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6236578 No.6236578 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6231769

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.6236580

=== NEWS ===

[3-1] Wolfenstein 3D Retold First Preview

[3-1] Nobody Told Me About id updated to v0.2

[3-1] the QC model rips were updated

[3-1] DOOM console ports are on sale till March 2nd

[2-26] WRATH: Aeon of Ruin - Content Update #1 Trailer

[2-24] MetaDoom to change how inventory works and its Dehacked mapset compatibility

[2-24] Complex Clusterfuck 4.1 has been released

[2-24] A new Quake 2 neural upscale texture update has been released

[2-24] Someone ripped all of Quake champions models for use

[2-24] ZRadar released.

[2-24] Nobody told me about id updated to v0.1.8

[2-17] Kinsie has released stuff that he stopped working on, allowing people to pick the code for their own purposes

[2-16] Doosk, a Dusk TC for Doom, has been released by AlphaEnt2.

[2-16] Quality of life improvement small update on the LTG follower;

[2-15] Nobody told me about id updated to V0.1.5

=== PREVIOUS ===



>> No.6236593

Not wrong

>> No.6236609

Who made that animation?

>> No.6236612



>> No.6236637
File: 663 KB, 1366x768, Screenshot_Doom_20181104_152828.png [View same] [iqdb] [saucenao] [google] [report]

major crook finally ported clusterfuck to gzdoom?

>> No.6236687

>put thread name in name field rather than the subject

>> No.6236697
File: 143 KB, 1080x607, IMG_20200228_235147.jpg [View same] [iqdb] [saucenao] [google] [report]

I just can't stop fucking shit up

>> No.6236729

you're doing your best and we're proud of you sweetie

>> No.6236738

What are like... five hardest doom wads?

>> No.6236763

You couldn't handle my hardest wads, traveller. Theyre far too strong for you.

>> No.6236767

Listen to me. I want only your hardest wads.

>> No.6236779

Theyre far too hard, my strongest wads would kill a Decino!

>> No.6236791
File: 406 KB, 640x480, Screenshot_Doom_20200302_011509.png [View same] [iqdb] [saucenao] [google] [report]

How can I improve aesthetic of this platform? The left half of it will also drop down after you press the button on the other side of the weird MODWALL thingy.

The MODWALL needs to be visible as a clue to how relationship between it and another wall. I also need this platform to be shootable. Finally you need to be able to walk down from it after pressing the button.

>> No.6236809

Too much uninterrupted brick, add some detailing.

>> No.6236814

Brick itself is basically a placeholder. The premise is basically various buildings facing a central large room and brick is there because I haven't figured out what I want to do instead. I'm more bothered with the balcony itself, its geometry feels boring and I don't know how to improve it.

>> No.6236826

Is there something wrong with the -fast command?
Monsters behave differently on chocolate/prboom/gz - they react much faster on gz

>> No.6236837
File: 100 KB, 700x467, stallmanmagazine.jpg [View same] [iqdb] [saucenao] [google] [report]

Freedoom is about making an IWAD that is FREE as in freedom, not free bear. All the content in Freedoom is available under the BSD license, which makes it (almost) public domain. There's a reason certain GZDoom mods ship their stand-alone releases with it.

Also, at least with using modified assets from Freedoom you won't get narcissists screeching at you for not "crediting them properly" at every opportunity.

>> No.6236850

I finished the original Doom for the first time this evening.

I've played it loads before but never got to the end for one reason or another. Discovering GZDoom was a revelation. Feels good to finally have it done.

>> No.6236857


Now go play 27 YEARS WORTH OF WADS

>> No.6236871

how come sometimes when I die the level automatically restarts with only a pistol and sometimes I just stay a corpse on the ground until I reload a save?

>> No.6236874

I'm going to finish Doom 2 first

>> No.6236878


>> No.6236879
File: 33 KB, 360x296, 1552798841825.jpg [View same] [iqdb] [saucenao] [google] [report]

>free bear

>> No.6236895


One day Bill Gates, Steve Jobs, and Linus Torvalds all sit down for a bear...

>> No.6236896

Linus will give them various tips on tech.

>> No.6236908


>> No.6236916


>> No.6236917
File: 10 KB, 417x575, stallman ouch.png [View same] [iqdb] [saucenao] [google] [report]

ah fuck I did an oopsie

>> No.6236945
File: 240 KB, 740x1100, DJ0ahF18hmxrqovR9embAAM3k0k8oEBeKjsBUgDrt-M.jpg [View same] [iqdb] [saucenao] [google] [report]

Been playing through the Marathon trilogy for the first time recently, and I have to ask; is there a reason enemies in Marathon Infinity take so many hits to kill compared to the first two games? The length of encounters combined with the spartan context given by terminals and massive, labyrinthine levels right out of the gate make it feel more like an official level pack for Marathon 2 than its own thing. Does it get any better?

>> No.6236948


>> No.6236949

Please anons

>> No.6236989

using this with just the monsters very slightly randomized is one of my favourite things to play, it mentally fucks with you when a normal looking chaingunner or imp doesn't die from an ssg blast but its never too unreasonable with the monster health/damage changes.

>> No.6237008


>this+colorful hell+legedoomlite+champions

are we nearly there

>> No.6237009
File: 301 KB, 1001x555, meta.png [View same] [iqdb] [saucenao] [google] [report]

MetaDoom's titlemap scroller now has Eternal's first level.
We're getting close.

>> No.6237015
File: 705 KB, 1906x986, EcwaRj.jpg [View same] [iqdb] [saucenao] [google] [report]

>literally almost 2021
>not playing autostereogram doom

>> No.6237027

press the "use" key

>> No.6237056 [DELETED] 

Lads... Civvie 11 betrayed us...

>> No.6237063
File: 738 KB, 1920x1080, Base Profile Screenshot 2020.03.01 - [View same] [iqdb] [saucenao] [google] [report]

finally got the hang of things, considering it's the first megawad I play outside official ones I think I'm doing pretty good.

>> No.6237069

With what?

>> No.6237070

Why is there such a disparity in reviews of Doom 64 between reviewers and players? It seems like every contemporary reviewer thought it was dogshit and everyone who played it since then thinks it's better than 3 or 2?

>> No.6237072

>every contemporary reviewer thought it was dogshit
[citation needed]

>> No.6237109

It was 1997, Doom was dated and being a Doom-engine game was less forgivable.

>> No.6237139

I can get the outline of the gun, maybe between the pillars and slightly to the left on e1m1?
no idea what the other two are on the site.

>> No.6237140

Thoughts on Guncaster?
What are some good maps to run it through?

>> No.6237153

>them sprites on Wolf 3D Retold
That's some good ass shit. Wolfmods do the best stuff

>> No.6237154

Doom 64 seems well reviewed back then as well as now although most reviews are "if you like doom and doom2 you will like doom64 otherwise its not going to covert you"

it also came out the same year as goldeneye, turok, and starwars empire on the same system, and we all know how popular goldeneye was.

>> No.6237172

I got wrath and ion fury.
I am having fun.
That's all.
Have a nice day.

>> No.6237173


what about dusk?

>> No.6237178

I cannot buy new games until I finish these 2 anon, and these are meaty it's been years since I played an FPS.

>> No.6237179
File: 671 KB, 1920x1080, DoomGoingDownMap21_SoftwareRenderer.png [View same] [iqdb] [saucenao] [google] [report]

Run it using Crispy Doom :D

Use GZDoom for custom maps, imo. The original game looks better with the original lighting/software renderer, which is why I recommend Crispy Doom, and modern maps look better with OpenGL lighting, pic related is PrBoom+, which uses the original Doom software renderer...

(I'm using PrBoom+ for this screencap because this mapset will not run on CrispyDoom, which is the best sourceport for running vanilla-style maps imo; PrBoom+ is good too but it lacks some of the options that CrispyDoom has, like adding vertical screenshake when firing which greatly increases immersion, colored blood for cacodemons/barons, and 50% chance to mirror dead sprites so they don't always face the exact same direction all the time; PrBoom+ has full 1920x1080 resolution though)

>> No.6237187

>Delta Touch supports Doom retro but not Crispy
But for what reason

>> No.6237195

Colourful hell brown beta #4 released;

>> No.6237203
File: 938 KB, 1920x1080, DoomGoingDownMap21_HardwareRenderer(OpenGL).png [View same] [iqdb] [saucenao] [google] [report]

...and this is the same map, but with OpenGL lighting. I was going to use GLBoom+ but for some reason I couldn't take a screenshot with it, so this is GZDoom, which uses the exact same lighting as GLBoom+ if you set up the options to do so (Options/Video Mode/Hardware Rendere + Options/Display Mode/Hardware Renderer/Fog Mode Off)

Also, try these vanilla friendly mods with Crispy Doom:

High resolution sound effects - the same in-game sounds but they sound a lot better, most noticeable with the shotgun and chaingun

Adds more frames to the weapon animations, so the chaingun actually looks like its spinning, for example.

You will need to learn how to use command lines if you want to run mods on Crispy Doom. It's actually simple, create a new text document, type in your command line, and save it as a .bat file. For example, here is a command line:
>crispy-doom -iwad doom.wad -file SIGIL_v1_21.wad pk_doom_sfx_20120224.wad vsmooth.wad D1SPFX19.wad

If you want some fancy-looking mods for GZDoom that don't change the gameplay, they just make the game look better, check out this video, the mod links are in the description:
> https://www.youtube.com/watch?v=E7niLqZYE2k

>> No.6237206

do doom purists consider save reloading cheating? its totally unrestricted and basically save-stating

>> No.6237214

there are like 10 different lighting modes for the gzdoom renderer. some of them have light diminishing like software.

>> No.6237220

Ofc I forgot something. I forgot to mention, you will probably want to use Doom Mod Loader to load multiple mods for GZDoom. You can also use command lines, but you will end up with very long command lines like this:
> gzdoom -iwad doom.wad -file idkfav2.wad sprites.pk3 caulkpc.pk3 sm4bbgorev2.pk3 bbgore_colored_blood_for_cacodemons_and_bruisers_vanilla.pk3 perk_enhanced.pk3 mblur104.pk3 spriteshadow_v19.pk3 tiltplusplus_v165.pk3 weaponsway_v1.pk3 steve_flashlight.pk7 worldgamma.pk3 -warp 1 1 -record e1_nm -skill 5
(You have to use command lines, even in GZDoom, if you want to record a demo) You cannot use Doom Mod Loader for Crispy Doom so you have to use command lines for that. I dunno about PrBoom+ or GLBoom+ though since I don't really use those since I either use Crispy Doom for vanilla maps like Scythe/Scythe 2 and GZDoom for modern stuff like Going Down.

Speaking of Scythe, I would honestly recommend playing Scythe and Scythe 2 before playing Doom 2. Doom 2 is not nearly as good; Scythe and Scythe 2 are some of the greatest map sets ever created, and I don't want you to get burned out on Doom while playing Doom 2

>> No.6237230

maybe dont make threads senpai

>> No.6237234

They simply do not look as good and vanilla as Crispy Doom no matter how you tweak the options, and, again, Crispy Doom has options that no other source port has

>> No.6237235

>First time playing map 8 of Doom 2
>Get to the exit
Is there any worse feeling?

>> No.6237243

The same but plutiona map 9

>> No.6237249

Chasm is the most overhated Doom 2 map.

>> No.6237253

As long as the player has enough self control that they limit how many saves they have per level, reloading should be fine.

>> No.6237273

I don't consider it cheating but I only use saves at the start of each level when I am doing casual playthroughs. Try doing playthroughs with 0 mid-level saves, it's actually quite blissful.

>> No.6237283

At least with Tricks and Traps, only like 20% of the map is actually required.

>> No.6237287

That and barrels o' fun. They're not great but at least they are unique. The worst map in Doom 2 is probably the city level Sandy made. At least that's the level I dread replaying the most.

>> No.6237293

Tricks and Traps is my favorite doom 2 level, aaong with Dead Simple and I hope we get more of those abstract kinda maps in Eternal

>> No.6237297

I dread icon of sin, nowadays I just mouselook it just to get the fight over with asap, it's just a bad unfun map and boss fight.

>> No.6237298

>wads I liked
Ancient Aliens
No Rest for the Living

>wads I didn't like
Scythe 1+2

What should I play next?

>> No.6237315


>> No.6237316

It basically is cheating but who cares if having to redo a map pisses you enough you might as well save-scum. Some maps are also just too long

>> No.6237319

On some soureports -fast makes monsters behave differently compared to playing on nightmare. Is this known, or?

>> No.6237332

I cant even get a grip on your taste because to me Ancient aliens and Eviternity share practically the same gameplay philosophy.
Just play Back To Saturn X episodes 1 & 2, everyone should enjoy that.

>> No.6237342

im guessing he just doesn't like the gritty and dark textures that scythe and sunlust use because Valiant and AA are more bright and upbeat. BTSX is a good rec but also try the alfonzone

>> No.6237349

> not liking erik alm's maps
anon did not come out the right way

>> No.6237360

Eh, I thought Scythe 1 and 2 were both fine for the first half but then they both became more slaughter-focused in the later half. Sunlust was the same way. Eveternity just had annoying and tedious combat encounters from the get-go. Generally speaking I love maps that are challenging but do so with a lowish enemy count. I think the later levels of No Rest for the Living are the platinum standard for map design in Doom. They're hard but I never once found them tedious. I love Doom but when a single room has you taking 20 minutes to kill 1000 revanents and 1000 hell knights and 100 archviles and 20 cyberdemons all at the same time with the BFG it just gets old fast for me. Slaughter just isn't for me at all.

>> No.6237368

Alien Vendetta and Kama Sutra are my favorites.

I don't like AA nor Eviternity but Scythe 1 is one of my favorites too. Scythe 2 can suck a dick, though.

>> No.6237374

desu I never really noticed that the enemies were particularly stronger (unless you're talking about the one new enemy, the invincible ghost-form S'pht'Kr, or a particular end-game fight). I imagine that cyborgs are your biggest bullet sponge, so use the fusion pistol (which does extra damage against robotic enemies) against them.

The campaign was actually designed by a team called Double Aught, who were supposed to become a kind of spin-off of Bungie and work as a separate team, but that ultimately folded by the time Microsoft bought Bungie out. So yeah, it does feel a bit like an expansion of custom scenario, and I think the 'Infinity' concept in part was a nod and wink to the bundled editors to encourage the modding community to live on.

Depending on how far you are, it may or may not get better for you. Poor Yorick and Two for the Price of One were great levels imo, but the next couple are experimental, which are then followed by back-to-back vacuum levels which are very painful on a first playthrough. The middle section gets better, with a couple irritating swimming-based sections, followed by more dream levels, and then ultimately hits what is probably it's best stretch in the last ~quarter of the game. Overall I'd say Marathon Infinity is the game that's the most fun on a second playthrough once you've learned the occasional annoying quirk, but at the same time, it's no Durandal, so I won't order you to punish yourself. Maybe try Rubicon, Tempus Irae, or Phoenix if you still have a fix for more Marathon.

>> No.6237380

Chasm is one of my very favorites

>> No.6237397

afaik this is only the case on one of the shitty versions that are currently being sold, but I can't remember if it's a PC port or a console port. if you download the original doom IWADs instead of buying them and play them on a modern source port you don't encounter this problem, but if you buy the game, one of the versions has this problem, i can't remember which, though. -fast will not make the pinkies or fireballs move faster like they should. all the more reason to pirate the game

>> No.6237406

Wow that's messed up. I'll get the original IWAD just in case anyway.
But my problem is different - the projectiles are faster, but the monsters react slower on -fast than they do on nightmare. They're more lazy and spend more time walking.

>> No.6237412
File: 1.28 MB, 1587x2840, shooters.jpg [View same] [iqdb] [saucenao] [google] [report]

Just finished Doom 1
Taking a short break from Doom 2 (still salty about level 8)
What should I play? The only thing on this list that I've beaten is Doom 1
Anything cheap I should pick up?

>> No.6237416

Never heard of Wrack so my votes goes there

>> No.6237417
File: 72 KB, 513x536, 1580684815044.png [View same] [iqdb] [saucenao] [google] [report]

Bioshock (whole series), DUSK and AMID EVIL are currently on sale.

Play Heretic.

>> No.6237421

>Anything cheap I should pick up?
There's always Doom3 if you want. Doom3 plus the expansion is like 2.50 right now

>> No.6237425

Its garbage that came out in the mid 2010s.

>> No.6237438

>quake 2 rtx
>not having quake 1 and 3

>> No.6237440

wrack is quick, was better in the alphas before carn added multiple characters and shit. It was fun back in the day using the skulltag irc to vote for enemy names, based suislider

>> No.6237451

another "wut should I play next guyz?/?" post. Ive kept track of what I played like a true tist and most recently completed is at the bottom.

Goin Down (Brutal/Cheats for compatibility))
Evilternity (Vanilla)
Ancient Aliens (Final Doomer-AA)
Scythe (Project Brutality)
Scattered Ashes (Brutal)
Doom (Vanilla)
Doom TWID (Project Brutality)
Scythe 2 (Johnny Doom)
Doom Needs More Detail (Brutal) [5/10/2019]
Doom 2 TWID (Project Brutality) [6/3/2019]
Extermination Day (Brutal) (Glitch MAP13>/>MAP14)
Riot Control
Plutonia 2 (FinalDoomer)
Cyb Freaky Colonoscopy (LT Typhon)
Deathless (Meatgrinder)
Verdant Citadel (Perkistan)
Alienated (Meatgrinder)
Dungeons and Demons (Vanilla)

>> No.6237459

>like a true tist
A tist?

>> No.6237463
File: 91 KB, 644x327, quake1n2.png [View same] [iqdb] [saucenao] [google] [report]

I have the bioshocks and played them to death but I'll check out Duck and Amid Evil
The rtx test was free. I'm holding out on a sale for 1 & 2. I thought 3 was multiplayer only
Wrack it is

>> No.6237468

Autist I'm assuming

>> No.6237476

Where's Half-Life?

>> No.6237483


>> No.6237484
File: 236 KB, 1599x727, halflife.jpg [View same] [iqdb] [saucenao] [google] [report]

Left them off because they usually cause a shitstorm when mentioned

>> No.6237495

Never cracked open a bear?

>> No.6237498 [DELETED] 

Ancient aliens with DIO

>> No.6237501

I just got new glasses, I don't need to ruin my eyes more.

>> No.6237502


>> No.6237505

what .wad

>> No.6237509

If you abuse it relentlessly.
I actually have the bad habit of saving too often, but I've been working on toning it down some.

>> No.6237520
File: 79 KB, 1280x800, evi-title-moddb[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.6237524
File: 27 KB, 506x136, snip.png [View same] [iqdb] [saucenao] [google] [report]

>hey, that dude ripped all of Quake Champions' models
>maybe I should boot the game up to see if they've actually updated it in the half year
>see this

>> No.6237528

I liked Cavern, it's the most memorable level in the whole game

>> No.6237536

Don't fucking bother playing Dishonored. Great aesthetics ruined by idiotic game design that literally punishes you for doing anything fun including utilizing most of your abilities

>> No.6237545 [DELETED] 

Valves games are boring tech demos, just like Doom 3. Their value is completely lost since their innovations are no longer shiny and new

>> No.6237551

Full list incase anyone was curious

>> No.6237552

The crazy thing about this b**mer meme is that it literally originated from a single autistic shitposter here on 4chan. Some guy posted variations of "that x year old boomer who y" with years all the way from 1 to 30 across literally every board for days. And for whatever reason "30 year-old boomer" stuck. And it eventually wormed its way into the mainstream.

>> No.6237557

it gets worse, have fun

>> No.6237559

A speedrun for the 2nd secret map takes around an hour lol. They went so god damn overboard with level length

>> No.6237560
File: 1.45 MB, 2048x1536, 1582391325975.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm new to Doom so I'm having fun playing it for the first time. I'm currently at "Thy flesh consumed" and I was stuck at E4M3 for like ~20mins because I'm retarded and didn't notice the red door. Still my favorite map from this episode tho.

Not the same anon but I have a question. Is the statement: "There's no wrong way to play Doom" true? Because I've been playing all this time using GzDoom along with some mods (Smooth Doom, Bolognese, Arachno soundfont, etc) and it's been pretty nice, but I was wondering if I've been doing it wrong all this time, I don't want to look stupid. At least I'm not using BD, although it was kind of fun.

>> No.6237563

That was the first level that really started to piss me off

>> No.6237575
File: 31 KB, 467x573, 1558325103045.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6237591

only bad part about the boomer meme is that it spawned (and continues to spawn) endless low effort wojak faces that get spammed everywhere by discord people trying to force it as the next big meme

>> No.6237602 [DELETED] 

I bet you'd find the meme even crazier if you realized that exact person browses this general

>> No.6237625

Yeah. That and map32 felt really out of place with their in-game time.
Like I'm usually fine with long maps here and there, if the megawad is generally varied enough in map lengths and slotted well so that it fits the pacing. But Eviternity's ones kinda just come out of nowhere and are in stark contrast with the lengths of the rest of the megawad.

>> No.6237629

32's so insane/absurd that it goes full circle into being good again

>> No.6237630

>>Great aesthetics ruined by idiotic game design that literally punishes you for doing anything fun including utilizing most of your abilities
The best version of the final mission is in high chaos, though.

>> No.6237637

Jesus fucking christ I cannot wait for Eternal. I've watched every gameplay video multiple times like a complete autist. Its Doom 2016 with nearly twice as much combat depth, twice the length, double the enemy variety, and with actually good level design. Oh and the multiplayer mode actually looks interesting and fun as hell. Thank god Ori is coming out on the 11th to help pass the timeI can't take this for much longer bros

>> No.6237646

My only gripe is the music is just so bad for the length and tone of the level. Needed something like Map29's where the music itself is 45 minutes long.

>> No.6237652

19 and 32 are good maps on their own. They just feel more like they'd have been better suited as single map wads, or maps in compilation projects like Community Chest, where continuous pacing isn't really a factor at all in map slotting.

>> No.6237658
File: 2.63 MB, 1920x1080, Screenshot_Doom_20200302_155917.png [View same] [iqdb] [saucenao] [google] [report]

What is the craziest Doom mod? Is it Grezzo 2?

>> No.6237660

I had to make the image smaller. But it's E1M1, right of the stairs up to the green armor.

>> No.6237663

Disagree, it's a pretty good game. Not perfect, but decent.

>> No.6237716

holy shit i forgot that this thing exists. i played it, it was pretty fun some years ago but i didnt understand anything and couldn't pass the first level
or im just retarded

>> No.6237739
File: 855 KB, 1920x1080, douk02.png [View same] [iqdb] [saucenao] [google] [report]

You can download Dusk from the link in the OP
> Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
> https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q!xTBmRQhA

Play Duke Nukem 3D next! You can get it from the same link as above. You will need the EDuke32 source port or the BuildGDX source port. Use EDuke32 if you want fancy modern polymer lighting (pic related, the rockets/lasers/explosions/etc. emit light themselves which I tried to capture with this screenshot) or BuildGDX (which can also run Blood and other Build-engine games) if you don't care about fancy gore mods or fancy polymer lighting; the music MIDIs in BuildGDX also sound far superior for some reason. I don't know anything about MIDI playback so I couldn't tell you why. The original MIDIs sound fine, but for some reason, they sound great in BuildGDX. I play Duke while listening to Filmmaker anyway so I run EDuke32. EDuke32 also has more HUD options.
> https://www.youtube.com/watch?v=r7X6o9f2_Q0&list=UU5ZmfGdrVB1FZpBChWx61Hg&index=7

Download "Brutal Duke Nukem" mod if you want. It's a gore mod inspired by Brutal Doom. It doesn't change any of the gameplay, it just adds more gore; it uses almost all original in-game sprites, just adds more blood and the dismembered limbs stay on the ground instead of despawning. Good times

>> No.6237742
File: 586 KB, 1920x1080, douk03.png [View same] [iqdb] [saucenao] [google] [report]

screenshot of the Build GDX source port

>> No.6237773

I recall the whole thing being centered around references to Italian television from the 70s or something, so not understanding anything is normal

>> No.6237778

New trailer for Blood mod Eviction: The Hive:


>> No.6237779

When I play GZDoom I also use Bolognese and sprite and music mods, but generally speaking, any maps that CAN run on Crispy Doom, I run on Crispy Doom, with the vanilla-compatible mods I mentioned. I never heard of Arachnosoundfont until now. It sounds pretty cool; I was going to do a playthrough of Plutonia using Jimmy's MIDIs ( http://jamespaddockmusic.com/doom/plutonia-midi-pack/ ), and I'll probably do it using GZDoom and Arachno soundfont and a slew of other mods for GZDoom. I linked it before but I'll link it again; I use pretty much all of these mods except for the HUD mod and Bloom
> https://www.youtube.com/watch?v=E7niLqZYE2k
I use the sprite mod, this sound effects mod ( https://www.wad-archive.com/wad/22683fa3f4843c540cc7dc022f2e38c7 ) that this same youtuber used in a different video but not this specific one, Bolognese gore mod (you need to download a new version of it patched by some other modder - the original mod has a game-breaking bug: when an arch-vile revives a gibbed enemy, that enemy is invisible), the flashlight and motion blur and tilt mods, etc...

>> No.6237783

You're actually encouraged to do both a pacifist and a high kill playthrough to see how the game changes.

>> No.6237787

You do you. I think everyone should experience vanilla Doom at least once but ultimately as long as you're having fun.

>> No.6237790
File: 79 KB, 528x396, 1568782320048.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to beat map32 on UV with no saves

>> No.6237791

Woops I forgot to link this music mod that is an absolute MUST when playing the original Doom episodes. It only runs on modern ports like ZDoom and GZDoom. Grinding Doom 1 on Nightmare while listening to this music is absolute bliss. I should upload my demos to youtube sometime...

> https://www.youtube.com/watch?v=AGK1dr-Ql0w

And here is a music mod for Doom 2. It also has Doom 1 music, but the mod above is far superior for Doom 1.

> https://www.youtube.com/watch?v=AGK1dr-Ql0w

>> No.6237825
File: 2.97 MB, 480x300, 3ha3 map07.webm [View same] [iqdb] [saucenao] [google] [report]

this is hell

>> No.6237850

truly it was the third time we spent 3 hours in agony

>> No.6237853
File: 6 KB, 274x174, BONSB0.png [View same] [iqdb] [saucenao] [google] [report]

Can someone tell me please what are exact credits for this sprite?
Weapon is Bone Shredder from Heretic Amp
Original author credits people in bulk, and Sprites are by Eriance, neoword and Xaser
Readme says its alright to reuse any of the contents, but I'd like to know specifically who to credit

>> No.6237854

I'm almost certain that's from Eriance, it looks like his style and it resembles the arm cannons on the mancubus resprite he also did

>> No.6237935
File: 81 KB, 1080x872, EGt9h7bXUAE2x4q.jpg [View same] [iqdb] [saucenao] [google] [report]

>Idtech 2
>No Daikatana

>> No.6237952


>> No.6237959

give /v/iggers an inch and they take the fucking universe

what else is new

>> No.6238036
File: 1.05 MB, 727x1575, commanderkeenkeert_2869243b.png [View same] [iqdb] [saucenao] [google] [report]

Press F for Keen
Never trust Beth

>> No.6238040

Commander Keen: Keen Dreams of Death.

>> No.6238048

Commander Keen: Ultimate Torment and Transactions

>> No.6238089
File: 1.13 MB, 1920x1080, e1_nm_2135.png [View same] [iqdb] [saucenao] [google] [report]

I finally decided to upload my GZDoom E1 Nightmare run onto youtube :)


I'll upload both my GZDoom and Crispy Doom runs so that people can see the difference between the two source ports. I've done deathless runs of each of the original episodes 1-3 on Nightmare on both GZDoom and Crispy Doom

>> No.6238101

>738 KB
> finally got the hang of things, considering it's the first megawad I play outside official ones I think
imagine playing with retarded gameplay mods

>> No.6238187
File: 95 KB, 554x118, Him walking.gif [View same] [iqdb] [saucenao] [google] [report]

Pretty happy with how these turned out.

>> No.6238192

Amid Evil is 25% off for the next seven hours. Worth it? I was gonna pirate it but none of the torrents out there include the Nov update.

>> No.6238203


Its a fine throwback fps, I prefer Dusk but that's just me.

>> No.6238215

AE is my favourite of the bunch. Pirate it, play it, buy if you like it and want more.

>> No.6238221

Thanks boys.

>> No.6238227

who's this guy?

>> No.6238235
File: 1.68 MB, 720x360, just keep punching.webm [View same] [iqdb] [saucenao] [google] [report]

The Artificer, specifically using the Tech Monk set for this mod

>> No.6238245
File: 5 KB, 919x40, B-baka.png [View same] [iqdb] [saucenao] [google] [report]

Only tested this now but the gun looks awesome. Never going to use anything else for the rest of my life.

>> No.6238248


The facade sticks out in an interesting asymmetry, but the wall itself is flat. Some angular indents or protrusions might help jazz it up, and make it more interesting to play with. Also, lighting - especially if it's an area of importance that you want to draw attention to.

>> No.6238250

Add some lamps and lights, maybe add an inlet in the wall with some additional pipes or circuitry inside it. Perhaps a length of blue carpet on the floor (but then again, this is outdoors).

>> No.6238258

No, still working on it, he also got is own discord after Dusted made the last Update.

>> No.6238273

yeah the same thing happened with all that coomer shit
wojaks in general should be grounds for permabanning by now

>> No.6238279 [SPOILER] 
File: 17 KB, 353x278, 1583154400422.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6238282
File: 148 KB, 1080x1350, 823d3492a0c2fca57935644141d090b5.jpg [View same] [iqdb] [saucenao] [google] [report]

Mm that meatball be cute!

>> No.6238284

>Those marines are gonna pay for shooting up my ass.

>> No.6238332
File: 54 KB, 680x509, 1550091213855.jpg [View same] [iqdb] [saucenao] [google] [report]

Playing HDest, how do I find out if the boss rifle has a custom chamber and other subtle variations for weapons?

>> No.6238339


>> No.6238348

Doom 2. UV. No secrets. Enjoy not having ammo.

>> No.6238369


>> No.6238378

The Blake Stone games look like they could be a comic book series.

>> No.6238386
File: 1.05 MB, 1788x1780, 1557245466760.jpg [View same] [iqdb] [saucenao] [google] [report]

plutionia 2?


>> No.6238403
File: 365 KB, 1920x1080, Base Profile Screenshot 2020.03.01 - [View same] [iqdb] [saucenao] [google] [report]


Sorry for the late reply

>> No.6238490

Are there any completely handcrafted Quake levels?

What I am talking about is
completely brushless, hand-sculpted polygon per polygon, vertex per vertex, ALL the environment on the level.

>> No.6238517

I love the secret level in NRFTL. It looks like a shopping mall in a techbase disguise.

>> No.6238537


>> No.6238580

Confess your sins
I played hexen/heretic on my phone with no enemies so I can focus on switch hunting without dealing with the touchscreen controls

>> No.6238616

The only real indicator for the Boss's custom chamber that doesn't involve firing dozens of rounds is that it's a fair bit faster to work the bolt compared to the stock chamber. Other weapon variants usually have differences on the pickup sprite (such as firemode switches or the SMG's reflex sight). The Hunter variants can be identified by their pickup messages, and you can check the choke on any shotgun by looking at the help text popup when you hold use.

>> No.6238654
File: 3.04 MB, 1920x1080, z.png [View same] [iqdb] [saucenao] [google] [report]

like pre-QuakeED "build bsp in notepad" kinda deal? I think there are a couple, understandably quite crude. probably sort by date on Quaddicted and go from there.
unless that's what you meant, every polygon that ends up in a map used to be a brush at some point. nowadays you can take literally whatever from blender and the like, convert to brushes and hope it compiles, but it's not like there's some substantial difference

>> No.6238657

I can't find a reliable info on how sound (The kind that wakes monsters) spread through the map. All I can find is that you need 2 linedefs that block sound to prevent it, but how far does it reach? Does it pass through anything?

>> No.6238670

But... why?

>> No.6238672

That seems pointless. I guess maybe switch-hunting in Hexen can be challenging by itself, but still.

>> No.6238687


>> No.6238704

What is that even supposed to mean? What do you think a brush is exactly?
Brushes aren't like little pre-made shapes, you have to create them yourself from scratch.

>> No.6238734

does kinsie read this thread?
i would chime in avactor

>> No.6238764

i mean, do you have a twitter or zdoom forums account?

>> No.6238767

It's a low stress way to do some switch hunting while on my lunch break.
Is that more or less casual than playing with monsters while looking at a walk through?

>> No.6238774

Is it worth playing Eviternity on UV -fast or is it too hard

>> No.6238781


Didn't mean to quite, have a free (you)

>> No.6238786

i do not
and for me, making one post doesn't justify making an account

>> No.6238826

I just got an idea for a dumb troll map. Or at least a segment of it.

A massive pit. When you try to fall into a pit, a platform instantly rises up (Using lower to higher height trick) but sometimes it does not and you teleport to the start instead.

Now I wonder how I can actually make it fun.

>> No.6238835

it seems according to hugo, the reason doom has a "universe" now is because other successful franchises have them
i mean, some don't have it, so...

>> No.6238840

I'm not sure I want it to have cutscenes and stuff, but the idea seems neat.

>> No.6238876
File: 3.38 MB, 2000x2317, chedm4f7rk531.png [View same] [iqdb] [saucenao] [google] [report]

Are there any good mods for chex quest?

>> No.6238882

i thought doom as a series works without lore because of the experimentation and things you can do with the setting (like seen with mods and even how some games have different directons)
like, i hope urdak isn't the only attempt at a heaven in eternal because there's potential on heaven in doom that may not fit the setting they have
they do a lot of things that aren't expected in a doom game, for better or worse

>> No.6238916
File: 441 KB, 512x512, nesquake.png [View same] [iqdb] [saucenao] [google] [report]

I know there is a guy that mostly makes his maps by importing shit from a 3D modelling program. I can't remember his name, but he has been involved in speedmapping compilations.

>> No.6238949

I mean why even play if the whole thing is nothing but an empty chore?

>> No.6238954


>> No.6238962
File: 281 KB, 640x480, Screenshot_Doom_20200303_000405.png [View same] [iqdb] [saucenao] [google] [report]

Should I close the gap under the buttons? I thought buttons hanging from the ceiling would look cool, but now that I started remodelling this room, they kinda don't.

>> No.6238968

Close it. It looks like a mistake right now

>> No.6238978

Close it so that the texture lines up with the walls.

>> No.6238981

Lining them up to the wall is not the problem, I just forgot to save them as upper-unpegged again.

>> No.6239054
File: 16 KB, 309x266, 1571831858571.png [View same] [iqdb] [saucenao] [google] [report]

Doom newcomer here from several threads ago, i followed your guys advice, got GZDoom and have started going to town. It's like i've hit a treasure trove that i've been missing out on for the past 25 years. Some of this shit is absurdly impressive, i've seen usermade content for lots of games, but ive never seen anything on a quality level like this. In terms of WADs so far i've tried:

Lost Civilization
Ultimate Torment and Torture
Verdant Citidel
Dark Universe
Winter's Fury
(I know these are mostly very recent, but i quickly noticed some WADs require specific ports, especially older ones. For now im just focusing what i can play in GZdoom.)

Only one i've finished so far is Winter's Fury, because that first level instantly hooked me through till the end. Was a heck of a ride. Only one that didnt quite do it for me was UTNT, but i havent played the rest in full yet so we'll see if that changes.

Also tried Brutal Doom and Hideous Destructor. BD was a fun romp, but i can see where its criticisms come from and if i had to choose, i'd go with regular doom any day. HD was a huge shift, but i loved how it forced to me to completely change the way i approach things.

Just one question. I've looked this up in a few places, but i still can't seem to get it to work. If i want to load a WAD and a modification like BD or HD into it, how do i go about that with GZdoom? I saw the method of making a shortcut and adding the -file directions into it, but ive yet to get it to work. I know some WADs arent compatible with these mods, but i couldn't get it to work on a mostly vanilla WAD either.

>> No.6239057

Ctrl click multiple wads then drag them onto gzdoom.exe

>> No.6239059

.................. thats it? god damn if its really that simple then im retarded and so was everything i looked up.

>> No.6239075

Do not do this. Drag and drop loses all control of load order when trying to load more than two files at once. This can cause conflicts and errors that wouldn't happen if you loaded files in the right order, leading you to think some mods are incompatible or bugged when they're not.

Get a GUI launcher like ZDL or learn to use the command line/batch files.

>> No.6239078

Load order doesn't matter a lot of the time when it's just a gameplay wad with a map wad though, you can usually get away with shit like ketchup.wad too.

>> No.6239083

i was curious about load order actually, when i tried the target shortcut method i was typing in the gameplay mod first, then the WAD. is it supposed to be the other way around?

>Get a GUI launcher like ZDL or learn to use the command line/batch files.
I'll look into this too, thanks.

>> No.6239108
File: 255 KB, 1440x1080, DOOM0045.png [View same] [iqdb] [saucenao] [google] [report]

Again, it's when you try and load more than two files that the OS just gives up and throws them in whatever order it feels like. It can matter a lot for some WADs. BTSX, for instance, includes a full set of Doom 2's sprites shifted to its unique palette. If you try and load it with Doom 4 Vanilla, and BTSX isn't loaded first, all of Doom 4 Vanilla's sprites are overwritten by the original Doom 2 ones included with BTSX. Now you have zombiemen that don't shoot their gun and get frozen mid-gib when they die and a pistol that sits on the wrong idle frame.

Generally, the correct order is maps first, then gameplay mods second. It usually doesn't matter because most maps don't change sprites and most gameplay mods don't mess with textures, but it's more about doing it right when it does matter.

>> No.6239115

What are some wads?

>> No.6239118

I blew a wad this morning, do you want it?

>> No.6239119

Duke 3D and Blood have been homebrew ported to NDS, 3DS, Wii, and PSP as well as the PS Vita and the Switch. Now if only that would happen to Redneck Rampage and Powerslave/Exhumed.

>> No.6239120
File: 171 KB, 1024x576, local man tries to find some numbers.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a conceivable way to rip textures from games like SS1, Thief, or Build games, compile them into a wad and then use them in Trenchbroom?

>> No.6239124

There's a tool called ss_xtrac for ripping from System Shock's files.

>> No.6239189
File: 2.39 MB, 1920x1080, shotte2.png [View same] [iqdb] [saucenao] [google] [report]

New Quake 2 singleplayer map release "Outer outer base" is here!

Direct download link:

Link to a Twitter-post with some more screenshots:

>> No.6239194


>> No.6239198

You can probably find rips for those games in various formats across the web.
Then you use a program such as TexMex or Wally to import them into a Quake wad file. Theyll automatically convert them to the quake palette. If the results arent all pretty, try using Slade to conver them (to paletted PNG's, then import into a quake wad) instead, because it has different options for what formula to use for palette conversion.

>> No.6239218 [SPOILER] 
File: 108 KB, 320x200, 1583191756450.png [View same] [iqdb] [saucenao] [google] [report]

So I decided to redraw the thy flesh consumed bunny rescue ending pic for LTG since the old one kinda sucked

bunny still rescued

>> No.6239226


>> No.6239236
File: 83 KB, 628x419, diff.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the definitive Duke3d difficulty and why?

>> No.6239260

Play Valiant

>> No.6239263

gzdoom.exe -iwad doom2.wad -file "file1.ext" "file2.ext" "file3.ext" ... "fileN.ext"

Files can come in .wad or .pk3 formats. Keep in mind later files overwrite earlier files.

>> No.6239271
File: 346 KB, 1273x900, 1567537926046.jpg [View same] [iqdb] [saucenao] [google] [report]

In your opinion, what is the single best MAP07 to use the 666 tag?

I nominate The Mancubian Candidate, from Valiant.

>> No.6239272

>Diff Kiffem

>> No.6239273

>treasure trove
That's pretty much how I would describe it.

>I saw the method of making a shortcut and adding the -file directions into it, but ive yet to get it to work.
Show us how you did it.

>> No.6239276
File: 12 KB, 203x172, 1559127385717.png [View same] [iqdb] [saucenao] [google] [report]

>kill guy carrying a rifle
>drops a pistol magazine
>walk over it

>> No.6239283

So now with a Steam store alternative, what is the best way to play Blood?

>> No.6239295
File: 2.51 MB, 360x360, immense_anger.gif [View same] [iqdb] [saucenao] [google] [report]

>Barrels O' Fun
>Pain Elementals
I know I could probably pistol start this, but what the fuck do you do with this fucking shit.

>> No.6239302

That's Vanilla Doom to you. If you want more authenticity and realism, there's mods, Hideous Destructor is the most realistic and detailed one by far.

>> No.6239305
File: 156 KB, 800x1027, 88240-shadow-warrior-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

honestly fuck this game and it's shitty enemy design
no wonder nobody talks about it

>> No.6239306
File: 9 KB, 63x106, MARANAX INFIRMUX.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6239308

Did you mean to post a picture of Blood?

>> No.6239312

Kill yourselves tbhfamalams

>> No.6239314
File: 7 KB, 106x118, 1563604855662.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6239324 [DELETED] 
File: 885 KB, 2133x1600, halflife-3713685.jpg [View same] [iqdb] [saucenao] [google] [report]

>makes you seethe

>> No.6239328
File: 104 KB, 1300x1217, avert.jpg [View same] [iqdb] [saucenao] [google] [report]

One of the worst shotguns I've ever used, possibly worst than Doom 3. Every enemy takes WAY too long to kill.

>> No.6239330

just play on easy, it makes the gunplay a whole lot better

>> No.6239331
File: 27 KB, 300x300, thumbs.png [View same] [iqdb] [saucenao] [google] [report]

Thanks, I'll try these out.

>> No.6239335 [DELETED] 
File: 39 KB, 380x530, images.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6239336

>worse than doom 3
I've seen some dumb posts but this is one of the dumbest I've seen in a few days.

>> No.6239338

The altfire is good though.

>> No.6239343

Can we really not discuss painkiller?

>> No.6239351


>> No.6239353

Come Get Some. Duke Nukem isn't that difficult so you should be able to beat it without dying too much. On Damn I'm Good enemies respawn after dying unless you gib them so you need to have your routes memorized if you want to play on that difficulty setting

>> No.6239360

>worst than Doom 3
No it's not, Doom 3's shotgun spreads at some ridiculous fucking 45 degree cone that makes it completely useless at any range but muzzle to skin.
Comparatively, Half-Life's shotgun actually has some range. It doesn't do great on the soldiers, but realistically, buckshot does pretty poorly against body armor, so consider alternative tactics or means.

>> No.6239363

you just got berserk in the last room
employ bully tactics

>> No.6239367

Why are jannies deleting any post mentioning hl?.

>> No.6239374

Just the shitposts. If you think a post with a HL image with the only text being ">Makes you seethe" is a post made in good faith you're insane.

>> No.6239395

Mine wasn't intended to be a shit post.
It was the cover of painkiller black and I was asking what people thought of it

>> No.6239397

That wasn't half life though, that was painkiller, that game came out in 2004 dude

>> No.6239398
File: 386 KB, 600x480, tumblr_n6wb1kLxBP1ty70x1o4_r1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Are there any other .wads which have a comfy grungy concrete base aesthetic like Suspended In Dusk does?

>> No.6239407
File: 53 KB, 615x493, TFC_Nailgun_Fire.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone else think the TFC nailguns are wonky? Always feels like the gun is jamming or something

>> No.6239410


>> No.6239413
File: 398 KB, 572x476, shodan.gif [View same] [iqdb] [saucenao] [google] [report]

What exactly are games such as Doom, Dusk, Quake, Blood considered genre-wise? Are the arena shooters; is there more precise terminology used to describe them; are there distinctions between the games listed? I'm trying to design levels for Quake and Dusk and attempting to write up a deconstruction of what the underlying design philosophy should be.

So far, it seems, in terms of combat encounters exclusively, that designers attempt to lead players from one arena to the next while leaving downtime in between large encounters with intermittently placed enemies and minor exploration.

>> No.6239415

I always thought this was gonna be another cute anime girl mod and didn't care about it at all, now I wanna be the futuristic punch man

>> No.6239418

In Christ, yes.

>> No.6239420
File: 37 KB, 400x320, Sword and shield.png [View same] [iqdb] [saucenao] [google] [report]

Nah, it's just based off an NES game I really liked as a kid. I'm working on a Zelda 1 weaponset for this update too.

>> No.6239421

He updated it in 2016 to mediafire but the link is dead, any chance you have this?

>> No.6239427
File: 609 KB, 580x750, j.png [View same] [iqdb] [saucenao] [google] [report]

Where was that one anon who was developing a Doom wad that used SS1EE-esque mouselook and equipment, it looked rad.

>> No.6239430

most blood/sw enemies are hacx tier shit flesh blobs, but they make up for it with great levels and gameplay

>> No.6239450

>So far, it seems, in terms of combat encounters exclusively, that designers attempt to lead players from one arena to the next while leaving downtime in between large encounters with intermittently placed enemies and minor exploration.
I wouldn't say lead from one arena to the next, since that recalls the modern trend of locking the player inside an arena until they kill all enemies. It also varies even between the games you mentioned, for instance Quake tends to have more uniformly spread enemies rather than a bunch of separate large scale encounters. You could probably look up Romero's level design philosophy but ultimately it's all about keeping the player entertained and engaged with the game, there's a lot of different takes on the how.

>> No.6239468
File: 152 KB, 2891x1671, design.png [View same] [iqdb] [saucenao] [google] [report]

So good level design should have a steady increase in overall engagement, but a stochastic "large" encounter rate, like Design 2 instead of Design 1 (which would be similar to DOOM 2016)?

I'm completely new to this and was just analyzing the design of a few fan missions I played.

>> No.6239471

Not that anon, but my favorite levels are ones where you visit the same areas in different ways throughout the level.

>> No.6239476

Almost like a hub in Hexen?

>> No.6239481



>> No.6239482

I haven't played Hexen, so I can't comment on it. Have the player's path through a level intersect often, with parts of the level opening up as the player makes progress with key doors, monster closets, secret areas, and the like.
I think those kinds of designs are always more memorable than designated fighting areas strung together with hallways.

>> No.6239484

Keeping the player engaged works in multiple levels. One way is a constant stream of action, yes, but having to mentally track your position and the level's layout so you can find your way around is another. For me that was one of the biggest problems with Doom16's level design (and other similar games), your brain completely shuts down as you move between arenas since there's nothing to think about, also to add insult to injury all secrets (except the "retro rooms" IIRC) are marked on your automap so there's little need to actually try to keep a lookout for something that could be a secret.

>> No.6239487
File: 711 KB, 1280x720, 2020-03-03 03-19-41_nosound.webm [View same] [iqdb] [saucenao] [google] [report]

new laser hit effects

>> No.6239491

there he is, right there >>6239487

Nice hitsparks by the way, what the hell does the laser pistol use for ammo? Cells or some kinda battery like in System Shock?

>> No.6239495

It currently runs on the infinite energy of laziness. Will run on some kind of auxiliary power resource that'll go on a meter to the right and which all powerups you can (read: "will be able to") toggle will run on as well. Will make damage scaling by power setting non-linear so the lowest setting is very efficient and the highest is powerful but wasteful.

>> No.6239501

>your brain completely shuts down
This right there is the biggest thing modern game devs completely miss out on. A game may look un-interactive at times, but in reality the best games are always interacting with the player. You interact with the player's eyes, the player's hands, the player's ears, and the player's brain. Most attempts at brain interaction end up being completely non-interactive with large amounts of exposition being thrown at your face. Exposition isn't gameplay. Tactical map awareness is gameplay. There's a reason counterstrike is the longest running FPS game out there.

Though there seems to be this odd movement these days with younger players who honestly don't want that level of interactivity. Hallways with infinite ammo and health, what fun.

>> No.6239513
File: 798 KB, 1920x1080, Screenshot_Doom_20200303_113635.png [View same] [iqdb] [saucenao] [google] [report]



>> No.6239514

I like that idea, though how will we recharge that aux power? In System shock it was from those stations, so I assume here it'd be from pickups

>> No.6239521
File: 11 KB, 225x224, 1458167205264.jpg [View same] [iqdb] [saucenao] [google] [report]

savescumming is justified in a world where archviles exist

>> No.6239524

I'm thinking all the normal time-limited powerups except for Invulnerability should be replaced by batteries, and then items like berserker pack, soulsphere and megasphere could additionally give some power. Balancing it all will be tricky, but ought to be possible.

>> No.6239529
File: 96 KB, 1920x1080, Do_Not_Comprehend.jpg [View same] [iqdb] [saucenao] [google] [report]

>Take berserk
>Literally punch the pain elementals instead of trying to shoot them
>It works almost flawlessly

>> No.6239534
File: 43 KB, 720x508, FB_IMG_1580492732034.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the difference between the original DOOM and ultimate besides graphics, sound and the fourth chapter?

>> No.6239535
File: 767 KB, 320x240, lol look at this hapless dipshit.gif [View same] [iqdb] [saucenao] [google] [report]

Bully the shit out of them and make a fight

>> No.6239538

>except invulnerability
Good call. Sometimes a map gives you one of those for a very good reason, and I tried my damndest on many encounters, but found that there was really no good way to do them without invulnerability, even if the replacer gives like 99% damage resistance. It's there because the author expects you to use it and not being made invulnerable for 30 seconds breaks the map.

Of course, monsters hit much harder in mine, which could have contributed to that.

>> No.6239541

E1M1 has the button in the green armor room that opens up the courtyard secret earlier.

>> No.6239543

What was the purpose of that, anyway?

>> No.6239547


>> No.6239548


>> No.6239554

Yeah, I really don't want to break maps too much if I can avoid it. I'll probably replace it, but it'll give the normal invulnerability as well as something extra and fun.

>> No.6239562

Was it not possible to make separate versions of a map with different geometry n shit for deathmatch back then? Genuinely curious.

thats a good point too

>> No.6239567

It was possible, but would be a waste when you could just hide a secret button that opens up the map a bit for deathmatch.
Romero did that for Sigil.

>> No.6239569

I probably was, but Id probably didn't bother because that would've meant more work.

>> No.6239570

Arachno soundfont is meh.
Use Spliced Weeds.

>> No.6239578

>carry a mag
>carry a clip

>> No.6239581
File: 210 KB, 1126x1560, clipazine.jpg [View same] [iqdb] [saucenao] [google] [report]

>not carrying a clipazine

>> No.6239593
File: 1.30 MB, 1214x1286, ss1 map.png [View same] [iqdb] [saucenao] [google] [report]

Modern level design trappings are what I'm seeking to avoid, but I'm trying to systematize what makes it so unengaging. For me, peak level design is found in games like Thief and SS1 because of the labyrinthine maps, although a fast paced fps doesn't allow for methodical gameplay.

>> No.6239594
File: 48 KB, 800x800, EASYMAG.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6239598

This is something I see a lot at work: there's some people that really, really don't want to (or can't) use their brain. It's always amazing when you're trying to explain these really basic concepts to someone and you can tell in their glassy vacant stare and hesitant "yes, I got it" that they didn't understand shit. Then they go and screw up in spectacular, common-sense defying fashion. I'm sure this extends to video games, and since big budget games need to appeal to the biggest possible audience, they need to be IGN reviewer proof.

>> No.6239618

if SiD was released today people would call it bad for being too gray

>> No.6239627

travesty against nature

>> No.6239631

1995 was a boring year for fps.

>> No.6239634

You ain't seen shit boi

>> No.6239635

And I'd beat those people with a telephone.

>> No.6239657
File: 288 KB, 1080x1920, Screenshot_20200302-200432.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6239668
File: 632 KB, 507x793, 1578873166577.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone play Doom through Steam and knows what file does Steam actually launch? In the case of Doom 2 it launches a .bat file so you can modify it to have a mod menu and launch whatever sourceport with your desired parameters, the same files are in Doom 1 but changes made to them do nothing.

>> No.6239672
File: 57 KB, 616x570, Monkey.jpg [View same] [iqdb] [saucenao] [google] [report]

>megawad with no backpack the first 15 maps
>16th map has 3 of them just laying in the open

>> No.6239678 [DELETED] 

Backpacks should be provided at level 3, no more. Same with SSG. Othe

>> No.6239680

Backpacks should be provided at level 3, no more. Same with SSG. Otherwise it's a shit megawad trying to appear professional desu. Also thanks 4chanX for lagging my browser and somehow sending the post prematurely.

>> No.6239690 [SPOILER] 
File: 7 KB, 128x128, 1583210175403.png [View same] [iqdb] [saucenao] [google] [report]

maybe for non-6DoF fps's

>> No.6239692
File: 856 KB, 1600x900, As_oilrig.jpg [View same] [iqdb] [saucenao] [google] [report]

this aesthetic is really under used but nice looking, also off topic but this screenshot really reminds me of as_oilrig for some reason

>> No.6239698
File: 125 KB, 1200x1200, Krag Jorgensen conversion kit for your AR15.jpg [View same] [iqdb] [saucenao] [google] [report]

I like these, because you just slide open a little door on the side and drop in loose cartridges. With the idea being that the magazine is locked in place in the gun to be compliant with state law, it makes me think a lot about the old Krag Jorgensen bolt action rifles.


>> No.6239718

Me on the left

>> No.6239757

They can't properly spawn Lost Souls if you get up in their grill, they just phase out of existence immediately, much like if you kill a PE in an enclosed space.

>> No.6239831

Now I want to make a mod that make them spawn right behind you in those situations and bite your cheesing ass

>> No.6239838

Haven't kept in touch with new Duke 3d mods for 10 years. Recently I decided to try Duke Nukem Forever (mod) and Alien Armageddon. I enjoyed both. Are there more of some great Duke mods that I absolutely should play.

>> No.6239839

Doom 64 made dying Lost Souls deal damage as they explode.

>> No.6239840

It came in 1994

>> No.6239854

The only time savescumming is justified is when you're playing Hideous Destructor, and even then, only in short amount.

>> No.6239860

If an old ass wad you've never heard of suddenly gets posted a bunch, just check jewtoob for some pissant e-celeb doing a playthrough of doom and you'll find out what it is.

>> No.6239861

Duke Forces

>> No.6239867

It matters not how much you are saving
only how much you are loading

>> No.6239873

I'll actually toss a disagreement your way and say that labyrinthine levels can actually fuck up the pacing of levels. Secret humping and key hunts are fun when done right in smaller maps, but when you're playing through the first time it can be a slog. Having to re-open your automap every 15 seconds (or just having the map open at all times when you aren't in a fight) because the fucking designer wouldn't understand landmark placement and branching path design if it smacked them upside the head is really, really stupid. This isn't an endorsement of typical corridors down the middle, but just me being a zoomer as far as level design goes.

tl;dr be cognizant of how long it takes to properly map out a section of your level.

>> No.6239883

Thanks. However, I don't think I'll ever touch Sunlust unless the author implements proper support for lower difficulty levels, I've seen some footage of it before and it looks pretty crazy.

Gorgeous architecture though.

I don't need your bitter condescension.

>> No.6239886

Good level should resemble a place, and be interconnected like a place would be if it was real.
Then sections of the place should be locked behind switches/keys that make player go through old areas a second time, while they are repopulated.

>> No.6239894

Then talk about doom on youtube, faggot, or wherever else you came from.

>> No.6239901

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

>> No.6239907

>What is that even supposed to mean?
Level was sculpted triangle per triangle or vertex per vertex, just so, without any copy-paste.
Like, imagine crumpled paper, now imagine deliberately bending it Just So.
>What do you think a brush is exactly?
Well, I thought it was like a photoshop brush, but, like, 3d. A cube of certain dimensions, a tetrahedron, that sort of thing. What I am confused on is whether, if that is the case, you can just like drag that cube along its side, and gain a super-shape, a parallelepiped, like a volume drawn with that cube, and the program will just delete all the garbage by itself, leaving you with the clean parallelepiped with minimal possible amount of polygons. Like whether you could could just draw in space by dragging 3d shapes around. Actually 2D shapes would do for that puprpose though, so if brush is an explicitly 3d object, then the answer is probably no, as they were clearly created for a different purpose.
Anyway, that's just pure speculation on my part. Whether to take your time to confirm or disprove any parts of that fantasy is up to you or whoever.
>Brushes aren't like little pre-made shapes, you have to create them yourself from scratch.
Yeah, but, see, the thing is, you make them to slap them around, here, there, there, here, that is, they are there to facilitate copy-paste, to make it possible for you to clone specific surface arrangements and angles. What I am talking about is completely opposite to that. Like a level created and edited explicitly as a net of adjacent triangles, with zero prefabs of any kind.

>> No.6239916

Hexen, Descent, Dark Forces, Terminal Velocity, Cyberia 2, Cybermage, Terminator Future Shock, Wrath on Earth, Witchaven.

>> No.6239920

Wrath of Earth is a sin against mankind.
I honestly think that it is flat unbeatable on hard because of these two freezer episodes in the middle of it.
Also, valve puzzle.
I have actually completed that shit. I dunno why, actually. I definitely wasn't having any kind of fun. It was like, okay yet another shot has instantly fried out your battery, now you have to stay under lightbulb for 3 minutes for it to regenerate. Repeat 1000 times.

>> No.6239926

>what file does Steam actually launch?
Rename gzdoom.exe to dosbox.exe
Mods need to prescribed in [autoload] gzdoom.ini

>> No.6239928

Well, I mean, if you are playing Wrath of Earth, you could just as well be playing In Extremis, because it's not like the latter is more obscure than than the former - and In Extremis at least fucks with your mind in genuinely interesting ways - despite being a huge - intentional - pain in the dick. In fact, I think, Wrath of Earth was flat out directly influenced by In Extremis - and boy does it suck as its replacement.

>> No.6239930

I am sorry for this fit verbal diarrhea, but I'll just finish what I've started.
In Extremis is, at the very least, smart. Obnoxious, but smart. Wrath of Earth is JUST obnoxious. There.

>> No.6239936

>Level was sculpted triangle per triangle or vertex per vertex
That's stupid, ridiculously time consuming (at least 20 times more than brush method) and you'd never get any quality content that way. No level was ever done like this.

>> No.6239947

You see, low-poly modelling is like the only medium where something like that could realistically be pulled off at all.
Something like 5 years ago, I had an idea of a certain low-poly game, nothing ever came out of it.
Anyway, point is, I wanted to do things that way, but, basically, what dawned on me is that if I was doing something like that, then dataglove would be a tool of choice since it would allow me to, literally, sculpt. However those things cost an arm and a leg, so.
I mean, I could imagine doing something like that with a glove, and I quickly realized doing the same thing with the mouse or touchpad, handplacing and moving vertexes in virtual 3d space, would be, in comparison, a torture.

>> No.6239949

tapeworms suck anii is still one of my favorite map titles and one that i seem to find myself quoting because i'm an autist

>> No.6239954

Moreover, even if I coughed up and got a good dataglove, it's not like it would have firmware or tool-level support for the sort of things I hand in mind for it, I would have to basically write the modelling software myself. Probably even up to the driver level to make sure certain glove gestures are properly distinguished and understood. And, well, I could see myself educating myself for that, but.
Well, those things, good ones, cost an arm and a leg regardless, so.

>> No.6239969

Don't forget Ultimate Doom.

>> No.6239974

A brush is any convex shape thats part of the world. And they must be convex due to the game's map compiling & rendering logic. They do start off as a cube. I dont know what a parallelepiped is, but the possibilities of how easy it is to create shapes is dependent on what editor you use since that determines what kind of operations you can perform. Anyways, i dont understand why youre so interested in a level with zero copy-pasting. There would be no benefit to the level designer or final product.

>> No.6239978

Get Nifscope. It allows editing a model vertex-to-vertex. Pull a model from a Morrowind, which is reasonably low poly.
Try to make a minor edit using vertexes only.
Test how long it would take to drive you mad.

Do you know how many vertexes there are in a basic pyramid? If your answer is 4, then you are wrong. The answer is 12. Because one point is actually several vertex with same coords depending on how many tris meet at that spot (3 in case of a pyramid). And if you want to manually edit a pyramid to be seamless you'd have to manually align all vertexes of connected tris to actually connect. For every minor edit of a lowpoly model you'd have to manually adjust 3-5 or more vertexes, if you restrict yourself only to vertex manipulation.

The way you describe it - you want not vertex manipulation.
You want brush manipulation.
The thing Trenchbroom already does.
its open source. Just add support to whatever VR glove you want to use to sculpt and get to it.

>> No.6239981

Updated my journal. Thanks.

>> No.6239991

>If your answer is 4, then you are wrong. The answer is 12. Because one point is actually several vertex with same coords depending on how many tris meet at that spot (3 in case of a pyramid). And if you want to manually edit a pyramid to be seamless you'd have to manually align all vertexes of connected tris to actually connect. For every minor edit of a lowpoly model you'd have to manually adjust 3-5 or more vertexes, if you restrict yourself only to vertex manipulation.
The way around it would be to have the ability to cluster vertexes, so they could only be shifted or rotated as a group, all the vertexes in the cluster at once. So you align them once, cluster them, then work with that vertex cluster, and they never get un-aligned, whatever you do, as long as you don't add any new ones there, then you just re-cluster them. I don't know whether the tool you named has a support for that sort of thing though.

>> No.6240005

>so they could only be shifted or rotated as a group
so... What Trenchbroom does?

>> No.6240013

Well, if you view the level as one giant brush, and not necessarily convex one too, then maybe?
I was talking about clustering vertexes that meet at the same spot, locking them together - all the while retaining all the connections they have to any other vertexes, regardless of whether clustered themselves in turn or not.

>> No.6240016

I think I get what you MIGHT be trying to convey?
That I could sort of imitate what I describe in Trenchbroom by custom-making brushes, those convex shapes, and using them exactly once, each one, over the entire course of the level, like bricks?
Regardless, I have never considered such an idea before. Regardless of whether that's what you were leading to or not, you have my thanks.

>> No.6240027

> designers attempt to lead players from one arena to the next while leaving downtime in between large encounters with intermittently placed enemies and minor exploration.
I don't think that describes John Romero's level design philosophy at all. Aside from E2M2, my favorite Doom level, I think the greatest video game levels ever made were Episode 1, which was, besides E1M4 and E1M6, designed by John Romero


>> No.6240041

E1M4 was a Tom Hall WIP which John Romero finished, E1M6 was designed by John Romero alone. E1M8 was another Tom Hall WIP which John Romero finished.

>> No.6240059

So Romero's a talentless hack
Tell me something I don't know

>> No.6240073

>Tell me something I don't know
What you're talking about for start

>> No.6240081

I know isn't it disgusting?
There was a time autism and stealth marketing was shunned but now it's embraced with open arms by creatively bankrupt YouTubers and game devs, particularly "retro shooters" crowds stuck constantly making referencing like Borderlands thinking they're on a high horse for embracing their roots in undisputed classics. When in fact their cringelords who are trapped in the past unable to create anything near the magnitude of the things they praise. Constantly recycling ideas into the Doom Quake architecture waiting for their positive Civvie and Gman review while making bank from suckers who buy limited and digital "collector's" trinkets that appeal to impulse buyers with no money management.
Romero will peddle this same shit because sitting on his ass for decades in his potato-laden shithole unsurprisingly isn't very lucrative unless onions-infused neckbeards pay 666 shillings to the Lepperconman for a USB drive of Bucketheads greatest hits and a Doom WAD by the "legend" himself.
But it's good other anons are starting to catch on.

>> No.6240090

Sick burn from the flames of Baphomet
Sigil 2 will be the redemption we've all been waiting for
Dooms TRUE 6(66)the episode
Featuring Yngwie Malmsteen OST

>> No.6240102

The current Bethesda ports of doom have no trophies for ultra violence completion but do have a trophy for completing the game on nightmare in co op only. Absolute whack shit

>> No.6240110
File: 276 KB, 1096x629, Low health.png [View same] [iqdb] [saucenao] [google] [report]

Finally got around to making a "voice" for this weirdo.


>> No.6240126

Shadows of the Empire is an interesting choice for the jump.

>> No.6240129

It was also in Dark Forces, but Shadows of the Empire is where I know it from too. It's a cool as fuck jump sound.

I'm also gonna add a feature for the default set's pistol where if you run out of ammo you'll have a backup laser mode that'll operate similar to the blaster pistol from Shadows of the Empire.

>> No.6240137

Good shit!

>> No.6240150

why do you keep living in the past and not do something thats related to old nes games

>> No.6240162


we are in /vr/

>> No.6240164

>why do you keep living in the past

>> No.6240169

Because the NES is cool. It's a console very near and dear to my heart, I grew up with it, and some of my happiest days with family and friends involved that little gray toaster.

>> No.6240182

can it run Doom?

>> No.6240194

Why can't I open my custom monster in Doom Builder?
It's supposed to appear in decorate but I can't make it
I read somewhere that I need GZdoom builder to do that
But I remember doing this same thing in vanilla Doom builder years ago.
Any help?

>> No.6240197
File: 481 KB, 1920x1080, sheg.jpg [View same] [iqdb] [saucenao] [google] [report]

Forgot image

>> No.6240204

Ah sorry, that's right, it wasn't E1M6 that wasn't made my Romero, it was E1M8. I remember I read part of the reason he made those two levels is so that he could play an entire episode of Doom with levels made solely by him

>> No.6240206

The way they just... pop out of existence after a while looks weird

>> No.6240213

Can do a slightly randomized fadeout

>> No.6240214
File: 899 KB, 1280x720, 1429160701099.png [View same] [iqdb] [saucenao] [google] [report]

i don't understand the question

>> No.6240220

I just finished uploading my Crispy Doom deathless Nightmare! Episode 1 run onto youtube :)


>> No.6240223

What are your favorite/some really good limit removing megawads?

>> No.6240229

Damn it! I am not happy with how loud the music is :( I need to re-upload with the music volume turned down

>> No.6240243

i remember DD_flashlight working fine in multiplayer, but it apparently doesn't anymore, can anyone recommend me a flashlight mod that works with GZ 2.1.1?

>> No.6240251

why do you keep living?

>> No.6240306

Has anyone ripoed all the classic Q1 skins in QC yet?

>> No.6240331
File: 386 KB, 1274x293, file.png [View same] [iqdb] [saucenao] [google] [report]

Do anyone knows which maps are these?

>> No.6240335

nvm fixed

you either have to enable cheats or re-compile the acs script to toggle the flashlight with a net flag

>> No.6240337
File: 79 KB, 1174x354, 5034.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6240339
File: 1.56 MB, 1920x1080, e1_nm_2248.png [View same] [iqdb] [saucenao] [google] [report]

Here is my deathless run of Doom Episode 1 on Nightmare! difficulty using the Crispy Doom source port. I uploaded it just now :)


And here is the same run performed on GZDoom, so newfriends can see the differences between the two source ports:


>> No.6240347

1 - ?
2 - Ter Shibboleth map 5
3 - jam9_pulsar
4 - ad_sepulcher

>> No.6240363
File: 469 KB, 512x807, 1564060930036.gif [View same] [iqdb] [saucenao] [google] [report]

thats on my list, looks fun.
I actually got it to work last night, so all is well. But i can see the reason behind the negative opinions of BD even more now. It was an okay/amusing switch up with doom 1 and doom 2's maps, but i loaded it into Winter's Fury just for shits and giggles and it trivialized the first level to the point of losing what made me like the WAD in the first place. Being able to simply mow down everything completely ruined the intensity and frantic feeling of the first level.

>> No.6240378

Based boomer thanks

>> No.6240380
File: 27 KB, 510x546, 1485342989092.png [View same] [iqdb] [saucenao] [google] [report]

>why do you keep living in the past
>why do you keep playing a 26 y/o game on killing cartoon poo monsters & the same monster but different colors?

speed of doom

>> No.6240391

Thats one i've heard about more than once, what ports does it work on?

>> No.6240397
File: 2.84 MB, 612x436, test.webm [View same] [iqdb] [saucenao] [google] [report]

Nice wad, but the weapons are too big and not really balanced. Why would you ever use the heavy bolter or the storm bolter if they deal less damage by bullet compared to normal bolter? Also the plasma rifle takes half the fucking screen.

>> No.6240414
File: 54 KB, 910x660, DML.png [View same] [iqdb] [saucenao] [google] [report]

> If i want to load a WAD and a modification like BD or HD into it, how do i go about that with GZdoom?
Download a program called "Doom Mod Loader," or learn to use command lines. I recommend Doom Mod Loader because once you start adding a bunch of mods you get command lines that look like this:
>gzdoom -iwad doom.wad -file idkfav2.wad sprites.pk3 caulkpc.pk3 sm4bbgorev2.pk3 bbgore_colored_blood_for_cacodemons_and_bruisers_vanilla.pk3 perk_enhanced.pk3 mblur104.pk3 spriteshadow_v19.pk3 tiltplusplus_v165.pk3 weaponsway_v1.pk3 steve_flashlight.pk7 worldgamma.pk3 -warp 3 1 -record e3_nm -skill 5
You will still need command lines for GZDoom if you want to record your own demos, and you need command lines for Crispy Doom becuase DML doesn't work with Crispy Doom.

>> No.6240425
File: 1.85 MB, 1184x1408, Meatballs.png [View same] [iqdb] [saucenao] [google] [report]

Has this been posted yet?

>> No.6240449
File: 442 KB, 1366x768, Screenshot_Doom_20170803_093729.png [View same] [iqdb] [saucenao] [google] [report]

standard gzdoom and z&. plus it's pretty as shit

did they add vengeance launchers and meltas?

>> No.6240452
File: 114 KB, 1024x735, 1533974312105.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6240461

No clue, but there's a grenade launcher and a lascanon. No melta yet, not sure what Vengeance is.

>> No.6240462
File: 238 KB, 1440x1080, DOOM0022.png [View same] [iqdb] [saucenao] [google] [report]

Struggle: Antaresian Legacy

>> No.6240476
File: 1.88 MB, 853x480, cpr.webm [View same] [iqdb] [saucenao] [google] [report]

I decided to buckle up and turn Brutal Doom (yeah, yeah...) into something playable, for myself. I've modded other games, but never Doom.
Unpacked the pk3, then packed it back, unmodified. Now it spits out sprite errors that it didn't before. Wat do? I thought pk3=zip?
Wanna start by removing the replacement graphics: fonts, liquids, medkits. Further plans include unfucking the menus, uncluttering the inventory, resolving pistol/rifle clusterfuck, restoring the spectres. Any pointers? I'll figure it out on my own, but I'd appreciate some overview on the general structure of things.

>> No.6240490

Get slade, and yeah it is indeed just PK3=Zip

>> No.6240535

the first one is from QUMP I think

>> No.6240549


>> No.6240620
File: 166 KB, 400x200, OW.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6240624

Has anyone made a simple replacement for Vanilla Doom that changes the Clip word to "Magazine" or even "Bullets"?

I already play Hid Dest, but going back to vanilla and seeing Clips used for chaingun and pistol really chaff my autism.

>> No.6240657
File: 78 KB, 120x96, pinkywinkle.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6240710

If I plan to some day create a proper wad with several maps, do I need to plan anything ahead or will I be able to merge several independent wads into one?

>> No.6240734 [DELETED] 

Stop being such boomer gloomers you twats.

>> No.6240735

custom monsters need editor ID's to work. in decorate its "actor (name) (ID)". you might need to add an ID yourself. zdoom wiki has a list of editor ID's so you can avoid a duplicate.

>> No.6240736

Get your own board. /notvr/

>> No.6240742

in doom builders save options menu you can choose "save map into" and select a wad to add it to.
make sure its not the same map number though... i remember i overwrote and lost one of my first maps that way heh
you can also use slade to simply copy-paste the contents of one wad into another

>> No.6240754 [DELETED] 
File: 98 KB, 246x137, Screenshot_2020-03-03 brutal doom voice - YouTube.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6240801

go back to /v/ you faggot.

>> No.6240804

Dark Forces is the only worth playing in that list.

>> No.6240806

Why does my Crispy only boot Doom 2? It boots 1 fine from the warp menu.

>> No.6240809

Both descent and terminal velocity are good. I like hexen too, but I acknowledge it's faults.

>> No.6240828

Most source ports will load doom2.wad in preference to any other iwad present in its search path. Use the -iwad parameter to change which iwad is used. So assuming you're using the command line, crispy-doom -iwad doom.wad

>> No.6240832
File: 36 KB, 1080x325, Screenshot_20200303-115307_1.png [View same] [iqdb] [saucenao] [google] [report]

Worth it?

>> No.6240838
File: 336 KB, 640x480, Screenshot_Doom_20200303_225430.png [View same] [iqdb] [saucenao] [google] [report]

I decided to stop making a big complex map for a moment and make something in scale of Dead Simple. Except instead of the mancubi hunt, you run around the lava pit dodging the cyberdemon.

>> No.6240884

Fatboy got some minor updates.

>> No.6240904

Am I correct in thinking I can crush Commander Keens to make an extra delayed action? On any level.

>> No.6240919
File: 1.48 MB, 1920x1080, weirdmouse.webm [View same] [iqdb] [saucenao] [google] [report]

Got a weird one that I'm not really finding an answer for on the forums but is there any way to fix this weird mouse issue for prboom+ that just stops the mouse input for half a second sometimes when you're turning? It gets worse in combat as well, I'm not sure what's causing it, I don't have this issue with any other source port.

>> No.6240939

I'm getting some weird behaviour. Is Cyberdemon immune to crushers all of the sudden?

>> No.6240940

Try turning with the keyboard to see if it's an input issue

>> No.6240951
File: 45 KB, 778x512, tfw1514308699507.png [View same] [iqdb] [saucenao] [google] [report]

All I want is Return To Caslte Wolfenstein but with richer map design (more props and detailed original maps).
Will it ever happen? Like a 1:1 remake with better tech?

>> No.6240956
File: 34 KB, 1284x126, BfSve04YD2.png [View same] [iqdb] [saucenao] [google] [report]

BROS, is it time to kick ass?

>> No.6240959
File: 30 KB, 334x372, 1497115362453.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm guessing you're one of the anons who keeps posting about Eternal.

>> No.6240963

I have that issue too. No fix for it afaik. Try turning on/off Vsync if that's an option for you.

If all fails, Doom Retro is the only major sourceport for Boom/MBF other than the mess that is GZDoom for accurate play. You can configure it to be very vanilla if you don't like the new features.

BTSX can run in any sourceport tho.

>> No.6240964
File: 1.92 MB, 341x321, 1529971558345.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6240991

Still does it, unfortunately but for some reason the cfg file showed that my mouse movement settings didn't save so changing that so all values except for horizontal turning are set to 0 kinda fixed it. The slight stutter is still noticeable on keyboard aiming tho, it's at least more bearable

That's quite literally the first time I've heard of this source port and it's pretty alright, runs alot smoother than PRBoom, appreciate the recommendation!

>> No.6240997

I know right? I mean I dont know if I loved or hated Arkane. Because they were the only ones making the fps I wanted but they are pale shadows of LGS games.

I blame harvey, the italian guy seemed cool.

>> No.6241023

It's quite literally the 2nd most downloaded sourceport. I guess it's cuz of people that don't really care much about the community and just want to play Doom again, so they look up 'doom retro' and that's the first result. Amazing sp tho.

>> No.6241051

I don't know why but whenever I play community wads I just get bored almost halfway trough and go back to the original wads

>> No.6241091

Has all kinds of odd lag issues on various systerms

>> No.6241114
File: 341 KB, 796x701, image.png [View same] [iqdb] [saucenao] [google] [report]

C.kid is dead

>> No.6241136
File: 1.23 MB, 960x540, map00-1.png [View same] [iqdb] [saucenao] [google] [report]

Some map screenies from TurokDoom

>> No.6241140
File: 1.23 MB, 960x540, map00-2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241143
File: 1.18 MB, 960x540, map01-1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241147
File: 1.15 MB, 960x540, map01-2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241154
File: 1.19 MB, 960x540, map01-3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241156
File: 1.18 MB, 960x540, map01-4.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241163
File: 1.24 MB, 960x540, map01-5.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241168
File: 1.05 MB, 960x540, map01-6.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241170

legends never die

>> No.6241175
File: 1.20 MB, 960x540, map01-7.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241180
File: 1.26 MB, 960x540, map01-8.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241182
File: 1.17 MB, 960x540, map01-9.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241183
File: 1.23 MB, 960x540, map02-1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241185
File: 1022 KB, 960x540, map03-1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241189
File: 1.12 MB, 960x540, map03-3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241194
File: 1020 KB, 960x540, map03-4.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241197
File: 1.10 MB, 960x540, map03-5.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241202
File: 1.07 MB, 960x540, map03-6.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241204

anon, that's awesome and all but you may wanna try an imgur or imgbox album

>> No.6241206


>> No.6241207
File: 1.06 MB, 960x540, map03-7.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241209
File: 1.09 MB, 960x540, map03-8.png [View same] [iqdb] [saucenao] [google] [report]

and I'm done

>> No.6241216
File: 556 KB, 705x800, 4cfaa5110618977d2820ab696d7464ce.png [View same] [iqdb] [saucenao] [google] [report]

How am I a gloomer? Because I like old games? I like new games too, silly.

>> No.6241301

Carmack ruined ID Software.

>> No.6241304

It was as much Romero's fault as it was his. They were two strong personalities at opposite ends of the order-chaos spectrum.

>> No.6241305
File: 1.31 MB, 1280x720, 2020-03-04 01-29-11.webm [View same] [iqdb] [saucenao] [google] [report]

Hm, what if I set the refire delay to -

(note: not representative of actual gameplay. Will now cease spamming this weapon)

>> No.6241306

the imperium approves

>> No.6241307

Cool welding mode

>> No.6241308

Yes. That should work.
You could also use it so you need to hit a few switches to open one door. Each switch crushes a keen, all are crushed, door opens.

>> No.6241319

When I press enter in Prboom+ it takes me out of fullscreen mode, and I have to go into the options menu and set it back every time. This is a pretty big problem considering I press enter every time I make or load a save. Any ideas? Maybe unrelated but if I'm in fullscreen long enough I lose the ability to bring up the snapmap. If I go into windowed mode I'll be able to for a short time again.

>> No.6241326


>> No.6241329

Why are you posting this here? Is this your tweet? Just use odamex, zdaemon, or zandronum for net games.

>> No.6241332

Make it a mod that you can randomly find.

>> No.6241338

iirc it transitioned as zip->wad and back several times during development
this made it so zip file has several files that has same name and poath, but are treated as links by the archive and are in fact different files, but if you unpack them one replaces the other

>> No.6241345

Nah, would be too hard to balance for and also it is framerate hungry. Each spark is an individual 3d model missile actor (though more efficient than standard ones)

>> No.6241350

Brutal Doom is one of the worse things you could have chosen as a first modding project, because it's internal structure is not exactly stellar.

>> No.6241383

When dragging and dropping .wads, is there a way to have them load in a certain order or would I basically be stuck making a .bat file to do that?

>> No.6241393

You have to use a proper GUI launcher or a batch file/command line.

>> No.6241416

Have fun untangling Mark's linguini code.

>> No.6241418
File: 82 KB, 1421x694, Untitled01.png [View same] [iqdb] [saucenao] [google] [report]

If you simply double-click Crispy Doom to open it, it will automatically load Doom 2. You can click and drag which WAD you want to play and release it on top of Crispy Doom to get it to load that WAD, but I recommend you learn to use command lines; they are a lot simpler than it sounds.

Create a new text file. It will automatically be named "New Text Document.txt". Change the file to a .bat file by renaming it to "PLAY DOOM.bat". Right-click it and select Edit, and in the document, type "crispy-doom -iwad doom.wad". I prefer command lines because it allows me to just double-click on whichever WAD I want to play by doube-clicking the .bat file, pic related (I used brackets so the .bat files would show up first when sorting by name). More importantly, Crispy Doom doesn't work with Doom Mod Loader like other source ports do, so I use command lines to load mods. Check out these mods when running Crispy Doom, just copy-paste these and do an internet search and you'll find their descriptions so you can see if you want to play with them:
> pk_doom_sfx_20120224.wad
(original game sounds but now high-resolution, most noticeable with the shotgun and chaingun)
> vsmooth.wad
(adds more animation frames to your weapons, most noticeable with the chaingun, it actually spins now)
> D1SPFX19.wad
(various subtle sprite fixes)
These mods do not change the gameplay, and more importantly you can load any old demo with these mods loaded and they will not desync.

>> No.6241439
File: 818 KB, 1920x1080, GoingDownMap21.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone here beaten Going Down on Ultra-Violence? I usually play on UV but this is the first time I am regretting not starting a map set on a lower difficulty for my first play-through. I'm on map 28; the screenshot is of map 21 because that's my favorite map so far

>> No.6241447

to this day, is bobby prince still alive after his cancer?

>> No.6241458

Where to buy Duke 3D now that Megaton edition is gone? I heard the new version on Steam is shit.

I've been trying to use the files located on the mega with eduke32 but it always crashes on save or load so I cant make any progress

>> No.6241476
File: 152 KB, 224x225, 1560191515196.png [View same] [iqdb] [saucenao] [google] [report]

>Where to buy Duke 3D

look at him
look at him and laugh

>> No.6241489

Yeah, last I heard he was recovering fine.

>> No.6241496

Go back in time and be there when gog gave it away for free so you don't have to give randy any money. Or just pirate it, I promise I won't tell anyone

>> No.6241502
File: 13 KB, 524x180, Pirate-Doom-Enemies.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6241509
File: 315 KB, 1932x1086, 20200303194650_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing hdest
>put ammo into backpack with no space in it or my pockets
>ammo goes negative
>pick up more ammo
>it goes from 300 ammo to 1300
>then to 2000
>drop excess ammo
>pic related

>> No.6241518

anon please, atleast go behind a bush to do your business

>> No.6241560
File: 807 KB, 1920x1080, douk01.png [View same] [iqdb] [saucenao] [google] [report]

Which links did you use? Just curious, I remember I downloaded one of the douk zips in the OP that didn't come with the expansions, but in the OP there is also a link to one WITH the expansions:
> Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
> https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
I downloaded the version from there and I run it with both the EDuke32 and BuildGDX source ports just fine. Use EDuke32 if you want fancy polymer lighting + a minimal HUD (pic related, it looks pretty sweet, only flaw is for some reason with polymer lighting on you lose the original sprite shadows) ...

>> No.6241575
File: 607 KB, 1920x1080, douk02.png [View same] [iqdb] [saucenao] [google] [report]

...or you can use BuildGDX (pic related). It doesn't have the same minimal HUD option, and only uses the original game's software renderer, but on the plus side, the game's MIDIs sound way sweeter on the BuildGDX source port.

You have the option to choose between polymer lighting and the classic lighting on EDuke32 but you probably already knew that. With EDuke32, you can also use a really cool gore mod called "Brutal Duke Nukem" that doesn't change the gameplay, it just adds a lot more blood sprites and the dismembered limbs no longer despawn, but it does have one serious flaw, and that is, for some reason, the shotgun's point of impact is WAY off, it shoots a few feet above the game's crosshairs, so you need to aim at enemies' feet when using the shotgun on that mod

>> No.6241576


I love wartrophies but all the hud clutter is the first thing I turned off

>> No.6241605
File: 978 KB, 1920x1080, douk03.png [View same] [iqdb] [saucenao] [google] [report]

Oh, and to answer your question, AFAIK the only place to get it is Steam, or maybe GOG, but they are both the same version, the 20th Anniversary Edition. I didn't hear that the new version is shit; all of the reviews I've heard say that the new 3D renderer is superior to that of EDuke32. For me, the only problem is it costs $20, which is way too much considering you can get Duke Nukem 3D for free. You're basically spending $20 only for the new episode and the new 3D renderer. It also comes with the option to use newly recorded voices, but to me they sound cheesy; I know Duke is supposed to be a caricature but still, the new voices sound cheesy.

Pic related is Brutal Duke Nukem in the EDuke32 port

>> No.6241625

Is NRFTL not in the OP links? I can't find it.

>> No.6241638
File: 502 KB, 1920x1080, douk04.png [View same] [iqdb] [saucenao] [google] [report]

I forgot to mention, you cannot buy the expansions anywhere (Nuclear Winter, Duke it out in DC, Duke Caribbean), but you can still download them from the link above. I don't know how to load the expansions on the BuildGDX source port or the 20th Anniversary Edition source port. but it's extremely easy to load with the EDuke32 source port; the option is right there when you first open EDuke32 if you have the expansions downloaded. It'd be interesting to see how the expansions look with the new 3D renderer since the new renderer does look nice


>> No.6241712

Look for the filename "nerve.wad".

>> No.6241725

any news on HDOOM

>> No.6241731
File: 27 KB, 361x410, 1313402269692.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6241759

Looks pretty sweet, thanks anon!

>> No.6241786

The author didn't go through all that effort into detailing to have it all be obscured by that ugly resolution. Shame on you!

>> No.6241814

Can someone point out what's the difference between Raze (zdoom-interfaced Build port) and other ports?

>> No.6241892
File: 1.09 MB, 819x1016, 1577552501845.png [View same] [iqdb] [saucenao] [google] [report]

Thanks I found it

>> No.6241916

I believe the main feature currently is a significantly cleaned up codebase, so as to allow adding fancy new features more easily and generally make maintenance easier.

>> No.6241921

Oh and raze should have control input that works like GZDoom, i.e responsive mouse input and whatnot.

>> No.6241956

Wonderful, now I can play Blood with an analog stick like the freak that I am!

>> No.6241963

that reminds me, has anyone ripped the new episode yet?

>> No.6241968


>> No.6241971 [DELETED] 

When's Romero going to make Sigil 2 with another EPIC collection of Bucketheads tracks?
Why wouldn't he make a follow up to the Doomworld Cacoward 2019 RUNNER UP?
It's the true 5th episode of Doom right based Civvies?

>> No.6241979 [DELETED] 


now THIS is EPIC

>> No.6241983 [DELETED] 

dont @ me

>> No.6241994 [DELETED] 

Is this anon mentally disturbed?
He posts garbage like this all the time and it gets deleted mostly but like why do they go to the trouble if their rambles are mostly the same?
The capitalized wording and repeating phrases makes me feel it's an ARG because it's not just copy & paste

>> No.6242000 [DELETED] 


>> No.6242001 [DELETED] 

I can’t wait for the anticipated sequel to the blockbuster SIGIL, aptly titled as RUNE, to be released in the Limited Run Games Big Box, featuring a pewter miniature of Dangerous Dave and an autographed picture of John Romero proudly standing in front of his prized collection of gas station paraphernalia.

>> No.6242008

Is loading both Doom and Doom2 resources into the builder at the same time a good idea? I didn't realize that Doom 2 doesn't include certain textures because I haven't played Doom 1 since forever and now I feel stupid after watching someone play it on youtube and seeing all those cool textures I don't have.

>> No.6242017

No it's not, because if someone plays the map with doom2 as the iwad they won't be able to see the doom1 textures unless they have them loaded as a separate pwad

>> No.6242035

So I should make do with Doom 2 unless I'm ready to cook up an entire independent package? I haven't found out how to make that yet.

>> No.6242036

Yes, you probably should. You can however choose to use one of the more common texture packages that are already out there and required for several existing mapsets, or you can open your wad in SLADE and copy-paste your new custom textures into the correct namespace (i.e with the other wall textures).

>> No.6242038

Err wait, scratch that. You won't have any textures or markers in the wad initially, you'll need to create the markers yourself:

>> No.6242050

>Caco's Delivery Service

[neighs in Aramaic]

>> No.6242070
File: 83 KB, 366x407, 1452135776270.png [View same] [iqdb] [saucenao] [google] [report]

Is there a 2016 Weapon mod that doesn't have glory kills? Fuck that shit is annoying

>> No.6242072

Doom 4 vanilla

>> No.6242073

argent by xaser

>> No.6242150
File: 294 KB, 640x480, Screenshot_Doom_20200304_162555.png [View same] [iqdb] [saucenao] [google] [report]

Hello, I am anon and I'm addicted to symmetrical rooms (And also keep forgetting to texture ceilings properly)

>> No.6242164

What are some good sound effect mods?
Vanilla or not vanilla I don't care.

>> No.6242168

perkristian sound mod

>> No.6242169
File: 18 KB, 242x227, 1498106954634.png [View same] [iqdb] [saucenao] [google] [report]

recommend me some wads with maps that have hell/helltech overtaking uac base tech, i love maps with that shit, reminds me of the delta labs in doom 3, always had me very uneasy

>> No.6242174


>> No.6242193
File: 577 KB, 733x957, 1582373382541.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6242231
File: 111 KB, 538x553, 1583260059438.jpg [View same] [iqdb] [saucenao] [google] [report]

Discord groups gave voice to organized groups of idiots
its the boondocks meme becoming real

Same idiots like the HLfag are organized and pushing this type of shit to bash games that they don't like, mostly because they don't play any of them, is just trivial hate to get internet points for his friends.
for an example, was created by a raging autist from the Quake Mapping Discord group that doesn't even play the games, and even Romero stated that he loves the game, but then again, people don't care, they see this and think that is true.

and quake 2 had some of the best Multiplayer Matches in history until Q3 Championships started to get gas and being recorded.

>> No.6242261
File: 1.47 MB, 1280x720, qcde.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6242265
File: 2.30 MB, 1680x1050, Screenshot_Doom_20110216_132230.2.png [View same] [iqdb] [saucenao] [google] [report]

>He doesn't play with 3D models
How does it feel being stuck in the last millenium granddad?

>> No.6242270

half-life era graphics were where i tuned out of video games

it was so awkward and weird

>> No.6242275

This. Per Kristian's high resolution Doom sound effects pack:
> https://www.perkristian.net/game_doom-sfx.shtml
It takes the original in-game sounds but turns them into high quality sounds. It is completely vanilla-compatible as well, so you can run it on Crispy Doom.

This is another sound effects mod that gives each enemy unique sounds! Even pinkies and spectres now have separate sounds. My only complaint is I like the Per Kristian chaingun sound more.
> https://www.doomworld.com/forum/topic/71133-sound-caulking-now-on-idgames/

While you're at it, download a weapon animation mod also originally created by Per Kristian. This is a vanilla-compatible version:
> https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapons/
And this is an enhanced version, designed to run on GZDoom:
> https://forum.zdoom.org/viewtopic.php?t=32628

>> No.6242295

>Discord groups gave voice to organized groups of idiots
Not really any more than Skype or IRC, years back people were constantly talking about shadowy cabals convening in IRC channels to orchestrate autismal shitposting on /a/. Not even that long ago either, like maybe 6 years back or so.

>Same idiots like the HLfag are organized and pushing this type of shit to bash games that they don't like, mostly because they don't play any of them, is just trivial hate to get internet points for his friends.
I always interpreted Alf as a diminutive and belligerent wastrel, so that doesn't change my opinion on him, but I'd admit I don't picture him as a person capable of, well, any sort of organization.

>they see this and think that is true
It's funny, because Romero earnestly thought it was a kickass game. To paraphrase him after playing through it on release:
>"What game have you played recently that's as good as Quake 2? Probably none."
and that was with him having the pettiest feuding with iD Software where he would talk constant shit about them.
Every other day he'd make some snide remark about Carmack and how there was no creative drive at that company anymore, yet he had no choice but to confess to the world that the game they made in his absence was still The Tits, and he had to recommend people to play it.

So either cretins would have to go with the meme response and accept their newfound notion that John Romero has awful taste (which isn't 100% unfounded, let's be real), or that maybe they're just wrong and haven't played the game in earnest (if at all), and definitely haven't played it in deathmatch, because it was objectively a fucking tight multiplayer game.
Further, they're basically ignoring Quake 1's development, where most of Romero's big ideas and ambitions for the game were rolled over in favor of compromise (partially his own fault), the game wasn't the slightest little bit like what he had originally envisioned.

>> No.6242298


>> No.6242302

weirdly I'd say Half-Life/PS2 was when 3D started to look better than sprites
Half Life would look a lot better if it wasn't for all of the horrific foot sliding and stiff rotations

>> No.6242303

I generally didn't like it as much as the really sweet 2D graphics that were going on just before (and the particularly well done pre-rendered 3D), but I felt a lot of games still did pretty cool shit with their graphics anyway, and I was still looking for gameplay.

>> No.6242318


>> No.6242324

Pretty much this, Q2 and Q3 are great, but there are cretins who wants distort history for their own designs because they hate it, when they never played any of the games and shitposts here regularly.

also fuck the retard janitor for deleting my post, this isn't your fucking safespace, and it wasn't even derailing so get your ass here and stop hiding in the shadows.

that is because people and companies started to figure out how to make good 3d models out of it, plus the advent of bones instead of Vertex animation, which helped a lot(quake 2 uses MD2, Quake 3 uses MD3 which has bone support).

i think even RE Trilogy used vertex instead of bones until the later games like the sourcenext ports and dino crisis.
Vertex Animation pretty much died in 1999.

i even have the old 3ds bible showing how to make use of it, with the original SC and C&C art, sadly the bible is outdated seeing how easy it became to make stuff in 3ds nowadays thanks to max script, official plugins, Maya, blender and so on.

>> No.6242329
File: 7 KB, 733x43, 3drealms_discuck.png [View same] [iqdb] [saucenao] [google] [report]

What is it, bros?

>> No.6242331
File: 172 KB, 1920x1080, Screenshot_Doom_20200304_153300.png [View same] [iqdb] [saucenao] [google] [report]

Jesus, Resurgence doesn't fuck around.

>> No.6242332

You can do good shit with Vertex animation if you really put the effort in, skeletons just makes everything a billion times easier and faster.

I admire the people who could make vertex animation look good, it's like being a good shot with a bow. Yeah, a gun is better in every way, but it takes a lot of strength and a lot of practice to be good at it.

>> No.6242343

Tekwar 2

>> No.6242350

which is i love what the old RE and Q1 and Q2 did, mainly Q2 which has lots of unused animations from the previous AI code that was scrapped.

>> No.6242382

Does this have bot support?

>> No.6242397
File: 2.46 MB, 300x300, 2ed.gif [View same] [iqdb] [saucenao] [google] [report]

Vertex animation can be just as good, if not better for organic animation, than bone animation because it give you complete freedom over how the model deforms.
The problem however is that it is incredibly memory consuming and so it requires a lot of compression, which is why Quake 1 and 2 have a lot of vertex wobbling.
Using bones means that you only need the vertex data of the whole model once and then modify it with the position and rotation of the bones.
This requires far less data as animations can also be shared between models.
However it is a lot more expensive to calculate the vertex data every frame rather than loading it from the model file, which is why it too so long for it be standard.
Naughty Dog did animation compression properly instead of the basic quanization that id Software did

>> No.6242435
File: 3 KB, 237x61, Capture.png [View same] [iqdb] [saucenao] [google] [report]

BLOOD_3? Holy fuck. This is from 3d realms discord. They have 2 unannounced games. It's supposed to be a game from 1998

"@here The legendary @3DR - Chuck Jones (Lead Artist on Duke Nukem 3D, Half Life and many more) is back at 3D Realms, working on our next FPS. (And no, it’s not #unannounced-fps ) :wink:

Give him a warm welcome home!"


>> No.6242436

Metadoom Sound Skin

>> No.6242457

It better be titled:
>Blood 3 : We're Sorry About Blood 2, Please Forget It Exists

>> No.6242480

My kingdom for Shogo 2.

>> No.6242484

Could it even be made today? Anime was at it's peak in a very particular niche in the West.

Most game devs are fucking retards these days, no way they would make a single level just for a pussy joke.

>> No.6242485

There's one more possibility. Daymare 1998 devs are working on this project, so it might have something to do with that, because of "1998". It's a recent indie survival horror title if you don't know.

>> No.6242582

I made a fanpage for HeXen 3 a long time ago:


>> No.6242585

>it is peak

How do you function as a human?
Do you forget to breathe?
Are you even real?

>> No.6242591

I made a typo. I am not actually a native English speaker you see.

>> No.6242654

Wasnt Chuck Jones the modeller for Duke & Shadow Warrior? Okay im very intrigued in this.
Why did you type those titles? Are they used anywhere in the channel? Or did you just make them up?
Hexen and Blood are in copyright hell, and Turok already had a 3. Shogo 2 is the only one that sounds possible, although its still odd because that was a Monolith game not 3DR.

>> No.6242668

Unfortunately, you may be right. One can dream, I guess. It's not even the gameplay that's so memorable to me. It's the art style. Dunno how to explain it, it just feels comfortable to think about. Just the right amount of ye olde anime. Story is a bit less memorable, but I'm still fond of it. Doesn't have to fukken epic to like it.

>> No.6242674
File: 3 KB, 241x69, Capture1.png [View same] [iqdb] [saucenao] [google] [report]

>Why did you type those titles? Are they used anywhere in the channel? Or did you just make them up?
Because they teased the title for their other unannounced game this way. Each question mark is one letter (dev said that space counts as well)

>> No.6242682
File: 315 KB, 423x384, 1567287923920.png [View same] [iqdb] [saucenao] [google] [report]

It's just gonna be ROTT or some other shit nobody cares about.

>> No.6242683

It was not as perfect as people say, nothing ever is, but yes, it was the, Slayers, Akira, Gunbuster, GITS, Venus Wars, Royal Space Force, Vampire Hunter D era etc etc. Those late 90s.
I guess you could make it today but good luck getting the right people.
/a/ hates these type of anime generations talk and I understand their reasoning, no good dwelling on the past, but I guess even in nippon shit has changed. Not really for the better for the most part.

When entertainment is self referencing itself instead of going for more solid classics or getting inspiration from real life you start to rot a medium. There is some truth to that. Not sure If I made sense in english

Thats why I hate most retro throw backs. Sure do something on the build engine but have the balls to make something new in it.

>> No.6242690

>When entertainment is self referencing itself instead of going for more solid classics or getting inspiration from real life you start to rot a medium. There is some truth to that. Not sure If I made sense in english
you mean, like how hollywood keeps pumping out shitty sequels?

i think that's another problem, more like art style is dictated by cost and most things try to be the cheapest possible, and it shows.

>> No.6242705

The material side is a part for sure. And it's the most understandable. I mean there is place for making money there is a place for making something you like or want to share, not saying art, how dirty that word is now.
Technical side.
But look at tropes and writers with shitty clutches, some is no doubt caused by suits interfering and corporate fear.
In fact corporate paranoid fear explains most of modern life.
I am saying some people are just incompetent and will write or make the most stilted dumb shit out of shear stupidity.
And these people were shaped by something.

I guess when you start getting into "we live in a society" discussion we should stop.

Sure there is also value to the argument that time has curated the best stuff, and we forget the deluge of crap, but I still think times change. Happens with everything.

>> No.6242724

Why do people herald Blood as this absolute classic when it's almost entirely reliant on throwing TNT around corners and the shotgun is absolute balls?

>> No.6242730

Thats a pretty good concept. Would be better to continue the tradition of using a new world & new heroes though.
I care about ROTT. ROTT is fun. Well, not that 2013 reboot.

>> No.6242732
File: 394 KB, 640x480, Screenshot_Doom_20200304_224353.png [View same] [iqdb] [saucenao] [google] [report]

Does this sight make you think "Once I find blue key, I should run around this building looking for the door" or this is not the right way to communicate this?

>> No.6242736

It's not though.

>> No.6242742

Maybe on high difficulty. On medium it's pretty reasonable. Tying reaction time to difficulty was probably not a good call.

>> No.6242753

Should probably put some pillars near alleyway that has the door.

>> No.6242765

Lightly Broiled? It sure doesn't feel reasonable. Turn a corner, tommy gun cultist chews half my health in two bursts. I'm considering dropping down a difficulty.
I'm starting to see that. All I've heard for years, however, is how it's the best of the build engine games. It drips in atmosphere, Caleb's one-liners are amusing, everything looks crisp, but the combat is just frustrating.

>> No.6242770

There isn't really an alley around it, there's quite a lot of space, though you can't quite tell when looking at the front. But I see what you are getting at.

>> No.6242771

Fuck you, ROTT kicked ass.

>> No.6242786 [DELETED] 
File: 49 KB, 540x585, 1556286558543.jpg [View same] [iqdb] [saucenao] [google] [report]

>Fuck you, ROTT kicked ass.

>> No.6242801 [DELETED] 

new thread


>> No.6242808
File: 11 KB, 213x201, 1566229797343.png [View same] [iqdb] [saucenao] [google] [report]

>page 6

>> No.6242810

Anon I know you're eager but geez.

>> No.6242819

are you trying to get us banned you dumb fucking vg retard
cranking out new threads immediately after we reach bump limit is strictly not fucking necessary

>> No.6242875

double impact has some visuals like that

>> No.6242905

>Anyone who likes what I don't like is crying.
Oh yeah, how so?

>> No.6242942

How do you fix the sound for Crispy Doom? It cuts off bass notes and drum noises from the music, and it's the only thing preventing me from using it.

>> No.6242952
File: 1.51 MB, 356x200, powa_ny_biznesmen.gif [View same] [iqdb] [saucenao] [google] [report]

>Still no spiritual successor to heretic/hexen

And no fucking amid evil does not count.

>> No.6242958

What do you want from it?

>> No.6242964

digging this so far, the hud is extremely ugly to me though
i'll give this a shot next time, thanks

>> No.6243001
File: 390 KB, 1920x1080, gzdoom 2020-03-04 13-45-05-889.png [View same] [iqdb] [saucenao] [google] [report]

Holy crap the Doom mock Build Engine + Nashgore = the best Build Engine game.

>> No.6243013

>And no fucking amid evil does not count.
Why? It's clearly intended as a successor of sorts to Heretic.

>> No.6243024
File: 366 KB, 1920x1080, javaw 2020-03-04 12-27-23-948.png [View same] [iqdb] [saucenao] [google] [report]

Disregard these posts, I suck cocks. The game is quite good, almost sentient, about when exactly you need TNT, life seeds, ammo, doctor's bags, whatever. Deaths still feel cheap when you round those corners and get chewed up, or open a door and it's a room full of cultists, but as mentioned you always have some TNT handy. This sort of system took getting used to after so much Doom, but it's quite something to find the groove of cooking an explosive, chucking it, moving in with the shotgun to mop up.

>> No.6243029

anon, what map and wep mod is this?

>> No.6243030


Nah, to me that shouts 'This is the door that is opened by the blue key'. Perhaps using blue torches or blue textures would help, especially if you create a precedent earlier in the wad.

>> No.6243045

This is pretty much the start of the level, and the map is conceived as MAP01 (Though that might change). I realized fairly late in the game that I've got no direct line of sight on the door into this house and I still want player to face the window with monsters (Not currently placed) as he exits the starting area.

The key itself is visible from the starting area, so player should get a pretty good idea of where to go for it, but I can't exactly rotate the building to put door into view without messing up quite a lot.

>> No.6243046

are there any custom monsters based off doom textures?
like a giant blog of souls based off the facewall texture?

>> No.6243047

Looks like Final Doomer, one of the classes.

>> No.6243049

idk what the weapon mod is, but the map is map 1 from deus vult 2

>> No.6243075

Also get in the habit of prefiring the Tommy gun when going around corners. Cultists get stunlocked by it so they can't shoot back. The shotgun is more equivalent to Doom's shotgun than to its SSG. It's not your bread and butter so much as it is your intermediate weapon between pitchfork/flare gun and your actual bread and butter Tommy/TNT/Napalm trio.

>> No.6243130

OK I got the latest public version of BuildGDX with JRE. However, which files should I copy to the older one I am useing without screwing up the sourceport?

>> No.6243131

Blood 3: No Regerts

>> No.6243142

Are there any other good country megawads besides the japanese community project and czechbox

>> No.6243151

That is definitely not final doomer. The gun is angled.

>> No.6243173


>> No.6243191

Doesn't it already have it built-in?

>> No.6243196
File: 666 KB, 1920x1080, Screenshot_Doom_20200304_183700.png [View same] [iqdb] [saucenao] [google] [report]

the hud is definitely btsx with more shit tacked on

>> No.6243220

There's other people that've carved out the HUD from BTSX for their own use, Final Doomer doesn't use angled weapons.
I'm not sure what the hell that mod is in that screenshot but judging from all the extra ammo types and bullshit stuck on there, it's probably a clusterfuck.

>> No.6243225

Can I mod a custom hud into prboom+ that doesn't look like shit and actually shows me my ammo? I'm fine with default but I played around with the other huds and I like seeing more of Doomguy's hand.

>> No.6243286
File: 598 KB, 1920x1080, estset.png [View same] [iqdb] [saucenao] [google] [report]

It has its own gore thing going on, but it wasn't enough so I downloaded the Nash.
Just press + until this appears.

>> No.6243310

That's the shittiest HUD. If you can live without knowing how much ammo you have for other guns you're probably a newb. (Not him)

>> No.6243312

The 3 Heures D'agonie megawad trilogy are speedmaps from the French Doom community. Also, not Doom, but there was recently a Finnish Quake episode jam released called Realm of the Lost.

>> No.6243315
File: 65 KB, 640x295, Doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

I like the lack of clutter. I miss Doomguy's face sometimes, but I don't miss having a big gray bar taking up space in my eye.

>> No.6243320
File: 496 KB, 1920x1080, crispy-doom_r8nIK905tI.png [View same] [iqdb] [saucenao] [google] [report]

>big gray bar

>> No.6243362

>Numbers that tell me what weapons I have
>Numbers that tell me my ammo and max ammo counts
Bitch if you ain't been playing vidya for 20+ years and don't know where your ammo counts are on instinct then wtf. Unless you just like having them there or something.

>> No.6243368


>> No.6243371

Please help with
>>6243130 I am truly unsure which files to copy.

>> No.6243379

I like the lack of clutter, but not being able to see all my ammo types is a fucking death sentence for a doom hud.

>> No.6243389

why don't you just delete the old one?

>> No.6243397

Well, why not have BuildGDX be about to update via some kind of "update ready" window when the next update has been detected?

>> No.6243405
File: 17 KB, 192x192, MancAv64.gif [View same] [iqdb] [saucenao] [google] [report]

Love your Fatty.

>> No.6243409

I didn't make BuildGDX bro, I'm just wondering why you'd bother trying to overwrite files. I'd wipe it clean and start anew myself, don't see the issue.

>> No.6243419

>oooohhhh glurgglurgle

>> No.6243426
File: 42 KB, 500x781, Arch-Vile-Doom-video-game-upscale-Hisfan-1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6243435

The disgusting melting sound is what makes the Mancubus my favorite enemy.

>> No.6243449
File: 17 KB, 481x439, 1473353822011.jpg [View same] [iqdb] [saucenao] [google] [report]

good lookin out

>> No.6243465
File: 98 KB, 1024x1024, 1568308695914.jpg [View same] [iqdb] [saucenao] [google] [report]

Fellas, correct me if i am wrong but, was there a wad with all of the stages from Doom 1 and 2 in a single one? I remember something similar (Ultimate Doom, Final Doom, Doom II and Master Levels in a single wad)

>> No.6243469
File: 1.10 MB, 1600x1485, memorial.gif [View same] [iqdb] [saucenao] [google] [report]

For Doom 2, I believe it's memorial.wad. Unsure about Doom 1.

>> No.6243470


>> No.6243474

What's the archie activation sound even supposed to be, I always thought it sounded like some kind of a scifi energy weapon revving up.

>> No.6243479


This isnt what i was looking for but holy shit this is amazing, i will also get it. Thanks a lot Anon.


I think this is the one. I will look into it, thanks to you too Anon.

>> No.6243491

pissed off martian noises

>> No.6243507

What are some "reimagined" wads?
The ones that follow the same basic layout as originals, but add in new details, encounters and areas.
I remember seeing them a few different ones, but never paid too much attention to them.

Now I want to go through them but can't remember what they were called.

>> No.6243508

maps of chaos

>> No.6243510

Was that gif really 20 minutes long?

>> No.6243514

knee deep in zdoom

>> No.6243523

KDIZD is not it
I remember them being Boom compatible.

I know of those but that's not the only one

>> No.6243536

am I just bad or are the city levels in doom 2 really badly designed
I hate having to run around the map waiting for the enemies to kill themselves, and I have no ammo because I didn't realize infighting was absolutely essential and just killed everything myself in earlier levels
I loved doom 1 but so far doom 2 is really boring and annoying, except for levels like map11 and map14

>> No.6243537
File: 477 KB, 738x704, basi.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6243538

downtown is acclaimed bad by many people
kinda why i don't want to replay hell on earth

>> No.6243539

doom 2 is just kinda shit

>> No.6243550

downtown and factory are fucking awful but what made me give up was suburbs
I wasted at least 3 hours in downtown and factory but I kept going because I thought that these 2 were outliers
but after 15min in suburbs I realized that sandy peterson is a hack and I hate this game
shame because I love the new enemies and the super shotgun

>> No.6243559

luckily we have 25+ years of community user content that makes better use of those things

>> No.6243562

I cut Sandy some slack because he had to make half of the levels in the entire game. I'd judge him more fairly if he was to make a modern episode like how Romero did Sigil

>> No.6243576
File: 55 KB, 318x405, Tech monk.png [View same] [iqdb] [saucenao] [google] [report]

Most of you guys have seen the shit I've been posting but here it all is condensed into a 3 minute video.

>> No.6243595

Love it, great job man

>> No.6243614


>> No.6243635
File: 338 KB, 1280x1024, Locational damage.png [View same] [iqdb] [saucenao] [google] [report]

Has there been a Doom mod yet that incorporate Locational damage ala Deus Ex?

>> No.6243636
File: 665 KB, 1920x1080, gzdoom 2020-03-04 19-37-35-822.png [View same] [iqdb] [saucenao] [google] [report]

Wait a minute, that hand pose...

>> No.6243640

Both taken from shadow warrior

>> No.6243660

This one I guess

>> No.6243662

Doom has a single square hitbox
it cant track hit location on its own
Making hitboxes for such system would need a fuckton of math (your brain will melt)
or spamming extra actors like Brootal Dewm does (your PC will melt)

>> No.6243671

What about something like how Ion Fury does it?

>> No.6243679

It's a build engine game, not Doom engine.

>> No.6243680

Does Build not also use rectangular hitboxes?

>> No.6243707

They're nothing alike.

>> No.6243712

absolutely possible to do
for any sort of "universal" addon? don't know
to start; you'd need retrieve the height relative to target, angle, and pitch of the impact
then from there figure out what ranges correspond to what location

>> No.6243719

from both design-, and practical standpoints
what does location based damage really do or add?

>> No.6243724

It's trivially easy to implement, just make it so that whenever you get hit there's a diceroll to see in which body part it lands, with bigger parts having a higher chance.

>> No.6243737

I agree. I recommend people play Scythe and Scythe 2 before Doom 2 because people tend to get burned out on Doom from playing the shitty Doom 2 levels

>> No.6243740

Scythe becomes much more difficult than Doom 2 ever did.
They should play NRFTL.

>> No.6243745

monster-wise: gives purpose to vertical aiming, adds risk/reward with SSG headshots, in some other games can offer further tactical depth (think Dead Space)
player-wise: no idea, unless you add location-based healing as well. in that case it's just resource management.

>> No.6243764


in doom ll when the monster TTK is so low it really doesn't add anything really (head shotting a humanoid that takes 2-4 pistol shots doesn't change much)
I guess it makes sense in the doom enteral type of way, mancubuses are huge bags of hp so taking out their cannons is a valid strategy, but we'll see how its works out in that game.


doom damage is already super dice-rolly, adding more dice rolls seems like a terrible idea.

>> No.6243767

>I hate having to run around the map waiting for the enemies to kill themselves, and I have no ammo because I didn't realize infighting was absolutely essential and just killed everything myself in earlier levels

Are you doing something dumb like trying to pistol start Doom 2 / anything 90's?

Terrible opinions. These are the same people that worship Romero maps.

>> No.6243772

Pistol starting Doom 2 is the only way to make it challenging these days.

>> No.6243773

Would you say the chasm is worth defending?

>> No.6243776

Nah, I also like American McGee's maps on average. Peterson just kinda lost steam on Doom 2.

>> No.6243778

Fair point. I had fun with them but I could see how people who don't play FPS games as much would struggle with them. I also used the speedrun strat on map30 and never beat it using the intended route; I don't even know what the intended route on that map is. Scythe and Scythe 2 are my favorite map sets ever and I wish I could play them for the first time again.

>> No.6243781
File: 3.28 MB, 480x270, 1468561879305.gif [View same] [iqdb] [saucenao] [google] [report]

>I have no ammo because I just killed everything myself in earlier levels
>Are you doing something dumb like trying to pistol start Doom 2?

>> No.6243782

Did you mean map29? Where you're required to just know how to SR50 in order to complete the level? I loved Scythe too, but it really fell off in those last couple of maps. I ended up dropping it on the final one because it's just a slaughtermap.

>> No.6243783

You can SR40, I just played the map for the first time a week ago. That map isn't a big deal honestly took me like 6 tries.

>> No.6243787

I wasn't able to to it with just a regular straferun. You are given such a small margin of error, and it's not something you were required to know at any point previously.

>> No.6243790
File: 421 KB, 1920x1080, Screenshot_Doom_20190314_215145.png [View same] [iqdb] [saucenao] [google] [report]

It's honestly disgusting just how bad a lot of the mod community are at making usable HUDs. Doom EXP's hud is pretty bad but at least it stays mostly out of my way, even if it overlaps and takes up the border around the screen.

Lithium's hud is... fine.... It's fine, I guess. A lot of the weapons in that mod don't have ammo so calling the HUD good is kinda a copout when you don't even need to track ammotypes.
Most of the "X but in DooM" huds are awful.

>Pic related is the only D:RLA hud I can stand

DoomOne is a combination of two of those ideas, turns doom 1 into one massive map my only issue with it was the random scientist section.

>> No.6243793
File: 287 KB, 1920x1080, Screenshot_Doom_20181227_233826.png [View same] [iqdb] [saucenao] [google] [report]

Honestly you could just fake it with RNG and tracking maybe 1-2 halves of the body for upper and lower so shots that clearly hit your head don't hit legs. That'd be satisfying to me.

>> No.6243794

Yeah it's a good quake clone.

>> No.6243795

falling into the lowering platforms was more trouble than actually getting enough speed for me, it's completely doable promise

>> No.6243796
File: 288 KB, 781x719, 1550112504041.jpg [View same] [iqdb] [saucenao] [google] [report]

>It's trivially easy to implement, just make it so that whenever you get hit there's a diceroll to see in which body part it lands, with bigger parts having a higher chance.
Yeah I'm okay with this.

>doom damage is already super dice-rolly, adding more dice rolls seems like a terrible idea.
You say this to the community who loves D:RLA and DoomRPG, and a million randomizer based gameplay mods.

>> No.6243801
File: 137 KB, 623x527, Captain deimos disapproves of your bullshit, skeleton man.png [View same] [iqdb] [saucenao] [google] [report]

Alright you fucking got me with that one, smartass.

>> No.6243803

Still, I really hate how the wad does a complete about face in the last 3-4 maps and becomes "execute perfectly or die haha ;)". If it was like that from the beginning it wouldn't be an issue, but it's just tacked on at the end and feels totally out of place.

>> No.6243809

I unironically believe Doom's Episode 1 levels are the greatest video game levels ever

>> No.6243810

>Asylum of the Wretched
>All of Asylum of the Wretched

I'm still amazed I beat that mod without cheating.

>> No.6243812

How the hell do you run out of ammo in Doom 2 playing continuously? You'd have to miss every secret and half your shots for that.

>> No.6243814

I kinda disagree. I'm not a slaughterbro myself, but the progression of difficulty was Scythe's game from the beginning. It starts easy as fuck and has a really smooth descent into madness by the end. I don't love map 30, but I think it's very cool and climactic conceptually and I appreciate it that way.

>> No.6243821
File: 115 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google] [report]

I think it's way too steep of an increase.
Anyway, I looked up the speedrun and after about 15 minutes of attempts I finally can say I finished Scythe.

>> No.6243825

I dunno what you guys are talking about. I beat Scythe map 29 the intended way, and I just checked the speedrun strat and it involves an arch-vile jump.

The speedrun strat on map 30 that I was talking about is this one, where you only need to collect the yellow key to complete the level:

>> No.6243827

I mistook Run From It as map29. It's been a while since I played the wad and it felt like the penultimate map in terms of difficulty.

>> No.6243829

My favorite HUD is the one from Crispy Doom, like the one this anon posted: >>6243320
It's identical to the original HUD, just the grey bar and face are removed

>> No.6243838

I spent WAY longer on Run From It than I am proud of, at least an hour on that tiny map for sure. At least it greatly helped me increase my strafe-running skill. I never thought to use SR50 for it, I'll have to try that out

>> No.6243883


>> No.6243941
File: 885 KB, 2133x1600, halflife.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll ask next thread too since we're at the bitter end, but are there any PWAD style mods for Half-Life 1 besides Brutal Half-Life and Expanded Arsenal? Both of these aren't very good, and 99% of HL1 mods are their own story and mapsets. I just want some gameplay enhancements for the campaign.

>> No.6243950

>how the hell do you run out of ammo in Doom 2 playing continuously?
Well, Anon, I'm really bad at secret hunting. And aiming. And sometimes it takes two SSG shots to kill a pinky because I'm bad at aiming. And sometimes I don't have enough plasma to kill all the pain elementals. And sometimes chaingun damage rng fucks me over.

>> No.6243957

>Use PRBoom+
>Enable 2 key SR50
>Beat map

>> No.6243962
File: 2.97 MB, 1280x720, 2020-03-04 22-59-57.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6243963

wtf where'd my text go. Meant to say NTMAI would be perfect if grenades weren't limited to backpack spawns.

>> No.6243991

YEE, see it's not so bad.

>> No.6244006

>doom damage is already super dice-rolly
There's no way to add locational damage to the player that's not "super dice-rolly", even if the whole thing was accurately calculated the end result in the eyes of the player would still feel random.

>> No.6244010
File: 116 KB, 1920x1080, Untitled01.png [View same] [iqdb] [saucenao] [google] [report]

To be fair, if you read the text file that comes with the WAD, he does warn you to play the final episode on Hurt Me Plenty or easier

>> No.6244016


>> No.6244018

>bro just change your difficulty mid-playthrough
what a meme

>> No.6244032

Nobody Told Me About Id

>> No.6244036

I dropped Scythe on map30 too. I'm not into slaughter maps and after the last one (map 26) I just couldn't be bothered. Good up until those points.
Map 29 was fine for what it is, but it seems like more of a secret level thing. It felt out of place dropped into the combat heavy end section.

>> No.6244038

Nobody Told Me About id

>> No.6244052

How the fuck does anyone pistol start Plutonia? I'm already at a loss at map 2.

>> No.6244058
File: 5 KB, 1362x67, Untitled02.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6244059

still a meme

>> No.6244061

At least beat it using the speedrun strat. Feelsgoodman.jpg
> https://www.youtube.com/watch?v=BI_pGsOVW2s&t=956

>> No.6244069
File: 42 KB, 657x635, 1581931360252.jpg [View same] [iqdb] [saucenao] [google] [report]

you're a meme

>> No.6244070

the ssg recoil anim going straight downwards looks so dumb

>> No.6244073

no u

>> No.6244084

NEW THREAD >>6244080


>> No.6244087

you saying it can't be improved or look better?

>> No.6244113
File: 869 KB, 500x368, 1568599404746.gif [View same] [iqdb] [saucenao] [google] [report]

>Sometimes it takes two SSG shots to kill a pinky because I'm bad at aiming.

>> No.6244189


>> No.6244191

It draws every single linedef in Doom 2 in sequence, and then some.

>> No.6244262

use mouse you retard

>> No.6244308

Doom 2's middle has some pretty weak maps.
How do you run out of ammo anyway?

>> No.6244324

Yeah. I still think he did an admirable job, most of his levels are still good.

Mind, I say this as someone who likes Chasm, dislikes Tenements, but otherwise thinks Romero's maps in Doom 2 were worth their bytes in gold.

>> No.6244586

>ever using a gun on a pinky except out of like three instances in the whole of doom2 when fists and a chainsaw are readily available

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