>> No.6134563

I will say that so far I have made 2 monsters, I monster-ish thing, maybe 20 textures and 2 maps, working on the third, and a few scraps of another map.
I have yet to do one new boss ?and all the sprites that entails), that I really hope I have the states for, 7 maps, and a bunch of textures. I also have to come up with an idea for a secret map that would be interesting enough to warrant being a secret...
So it'll be a bit. Don't expect it too soon.

>> No.6134591
File: 397 KB, 1022x1067, The scrub tax.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6134598

still /r/ing this

>> No.6134603

Ah yes, the shitter tax

>> No.6134605 [DELETED] 

>play 94 wads
>every one of them is perfectly playable
fuck discord trannies and shmup tards

>> No.6134606
File: 427 KB, 720x360, Turtle jumping.webm [View same] [iqdb] [saucenao] [google] [report]

I had a few people ask me if the bombs could launch you into the air as well.
That was a pretty good call.

>> No.6134609


>> No.6134613

we doom cinematic mod now

>> No.6134617

I don't think its terrible, but it feels more like a mod than a game to me.

>> No.6134621


>> No.6134623

What are your favourite mapsets?

>> No.6134639

I agree that it needed more character in the character. Play up some of the little lore they gave her (spilled drink, etc). But the environments were pretty great, and the villain was good. Weapons were fun. Good game. Not as stylistic as it coulda been is all.

>> No.6134645

>soul/soulless meme

>> No.6134653
File: 87 KB, 533x800, 1518539759246.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6134678

They probably did. They’ve managed to fuck up everything else in that universe.

>> No.6134702

>the phobos holocaust didn't happen
>hayden did nothing wrong

>> No.6134757

Heil Hayden

>> No.6134768

If you look at pre-cyborg hayden, he literally is an Aryan specimen.

>> No.6134789

we used to have this thing called cheat codes for that

>> No.6134805

> you tiny, tiny man

>> No.6134807

Hi Graf

>> No.6134846

PK is much more monotonous in its combat, and one of its weapons - shuriken/lightning one is unsatisfying trash, which is a lot considering you only have 5.

D'16 was a better PK game than other PK games.

>> No.6134849

Being vanilla inaccurate is fine, as its clearly not the goal of the source port.

My problem is when recent discoveries and breakthroughs in vanilla mapping just so happen to be broken in GZDoom, that Graf often attempts to bully everyone into abandoning everything, rather than even trying to understand how to fix things.

>> No.6134868

You have to search the map very carefully for weapons.
The Silver key is in a house at the start.
Make your way up to the dual smokestacks, then starfe-jump off them into the chimney of the house.
You now have a choice, continue the map as normal (Library first), or jump off the bridge leading to the Library for the Rocket Launcher, grab it, the Dining Hall is behind you.
In the Dining Hall is yet another Nailgun, then up a Square Spiral Staircase for a Grenade Launcher at the top (Beware of Gaunts, the creatures from the movie Pitch Black).
The Double-Barreled Shotgun is in the Library on top of the middle cube.
After passing the Golem in the Library, the Circular Spiral Staircase has a Nailgun at the top, and after the mid bridge of the Circular Spiral Staircase, you can go left or down.
Going down nets you another Nailgun on the way to the Gold Key and the Lab, where you find the Plasmagun (Beware of Necromancers and Lost Souls).
If you go left, there is another Double-Barreled Shotgun in a courtyard to the right.
Near the Red Armor prior to reaching the Church is a ladder to the roof (In the Back corner behind the Red Armor assuming you took a left as per the prior sentence).
There is a Widowmaker Shotgun (Three Barrel) in a small courtyard up here, just behind you as you come up the ladder (Beware of Necromancers and Dholes).
Continue to the Church and get a Shadow Axe, then face the Church Entrance from outside and go through the right archway, down a ramp, and into a room with a book.
Kill the enemies here and be rewarded with a Supernailgun (Beware of Flail Wielding Death Knights and Imps).

>> No.6134878

It's not the well which is too deep, but your rope which is too short, butthurt anon.

>> No.6134883

Tnt=clusterfuck mess
Plutonia=annoying spinoff that poisoned modern mapmaking

Tnt is better, because it was just shit. Plutonia made permanent harm.

>> No.6134901
File: 66 KB, 800x600, Doom_1_Captura_PC.jpg [View same] [iqdb] [saucenao] [google] [report]

>Dark brown
It's at least medium brown, but I wouldn't say it is quite blonde

>> No.6134905

>annoying spinoff that poisoned modern mapmaking
>Plutonia made permanent harm.
You make it sound like everyone in the community is out to spite you for not liking Plutonia.

>> No.6134907
File: 252 KB, 960x540, Screenshot_Doom_20200115_120635.png [View same] [iqdb] [saucenao] [google] [report]

Jesus, is that doom anymore? Feels like it'd be at home in classic Serious Sam, if anything.
Glad I decided to try Eternal Doom IV regardless of III being shit.

>> No.6134918


>> No.6134934

>and one of its weapons - shuriken/lightning one is unsatisfying trash
it has a combo attack that's super devastating, especially if you stick the electrified shuriken pan into a meaty enemy so he can run around electrocuting everyone.
The lightning alt fire is so great on its own you never have ammo for it. Primary shuriken is best used at long range because the shurikens explode and deal massive damage.
Skill based weapon that's too high IQ for (You).
I bet you didn't even know the stake gun has a staked grenade for massive damage combo.

>> No.6134938

I said it was unsatisfying to use, not that it was not powerful/useful
learn to fucking read, imbecille

I've been playing the game since it was released and even modded for it so I know pretty much everything there is to know about it.

>> No.6134941

same difference

>> No.6135003

>Last post
Thanks. Post these opinions on doomworld with your dragon avatar next time.

>> No.6135005

You humour me greatly with the stream of accusations born from the poison of envy and smite of disrespect.

>> No.6135010


>> No.6135032

to a braindead illiterate

>> No.6135034

hello, mine turtle

>> No.6135042

how the fuck
do i get rid of my mappers block

>> No.6135053


>> No.6135067

Make a map made of blocks

>> No.6135072

do something else for a while or brute force it

>> No.6135078

Playing Duke3d for the first time and I really gotta say. Those suicide enemies suck all the fun right out of the game. They keep spawning behind me too like what the hell were they thinking

>> No.6135126


>> No.6135162
File: 477 KB, 1280x1629, PmGRK8L1B8fY7gzASFNiK4Xqq6YV7JNtCPkrCX2WYw0.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6135165

lookin' good

>> No.6135174

I have a question about Doom source ports.

Is there any reason why you should use Crispy Doom instead of prBoom+/glBoom+?

>> No.6135186

Crispy is for people who want to play chocolate Doom+

PRboom is great for playing vanilla style AND boom compatible maps

>> No.6135204

masturbate seven times a day

>> No.6135205

what makes steve's balls any better than say george's or craig's?

>> No.6135209

way ahead of you

>> No.6135224

at least it was good intentions

>> No.6135228

Lol, can't wait for someone to struggle with the easiest setting and complain that the game will be pay2win.

>> No.6135235

Wait for it. There's eventually gonna be "Premium Ammo" for the multiplayer that do extra damage.
Imagine a P2W marine with a stack of Golden Rockets.

Sadly, this is already happening to games like World of Tanks that were previously not know for pulling that shit.

>> No.6135239

This article is just quoting a /v/ thread.

>> No.6135247

Steve's are symmetrical in size and hang.
Purely an aesthetic thing, mind.

I would argue it's not the same. A weapon could have a great sound and animation, and really feel like it's highly effective and satisfying, but in reality be a pretty poor performer.
Inversely, the weapon could actually be really good, but it doesn't feel like it, the sound is weak and unpleasant, and the animations feel like they lack weight.

>> No.6135251

Both have soul, unlike you.

I will spite him for not liking Plutonia, in fact I'm in the process of spiting people who very vocally complain about hitscanners and chaingunners.

>> No.6135281
File: 8 KB, 500x180, HappyPoo.gif [View same] [iqdb] [saucenao] [google] [report]

*clears throat*
Fuck chaingunners
Fuck Archviles
and Fuck Matzoballs and Fearbooks

>> No.6135286
File: 484 KB, 711x739, 1570064941910.png [View same] [iqdb] [saucenao] [google] [report]

What's a good map that I can zoom around in with Highway Acceleroid Booster?

>> No.6135327

Who cares about community edgelords? The 99% of the Doom maps are fucking Go2it clones.

>> No.6135330

>Incubator/Warp factor
>entire game

>> No.6135331

Based and projectilepilled

>> No.6135351
File: 118 KB, 1024x576, 1548793182504.jpg [View same] [iqdb] [saucenao] [google] [report]

>He's gonna be both, isn't he?
I wouldn't think so, considering 2016 confirmed that the events of 3 still happened at some point (in a parallel dimension), and we know 3 is separate from 1, 2, and 64.

>> No.6135356

the actual order of events is clearly

Doom 3 -> Doom -> Doom II -> Doom 64 -> Every single user made WAD ever -> Doom 2016 -> Doom Eternal

>> No.6135369

I want the Doom3guy to have a guest appearance.

>> No.6135372

You have chosen the form of your destructor. Chaingun the Chaingunner, the hitscanner has come.

>> No.6135375


>> No.6135390

So would he be a giant chaingunner with a single giant chaingun or would he have a million regular sized chainguns all firing at once.

>> No.6135429

He's like a regular chaingunner but his sprite is 1x1.

>> No.6135450

>grab new weapon
wow amazing game wtf

>> No.6135454

>the game is about shooting
>grab weapon
>not shoot
wow amazing player

>> No.6135464

His hitscan puffs will do hitscan attacks, which will do hitscan attacks, until it finally has reflected around on map geometry so it hits you, and he always fires, bullets constantly bouncing around the level until they find you.
When he dies, he spawns two more of himself, and he can traverse any height.

>> No.6135468

Archviles, Revenants, Mancubi, Spiderdemons/Arachnotrons don't belong to Doom, they are third party artwork.

>> No.6135489
File: 698 KB, 1356x1784, 1575500453559.jpg [View same] [iqdb] [saucenao] [google] [report]

Just finished a playthrough of Doom 3 since I played it many years ago but never finished it and now I'm playing all the Doom games in order. Doom 3 has great atmosphere, a surprisingly engaging narrative, fantastic voice acting and overall presentation, but holy fucking Satan does it suck goat dick as a game. 90% of the combat falls into three categories:
1) An enemy is mid-attack right on the threshold of the door you opened or some other scripted jump scare.
2) One or more enemies teleport ahead of you as a single enemy teleports behind you from the room you just came from.
3) Fifty spiders trickle into the room one by one via two to four entrances.
On top of that, the only gun that doesn't suck is the rocket launcher, but it's rarely the gun for the job in such a cramped corridor simulator where almost all the enemies rapidly charge you. Fuck, what a waste. I just need to vent after that ordeal.

>> No.6135502
File: 815 KB, 768x816, whodat.png [View same] [iqdb] [saucenao] [google] [report]

Icon of Sin?

>> No.6135507

The whole of Doom 3 just feels "clumsy". I don't know how to describe it better.
IMO would've been much beter if they had built a new Doom (or SP Quake) on Quake 3 engine, before making it into an MP-arena shooter.

>> No.6135510

now I'm imagining a wad where I play as caco-chan and fight off marines and UAC combat robots

>> No.6135516
File: 1.15 MB, 1920x1080, Screenshot from 2020-01-15 16-16-19.png [View same] [iqdb] [saucenao] [google] [report]

I just "finished" my first doom map and I'm looking for feedback. Should I post it here or are you retards too busy twiddling your dicks?

>> No.6135525
File: 489 KB, 1694x1694, 1577125306295.jpg [View same] [iqdb] [saucenao] [google] [report]

looks like a doom 3 enemy

>> No.6135528

post it

>> No.6135534

First piece of feedback: change boring default doom II sky. I'm sure you didn't replace the music either, so do that too.

>> No.6135538
File: 387 KB, 746x600, DaGoal'Ere.jpg [View same] [iqdb] [saucenao] [google] [report]

This, but with chainguns and chaingunner.

>> No.6135557

I don't know how to do that yet.
Also, the gameplay is complete but I still haven't finished adding details to the map or balancing the monsters/resources, so I'll worry about the sky and music later.
Here's the map:

>> No.6135565

Forgot to mention:
The map is for GZDoom.
I balanced it around FinalDoomer, so its probably harder than I intended if you're playing vanilla.

>> No.6135567

Bro it's so easy to change the music. Just pick any midi file and import it into your wad using Slade. Be sure to rename it to "d_runnin" for MAP01. You can use the wiki for other maps to change the corresponding map title, for instance if you wanted to change the music for MAP02, you would rename the file "d_stalks".

>> No.6135568
File: 1.27 MB, 3360x1890, ALT Slippers.png [View same] [iqdb] [saucenao] [google] [report]

>nonsensical progression
>levels that are too easy or annoyingly difficult

>> No.6135573

Is there a good gore mod that does not have ugly transparent wall textures like Nashgore, too much blood like Ketchup, no invisible monsters after reviving like Bolognese and is friendlier to low end PCs than Droplets?

>> No.6135574

>pew pew

>> No.6135584

Is there a simple Doom 2 mod or script that will remember whether I was using the regular shotgun or ssg when I switch to another weapon and then back to the shotgun slot? I'm having a real tough time trying to phrase that for relevant search engine results.

>> No.6135594


>> No.6135631

Hope thats the case.
Never understood the hype over the "titan" that people expected to be more important and not just a giant enemy type.

>> No.6135635

>no invisible monsters after reviving like Bolognese
is that another sgt mark glitch i haven't heard of?

>> No.6135646

IIRC, the A.L.T levels were at least partially based on dreams, and were intended to be really surreal.

>> No.6135664

why not just use droplets and lower the settings

>> No.6135665

is it possible to make an endless runner in doom?

>> No.6135675

Apparently it is said that the bug with archviles reviving gibbed enemies has been fixed but I'm either stupid or it's a lie so it doesn't work.
It is the last thing I tried but crushers seem to spread so much blood that it immediately starts lagging. Same issue with chainsaw or chaingun.
However reducing the particle amount past the 300 I already only have makes past encounters look like nothing happened. Pretty much defeats the purpose of a gore mod.

>> No.6135692

Use the smg ya scrub. Its completely broken. Later you get the minigun and the plasma rifle and they can clean house pretty easily.

>> No.6135709

I already beat the game, bro.

>> No.6135717

then you are finally ready my son

>> No.6135728
File: 264 KB, 654x584, weirdtags.png [View same] [iqdb] [saucenao] [google] [report]

found some missing textures in the screenshotted part of the map, which upon further inspection were revealed by a floor lower line
the right side highlighted sectors probably shouldn't have tag 31
also, it's odd how you put teleport lines halfway into the teleporter, rather than just making the sides of the teleporter the teleport lines.

as for gameplay, the start was probably the hardest part due to the hitscanners and lack of ammo. after you get the berserk, it mostly switched over to projectile enemies, which with how wide open the map is aren't really a threat. I ended up ignoring most of them, then mopping them up later with the super shotgun. the ones I did fight, I just berserk-punched to death.
I noticed a few times that a couple chaingunners would pop up, along with a pain elemental. that would've been reasonably lethal, if it wasn't so easy to get the pain elemental between me and the chaingunners.
with the invuln fight, I just put my face in everything and held the rocket launcher's trigger down. still had 5 rockets and I'd wager about 8 seconds of invuln left after killing everything. I'm guessing that's how it was meant to be, though.
and for the cyberdemon fight, the pain elementals caused massive chaos and got everything to infight, while I was able to just stay back, throw some rockets at the archvile, and let everything else kill each other. that happened in a few other places too, but it was most obvious here.

I'd physically tighten things up next time around. a few hell knights or cacodemons just aren't a threat when you can run circles around them unopposed, and a few faraway fatsos aren't going to cause much trouble either. and when mixing monster types, check how they end up mixing together, or else you'll end up with everything infighting instead of attacking the player, as I had with the cyberdemon.

>> No.6135767

How do I update BuildGDX from version 1.03 to the latest version?

>> No.6135875

Just finished Sunlust on UV. Damn...great wad but not always fun and here and there a bit cheap with unavoidable damage.

>> No.6135883

Started playing Doom Zero and just finished map 3.

>> No.6135904

can someone name the voxel mod seen in this video? https://www.youtube.com/watch?v=C4VW7Qg_RCc&t=2153s
I couldn't find something similar on the internet and also this fucking douche didn't link the mods he used for the video who thought adding chromatic aberration to gzdoom was a good idea it looks like shit

>> No.6135908

oops I gave a bad example 35:45 gives a better idea of the mod I'm looking for

>> No.6135912

You beat the expac?

>> No.6135929

Nope, and I'm not really inclined to play any more Doom 3.

>> No.6135939

A titan
But it's fight will be similar to Rage 2's final enemy

>> No.6136017

I mean, if you want a good voxel mod, I always recommend Reikall's, its a shame he hasn't made more: https://forum.zdoom.org/viewtopic.php?f=46&t=58340

>> No.6136048

You mean the walls? That's gotta be parallax mapping or something like that, not voxels..

>> No.6136094 [DELETED] 
File: 103 KB, 232x300, EMglvCoWkAAWJRn.webm [View same] [iqdb] [saucenao] [google] [report]


I haven't seen this mentioned here yet;
MarkeyJester--the creator of Rotsprite-put out another tool last year called Interprite.
It's a tool that interpolates sprite animation.

>> No.6136095

the second expansion is a better game

>> No.6136105
File: 103 KB, 232x300, EMglvCoWkAAWJRn.webm [View same] [iqdb] [saucenao] [google] [report]


I haven't seen this mentioned here yet;
MarkeyJester from SonicRetro released a tool last year called Interprite.
It's a tool that interpolates sprite animation. I figure some of you might find this useful.

>> No.6136110

"do you know how aliens have sex?"

>> No.6136116

>Should I post it here or are you retards too busy twiddling your dicks?
>can't play and twiddle his dick at the same time

>> No.6136150

now beat it with extra co-op archviles

>> No.6136151

>The 99% of the Doom maps are fucking Go2it clones.
Not even remotely true. And I'm someone who generally tries to avoid full-on slaughter wads.

>> No.6136191

forgot to reply to the news post, oops.

>> No.6136192

That has to be something else besides voxels, the way GzDoom handles voxels would have the program just shit itself trying to do what we see in the video.

>> No.6136226

I've known about voxel mods for a while, but actually looking into them, they're pretty neat. They give off a build engine vibe and fit nicely into software mode.
So dumb question: Would making voxel enemies be a good idea? Or would it be unfitting/too complex/etc. because I noticed he did that Strife enemy, though it's just the floating robot.

>> No.6136240

looks like parallax mapping without filtering

>> No.6136242

People have tried, but GzDoom doesn't do true voxels, rather it just represents each voxel with a 1x1x1 polygonal cube, which means the CPU overhead is absolutely obscene.
Some guy on here did a minotaur enemy, he put lots of effort into it (probably more for a creature than most people who have dabbled with voxels), and just the one guy in some plain STARTAN test hallways brought his frame rate down to like 50 or 60 from well over 200.

It also looks really fucking janky unless you probably buckle down to make 1 frame per tic (and that's just speculating, nobody's done that), because you're looking at something that's three dimensional by that point, with sprites, it's much easier to get away with just like 4 frames at a dozen tics each for some typical melee attack (I hypothesize that your brain glosses over that somehow and it doesn't stand out).

It would probably be easier to make a normal 3D model. Maybe you could fake voxelize it?

>> No.6136246

It's not so bad after Episode 2. Shrapnel City greatly reduces the numbers of drones but then Episode 4 has the stupid protector drones filling out almost every room.

>> No.6136247
File: 22 KB, 346x367, voxels.png [View same] [iqdb] [saucenao] [google] [report]

Also, you can't take a lot of shortcuts like you can with sprites, because then you end up with this.

>> No.6136252

take walks outside it gets the brain goo flowing thus giving you better creativity. Maybe even have a cold one to relax

>> No.6136257

If there is no difference in GZDoom, one could make a voxel model, convert it to single polygonal model that looks like voxel one, then run it through Doom, since there's no functionl difference?

>> No.6136261


>> No.6136263

he looks like hes going into warp speed

>> No.6136267

Watch some movies.
Bake a pizza.
Shoot a gun.
Nut in a girl's mouth.
Play an FPS or at least a levelpack you never had before, maybe play a different game for a little while.

Try a few of these, they'll all do you good even if you don't break your mapper's block.

>> No.6136269

Some guy made a whole horror game in GZDoom with voxel enemies. Cant remember the name though.

>> No.6136273

Total Chaos? Those were all regular polygonal 3D models.

>> No.6136279

Are there any mapsets where you need to use an enemy to open up a secret door you couldn't normally on your own?

>> No.6136280

The video was sourced from Twitter. I couldn't help it.


>> No.6136281

What's wrong with webm?

>> No.6136286

He's probably a pleb browsing on an apple phone and can't view it.

>> No.6136292

I think this might be what you're looking for:

Holy shit, Smooth Doom eat your heart out!

>> No.6136293

Voxels in zdoom, IIRC, use a similar system to build engine games so thats pretty understanable. The problem with voxelizing enemies is that it requires a SHITTON of work, since you have to make every sprite for the enemy in a 3d space through each of its sprites of animation. the most realistic way to do it would be for someone to fully 3d render each sprite of an enemies animation, then voxilize those renders. Even then, there would be a lot of perspective lost.

>> No.6136294

Or he's pointing out how gross it looks.

>> No.6136302

Was meant for
but I', actually kinda retarded.

>> No.6136306

Not a secret, but Suspended in Dusk does this near the beginning of map01.

>> No.6136312

>year of our lord 2020
>4chan still can't hack VP9 codec
yeah it would probably melt a mobile CPU trying to decode it, certainly melts my CPU trying to ENcode it

>> No.6136319

Wrong on both accounts. Webm produces artifacts. If it was a gif one could've extracted the frames and see how it works in game right away. No such luck with webm.

>> No.6136321

There is a quirk in Vanilla Doom where Mancubus fireballs will actually trigger walkover linedefs (most easily exhibited in Doom 2 Map 09), and I think someone may have used that as an esoteric way to hide a secret once.

Ostensibly, you could also use this for devious traps, ergo if you're in fatso's line of fire long enough that he starts shooting at you, he might shoot over a linedef that triggers a crusher over a voodoo doll, or lets loose like 200 pinkie demons.

>> No.6136326

Plays fine on my Zenfone.

>> No.6136332

Looks like shit.

>> No.6136335

Archvile jumps always were a thing, though rarely used nowadays.

>> No.6136336

>Smooth Doom eat your heart out!
No, not really. This looks chunky and weird, but it's a great start. Honestly smooth doom has some problems with animation. tweens being point to point and not arcing well, timing issues making actions feel "soft" and that sort of thing.
But it's an impressive amount of work they did.

>> No.6136343
File: 200 KB, 1440x1080, SiDship.png [View same] [iqdb] [saucenao] [google] [report]

I love that this is a vanilla compatible map

>> No.6136348

>gif doesn't produce artifacting
OK retard

>> No.6136350

I'm kinda memeing since I'm pretty sure VP9 is the standard codec of youtube
maybe with VP8/MPEG4 as a fallback for weaker CPUs/Appleshit

>> No.6136378

Fuck you guys. I thought I was out but here I am, getting ready to reinstall some source ports.

>> No.6136381

Imagine having such a toaster you don't have room to leave doom sourceports installed.

>> No.6136383

Hard drive crash, I'm on a shit-top that cost $100 I got for writing.

>> No.6136389
File: 92 KB, 516x306, laughs in steve.webm [View same] [iqdb] [saucenao] [google] [report]

>Honestly, DE just seems like a bunch of dudes came together and said “let’s think of cool things we can add into the game without any rhyme or reason”

I know it's not what you meant, but it's amazing how much this applies to Digital Extremes and Warframe.

>> No.6136397

Best wads for >comfy?

>> No.6136407

For me, it's DUMP 1-3.

>> No.6136417

Suspended in Dusk

>> No.6136418

I still respect them for their work on UT
epic games can't tie their shoelaces when left to their own devices

>> No.6136429

>Honestly, DE just seems like a bunch of dudes came together and said “let’s think of cool things we can add into the game without any rhyme or reason
Funny you should say this, there was a podcast earlier released earlier today where one of the devs goes more in-depth about the way they're handling the story, combat, and the tone of the game. The way that they're handling the plot is virtually unchanged from 2016, except they're now conveying it through more elements. Cutscenes are confirmed to be skippable, and they fine-tuned the AI to accomodate the new mechanics and made sure enemies were made tougher to balance it out and overall made the game less forgiving and more cerebral in its combat. Good stuff.

>> No.6136458

midtexture horseshit is the best.

>> No.6136548

>it was common for the iwads and very old pwads to connect teleporter closets with a ventilation tube or sewer pipe so the enemies could hear.
>people then quickly realised you can just join a sector in the playable area with the closets and the enemies will be able to hear anyway
>benefit of this is that the closets have more freedom on where they can be positioned, allowing to remove the noise that the closets can produce from being audible in the playable areas.

>> No.6136561

If whoever made it have at least half a brain, then it doesen't. Especially on sprites that have <256 colors.
Nice try though, assclown

>> No.6136618
File: 23 KB, 359x364, 1542255817624.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6136646
File: 80 KB, 500x501, weakb8m8.png [View same] [iqdb] [saucenao] [google] [report]

>tfw you just played yourself

>> No.6136649

yeah you can weasel out on this one specific instance where gif > webm, I'll allow it

>> No.6136656

>swing fist in tiny box
>mastermind wakes up
>look around
>see tiny square hole

>> No.6136671

perverted demon voyeurs with their peepholes

>> No.6136707


>> No.6136712

>JR: Shout-out to the Cacodemon’s two holes that I can’t talk about.

>> No.6136720
File: 72 KB, 927x131, Post Mortem.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6136740

Please stop winking at me

>> No.6136804


>> No.6136812

We need to do a seance so we can learn his Espi's mapping tricks. A lot of the stuff he does isn't immediately obvious that it's a trick or how it's done.

>> No.6136819


>> No.6136827
File: 649 KB, 720x360, Early moon beam.webm [View same] [iqdb] [saucenao] [google] [report]

Pretty excited about how this coming along so far

>> No.6136831

there it is

>> No.6136836

is this supposed to be satire of negroid gentlemen

>> No.6136838

wheres that immortal conduct anon
looking for a status update on it

>> No.6136841

unironically best episode

>> No.6136846

> beam
> projectiles
why not make it hitscan

>> No.6136847

I prefer projectiles flying through the air, besides, the way this works is pretty damn close to how the Moon Ball works in Xexyz. The only difference is you don't have an orbiting ball that does the shooting for you, that would be a bitch to manage in Doom.

>> No.6136853
File: 558 KB, 1280x720, Screenshot_Doom_20191231_021515.png [View same] [iqdb] [saucenao] [google] [report]

Actually been starting development up again, I'm pretty sure I'm past my burnout and modder's block.
Got some *terrific* help with some code, where Brohnesorge, trying to understand my mess of a code, worked out how to make the grenade launcher reload cancel, as well making the correct animation sequence for the shotgun's reload, where from an empty gun, you'll always pump the action after inserting the first shell.
There were some complications from this, almost certainly because poor Brohne had to understand my Tangela actor states and jumps, and doing his best to make it work within those parameters, but I actually managed to resolve all of those myself, which made me feel like I learned something. Probably.

Other than that, working on the remote detonated explosives, new bomb, new detonator, new kaboom, probably some new ways to use it. I'm hoping people will like the Really Cool Explosions.

>> No.6136854
File: 403 KB, 1280x720, Screenshot_Doom_20191231_021509.png [View same] [iqdb] [saucenao] [google] [report]

I was pondering the idea of making a .gif of just the explosion sprites to show it to people, but I remembered the animation is tied heavily to offsets and that would be the most tedious bullshit in the universe, so I'd rather just do some video of that some time instead.

>> No.6136860

very nice. i've been looking forward to this since you first posted about it. good luck with the rest of it

>> No.6136884

God, I didn't notice at the time just how hard that shotgunner got Team Rocketed up into the air by the explosion, that's great.

>> No.6136889

Is it my imagination or do the cyberdemon's rockets move much more slowly in Doom 2?

>> No.6136893
File: 340 KB, 800x807, spectacle.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the difference between all the different Quake files in the mega and drive links?

>> No.6136894

Pretty sure its the same speed as your rockets.

>> No.6136973

the hip new term the kids use is "yeeted", I believe

>> No.6136980

>Doom Eternal trailer 2
>Calls Doomguy a "Human"
Am I the only one who noticed this?
Is this some sort of time travel fuckery, some sort of Sentinels colonizing Earth fuckery or is humanity just a common occurence in the nudoom multiverse?

>> No.6136983

nuDoom's lore is a bigger mess than what people want to admit. I'm assuming Doomguy exists in multiple forms or something.

>> No.6137010


>> No.6137014

russian overkill + sunnder

>> No.6137016

Time travel/multiple dimension fuckery most likely. Basically Doomguy stuck in a chrono-ouroboros, thus the Eternal naming.

>> No.6137021


>> No.6137043


>> No.6137049


>> No.6137051


>> No.6137058

If something was horribly wrong with one of them it would have been removed. I'm sure they're the same for gameplay at least

>> No.6137073

do you remember vodka?

>> No.6137074

but not retro

>> No.6137080
File: 145 KB, 710x647, IMG_20200116_090554.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6137085

New bread?

>> No.6137092
File: 985 KB, 1920x1080, quakespasm-sdl12 2020-01-16 18-19-10-84.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6137095

Multiple dimensions are hardly a difficult/innovative concept to introduce in a story.

>> No.6137106

>99% of the Doom maps are fucking Go2it clones.
Have you tried playing wads besides Sunder and Newgothic 1&2?

>> No.6137116

/vr/ is slow as shit, you can get away until Page 9-10 even.

>> No.6137121
File: 131 KB, 995x876, 1559553784725.jpg [View same] [iqdb] [saucenao] [google] [report]

bro its cellulite

>> No.6137129

didnt know quake 1 had pyros

>> No.6137130

Yes he's a human probably Doomguy after Doom 64
He's not a native to Argent D'Nur and wasn't their real king
Anyone with reading comprehension could have figured that out

>> No.6137131

>That's one accurate model.
That is the model

>> No.6137134 [DELETED] 
File: 931 KB, 640x728, 1575473541185.png [View same] [iqdb] [saucenao] [google] [report]

eternal is going to be glorious, and theres nothing you can do about it, NOTHING

>> No.6137138

These things happen. It's hard to get a bunch of randos on the internet on the same page.
Doom mapping is also more common, and people are more familiar with setting up the line actions and monsters etc. Switching to heretic is trivial, but juuust different enough to be a barrier for entry.

>> No.6137139

So according to Doom2016 Hell "In the first age, in the first battle, when the shadows first lengthened, one stood. Burned by the embers of Armageddon, his soul blistered by the fires of Hell and tainted beyond ascension, he chose the path of perpetual torment. In his ravenous hatred he found no peace;"
That implies Doomguy was always present on hell. Unless "the first age" means the first demonic invasion on Doomguy's Earth and Hell didn't bother to keep track of time beforehand.

>> No.6137140

We have Crispy Doom, but what bout Crispy Boom?
Basically just Boom but with quality of life upgrades for Boom, and Boom compatibility.

>> No.6137142

You could've just opened it in Doombuilder and kept what you had.
There's a few flavors of doombuilder too, depending on what source port you're using.
DoombuilderX, and UltimateDoombuilder are the two to consider. UDB is more for GZDoom and DoombuilderX is more for vanilla Doom/Limit removing.

>> No.6137145

Retro Doom

>> No.6137147

First age is obviously the first game series. That whole description is doomguy through to doom64s story ending.
Does Doom 4 mention Doom 3? I don't remember.

>> No.6137148


>> No.6137152

Sunlust, Alien Vendetta, all skillsaw wankery?

>> No.6137170

Sunlust does have its share of slaughter maps. But its made by known slaughtermappers, and is actually pretty tame by their standards for the most part.
Alien vendetta only becomes slaughter in a couple maps in its final third and its super secret level
Skillsaw's wads have almost no slaughter at all besides like one or two maps maximum, and they barely qualify.

>> No.6137189

don't die

>> No.6137191

So I heard there was a new update to the console versions. How is the Switch version now?

>> No.6137192

do not do that

>> No.6137193

I think a lot of people make the mistake of playing Alien Vendetta on UV, when they probably shouldn't.

>> No.6137209

It's alright.

>> No.6137286

yes it mentions how hell tried to assimilate other worlds, and you can even find the remnants of the soul cube in Olivia's lab

>> No.6137291

>how to spot a bainting tourist

it has a lot of shit to be done, but is now playable.

>> No.6137326

Why are people still taking that as if it wasn't just a reference?

>> No.6137332

Sorry for the late reply, a hurricane passed over my neighborhood and I've been without electricity/internet for the last 20 hours.
I'll look into those issues and try to rework the enemy encounters.
What about the secrets? There are two secrets in particular ( the three switch puzzle and the labirynth ) that I can't tell if I made them too easy or too hard.

>> No.6137335

that's right. the tablet too.

>> No.6137356

there are throwbacks to hell trying to invade Doom 3 Earth and losing it

People are claiming that the Marauder is the RoE Engineers who became corrupted since he has a double barrel shotgun that looks like Sarge's SSG and the same facial structure

>> No.6137357

Like what specifically.

>> No.6137369
File: 175 KB, 500x390, tumblr_owrbddiFUX1r2to8go1_500.png [View same] [iqdb] [saucenao] [google] [report]

>when someone tries to defend nu-doom even though there is literally zero level or encounter design

>> No.6137389

this is getting a bit silly

>> No.6137427


>> No.6137442

>literally zero level design
Suit yourself, anon. You can always go back to playing Doom 3 and making your own Doom 1, Doom 2, and Heretic WADs.

>> No.6137474

that's exactly what I was looking for, thanks anon!

>> No.6137480
File: 188 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Indeed - *sip* based blackpilled Boomer. Nu-Doom's level design can never hope to be nearly as good as Based Boomer Doom 2.

>> No.6137530

Doom Eternal will change that though, so this complaint will be moot by the time it launches.

>> No.6137531

I sincerely hope so.

>> No.6137620

i feel like the idea of a doom lore is because of some idea that every piece of media needs a deep universe to invest in

>> No.6137635

>hell tried to assimilate other worlds
i mean, some classic levels mixed up themes, so i figure they always did that, no?

>> No.6137864
File: 1.49 MB, 1920x1080, Screenshot (35).png [View same] [iqdb] [saucenao] [google] [report]

Everything is so overdesigned in the new trailers. The initial reveal was perfect.

>> No.6138112

Im lazy to download wads

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