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6194104 No.6194104 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6185779

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.6194105

=== NEWS ===

[2-10] Nobody Told Me About id v0.1.2 - A Build Engine-styled mod

[2-8] Russian Overkill hotfixed.

[2-6] Bigger keys for Redneck Rampage

[2-6] Rampancy, Yholl's new monster mod based around robots

[2-5] Raze, a Build engine source port backed by GZDoom tech

[2-5] Russian Overkill celebrates 10 years with a 3.0 release

[2-4] DBP20 released, an eight-map episode for Doom 2

[2-2] 32 level megawad Czechbox released

[2-1] Jimmy, Dragonfly, AD_79, and MTrop will attempt to make an entire megawad in 24 hours while livestreaming the whole thing.
Stream starts 6:00 UTC, Feb. 8th

[1-31] War Trophies updated to v1.1

[1-30] MetaDoom in need of some testing for feedback

[1-30] La Tailor Girl follower mod released

[1-29] Doom Eternal to allegedly not have any MTX

[1-28] January Jump Jam released

[1-24] Champions monster randomizer is updated to v2.666

=== PREVIOUS ===



>> No.6194116
File: 219 KB, 1080x1080, valentine chainsaw.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6194130

>Doom Guy gets Daisy some valentine's carrots
>Doom Guy gets a chainsaw signed from Daisy
>so who really got him the chainsaw

>> No.6194131
File: 850 KB, 1920x1080, Screenshot_Doom_20200211_020835.png [View same] [iqdb] [saucenao] [google] [report]

How'd you guys like the Build-engine Doom game?

>> No.6194137

I wanna replace a texture. Should I just put its replacement in the wad with the same lump name?

>> No.6194140
File: 383 KB, 1920x1080, Screenshot_Doom_20200211_020946.png [View same] [iqdb] [saucenao] [google] [report]

Nobody Told Me About id+Knee Deep in the ZDoom-lite/BDHell on Earth- Vanilla Improved is a weird but fun experience

>> No.6194145

Played through D2TWIDD with it yesterday and had a great time.
Thanks for the new mapsets, I was looking for something a bit more Build-ish to try it with

>> No.6194149

Doesn't KDiZD lite have keycard issues?

>> No.6194161
File: 324 KB, 1920x1080, Screenshot_Doom_20200211_022241.png [View same] [iqdb] [saucenao] [google] [report]

The movement in NTMAi feels super tight, I'm interested to see how the weapons are changed up in the future.
With NTMAi in beta and Raze being tested, we're reaching peak Doom-Build convergance

Potentially? I haven't actually got that far using lite.

If you can think of any super detailed/Build-like mapsets give a shout

>> No.6194169
File: 120 KB, 1200x675, EQc2TRKXUAEeXji.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6194175

What weapon sprite set is that?

>> No.6194176

what are you gonna do with 6 bullets gunlet

>> No.6194207
File: 123 KB, 270x330, spinboi.gif [View same] [iqdb] [saucenao] [google] [report]

Six is more than enough to kill anything that moves.

>> No.6194210

Damn. This is nice.

>> No.6194246
File: 180 KB, 1440x1080, Screenshot_Doom_20200210_205630.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6194256
File: 122 KB, 720x480, 1578664343.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6194258
File: 237 KB, 1200x1200, EPtMKahU4AAer3Z.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6194262

Thanks for stepping up and making the new thread.

>> No.6194264

who's cucking caleb, Turok?

>> No.6194270

Say something nice about TNT Evilution

>> No.6194272


>> No.6194273
File: 2.30 MB, 1280x720, Turok 2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6194274

cool music

>> No.6194279

Turok 2's blood and gore is so fucking good.

>> No.6194280

next time i install turok 2 i gotta remember to find the blood mod that replaces all that high res oversaturated shit with actual authentic blood textures
oh wait all that shit was on the now-dead facepunch, fuck

>> No.6194283

I like tnt map01 better than plutonia map01

>> No.6194286

God damn, the animation in Turok 2 are so fucking good.

>> No.6194290


Also a lot of people moved to Knockout, you can always ask in their retro fps thread

>> No.6194298

More interesting maps and better monster usage than both Doom 1 and Doom 2.

>> No.6194302

Made me appreciate group projects made by teams and fans more

>> No.6194338

wait who's bobby then?
a cacodemon?

>> No.6194341

Master Chief

>> No.6194346
File: 126 KB, 480x500, combat magnum 357.png [View same] [iqdb] [saucenao] [google] [report]

Do you want it? It's free to use, just put Chopblock in the credits of whatever you're doing.

>> No.6194349

Ok, sure.
I just thought a caco or pinky would of been funnier.

>> No.6194351

I should have figured it was you. You're getting really good with these weapons.

>> No.6194358
File: 213 KB, 250x290, Turok dons the Light Burden.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6194387
File: 498 KB, 600x480, mill.png [View same] [iqdb] [saucenao] [google] [report]

Great atmosphere and feel, while Doom and Doom 2 plays at a lived in and used future aesthetic, TNT sells it even better, all the techbases feel old and used, like they've been in use for a century and has seen limited maintenance and upgrades.
>Yeah, it's the future and we have a space base near Jupiter and we have plasma guns, but the UAC got a killer deal on this warehouse stocked to the roof with old-ass sporting shotguns, they're from back when people still regularly put wood furniture on guns, anyway they still work just fine, 12-Gauge is 12-Gauge, it's not like it's a musket.
Lots of old rusty metal paneling, piping, dusty concrete, old tapereel computers, still running. The occasional quasi-realism through sector furniture and other 'lifelike' detail makes it feel just a bit more alive.

Looking at say, Map 18, Mill, you can imagine that last big arena as having been used perhaps as a storehouse or factory floor at one point, but was cleared out for whatever reason, so what you have is this giant empty locale with rough concrete walls, cold and dusty to the touch, and no matter how slowly and quietly you try to move, you can't stop the old floorboards from creaking, echoing through the halls, the monsters all know you're there already.

The music is also part of the atmosphere, some of the droning and foreboding ambient tracks like:
It really fits for being in a dark and disused industrial facility, you alone against all the evil horrors. TNT overall has some really great music, I love the melodies.

In terms of gameplay, there are weak parts, there are some maps which are quite bad, but I think the majority of them range from decent to good, though you're mostly running out of them by the last third.
I personally love the high frequency of zombiemen, lending itself to lots of all out gunfights, and of course lots of infighting, my favorite mechanic of Doom.

>> No.6194398

Open Season sounds like a song from episode 2 of Duke.

>> No.6194408

Kinda. I really love Duke Nukem 3D's atmospheric tracks.

>> No.6194443

i think that, much like quake 2, the best part of tnt was the music
their other parts can be what they may, but their music out-does their contemporaries overall

>> No.6194459
File: 105 KB, 800x600, horus.png [View same] [iqdb] [saucenao] [google] [report]

i should probably block out some rotations but what's the point when the maps aren't done and he's not being used; plus this not really being a sprite.

>> No.6194503

>If you can think of any super detailed/Build-like mapsets give a shout
I just found something you might find interesting:
This mod reworks a whole bunch of Doom 2 levels and makes them look a bit more like a real place.

Also, not a mapset, but get this:
Makes all the props destructible. Pretty good for that build engine feel.

>> No.6194578

My issue with it sending hoards of zombiemen at you is that you never have to worry about ammo, you'll always be topped off.

>> No.6194681
File: 2.96 MB, 1280x720, 2020-02-10 22-09-58_2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6194683
File: 193 KB, 1366x768, Screenshot_Doom_20200211_010729.png [View same] [iqdb] [saucenao] [google] [report]

Too late but I just played it
Pretty ok map, the visuals are nice, monster placement is great at the start but underwhelming at the end
Also, fix this

>> No.6194738

Software or OpenGL? Which one has objectively the best combination of atmosphere and visual fidelity?

>> No.6194742
File: 996 KB, 800x600, Hellknight Fireworks.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6194756

Walking into the start of the next level > Plutonia portals > Regular portals > Doors next to an Exit sign > Killing an IoS > Killing an IoS and dying <<<<<<<<<<<<<<<<<<<< Fireblu portals

>> No.6194760

>greater than suddenly switches to lesser than

>> No.6194764

here comes the maths nerd. Get back in the locker

>> No.6194826

Anyone know this Doom 1 pwad map where you could pick between between multiple items, one was a Plasma Gun, and then the other items got crushed?
I think it was a DTWID map, but it might've been one of the ones that didn't make it into the final package.

>> No.6194829

no end in sight and dtwid-le might have it, both are made from unused dtwid levels.

>> No.6194918

Any mods/maps where it is all berserk pack, all the time?

>> No.6194929

Has anyone tried D4T with something like Champions? I forgot how ball crushing D4T is even on Normal.

>> No.6194943

I am playing it right for the first time. It's pretty enjoyable and feels fair.

It doesn't seem very hardcore, so if you are the kind of person who plays Plutonia on Nightmare it will be boring, but I'm not that kind of person.

>> No.6194950
File: 98 KB, 394x329, coffee_zone.png [View same] [iqdb] [saucenao] [google] [report]

alright, I know everyone says this, but it's different for me
I always wanted to make video games, because I really like playing them
Recently, about for the last 8 months, I've been on a massive retro FPS bender, which has finally given me the inspiration I need to make my debut game
It's gonna combine all the best aspects of all the best shooters. One thing in particular, in fact the first idea I had, was to limit vertical aiming unless holding mouse 2. This will emulate the faster paced action in Doom, as I feel only needing to aim on one axis makes the gameplay feel faster. Holding M2 will also make players less inclined with these kind of games ("zoomies") feel more comfortable, as it would resemble the gameplay mechanic of looking down the sites, as you would only enable freelook when you need precision. This would also disable the autoaim (only available vertically! so aiming is still important!), naturally. In fact I wish there was a mod for Doom itself with this gameplay feature, as I think that would combine the best of both worlds.

The game will also have 1v1 mulitplayer, modeled after fighting games like Tekken and Soul Calibre.

>> No.6194958

Start small, guy. Maybe one mechanic or one map and see how you feel. I don't like your ideas, but someone else might. Also, fuck me, they could be incredible and I just can't imagine it.

>> No.6194968

I think you should make a WAD out of that first to see if you, let alone people, like it.

>> No.6194970

Should I play plutonia? Im scared.

>> No.6194972

I played it once and probably even beat it on Hurt Me Plenty. It's not that bad. I guess on UV it's much worse.

Although I might've actually failed to ever beat the city level and am confused.

>> No.6194973

Just do it and if you don't like it you can stop. I doubt anyone here has psychic senses to know if you decided to quit.

>> No.6194989

I want to try and make a map I always wanted to make again. I think I understand most logic behind doom builder and just need to refresh on controls, but is there any obscure advice that would make it more efficient?

>> No.6195039

There's that, which you can help by adding more dangerous monsters to the mix in general.

>> No.6195045
File: 519 KB, 640x480, Screenshot_Doom_20200211_144454.png [View same] [iqdb] [saucenao] [google] [report]

This looks so much worse than in my imagination lmao. But at least I managed to texture it all. How do I make this place look less awful?

>> No.6195047

I prefer OpenGL for undistorted level geometry and freelook. It lets me get a better look at how the levels look, and makes maneuvering just a little smoother.

>> No.6195048

Don't make the walls STARTAN
Don't make that one platform made out of cobblestone with lights, basically aim for some kind of visual theme.

>> No.6195049

Return to Castle Wolfenstein is the closest thing to a proper Quake 3 singleplayer that exists.

>> No.6195053

When I try to imagine what you were picturing, the biggest improvement I could suggest is maybe differ the lighting? Make it more varied?

>> No.6195057

Yeah, I'll get onto it. The platform in the middle is supposed to be an elevator repeatedly rising to connect different pairs of catwalks, but I haven't gotten there yet.

>> No.6195068

Aaaah, ok, that's a neat idea. But yeah, seconding the lighting.

>> No.6195074

Thanks anon, I'm digging that additional bit of destruction in firefights
What other props does it affect outside of lights?

>> No.6195084

I don't like pistol starts.
I feel it kinda of defeats the point of megawads.

>> No.6195085

I downloaded the mouse aim fix for doom64ex, but there's this weird issue where the game- or at least the mouse input seems to skip every 90 degrees or so I turn. It's very distracting, does anyone know what I'm talking about?

>> No.6195120

To pistol start or not pistol start, it's a very subjective matter.

>> No.6195125

I'm keeping learning Doom Builder and I can't figure out what makes switch re-pressable or not re-pressable. I think I missed it in the explaination and can't find it.

>> No.6195129

For the record, this isn't the issue where the mouse instantly snaps to the center of the screen when you try to move it at all- this is more like a nauseating hitching that becomes extra apparent if I try to strafe and move the mouse at the same time. It snaps back a bit for a second before going in the direction I want it to.

The only acknowledgement I found of this problem was a single forum post with a brainlet reply saying "bro works on my machine change your config files"

>> No.6195141

Repeatable action flag?

>> No.6195153

Should be SR, right? I think I screwed myself by putting another SR on nearby line which resulted in having two goes to open the door.

>> No.6195173

Basically everything. Candelabras, tech pillars, all kinds of trees, impaled and hanging corpses... The only thing I noticed wasn't affected so far was the short green stone pillar, which makes sense I guess.

>> No.6195182
File: 584 KB, 640x480, Screenshot_Doom_20200211_164118.png [View same] [iqdb] [saucenao] [google] [report]

There isn't an easy way to just increase the scale of everything, is it? I horribly fucked up size of everything, I should probably just start over.

At least now it doesn't seem so confusing.

>> No.6195190

Maybe try messing around with settings for your graphics card. Double buffered Vsync, anti-lag, maybe something works

>> No.6195214

That's a good idea, I'll give it a shot.

>> No.6195218

If you play with vertical aiming, it becomes much easier than intended, try that on your first playthrough.

>> No.6195220

if anyone makes sprites of the hell guard from doom 4, why not use a pinky, heretic weredragon or hexen ettin as a base?

>> No.6195223

play continuous, make liberal usage of your power weapons, and you'll be fine.

>> No.6195282

And Peggy is Samus after she changed her hair back to classic brunette.

>> No.6195304

Another noob mapper question - how do I translate size of texture into units of height. And for that matter, how do I find out texture size?

>> No.6195336

Is there anything I need to change in the compatibility menu for Prboom+ for pure vanilla gameplay? Or is it good right off the bat?

>> No.6195351

what are some good megawads to show someone new to doom modding scene?

>> No.6195358
File: 1.67 MB, 1543x6892, Hx8VpW6.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6195360
File: 127 KB, 1920x1080, gzdoom 2020-02-11 05-04-48-226.png [View same] [iqdb] [saucenao] [google] [report]

Name me a better PWAD. I fucking dare you.

>> No.6195371

>no brutal doom aka doom done right

>> No.6195376

Shut the I agree that Brutal Doom being absent from the image is dumb. It's great fun in its own right. I have many fond memories of hitting up Zandronum multiplayer and playing myriads of custom campaigns with everyone randomly saying "fuck yourself" to each other and demons.

>> No.6195382
File: 10 KB, 46x60, Stickguy.gif [View same] [iqdb] [saucenao] [google] [report]

Yo guys give me some one liners for this guy.

>> No.6195391


feels so outdated

>> No.6195393

Nothing but slapstick noises and slide whistles.

>> No.6195397

Doesn't play enough like original doom to count

>> No.6195398
File: 1.00 MB, 242x227, 1546484157313.gif [View same] [iqdb] [saucenao] [google] [report]

>what are some good megawads to show someone new to doom modding scene?
>some good megawads to show someone new to doom modding scene?
>good megawads to show someone new to doom modding scene?
>megawads to show someone new to the doom modding scene?
>to show someone new to the doom modding scene?
>show someone new to the doom modding scene?
>someone new to the doom modding scene?
>new to the doom modding scene?
>what are some good megawads to show someone new to doom modding scene?

>> No.6195408

Demonsteele is in that image. As is GMOTA. Combined Arms is not in that image. Go figure.

>> No.6195416
File: 139 KB, 950x461, 6.png [View same] [iqdb] [saucenao] [google] [report]

>finaldoomer actually made me want to bother with more than three levels of Plutonia and I've finally seen this for the first time

>> No.6195419
File: 438 KB, 356x634, douk.png [View same] [iqdb] [saucenao] [google] [report]

Now that's what I call a bundle of sticks

>> No.6195424
File: 73 KB, 650x650, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

Make him say popsicle stick jokes.

>> No.6195426

Il consider that, but for something else
Thats a good one, i am writing it. (giving you credit ofcourse!)
That sounds good, is there a link with some that i can read?

>> No.6195438

I'm sure there's millions of results on google, but this is where I got that one.


>> No.6195439


>> No.6195456

Why did the ghost stay home instead of attending the dance?
He had NO BODY to go with!

>> No.6195457
File: 679 KB, 600x338, EQgiAVXWoAE7dHH.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6195458

Fuck I forgot all about Oblige until I scrolled down the big Doom guide. This is exactly what I needed since there are seemingly no dedicated Hell WADs.

>> No.6195462

Continuous play on Ultra Violence, allow yourself saves, and then it's much easier.

People forcing pistol starts and zero saves are either autistic, or like really punishing themselves with difficulty. Possibly both.

Being forced to pistol start is supposed to be a penalty for not effectively saving. Don't forget to have fun, anon. No one is forcing you to do jack shit.

>> No.6195472

Damn, Mr. Splashy's really went to hell.

>> No.6195481

Don't forget about ObAddon to stick on top of Oblige.

>> No.6195491

Wow, thanks. So I just drag the .pk3 onto the Oblige.exe and run it normally?

>> No.6195496

nvm I'm a retard.

>> No.6195527

Duke Nukem 3D was a strong competitor to Doom for many many years, abundance of usermaps were made, and in fact was considered to be the better game.

What went wrong?

>> No.6195532

Everyone, absolutely everyone, can get behind being an anonymous marine mowing down legions of demons. Duke Nukem is wholly American.

>> No.6195537

What nationality wouldn't get behind mowing down legions of alien bastards who stole their chicks and shot down their ride?

>> No.6195539

retarded argument, Blood is considered the best build engine game yet most Blood fans are not psychopatic cultists

>> No.6195541

Exactly. The perfect role model.

>> No.6195545
File: 89 KB, 274x214, hdestplayers.png [View same] [iqdb] [saucenao] [google] [report]

Hideous Destructor.

>> No.6195549

>yet most Blood fans are not psychopatic cultists
Is it opposite day?

>> No.6195552


>> No.6195553


>> No.6195563
File: 788 KB, 753x871, dcgp1i7-e81bbf03-465f-4f60-8cf8-a849139ebd23.png [View same] [iqdb] [saucenao] [google] [report]

>No Lord Blaz
Wrong. Thanks for trying.

>> No.6195569

>Doom vs Duke
>What about Blood?!
Every fucking time.

>> No.6195570

kegan i will take your bitch ass mod and make it not work in zandro
how about that

>> No.6195571
File: 63 KB, 426x381, Hoopstam.png [View same] [iqdb] [saucenao] [google] [report]

I don't like it when people compare Blaz to the Goblin Slayer, that guy is a singleminded fighting machine. There's more to Blaz than just fighting demons.
Not much, but at least something more.

>> No.6195573

That wasn't me. This was me. >>6195552 >>6195571

I also had thought about replying with Hideous Destructor but that other smartass beat me to it.

>> No.6195607
File: 856 KB, 1920x1080, 2020-02-09-151839_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Hideous Destructor is the single best Doom mod that has ever been conceived. It's not even close. If you disagree, you're fucking entitled to your opinion I guess

>> No.6195639

Far less easy to make maps.
With Doom, making maps is pretty simple and straightforward, and better and better tools kept developing.

That's retarded and you're a retard.

>> No.6195657

>What she sees

>> No.6195658

> on the ground
> no health
> baron about to slap your shit
> "you are not bleeding" "enemy pattern recognized"
thank you vaec

>> No.6195659


>> No.6195667
File: 41 KB, 593x971, no work.png [View same] [iqdb] [saucenao] [google] [report]

Why isn't this working? What am I missing? I tried lifts and floors, set floor to ceiling and vice versa but nothing works.

>> No.6195669

You seem to be in a bad mood.

>> No.6195672
File: 75 KB, 239x185, hdoomplayers.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6195679


>> No.6195683

formerly vaecrius
habit of referring to people by their old names

>> No.6195689

Ooh, didn't know Matt went by that before

>> No.6195691

holy shit.

>> No.6195692
File: 861 KB, 1920x1080, 1581360344633.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6195751

I am. It seems my sectors broke somehow. Now I made a weird thing where I can only see walls that are further away from me, I think it's kinda cool.

>> No.6195763

It doesn't matter to me one way or the other. More importantly, I've come all this way. I'm sure you have time for one more game, right?

>> No.6195776

in doom builder you select an area, press e and then stretch the selection. will end up with weird off-grid geometry if you don't go in simple multiples though.

>> No.6195784

outside of gzdoom UDMF format (where you can stretch their size), textures size in pixels is always equal to the amount of map units they take up.

>> No.6195892

Hot take here:
The guns in Duke are no where near as satisfying as Doom's. They've got some really neat concepts but the animations and sound design make many of them feel weaker than they should. For instance, Doom's shotgun was based off a toy but Duke's actually feels like one.

>> No.6195902

A few of them are better, mainly the rocket launcher and devastator

>> No.6195906

Hot take here:
I think the exact opposite.

>> No.6195915

Fist < Boot (not counting Berserk)
Doom Pistol < Duke Pistol
Shotgun = Shotgun
Chaingun = Ripper

Personally I prefer the Devastators to the BFG. They're both amazing but in the end I feel more satisfied spraying missiles everywhere. Then Duke has cool shit like the Shrinker/Expander/Freezethrower.

>> No.6195930

That's how I've felt forever. Especially disliking Duke's rocket launcher.

>> No.6196001


>> No.6196019
File: 2.48 MB, 1920x1080, 2020-02-11-151129_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]


If you haven't tried HidDest - do it now, you're missing out

>> No.6196020

The Spider Mastermind sucks at aiming. Haha what a nerd.

>> No.6196023

I can only assume it was shooting at the HERPs I put up. Either that, or RNGsus blessed me.

>> No.6196024

I really liked Duke64's SMGs and Grenade Launcher, wish they Duke64 weapons in the Megaton Edition.

>> No.6196036

Nice counter argument. You sure showed us.

>> No.6196048

I think it varies.

Duke's is way better.
Even desu.
Roughly even.
>Rocket launcher
Duke's has a lot more POW to it, but in Doom you can carry twice as much ammo.
Duke can quick kick, which is neat and actually very useful, but Doomguy can have a Chainsaw and also use a Berserk pack to punch as hard as a rocket. Duke can power up his kicks with Steroids, but they make him super fast and less easy to control in melee, negating some of the advantage, also it only lasts for a very brief time, Doomguy can punch guys into smithereens for the remainder of the level.

The rest of the weapons I don't feel really compare very closely. Doom has the plasmarifle, which is cool, and the BFG9000, which is actually ridiculously high value for its ammunition usage, while the closest thing Duke has to the plasma gun is maybe the Devastator, but actually not really.
The rest of Duke's weapons are uniquely distinct from Doom's, the Shrinker/Expander, the Freezer, fun and delightful gimmick weapons which are really useful, the Tripmines, which I've never gotten a monster to walk over, and the pipebombs, which I mostly use for demolishing and ambushing, to save on ranged explosives.

>> No.6196063

Anon has sort of a point, but what elevates the weapons and animations is the level design and just fun value. I absolutely love using the pistol and shotgun in Duke and pipe bombs.

>> No.6196075

How can you hate Duke's rocket launcher?

>> No.6196087


>> No.6196096
File: 156 KB, 1920x1080, quakespasm 2020-02-11 16-39-21-88.jpg [View same] [iqdb] [saucenao] [google] [report]

Does this look right? I don't remember Quake looking like this. The muzzle flash is a shitty polygon and the bullet puffs look like rasterized dots in photoshop. It's all too "smooth" for me. I made a cfg file in the right folder with "gl_texturemode gl_nearest_mipmap_linear" like the infograph said, but it still looks weird to me. Maybe it's just because the only time I played it as a kid was shitty 640x480 res, but I ain't going back to that cuz I need my widescreen.

>> No.6196103

still looks blurry, try typing that command into the console in-game. and put r_particles "2" into the config to get square particles. the muzzle-flash was always part of the model.

>> No.6196105
File: 2.96 MB, 640x360, i'm lookin good.webm [View same] [iqdb] [saucenao] [google] [report]

>which I've never gotten a monster to walk over,
Trip 'em yourself. They don't do a ton of damage but they do have a large radius. Use them to soften enemies up so you can put them down in less shots with other guns.

>> No.6196125
File: 214 KB, 1920x1080, quakespasm 2020-02-11 16-51-17-71.jpg [View same] [iqdb] [saucenao] [google] [report]

That particles command definitely helped with the puffs, but everything else still looks kinda blurred.

Also, I can't figure out what the autorun command is, it's not in the keymappings and cl_run isn't a valid command.

>> No.6196134

I honestly just never find the time to deploy them in combat, so I basically end up using them as demolition/breaching charges; slap one on a cracked wall or next to something that needs to blow up, then trip the laser at as long a distance as possible.
That way, I conserve other explosives for fighting.

>> No.6196136

I should say, I do still use pipebombs for combat.
Also, goddamn, the .webm converter wasn't gentle on your recording.

>> No.6196140

The blurfilters are usually on by default in many of the ports, as some derive from GLQuake, where it was standard.

See, much better. Quake's textures are too pretty to smear vaseline all over.
Isn't there just one running speed in Quake? Someone correct me if I'm wrong.

>> No.6196145

just compare your two screenshots, it definitely looks better now. try out gl_nearest_mipmap nearest and see how you like that. mipmaps are the textures used at a distance.
autorun is caps lock.

>> No.6196146

>Blood is considered the best build engine game
keep trying Blood faggot. It's not even the second best.

>> No.6196152
File: 792 KB, 1920x1080, directQ 2019-11-22 18-41-57-323.png [View same] [iqdb] [saucenao] [google] [report]

Get DirectQ.

>> No.6196157

considering it's 80 seconds fit into 3MB, I'd say the converter did really damn well

>> No.6196163
File: 198 KB, 1920x1080, quakespasm 2020-02-11 17-08-28-44.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm a fucking retard, I didn't notice the auto run option in the options menu.

Now that you mention it I do notice the difference, but I can't tell the difference between _nearest and _linear, they seem the same.

why tho

>> No.6196165
File: 966 KB, 1920x1080, directQ 2019-11-19 08-46-11-679.png [View same] [iqdb] [saucenao] [google] [report]

Looks nicer to mine eye.

>> No.6196171

ok I am using it and it seems better than spasm, ty anon, me unga bunga

>> No.6196175
File: 1.02 MB, 1920x1080, directQ 2019-11-19 08-46-24-729.png [View same] [iqdb] [saucenao] [google] [report]

Based, Quakepilled.

>> No.6196179

Anon I'm having an allergic reaction to the quakepill, everything is black except the skybox after trying to adjust brightness/contrast.

>> No.6196187
File: 848 KB, 1680x1048, directQ 2020-02-11 14-27-06-045.png [View same] [iqdb] [saucenao] [google] [report]

Sorry, it seems you aren't based enough.

>> No.6196189

>It's not even the second best.
Because it's the very best =^)

>> No.6196249

All doom builder guides tell me to watch for direction of linedef, but nobody tells me how to to invert the ones that are facing wrong.

>> No.6196271
File: 15 KB, 364x95, SUPs6kr.jpg [View same] [iqdb] [saucenao] [google] [report]

F or check your preferences

>> No.6196278

He probably is, and I know what it's like, I remember when I was younger and trying to understand what the hell I was doing wrong writing some decorate code.

I was fuming, just tearing my hair out trying to figure out why the hell this actor was breaking the game and stopping it from booting; I had forgotten to close the end brackets

>> No.6196283

So, this is what they call a heartwarming family reunion, eh?

>> No.6196294
File: 419 KB, 640x480, Screenshot_Doom_20200212_021335.png [View same] [iqdb] [saucenao] [google] [report]

My second attempt looks a bit less terrible, but I'm starting to think basic Doom assets are not suited well for verticality. No matter what I'll do with the walls, they would still be mostly monotone. Any ideas on how I can liven them up?

>> No.6196297

check out deus vult II for examples of beautiful vertical maps

>> No.6196301

Are all Quake maps designed for shotgun starts like Doom is for Pistol starts?

Whats your map themes? Throw in some panels/screaming faces that are sunken into the wall

>> No.6196320

funny to see this in dorohedoro of all things. i always thought fps games especially retro ones would be more obscure in japan.

>> No.6196335

Is Quake 1.5 comoatible with Chillos model replacements?

>> No.6196374
File: 417 KB, 640x480, Screenshot_Doom_20200212_030652.png [View same] [iqdb] [saucenao] [google] [report]

A little more sensible fraction of the same map.
Do you think it's bad to have looping "Poison" signs?

>> No.6196402
File: 194 KB, 1531x1029, 1566076046975.png [View same] [iqdb] [saucenao] [google] [report]

Something about my Vega 11 drivers must be conflicting with either Hideous Destructor or GZDoom itself because the game always CTDs on later maps in any megawad or mappack and no driver update has addressed this. Anyone experienced anything alike? Happens on maps with high enemy counts most of the time.

I do know Graf hates AMD, could that just be it

>> No.6196414

Is it possible to make a custom IWAD for ECWolf? I thought it'd be a simple way to make an FPS. If not, I guess I could always fake a Wolf style game and just make a custom Doom IWAD with level design based on rectangular 64mu grid.

>> No.6196417

How else you'd know there's poison there

>> No.6196425

By putting a Rad suit at the far end of the poison field.

>> No.6196438

Anti-Christ might be the most apt name for a Doom level ever

>> No.6196441

Duke doesn't have an absurdly OP weapon like the BFG in the arsenal, and you can feel that lack a lot.

>> No.6196445

Remember that each sector has three textures - middle, lower and upper. With some skill, you can use all three to create a more varied looking wall.

Second, just because you want to create wall in a room, doesn't mean it has to be JUST a wall. You can add a purely decorative indentations - a window to the outside sky, a scrolling wall of heads, midtexture cages full of bodies or indentations shaped like inverted crosses.

You can also add a shelf that has nothing on it aside from some decorations, like some bodies or something.

You can even make windows (that nothing can move through) that look out to entirely fake and purely decorative rooms that player will never set the foot in!

Remember, any modern computer can handle thousands of sectors. Don't be afraid to add more polish with tiny details.

Also, texture you picked is pretty boring. It has a very small repeating pattern. Generally, if player will look at your texture from up close (in a small room), pick a texture with a small detailed pattern. But if player will look at your texture from afar, pick a texture with a larger repeating pattern, like tech wall, flesh wall, or green marble archvile heads (you can even mix regular green marble walls with archvile head walls, it's all up to you).

>> No.6196446

You mean Devastator?

>> No.6196450

Souped up plasma gun. Nothing that can kill a whole room in a single shot.

>> No.6196459
File: 276 KB, 660x439, 1579524117046.png [View same] [iqdb] [saucenao] [google] [report]

Why hasn't /vr/ made another community project yet? And why were all the previous ones mediocre speedmaps?

>> No.6196461

Duke doesn't have rooms full of enemies, such a weapon would be wasted. Instead, it has beefy bosses that you need to kill quickly, and Devastator does that.

Also it's not just Plasma Gun because it has splash damage, its cross between Rocket Launcher and Plasma Gun.

Which is alright because BFG itself is a cross between Rocket Launcher and Shotgun.

>> No.6196463

Anyone else having issues of walls jittering when moving the camera and sprites being seen through floors when using GZDoom software rendering?

>> No.6196465

Why haven't you organized one yet?

>> No.6196467

Because were all procrastinators, and speedmapping is only way to get us off our asses and actually do something.

And they're mediocre because speedmapping is a very hard skill.

>> No.6196469
File: 53 KB, 500x377, 500px-Duke64_gun11.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6196470

Good idea. But due to me being the loser that I am, it'd probably flop just because why wouldn't it.

>> No.6196472

Be the change you want to see.

>> No.6196478

Organize something that would get people on this board excited.

Idk, a Hideous Destructor megawad or something. This board fucking loves HD.

>> No.6196483
File: 107 KB, 805x540, [confused HUUUH].png [View same] [iqdb] [saucenao] [google] [report]

Gotta ask, why hasn't /vr/ made an official quakeworld/quake 3 server? Or at least a discord for playing QW or 3?

>> No.6196491
File: 985 KB, 1000x754, billie herrington doomguy.png [View same] [iqdb] [saucenao] [google] [report]


How would that work WELL, anyways? Making an organized project in an image board would be inconvenient and sloppy. Not impossible, but would be improbable to have good results, as the previous Doom and Quake projects proved.

For example, it would be difficult to keep track of do's and dont's, assigning each anon to a level number for episodes with specific themes, keeping track of consistent design decisions, playtesting, and revisions. If there were an IRC, or even, God forbid, a Discord for a project of such scale, it'd be much easier and simpler. Maybe I or a brave someone can and will figure it out someday.

I'd rather not see a new project, than see wasted effort on poorly organized events like the previous ones.

>> No.6196503

Make a spreadsheet.

>> No.6196505

yeah but what if it was a disorganized project with no real deadlines, like a github where people could submit levels and eventually we would have an episode long wad.

>> No.6196509

There's a neat DOSbox DM server where they organize and play retro shooters. It's quite new and I'm not sure how often they play.


>> No.6196528

Mod concept: Repulsive Destroyer. Doom Tactical Shooter Experience in a more accessible format.

Not a mod of HD but written from scratch.

First, focus on tactics. That is, resource management and player positioning. As such, every enemy has a position based gimmick. For example, Chaingunners are replaced by turret emplacements that take almost no damage unless they're flanked, and that you can mount yourself after you defeat them. Similarly, revenant replacement is a Sniper Ghost, that has a visible laser sight which will kill you instantly if you cross the beam, but is super vulnerable up close.

To emphasize resource management, enemies divide into two categories. Materiel and infantry. Infantry dies real quick, but materiel (vehicles and robots) die very slowly unless you use AP ammo or explosives. To make this less annoying, mod would utilize typical "tetris" block based inventory like Stalker, Deus Ex or Neverwinter Nights, instead of having three separate inventory systems like HD. Weapon selection would be governed by a quick access toolbelt like in Deus Ex, where you can manually put every item to every weapon slot.

To make the game more compatible with typical Doom maps (as compared to HD), if enemies notice you at the same time when door/lift is activated, enemies are considered Ambushed and are frozen for one second. This will mean that breaching rooms becomes less of a pain in the ass.

Second mechanic to make the game more compatible with typical doom maps is Portalstrike. Portalstrike is UAC invention and logical conclusion of teleportal technology - ability to teleport a nuke after a short countdown.

Nukes are awarded for completing objectives (100% kills, beating par time, not being spotted - there is a stealth system). You also get free nuke for every 70000 HP total of monsters in a map - which is about a hundred monsters. This would make slaughtermaps potentially beateable with this if you try hard enough.

Oh, and easier controls than HD.

>> No.6196532

so HDest without the personality or charm?

>> No.6196539

>if enemies notice you at the same time when door/lift is activated, enemies are considered Ambushed and are frozen for one second.
Add teleporters to this and this should be a vanilla element. Fuck getting shot the tic you end up in a new room

>> No.6196542

> This will mean that breaching rooms becomes less of a pain in the ass.
And also that monster closets are no longer instant player death. The same status effect applies if enemies notice player right after teleportation.

>easier controls than HD
What I have in mind is something like a typical modern shooter, with a simple toggle between ADS and regular walking, and a dedicated grenade button. Or potentially something closer to ARMA.

Oh yeah, and insteaed of a DERP you have a tactical BigDog-like dog robot. The robot carries your stuff, and obeys basic orders. It is invincible, but can break down. When broken down it needs to be repaired using the same repair kits used for armor and weapons (forcing more resource management). You can also just pick up Dog Robot into your inventory to repair it later (it can be broken or not). However, it can't carry your stuff when broken.

This I believe would give it the squad-management tac-shooter feel that HD lacks.

>> No.6196547

How do you know it's without personality or charm? I went into exactly zero details about the custom story and lore.

Fuck that noise, HD being inaccessible isn't 'charming'. HD isn't inaccessible because that's cool, HD is inaccessible because of feature creep and constantly changing mechanics.

Also as an amateur game designer - HD has the worst game feel out of any FPS I ever played. I don't know who thought that having Rocket Launcher out should prevent you from rotating in small spaces, but they should be shot. Disconnect between moving mouse and lack of camera movement feels AWFUL.

I like HD, otherwise I wouldn't want to create my own version of it. But let's not pretend HD is perfect and untouchable. It's janky as fuck.

>> No.6196549

You're getting pretty defensive over this, simmer down. I disagree about that "game feel" as you call it, the shotguns feel good to use, and the thunderbuster is a complete shitwrecking machine.
To take out the weird bullshit of HDest would be to remove what makes it so fucking captivating in the first place. I dunno how much experience you have with making weapons or mechanics but after doing this shit for 6 years I give HDest a lot of credit for standing out from literally every other doom mod ever.

>> No.6196550
File: 294 KB, 902x1369, 1488605117875.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is it called Hideous Destructor anyway? It makes no reference to it being a tacticool mod, so I'd assume it's a reference to something.

>> No.6196556

I think it's in reference to a song, same thing with the Thunderbuster.
The SMG actually stands for Sexy Manly Guy because the weapons designer was having an affair with a fuckboy. HDest lore is fucking awesome

>> No.6196559

Guns feel good, but movement is pretty bad. I never felt in control of my movement, and all possible aiming options are annoying - never aiming is unplayable, always aiming obscures big chunk of your screen, and aiming when still makes you move veeeery slooowly to always keep reticle on screen. I know HD fans hate Call of Duty, but you have to admit it fixed that problem ages ago.

And the whole realism "big guns block your rotation" shit is cherry on the shitcake. HD is very uneven.

>> No.6196561

It also refers to the main bad guy. I'm not sure if it's HD version of Icon of Sin or someone else.

>> No.6196562

I never had any problems with movement in HDest, I'm slow but I have more options than compared to vanilla.
As for aiming, again, I never really had any problems, I only aim with the ZM66 after crouching, take a few potshots and then get the hell out of the way, sometimes I hipfire if they're really close but if I needed an extra burst of speed I'd just use the little jump you can do while strafing or backpedaling.

>> No.6196602

once i turned off the scope I became an action movie character for the most part, the recoil on all the guns isn't as bad as people act like it is.

>> No.6196614

I would break it up and use normal green sladwalls, and then the occasional poison sign here and there.

>> No.6196625

Can anyone recommend maps with erotic/X-rated sector art? Like map30 of Kama Sutra and the like. No low-effort crap with porno textures, please.

>> No.6196656
File: 186 KB, 332x512, 1432588609336.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6196660
File: 898 KB, 960x540, 0.webm [View same] [iqdb] [saucenao] [google] [report]

Look at him go.

>> No.6196735

I think uac military nightmare has multiple maps shaped like dicks.

>> No.6196739

You guys checked out Raze? How do I load maps in it?

>> No.6196752
File: 1.85 MB, 480x360, engine pecularities.webm [View same] [iqdb] [saucenao] [google] [report]

Doom's physics can on occasion get pretty funny.

>> No.6196757

He's just ascending to heaven.

>> No.6196816

tfw like episode 1s style but cannot emulate it and have the level be fun at the same time

>> No.6196826

I like that the kids section of kama sutra map30 is actually the harder option.

>> No.6196854
File: 1.37 MB, 2013x985, MAP20.jpg [View same] [iqdb] [saucenao] [google] [report]

have any of the people who made the original doom games made any wads afterwards

>> No.6196862

romero made sigil

>> No.6196865

cool beans, thanks

>> No.6196879

before that he made E1M8b and E1M4b, remakes of the original levels.

>> No.6196887

TeamTNT (Final Doom) was pretty prolific all the way into the early 00s.

>> No.6196901

Truly outdated AF and whoever made this has some pretty shit taste in levels

>> No.6196904

Does a different opinion anger you this much? Try growing up.

>> No.6196918
File: 18 KB, 320x240, AHH.gif [View same] [iqdb] [saucenao] [google] [report]

Why do lost souls sound like homer screaming?
Am I crazy?

>> No.6196939

Because Inferno is actually Springfield.

>> No.6197010

Thinking of regularly hosting some /vr/ Doomage to remind myself of the old days. What's some shit people want to see? So far I'm I'm thinking Cyberrunner, but there was some minigame maps too that were in the rotation and I wish I knew what the fuck that was. Some old school Survival Invasion, none of that Complex Invasion crap.

>> No.6197026

shotgun frenzy, zero invasion, whodunit, and some vintage skulltag weapon mods.

>> No.6197086

First three, easy enough. Mind pointing me out some of these st weapon mods?

>> No.6197185

I actually don't see a lot of the wads on there that I remember.
is a cool dual-wielding weapons mod with sprites made from counter strike weapon mods, and wolverine claws. I also remember one that had regenerating shields instead of armor and health and the doom 3 shotgun sounds but doom64 sprites, will search for it because it was a blast to play survival with.

>> No.6197192
File: 89 KB, 875x962, 589ff7c568b2c8696616087c95c5a9a5.jpg [View same] [iqdb] [saucenao] [google] [report]

what wads would daisy enjoy?

>> No.6197197


cough dtwid cough

>> No.6197221
File: 118 KB, 1024x963, 1572872019054.jpg [View same] [iqdb] [saucenao] [google] [report]

Mr. Friendly.

>> No.6197241
File: 63 KB, 930x772, 1548979367371.jpg [View same] [iqdb] [saucenao] [google] [report]

am I stupid? how do I do this Doom RPG series? what the fuck is a ,.jar file and how do I run it? This readme didn't help me. I just tells me to run it? how?

>> No.6197243

.jar is a java file. Download java.
You could have googled "What is a ,jar file" and found the answer

>> No.6197250

I've done it but they won't open! I've been trying to open or run things with Java but it's not working. I googled it first before posting obviously.

>> No.6197258

Try restarting your computer. Sometimes spontaneously windows will not let me open a file, it just hangs forever. Restarting fixes it.

>> No.6197261
File: 2.68 MB, 320x240, boom.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6197263

They're both good games tbqh

>> No.6197268

They're both shit games tbqh

>> No.6197270

Present day Americans, and most of Europe.
There is a reason, in Duke Nukem Forever, that the President of America was telling Duke not to attack the ayylmaos and trying to give them visas and shit.

>> No.6197271

>Bloods vs Crips
>What about Aryan Brotherhood?!
Every fucking time.

>> No.6197272

Testing for a bit. Up on Doomseeker now, server name /vr/ Doom 2020. Password is raged. Running these:

>> No.6197274
File: 1.79 MB, 200x200, Bong.gif [View same] [iqdb] [saucenao] [google] [report]

Oh no disregard this I fucked something up.

>> No.6197285

Tell us when it's gucci. I've been having an itch for some doom multi

>> No.6197286

>fuck this, i'm out

>> No.6197293
File: 31 KB, 400x435, 1e805541.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw I just found the Arcane Dimensions Nightmare mode all by myself while not directly looking for it

>> No.6197295

I'm just super stumped all of a sudden because mere minutes ago I was able to switch from game mode to game mode with no issue, but now Shotgun Frenzy interferes with the weapon pack from here >>6197185 and Whodunit fucks everything up when loaded. But it wasn't like this when I was first testing.

>> No.6197296

don't mix weapon packs with any of the first three mods, they all have custom weapons and rely on scripts so a weapon pack will fuck them up

>> No.6197304

what /v/ tier shit is this why is it the start of the first one but in the middle of the old one, kinda inconsistent. It would be like making some sort of case with Sigil footage then 4 seconds of the D44M intro level. dont be like this

>> No.6197308

Are there any packs that are the regular Quake maps, but recompiled (since Romero released all the vanilla .map files) with higher quality settings?

>> No.6197318

Alright up and running. Just running Zero Invasion for now.

>> No.6197350

Level authentication failed for you two dudes?

>> No.6197351


>> No.6197356

Odd, but at least I know this hosting works for the most part. Will mix it up with other shit.

>> No.6197364
File: 484 KB, 607x564, doomman.png [View same] [iqdb] [saucenao] [google] [report]

how long will the server be up for anon?

>> No.6197367

30-40 more minutes. Running Shotgun Frenzy right now, and trying to find the proper loading order of PWADs so people don't get level authentication failure again.

>> No.6197369
File: 13 KB, 320x320, 1580170059755.jpg [View same] [iqdb] [saucenao] [google] [report]

>Protected lump authentication failed
>Please make sure you are using the exact same wad(s) as the server, and try again

>> No.6197380
File: 44 KB, 272x260, 1511756755353.png [View same] [iqdb] [saucenao] [google] [report]

Thoughts on doomrl arsenal?

>> No.6197385

I disliked it a great deal until I read up on the making special weapons from very specific mod combos. Can't wait to give it another shot.

>> No.6197392

Great fun. Especially with DoomRPG.

>> No.6197394

Restarted; back up.

>> No.6197430

I'd be glad to participate in a Doom mapping project, even though I'm a novice mapper.

>> No.6197471
File: 2.93 MB, 640x480, 1581369741008.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6197472
File: 154 KB, 1920x1080, gzdoom 2016-09-10 02-55-06-98.png [View same] [iqdb] [saucenao] [google] [report]

I used to play it a lot years ago with random OBLIGE maps. Might have to give it another run unless newer builds of GZDoom completely break it.

>> No.6197484

is this a shadow warrior reference.

>> No.6197493

There's nuclear-powered variants of cell weapons (which slowly recharge ammo) and a Biggest Fucking Gun. This is the one that puts the two together.

>> No.6197506
File: 88 KB, 275x375, Blake_Stone_Aliens_of_Gold_cover[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Thoughts on Blake Stone? Is it worth checking out if I liked Wolf3d and Spear of Destiny?

>> No.6197512
File: 1.09 MB, 1920x1080, zandronum 2020-02-12 03-04-10-207.png [View same] [iqdb] [saucenao] [google] [report]

Test successful. Gonna host a lot more. Thanks to those who joined.

>> No.6197523

>beretta 5mm

is that supposed to be 50 mm?

>> No.6197534

> 50mm handgun
no its a 5mm micro pistol the dude is shooting at things from his cockpit because his mech ran out of ammo

>> No.6197535

Yes, it's pretty much better Wolf3d in every way, use the BStone source port.

>> No.6197598

That one where you can water the flowers and pet the dog.

>> No.6197606

>need to make just one more map to complete episode
>completely burned out

So CLOSE. I've run out of ideas. Any tips?

>> No.6197609

>doom was never horror
How many of you brainlets hold this opinion?

>> No.6197620

Lots of stairs

>> No.6197650

You underestimate how many people in japan loves doom, Japanese megawad being the biggest proof

also Alice when she isnt playing for honor

>> No.6197708

What levels and megawads would you put on there instead?

>> No.6197765

Doom has some cult status, mostly in nerd circles, but it was never a giant like it was in the west.

>> No.6197780
File: 249 KB, 728x2085, 010.jpg [View same] [iqdb] [saucenao] [google] [report]

Its always funny seeing people reference that Doom comic

>> No.6197783


please tell the me doom16 footage is from a game journo

>> No.6197794

It might be the Polygon footage, which was widely ridiculed for how ridiculously bad the person playing was.

>> No.6197797


Now someone post the eternal doom game footage

>> No.6197804
File: 3.52 MB, 1920x1080, quakespasm 2019-12-27 19-04-38.png [View same] [iqdb] [saucenao] [google] [report]

The only way to fix quake blurry texture issues, is adding a dithering TV style shading to it.
Since it was made with that in the 1st place
Also this shit ended up great in Altar of storms and other old shit

>> No.6197812

>PC game
>made for TV
Also don't use linear filtering.

>> No.6197823

CRT had dithering anon, even some had NTSC in it.
I had one back in 97 and 2000 and some games looked great in it.

the shaders exists, the thing is finding a sweet spot in it that doesn't cause eye strain and works perfectly with Nearest.

>> No.6197825
File: 1 KB, 52x64, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


it was my first real fps, so I am heavy influenced by
nostalgia, but I would say yes.

This silly enemy terrified the fuck out me when I was kid

>> No.6197930

>CRT had dithering
Dithering is not something screens "have", and VGA used in monitors was much sharper and had a lot less color bleeding than the alternatives available on TVs.

>> No.6197972
File: 149 KB, 550x364, st.jpg [View same] [iqdb] [saucenao] [google] [report]

He might mean pixel blending, or staggered pixels.

>> No.6198006

TNT or Plutonia?

>> No.6198009


>> No.6198013


>> No.6198016

Which do you prefer?

>> No.6198020

TNT. I found it more memorable, and great in terms of visual map design. Though lacking in terms of gameplay.

>> No.6198051
File: 43 KB, 663x416, ENGEL DECRU.png [View same] [iqdb] [saucenao] [google] [report]

"Vi engel decru, vi tallt got, vi TOS Sokar!"

>> No.6198056

I wish it was popular enough that they'd put together another one some time, because I really liked it.

>> No.6198058

>Blood is considered the best build engine game
The utter mental state of Blood fans.

>> No.6198086
File: 643 KB, 3216x2315, sokarbox.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you have to translate this to DOOM format SOMEHOW.
Well, Gibb50 probably won't want me making this file public, but here it is: one skybox. Just trim as nessasary i know you hate me but it doesn't have to end that way

>> No.6198115

Lest you could attempt is to sprite the enemies
as they get easier to every iteration
>Make the basic grunt
>Make 3 variation of weapon equipment for
Melee, One handed fire arms and 2 handed fire arms
>Other variations are mostly changing the clothes and or sizes.
>get a full set of enemies ready.

it doesn't matter if they look Mspainty, just use paint.net and do all of the frames with layers each and you are more than good to go

>> No.6198123
File: 64 KB, 395x468, Yeelon_Gen_4.png [View same] [iqdb] [saucenao] [google] [report]

Yes but the problem is I need to somehow translate the real meat and potatos; the Vul'kan'erul
I could care less about the grunts because they're not in this; At least Matt Jolly has made a cartoon to close a loophole involving why grunts cant reach their hand across an entire room

>> No.6198129

>Do you want it? It's free to use, just put Chopblock in the credits of whatever you're doing.

Not the guy but this revolver looks awesome. Hope somebod will implement it soon.

>> No.6198138

Well the flaming tar man are even easier,
Just color the body and heads to black (add the red expressions too), make some flaming sprites (ala complex doom) and facial expressions, and add some flaming effects behind them, make sure to make red expressions also have gldefs

>> No.6198152

What are the choices for Blake Stone Sourceports as of now?

>> No.6198154

>Duke Nukem 3D was a strong competitor to Doom for many many years, abundance of usermaps were made, and in fact was considered to be the better game.
>What went wrong?

It is not the better game. Its that easy actually aside from the big difference in cultural impact.

>> No.6198159
File: 76 KB, 1024x1024, soaker.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm not sure you're following considering I need to make frames for EVERY animation for these suckers, and not only that, but imagine how they'd translate to doom sprites.
And that's WAY above my level. Coding included.

>> No.6198171


>> No.6198175

hank j wimbleton and doomguy

>> No.6198178

Dude you don't need to like translate them to doom and stuff, you can just make the frames and drag em all to slade (in a folder to be more exact) all for one guy, then name them for each animation, then do the audio for both the character and his gun, and then there is the coding as you just said

>> No.6198182

You really don't get how many frames of flame animation will be required per rotation per frame.
It ain't doable by me.

>> No.6198201

You can code it as a particle, you know that?
Like just make a simple flame looking sprite of just one frame, and then code it as a particle that spawn behind the character.

Again you should look Complex doom, cuz some of the monsters are a good example on how to do it.

>> No.6198246

I'm going to add some decorations, supports and extra layers of texture. However, one of the problem is that the walls are supposed to be lined with various monster closets and the central pillar is surrounded by an elevator that needs to be raised several times before it reaches the top, meaning any indentation not on the catwalk level will mess it up.

>> No.6198251


Doom RPG is an old mobile game. You need a J2ME (name of mobile Java apps) emulator. https://sourceforge.net/projects/freej2me/

>> No.6198258

>Being forced to pistol start is supposed to be a penalty for not effectively saving.

I don't really like pistol starts either because they're slow as shit unless you know the map layout in advance and know EXACTLY where you're going and when to use resources, but this is objectively untrue.

They tested all of the maps primarily on pistol starts. I forget who, but there was someone from id that said it bothered them that the vast majority of people played through doom continuous as most of the maps were balanced for pistol starts.

>> No.6198263

>I forget who, but there was someone from id that said it bothered them that the vast majority of people played through doom continuous as most of the maps were balanced for pistol starts.
If thats how they felt they shouldn't have given the us the option lol. First time i ever played doom was on super nintendo, having to pistol start every time was mind numbing. As soon as i got it for computer I had so much more fun and it was nice to save files at my favorite levels for quick access.

>> No.6198267

Pistol starting is the most fun thing you can do in vanilla Doom.

>> No.6198269

How do you guys feel about gameplay mods that offer an option to force pistol starts with each new level?

>> No.6198274

I guess they shouldn't have had cheats either.

>> No.6198285

>I forget who, but there was someone from id that said it bothered them that the vast majority of people played through doom continuous as most of the maps were balanced for pistol starts.
Id want a source for that, considering the manual advises you to save often, and there is no way to pistol-start without either intentionally dying or cheating.

>> No.6198290
File: 2.15 MB, 2560x1440, FEARBOOKS.png [View same] [iqdb] [saucenao] [google] [report]

Do you want to mod some Blood? Are you too lazy to do the preliminary research yourself? Well your in luck....

If you don't have it already, get the mapedit exe from here and place it in your Blood directory.

Here's an easy way to setup mapedit with a shortcut, this is the best way to go about it unless you like using dos commands every time you start mapedit: https://steamcommunity.com/sharedfiles/filedetails/?id=863927494

Once you get that working, you should change theses settings in "dosboxBloodEditor.conf" and "MAPEDIT.INI"

==== dosboxBloodEditor.conf ====
"sensitivity=x" (I made mine 50)
==== MAPEDIT.INI ====
HighlightThreshold=x (I made this 200)
Once you get in the editor, check out this video for an overview of the basic mapedit controls. https://www.youtube.com/watch?v=0rL_0AU3wqE&feature=emb_logo

You can also print out "MAPEDIT.TXT", this is a great reference for most aspects of the editor, except the triggering systems. That documentation is straight up nonsense unless you already know what your doing.

Unlike duke 3d, Blood doesn't use Hi-tags and Lo-tags for linking sprites. Instead, it uses RX and TX id's (receive and transmit respectively). This here site is a great reference for how to set up those up and make cool build engine stuff (breakable walls, rotating sectors, ya know) http://www.baitd.bloodgame.ru/bme.htm#tutorials

I should also warn you that in mapedit there's no such thing as "undo". If you fuck your sectors somehow, tough tits you gotta reload the map. Save ritually and make multiple copies of maps.

That's about all for now, I might make more posts after I do some more learnin, build engine modding is pretty comfy once you get the hang of it.

>> No.6198302

The issue is that pistol is the worst weapon in Doom, and the less you use it, the better the game is.

Logical solution is pistol starting using the Final Doomer Doom 2 weaponset, which is basically vanilla with a better pistol.

>> No.6198305

It's not an issue because you're never stuck with just the pistol for more than 30sec.

>> No.6198317

Thanks, king.

Someone screenshot this and add this to the "so you want to play some..." imgur album.

>> No.6198365
File: 1.02 MB, 960x600, SilentlyJudgesYou.png [View same] [iqdb] [saucenao] [google] [report]

Since I don't want to go through the effort to make a bunch of WEBM clips, here's some raw recordings of some TurokDoom gameplay

>> No.6198380
File: 71 KB, 800x754, th.jpg [View same] [iqdb] [saucenao] [google] [report]

who replaced this guy

>> No.6198381

It's a classic

>> No.6198393
File: 72 KB, 800x800, best girl laughs.jpg [View same] [iqdb] [saucenao] [google] [report]

beauteous killer
attractive murderer
repulsive destroyer
hideous destructor
horrifying annihilator

>> No.6198396

Unaesthetic Genocider

>> No.6198405


>> No.6198461

I don't understand. I have this folder, but I can't run any of these programs. Literally I'm retarded. what am I supposed to do?

>> No.6198464

how's quake team fortress? do people actually play it?

>> No.6198471
File: 443 KB, 1920x1040, bad taste.png [View same] [iqdb] [saucenao] [google] [report]

How many monsters can I fit in a small room before it becomes in bad taste?

>> No.6198490

Why do neo-doom fags come up with such retarded theories and shitty takes

>> No.6198491


Is it fun

If Y proceed with current state of affairs

If N you fucked up so unfuck your shit

>> No.6198510

>tnt final doomer weaponset
>has zero weapons capable of firing at range except the shitty delayed rocket launcher
How the actual fuck is Metal supposed to be beatable?

>> No.6198515


Idk but don't use symmetrical monster placement

>> No.6198609

Basic shotgun equivalent and the maser are accurate at range, but yeah, the uzis suck balls.

>> No.6198617

>maser are accurate at range
That makes a little more sense. The description and test-firing it made me think it was a short-range beam, woops.
Those uzis are indeed dogshit though.

>> No.6198618

I think the uzis are great at close range at least, it's fun whittling down demons with them.

>> No.6198623

The uzis are showy and fun to fire, but they waste egregious amounts of ammo to kill anything other than a roomful of enemies.

>> No.6198626

I think that's part of the appeal to me, I've grown to love ammo dump bullet weapons that just burn through your ammo reserves quickly, it's satisfying building up ammo and then just spraying shit down.

>> No.6198635

Is it me or do enemies in Eternal reuse attacks most of the time?
Even the Archie has an attack similar to one from the Whiplash.
While at it, was the Hellknight in Doom 2 like the last added enemy in the game?
Because at least his lazy design tells off him being just a diet Baron.

>> No.6198641

Hell Knights were made so they could use the Baron type enemy without the bullet sponge nature of the Baron itself. That said, actual gameplay differences besides health/damage would've been nice.

>> No.6198682


>> No.6198706
File: 64 KB, 512x384, unnamed.jpg [View same] [iqdb] [saucenao] [google] [report]

I was wondering,would it be possible to bring The Darkness gameplay into Doom?
Aside of walking in the shadows to enable your powers,would the other gameplay mechanics work in some way?

>> No.6198710

Damn Adon is looking good with her Turok 3 design and Turok 2 colours.
How is the mod going,anon?

>> No.6198716

Nightmarish Obliterator

>> No.6198717
File: 634 KB, 720x360, better hitsparks.webm [View same] [iqdb] [saucenao] [google] [report]

I'm not happy how slow progress is at the moment but at least the animations are good and I figured out a better altfire, along with some good hitsparks.

>> No.6198718
File: 11 KB, 224x224, wat.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you even legally play blood gdx now that its no longer available on steam or gog?

>> No.6198721

Unpleasant Shooter

>> No.6198725

why play bloodgdx when you could play superior nblood

>> No.6198726

Giant arena with thousands of enemies and BFG spam gameplay.

>> No.6198727

nblood? never heard of that version.

>> No.6198729

That rapid shot animation is great.
Something feels off about the swings, like its to even in its swipe speed instead of actual hits.

>> No.6198730

Too even? Whaddya mean exactly?

>> No.6198736

>Not available on gog
When you buy Fresh Supply it still gives you the option to play the original Blood.
Like System Shock 1.

>> No.6198740

Actually I'm not sure what the animation is supposed to convey.

if its a melee hit , I think its too even and smooth on its timing.
If its like some sort of Projectile spray, I think the smear hides that intention.

I'm not an expert though, that's just my impression.

>> No.6198742

The absolute state of Eternal brainlets:
>Doom was always cartoony
>Doom was never serious
And the justification for the above:
>lmao, did you see the rabbit head at the end of E3/E4
>lulz, pet rabbit meme

>> No.6198748

It's essentially both, he's swiping his arm in an arc to fire a wave of projectiles. You can see the spawn effects for the shots as they fly out. I disagree with the too even thing on the timing though.

>> No.6198751

>It's essentially both
well okay then.

>> No.6198759

I just hate how we have a generation of people that have lived in an era of irony.
They probably can't comprehend what its like to have genuine excitement or interest in something.
No wonder "ironically watching anime" is so popular with kids.

>> No.6198763

I miss enthusiasm and sincerity too. But that's just the current generation right now.

>> No.6198769

It was Sandy backpedaling on why Doom 2 was 2EZ. In the end, it only makes him look like a retard for testing pistol starts more than continuous.
>Yeah, we focused more on a niche playstyle for brainlets who forgot to save or speedrunning faggots over the way normal human beings will play the game.

>> No.6198770

i always wondered if it has anything to do with cringe culture or that 2011 period where it was cool to hate on memes in general

>> No.6198773

I think it was 2001 sept. 11th nihilism that evolved into irony. That and the fact that EVERYTHING on the internet has to be done ironically or else people will laugh at you for being sincere.

>> No.6198778

>Using a poorfag builder that doesn't even show things as sprites

>> No.6198783
File: 154 KB, 1049x590, russianoverkill-header_4.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there anyway to make Russian Overkill a balanced wad to play with?

I tried pairing it with Colorful Hell but it's still too easy - and slaughter maps turn into a slideshow

>> No.6198797

Keep Colorful Hell, turn on Cyan, Abyss, and the other special type (I don't remember its name). Then get Legendoom/Legendoomlite
Legendoom is a WAD in its own right, the lite version is compatible with anything. In a nutshell, Legendoom(lite) makes random monsters, (adjustable to few, more, even more, EVERY monster) fully heal once they reach half health, with faster attacks, more damaging attacks, faster movement, and more health. It's the exact thing you need for your setup. I do something similar with Combined Arms + Colorful Hell, because CA on its own is just too powerful. I never thought until seeing your post to use Russian Overkill with Legendoom, but now I will. Have fun.

>> No.6198798

>Is there anyway to make Russian Overkill a balanced wad to play with?
by not playing it

>> No.6198801

Oh and the health and damage each legendary monster gets is also adjustable to ridiculously insane levels.

>> No.6198813

Not really, all of those mods have that over the top shit built into the very core, if you ramp up enemy HP for them to withstand those insane attacks, then it feels like dogshit because your huge nukes don't one shot single monsters. Or it comes down to everything one shotting you or you one shotting them.

>> No.6198817
File: 1.36 MB, 1920x1080, 47.png [View same] [iqdb] [saucenao] [google] [report]

It's an issue I see in Doom fanbase as well whenever someone brings Hdoom and say "the animation look nice,a masterpiece,le demon tiddies" but never actually mean it and think they're funniest motherfuckers around.
I rather have someone who admits jacks off on it,who gives a shit honestly.
I don't like Hdoom but it's basically beating a dead horse now.

I hate to bring that up but it's something I kept seeing from the posers within the fandom.

What you enjoy might be dumb but at least you're having fun rather than hide your insecurities through irony.

>> No.6198823

Honestly I like HDoom but I don't really jack off to it much. It was a neat little concept, but I'm not going to sit around and watch an animation for every mother fucker I come across.

Coincidentally why I didn't like glory kills.

>> No.6198834
File: 24 KB, 320x240, 320px-Nerdlol.jpg [View same] [iqdb] [saucenao] [google] [report]

>Coincidentally why I didn't like glory kills
There's a difference though.
The sex animations are the thing you're in for,you want to see the demons getting fucked.

The Glory Kills is an alternate to reward you except sometime they break the core gameplay.

>> No.6198841

What's the community consensus on Raze?

>> No.6198853
File: 89 KB, 724x543, GB.jpg [View same] [iqdb] [saucenao] [google] [report]

My subconscious created a doom wad and I dreamed of playing it

>> No.6198854
File: 1.31 MB, 400x300, cooking homer.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6198862


>> No.6198867

For sure dude, I hope more people start making maps for blood / build or any engine for that matter. These threads should be less about arguing what games "best" and more about creating / teaching others how to mod the games they enjoy most.

>> No.6198871
File: 403 KB, 500x500, 1f3.gif [View same] [iqdb] [saucenao] [google] [report]

Played Guncaster Vindicated.
That's a vast improvement over the original mod.
You're still powerful but not stupidly OP.
Hell,at least now can actually use ever weapon in my arsenal without most of the good stuff from the get go.

>> No.6198872


>> No.6198881
File: 335 KB, 640x480, Screenshot_Doom_20200213_031307.png [View same] [iqdb] [saucenao] [google] [report]

Any ideas on how to improve my fountain of blood?

>> No.6198885

well it looks weird how it just cuts off like that.
if you can try to get something to mask the top.

>> No.6198891

turn it upside down

>> No.6198902


>> No.6198905
File: 389 KB, 640x480, Screenshot_Doom_20200213_032139.png [View same] [iqdb] [saucenao] [google] [report]

I turned it into a pyramid which makes sense for a fountain. Although now it looks particularly phallic, especially if it's rising.

>> No.6198906
File: 1.60 MB, 400x226, Old Snakeu.gif [View same] [iqdb] [saucenao] [google] [report]

You Bloodfags are the ONLY ones who bring up the argument you absolute troglodyte.

>> No.6198914

That looks a lot better than the one you posted.

also maybe don't have every face have the spewing blood face? I'd say limit it to 2 or 3.

>> No.6198918

Combine them

>> No.6198921

These webms get posted together all the time.
Might as well skip the middleman.

>> No.6198957

I speak for myself, no one else. I've never involved myself in those discussions, I'm just here to learn about modding and make some maps. I could care less what people argue about.

>> No.6198962 [DELETED] 

I'd just remove 1994tu, Jenesis and SOD.
Woulda add Alien Vendetta and Vile Flesh.

>> No.6198968

>uses a Tool Assisted run to show people how they should play Doom
lmao sure

>> No.6198980

>it only makes him look like a retard for testing pistol starts more than continuous.
Right, he should play through the entire game on each difficulty up to each level for testing.
"Hey guys, I'm gonna test some changes I did on map 27, this is gonna take all day."

>> No.6198985

>tas that involves someone picking up the rocket launcher that early
link or you are telling untruths

>> No.6198987

>it only makes him look like a retard for testing pistol starts more than continuous.

I don't see whats wrong with that.

> brainlets who forgot to save

wait, so now its brainlet not to savescum?

>> No.6198991

^don't feed bait

>> No.6198992

to be fair the doom webm uses nothing but explosive fire and forget shots.

like... every single one of those kills now that I look at it.

>> No.6198994

have it run all the way to the ceiling

>> No.6198995

I do like the animations in H-Doom, even if I don't find it particularly arousing. Imp-Tan is cute tho

The idea with the fuck finishers was that they were a parody of Brutal Doom's glorykills, and for a time it was funny.

>> No.6198997

I heard /vr/ hates Andrew Hulshult, is that true?
Any reason for that, I think his remakes are pretty good.

>> No.6198998

That looks pretty alright.

>> No.6199002

>testing pistol starts more than continuous
Are you fucking stupid?

>> No.6199003

I'm gonna blow your mind right now. Cheat codes are these things that used to be in games. The devs could use them to warp to levels or get all the guns and shit, crazy right?

>> No.6199004

Hate is a strong word.

>> No.6199019

What are some atmospheric and horror-inspired maps that don't throw too many enemies to you at once?

>> No.6199031

found it. https://www.youtube.com/watch?v=lmS6qMKcsz0
imagine having to use tas footage to make your 20+ year old game look exciting.

>> No.6199039

Only soundtrack of his I wasn't a fan of was ROTT, and thats largely because he attempted to metal-ify clearly non-metal songs with very mixed results.
I think he's gotten better over the years.

>> No.6199051
File: 716 KB, 1280x800, DOOD theht cooc experirepxe.png [View same] [iqdb] [saucenao] [google] [report]

Is there any way to turn off the audio resampling in PrBoom+?
The muffled ass filtering on it makes me feel like I have cotton in my ears.
Most other ports let you turn that shit off.

>> No.6199053
File: 21 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

> cyberdemon crotch rockets

>> No.6199054

Yeah. Doom 1 and 2 definitely had a Serious tone to their story (Doom 1 also having a horror tone at times). Anything Cartoony and Silly was more a case of the devs personalities slipping through more than anything, and certainly nothing to the level of the doom comic.

>> No.6199056

Mixed results, sure, but I did like some of them.

>> No.6199057

>he attempted to metal-ify clearly non-metal songs with very mixed results.
That's just his entire style.
Half of the IDKFA soundtrack blows ass because of it.
His original work for games like DUSK is great, because he's composing around his own style.
And honestly a lot of his QC work is great too.
The dude just cannot do remixes because he feels inclined to metal-ify every single thing he touches.

>> No.6199058

I wish more ports had the audio equaliser that Eternity has. Love being able to adjust the highs, mids, and lows.

>> No.6199060
File: 2 KB, 108x119, Major Asshole.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6199062


>> No.6199063

Hopefully a playable demo in 3 or so weeks.

>> No.6199083
File: 440 KB, 200x200, hell will corrupt your soul.gif [View same] [iqdb] [saucenao] [google] [report]

Dude the final text crawl in Ultimate Doom unceremoniously drops the word "gibbitude" in the middle of an otherwise straight faced monologue.
The original games were not fucking serious.
Any remnant of seriousness is whatever Tom Hall had managed to leave behind that they decided to keep. They literally kicked him out because they were tired of his constant insistence on it being a more serious atmospheric game with heavier plot elements.
John has literally said that Evil Dead 2 was one of their original inspirations, going years and years back, which is funny as fuck because I remember how often that comparison used to get made, but now that Doom Eternal's devs are saying they're using that film for inspiration too, people are shitting their pants.
Doom has always had horror elements, but as a backdrop to the action gameplay and tongue in-cheek presentation of said elements.
Even I take issue with some of the other flaws that at least I think '16 and probably Eternal will have, but you fucking cumbrains have been flip flopping this discourse for the past four years to the point that it just no longer even makes sense because you're willing to actively deny things the original team said as long as 20+ years ago just to fit whatever hateboner narrative you have for the newer games.
I can't stand Brutal Doom but Romero loves it, and he's made it pretty clear that should he have stayed, Doom likely would have evolved into a very similar series to how Eternal looks now. But I guess because you read some '93 era Doom review from some game journo retard who was scared shitless of the game when it came out because they didn't play many games aside from it, that totally trumps everything the actual fucking developers may have said.
I'm so sick of you shitheads gumming up this community now. I don't care if you fucking hate the new games, that's fine, but find valid reasons to shit on them, or at least stop peddling this bizarre horseshit as fact.

>> No.6199085

Doing my yearly run of Duke 3d with the following rules:
>Come Get Some
>No saving unless I need to stop playing
>Die = Enjoy the pistol start on that level

Currently on The Birth episode, and the more I run through this episode, the more I dislike it. Too many enemies that spawn behind you, too many god damn turrets, and the levels don't give you enough ammo to deal with pistol start on 3/4 of them, so you have to speedrun some sections and ignore enemies. Doesn't help the new aliens are bullet sponges unless you want to precious RPG/Devestator ammo on them.

It's the shotgun and chaingun in Duke 3d that feel weak despite them being two of your primary weapons once obtained. I don't know how you fix it though. Perhaps more pushback/stun with the shotgun, and making the chaingun do more damage with halved ammo. Duke 64's SMGs (they replaced the chaingun) felt far more satisfying to use than the chaingun despite a weaker sfx.

>> No.6199094

I like that with Dusk, he went with a more industrial metal and industrial ambient sound, rather than straight up metal.

>> No.6199096

>wait, so now its brainlet not to savescum?

It's like people have no idea what savecumming means. It's repeated use of the save/load feature to cheese encounters above your skill level. Almost like constructing a TAS run by splicing the best takes together. Saving at the start of a map so that you don't lose all your weapons if you die is common sense, not savescumming.

>Right, he should play through the entire game on each difficulty up to each level for testing.

If only there was some way to simplify that process... There must be another way that devs test almost every other FPS game in existence that has no pistol start feature.

>> No.6199108

>Russian Overkill
Nigga, you're doing it wrong.
That wad was made for shit on balanced gameplay

>> No.6199113

>Saving at the start of a map so that you don't lose all your weapons if you die is common sense, not savescumming.

just sounds like save scumming but with bigger gaps between saves. Isn't the point of pistol start to punish dying?

>> No.6199114

I like his work, Dusk's OST is great.

>> No.6199126

It's almost like pistol starts are arbitrary bullshit just for people to jerk themselves off over for having done them.

>> No.6199138

Not typing IDDQD at the start of every level is arbitrary bullshit only autists do.

>> No.6199143

I think its neet.
you get to experience the level as it was designed.

>> No.6199146

Gibbitude is from Sigil, not Ultimate Doom.

>> No.6199147

bad kil

>> No.6199150

>no fun allowed

>> No.6199152

The shotgun doesn't feel weak to me, if anything it feels good because it's easy to score good shot patterns at a distance with minimal (if any) misses.

I don't pistol start but you sound like a moist bitch.

>> No.6199156

Just double-checked, it's from Ultimate Doom, E4M8, after you kill the mastermind and leave.

>> No.6199157

You could use cheatcodes I suppose, but testing for pistol starting means that the level is possible to beat even if the player completely fucked up coming from the last level and has no supplies left.
It also balances the game for when people do forget to save and lose all their shit.

>> No.6199162

t. jerkoff

>> No.6199169

Yes, all those Duke levels with devastator and shrink ammo but missing the corresponding weapons. Clearly the intended experience is to shotgun everything instead.

>> No.6199172

no one brought up duke nukem.

>> No.6199176

That guy did >>6199085

>> No.6199179

Hes making his own personal challenge whats wrong with that.

>> No.6199180

Not a damn thing, but that's where the conversation chain links to. I think there's some confusion if you look at the replies.

>> No.6199181
File: 14 KB, 450x333, cartoondolphins.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been slowly going through BTSX1 with Final Doomer. Wondering if I should just restart with vanilla Doom II, because some of the weapon replacements feel WAY over powered. Especially the Plasmagun replacement. Then again, I'm aware BTSX1 starts getting ridiculous later on, so does it balance out?

>> No.6199182


>> No.6199185

In terms of killing enemies the shotgun is great, and even can hit shit in the distance rather well as you stated. It's just the feel of it lacks oomph.

>> No.6199187

OH, then yeah I'm totally wrong. There was a parralel discussion about pistol starts right next to it for Doom. my bad.

>> No.6199192
File: 72 KB, 469x359, 1464666402982.png [View same] [iqdb] [saucenao] [google] [report]

It's all good anon, shit gets mixed up sometimes. Personally I'm okay with pistol starts and self imposed challenges for all the classic shooters. I just wish Doom's default pistol wasn't so awful, Duke 3D's pistol is a pretty reliable sidearm that doesn't eat into ripper ammo, so it's a pretty solid choice.

I like Doom mods that offer an option for pistol starts too.

>> No.6199193

Believe it or not, It's entirely possible for levels to be designed so both pistol starts and continuous are valid. Including ammo for weapons that aren't in the level can easily just be so the player is rewarded for playing continuous, rather than implying that such weapons are required.

>> No.6199196

BTSX E1 only gets ridiculous in maps 19 and 24, IMO. Maybe 31's normal exit, too. Beyond that, its pretty manageable stuff.

>> No.6199198

>I like Doom mods that offer an option for pistol starts too.

I think it all comes down to limitations. Pistols can be a strong niche weapon when nothing fills their niche. Otherwise they're just a hump before you get an upgrade.

Only issue is designing a weapon that feels week, but still fits a niche.

>> No.6199201

BTSX isn't too bad, aside from a couple of levels. I only needed approximately 3 saves in the entire wad, and I only didn't pistol start maybe 2 maps.

>> No.6199203

>Believe it or not, It's entirely possible for levels to be designed so both pistol starts and continuous are valid.

Not him, but how would that be possible?
I'm assuming when you say valid, you're saying continuous is still challenging, and pistol starts are balanced without secret knowledge.

>> No.6199205

Yeah, I agree, a lot of mods handle pistols pretty well too, Dakka for example gives you a set of fast as fuck pistols that get ammo whenever you pick up any ammo type, so you'll always have ammo to fall back on if you burn through everything else, Doomslayer's pistol in GMOTA does that too.

Treasure Tech does something similar but rather than making it weak it's an absurdly powerful handgun that has a low ammo count

>> No.6199207

That or the game has spawn setups for both pistol-only and for continuous, but that's extra development to do/balance around for something a minority would bother with.

>> No.6199210

Only issue with that is that it would punish people for playing continously and finding secrets, and it would fuck over anyone that's just barely scraping by with their resources.

Actually when I think about it, sigil handled it well with the lack of health kits at the start.
you could go into the next level with low hp but a ton of guns, or full hp and just a pistol and nearby shotgun.

>> No.6199215

I hope Dusk gets its own version of Arcane Dimensions.
Not like a port, but like its own map pack that really brings things to the next level.

>> No.6199228

It all comes down to how resources are distributed. Give enough so that pistol-starting is balanced, but also limit it to a point so as to prevent the player from becoming an unstoppable force so easily in continuous.
Many doom 2 megawads make backpacks rare and secret only in the earlier levels, so that the player can't bring over too much ammo to the next level. The BFG and cell ammo is also often given this treatment, so that people can't easily cheese through. As for the later levels, its common for megawads to up the difficulty far beyond the iwads, so either way it'll be a challenge. Some megawads also employ death exits to reset the players gear.

>> No.6199245

>but they waste egregious amounts of ammo to kill anything other than a roomful of enemies.
That's okay, the ammo pool is massive and pickups likewise also give huge amounts of bullets.

>> No.6199268

>2011 period where it was cool to hate on memes in general
Man, you're bringing me back. I started 4channing around that time, and it was less of a hatred of memes, and more of a hatred of the concept of memes.
It was really kinda self-destructive, as a community, I think. We would point and mock at other sites that used ancient memes, or cripped from 4chan, and that kinda led to a self-policing of memes.

>> No.6199273

It just becomes a mathematical case of designing the map which may come off a little as sterile. Keeping the player close to as ammo starved as possible. Knowing how many enemies to throw at a player to ensure they spent most of the ammo they picked up prior.

>> No.6199291
File: 2.87 MB, 1920x1200, file.png [View same] [iqdb] [saucenao] [google] [report]

I'm so glad a dedicated developer has started to remake Doom 2 in Unreal Engine 4!
This is truly how the game was meant to be played.

>> No.6199297


>> No.6199302
File: 803 KB, 900x900, 1578803718777.png [View same] [iqdb] [saucenao] [google] [report]

i know this is a joke but still

>> No.6199303

I'd love a legitimate HD remake of classic Doom.

>> No.6199305
File: 1.64 MB, 1622x861, file.png [View same] [iqdb] [saucenao] [google] [report]

What's the matter, too much ripping and tearing for you?

>> No.6199310

I think old Doom is fine.
I don't think the gameplay would work with any modern design.

>> No.6199317

You don't have to full-on starve the player of ammo. Just need to balance it so they aren't leaving the level with near max ammo on every type. Even just excluding the backpack can be enough to reduce the OPness of carryovers.

>> No.6199323

I recall OG Blood used to be on GOG, but not finding it anymore. Anywhere else that offers, or is that recent 'recreation' close-enough on authentic at this point?

>> No.6199324

Someone post the pinky

>> No.6199327

The recent recreation is pretty unfinished and nuAtari isn't going to let it be finished.

>> No.6199335

Ah, looks like the remake on GOG also includes the OG game, guess Atari forced them to roll it into the one release so they can charge more.

>> No.6199340
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>> No.6199352

Please do not bully the cacodemon.

>> No.6199369
File: 260 KB, 650x1685, 1388529201106.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6199373

Why'd he go and do that then have the audacity to look guilty?

>> No.6199395

Playing Eviternity.
This map set has some of the most Plutonia tier Archvile drops I've experienced since Plutonia.
Except Plutonia had the decency to give you easy to find cover.
Regardless I'm really enjoying it so far though.
Demon was a great map.

>> No.6199397
File: 154 KB, 950x968, 1556986107620.png [View same] [iqdb] [saucenao] [google] [report]

n o
b u l l y

>> No.6199402

Playing Herian II. It's okay but goddamn are some of the levels confusing and unintuitive.

>> No.6199431

> foreskin glove

>> No.6199457
File: 138 KB, 822x577, 1487416436584.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6199460

>Herian II
That brings me back

>> No.6199473
File: 14 KB, 569x423, surku spurdo.png [View same] [iqdb] [saucenao] [google] [report]

>tfw I want to make a game like Dusk
>tfw I remember I have no motivation
>or enthusiasm
>or creativity
>or talent

>> No.6199483
File: 42 KB, 160x220, 1574587333298.gif [View same] [iqdb] [saucenao] [google] [report]

Make a map for Doom. Just sketch something out on paper or in mspaint and start from there. No daunting requirements and plenty of resources to follow.

>> No.6199528

And hey, if you really wanna make it like Dusk and have crazy bhop mechanics, try this:


Pretty sure you can implement some of the code used here for what you'd wanna make, assuming you wanna stick to the Doom engine.

>> No.6199593

How do I make a regular ol' song into the FluidSynth patch that GZDoom uses?

>> No.6199616
File: 1.75 MB, 202x175, 1435105967885.gif [View same] [iqdb] [saucenao] [google] [report]

>playing Duke Caribbean for the first time, really enjoying it
>get near the end of Mr. Splashy, babes in the area complimenting Duke
>enemies spawn killing all the babes but one, that's a shame
>hit a switch, shrinker ray becomes active and hits the babe
>oh that's weird, I wonder if she still talks while shrunk let's g
>>>Duke automatically crushes her with his foot

>> No.6199631

heh heh. what a mess

>> No.6199637
File: 2.17 MB, 2700x3600, 1581555945248.jpg [View same] [iqdb] [saucenao] [google] [report]

new doomguy is old doomguy confirmed

>> No.6199638


>> No.6199643

Why is it always russians and BRs making the dumbest "lets update/remake doom" stuff

>> No.6199647

man, unloved gets worse the longer it goes on huh

>> No.6199649

Did anyone ever doubt it?

>> No.6199650

Hes alright. The scores for Dusk and ROTT were cool, but his more atmospheric work on Amid Evil and Wrath is really unmemorable.

>> No.6199657

maybe they didn't hear bethesda constantly screaming "ITS THE SAME DOOM GUY, EVERY WAD IS CANNON"

>> No.6199659

When did that happen?

>> No.6199660

I don't recall but at some point they made that statement for 2016. Hes essentially been travelling through parallel universes.

>> No.6199683
File: 256 KB, 500x375, 1570981294254.png [View same] [iqdb] [saucenao] [google] [report]

I have a game idea that despite trying I've been completely unable to get out of my head for half a year, and I'm torn between trying and failing just to show myself I can't do it or continuing not to do anything about it so I don't waste the effort. Though at least my game idea could be done in GZDoom so the very limited mapping knowledge I have (I never actually released or finished any maps, but I have fiddled with it at least) would transfer over, but everything else seems like it'd be daunting.

For the sake of maybe getting it out of my system by talking about it at the end of a thread where few people will read, I've had this idea rattling around of making a Build-style game themed around zombie, exorcist, and Christploitation films. You'd play as a pastor from a megachurch who one day finds that hell is rising up and masses of people have been possessed by demons, on top of regular demons as tougher enemies.
The arsenal would be about as small as DOOM1's, with a mix of traditional guns and themed holy weapons, with the main "good idea" being a crucifix that acts as the BFG counterpart; it has no visible ammo meter, with instead a hidden "faith" meter which rises when you kill demonic enemies or exorcise possessed humans enemies, and which goes down when you kill said humans. The crucifix isn't guaranteed to work unless your faith stat is super high, and every time you use it (including when it fails) your faith counter goes down, with a lower chance of working the lower it gets and maybe God striking you with lightning if you use it at 0 faith. I think the random chance would make it a lot less spammable and force the player to only pull it out when shit gets real, though I'm considering having it glow when you're guaranteed a hit.
I have no clue how I'd go about making all the assets and music and don't want to ask for help as an idea guy with no actual development underway so I'm more or less too paralyzed to start.

>> No.6199686

That always bugged me. Can some explain how the demons act like hes been an omnipresent force in Hell for as long as they can remember? Did he timetravel too? Did hell not exist before Doom1?

>> No.6199703

Now that's a good face. His QC look was weird.

>> No.6199705

This is all hazy, but I think slayers were a thing before Doom guy, and he took up the mantle of slayer when they finally invaded.

If they're referring to slayers in the past, I think they're talking about the original order.

>> No.6199726

Doom was never straight horror, but there was a little here and there, in a couple of levels, and some of the styling plays a little at it.
It's an action burger with a side of light horror fries.

>> No.6199731

I think it was more of an action burger, with a horror shake

>> No.6199732
File: 148 KB, 371x353, 1573495326369.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6199759

Thanks Anon, you're a darling.

>> No.6199761

First half of it is actually fun.

>> No.6199767

if you are willing to fail together with someone, hmu

>> No.6199771

Plutonia is not even that ultra-hard by modern standards, when we have wads like Sunlust. Plutonia is still fun wad though, with imaginative and challenging encounters.

>> No.6199776

Don't be scared just rage your way through and always be running

>> No.6199786

What do we have in classic Doom which actually has some spookiness to it?
>that dark optional maze in E1M2, it's a tiny bit spooky but all you fight is Zombiemen
>that dark and winding maze in E2M6, which is not optional, is cramped, and where you get stalked by Pinkies, even some Barons, combine with the evil music and this part still tenses me up today
>Spectres can be sneaky, playing with the original resolution they're pretty hard to see, especially in the dark
>Archies, they look scary and sound scary, appropriately they can be a very serious threat, and because of how fast they are they can easily track you down in the dark, hearing a constant "Hrurhrahahaaa" while exploring anyplace cramped and/or dark is stressing, their creepy appearance and erratic, fast movement makes it feel like you don't want to touch them
>Hunted is 100% one big cramped maze and all your enemies are Archies constantly stalking you
>Monster Condo is a big and wide map with little light, and which is very lonely for large parts of it, monster encounters often entail surprise groups

>> No.6199789

It's intense, but mostly in terms of action.
Start on HMP and then see how you like it.

>> No.6199792

If Sunlust is a 10/10 in difficulty, Plutonia is like 7/10, Alien Vendetta is like 8.5/10, assuming we mean UV.

>> No.6199793

Civvie was working on a TNT evilution video but scrapped it during production

>> No.6199794

Actually looks like him now. Still, never ever accepting that idea, Doom 4/5 does fine being its own continuity.

>> No.6199798

I'm gonna make him eat nutraloaf for real.

>> No.6199802

His QC face was super weird because it was almost certainly based on the ripped hud sprites, not corrected for the game's intended aspect ratio, hence his head looks so fucking squashed.

>> No.6199807

and not a scratch on his face
i guess they DO make medkits like they used to

>> No.6199810

But it was. It's game where the antagonists were robot demons. Another one of them is a Krang-inspired brain guy on robot spider legs. The game where you go to actual Hell itself with actual guns to kill demons (while this has become a normal thing in video games, it was pretty amusing back then). The gore wasn't that serious either: by being really over the top for the time being, it went over the horror territory into the black comedy section. There's lot of humor in Doom, it's just done in game-fitting and "metal" way. It's all a good thing though. By being over-the-top and tongue-in-cheek Doom was much better than it could have been as serious horror game. It had that horror comedy b-movie vibe.

>> No.6199813

Don't blame him. TNT can be pretty boring in some levels.

>> No.6199814

It never felt ridiculous for me. And this is coming from a guy, who usually hates slaughter maps.

>> No.6199816

Is this russian remake? I wouldn't be surprised.

>> No.6199818

Well he's a demon.

>> No.6199819

It's only really hard when compared to the other iwads. Plutonia actually pretty easy in comparison to the later levels of most megawads since Alien Vendetta.

>> No.6199824

>And this is coming from a guy, who usually hates slaughter maps.
Probably helps that the only actual slaughter map in BTSX is the secret level "Fireking Says No Cheating" from E2.

>> No.6199850
File: 1.39 MB, 1920x1080, zandronum 2020-02-13 02-06-12-362.png [View same] [iqdb] [saucenao] [google] [report]

Hosting 11 lives Samsara with an Oblige transcendent sized map.

>> No.6199860

You got a link to that wad you're using? It won't download.

>> No.6199863

Oh fuck me I forgot about that aspect. Hang on.

>> No.6199864

Should be good to go now.

>> No.6199895
File: 62 KB, 800x600, outlaws.jpg [View same] [iqdb] [saucenao] [google] [report]

Any love for Outlaws here?
The man played through Tekwar and he can't finish Evilution or does he just not wanna shit on it, which is understandable.

>> No.6199905

Started playing Hideous Destructor and I love it, played thru first 3 episodes. What are some good maps and eps? Should I just continue to Doom 2?

>> No.6199917

Back in 1995 even my cheapo 14" display had crisp and clear pixels with no signs of blending or dithering even when it worked at its peak 800x600 - which was mostly reserved for Windows, since most games still played at 320x200, where pixels simply had no way o blend in a way they do on TVs.

>> No.6199930

>urinal end gen
serves him right

>> No.6199934

>punish unskilled people by making the game harder
>reward skilled people by making the game easier
That's retarded.

>> No.6199936

I think you should hit up Chad and see what you can work out.

You could move on to Doom 2, though the fact that it isn't divided up into episodes which start you clean every now and then will make it a bit more of a chore. Absolutely doable though

>> No.6199938

if you're skilled you didn't die.

>> No.6199949
File: 12 KB, 203x172, 1581081403810.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6199951

oh I read that wrong.
Why would you punish skilled players and not punish mistakes?

>> No.6199956

Time is probably all fucked up thanks to travelling theough hell. I still maintain that '16s mars is in the Wolf:TNO universe but Doomguy/Slayer is the original id-verse incarnation

>> No.6199958

It's not "punishment", it's making the game harder for more skilled people that like the challenge. If you take a look around the only people who care about pistol starting every map are the ones that can get through most maps on UV without dying once.

>> No.6199959

Restarting with Reelism.

>> No.6199964

I dunno this is all just a grey area really.
Maybe some people don't consider save scumming UV valid.
Maybe some people save scum every room and still consider that valid.
maybe some people should play on hurt me plenty if they need to save scum.

Honestly in my opinion, besides episode 4, you really shouldn't need to save scum on UV.

>> No.6199981

Restarted again with GMOTA since Reelism is a bust.. Last session for now, gonna host earlier next time when the new thread comes.

>> No.6199990

>I dunno this is all just a grey area really.
You either like pistol starting or you don't, how is it a gray area?

>> No.6199991

I'd recommend Fragport, the open maps make a lot of the levels just a blast to play in HD.

>> No.6199992

I dunno I think either or is fine.
If one person said its mandatory, and the other said it isn't I'm agree with both.

>> No.6199994

>If one person said its mandatory, and the other said it isn't I'm agree with both.
Dude do you even read the stuff you're writing?

>> No.6199997

I can understand both of their points of view.

if you're talking about I'm. I'm a little tired.

>> No.6200005

Same server name and same password?

>> No.6200006

/vr/ password is raged

>> No.6200007

>if you're talking about
I'm talking about how you can agree with something being mandatory AND not mandatory, when those are mutually exclusive statements.

>> No.6200008

>I'm talking about how you can agree with something being mandatory AND not mandatory,

and thats where it becomes a grey area for me.

>> No.6200010

/vr/ Return to Castle Wolfenstein map project?
We could utilize all the improvements made with the ioRTCW port.

>> No.6200013

Would be cool as fuck to see desu. I loved the zombie maps in that game, great spook factor.

>> No.6200018

I don't know why it keeps kicking upon changing to a new map, but still going.

>> No.6200024

What no are you stupid that's not how it works, it's either one or the other, there's no third choice.

>> No.6200027
File: 851 KB, 1147x517, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

>this thing got a fucking 80lv writeup about it

>> No.6200029
File: 43 KB, 500x625, maskface.jpg [View same] [iqdb] [saucenao] [google] [report]

>that fucking imp

>> No.6200041
File: 16 KB, 128x128, 1565712469811.png [View same] [iqdb] [saucenao] [google] [report]

> fireballs gun

>> No.6200043
File: 849 KB, 955x828, file.png [View same] [iqdb] [saucenao] [google] [report]

the chuckles were had

>> No.6200045

There's no blood or bulletholes anywhere, so it just looks like the imp came running from that hallway and tripped, faceplanting on the stairs.

Holy fuck these always look so funny

>> No.6200046


>> No.6200047

I expect them fixing that soon, but then i think that id may be planning on Change QC from Sabeur to IDtech7 soon as a re-release

>> No.6200048

His explanation was that TNT overall is just kinda boring and doesn't really have much to discuss in it, and that his script just became nothing but him being like "yeah this map is boring next"

>> No.6200064

shame, I always preferred TNT to Plutonia, the architecture just felt so much more, idk, immersive?
They felt more like real spaces that I intuitively knew my way around, and I never had any problem fully visualizing the 3d space in my mind.

>> No.6200073

Not really? It was all people taking one of the audio log / lore stones and reading way too much into it. It's in one of the earlier hell levels IIRC

>> No.6200078
File: 360 KB, 1920x1080, Manlytears' office.png [View same] [iqdb] [saucenao] [google] [report]

For me personally, I don't like when Doom tries to emulate real places; it just looks wrong to me. It's the exact opposite feeling I have towards Build game, where they shine when emulating real life whereas Doom excels in the abstract.

>> No.6200080

Yeah, I agree, I kinda misspoke.
I didn't mean like representing a place you'd see in real life, but more like the map was fully actualized, if that makes sense.

>> No.6200081

Alright, no more until I figure this out. Thanks to all who joined.

>> No.6200086
File: 137 KB, 623x527, 1461370894614.png [View same] [iqdb] [saucenao] [google] [report]

>replaying Final Doom for the first time in over a decade
>walk two feet after spawning
Every fucking map.

>> No.6200101

I like that a lot about TNT.

What I like about it is that TNT is still very abstract in a Doom sense, they just shove in some occasional detail for immersion.

>> No.6200114

Is there a reason why mappers make intrincate designs on floors or w/e out of a million small sectors rather than using a texture?

>> No.6200141

the entire leak thread on /v/ gives me hope
Also if someone was asking for it, id literally delivered on a silver plate a full stock of new weapon sprites from eternal artbook

>> No.6200163

I don't know if this is a hot take on this thread or not, but it's just something I need to say. The DOS version of doom did not age well at all. It's slow as fuck and the controls are hard to get used to without using the mouse, but even then the mouse doesn't work right either. Kinda ruins the illusion of being a fucking demonslaying powerhouse when turning is slow as fuck to do on keyboard. I do play wolfenstein 3D with the original control scheme, that game actually works with it, but doom just doesn't really work for me with DOS controls. The OG players from the 90s had a lot of patience for that sort of thing and more power to you, I'm just gonna stick with GZDoom. for now.

>> No.6200165

but hey, at least we still have the source ports that gives us more options to play the game with. I'm glad we have them.

>> No.6200167

With vanilla, flats can only be 64 by 64, and you can't align flats, so what you can actually make with flats is quite limited.

I'd say some of it is just spur of the moment artistry, like "Oh, I realize I could make a detail like this!" and then just do it. Then of course, some people just want to flex, which is fine to me, as long as it doesn't take a toll on performance or gameplay.

>> No.6200169 [DELETED] 

Is he right?

>> No.6200170

the DOS version of every FPS sucks
t. nostalgia free zoomer

>> No.6200174

wolfenstein 3D works quite well on dosbox, but thats because most of the levels and enemies are slow enough for you to react and such. Doom is a matter of quickly rip and tear every motherfucker that wants to kill you and finish the fucking level. Doesn't work well with dos controls. Kind of a shame really. Lots of great DOS games are hindered by shitty, outdated controls. Kind of a shame really, I've been trying to get into Elder Scrolls Daggerfall but the gameplay is just... outdated as hell. great game, just the controls kind of impede my enjoyment of them. oh well, at least its not a fucking mess with massive glitches galore.

>> No.6200179

>I've been trying to get into Elder Scrolls Daggerfall but the gameplay is just... outdated as hell. great game
1. Good point about Wolf3d, I can also kinda agree that Daggerfall was good enough for me to get into, I'm sorry you were not able to. However, that leads me to...
2. do an internet search query for "daggerfall unity" and thank me later

>> No.6200180

I said Kind of a shame, really twice what the fuck?

>> No.6200181

I wonder if it controls better with a ball mouse. I remember way back in the day some games straight up did not feel right using an optical mouse. A ball mouse always controlled better on super small resolutions. At least thats my experience based on some random games with a 240p resolution

>> No.6200184

I actually tried getting that set up, but I lost the patience to get through because of the fact I can't get past the freaking tutorial dungeon. Man that game does not have any mercy whatsoever. I tried to use the "skip tutorial dungeon" that Unity offers, but it just crashes the program everytime I use it.

>> No.6200185
File: 28 KB, 658x662, f96f4c66.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6200187

Its ok though, I'm sure its a great game, I'm not gonna be like fucking Arin Hansen and say its a bad game just because I suck at it.

>> No.6200203
File: 333 KB, 547x321, file.png [View same] [iqdb] [saucenao] [google] [report]

I can respect that.
Although I really implore you to try.
Look up a guide for a direct path out of the tutorial (preferably one that also bypasses spooky skellingtoms if you didnt make a cheat class that is godly at combat from the start) and I really think you'll be able to get into the game.
At the very very least, at least lookup which texture indicates the exit, because I would have never figured that out by myself.

Then, just live as a kind hobo in the game, do a lot of cemetery dungeons, those are usually VERY small and follow the same type of layout.
Also learn Mark and Recall before you really go spelunking in a labyrinthine dungeon, or prepare to reload a save. I actually had to start a game over because I was lost in a super huge, super vertical, very expansive dungeon, and I had no backup saves, and I had already save scummed inside the dungeon while (unknowingly) lost because I heard a spooky monster.

really, I IMPLORE you
Daggerfall is (can be) something special.

>> No.6200204 [DELETED] 

Prove him wrong>>6200169

>> No.6200205
File: 18 KB, 395x387, 1570395724249.jpg [View same] [iqdb] [saucenao] [google] [report]

>The Loathsome Spiderdemon that masterminded the invasion of the moon bases and has caused so much death has had its ass kicked for all time.
Yeah sure, Doom is supposed to be extra serious

>> No.6200220
File: 1.18 MB, 1920x1200, 20200213063707_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Return to Castle Wolfenstein was the last boomer shooter before they would be relabeled "retro."
Proof: look how chunky this is :D

>> No.6200223 [DELETED] 

kys zoomer.
All post HL fps are inferior.

>> No.6200228 [DELETED] 

yeah, inferior to Blood

>> No.6200231 [DELETED] 

why the hate towards half life? what precedent did half life set for /vr/ to hate it?

>> No.6200235 [DELETED] 

-too many people liked it
-it changed things

>> No.6200236 [DELETED] 

changed what?

>> No.6200240 [DELETED] 


just ignore him, hes been here for months screaming about hl killing the fps genre or something, no one really cares.

>> No.6200241 [DELETED] 

the industry

>> No.6200245 [DELETED] 

>hl killing the fps genre or something, no one really cares.
people that really like retro fps and fps in general care.

>> No.6200246 [DELETED] 

So did Halo and Metroid Prime, need specifics anon.

>> No.6200283 [DELETED] 

think it's been well over a year now

>> No.6200294 [DELETED] 

There's nothing wrong with Half-life. It's made with the same quality and care that went into titles like Doom and Quake and it has lasted as a result. I'v played just as many games that tried to be like half-life as games that have tried to be Doom. Ignore the sperg.

>> No.6200295

There's not much you can say about TNT in general unless you're one of the people that are super into the atmosphere, which admittedly is pretty great, certainly top notch for when it actually came out.

>> No.6200308

I'd say that about final doom as a whole.

>> No.6200309

who the elf guy?

>> No.6200323 [DELETED] 

>Half-Life killed the fps genre
How tight does your ass have to be to believe this? Especially with all the great games/mods that were made from it as a result. If we're going to talk about what killed the FPS genre you have to look further than Half Life. I personally blame Halo and CoD.

>> No.6200325


heretic 2 man

>> No.6200328

Plutonia's difficulty and smaller levels pushed me to actually finish it.
Couldn't be bothered with TNT.

>> No.6200329

Don't give him attention, he has something wrong with his brain.

>> No.6200334 [DELETED] 

You know how Sonic happened and every company on the planet tried to make a hip furry mascot platformer?
Halo/HL are that but from gameplay perspectives instead of aesthetic/marketing.

>> No.6200339
File: 144 KB, 300x300, Shambler2.PNG.png [View same] [iqdb] [saucenao] [google] [report]


Thanks to the community, I've been able to play Quake for the very first time. Played Quake II on the playstation, but I never had a PC growing up and couldn't play Q1. In 2020 I've finally gotten around to playing it and it's a joy.

Thanks for sharing the PAK files. I can't wait to finish it and then try Arcane Dimensions.

>> No.6200352

I was gonna do that for fun, damn

>> No.6200353

Wanna do it for fun together?

>> No.6200354
File: 892 KB, 300x300, 1564035304787.gif [View same] [iqdb] [saucenao] [google] [report]

So i just played and finished Doom 3 for the first time... it was... interesting? I went in knowing it was nothing like Doom as we know it so i didnt have any expectations. Felt like i was playing a FEAR/Half-Life hybrid only the area progression was mostly bland and it wasn't all that scary or a mind fuck. My only real complaint is that until Hell the game just dragged on through the same corridors forever and the pace was too slow. Pace picked up enough at that point that i left feeling alright about it.

>> No.6200359

Glad we could help!

Doom 3 is the most fun to play with the chainsaw.

>> No.6200364

did anyone seriously play an id tech 3 game without texture filtering? what the fuck?

>> No.6200365


>> No.6200367

I am because the textures are getting super fucking blurry at angles, and none of the AA console variables are working.
And since I was just playing some crispy Quake, and the textures are not that much more detailed, I kinda like it.

Would still prefer filtering with proper AA and everything, but oh well.

>> No.6200368

Yeah the hell parts were actually really not bad. I think the game could have been way better if the enemy encounter design was more well thought out. There were only a few standout parts in the entire mars complex. Following around the little glowing tube in complete darkness was cool.

>> No.6200372


>> No.6200373

sent you a pm

>> No.6200374

id Tech 3 without filtering looks like Serious Engine 1

>> No.6200379 [DELETED] 

See HL fans>>6200334
Your game is cancer.
The reason Doom 3 was garbage.

>> No.6200394 [DELETED] 
File: 33 KB, 541x541, 1524551779781.jpg [View same] [iqdb] [saucenao] [google] [report]

>A game was bad because of a game made by another company
I think you might be the cancer

>> No.6200396 [DELETED] 
File: 285 KB, 1000x800, 1552325695366.png [View same] [iqdb] [saucenao] [google] [report]

>what do you mean a product can change market pressure and influence other products?
>dont you know everything is in a vacuum bro!

>> No.6200401

don't respond to it. the guy has serious mental problems to continue spamming the same shit nonstop for years

>> No.6200409
File: 301 KB, 881x881, DoomUrban.jpg [View same] [iqdb] [saucenao] [google] [report]

My suggestion fot he next OP

>> No.6200417 [DELETED] 

keep deflecting>>6200396

>> No.6200424

How do i achieve this neck thickness

>> No.6200425
File: 82 KB, 464x785, Screenshot_10.jpg [View same] [iqdb] [saucenao] [google] [report]

here's your new archvile bro

>> No.6200428
File: 20 KB, 424x448, DoomBabe.jpg [View same] [iqdb] [saucenao] [google] [report]

its my suggestion anon, the /v/ thread is full of faceapp stuff from the leak, and they look good

>> No.6200436

are you Hank Pym, because that looks like Ultron

>> No.6200441


>> No.6200510 [DELETED] 

Why can't hlfags admit that their game ruined the genre and that's the reason why is so despised?.

>> No.6200550

It looks good.

>> No.6200558


is he wearing armor or is that his skin?

>> No.6200560

Any opinions on Duke's 5th episode? Despite it being wrapped around what is probably one of the worst source ports of the game (which is a shame since I like the 3d skyboxes/ambient colouring), I've run it a couple times now, and the amount of mini bosses it throws at you is pretty bullshit, which is a shame since I prefer the new levels themes/layout more than half the crap in E4.

In terms of "Original mappers make new maps", Sigil definitely stomps on World Tour in the difficulty balancing. Has there been any other cases of this btw?

>> No.6200562

Lets shoot it and find out

>> No.6200568

It's bone.

>> No.6200586

Yeah because Doom clones were much better, hypocrite.

>> No.6200589


bone armor?

>> No.6200591

Isn't that a shell?

>> No.6200597


>> No.6200610


>> No.6200616

Always do simple box layout first, 'then' detail.

>> No.6200641

Good choice, Double Impact is a rock solid episode and more people should play it. I'm hoping it includes the custom music tracks.

>> No.6200646


is bethseda making a kinda of wad steam workshop thing

>> No.6200659

They did say new wads would be added on a semi-regular basis.
It does.

>> No.6200663

I think they're just authorizing usermade .wads to be compatible with their port. The impression I get is that they have a guy who's job it is to play through and vet .wads

>> No.6200667

Double Impact is now officially curated

>> No.6200680
File: 84 KB, 466x492, 1571701052880.png [View same] [iqdb] [saucenao] [google] [report]

>There are people who unironically say "When's H-Doom ;)"

>> No.6200684

Probably helps that Sigil had a couple people from the community help with playtesting, too.

>> No.6200685

They should be asking Mike about that.

>> No.6200695

I think they have to be able to get permission from the original authors in order for their lawyers to be happy, which is going to limit their ability to do some of the older WADs, where an author might be dead or missing at this point.

>> No.6200701

Pretty good game. Wish it had more/better maps though. There's really only a handful of fun maps in the campaign.

>> No.6200709
File: 2.31 MB, 3072x3118, 1496883340565.png [View same] [iqdb] [saucenao] [google] [report]

>tfw someone convinces them they're the real author of UAC Labs

>> No.6200713

That would make sense. Then they might not get to feature Alien Vendetta, the guy who made Misri Halek is dead.

>> No.6200718
File: 180 KB, 1514x1514, IMG_20200119_001059.jpg [View same] [iqdb] [saucenao] [google] [report]

Sounds fun, you could always make it a doom mod, learn some zscript/DECORATE coding and take some assets from Realm667 until you can get other people to help I could see it being something I'd play.
It'd be easier than starting to make a game from scratch, use freedoom as a base if you want to release it as an IWAD.

>> No.6200724

At this point I'm assuming they'll add wads based on
>vanilla or limit-removing
>well regarded in the community
>custom music is original
>no custom textures (maybe they'll allow Doom texture derivatives, idk)

>> No.6200727

Not to mention that Alien Vendetta has a few textures and midis that are from other games, which could be an issue.

I'd say DTWID and D2TWID would be easy choices. Music is (mostly) unchanged, and no new textures whatsoever (besides the ones in D2TWID's secret levels). The secret levels of D2TWID are based on an id property (Commander Keen), so it shouldn't cause any problems.

>> No.6200728

Doesn't Double Impact have a custom sky?

>> No.6200730

I think custom textures will be fine, so long as they are either based on id properties, or are original content.

>> No.6200735

This is from that artbook leak or something, right? I've heard a bit about it.
I've also heard that Eternal is going to have giant mechs, is there artwork of those?

>> No.6200736

Go to build subdirectory, you will find Java apps. That's the compiled emulator. Run freej2me.jar, and it will ask you to open another jar file - point it to the j2me game (like the Doom RPG).

Of course, you DO need Java to run it, obviously, since it's a JAR file.

Once you're in the game, controls are: arrow keys replaces direction buttons, QW are left and right cell buttons, E and R are * and #. Enter is 5. You can also use number keys.

>> No.6200739

Blood is best mechanically, it's got the best combat loop. Duke has the best level design, and falls apart in hands of a less skilled mapper (like Nuclear Winter).

>> No.6200742

AA's got nothing to help with that, enable anisotropic filtering or try forcing it through your video drivers.

>> No.6200743
File: 207 KB, 307x324, 1486065011567.png [View same] [iqdb] [saucenao] [google] [report]

>dipshits asking for muh brutul
>gets explained why that doesn't work
>no, bethesda could find a way

>> No.6200745

I played fucking Ocarina of Time without texture filtering and enjoyed it. I hate filtering on low-res textures.

>> No.6200747

Okay, so. Remember several facts:
1) Doom was one of the first FPS games. First person 3D was new, so was darkness and lighting. It would appear much scarier to a person in the 90s. Especially with monster closets and all the darkness, and especially in Doom 1.
2) Survival horror wasn't a thing yet. Doom was blazing trail of the concept of a horror game just like it did 3D. Back then, developers didn't yet know that giving player guns and making demons easily killable makes game less scarier.

Doom was easily the scariest game ever released at the time. It just got quickly one-upped by imitators inspired by it, so we forgot that now.

>> No.6200751

i'm not going to point fingers at anyone in our community. i'm going to point at retarded twitterfags being retarded. social media is cancer

>> No.6200752

This might be due to mipmapping.

>> No.6200757

low quality bait, Ocarina was designed from ground up for filtering.

Quake and Doom, however, were not, and their textures are basically pixel art, best viewed unfiltered. Quake 2 was designed for filtering from ground up, though.

>> No.6200758

Doubt the author of it would want it so unless Bethesda offered them a cut since console-tards would invariably buy the port just to play it officially.

>> No.6200759

How bad did Hyrule field look? That zone was designed for stretched-the-fuck-out ground checkers since they were designed with texture filtering in mind.

>> No.6200761

Quake 2's textures are the same resolution as Quake 1. Just because the game came with filtering by default doesn't mean it looks good.

>> No.6200764

>blazing the trail of the concept of a horror game
Alone in the Dark

>> No.6200765

What are some wads with top tier music tracks? Mutiny's map 01 is top quality.

>> No.6200781

Going Down has a pretty unique soundtrack.

Ancient Aliens and BTSX have pretty amazing soundtracks. I also love some midis in Plutonia 2, Speed of Doom and Resurgence.

>> No.6200786

One, I hate the term 'boomer shooter'. They're not simply old, these games are simply superior because of interesting map designs and skill-based movement.

Second, RTCW has a complex map design and loads of secrets, but it doesn't have retro-style combat loop - instead of circlestrafing hordes of enemies you're using cover against hitscanners only - it's not that different from first Call of Duty.

Similarly, Serious Sam, released in the same year, kept the combat loop of Doom and Quake where you circlestrafe around hordes of monsters - but forgot the nonlinear map design.

Neither of these two are fully 'boomer shooters'. The same applies to Painkiller.

Doom 2016, regardless of what you think about it, is the first new TRUE retro shooter since Daikatana because it has the combat based around skilled movement, AND complex map design based around exploration. It also allowed games like Dusk, Ion Maiden, Amid Evil and WRATH: Aeon of Ruin to exist.

Actually, the fact that Daikatana was the last true retro shooter is kinda depressing when you think about it. No wonder the subgenre faded into obscurity when it was Daikatana vs Half Life.

>> No.6200794

It was just a single weird game at the time, not a genre.

Also if you look at modern horror games, most of them are first person. SOMA, Outlast, Alien Isolation, Amnesia and RE7 have a lot to owe to Doom, probably more than to AitD.

>> No.6200797

Cmon, new thread

>> No.6200798

I never really stopped to think about it, but Painkiller is basically just Serious Sam with a different theme isn't it. Lots of "Here's an arena, time to fight a bunch of enemy spawns" moments between corridors. I need to replay it on hard someday to see wtf those difficulty-locked maps even were.

>> No.6200802

These days, yes, but Alone In The Dark was a very heavy influence on the Resident Evil series, which has been one of the biggest horror/"horror" franchises in the business ever since it started.

>> No.6200815

Hideous Destructor is a pretty average Doom mod.

Hideous Destructor is also a really great and innovative new game on Doom engine.

I am mostly joking, but now I got myself thinking if it wouldn't be better if Hideous was forked into a new IWAD made for GZDoom from ground up, with a proper tutorial and its own 32 map campaign with a good difficulty curve and a story set in this charming world that uses the lore for more than flavor.

>> No.6200821

I was gonna say that Going Down would be a good choice for the new ports but Going Down is a full fledged Boom format .wad, so that's not happening.

>> No.6200824

Yeah, this >>6195532
would make sense if American movies didn't dominate the world.

When I was a Polish kid in 2001 who just found a copy of Atomic Edition bundled with my computer, I understood the joke was "it's like those 80s American movies with Arnold Schwarzenegger".

>> No.6200831
File: 30 KB, 895x331, edrftgy.png [View same] [iqdb] [saucenao] [google] [report]

Double Impact is honestly a lot better than Memento Mori 1 & 2

>> No.6200832

>id literally delivered on a silver plate a full stock of new weapon sprites from eternal artbook

>> No.6200838

the first game had a config file that let you change controlls and get always run through some exploit

>> No.6200845

Someone out there is some purist that pistol-starts on MS-DOS DOOM keyboard-only. A lot of holding alt to strafe and shift for running.

>> No.6200851

DOS doom had joystick support, if you werent playing everything with a shitty logitech joystick you didn't actually grow up in the 80's or 90's

>> No.6200858

looks like karl urban in the doom movie

>> No.6200870

Not really, Q2 Naturally supports TGA output for higher Res, but Id never cared about making it, also the force texture compression due to weak boards of its time

As for Monster models, The normal textures are still limited by the polygonal limit of it
In fact, I think that turokguy can test this if he wants to put his Adon cutie as a Q2 skin.

>> No.6200878

Anon, all of the cool kids had Gravis Gamepads.

>> No.6200890

>Doom 2016, regardless of what you think about it, is the first new TRUE retro shooter since Daikatana because it has the combat based around skilled movement, AND complex map design based around exploration. It also allowed games like Dusk, Ion Maiden, Amid Evil and WRATH: Aeon of Ruin to exist.
Dude, come on.

>> No.6200913

I mean, Doom 2016 isn't perfect because all combat is inside closed arenas, which is stupid, but still, it's the first game that fully fits the bill.

>> No.6200929

What about all those Painkiller releases?

>> No.6200940

Complex map design based around exploration? It allowed Dusk, Ion, etc. to exist? Are you for real?

>> No.6200941

The point is not resolution, the point is artist intention.

>> No.6200953

Painkiller maps are simplistic chains of arenas like in Serious Sam.

I don't know about expansions becuase they're shit so I didn't play them.

>> No.6201206

>From the mapmaker who played UAC Labs

>> No.6201281


>> No.6201932

I'll check it out, thanks!

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