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6200790 No.6200790 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6194104

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.6200795

=== NEWS ===

[2-13] Double Impact is now officially curated

[2-10] Nobody Told Me About id v0.1.2 - A Build Engine-styled mod
https://www.youtube.com/watch?v=8TMDyzC2ARg&feature=emb_title [Embed]

[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
https://www.youtube.com/watch?v=GT4mZUwuoXQ [Embed]

[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
https://youtu.be/7bw65h8yeXI [Embed]

[1-28] January Jump Jam released

=== PREVIOUS ===



>> No.6200810
File: 290 KB, 480x480, cyber ass.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6200812

pistol starts are poor

>> No.6200818

I want a new Romero wad. Or a Romero episode for Douk.

>> No.6200827

>I want a new Romero wad.
Me too. Or a Quake episode from him.

>Or a Romero episode for Douk.
Wuh- what? Why w...
Me too, actually.

>> No.6200829
File: 600 KB, 1920x1080, duke0002.png [View same] [iqdb] [saucenao] [google] [report]

Any must play maps for Duke3D? Bonus if they are summer/beach themed.

>> No.6200830

>"It's time to kick ass and kill John Romero......"
>"...And I'm a fictional character that isn't real."

>> No.6200837

I could go for some cross-over TCs. Doomguy in Duke maps w/ Doom weapons again Duke enemies, and vice-versa. Let me shrink a Baron as Duke or Super Shotgun an Octabrain.

>> No.6200850
File: 80 KB, 660x495, doom-selfie.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw someone says Elder Scrolls has the weirdest mods

>> No.6200854
File: 236 KB, 380x201, doom view.gif [View same] [iqdb] [saucenao] [google] [report]

Is there a discord community for fans of retro fps games? Or fans or retro pc gaming in general? It would be fun to chat about gaming and maybe make some friends

>> No.6200857

Yeah, they are dull

>> No.6200860

>Launchers for Build Engine games
Is this link basically not what it is for anyone else? May as well remove from OP if that's the case.

I also feel like suffering this weekend. There's no real source port/authentic-enough recreation for Redneck Rampage correct? Never played through the expansions of it, figure I may as well to get it off the checklist of BUILD games I've played ignoring TekWar. Fuck TekWar..

>> No.6200872


>> No.6200876

Is that just me, or in doom retro you really moving a bit more heavily than in other ports?

>> No.6200884

Just how bad are NBlood's inaccuracies?
Only asking because I installed both it, and BloodGDX the other night to toy around with them, and I get much much better performance out of NBlood.
But I don't want to play it if there's some aspect of it that's just mega fucked due to not being properly accurate.

>> No.6200891

This is already in the news section, anon.

That being said, why was this added? Looks fun, but how is it significant enough to be added to the new Doom ports?

>> No.6200892

doom retro has a lot of weird quirks about it that rub me the wrong way.

>> No.6200897
File: 16 KB, 309x266, 1571831858571.png [View same] [iqdb] [saucenao] [google] [report]

Hey there fellas, I had played the original Doom a little bit when i was a kid, but never really dove in. Always was a little confused at Doom's popularity over the years as i got older and thought it was borderline autistic. Finally had the time to sit down and play Doom 1 and 2 (Steam releases) all the way through for the first time and I'm happy to say the autism makes perfect sense now. These games are fun as fuck. Consider me convinced, wish i had played them in full back in the day.

>> No.6200904

Now start playing Doom with mods

>> No.6200905

Not unless you join a server about a specific mod for them. But I feel ya on that one, bud.

>> No.6200910

Thats the plan, I'm looking into getting ZDoom or GZDoom and throwing anything good i can find into it.

>> No.6200920

Use GZDoom, a lot of mods only run on it like Hideous Destructor (which you should definitely try out sometime).

>> No.6200924
File: 2.92 MB, 1280x720, putting on doomguy's glasses.webm [View same] [iqdb] [saucenao] [google] [report]

Welcome to a fundamentally solid game with 25+ years of usermade content and a practically infinite shelf-life.

Make sure to turn off the smear filter when you set up GzDoom.

>> No.6200936

That just gave me an idea for a silly mod. Doomguy with glasses. If he takes a hard enough hit there's a random chance his glasses will fall off and make the screen extremely blurry. You'll have to find them and put them back on to see clearly again.

>> No.6200937

>how is it significant enough to be added to the new Doom ports
Double Impact is one of the best episode wads for Doom 1.

>> No.6200938

Put that one together with the breaking a nail mod and we have a new challenge

>> No.6200942

GZDoom it is then, thanks.

>> No.6200943

> [2-13] Double Impact is now officially curated
its a pretty damn good e1 replacement
the first map music is excellent too

>> No.6200945

If we're going down that route, how about you can also stub your toe on a wall if you run too fast into one? Doomguy freezes up in pain and can't do anything for a moment and loses one health.

>> No.6200957

He also has to find his glasses in a sea of fireblu. with that one mod that replaces everything with fireblu

>> No.6200970

Also I can't take screenshots and I don't know why, it's just doesn't save.
doom retro 3.4

>> No.6200972


>> No.6200975


>> No.6200981

You ain't seen nothing yet, fanmade maps really get the most out of Doom's gameplay.

>> No.6200984

Also, if you back up into a wall too fast Doomguy has a chance to bump his funny bone causing him to drop his current weapon and be unable to shoot for a moment.

>> No.6200986

It's nice to see two completely different communities have fun with this.

>> No.6200987

Yeah. Especially in regards to Doom 2's monsters. Doom 2 itself very rarely uses them effectively. Some levels even feel like they were just added in at the last minute (The Citadel's two arachnotrons feel incredibly out of place, for example).

>> No.6200992

In regards to that leaked concept art, what's everyone's favorite or least favorite bit on it?
I liked some of the weird looking "royal" figures and the IOS' armor.
And also the giant crosses in the Urdak concept even though i don't really agree with this as a Heaven for Doom
Also, is it me or did the last thread went fast?

>> No.6200993

If they put Doomguy in smash, get ready for all the memes of him being on teams with Isabelle, Pichu, Kirby, and the like

>> No.6200995
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>> No.6200997

an interview brought up that they barely talked it through a deeper level and just banted about it
expect doomguy to be in a much different crossover game when you see art of him with a red, guitar playing lamb girl that went to hell once and a cute flying hobo

>> No.6201031
File: 397 KB, 640x480, Screenshot_Doom_20200214_020046.png [View same] [iqdb] [saucenao] [google] [report]

If you can't make your wall look sensible, at least make it look busy.

Also, what's up with middle textures? I thought I'll be able to make a tall cage, but they just seem to hover at the ceiling.

>> No.6201037

>Just look at the motherfucker

>> No.6201038

I actually think even D2TWID unintentionally ended up using Doom 2's monsters better than Doom 2 itself.

>> No.6201042

>looks foreign

>> No.6201057
File: 728 KB, 500x318, woo.gif [View same] [iqdb] [saucenao] [google] [report]

>Romero making a Build game

>> No.6201064

Rabid pistol starters are as bad as the vanilla purists. Imagine unironically defending obnoxious bugs like blockmap or programming shortcuts like infinite height as being a good thing. All for the sake of being anal about demo compatibility.

>> No.6201073

I don't really get the niche Doom Retro is filling. It's inauthentic to vanilla mechanics and demo support while also not being feature-driven like GZDoom or even Eternity. Why use it over the above two or the more vanilla PRBoom+?

>> No.6201074


So are Bethesda planning to add new wads every few months to their version of doom/doom2

>> No.6201075

> dark samus
> alien creature
> probably demonic
what reason does he have to believe otherwise, really?
they came from mars, so maybe all aliens are demons to some degree

>> No.6201084

Exactly. It just feels like a "because I can" kind of source port more than anything.

>> No.6201093

All I see are people bitching about pistol starting, not the other way around.

>> No.6201102

Who hurt you?

>> No.6201108


>> No.6201110

WOULD you stick your penis up cyberdemons butt for 7$. Be honest.

>> No.6201118

I don't think my dick is long enough to get past those pristine cheeks.

>> No.6201119

>not fist

>> No.6201123

You may very well be right my friend.

>> No.6201127
File: 2.52 MB, 640x360, butt-pummeled.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6201130

I bet he enjoyed every second of it

>> No.6201136
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>> No.6201139

Anyone gonna ask ol' cybie to be your valentine?

>> No.6201162
File: 31 KB, 350x370, 1581504886065.png [View same] [iqdb] [saucenao] [google] [report]

>someones thanking bethesda for still supporrting this game, and for making it in the first place

>> No.6201171

oops wrong tweet >>6200872

>> No.6201172


>> No.6201207

the official expansion Life's a Beach

>> No.6201213 [DELETED] 

How do we save hl's reputation?.

>> No.6201221

posting in HL threads.

>> No.6201225


>> No.6201229

guess he wasn't lyin' about whiplash havin titties.

>> No.6201265

I have a small one, and retro FPS games are something we frequently discuss, among other topics.

>> No.6201325
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thoughts on D64's monsters?

>> No.6201329

They look fine, aside from Imp's lack of iconic mouth, and Cyberdemon looking too 90s CGI. If the alternative was the original monster sprites but texture filtered I'd have preferred these remade ones.

>> No.6201386

It would only cost me $7? Hell yeah.

>> No.6201392

The Ultimate Coom
Coom II Coom on earth
Master cooms for coom II
Final Coom
Coom 3
Coom 3 resurrection of coom

>> No.6201406

buildgdx and rednukem

>> No.6201408

Double Impact is pretty brutal with its hitscan use, and it feels like Sigil v1 with how few chainguns there are.

>> No.6201420
File: 1.02 MB, 960x600, SilentlyJudgesYou.png [View same] [iqdb] [saucenao] [google] [report]

In case anyone missed it from the last thread:
Gameplay vids
Also here's Turok 2 Adon's model

>> No.6201423

Star Wars

>> No.6201470
File: 84 KB, 320x276, 1560470943181.jpg [View same] [iqdb] [saucenao] [google] [report]

Eyy 2 threads later I get to reply. The joys of having a job and a life and a fucking broken-down car.
Gore is tweaked from Smooth Doom, one of the old versions. The blood is custom, made to look like blood from some 64k mod I liked but then altered more. The sprites are mostly from either a few r667 weapons that I thought didn't look like total ass or from the minor sprite fixing project. Also a few from extended monster spriting sets for the two-handed attacks for the knight/baron/imp. Code is all mine for the most part. PSMG original sprite was courtesy of Kegan, then I made it look a bit better and added the muzzle flash. Really I put my fingers in everything so it's all custom-ized to some degree. The credits for everything that I know the maker of emit into the console on every run but it's by no means perfectly specific, just as comprehensive as possible.
If you've got something in there and it's not credited or something I can add you if you want.

>> No.6201471

Fantastic designs, Dark Imp was a good addition.

>> No.6201502
File: 37 KB, 500x423, skyrim-mod-062319.jpg [View same] [iqdb] [saucenao] [google] [report]

there's some pretty out there mods for doom but TES can go into some pretty unique kinds of weirdness.

>> No.6201506

hey guys remember non sexual foot licking?

>> No.6201529

I mean Doom doesn't have loli sex mods

>> No.6201542

I tried modding in weird shit to doom and got filtered by decorate.

>> No.6201547

I just can't accept the caco design.

>> No.6201550

Yknow what, considering how old and diverse in terms of individual personalities the Doom community is, I'm kinda surprised no one's made one yet.

>> No.6201558

Just had my last 2 wisdom teeth pulled. Recommend me some painful WADs

>> No.6201563

its probably not public.

>> No.6201575

Rootpain :^)

>> No.6201589

i like the sequel better

>> No.6201593

Someone help me out? I keep trying to host Zandronum, and upon completing a map, the server kicks everyone, including me, with some message about server authentication failing. It even did this with stock Doom 2 maps and no pwads.

>> No.6201626

Which source ports are better atm for Bloom and PowerSlave (DOS) right now?
I'm considering NBlood vs BloodGDX and PCExhumed vs PowerSlaveGDX.
Can anyone list current pros/cons?

>> No.6201627

well here you are if you are interested

>> No.6201635

I fucking love the pain elemental

>> No.6201637
File: 3.22 MB, 300x300, eggman loss.gif [View same] [iqdb] [saucenao] [google] [report]

>Playing Duke 3D
>Explodable wall
>Whip out pipebombs, toss one down
>Manages to nick the wall just wrong and bounces back a bit
>Right next to a cocooned chick

>> No.6201642

flag lower unpegged to start midtexture at floor level

>> No.6201643

Am I the only one that kills the captured chicks in Duke 3D, mainly so I can spawn any and all aliens that come from it and get closer to %100 kills?

>> No.6201653

does killing girls actually add to the % of monsters killed?

>> No.6201661

Unsure, but killing them spawns in more monsters.

>> No.6201668
File: 507 KB, 238x238, morshu.gif [View same] [iqdb] [saucenao] [google] [report]

Had an argument with someone about Doom RNG and they told me "just don't get hit"

>> No.6201670
File: 27 KB, 132x98, 1567141898102.gif [View same] [iqdb] [saucenao] [google] [report]

I mean, he's not wrong.

>> No.6201682

Running survival Shotgun Frenzy, hoping I fixed the authentication bullshit. /vr/ Doom 2020, password is raged.

>> No.6201685

Had to get it out of my chest. The argument I was making is about how Doom can be most unreliant on skill but heavily reliant on luck, due to its completely luck reliant 1d8 rolls for damage outputs and monster movement especially, resulting in a much lower skill ceiling than in a game like Quake.
He then told me "you can manip the RNG and predict the next output because it's not really random", therefore, Doom is a completely skill-reliant game

I've been thinking about this for days, just in awe at how people can actually think this to be 'reason', and there's risk that other people will actually believe that what he was implying is true.

>> No.6201698

>he can't keep track of the RNG numbers and use them to his advantage

>> No.6201702

willing to be he watched this video.

>> No.6201712
File: 292 KB, 719x556, 016Uv7ZKT8_719x0.jpg [View same] [iqdb] [saucenao] [google] [report]

What does /vr/ think of Quake II?

>> No.6201719

It's alright. Average,

>> No.6201723

Feels slow compared to Quake 1.

>> No.6201727

Good but not for me. A shame that it had the Quake IP in its name despite having nothing to do with Quake.

>> No.6201749 [SPOILER] 
File: 61 KB, 720x960, 1581662011702.jpg [View same] [iqdb] [saucenao] [google] [report]

Its kicking off

>> No.6201757

>Giving IoS a body

>> No.6201758

It's more that that body is trash. I always imagined the gigantic body of the IoS was missing various limbs and parts and was otherwise incredibly deformed due to its imprisonment. It's probably just a shop, desu.

>> No.6201759

It had a body lol

>> No.6201763

>incredibly deformed body
incredibly retarded idea. nothing justifies this other than muh edge. the only deformed thing here is your head most probably tbqh

>> No.6201765

Ah, so this is what it does. All this time I was trying to guess the offset by the number.

>> No.6201767

>. nothing justifies this

uh all the cyber demons do that.

>> No.6201768

It's kind of underwhelming. It's too human.

>> No.6201770
File: 18 KB, 160x127, 1446662919973.gif [View same] [iqdb] [saucenao] [google] [report]

>nothing justifies this
The IoS is mounted on a wall with its brains for all to see.

>> No.6201772

Just like my SergeantMark4 animes!

>> No.6201773

Even Markymark was "creative" enough to give it some weird body instead of that utter nothing.

>> No.6201774

The only good part about it is the face.I think they should have tried sculpting this or something first.

>> No.6201775

I want it remade in Quake 1 style

>> No.6201776

>Looks through images
>Sad tiny saggy titties

>> No.6201779

I want him to raise his to move on and not suckle on his legacy for milk money

>> No.6201781

NBlood and BloodGDX both have pros and cons, try them both out.
One thing I love about Duke64 is being able to save the chicks, I think you could also save them in Manhattan Project.

>> No.6201782
File: 894 KB, 500x500, mfw.gif [View same] [iqdb] [saucenao] [google] [report]

Can someone please help me with this?

One of the discussions above got me thinking and drooling about how extraordinarily satisfying it would be to always 1-shot imps with the shotty, or always 2-shot Cacos and Revenants, etc. without having to risk wasting more shells or rockets.

I don't know where to start with this and I'm not sure if it's possible for all sourceports, or possible to do so AT ALL without messing with the rest of the game's mechanics, which would be a shame.


>> No.6201783

Manhattan Project had saving them be the focus. I don't know why only the N64 port of Duke3d decided to make them saveable since it also works in the scope of the game about saving babes from aliens.

>> No.6201785

I think you'd just have to mod the damage of weapons to be a specific number instead of the variable that calls the RNG chart.

>> No.6201787

How do I do that?

>> No.6201789

Speaking of reliable damage.
Why do lost souls take two shotgun blasts to kill?

thats like the number you'd expect for a mid tier enemy like a pinky. Not the light stuff that gets spammed in bunches.

>> No.6201790

uh download slade and make a wad with weapons with fixed damage that over write the current weapons.

You might have to tweak some other stuff like Caco health if you want the shotgun to 2 shot them too.

>> No.6201791

I'd like to do it for non-advanced sourceports.
From Decino's video it seems like it's possible with prboom+, just don't know how he did it.

>> No.6201793

No idea then lol.
You should message him and ask him.
He might be able to point you in the right direction.

>> No.6201794

I think Nintendo asked 3d Realms to make them savable for 64 and I'm not fan of the censorship in 64 but being able to save the chicks only makes sense, Duke3D is a fun action romp not a horror game just let me save the chicks and kick alien ass.

>> No.6201798

The censorship never really bothered me. Devs added enough (plus bro-op) to make up for it. Still undecided about the lack of its music though, but it did bring to light just how much god damn ambient sounds the game had.

>> No.6201802
File: 3.22 MB, 2700x3600, The Art of DOOM Eternal (2020) (Digital) (WhiteHorse) 058.jpg [View same] [iqdb] [saucenao] [google] [report]

>final boss of doom

>> No.6201805

He's a big guy.

>> No.6201806

I kill the babes because they're already dead. Mercy killing > letting them suffer until they give birth to some alien bastard.

>> No.6201807
File: 99 KB, 1000x800, ac507084c492f399beacc4ed4a87e692.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't care what anyone says. Fat demons are so god damn stupid looking

>> No.6201809

I don't care what you say. I love fat demons.

>> No.6201812

Yeah missed opportunity for the utter morons to cry over how they tried too hard with it or overdesigned it.

>> No.6201814

It's almost literally nothing. It's a human body with a goat head. The Doom 2016 easter egg was better.

>> No.6201815

bro they over design everything then they make the final boss look like a bland bowl of oatmeal with a rad looking head.

>> No.6201817

>It's a human body with an X head
You mean like every demon ever in the franchise discounting the mastermind?

>> No.6201820

Yes, how do you not understand how contrast works? You're fighting fat guys, skeletons, goat dudes, spiders, and imps throughout all of Doom 2, then you get a gigantic fucking head on the wall. That's neat. Instead of doing something equally neat in the other direction...they go for bland. How long have you been stupid?

>> No.6201821


pain elemental
lost soul

>> No.6201823

>NBlood and BloodGDX both have pros and cons, try them both out.
That doesn't answer my question at all, please elaborate

>> No.6201825

Im confused cus first I read variation in designs is a good thing, and now you say they shouldve gone for the obvious and expected thing and made the big boss some edgy lovecraft reject instead of an alien looking thing

it's almost like it's lose/lose

>> No.6201828

It's not even an alien looking thing you moron. It's a dude with a mask.

>> No.6201829

>demons with human bodies and weird heads
>demons with human bodies and hooves and weird heads
>demons with human bodies and hooves and an arm gun
>cyber demon
>arguably mancubus

>demons that don't fall into this category
>everything else

>> No.6201832

because you over design everything then scale it back for the big reveal.

its like making all the angels freakish abominations, then God is just some dude. but he also has a goat head which ruins the "just some dude" factor where it could have worked.

>> No.6201835

oh somehow I forgot about Archvile.

>> No.6201837

You get to fight a hole on a wall because they literally couldn't figure out a way to depict a large-sized battle taking place with the source of the monsters you've been fighting. How grwat is that.

The design of the head itself isn't even out of line with what you can make out from the Cyberdemon or the hell nobles, the MARBFAC textures are even as detailed as it so it's definitely not in contrast to anything. In Eternal you're fighting chunky oversized monsters and the big bad is a lanky, alien looking thing which you don't expect, it's literally the fucking opposite of what you claim. Had they gone for something else people would've complained about it not sticking out because it would meld with the busier looking designs. It's literally that simple.

>> No.6201838

why didn't they just bring the wall back.

>> No.6201841

cool I guess by your observations the archvile is also some dude in a mask. good to know I can count on you to interpret basic designs

>> No.6201861

Had trouble getting funding to build the wall

>> No.6201864

Neither are better then the other and they both got flaws.

>> No.6201870
File: 29 KB, 383x424, 1565201891838.jpg [View same] [iqdb] [saucenao] [google] [report]

Revenants too, also the soldiers but that's a given. Nearly every design in the game is a take on the bipedal critter template, with the only three quasi-biblical representations of demonic entities being the Baron, the Cyberdemon, and *maybe* the Pinky only because of its deformed bodyshape which oddly mimics that of a muscular human's. The cacodemon design isn't even id's own and the lost soul is just a skull with horns that set on fire.

With 2 they just said "fuck it, let's throw in whatever" and the new designs worked because the non-traditionally demonic look of the new monsters was a good contrast to everything that had come before them. I see the new IoS design as a good throwback to that design language, and something like Mark's design would've been pretty meh in the grand scheme of things. I fail to understand what the problem even is.

But fuck it, let's talk about Ugly as Sin and how I don't understand how I could have played HD for so long without knowing about its existence. Eating/cooking in any videogame to me is just so enjoyable.

>> No.6201871

>more generalizations instead of ACTUAL fucking flaws and pros
Are you retarded or just fucking pretending to be a monkey? I bet you never even tried them because idiots like you that only give vague generalizations are always fucking poser scum. Fucking die faggot.

>> No.6201872
File: 34 KB, 500x393, Mancubus-Doom-video-game.jpg [View same] [iqdb] [saucenao] [google] [report]

Heard you were talking shit?

>> No.6201886

>edge bad
piss off

>> No.6201902


>> No.6201903


but what does he eat?

>> No.6201916

That could actually work as the shock/surprise factor. Would certainly be more unique than simply having him be a regular bearded guy who sits in a throne above the clouds all day. Show a bit of the demonic side that hell would draw from for its aesthetics. Sometimes uncanny is more effective than simply horrific.

>> No.6201925

I was going to post a picture of a foot making a "sole/soul" play on words joke but I had an anti-footfag reaction and couldn't do it.

>> No.6201930

Dudes in cages.

>> No.6201936
File: 119 KB, 731x767, Mr._Friendly_doublewhip.jpg [View same] [iqdb] [saucenao] [google] [report]

That was considered as a feature during Half-Life's development, that with certain hits an enemy could knock off Gordon's glasses. One cut monster in particular, Mr. Friendly, which was some sort of horrible rape monster (and also a proposed rationalization for dead bodies despawning for saving on memory), would have an attack which would knock Gordon's weapons out of his hands, and could reliably smack his glasses off too, then presumably attempt to carry out some sort of ghastly sexual assault resulting in his death.
He was about the size of a horse and would make sounds like nails on chalkboard when walking, and had other attacks such as vomiting.

Fascinating mechanic and design, but also pretty disturbing, more something I'd expect from a straight horror game like maybe Silent Hill or Haunting Grounds, than an action game like Half-Life.

>> No.6201943
File: 91 KB, 1280x720, RIP AND TEAR.jpg [View same] [iqdb] [saucenao] [google] [report]

Huge guts, obviously.

>> No.6201945
File: 106 KB, 463x792, 1569546560259.jpg [View same] [iqdb] [saucenao] [google] [report]

>then presumably attempt to carry out some sort of ghastly sexual assault resulting in his death.

>> No.6201949
File: 92 KB, 708x1000, aa5552e52e5cac655d67c2e29f91d88f.jpg [View same] [iqdb] [saucenao] [google] [report]

We can do better! Someone has to step up!

>> No.6201958

The game is very easy even on UV -fast and I play by resetting the level each time I die. I've tried pistol start once or twice in Heretic and I 'gotta say that it makes the game much more fun.

Although I think ID didn't design levels with that in mind back in the day, it would be nice if the community suddenly made levels with all weapons possible to acquire gatekeeped by secrets to keep the fun and challenge of pistol starts.

You either sound like you really enjoy a power trip or haven't even tried pistol start at all.

>> No.6201960

Honestly how do you even pistol start in gzdoom. it just sends me back to the autosave.

>> No.6201962
File: 278 KB, 1216x1080, Infector_normal.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey look its the corpse humper from DeadSpace

>> No.6201963

didn't Gordon canonically wear a helmet?

>> No.6201968
File: 81 KB, 850x846, 1576838727220.jpg [View same] [iqdb] [saucenao] [google] [report]

>According to the book Raising the Bar, Valve's Ken Birdwell had a friend whose 12-year-old brother, Ted Backman, used to draw. Ken had always liked his work, so while searching for a concept artist several years later, he asked Backman to provide a couple of sketches for possible monsters. He presented sketches of several very sexual-oriented monsters to him and Gabe Newell, managing director, the kind of material Birdwell did not expect. Among them was "Mr. Friendly" displaying an obvious penis. When questioned about it, Backman described that the creature would use its tentacled arms to pull the player towards itself until the point of fatal copulation. Birdwell was worried that Newell wouldn't approve of this material, but it turned out that was exactly what he was looking for. Newell and Backman then began a discussion about possible psycho-sexual alien behaviors and clinical descriptions of disturbed adolescent sexual fantasies. The sexual themes of some of these enemies were intended to elicit a response from the innate homophobia of 14-year-old boys, a significant portion of the targeted audience for the game

>ask kid brother for concept art
>draws a penis
>names it "mr. friendly"

>> No.6201971


>> No.6201972

thank you

>> No.6201982

Have fun!

>> No.6202004


maybe, maybe not.

He only gets a hud once you have the suit, so something is over your face, it monitors your oxygen levels and able to tell you undistorted under water, and everyone else on xen has a mask on so It makes sense he has a helmet when he is on xen.
But, the third person model of gordon has no helmet, there is no helmet in the suit tube or in the area before he portal to xen, and (maybe not canon) you see Gordon in opposing force (jumping into the xen portal) and blue shift without the helmet.

>> No.6202007

I finally beat e3 in the original doom. Holy fuck does that last episode just suck major dick compared to 1 and 2. Slough of Despair is the worst goddamn map. It's SO BAD. FUCK. Mount Erebus has a cool idea but is brought down by fireblue. Gate to Limbo is garbage. Every other level is completely average in my mind.

With 1 down, I need to finish 2, e4, Plutonia, Sigil, and TNT. Which one should I do first?

>> No.6202042

what a brutal validation.

>> No.6202051

fuck you and fuck off

>> No.6202061

>The sexual themes of some of these enemies were intended to elicit a response from the innate homophobia of 14-year-old boys, a significant portion of the targeted audience for the game
I still think this is fucked up reasoning. NOBODY should be ok with the thought of being raped in any manner, least of all to death.

That shit's scary even if you're a unisex ken doll with no orifices.

>> No.6202068

I've never understood people's aversion to FIREBLU. It seems like everybody just perpetuates the same stale meme without giving it a single thought.
I like the color palette of Mt Erebus, it being composed primarily of reds and blues gives it an interesting feel and seems like a very conscious artistic choice. Probably my favorite level of Episode 3 visually.

>> No.6202074
File: 25 KB, 279x242, inhale.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6202078

Why does that look like an arch-vile's body?

>> No.6202094

I actually like the rusty techbase environment and the enemy designs. Shooting is satisfying, gameplay is solid overall, albeit enemies are a bit bland in this aspect.

>> No.6202097

>muh edge
Why the fuck are you even in a Doom general?

>> No.6202098

I just played Doom64 for the first time a couple weeks ago, the whole thing felt like a creepypasta version of Doom if that makes sense. The foreboding soundtrack, the disturbing monster designs that are similar to the originals but "not quite right". Also that Baron death sound. I loved every minute of it.

>> No.6202105

Looks like DA fanart. Incredibly boring.
Also the description at the bottom seems to suggest that you won't even really fight it, just need to find its disembodied heart wherever and destroy it. Could've been cooler if it had some shootable weakpoints on its body and you'd need to walk up or down on the terrain around it to get a good angle at them, with some kind of SOTC-like finish I guess. I'd take that over a glorified environmental hazard and destructible mcguffin any day of the week.

>> No.6202107

>I've never understood people's aversion to FIREBLU.
I love fireblu, its like the visual version of a warhead piece of candy.

>> No.6202112

I wonder if theres a correlation with the people that dislike sigil, with the people that only used the midi soundtrack.

Honestly that soundtrack raises some levels from 7/10 to like 20/10.
I don't want to nark on Doom's sountrack, but I can't even begin to imagine what it would have been like if each level had music like this.

>> No.6202113
File: 10 KB, 320x200, shit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6202117

It should have been something that isn't bipedal.

>> No.6202119
File: 948 KB, 1315x737, fireblu and bitrates.png [View same] [iqdb] [saucenao] [google] [report]

I think it can be ok in small doses, but Mt. Erebus makes an entire building out of it, which is visually striking, but also garish and hideous.
Made worse by how this texture craps out video encoding.

Part of it I think is also how it's animated, it doesn't really move or anything, it kind of just blinks slowly between two brightness levels, which looks kind of cheap and crude.

>> No.6202128
File: 38 KB, 640x400, ENDPIC2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6202131

I mean, you're totally correct. There's no level quite like Mt. Erebus in palette or layout in pretty much any FPS I've ever touched. But FIREBLU is just weirdly designed. The texture itself is fine, but the way it's used is NOT, if that makes any sense.
I'll be here all week

>> No.6202135

please stop, this brutalization of anon is getting too edgy for our wholesome thread.

>> No.6202140
File: 24 KB, 320x200, wallr42.png [View same] [iqdb] [saucenao] [google] [report]

Fun fact; FIREBLU is just this white-ish rock texture recolored red and blue, then a second frame is made with just some different brightness values.

>> No.6202142
File: 27 KB, 320x200, wall61.png [View same] [iqdb] [saucenao] [google] [report]

Closer version to it, this one isn't in the final game, unlike the previous image.

>> No.6202145
File: 26 KB, 320x200, wall65.png [View same] [iqdb] [saucenao] [google] [report]

One more

>> No.6202146
File: 21 KB, 320x200, wall65b.png [View same] [iqdb] [saucenao] [google] [report]

The resulting FIREBLU texture.

>> No.6202151

it makes my eyes feel wobbly looking at it. I love it.

>> No.6202192

He's a stout guy.

>> No.6202195
File: 89 KB, 1280x960, doomguyendgame.png [View same] [iqdb] [saucenao] [google] [report]

Sorry, that wasn't corrected for aspect ratio.

>> No.6202207
File: 131 KB, 1280x720, d2ending.jpg [View same] [iqdb] [saucenao] [google] [report]

"It's thrashing limbs devastating untold miles of death surface".Doom's got the fun edgy aesthetic in it's bloodveins.Might as well have some fun with it and not just be lazy in your design

>> No.6202227

I hoped for the titan combat to be god of war style

>> No.6202234

The game is balanced for pistol starts, but I don't find them enjoyable unless you intimately know the map. Having to run away or chip away at enemies until you find the secret super shotgun two feet away from the start of the map is a little obnoxious. I don't enjoy trial and error in my doom even though the desperate scavenging feels intentional.

>> No.6202262

i don't like pistol starts because I enjoy using the bfg for more than 3 maps in doom

>> No.6202312

Crossovers are shit. All games have their own identities, mixing them result hodjpodj gfx, sound and gameplay. That's why I hate total conversions as well.

>> No.6202340

>the absolute state of hell

>> No.6202345

>demonic jannies

>> No.6202349 [SPOILER] 
File: 1.68 MB, 2700x3600, 1581690213972.jpg [View same] [iqdb] [saucenao] [google] [report]

I think you actually fight him

>> No.6202352

Dudes with cock cages.

>> No.6202354

He could not resist putting some Pacific Rim in it, could he?

>> No.6202356

bummer, I actually expected some god of war shit in first person

>> No.6202370

Its definitely nice to have it, but the new ports are still piss poor at best

>> No.6202436

That's even more boring. Doom Eternal is now a Power Rangers episode. Why make the monster massive if you're then going to make the player as big? When you're both scaled up, doesn't it just mean that the map is scaled down?

>> No.6202438

Anyone got Doomsday Engine and want to play multiplayer Doom or Doom II?

>> No.6202441

>When you're both scaled up, doesn't it just mean that the map is scaled down?
doesn't work like that, the player size is always the same, everything around is scaled accordingly

>> No.6202448
File: 86 KB, 675x227, 0ed.gif [View same] [iqdb] [saucenao] [google] [report]

>People who deadass go ballistic if you spoil them Doom Eternal
Sure because ID didn't spoil us with all that gameplay footage or shit channels like Midnight milking Doom content about "lore".
Seriously though the fuck you're gonna be worried on getting spoiled? Of ugly fucking thimg you gotta kill #257? Why care about the lore so much? It's just a overly detailed excuse for you to kill demons.

I swear with Eternal first reveal it feels like the fans who claim to love Retro shooters and Doom so much never actually fucking played them more than the first episode.
The fuck is going on?

>> No.6202450


>Name: DoomSlayer
>Height: As big as he needs to be
>Weight: P = current M / required V
>Gender: Testosterone
>Blood type: Anger Positive

>> No.6202451
File: 29 KB, 225x225, 52039709-37B5-4CF8-B8AB-996480C98D66.jpg [View same] [iqdb] [saucenao] [google] [report]

Have there been any Ancient Greece inspired wads? Feels like theres lot of potential for textures and monster sprites.

>> No.6202453

So much for "hurr durr he killed the Titan by himself,Doomslayer so cool", when you use a giant fucking mech to do so.
That sounds boring as fuck

>> No.6202456
File: 839 KB, 500x360, megas xlr.gif [View same] [iqdb] [saucenao] [google] [report]

I'm getting the impression that Eternal is trying to going all-out with the spectacle.

>> No.6202460

>Badass factor:none
Seriously wouldn't a fight against a giant be cooler if you did it with just your average size?
A God of War or Shadow of the Colossus type of battle would be awesome.
But a mech? Meh..

>> No.6202462

having to chip away is bad game design
forcing/encouraging you to run away is good design because it creates tension and an internal objective
generally the well received custom wads do these well

>> No.6202463

just this time

>> No.6202468
File: 1.15 MB, 1229x773, zorah magdaros.png [View same] [iqdb] [saucenao] [google] [report]

Some very large boss fights can just end up being more trouble than what they're worth, can't blame them.

>> No.6202471

Your also assuming that thats the entire fight, it might just be the final phase.

>> No.6202473

>he doesn't count gameplay tics
hey guys look at these fucking zoomies am I right

>> No.6202478

My two cent idea for a mod that I'm certain would be really cool:
so a Doom roguelike, but like literally a Doom roguelike. Each level is randomly generated based on simple BSP trees like text roguelikes, etc.

>> No.6202486

Guess you lost that 2 cent because doom roguelike already exist, its just not an fps

>> No.6202491

Yeah, no shit dummy :D
thats why I specified "but like literally a doom roguelike"

>> No.6202504
File: 126 KB, 1920x906, vi tos SOKAR.jpg [View same] [iqdb] [saucenao] [google] [report]

Seeing as I dunno shit about the tenancy thing on march 9th; I might not actually get to finish this thing. So here's the current pre-alpha of Somewhere in Nevada (indev placeholder name you understand.) Maybe you guys will enjoy turning it into a collab with other doom mappers? The wad should genuinely feel like an "interactive madness combat flash episode" though, so try to have the odd camera change. Maybe even use the project as a way to tie Ult. Doom +2+64+etc fan projects; to Doom 2016 and Eternal, whilst having a 'madness' sort of theme.

MAPS (formatted in binary because MADNESS incidents):
Map000 - Slight update/tweak of Shajjeshog-fuck spelling that. It's a slightly updated version of https://www.youtube.com/watch?v=f-lpSBksudw

Map001 - First new, done map. Not nessisarily 'finished' as I'm going to keep working on it like Shajj there; but it's technically done in the sense of "it's playable and i can't think of anything else other than tweaking the end area"

Map010 - Basically just one room at this point but it's a concept.

Map011 - map file non-existent as of yet. Might of been the Improbability-Argent Condenser

Map100 - I'll let the song describe it for me: https://www.youtube.com/watch?v=OaR2azLY2AY

Map 101 - Not yet existant. Shit really falls apart here, setting the stage for the Final 3 Maps.

Map 111 - Sokar's taken over Nevada, yo.

Map1000 - Nothing here yet aside from some basic texture choices; meant to be a slow-buildup slaughtermap however.

Testmap - Test stuff for maps here.

Titlemap - Unfinished intro to the wad.

>> No.6202505

Doom boss fights always were meh and I mean all the games. I think you're giving them too much credit.

But now there's far more mobility than in the previous game. It would be a waste to not exploit it here.

>> No.6202513

>Doom boss fights always were meh and I mean all the games.
This is true if we're begin real about it. The Cyberdemon and Spiderdemon aren't particularly difficult, and the Icon of sin was more of a test than a boss fight. (Lets stop the platform an inch too high reeeeeeeeeeeee) Even in 3 the bosses were fairly simple. Doom has always been more about the whole process and not just focused endpoints.

>> No.6202521


>> No.6202525

funny, I was JUST looking for a new civvie video because I thought it had been awhile since an upload, and in absence started watching Pro Quake again
but why Doom 3 civvie

>> No.6202526

Doom 3's Guardian boss was actually pretty good.

Hey, speak of the devil.

>> No.6202527

The Icon of Sin is more of a chore than a fight.
Mother Demon is simply tedious and a joke if you're powered enough with the Unmaker.
Doom 4 fights were nothing special either.

Eternal might have some better fights when it comes out but it's like saying that Vanilla ice cream with sprinkles tastes better than simply vanilla. It's not much.

>Doom has always been more about the whole process and not just focused endpoints

>> No.6202530

>tnt video shafted halfway through because he realized that tnt is too fucking boring

>> No.6202532

dead simple is a boss fight to me.

>> No.6202536

That wasn't in the final release was it?

>> No.6202569

It was not.

>> No.6202572

Well now I know where it's from, after hearing that line hundreds of times elsewhere.

>> No.6202574

I always found Doom 2 better than TNT because the first 7 maps are engaging and fun,while TNT feels endless and all around unbalanced in terms of difficulty.
Plutonia at least are short and keeps the difficulty high.

>> No.6202576

Are you me?

>> No.6202582
File: 16 KB, 326x226, vanillashotty4.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6202584
File: 13 KB, 326x226, vanillashotty5.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6202585
File: 13 KB, 326x226, vanillashotty6.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6202592
File: 48 KB, 322x222, doom.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6202601

Which kind of boss fight do you prefer?
-Introduction to a brand new more powerful enemy, which is then added to the roster of enemies throughout the game
-One off boss, entire battle hinges on level specifics for boss. ex. Cthon from Quake, but doesnt have to be shitty

>> No.6202602

The latter.

>> No.6202604

I really like both of those.

>> No.6202607

cv_fov 125

>> No.6202608
File: 7 KB, 300x168, 1558013073018.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6202610


>> No.6202617

I like a good mix of that actually. The first Dark Souls did that well, several of the early bosses becoming regular enemies. its a good system to help the player feel like they've come far either in stat growth, skill, or arsenal. Then it shifted to straight up bosses. As for doom, the end of the Knee Deep in the Dead comes to mind. i was caught off guard by the hell knights, but then they became a regular occurrence.

>> No.6202643

Haha he didn't know you can duck the zombie commando attack.

>> No.6202695

That's concept art for the environmental debris. You see remnants of mechs at some point in one of the maps, doesn't mean you're going to be inside of one. Where did you even get that from that image?

>depictions of tortured souls in hell
wow, now that's unexpected.
none of this translates to the enemy design, you know that, correct?

>> No.6202703
File: 79 KB, 240x240, mikamichiori-10.png [View same] [iqdb] [saucenao] [google] [report]

Who's up for some comfy DM in udmx.wad?
Zandronum server: MOST AGITATING
Password: anger

>> No.6202706

TNT is the same with its first 7 maps though lmao

>> No.6202710


>> No.6202716

I honestly can't remember anything other than the first 2 maps. TNT is so goddamn boring and forgettable, I'm actually glad Civvie agrees and decided to skip it.

>> No.6202717

i'll be on in a sec. Gotta set up zandronum.

>> No.6202754

eviternity's heaven episode has classical-style architecture

>> No.6202764

So it's too much to show an enemy that's disfigured by design? I don't understand your complaint.

>> No.6202772
File: 79 KB, 320x240, Heretictitle.png [View same] [iqdb] [saucenao] [google] [report]

How would you fix this game?

>> No.6202773

Less bullet sponge.

>> No.6202776

More impact on shooting guns and killing monsters.

>> No.6202778

None of the other enemies in the roster show this (sans the cacodemon and its vestigial limbs because it evolved to a point where it didn't need then any longer) and there's nothing to go off of to say that the IoS should be a mangled monstrosity, just that its limbs lambasted hell's surface. I find it very hard for something with severe muscular atrophy to achieve such a thing.

>> No.6202779

Make one or two of the low tier enemies hitscanners.
Replace a few of the levels.
Add more textures for variety.

>> No.6202782

Double barrel shotgun

>> No.6202785

De-randomize damage across the board
Increase crossbow damage
Reduce undead warriors' health by half
Make elven wand work like Hexen's sapphire wand (phases through enemies)
Make phoenix rod flamethrower function more normally

>> No.6202786

>I find it very hard for something with severe muscular atrophy to achieve such a thing
Magic. Also the size difference would a lot of relative difference.

>> No.6202787

Would you say the tomed crossbow is equivalent? What if you made the tomed crossbow the normal state?

>> No.6202796

Make every episode as good as Ep3.

>> No.6202807


Anyone want a game on doomsday engine?

>> No.6202809

Can't GZDoom do everything JDoom can these days?

>> No.6202810

A big meatball is still a meatball. But a magic meatball you say? That sounds promising.

>> No.6202814
File: 44 KB, 300x300, pain jog.gif [View same] [iqdb] [saucenao] [google] [report]

The most magical of meatballs.

>> No.6202815

Hate and love it. The early parts with the shotguns and machine gun aren't much fun and feel lethargic compared to Quake, but the second half kicks into moderately high gear with better enemies and weapons. It's the only FPS I consistently play on hard or nightmare just because medium is a snooze-fest.

>> No.6202818

Pretty decent shooter. Slow start, but it picks up.
Rocking soundtrack, and some cool monster designs.

BADLY needs muzzleflashes.

>> No.6202819

I don't see you on a multiplayer game, anon. You coming online or what?

>> No.6202823

Doomsday has multiplayer?

>> No.6202838

Yeah man

>> No.6202846
File: 80 KB, 599x755, 1579698219887.jpg [View same] [iqdb] [saucenao] [google] [report]

Bumping this.

I'd like to know if it's possible in any way to remove the RNG for attacks; to remove the 1d8, 1d5 and 1d10 rolls that each attack is to perform capturing the individual damage value of each projectile or hitscan. This individual damage value is something that can be changed through DeHacked, so if I can simply remove the rolls given, I could modify the damage values to be fixed to my liking.

>> No.6202850

DECORATE can do it really easily if you just do something like

damage (10)

For every projectile, that's pretty tedious though

>> No.6202875

Make it so enemies dont go flying super fucking far away when they get shot and get rid of random damage. Everything seems super spongy because after the first shot they get sent so far away all your followup shots miss.

Get rid of that stupid tornado attack, running around in circles for an hour after killing an Iron Lich isn't fun.

>> No.6202885
File: 3.03 MB, 2560x1600, wallpaper_2560x1600_turok.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you think there's a chance to get a new Turok game now?

>> No.6202886

>Get rid of that stupid tornado attack, running around in circles for an hour after killing an Iron Lich isn't fun.
The tornado is actually a really cool attack. Keeps you from just circlestrafing. but it would be better if it disappeared once its owner died.

>> No.6202887 [DELETED] 
File: 305 KB, 450x450, awootism.png [View same] [iqdb] [saucenao] [google] [report]


Now I know that those RNG values are hardcore, and doing modifications to available codes of sourceports could potentially remove them. Issue is, I know absolutely nothing about coding.

Is any coder anon willing to help me with this?
Contact me on Discord if possible Raiva#6172

>> No.6202890

Make every weapon's charged up form the basic attack so they aren't just Doom reskins that take longer to kill stuff. Replace tomes with different flavors of magic scrolls that are one use classic spells like a chain lightning, a barrage of meteors, summoning an elemental, etc.

>> No.6202891

Who owns the license? According to wikipedia the last Turok game was developed by a side studio of Disney. The comicbook is owned by Dynamite right now.

>> No.6202907

I don't know how you'd make a good Turok in the modern era.

>> No.6202908
File: 95 KB, 240x240, mikamichiori-1b.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for the games. I should do this more often.
I'll keep the server up for a few hours if anyone else wants a go.

>> No.6202909

>good level design
>cool guns
>no weapon limit, no regenerating health
It's really that simple.

>> No.6202912

Do it like the older Turoks where there's only a handful of levels but they're big, exploration heavy, and backtracky.
Just don't make the players backtrack for mundane shit.

>> No.6202914
File: 475 KB, 500x366, costanza.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks again for hosting, it was fun.

>> No.6202921

>Shooting Dinosaurs and Cyborg lizardmen
They made Doom work they could make Turok work too.

>> No.6202926
File: 121 KB, 1271x1089, 1581682703926.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm probably I'm spoiled by Doom but I'm always surprised by modding scenes in other games where they don't really churn out stuff alters the gameplay radically.

Like how in Doom you can go from beat 'em up to pseaudo Arma 3.
Maybe I'm just not looking hard enough.

>> No.6202934

A Turok 2 level set.

>> No.6202936

Ehh it's surprising what you can do with the engine given it's simplicity but it's still rather restricted, I'd say goldsrc easily has it beat in terms of the sheer variety of things people have put out for it.

>> No.6202946

With Turok 1 gameplay.

>> No.6202956
File: 20 KB, 400x400, 1401309888299.jpg [View same] [iqdb] [saucenao] [google] [report]

rip rock god

>> No.6202963

/vr/ Saint Patrick's Day mapping project for Dusk

>> No.6202964

Newcomer from earlier here, I'm curious of your guy's opinions on both Brutal Doom and Project Brutality?

>> No.6202971

Not sure Dusk would classify as retro being that it was made with a modern engine and has no technical similarities to anything 90s.

>> No.6202972

>no technical similarities to anything 90s
anon, the way mods are made for Dusk is by literally importing Quake BSP maps.

>> No.6202974

Why Dusk in particular?

>> No.6202975

Unity just supports .bsp of any kind. The game wasn't made with any Quake-related software

>> No.6202979

Because the SDK recently got pushed out
Trenchbroom isn't Quake related? News to me.

>> No.6202980

Dusk wasn't made with Trenchbroom.

>> No.6202982

It supports Trenchbroom.

>> No.6202983

Somehow that makes it retro? The game was entirely made with 2000s+ software.

>> No.6202984

dusk is soulless

>> No.6202995

Your shoes are soleless.

>> No.6202997


>> No.6203000

Turok 2 had some pretty 'eh level design though, plus aggravating objectives if you were playing the OG copies w/o all the hint indicators.

>> No.6203024
File: 19 KB, 222x187, unknown.png [View same] [iqdb] [saucenao] [google] [report]

They're good for what they are but the creator of brutal doom is a cunt and both mods are terribly optimized.
I prefer Project Brutality personally, even if it's loadtimes are terrible.

>> No.6203035
File: 75 KB, 537x522, cac.png [View same] [iqdb] [saucenao] [google] [report]

Sweet, I was at work so I can join soon.

>> No.6203039

So slige.

>> No.6203043

Almost got me there, nice work

>> No.6203047

I can't, it's too good already.

>> No.6203052

I thought Romero CnD some WAD

>> No.6203053

A level set allows there to be better levels.

>> No.6203061
File: 2.74 MB, 2997x2000, 1575510240255.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6203075

>tumblr artist quality
Looks like typical regular trash art, done on a tablet, that could be found anywhere on Devianart.

>> No.6203079
File: 104 KB, 320x287, tmp_1049_14646039395421224704529.png [View same] [iqdb] [saucenao] [google] [report]

Let's see you do better, champ.

>> No.6203082

>Looks like typical regular trash art, done on a tablet, that could be found anywhere on Devianart.
You clearly didn't see the kind of garbage from those places.
Just say you don't like it rather than make these dumb comparisons.

>> No.6203083
File: 24 KB, 602x204, 1456904392305.png [View same] [iqdb] [saucenao] [google] [report]

post your work

>> No.6203090

this to an extent. The skin and such is very deviant art quick mock up. but that's likely because its just a concept for a boss that won't actually exist in game.

>> No.6203096
File: 3.95 MB, 387x360, 3f6.gif [View same] [iqdb] [saucenao] [google] [report]

The last one was Turok the lost Valley and was published by Universal.

Turok could easily get something like Doom did,just change the demons with other monsters.

Now that the Remasters have been ported on the Switch maybe the series will get more attention and make more games.

>> No.6203103

You'll just have to settle for Epic 2

>> No.6203106


>> No.6203108

Thinking of Doom 3 reminds me of this, I don't know why

>> No.6203113

not bara enough, make him at least five times more muscular, at least to doom 3 hellknight levels, preferably raoh from fist of the north star level.

>> No.6203115

>Brutal Doom
Destroys the design of the game, gives no fucks about gameplay balance and its entire design philosophy begins and ends with "wouldn't it be cool if...", also it is generally reviled among the Doom community for bringing a lot of newcomers that only care about brutal doom, things being made compatible with brutal doom, or things being made more like brutal doom.
>Project Brutality
Diet BD.

>> No.6203116

I remember this only being relevant for the shitty 3d monster packs. I only used it because it was the only way to play korax mod for hexen back in the day. Redpill me on doomsday.

>> No.6203119

I'll admit, it is funny how he just immediately shoots any NPC trying to strike up a conversation just to make the plot get on with it.

>> No.6203120

i've been playing through tnt and i'm having a blast

>> No.6203121

They offer multiplayer servers so I was wondering if anyone wants to play with me is all.

>> No.6203125

>people using Unity/Unreal 4 to make retro shooters when ioQuake3 is free and has much less overhang
baka, dang kids these days

>> No.6203134

never played doom 3, considered trying it in VR.

>> No.6203137

It's unironically the definitive way to play it.

>> No.6203139

rad, all the shit talking on doom 3 made me unsure. gonna try it.

>> No.6203148

Doom 3: Ressurrection of Evil WHEN CIVVIE

>> No.6203152

Personally I'm still waiting for Pro Daikatana, which he said is coming eventually. Although he'll have to play the original, terrible prepatched version because after it was heavily patched Daikatana wasn't THAT bad.

>> No.6203160

Come to think of it,isn't Carmack's original vision for Doom 3 actually how it should've been from the start but technical limitations never allowed it?
And Carmack always is obssed with VR.

I guess it was planned all along.

>> No.6203162

He's determined to make VR more than just a gimmick.

>> No.6203168

Seriously though I'm getting my ass kicked because of a cyberdemon at the spawn point

>> No.6203174

I think you're out of your goddamn mind if you believe that's representative of the average artist on tumblr or deviantart.

>> No.6203181

Closing up shop for now. It's getting late over here.

>> No.6203183

>all the shit talking on doom 3 made me unsure
It's honestly a pretty good game, people overreact because bitching is fun.

>> No.6203219
File: 491 KB, 1024x576, SYSTEM_SHOCK_2-1024x576.png [View same] [iqdb] [saucenao] [google] [report]

I like it a lot back then, thankfully I had the pc for it, loads of System Shock in it, not dissing on the dark engine, textures in dark engine are great but I wish you could mesh both games.

I would honestly also prefer a horror doom today than Eternal comic book bullshit.

>> No.6203223

I've played Doom 3 a few times and I didn't even know you could shoot the NPCs, I never even thought to try.
It's a fine Half Life clone without puzzles.

>> No.6203230
File: 30 KB, 700x525, i saw the demons.jpg [View same] [iqdb] [saucenao] [google] [report]

It has its flaws, but I think it's a pretty decent shooter overall. A flashlight mod helps a lot with just letting you see what you're doing.

Chainsaw is love.

>> No.6203231

just got gifted the blood ''remaster'' on steam, gonna give it a try tomorrow. how is it compared to fan source ports?

>> No.6203237

Just use BloodGDX with the files the 'remaster' comes with, since it included the original version with it.

>> No.6203248

will it work if i rename bloodgdx to the remaster files so steam can track gameplay hours?

>> No.6203287
File: 129 KB, 562x437, 4f53e7f7b47c8ac47d6382971d8616ab82f5cafa.jpg [View same] [iqdb] [saucenao] [google] [report]

Extreme retard question, im trying to host a cooperative map with a friend using doomseeker, how can I use a megawad (such as Doom Way id Did) with something like Samsara at the same time? I'm not used to online play.

>> No.6203289

you can add multiple files under pwads when launching the server

>> No.6203309

Does it hurt to be this stupid?

>> No.6203318

>I would honestly also prefer a horror doom today than Eternal comic book bullshit.
Jesus, imagine being *this* aggressively contrarian.

>> No.6203324
File: 4 KB, 178x69, Discord_5hsUms94wI.png [View same] [iqdb] [saucenao] [google] [report]

3D Realms "announced" a new shooter, and the channel description is "A return of a cult-classic shooter". What do you think it is?

Note: the category the channel is in is called "unannnounced-fps", with three N. This could either be a clue or a typo.

>> No.6203332

Shadow Warrior: Deadly Kiss is my guess since it's a return, although the last return they announced was Kingpin so who fucking knows.

>> No.6203336

Duke Nuke Them 4

>> No.6203337

Pretty sure it's Blake Stone. Rise of the Triad already got a new game a while back and so did Shadow Warrior so I doubt it'd be either of them. As for Duke Nukem, I don't think I need to say anything at this point.

Or it could be something else entirely and 3D Realms will surprise us. Though a new Blake Stone game would be neat IMO.

>> No.6203339
File: 23 KB, 340x340, Randy_Pitchford.jpg [View same] [iqdb] [saucenao] [google] [report]

>Buy our brand new Duke Nukem BADASS collection and we'll talk about it.
Blake Stone could be really sweet, hope they stick to eduke for whatever the game is.

>> No.6203345

this but with /bbs/ instead

>> No.6203347

I could go for blake stone, I don't think theres been any 50's/60's style sci fi games at all, the star trek ones come sort of close but don't quite get as stylized as OG star trek or blake stone.

>> No.6203348

i hope he's like a representation of sloth or gluttony so the deadly sins are represented

>> No.6203354

>Get rid of that stupid tornado attack, running around in circles for an hour after killing an Iron Lich isn't fun.
that's fixing the opposite problem of heretic that is enemies lacking interesting enough attacks
iron lich are on pair with archviles with that attack

>> No.6203357

i think a problem with mechs in doom is that besides being slow and lacking compared to a varied arsenal or making defeating big things less impressive...
doom is that kind of series where the "core gameplay" should have enough content to keep the game going because of how things are utilized even if the core gameplay is the same
which is one reason why i don't mind the platforming and level puzzles but also why that revenant possession area worries me

>> No.6203359

but what if mechs are just for gimmick vehicle levels/sections like in old 2000's shooters?

>> No.6203361

not enough people are aware that archives like desuarchive exist for /vr/ and should have hundreds of posts about brutal doom and the mod's actual problems or better explenations for behind the scenes drama
in fact, any time bd drama is brought up
ever brings up links/archives or even screenshots of what actually happen
encyclopedia dramatica of all things had a video mocking the mod for some weird bugs along with screenshots of mark being edgy at the time and someone getting mad for a racist joke
in a day and age of callout culture, most people somehow fuck up bringing up evidence of something happening even when it shouldn't be that hard to look for it

>> No.6203362

Doomsday is a source port I refuse to even install. Theres nothing that really needs it, and it doesn't offer me anything I'd want while playing that other ports don't have, either.

>> No.6203365 [SPOILER] 
File: 256 KB, 509x436, 1581730646513.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6203369 [DELETED] 
File: 38 KB, 1060x386, doom eternal enemies suggestions.png [View same] [iqdb] [saucenao] [google] [report]

Looking at the existince footage, Eternal bosses seem like a carefully selection of attacks from other enemies mixed into a specific type.
>Doom hunter
>Homing rockets from the revenant, dual Cyberdemon rockets, possible plasma chaingun unless it shoots bullets and an energy shield
>Shotgun blast and shield from the security guards, "line" shaped projectile from Dreadknight and movement focus like a lot of other enemies
>At least he summons a wolf
>And the Gladiator's mace may function like the Whiplash's chain whip or the D3 Commandos
Even 2016's bosses had unique attacks not seen in the base roster
It feels like enemy variety is more about weaknessses and AI than actual abilities which at least is fitting for the arena style combat but also a downgrade when not a lot fills a "role"
Did id just ran out of ideas?
Did they try stuff that just didn't work?

>> No.6203373

>TNT feels endless
I'm not the biggest TNT fan, myself (I like some levels, but not enough to say I love the wad as a whole). But what is with people saying that it's nothing but long levels? My experience with it was that most levels were pretty much within 5-10 minutes, which was standard for the later levels of Doom 1 and Doom 2.
Maps 18, 20, 21, 25, and 27 are indeed longer, but even then they're not much longer than 15-20 minutes.

>> No.6203375

Something i remember about the IOS in Eternal is that he has some armor which may have something to do with the visible gore system

>> No.6203379

Would be cool if its a Blacksploitation Build engine game

>> No.6203385

That sounds boring.

>> No.6203391


>> No.6203393

Something that fires pools of goop that slow you down would be cool, but having a third Mancubus variant would seem like a bit much.

>> No.6203394

Jamal Stealem

>> No.6203398

Could be a variant for something else or even make it a "floor" projectile
I know the Archvile and Whiplash can shoot floor things that slide through the floor instead of travelling in the air like other projectiles

>> No.6203402

I mean most Blacksploitation was already a meh spins on other genres.

So on build they made action movie, kung fu and horror. Ion Fury who the fuck cares, missed opportunity on cyberpunk and modern sci fi.

Would rather have a decent attempt on sci fi, parody popular stuff.

>> No.6203410

Whether it's a revenant or a mech, vehicle sections were shit then and they're shit now.

>Did id just ran out of ideas?
>Did they try stuff that just didn't work?
Yes. Look at all of the random shit added into eternal. The game past what they already had from 2016 is throw popular shit at the wall and hope it sticks.

>> No.6203412

Duke Nukem had plenty of sci-fi references.

>> No.6203418
File: 338 KB, 1131x627, lsK40UC.jpg [View same] [iqdb] [saucenao] [google] [report]

>Whether it's a revenant or a mech, vehicle sections were shit then and they're shit now.

>> No.6203428
File: 19 KB, 256x256, unnamed.jpg [View same] [iqdb] [saucenao] [google] [report]

This face always reminded me of Freddy Kruger.

>> No.6203440

> doomguy isn't real, he can't hurt you

>> No.6203517


>> No.6203528
File: 796 KB, 1024x768, IMG_20200214_212158.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6203576

A new Blake Stone would be nice indeed.

>> No.6203608

>Rise of the Triad already got a new game a while back
Did that ever end up being any good?

>> No.6203618

ROTT 2013? Not really, looked like ass for the time and had some serious optimization issues on release on top of having some pretty bad platforming segments.

>> No.6203648

Or maybe it truly is a mediocre shooter at best that attempt to be two things at once and excels at none, and the general consensus among most community reflects exactly that.

Fuck no.

>> No.6203652

You keep on throwing this out here and I have yet to see what you mean.

>> No.6203707

What about a Romero Quake 1 episode?

>> No.6203708

He might make a Doom 2 wad.

>> No.6203715
File: 45 KB, 325x238, 1498691803138.jpg [View same] [iqdb] [saucenao] [google] [report]

>but the way it's used is NOT
You just reminded me of when I was playing through the 100 Wads of All Time list, I think it was in the 1994 section, and one level in one of the wads had a maze filled with FIREBLU that flashed back and forth to a different, yellow and black texture.

>> No.6203723

> black and yellow fireblu

>> No.6203727
File: 639 KB, 640x480, marathon meat.png [View same] [iqdb] [saucenao] [google] [report]

You guys ever have dreams about non-existent mods/wads/etc? I had a dream that I played this Aleph One scenario called Marathon: Meat. The title screen had some kind of sexual goth song playing and the menu was all bloody and stuff. In-game, it was like the Marathon 2 water tileset only inverted, everything was purple-ish and really off-putting. The saving and terminal mechanics had also changed, requiring the player to either enter a password or solve some kind of binary-computation logic puzzle in order to access them. One terminal had a command prompt, and after trying different inputs, I got a message telling me to look to my left. I exit the terminal and there's a S'pht right there, and she talks in a soft, sexy voice telling me to follow her. The wall behind me turned into stairs, which I ascend past the ceiling to find a kind of command center room. The walls were lined with organo-cyborg variants of the Pfhor Enforcers, which looked like grey versions of regular Enforcers from the front, but from the back their cape could split and flutter like leathery cockroach wings, and these glowy fiber-optics cables would poke out of them, which could be interfaced into redesigned Juggernauts that had telescoping heads. For some reason I decided to start friendly-firing, which opened a bunch of walls from which ultra-aggressive Hunters came out of, who charged at me with their shields and whacked me to death.

>> No.6203731
File: 1.24 MB, 2185x1620, RCO075_w_1581602236.jpg [View same] [iqdb] [saucenao] [google] [report]

fucking jack skellington over here thinking he's hot shit

>> No.6203736

When no mans sky beyond came out I played it for most of my free time for like 3 weeks, I was constantly having dreams about laser cutting wierd plants and animals and flying spaceships.

>> No.6203747

I used to think the revenant wore really, really, really tight red shorts.

>> No.6203749

Until your post, so did I

>> No.6203753

i also thought this

>> No.6203761

This sounds like a beginner mapper thing, but has anyone made it so easier difficulty levels have corpses in the place where higher difficulty monsters would spawn?

>> No.6203775

Not really something I've paid attention to. Kinda doubt it, though, as spectres, the doom 1 bosses, and all of doom 2's monsters completely lack decorative versions of their corpses.
Lost Souls funnily enough actually do have a decorative version as a placable thing, but there's no sprite, and won't show up in the automap with IDDT

>> No.6203782
File: 73 KB, 432x308, why---.jpg [View same] [iqdb] [saucenao] [google] [report]

Duke-guy from the other thread. Finished off my Damn I'm Good/no-saves/pistol-start-on-death run. Meant to do just the first three episodes, but I blew through them so quickly I decided to do the two expansion episodes as well. I've come to the realization that The Birth sucks, and despite New World Order having one absolute stinker of a map (Bloody Hell) it is far and away a better episode. Shame it's just tied to one of the worst PC ports of Duke3d and also funds Randy's pockets. Do wish the palette-swapped last boss wasn't a complete fucking joke to deal with since it ends the episode on a sour note.

Contemplating if I want to finish suffering my casual playthrough of Redneck Rampage or do a UV run of Ultimate Doom for once in my life. On that note, are any of the engine recreations for RR suitable at this point from an accurate standpoint? I know there's Rednukem/RedneckGDX. Been using ol' DOSBOX but wouldn't mind having a version with full mouselook without the perspective warping.

I feel like that would only keep me on edge expecting them to be spawned into a living monster at some point via teleport magic.

>> No.6203807

He's working on AI now. He's done probably all he can for VR atm.

>> No.6203809

>never played doom 3, considered trying it in VR.
Is right.
Doom 3 was almost uncannily made for VR. The cutscenes bug out in the "fully possessed" mod, but otherwise it's 100% a better experience in just about every way.

>> No.6203810

>My Midi sounds like shit on gzdoom
>Fuck around with all the devices
>Try a new .sf2 config
>Still sounds like shit
Help I have no clue how these things work how do I get doom's music to not sound like ass without shelling out for an sc-88

>> No.6203818


remember to read the description

>> No.6203853

I feel like there must be something deeply wrong with people who enjoy playing Marathon. How can you stand a second of it when Doom is right here. Waiting for you.

>> No.6203865
File: 1.67 MB, 640x360, Inverse Cowcatcher.webm [View same] [iqdb] [saucenao] [google] [report]

I've been working on it over the past few years, but my changes aren't for everyone (Heretical Doom)
My general idea is to make combat faster, less spongey, and more dynamic/reactive, but I know some people want it to stay similar but more focused on arcane visuals and less conventional design to weapons. There are people that enjoy it and I enjoy making it, so I'll keep the project going until I have the quality where I want it.

>> No.6203870

>I feel like there must be something deeply wrong with people who enjoy eating oranges. How can you stand a second of it when apples are right here. Waiting for you.

>> No.6203872

Orangefags should be round up and executed. Far too much citrus.

>> No.6203889

screenshot saturday when
i want to post this clip

>> No.6203893

Eh, obviously the new ports will never get to the level of GZDoom or PrBoom+, but they're a lot better now than when they first came out.

Only big problems I have currently is that mouse is way too sensitive even on lowest setting, and the positional audio doesn't seem to be working properly, making it harder to tell which direction a nearby sound may have come from.

>> No.6203947

Didn't they fix up all the problems?

They are only intended to be Vanilla, so I don't see how not being able to compare with advanced source ports is important.

>> No.6203954

>They are only intended to be Vanilla, so I don't see how not being able to compare with advanced source ports is important.
Hence "obviously"

>> No.6203958
File: 46 KB, 500x747, Revenant.jpg [View same] [iqdb] [saucenao] [google] [report]

*gets pain stunned*

>> No.6203971

> let us engage in gentlemanly fisticuffs

>> No.6203986

I'm assuming this is from the Eternal art leak? This looks so good, much better than the one they're actually going to use.

>> No.6203987
File: 17 KB, 500x508, 1570748119113.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6203995

It would be neat to see what he could do with the modern source ports and not having to limit the monsters on the map due to mid 90s hardware but I don't know how he feels about Quake 1.

>> No.6204003

In spite of the rocky and uneven development, and the atmosphere at iD at the time, I think he still recognizes it as a good game.

>> No.6204013

The two of them look great. Wonder if they have weapon skins planned out as well.

>> No.6204031

I grew up with the Marathon games around their time of release, and only played Doom for the first time in the mid 00s. For a long time I resisted notions that Doom was the superior, but in retrospect I was being impartial, because Doom is certainly superior in pace, enemy design/balance, and (obviously) modding community.

But the Marathon games are still a lot of fun on their own merits, the most unique things (aside from story) probably being the lack of hitscan and the more realistic physics, which give the player a lot more precision and control over combat. In Marathon it is effortless to grenade-punt one enemy closer to another, and then shoot a second grenade to reel in that extra splash damage, not to mention that a lot of enemies explode when they die to boot. Or just punt a really strong enemy off a ledge. Suppressive fire is more consistent, since you can easily hone your pistols on specific far-away targets and snipe them. Also, punching damage scaling with the player's speed feels way better than Doomguy's fists. It's a slower but more deliberate experience than any other 2.5D FPS.

>> No.6204042

Well I doubt it has anything to do with Shadow Warrior since the prequels have been around. I don't think anything with Duke can be made without Randy saying so.

>> No.6204046

So who owns the rights to Blood these days?

>> No.6204047
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]

Well I'll get this started now to make sure I don't forget that it's SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU GUYS BEEN WORKING ON THIS WEEK, MAPS, MODS, SPRITES?

>> No.6204048

Warner Brothers owns the intellectual property, Atari owns the distribution rights.

>> No.6204051
File: 2.88 MB, 640x360, 2020-02-15 09-19-00.webm [View same] [iqdb] [saucenao] [google] [report]

after i made this i realized i just ripped off the newer versions of the bfg

>> No.6204052
File: 58 KB, 687x608, tumblr_nvi2f7wJXO1szcxzqo2_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6204053 [DELETED] 

I know this looks empty and bland. But right now I'm just trying to work around it by going with some of the sketches I made.

>> No.6204059
File: 192 KB, 1024x768, Screenshot_Doom_20200130_170219.png [View same] [iqdb] [saucenao] [google] [report]

First map of some random wad that popped into my head. I currently going along with it already did some sketches for the rest of them.

Plus I got some revenants to remove

>> No.6204060

Your opinions are wrong.

>> No.6204067

Feels great honestly.

>> No.6204075

A tip for you anon - don't make the floor detailing so deep. Go for 4 pixels instead of 8.

It looks weird and it would be a major trip-hazard in a real base. Trust me, it will be better overall for visuals and gameplay.

>> No.6204076

I like this version more. I always haaaated waiting for the BFG to explode, especially if there's a zombie shooting at me.

>> No.6204080

That's why you shoot the wall

>> No.6204096

Best visuals would involve no floor detailing that involves different floor heights at all except rare instances where it makes sense to.
That said, picrelated doesn't seem too bad, IMO.

>> No.6204112

Hey thanks guys. I'll start changing on these when I wake up.

>> No.6204238
File: 41 KB, 378x400, 1471970227616.jpg [View same] [iqdb] [saucenao] [google] [report]

Hi dudes I have been gone for about 2 years but want to return to making my doom level.

What has been the news in Doom in that time?
Good news only, I'll find the bad out in my own time.

>> No.6204249 [DELETED] 
File: 21 KB, 220x251, IMG_ys3akz.jpg [View same] [iqdb] [saucenao] [google] [report]

>See a guy who commissioned a shit ton of Doomslayer teaching cutesy characters how to shoot a gun
>Funny at first but later turned it more forced than the average - oomer meme nowadays
-See a little shit shipping Doomguy with Samus
-It was a joke then they did it unironically or for clout
>These cunts are from Twitter

And these people have the audacity to say that r/doom is worse.

>> No.6204254
File: 20 KB, 516x289, file.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to import the waterfall texture from Plutonia. It looks fine in Plutonia, and also when I export as a png. When I import it into my own wad, it loses all of its color.
Did Plutonia make palette changes I'm not aware of?

>> No.6204258

Mods like Booster and Guncaster Vindicated have been released.
Same for Eviternity and Ashes wads.
WolfenDoom Blade of Agony is turning out great.

Even small stuff like a Robocop wad have been released.

>> No.6204260 [DELETED] 
File: 2.05 MB, 250x232, tenor~01.gif [View same] [iqdb] [saucenao] [google] [report]

>See a guy who commissioned a shit ton of Doomslayer teaching cutesy characters how to shoot a gun
>Funny at first but later turned it more forced than the average - oomer meme nowadays
>See a little shit shipping Doomguy with Samus
>It was a joke then they did it unironically or for clout
>Turns out these bitches are from Twitter

And these people have the audacity to say that r/doom is worse. They're both equally awful for different reasons

>> No.6204261


>> No.6204263
File: 337 KB, 1024x1024, 35d35c45-e1f5-46f9-b6af-052ab5d7311f.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you think of Vanilla Essence?

>> No.6204268

I guess anon is using a phone.

>> No.6204272

Plutonia uses the same palette.

How are you transferring the graphic? It should be a simple copy-paste job within Slade if you open both wads in different tabs.

>> No.6204276

I exported the lump and then re-imported. Copy and pasting doesn't work either.

>> No.6204279

I wish I had heard of it earlier. Thanks.

>> No.6204280
File: 131 KB, 1920x1080, gzdoom 2020-02-15 04-33-36-959.png [View same] [iqdb] [saucenao] [google] [report]

Hah this is amazing.

>> No.6204284

Weird. What palette is selected in the top-right?

You could try exporting to png, importing then converting to Doom palette as a workaround.

>> No.6204293
File: 22 KB, 452x609, file.png [View same] [iqdb] [saucenao] [google] [report]

I recorded a webm, but OBS didn't capture the window. I imported as a png, used this menu with these settings, and it still makes the whole thing greyscale.

>> No.6204305

What does it actually do?

>> No.6204306

It makes my game lag like hell because it just forces the game into my screen resolution. And gzdoom lags on it so I just made it about 1/4 as big.

>> No.6204331

its good, but it was the 1st Victim of Tim Willits's bullshit medling and intrigue.

>> No.6204337
File: 1.67 MB, 1297x834, wtf2.png [View same] [iqdb] [saucenao] [google] [report]

Michael, go back to your containment board at /v/ and RPG codex

>> No.6204343

you can hear the chaingunner taunting you from the Delta labs after you return from hell and crouch beneath the door.

>> No.6204352

DE devs stated themselves, this engine is just a showcase of what doom can do
also they prefer more Hexen over Doom, and it almost got kino monster models

PBR pack works on GZdoom

>> No.6204405

Is there some sort of addon that adds chaingunners, revenants, mancubi, and archvilles to Ultimate/Final Doom in tasteful ways i.e. not just randomly placed? I don't like Doom II at all. Always thought Doom 1 was superior.

>> No.6204412

That would involve modifying the original maps which is a no-no.

However, PlayStation Doom does this. You can find Doom2 enemies in the original Doom maps.

>> No.6204416

Quick question anons, is there a way to display player move speed in quakespasm ? It would be pretty handy to practice bunnyhopping.

>> No.6204424

Maybe it has a debug mode?

>modifying the original maps which is a no-no
I mean nobody would really care, people just don't want you to upload that kinda stuff to any archives. He could just do it for himself.

I guess load Doom 2 as an asset when opening up Doom in GzDoom Builder, then manually place and replace some Doom 2 monsters and stuff in there.
You'd have to load Doom 2 as an asset during play.

>> No.6204484

what am i looking at

>> No.6204491

outrage farming spewed verbatim on /v/

>> No.6204495
File: 861 KB, 1920x1080, DoroheDOOM.jpg [View same] [iqdb] [saucenao] [google] [report]

Term, can we get a DoroheDOOM wad Noi?

>> No.6204506
File: 3 KB, 79x74, 16315.png [View same] [iqdb] [saucenao] [google] [report]

I don't have a screenshot, but I think I'm going to tweak the boss here a tad in a few ways to make him harder/more fun
Balancing bosses is hard.
It's too easy to walk under his projectiles so I think I'll make him non flying, since he looks like he hovers anyway. And I think I'll make the grenades that launch from his secondary attack fire more often and in all directions...

>> No.6204572

i can't imagine anything more pathetic than being an outragefag especially a youtube one who can't maintain a stable view count.

what a fag.

>> No.6204585

They already have. Remember the classic shotgun preorder bonus?

>> No.6204593

He's either a massive contrarian or looking for attention.
Seriously he acts like the devs tortured him or something.

>> No.6204594

every time i use it and configure everything my game looks exactly the same

>> No.6204612

Looking at just that image, he strikes me as the living embodiment of some of the worst kinds of posters on /v/ combined with a clickbait journalist.

>> No.6204619

It's just a scheme to make ad money

>> No.6204638

How the fuck white marble with green sculls on top and white marble with green sculls on top but also green marble face don't don't align together alterating, even though they are clearly from the same set?

>> No.6204646

dead marine is pretty good

>> No.6204648

I like my Doom crunchy so its a godsend
you can also use it to toggle mouselook with one button and keep everything the same

cool mod

>> No.6204650
File: 481 KB, 817x728, fucking awful.png [View same] [iqdb] [saucenao] [google] [report]

I've made this section of the map before I got any handle on the basics and it looks fucking atrocious. It's a staircase connecting two catwalks that are 256 units of height apart and I can't see where I go on them (Mercifully) but it's obviously not OK.

I need something to replace it but still connect two adjacent catwalks but also to make it into a decent combat area. I was going to make it a circular room with a pit in the middle, but I already have one on the other side of the map and not very eager to repeat myself.

>> No.6204652
File: 1.30 MB, 1450x3182, neetsuite.png [View same] [iqdb] [saucenao] [google] [report]

Working on a new Blood map I'm gonna call "Draft Dodging At Grandmas". The gist is you play as a D&D obsessed neet who takes refuge in his grandmas attic. When the feds try to send you off to shifting sand land, your only recourse is to go voodoo on their asses.

>> No.6204696

I actually never those issues.
You need to configure different stats and runs smooth like butter without being too pixelated either.
It's extremely useful if you want to play something like Project Brutality

>> No.6204697

I liked the art style overall, but there were some areas that I felt contrasted too much (specifically the purple fog in the first level). The level where you play in third person was interesting, but the platforming was admittedly terrible. I also got auto saved into a soft lock where I kept falling off the edge repeatedly. You can make the jumping controls better by adding "Aircontrol = .95" to that levels MAPINFO. Keep working on this man, what you have is conceptual cool and well constructed.

>> No.6204702
File: 557 KB, 1357x485, 2020-02-14-162520_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know what the radar/motion tracker mod at the top right of this screenshot is called?

I already figured out that the compass is from Hellscape Navigator, but I haven't located the other one. I know that Hellscape Navigator has a "Scanner" option, but it doesn't seem to behave this way.

>> No.6204738

Damn, Boogie really let himself go

>> No.6204761
File: 201 KB, 1920x1057, EQ1iorBW4AA4M-s.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6204773

I feel claustrophobic.

>> No.6204776

> otex 1024
i'd play it

>> No.6204817
File: 59 KB, 148x160, 1562999392603.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6204827

>Draft Dodging At Grandmas
Sounds like a song by Guided by Voices.

>> No.6204836
File: 406 KB, 630x448, winquake021522.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6204838
File: 46 KB, 640x480, 1457277657030.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6204843

Short of getting an ancient 486 put together, is there a way to accurately performance test maps to be authentic towards what the original developers limited themselves too? I'm seeing far too many maps that say fuckit and go crazy with the sector and sprite counts.

>> No.6204847

VirtualMachine maybe? But why does it really matter?

>> No.6204850

Limitations breed creativity. I just want to see what all I can do to make an area look interesting without going ham on the visplanes.

>> No.6204851

>you spin me right round baby right round
>like a record player right round round round

>> No.6204865

Well, maybe some sourceport tells you how many visplanes are present on any given screen?
Chocolate Doom will still crash if you go past the visplane limit, FWIW, though that doesn't necessarily tell you much about performance.

>> No.6204901

Found out where it was from. It was from Ultimate DoomVisor

>> No.6204938

Iirc there is a debit version of chocolate or crispy that gives that info. You can also use the visplane explorer in doombuilder. Near the bottom of the toolbar on the left.

>> No.6204945

Debug. Cool, phone.

>> No.6204953

pretty sure it's the cut loud lines from trent reznor originally meant for d3
you could easily fix doom 3 by making them go
thank god some mods use these at least

>> No.6204956

what mod?

>> No.6204967

Y'know I really think it's weird that they opted to not go for Trent Reznor's sound design for Doom 3, considering how absolutely ace it was for Quake, particularly when they were pursuing a horror style.

>> No.6204970

is that a switch?

>> No.6204981

Those lines wouldn't have worked with the tone they were going for. They feel campy.

>> No.6204986
File: 23 KB, 1176x986, Spaceship gun fug.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to draw a gun.

>> No.6204996


>> No.6205016


Theres 2 of us on dengine death match for DOOM if anyone wants to join

>> No.6205021

looks like a good start
eh, enemies speech lines in old FPS games tend to get repetitive really fast since you face the same enemies over & over again. like in ion fury or redneck rampage

>> No.6205028

That's my issue with Project Brutality. Those lines are cool at first but then it gets boring.
Guncaster Vindicated use Project MSX lines but thankfully you can change it.
If we're talking about games like Half Life, Blood and F. E. A. R, then it's a different story

>> No.6205060
File: 614 KB, 1920x1080, gee.png [View same] [iqdb] [saucenao] [google] [report]

But why?

>> No.6205085

New addon for Blood released using Nblood-specific features

>> No.6205086

>oh my god my autism is gonna kill me if I don't make this symmetrical

>> No.6205103

In turn bothering someone else's autism because in Vanilla you can only pick up one computer map per level.

>> No.6205138
File: 7 KB, 513x184, 1572213450228.png [View same] [iqdb] [saucenao] [google] [report]

What are your favorite WADs that take place on a starship?

I'm looking for some of them Alien vibes to play Hideous Destructor with.

>> No.6205147

It's obviously a head so it obviously had a body, you retard.

>> No.6205152


>> No.6205171

Looks cool but you should be mindful how its going to animate.

>> No.6205175
File: 21 KB, 649x459, Until I get it right.png [View same] [iqdb] [saucenao] [google] [report]

Yeah I didn't like that first try anyway. Trying again.

>> No.6205180
File: 488 KB, 640x480, Screenshot_Doom_20200216_012100.png [View same] [iqdb] [saucenao] [google] [report]

I'm keeping improving my first map by trying to pretty up a very tall, very bland room. And also redoing another room but it's not much to write home about either. I am operating under a belief that bloodfalls make up for any artistic shortcomings.

>> No.6205192

Ever consider just pencil-colouring it on paper, scanning it in, and then masking + palette reducing it?

>> No.6205193

I can't draw with a pencil. I stick with pixels.

>> No.6205209
File: 87 KB, 625x932, Noi.jpg [View same] [iqdb] [saucenao] [google] [report]

I Know that this isn't news related but
Here is the Ending of Dorohedoro paying homage to DOOM and Wolf3d

>> No.6205215

Quaint. read the manga many years ago it was okay. Better art than story, the author has no idea what to do sometimes.

>> No.6205217

yes we fucking know it has been posted multiple times now.

>> No.6205219

The only starship wads I know of are Icarus and Daedalus. I don't know if it's beatable on HDest but you cam try.

>> No.6205223

its something so random that you think its fake, but its there.
Also they paid good homages to Resident Evil and pacman

>> No.6205235

Wonder if they actually did this in doom engine.

>> No.6205243
File: 766 KB, 1440x900, file.png [View same] [iqdb] [saucenao] [google] [report]

Probably going to repost this in the next thread but I'm making my first map ever and this is more fun than expected
also, vanilla textures really forces you to use your imagination

>> No.6205253

I see you too likes big square rooms cut into 4 pieces by walls.

>> No.6205267
File: 658 KB, 1440x900, file.png [View same] [iqdb] [saucenao] [google] [report]

Yes but only as main hubs, the other rooms will be different (I hope so at least)

>> No.6205285

Nobody told me about id updated to V0.1.5

>> No.6205317

People always say "DOOM runs on everything" when they mean every console.
No, I want DOOM running on kiosks, cash registers, IoT devices, etc.
Show me what insane things people have gotten DOOM to run on.

>> No.6205326
File: 1.43 MB, 1920x1200, BlueberryBraps.png [View same] [iqdb] [saucenao] [google] [report]

Expanded Boss Adon's abilities, still needs some balancing.
BTW she's intended to be an optional lategame boss

>> No.6205352

I always thought of "classic" demons of new demons that changed more than just certain details and art style
>Kahn Maykr's design resembling a typical human female angel statue, with golden wings and her brain on top of her head almost resembling a pope hat/Papal Tiara with some metal wires around it
>Hell Guards actually being demonic metal armor suits (with some flesh, horns and a pentagram on the front) still piloted by demonic worms and the staff/mace is more "medieval" looking.
>Carcass could use Arachnotron legs and resemble a Chaingunner
>Dreadknight still having horns because he's an HK variant
>Prowler being a purple Imp with some differences
>Cybermanc with classic Revenant's armor and helmet is classic armor bonus pick up
>Gargoyles could resemble that one Satyr/gargoyle stone face wall texture or even Doom 64's gargoyles
>Hell Razers looking like volcano/rocky Imps
>Possessed soldiers having an actual classic Plasma Rifle fused with their flesh and they're based off the classic Doomguy armor but colored white (or blue to fit that Plasma theme) and their helmet is broken (like the front/bottom part is still there and it's the eyes/forehead that is exposed)
>Summoners looking like fallen angels because of the wings and "crown" in their 2016 design

>> No.6205358

>Doom Hunter: At first, the obvious would be a Cyberdemon edit where the "platform" is stylized to resemble certain textures/weapon sprites and his "gun" could be an arm cannon for simplicity and there's debate on whether or not he keeps the double saw. his design seems Doom-ish enough in some ways but a change of details for simplicity and art style don't seem like a bad idea. For creativity i thought of him having a nose ring like a Heretic Maulotaur
>Fire Baron: already exists as that one Realm667 monster spriteset but with fire blades (maybe some "rocky" details from the 2016 Baron could fit)
>WhipLash: besides simpler details i remember Hugo Martin saying the design was meant to be more noticeably female so i wondered if something inspired by either the Doom 3 Vagary or even that one cut D64 monster could work: making the upper half resemble a female human (still with exposed brain and horns and other details) to create a weird mix of human nudity and demonic elements
>Marauder: i always imagined that an "evil Doomguy" would easily carry the same helmet but with horns and have some background like "made to kill you" or "remember the boss you beat up before you were sent to Phobos? that's him".

>> No.6205385

Visually it's better than most newbie maps.

>> No.6205405

those steps look horrible. just because the texture is called step doesnt mean you should use it for every step. try using the trim parts of the green marble textures instead

>> No.6205425
File: 120 KB, 680x1004, 1570840044012.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe next "reboot".

>> No.6205447

I feel like Doom could potentially work as a series that is just experimented with different art styles and gameplay concepts with some occcasional kept elements/standards and throwbacks
The idea of a Doom "universe" could have worked better if it was from its original creators years ago and Tom Hall's ideas were scrapped
Otherwise putting lore in Doom may be a barrier for some ideas and potential that could fit Doom but just not the recent iteration

>> No.6205527

Doom 3 tried survival horror and it didn't really work, the best you're going to get is something completely off brand like Hideous Destructor

>> No.6205541

>Destroys the design of the game, gives no fucks about gameplay balance
Russian Overkill, Combined Arms, Hideous Destructor, Dakka. In fact Brutal Doom is far and away more balanced than any of the aforementioned.

>> No.6205550

Because they didn't try.

>> No.6205560

Not to mention HD, and RO are on the imgur image, and Combined Arms, and Dakka are frequently mentioned in these threads. Just a bunch of fuckwit dumbasses who don't know why they dislike Brutal Doom anymore, except the notion that they're "supposed" to.

>> No.6205567

>No, I want DOOM running on kiosks, cash registers, IoT devices, etc.
That's exactly what people mean when they say Doom runs on everything.

>> No.6205570
File: 87 KB, 966x730, camin.jpg [View same] [iqdb] [saucenao] [google] [report]

DOOM runs on whatever the fuck bored programmers have the time/hardware for.

>> No.6205572

Just because other mods are worse doesn't mean BD isn't bad. If you had been here more than an hour you'd see that those mods also get plenty complaints about being unbalanced as fuck.

>> No.6205582

Bad in what way? I was directly responding to the notion of it being unbalanced, which it isn't.

>> No.6205584

>Bad in what way?
>I was directly responding to the notion of it being unbalanced, which it isn't.
It is, all you said is that there are other mods that are also unbalanced.

>> No.6205590

I've been spending a lot of time with the aforementioned, and Brutal Doom on Black Metal, or even Nightmare, is absolutely a balanced experience...with the rifle start. I can see why one would say it was unbalanced if they did pistol start.

>> No.6205639

a bit warhammery, reminds me of HoMM 3 in style

>> No.6205660

>survival horror
>you're stacked with guns full of ammo and health is spread around everywhere

>> No.6205680

none of those mods pretend to stick to vanilla balance, and they skew uniformly towards "much easier' or "much harder"
brutal doom screws with balance in both directions, and it actually claims it's *more* balanced than vanilla on its moddb page
there's a difference

>> No.6205686
File: 167 KB, 400x359, 2c6f5049353706277af94cefad3756682484c0ef.png [View same] [iqdb] [saucenao] [google] [report]

>go 2 it
i am so tired of cyberdemons now and wish to never see any again

>> No.6205694

>and it actually claims it's *more* balanced than vanilla on its moddb page
>there's a difference
I wouldn't know about that, but that is very fucking silly. But that's also neither here, nor there, in regards to the discussion about BD's balance. It's incredibly balanced with rifle start.

>> No.6205701

This, but map 8 in Double Impact.

>> No.6205717

>you're stacked with guns full of ammo and health is spread around everywhere
That's part of why it didn't work out. The atmosphere, story and level design are all cramped dark horror spaces. It has regular jump scares and an oooo spooky flashlight mechanic with slow movement. It tried very hard to be a horror game, but it's hard to be spooked when you're armed to the teeth.

>> No.6205765

muh slow burn atmospheric soi horror

>> No.6205806

I never said it was a good idea, I explained part of why the attempt failed. Stop being so insecure I'm not trying to take anything away from you.

>> No.6205885

Don't play Bad Dream from Master Levels

>> No.6205887


>> No.6205918

I can respect a man crazy enough to want to do Sega Saturn homebrew of all consoles to do homebrew stuff on.

>> No.6205925

It's neat but it reminds me of seeing a FPS on GBA, like you did it but you really didn't have too.

>> No.6205932

Why all Saturn games were 2.5D while this is full 3D?

>> No.6205939

Saturn actually has the hardware to do a decent FPS though once you get around the obtuse hardware. Probably a great programming exercise while you're at it. GBA you're stuck doing some 2.5D raycasted mess with compromises to get 15~ fps.

Only thing I'm curious about with their little demo is whether or not it's limited to that grid-like tile layout, or if they can work arbitrary angles.

>> No.6205960

Because the Saturn was a fucking mess and being able to load sprites faster was the one thing it had over the PS1 but nowadays people know more tricks for it.
I know it does, hell it was the best version of Powerslave until Powerslave EX came out, but it's just such a weird thing to be working on nowadays, like instead of decent Saturn FPS this guy could be making a good retro FPS for PC right now.

>> No.6205962

Actually, while it used sprites for enemies and weapons, the Powerslave engine was a legit full 3D engine.

>> No.6205963
File: 220 KB, 1449x813, s4os8p0jsxze.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6205964

because 26 years have passed and dude knows all the tricks

>> No.6205979

Crash? we need more crash

>> No.6206000

>Just beat Get 2 It with no quick saves, only a map start autosave
Holy shit that was a ball buster

>> No.6206003

needs more abs

>> No.6206017

Holy fuck, D4V is great, can't believe I ignored it for so long
I saw the thread title and assumed it was just a collection of Doom 4 weapon reskins, but turns out it's actually some insane Dehacked wizardry that combines D4 stuff into Vanilla
My biggest issues with D4D/T were that things felt a bit unbalanced and had a bit of bloat, but this removes both
Wonder how this functions in multiplayer, seems like it cood b gude

>> No.6206027

Where is this from?

>> No.6206036


>> No.6206046

Zombiemen and Shotgunners are too similar.

>> No.6206056

The thing is, they didn't try to do survival horror and you're retarded for thinking they did.

>> No.6206118

bigger boobs, pls

>> No.6206136
File: 2.72 MB, 640x360, 2020-02-16 09-46-44.webm [View same] [iqdb] [saucenao] [google] [report]

new and improved
look at it go!

> can lock on to X number of closest enemies, with one beam per enemy
also it doesn't kill framerate on nuts any more than what nuts already does on its own
its actually a really useful test map

>> No.6206176

>GS: Word is Doom 3 will be as much--or more--about suspense than action. How did its development differ from a more standard shooter?
>TH: I would say the game is more about terror than suspense, in terms of what it feels like when you play.
>GS: We heard that the sound design is particularly groundbreaking.
>TW: One of the great things about Doom 3 is that it has six channels of sound. If you have a system with six speakers, you can have creepy sounds behind you, monsters sneaking up on your sides. We moved away from songs that just looped to [instead] create a spooky soundscape within the game, and then we mixed that with pacing sounds.
May not be survival but i wasn't the one who said that. It sure as hell was designed to be horror first. I'll take the lead designer's word over yours.

learn to google. Shit that took like 2 minutes to find.

>> No.6206179

is there a different name for NBlood? I can't seem to find it on google.

>> No.6206181

Having a great emphasis on terror does not imply survival horror. Plus, neither the word 'survivor' nor 'horror' are mentioned once in the article.

And fuck this 4chan extension for submitting my messages for no reason before I'm finished with them

>> No.6206182

put it in quotes

>> No.6206183

oh wow thanks.

>> No.6206185

Do linedefs with walk-on effect get activated by monsters?

I made a few doors that are supposed to prevent backtracking when you advance to the next stage, but now I'm worried they'll just get triggered by wandering monsters.

>> No.6206186

The creator really needs to make a GZDoom exclusive patch that codes the Mancubi, Arachnotron, Cyberdemons and Spider Masterminds in decorate or something so that you don't need a map patch for levels that rely on their death triggers, or just skip Map 07 altogether.

>> No.6206191

I remember a few Walkable Door line actions can be triggered by monsters for sure.

>> No.6206250

Again, wasn't the one who said survival.
>Plus, neither the word 'survivor' nor 'horror' are mentioned once in the article.
Terror is a synonym for horror Mr ESOL. They built the game around darkness, jump scares and even built a new sound system just so you could hear spooky noises and get creeped out. They wanted from the start, by the lead designers admission to have a horror/scary atmosphere. He talks directly about tension, having a scary atmosphere and manipulating the players feelings. He says they removed music for a "spooky soundscape". Shit was designed horror/terror/tense whatever word you want to call it first and action second. Just because it turned out differently doesn't mean the lead didn't design it that way and he's on record here.

>> No.6206275

Horror and tension in a video-game doesn't immediately make it attributed with the survival-horror genre. Doom 3 has no sort of survival-horror gameplay because it didn't try to. It only tried to keep the player on their toes and build tension, which isn't exclusive of the survival-horro genre. Doom is has been an action-horror game from the start, Doom 3 just gave the horror a much bigger emphasis.

>> No.6206293

Also, terror is in no way synonym for horror. They're different but rely on each other.

>> No.6206294

Good ol' Azasuke.

>> No.6206296

Doesn't look like it.

>> No.6206306

People do that, Doom has been made to run on an ATM machine machine, a literal toaster, cameras, and wind-up poverty computers intended for foreign aid programs in the third world. If it has a processor, someone has tried to put Doom on it. Performance varies, but unless it's an antiquated calculator, you can put Doom on it, and even then people have made crude facsimiles for those.

Also, Internet Of Things is a plague on mankind.

>> No.6206307

>Also, terror is in no way synonym for horror.

Shit man, you really need to get some lessons.

>> No.6206310

>sourcing from dictionary.com
Doesn't mean shit. Look up elsewhere and you'll see differences in meanings, but they're definitely not synonyms.
That also doesn't prove your point that Doom 3 attempted survival-horror. So I'll repeat: Terror/horror aren't exclusive to the survival-horror genre.
Grow a brain.

>> No.6206313

That looks pretty good, I like the shape of those stairwells, and the darkness.

>> No.6206391
File: 29 KB, 755x1255, trolling.png [View same] [iqdb] [saucenao] [google] [report]

>Doesn't mean shit.

>> No.6206408

Lunar Apocalypse ring a bell?

>> No.6206431

nice save, bro. just call it trolling and you'll have won

>> No.6206518

I'm a different anon but I never resist a chance to post that image whenever I see it.

>> No.6206620
File: 90 KB, 748x268, file.png [View same] [iqdb] [saucenao] [google] [report]

Nice naming tho

>> No.6206624

wop your wad

>> No.6206631
File: 21 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6206687

>In fact Brutal Doom is far and away more balanced than any of the aforementioned
Brutal's balance is shitty because it makes the monsters easier.

>> No.6206738

I forgot to update the previous thread.

>> No.6206821

The GBA could do Doom passably once it abandoned trying to run Doom's actual engine and instead went with an engine custom written for the machine.
A Saturn can do way more though, obviously, as it can (mostly) comfortably do Quake, Powerslave, and Duke Nukem 3D.

>> No.6206902

Sure Duke is already plenty sci fi.

I mean why just not make a sci fi parody of star trek wars etc and make the main character whatever you want. blacksploitation was already a spin on other genres it would be meh.

NOLF did a cool spin on spy movies with much better characters and main character than god damn ion fury.

>> No.6206908

Duke 3D but with Fallout enemies.

>> No.6206915

>blow it out your asses

>> No.6206940

Yes? Please do elaborate.

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