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/vr/ - Retro Games

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6244080 No.6244080 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6236578

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


(or Quake, Duke, Marathon, Thief, Deus Ex)
-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.6244082

=== NEWS ===

[3-4] Quake 2 singleplayer map "Outer outer base" released

[3-4] New trailer for Blood mod Eviction: The Hive

[3-4] Colourful hell brown beta #4 released

[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

=== PREVIOUS ===



>> No.6244089

pistol starts are lame

>> No.6244091
File: 370 KB, 1680x945, Deus Ex docks.png [View same] [iqdb] [saucenao] [google] [report]

Made this Deus Ex wallpaper. Yes, I'm aware that the resolution is fucking weird, but I'm not gonna bother redoing it.

>> No.6244092
File: 2.70 MB, 916x576, this isn't crudux cruo.webm [View same] [iqdb] [saucenao] [google] [report]

>Modern arts and fear books!

>> No.6244094

> pistol
imagine needing more than your fists at the very start

this post made by baratus-the-fighter gang

>> No.6244102


>> No.6244120

The Lorax?

>> No.6244150

Bibox cruo!

>> No.6244152

So I mouselooked away Icon of Sin, meaning I technically beat Doom 2 by zoomer standards. Wow, the only levels I liked in that entire game were the first 7 and maybe Living End. Next is thy flesh consumed, right?

>> No.6244153

Probably could yeah. But I could take it or leave it. I didn't even notice until you pointed it out, and then I forgot about it until I came back to 4chan just now.

>> No.6244157

Good fucking luck.

>> No.6244171

Don't you just hate it when you start testing your map and can't beat it?

>> No.6244175
File: 559 KB, 800x600, c1a00000.png [View same] [iqdb] [saucenao] [google] [report]


That type of modding really wasn't a thing back in HL's modding heyday everything was TC or just custom maps.
Outside of what you mentioned there is: Half-Nuked (Duke in HF), Counter Life (CS1.6 in Half life), Half-Life Redux or MMod (modernized the half-life experiance improved the engine and gameplay, never played personally but some people like), and some really meme ones like crack-life (and the numerous imitations) which turn everything into a terry-wad experience.

Going on a tangent every mod for Half-Life is essentially a PWAD. You can still access the HL campaign using the console "map" commands to start it up in every mod. So some mods they have their own custom campaign can actually be used in the base campaign, your millage might vary depending on how much the mod changes, but some are pretty surprisingly playable from start to finish. That being said this is all for the WON version of HL, no idea if this still works for the Steam version.

Side note is that Sven-Coop allows the HL campaign to be played with extra features and weapons and such even when played solo, so that might be worth looking at.

>> No.6244190
File: 43 KB, 1600x1200, image.png [View same] [iqdb] [saucenao] [google] [report]

final moments

>> No.6244197

Redux looks like ass so that's out. Isn't MMod solely for HL2?

I used to fuck around with that old multiplayer mod Rocket Crowbar in singleplayer Half-Life for a quick power trip, but that's all it was. No challenge, no balance. Of the innumerable mods I've played, none of them are very appetizing for a campaign run due to that lack of balance. Shame, but oh well. At least Half-Life 2 has SMOD and now MMod.
Sven's nice, but it's not enough of a change. There's this server, the only server in existence, that has a set of addons that adds Op4 enemies to HL1's campaign, but the regulars in that server have played it so much that they don't vote for it anymore. Damn fucking shame because I'd love to play that sucker.

>> No.6244205

I have an idea/theme/"objective" for a map I want to make for Quake.
Should I make the whole thing in one map, regardless of how big it is, or should I split it up in stages?
Like, you start off ascending a mountain, enter into a cave system, eventually the caves lead to the basement of a large mansion (your ultimate goal for the plot is to attack the mansion/mansion owner), you fight your way out of the basement onto the main floor, then you kinda go outside on the yard for a bit, before re-entering the mansion and making your way to the top where the climax happens.

>> No.6244207

Make the squares, rectangles, and enemy spawns first. Then worry about how large it'll be later.

>> No.6244210

Same guy as MMOD for hl2 but haven't tried myself

isn't that still broken after a random source update?

>> No.6244220

Intriguing. I'll check that, thanks. SMOD was fixed eight years ago, but here's a more current guide someone made.

>> No.6244224

I don't want to waste any effort first.

>> No.6244226

Unless you're some pro mapper, it's not wasted and becomes a learning experience.

>> No.6244228

I am very easy to demotivate and needing to repeat my work is definitely enough to put me off.

>> No.6244250

Is 3 the complevel for Sigil?
It says it's made for "limit removing" so maybe complevel 9?
While I'm at it I might as well ask about the difference between 9 and 17. If it says Boom compatible it probably means 9, but what's 17's niche?

>> No.6244251
File: 604 KB, 1920x1080, Screenshot_Doom_20200305_053024.png [View same] [iqdb] [saucenao] [google] [report]

gigachad hitler

>> No.6244263
File: 2.82 MB, 1920x1080, Screenshot_Doom_20200305_194938.png [View same] [iqdb] [saucenao] [google] [report]

Just finished CzechBox and damn it's a good megawad, sure it does not have the eye-candy of Eviternity or other texture megawads but there are really well designed solid maps here.
map13, Castle Climber might be my favorite map of any wad ever. It's rare to see a map use verticality so well as well as having some pretty intense fights at the top.

>> No.6244273

That's very nice. Thanks.

>> No.6244298
File: 301 KB, 640x480, Screenshot_Doom_20200305_143557.png [View same] [iqdb] [saucenao] [google] [report]

I've hit another block in this room - can't think of what to put in it. I'm not sure anyone has ever given me useful advice here, but it helps to talk it out.

>> No.6244313

Can someone of the local codewizards do community a favour and make a "Universal ammo bars" minimod that would add ammo bars for every ammo type in player inventory to a selected corner of the screen.

There's a universal radar mod, surely universal ammo bars should be possible now.

>> No.6244316

I think Zandronum does that natively.

>> No.6244321

17 is for the current version of PrBoom. I'm taking a guess that levels 12-17 are only for legacy demo recordings, and I think one of the versions allows a MBR tag to be used for changing the sky (I think Ancient Aliens used it).
A list of complevel explainations is found here: https://doom.fandom.com/wiki/PrBoom#Compatibility_modes_and_settings

>> No.6244325

>NTMAI makes grenades an inventory item instead of an equipable like Blood and Douk
For what reason? Real good mod otherwise

>> No.6244326

A based man.

>> No.6244327

I don't think it does. can you show me where because if it's there I can't fucking find it

>> No.6244328

I really like it anon, if it helps.

>> No.6244331
File: 33 KB, 957x642, dook.png [View same] [iqdb] [saucenao] [google] [report]

My naem is Dook Nook
and I came here to blow air up ur ass

>> No.6244336
File: 729 KB, 1920x1080, gzdoom 2020-03-05 04-09-17-515.png [View same] [iqdb] [saucenao] [google] [report]

Oh damn, that was Complex Doom/Clusterfuck just running on Zandronum. However, Dakka has this super sleek thing that's exactly what you're looking for down at the bottom right. I dunno how to extract HUDs so maybe someone else can step in.

>> No.6244338

I know that Dakka does have this.
After all, its UI is heavily inspired by Unreal Gold and UT'99.
Unreal Gold have exact same kind of bars.
The problem is that such huds aren't universal, and require additional code added to be compatible with other mods.
But I think that with ZScript advancements we have seen making a universal one would be possible.

>> No.6244339
File: 63 KB, 617x827, Sneig lubs duck.jpg [View same] [iqdb] [saucenao] [google] [report]

Good luck anon. Hope you find that special HUD.

>> No.6244350

I started filling my map with monsters and before I noticed there's already more than 300. Most likely it will be over 400 by the time I'm done placing them. And I noticed a few brief moments of stutter, is it more related to monsters or geometry?

>> No.6244364
File: 19 KB, 172x326, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6244392

>Why yes, I own a robot chassis. How could you tell?

>> No.6244398

Try more light variety. It feels a bit flat at the moment.
Also the central structure could be made into a kind of a pavillon so it'd be open from some sides while still providing cover. Think 2nd room of E1M1 or a slightly elevated part surrounded by 4 pillars.

>> No.6244402

Yes, I'm considering adding windows to the central structure, but unsure about placement. It's actually hollow with a door on the other side.

>> No.6244404

Nice. Then I'd play around with the lights like I said, I think it'd look particularly nice if the main room stayed relatively bright and the central structure were darker inside, or vice versa

>> No.6244429

Split it up. I was playing Quake 1.5 and on the final level my frame rate tanked to the point that it was unplayable because of how large the map was

>> No.6244435

You can run Sigil on Crispy Doom; you don't need a Boom compatible source port. Use Ultimate Doom compatibility

>> No.6244436

why is ROTH weird & scary at the same time?

>> No.6244441

How was the optimization though? How many parts of the map were visible at once?

>> No.6244445

I think he was asking what the intended comp level was.
Which AFAIK should be as vanilla as possible, as it was made to just be limit removing, correct?

>> No.6244478

Maybe you can find some helpful advice here:
I think the ceiling could use some high differences. And some lights.

>> No.6244481
File: 156 KB, 800x1027, shado.jpg [View same] [iqdb] [saucenao] [google] [report]

This game blows

>> No.6244483


>> No.6244484

i forgot to mention, my framerate tanked around the time i got the 4th rune. at first it ran fine

>> No.6244486

>intended comp level
>complevel = compatibility level
>-complevel 3 = Ultimate Doom compatibility

>> No.6244487

>I am very easy to demotivate
Fuck you. Your maps suck and I hate them. Noob.

>> No.6244490

Tell that to Civvie

>> No.6244492

try harder, anon, I hear worse from my mother

>> No.6244503

civvie likes nuDoom, his opinions dont count

>> No.6244510

Man, i remember that one. I wasn't expecting much going in, but it really made the experience quite different and interesting.

>> No.6244514

>Load up Eviternity for the first time
>All the music sounds like it came straight from an SNES game
Holy shit, im sold. First few levels have been pretty good too, complex levels but i havent gotten lost or stuck (yet)

>> No.6244531

He's lurking itt so i will.
Civvie, Shadow Warrior is actual shit. As is Doom 2 basegame.
Blood, Douk and Doom 1 are great though.

>> No.6244539

he is? where's the pro redneck rampage video you fucking monotone boomer?

>> No.6244542

For me its the Chillax mod

>> No.6244553

Dusk is also very good.

>> No.6244556

Hey civvie pro evilutio-oh wait...
fuck it, pro Deus Ex when

>> No.6244565

What WAD?

>> No.6244576

Doom 2 has plenty of good maps, it's just rough around the edges with a couple of bad ones.

>> No.6244580

There is no excuse for The Chasm.

>> No.6244581

Yes there is, it's actually good.

>> No.6244583


>> No.6244589
File: 209 KB, 677x539, =3.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6244637
File: 17 KB, 106x140, 1581219333106.jpg [View same] [iqdb] [saucenao] [google] [report]

Can we let this meme die already? The Chasm and Monster Condo are some of my favorite Doom 2 maps. Sandy has some really interesting sensibilities when it comes to level design.

>> No.6244638

The Chasm is just shitposting.
It's a dumb map with a shitty gimmick. If you enjoy it, go ahead, but don't pretend it's good. Be secure enough to admit that you like a shitty thing.

>> No.6244647

Come on, The Chasm isn't even close to being as bad as a map like Downtown.

>> No.6244649

Downtown is also shitty, but for different reasons.

>> No.6244650

downtown requires patience like tricks n traps. monster condo is bullshit sending a 'vile & a baron at you from the get & go

>> No.6244670

Can someone defend Icon of Sin?
Explain why that is a good map.

>> No.6244673

The only good thing about it is the design of the Icon of Sin itself.

>> No.6244679

it's not good or bad, aoe the romero head to win.

>> No.6244680
File: 51 KB, 750x710, 1554615340281.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6244693


>> No.6244708

I think the idea is sound. The implementation less so.

>> No.6244716
File: 82 KB, 1024x1024, 1548815599407.jpg [View same] [iqdb] [saucenao] [google] [report]

I actually liked Downtown, but im a sucker for open city environments with explorable building interiors. I hated the chasm though, the tightrope walking was more annoying than it was a challenge and i lost count of how many times i accidentally slide off a ledge while in combat.

>> No.6244720

>Explain why that is a good map.
Level design it's not good or bad, really. Forcing the player to battle uphill three (intended) times as monsters flood in isn't bad, but since it's a puzzle map you find yourself doing it more on your first playthrough as you solve it.
The puzzle itself is fine - assumes that you've been paying attention to the games mechanics enough to solve it, but it doesn't feel satisfying until the last rocket. It doesn't feel like you're attacking a monster so much as a wall.
After the last rocket and the AAAUUUUGHHH and the wall of explosions it's a sudden "gottem!" moment that's pretty good.

I dunno. As a "boss" it's kinda weak, as a level it's fun. A big ass monster to fight during the whole encounter would've been better though.

>> No.6244742

I noticed Crispy Doom does not have a -complevel or -compatmode command like PrBoom or GZDoom have. I wonder what the default mode is. When I recorded my Doom 1 demos and played them back on PrBoom, I used PrBoom's -complevel 3 and I had zero problems. I assume Crispy Doom automatically uses Ultimate Doom compatibility, same as PrBoom's -complevel 3, and GZDoom's -compatmode 2, based on the fact that Crispy Doom does not support Boom maps.

Also, I just discovered this bug of PrBoom where you need to disable the "Enhance Pointer Precision" option in your control panel to get the mouse to work properly in-game:
> https://www.doomworld.com/vb/doom-speed-demos/52742-concerning-mouse-acceleration-in-vista-7/
I can now actually enjoy PrBoom+!
If you've always played video games with that option turned on in your control panel then you need to re-enable that option once you switch back to other video games.

>> No.6244756


>> No.6244758

How can I play the Freedoom levels with regular textures, or at least just replace the monsters with the original sprites?

>> No.6244770
File: 28 KB, 500x500, 1548824882379.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6244829

Only virginal faggots care about UVmax, pistolstart. Normal people who didn't stop playing Dewm in 1996 play on HMP continuous and care shit about maxing out.

>> No.6244831

Those are good advices though they are pretty obvious. If you don't follow them, the level will look like extraordinary amount of ass, regardless if you know about Romero's advice.

>> No.6244832

Circle of Death, Monster Condo, Spirit World?

>> No.6244850

>hmp continuous
is it even possible to lose at that point

>> No.6244858

I think The Chasm is novel for what it is, and plays ok. I really love all the little optional detours.
I used to not like it, but it grew on me a lot, maybe because I don't actually mind an occasionally slow approach.

Downtown is indeed worse, it's far less focused, it feels totally slapdash.

>> No.6244893

If Doom II was so bad then how it btfo System Shock, Marathon, Heretic, Rise of the Triad, Descent, Corridor 7, Nitemare 3D, Operation Body Count, CyClones, Magic Carpet.

>> No.6244895

Good engine.

>> No.6244909

>Doom II was so bad then how it btfo System Shock, Marathon, Heretic, Rise of the Triad Descent,
it didn't

>Corridor 7, Nitemare 3D, Operation Body Count, CyClones, Magic Carpet?
because they were horseshit. Nitemare 3D literally had a monster that you can't kill without a special weapon AND IT WAS IN THE WAY OF YOU GETTING IT.

>> No.6244916

>System Shock
Much more fast paced and action oriented. Also cooler.

Far better aesthetics. Cooler as well.

Better aesthetics, better levels.

>Rise of the Triad
Having the huge hype of the first game to build on it, having far more complex level design in most regards.

Not 100% competing for the same market. In fact, that goes for a lot of these.

>Corridor 7
>Nitemare 3D
>Operation Body Count
By not being almost mediocre to absolutely fucking atrocious.

Aside from the last three, I actually don't hate any of these games, in fact I think Rise Of The Triad is a small masterpiece which was overshadowed by Doom 2, and I think that though Doom 2 has lots of good levels, its greatest strength lies in the new assets which the fans have built with ever since.

>> No.6244917


>> No.6244919

Anyone given Doom 0 a shot?

>> No.6244936

I haven't played it in a while but so far, so fucking good

>> No.6244971


>> No.6244987

That looks kind of rough desu.

>> No.6244998
File: 88 KB, 937x1024, source is pixelpopnetwork.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6245029

How's that new Quake 2 level? I don't like Quake 2 level design btw

>> No.6245054
File: 444 KB, 1280x720, Level design sweatshop thumbnail 3.png [View same] [iqdb] [saucenao] [google] [report]

If anyone’s interested in level design, I just threw together a video about Build Engine mapping (specifically Blood) and my general design process. The techniques can apply to any 2.5D fps game. I hope it helps you guys out.


>> No.6245071

What happened to the sound?

>> No.6245079
File: 18 KB, 552x524, 1562974192199.jpg [View same] [iqdb] [saucenao] [google] [report]

>TFW Fallout 1 was able to implement different damage hitboxes for different parts of of the body for both the player character and enemies in 1997, one year before Unreal and 3 years before Deus Ex came out, all while using a proprietary engine that was mostly 2.5 and preferred gameplay in either oblique and especially isometric view.
Just saying is all. Go ahead and search for a FPS that got past beta stage and made use of multiple hitboxes before Fallout 1 came along. I'll wait.

>> No.6245084

Fallout 1 isn't a realtime first person shooter, so what the fuck does that have to do with anything?

>> No.6245090

You do realize there was no ballistic simulation going on and it was just dicerolls, right?

>> No.6245092

I didn't know Fallout 1 was a first person shooter, bait-kun.

>> No.6245101

First, what >>6245084 said. Shitload of aviasims and other RPGs had it too. Are you trying to start another shitty meme flame war like shmups vs jrpgs?
Second, dis 'ere bad boy. Made by ukraineans and featured multiple hitboxes.

>> No.6245114

what about goldeneye? team fortress? virtua cop?.

>> No.6245123

did action doom used those 2 guys as references for its intro characters?
one of them getting killed by an imp?

>> No.6245128

I didn't play AD so no idea here.

>> No.6245137

you mean when I raise / lower sectors? That obnoxious ticking sound? It's doing that because I sped up the footage and audio. I was tempted to cut it out, but then most of the audio would be gone. It doesn't sound that bad in the editor.

>> No.6245138

A lidef to raise/lower floor (Change texture) will take texture of destination floor or what? It's hard to find guide for linedef actions that don't just name them and call it a day.

>> No.6245141

I agree pistol starting is pretty aspie, but HMP is for people that have only played first person shooters for maybe 10 hours of their life.
HMP is not the intended difficulty.
UV is canon.

anyway, fast monsters is more important than any of those things, without it, its just training wheels mode

>> No.6245165

HDoom is also canon

>> No.6245209
File: 276 KB, 640x480, Screenshot_Doom_20200229_011846.png [View same] [iqdb] [saucenao] [google] [report]

Welcome to local UAC post office, located between reactor pit and a cliff with no stairs.

>> No.6245228

Are you a literal retard?

>> No.6245247

all difficulties are the intended difficulty, that's why they are there.

>> No.6245249
File: 999 KB, 410x307, hot chocolate high velocity.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6245251
File: 160 KB, 592x591, 77A5C09A-C140-41FD-B0CC-99FD590D0F94.jpg [View same] [iqdb] [saucenao] [google] [report]

If you don’t play on Nightmare, pistol start every level, and restart from the first level every time you die then you’re a fucking pleb

>> No.6245253

where's the unusually long line of demons waiting to pick up their packages?

>> No.6245257

They got scared off by disgruntled zombiemen going postal.

>> No.6245260

>Not burning the pc and then getting another one every time you get hit once

>> No.6245261

sh.. shut the fuck up!!!

>> No.6245263

If you don't build portal to hell to challenge Satan to a shooting match, you are playing Doom wrong.

>> No.6245274

>Not killing a member of your family every time you die against the Icon of Sin
Pay the fucking price, hell isnt here to play nice

>> No.6245287
File: 157 KB, 306x514, harulul.png [View same] [iqdb] [saucenao] [google] [report]

>not summoning Satan just to kill the bitch

>> No.6245303

>not shooting yourself in the foot every time a demon looks at you

>> No.6245313
File: 141 KB, 800x701, 5a233afb703b217f18965f5030ffa644.jpg [View same] [iqdb] [saucenao] [google] [report]

>not jamming forks into your epididymides every time you miss a Chaingunner with the SSG

>> No.6245320

>not killing yourself

>> No.6245325

I just take my bad dragon to the hilt every time I die as punishment because thinking logically demons would rape doomguy after they defeat him.

>> No.6245329

>Door to post office zips up
>Zombieman wanders in
>opens fire
>after 20 seconds his sixth shot clips a hell knight for 4 damage
>hell knight turns around and caves zombieman's skull in
>everyone resumes walking in place

>> No.6245340

Nice try, but I'm not phazed by that. Eye-stand corrected.

>> No.6245373

Are there any Quakers who dwell here? Wanting to play Quake 2 for the first time and I was wanting to know what the most "Vanilla-esque" source ports are for it, like Quakespasm and Mark V for Quake 1 and Chocolate Doom, Crispy Doom and PrBoom are for Doom.

>> No.6245379

The only way to replace the monsters with the original sprites is using a mod that contains the original sprites... which I don't think anyone has done. The closest thing you can get is replacing the sprites with another sprite mod. I don't know of any sprite mods that are vanilla-compatible, though I'm sure a set exists, but I know a set of sprite mods that work with GZDoom. Here are some GZDoom mods that I like a lot:

Alternative monster sprites
> https://drive.google.com/file/d/1JfLRT8WlCUEoJMjLHvh4DTa8nap4ReK1/view

Alternative monster sounds
> https://www.doomworld.com/forum/topic/71133-sound-caulking-now-on-idgames/

Improved weapon animations (includes customizable options in the menu)
> https://forum.zdoom.org/viewtopic.php?t=32628

Sprite shadows (creates sprite shadows similar to how Duke Nukem 3D's shadows work)
> https://forum.zdoom.org/viewtopic.php?f=37&t=54992

Motion blur (I'd recommend you reduce the default values by 1/2 or you might get motion sickness your first time playing it)
> https://forum.zdoom.org/viewtopic.php?f=103&t=62772

Tilt mod (make the screen tilt slightly when you strafe/turn, similar to Quake 1)
> https://forum.zdoom.org/viewtopic.php?f=105&t=55413

Weapon sway (the weapon sways left/right when you turn)
> https://forum.zdoom.org/viewtopic.php?f=46&t=62634

>> No.6245381


>> No.6245382

Flashlight mod. You need to set Video Mode to Hardware Renderer for this to work. Also play around with your Display Mode in order to get the most out of it (I say turn fog mode on, and use vanilla sector lighting)
> https://forum.zdoom.org/viewtopic.php?t=59429

Bolognese Gore Mod (The original version featured a game-breaking bug; if an arch-vile resurrected a gibbed enemy, the enemy would come back completely invisible. This version fixes that bug)
> https://www.moddb.com/mods/brutal-doom/addons/bbgorenew

Colored blood for cacodemons/barons of hell (The colored blood for cacodemons/barons of hell mod is an add-on to the original Bolognese gore mod. Download the original Bolognese gore mod, but do not use it, use the version above. Only download the original Bolognese gore mod so that you can use the colored blood for cacodemons/barons of hell add-on.)
> https://www.moddb.com/mods/brutal-doom/downloads/bolognese-gore-mod-v20

I originally found most of those mods from this dude's videos:
> https://www.youtube.com/watch?v=E7niLqZYE2k

If you do not want to play on GZDoom, then here are some vanilla-compatible mods that work with Crispy Doom and PrBoom+. These are only mods that replace your weapon animations, and the in-game sounds. You will have to find a vanilla-compatible mod that replaces monster sprites yourself.
> https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapons/
> https://www.perkristian.net/game_doom-sfx.shtml

>> No.6245386

Use slade to remove all the sprites, textures and sounds. Then, load result of that as pwad.

>> No.6245391

Sigil is complevel 3. Limit removing is always the same complevel and map format as vanilla. The only difference is that it will likely crash the original .exe or ChocoDoom. 9 is Boom format.

>> No.6245393

Alternatively, clone the Freedoom repo (https://github.com/freedoom/freedoom), remove all the sprites, and then compile it.

>> No.6245394

Are you using gore or other visual mods? 400 monsters, even at once, should not lag the engine.

>> No.6245396

>Circle of Death
I don't remember much except the fact that it had pain elementals in it.
>Monster Condo
Yay. An entire map that has monster closets as its gimmick.
>Spirit World
Miss me with that shit

>> No.6245401

>Unironically playing the meme difficulty that is Nightmare

>> No.6245402

Yamagi Q2 probably?

>> No.6245419

>google doom sprites related searches
>sees nazi soldier from wolf 3d reloading his pistol
>floating renevant-like skull spinning
>cyberdemon's legs walking on their own with guts exposed above, missing the above rest of his body
>some of these seem to come from art station

>> No.6245423
File: 703 KB, 1920x1080, GoingDownMap28.png [View same] [iqdb] [saucenao] [google] [report]

>HMP is for people that have only played first person shooters for maybe 10 hours of their life
Well, that depends on the map, doesn't it? Going Down is extremely difficult on UV.

>> No.6245427

cool imps

>> No.6245438

/vr/ is pretty casual

>> No.6245459

They are from the "Alternative monster sprites" mod from this list >>6245379
The mod doesn't work on Crispy Doom or PrBoom+ but it works on GZDoom

>> No.6245493
File: 2.60 MB, 1920x1080, Screenshot_Doom_20200306_012651.png [View same] [iqdb] [saucenao] [google] [report]

I have a problem with Gzdoom. The crosshair is uneven. I can't get it to the size I want with all the lines being even.... pic related

Look closely and you'll see the left line is longer than the right line.. wtf

Ive been fucking around with "crosshairscale" in small increments for 10 minutes and cant find a good size.

>> No.6245498
File: 2.25 MB, 1920x1080, Screenshot_Doom_20200306_012947.png [View same] [iqdb] [saucenao] [google] [report]

lmao this is so derpy

what kind of retard programmed this

>> No.6245501

just set it to 0 so it doesn't get scaled at all, and use a bigger crosshair

>> No.6245516


I swear to god I've heard this in a WAD before but I can't remember what it was.

>> No.6245521

>Using a crosshair at all
For shame.

>> No.6245523

I want the cross and I cant use a custom image online

>> No.6245547
File: 1.29 MB, 1920x1080, E2M6.png [View same] [iqdb] [saucenao] [google] [report]

I am working on some videos that showcase different source ports in action so that new players (and old players who originally played in the 1990's) can decide which source port they want to play on. The source ports I chose so far are: Crispy Doom, to show a pixelated, classic Doom look; PrBoom+, to show a retro-look but with full-screen 1080 resolution; and GZDoom, to show what's possible with mods and OpenGL lighting. I might include more in the future, like Doom Retro; some anon said that Doom Retro is the second-most downloaded source port, though I have yet to find a source to back up that claim.

One thing I noticed while recording these demos is that GZDoom is significantly easier to play on than the other two. For whatever reason, I consistently get better luck while playing GZDoom, though this is admittedly just anecdotal evidence.

Another reason I made these videos is so that players can find a video on how to beat the original three Doom episodes on Nightmare difficulty. I couldn't find a guide on how to do a full episode clear on Nightmare; all I found were either NM-speed or NM-100S speedruns, or Nightmare Pistol Start runs of each level, so I had to create a route through the levels myself that included only the important secret areas and that skipped all the pointless secret areas (like the one on E1M2 that only includes four armor bonuses). Anyway, I will share those routes with you now.

I am still recording demos, but this is what I have so far:

E1 (Crispy Doom)
> https://youtu.be/ct_sh9A39to
E1 (PrBoom+)
> https://youtu.be/z7DlbPP8-hA
E1 (GZDoom)
> https://youtu.be/ALWb8WbzbZs
E2 (Crispy Doom)
> https://youtu.be/-2czsgD7DjA
E2 (GZDoom)
> https://youtu.be/gupliqxM-l8

>> No.6245552

the problem with retro ports is that anything but native resolutions on non-CRT monitors suck

>> No.6245565

Doom 2 but the hidden Nazi soldiers are replaced with Soviet soldiers and NKVD agents.

>> No.6245568

Jumpmaze used it for the good ending, maybe that's what you were thinking of?

>> No.6245604 [DELETED] 

but anon, nazism is much more evil than gommunism

>> No.6245630

stalin was way more creepy than hitler

>> No.6245635
File: 122 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6245643

Nice anon.

>> No.6245673

Just started Memoirs Of Magic and it's really, really fucking impressive for what it is. Has the look of a PS1 or Saturn game

>> No.6245690


>> No.6245704 [DELETED] 
File: 22 KB, 347x343, 213ss9 (1).jpg [View same] [iqdb] [saucenao] [google] [report]

Needs Stalin's chin, mustasche, down-pointing nose, Hammer&Sickle symbol on uniform and a hat with the Star that basically is the Star of (((Solomon))) which represents Hebes and the blood that needs to be spilled under every race in the world that doesn't get wiped out is under chosenite control.

>> No.6245727
File: 80 KB, 788x872, 349e8d5a.jpg [View same] [iqdb] [saucenao] [google] [report]

"You mechs may have copper wiring to re-route your fear of pain, but I've got nerves of steel."

>> No.6245743

Jack Nukem

>> No.6245778

Denton Jankem

>> No.6245802
File: 109 KB, 1200x661, ESZMzdhWkAEsfv9.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6245804
File: 190 KB, 1200x661, ESZMzd4X0AEdxUy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6245829


"i've got augs of steel"

>> No.6245845
File: 216 KB, 1325x514, it looks cute not gonna lie.png [View same] [iqdb] [saucenao] [google] [report]

Currently making my second wad, looking much better than my first one, going for a more half life/doom 3 vibe and its looking great

Here is a kitchen I quickly threw together

Just finishing the general design of the level and now gonna go to the beautification part and setting up some special events and what not

I hope it turns out fun

>> No.6245897

>its looking great
If the entire thing's filled with unbroken flat gray all throughout like your screenshot, I might have to disagree.

>> No.6245901

How's the standalone Unloved game? I loved the maps, played it a long time ago.

>> No.6245919

I left those just for reference, not gonna bother decorating everything and doing proper texture work when I don't even have the level finished

>> No.6245946

Gotcha. Best of luck finishing it, I hope it turns out well.

>> No.6245952
File: 298 KB, 1032x887, 1581968912400.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck scythe
fuck run from it
fuck erik alm
and fuck you don't tell me i couldn't do it because i did

>> No.6245970


It adds the potential of fucking up your legs, arms or head. You can take fall damage, break your legs and keep crawling.

>> No.6245983

>we start calling obscure central European FPS games Jankemups

>> No.6245984

I can't imagine disliking anything but map 30 because it's grindy. All the other maps in Scythe are nice as fuck and people who cry about run from it are confounding to me, shit is not that hard or long.

>> No.6245986
File: 18 KB, 658x473, explorer_bXFcZwlgZc.png [View same] [iqdb] [saucenao] [google] [report]

I'd like to make a single wad with all the classic Dooms so i can finally play them all in one go. Does this look good?

They are The Ultimate Doom, Doom II, Master Levels for Doom II, Final Doom, No Rest For The Living and Sigil.

>> No.6245992


doom 64

>> No.6246005

...so Serious Sam?

>> No.6246009

You should put it in chronological order.

>> No.6246013

I was thinking more something like Kreed or Vivisector.

>> No.6246014
File: 13 KB, 960x480, wadsmoosh_cqHTFINp8e.png [View same] [iqdb] [saucenao] [google] [report]


Huh, i will look into that. Thanks Anon.


I think Wadsmoosh does that for you?

>> No.6246016

I disagree. I enjoy pistol starts and exclusively play with pistol start unless a mapset is explicitly balanced around keeping your weapons and even then I've forced myself through a level or two despite having no weapons or ammo out of stubbornness. I don't recommend doing that it's never fun.

>> No.6246018

Is this even remotely possible with DOOM's original palette?

>> No.6246024

I know your pains, anon, but the only way to get past that (not that I have beyond small bursts) is to force yourself to do it anyway. You'll hate yourself during it but be glad you did it afterward, since you otherwise would have not done anything.

>> No.6246027

unlike my cock

>> No.6246032

if it's even possible to have more than 32 maps, i would certainly check that out anon

>> No.6246053

>mapset is explicitly balanced around keeping your weapons

do those even exist?

>> No.6246057

avactor does but it supports pistol starts too

>> No.6246082

I have an old (but good) Nokia phone I can play Doom on, but the port - C2Doom only supports IWADs.
In the thread where I got it I've seen people posting wads that they managed to run by "patching" a PWAD on top of IWAD, making it into a standalone package.
I want to do that with D4V

How can I do that?

>> No.6246121
File: 27 KB, 344x924, file.png [View same] [iqdb] [saucenao] [google] [report]

>decide I want to make a Doom mod with large gameplay changes
>open up an existing such mod to see what is changed and how
>see this
>remember I am an idea man and I cant actually make anything
Blow it out my ass

>> No.6246127
File: 52 KB, 627x747, decorate.png [View same] [iqdb] [saucenao] [google] [report]

>trying to do gameplay mod with DEHACKED
you have aimed for failure from the very start

>> No.6246130

idk anon I just opened eviternity and tried finding the code that makes the pistol faster :((
would you like to help? I can offer you the position of executive idea man

>> No.6246140

DEHACKED is a shortcut for hacking into original EXE. Vanilla and Boom-based ports only support that.
It does not allow any new gameplay modifications, only recombining old ones in new ways, and is not easy to do.
D4Vanilla and REKKR are the most recent examples that showcase both its capabilities and shortcomings.

ZDoom-based ports offer DECORATE and ZScript that are actual programming languages.
All actual gameplay mods use those.
Look up something like Pirate Doom, GMOTA or any other actual gameplay mods and lok for DECORATE and ZSCRIPT files to look into.

>> No.6246159
File: 41 KB, 680x383, 15534976648691.jpg [View same] [iqdb] [saucenao] [google] [report]

To show the classic Doom look, you need to play with OPL sound and without other additional settings such as recoil or colorize hud.

>> No.6246193
File: 639 KB, 1920x540, image.png [View same] [iqdb] [saucenao] [google] [report]

Hejl Dawson or original?

>> No.6246196

Any one else notice a shit load of shilling for doom eternal this week? Bunch of obviously paid for videos on nu doom which featured video footage of eternal. My shill radar went nuts.

What's the definitive non-base game games using the quake engines? Games that ran on the engine but weren't related to the original game. I'm trying to find some new shooting tooting games and I'm curious what classics I've missed no one me ruins because it's not doom, duke,serious Sam or quake.

>> No.6246202 [DELETED] 

>Want to make a collection of all the classics dooms
>Includes a shit wad released last year no one even remembers any more.
Ya blew it like Romero's wife blows black guys in bar toilets.

>> No.6246205

Heretic 2, or Hexen 2, or whatever one it was.
Does Half Life count? It was based on Quake World.

Wait, engine*s*? So any of ids 3d engine games? Or just Quake 1s?

>> No.6246209

Quack one, two or three. It's ducking criminal how little people appreciate the quack three engine outside of it's original game.

>> No.6246213

well, Star Trek Elite Force II and Return to Castle Wolfenstein are probably the best id Tech 3 games.
For id tech 2, you got Sin and Kingpin.
Honestly, just go on the wikipedia page for the engines and look at the published games, and play any that you've even slightly heard of before.

>> No.6246217 [DELETED] 


uh try again sweety, it won the "RUNNER-UP SPOTLIGHT" in the 2019 Cacowards

>> No.6246221 [DELETED] 

Based purely on who made it nothing to do with the quality. Sorry sweetie your tendies are burnt and your diapers full of shit.

>> No.6246232

>Any one else notice a shit load of marketing for a game coming out in three weeks?
Gee anon, I guess I have.

>> No.6246235

Jedi Academy with its fake ragdoll and dismemberment was better IMO.

On Quake 1 - definitely Hexen 2.

>> No.6246268

Yes, but I think it's due to mapper inexperience rather than a conscious design choice. Was playing through some 1995 wads and there was one, I'd have to look up the name, whose final level had literally zero weapons. It had a ton of enemies and the only weapon you could get besides the pistol was a shotgun dropped by one of the shotgunners. The level was an E2M8 replacement and you had to fight a Cyberdemon, and the game gave you plenty of ammo... for the weapons that weren't in the level like the plasma gun and rocket launcher. I fucking beat it out of spite; I ran out of shotgun ammo despite killing every shotgunner with the pistol and had to pistol the cyberdemon to death to finish him off. Again, never do anything like this it is not fun and I am autistic

>> No.6246272

The award page for it acknowledged it as an excellent wad though; it just said that the ten wads chosen as the year's winners were simply better due to how high the bar has been raised over a quarter of a century. "This is great but we have even better now" isn't a huge damnation.

>> No.6246293

My boy decino tearing through sunlust

>> No.6246308

OPL fucking sucks.

>> No.6246313

git gud

Feels good, man.

>> No.6246319

>this week

Bethesda has been going no brakes on that hype train for about the last 2 months

>> No.6246349

>>6244637 I have finally played through and, I think, understood more or less well the point of A Way Down usermap from HUH. I will properly reply later. K?
Nice statue, by the way.

>> No.6246352

Also, I/O vibes.

>> No.6246389

Using sc55 you wont get the real retro experience. Fluidsynth is "okay" but OPL is gold.
OPL is somber and creates a mood and makes you feel like you're fucked. Fluid has more instrumentals but its also, ahem, more fluid than I think any of the other soundfonts including sc55, which reminds me more of a garage band haplessly banging on cymbals on a summer afternoon.

>> No.6246395

For Doom 4 Vanilla, how possible would it be to reprogram the Baron, Mancubus, Arachnotron, Cyberdemon and Spider Mastermind in Decorate/ZScript to make a version of the mod only compatible with GZDoom, but in return you don't need the map-specific patches to play Map07, E1M8, E2M8, and E3M8 levels?

>> No.6246398 [DELETED] 

>recently try NuDoom
>be utter disgusted
Are there no FPS games with with contemporary graphics that play like a classic FPS, that actually have more going for them than just not being or looking like COD. Now, if you want to recommend me nu Shadow Warrior right about now, please rethink what I just asked for. Is there any first person shooter game with modern graphics without any of the following crap:

>a fucking skill system
>a fucking credit system
>a fucking quest system
>tidbits on the floor that you have to click on instead of just running over them to collect
>level design that relies on "combat areas" and "attack waves" instead of actual enemy placement

Is that too much to ask for? Am I missing out on some hidden gems? Is arcade gameplay truly dead and everything is going to be plagued by RPG mechanics light from now on for all eternity?

>> No.6246404

>Is there any first person shooter game with modern graphics without any of the following crap:
Nope. You're stuck with the likes of Dusk, Amid Evil and Ion Fury.

>> No.6246425

A mapset could be designed with the expectation that you're keeping stuff from previous map, but generally being able to beat a level from pistol start is a good standard.

A lot of oldschool Doom 2 mapsets employ death exits at set points to create pseudo episodes, and thus resetting your inventory, and sometimes partially resetting difficulty progression.

>> No.6246442

I don't know why I said the second part, it doesn't have any bearing on what I said first.

>> No.6246447
File: 572 KB, 1280x800, 1450646597_tumblr_n1r3ib3vLM1r2to8go1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Guys please someone help me

I just want a mod that changes the LOOK of the guns in the game rather than their ballistics or mechanics, the oldschool rocket launcher and minigun are ugly as sin, ty

>> No.6246470



>> No.6246472

Eriguns does just that

>> No.6246486
File: 14 KB, 456x176, file.png [View same] [iqdb] [saucenao] [google] [report]

This is the ultimate set-up for the crispy but modern (GZ)Doom, prove me wrong.

>> No.6246491


Been replaying Halo:CE on steam this week and it is far more arcade-y than I remember, in a good retro way.

Other than that there is Sam 3 or some of the other Sam remasters.

>> No.6246494
File: 3 KB, 458x87, fightmebro.png [View same] [iqdb] [saucenao] [google] [report]


*dabs on you*

>> No.6246498

Vanilla strife had those

>> No.6246510
File: 12 KB, 600x314, cease.jpg [View same] [iqdb] [saucenao] [google] [report]

I know Brutal has and always will be a controversy, but wtf wizard shit did the dude that made that shit do to make Extermination Day?

This wad is pretty surprising with the mapping, textures, little set piece thingies, stuff I've never seen another wad do, like the weird boss that comes out of the portal in the lab on mars before you go to california

as an addendum I admit my wad experience is limited to OG games, plutonia, tnt, and hellbound. I'm new to all this desu

Are there any other wads that create decently "natural" feeling environments?

>> No.6246512

and I'll also say, I dunno how old hellbound is but that was a fucking ride, those last two levels were harder than anything in Plutonia, at least for me.

They got too fucking long though, every level past 23 was 2 hours iirc

>> No.6246517

Just copy-pasting from the NTAMI mod but these all try to emulate Build-style maps which I guess are more "natural"
Knee-Deep in ZDoom Lite
Doom II: Re-Build-t
The Ultimate Doom II
Hell On Earth Starter Pack with Vanilla Improver

>> No.6246521
File: 234 KB, 1280x960, chocofight.png [View same] [iqdb] [saucenao] [google] [report]

>laughs in chocolate

>> No.6246525

Has anyone dumped this Taiwanese wonder online? I'm seriously considering buying the physical version, because I can't find it anywhere else.

>> No.6246531

Why do people prefer difficulty over fun/exploration?

>> No.6246536

I like both. Difficulty is exciting if it's the right kind of difficulty.

>> No.6246537

e-peen wanking

>> No.6246543

>E3M7 of neis.wad
I better stick to playing wads from the 90s, this is way too confusing.

>> No.6246546

Without proper difficulty, that presents at least a modicum of challenge and player death, there is no fun to be had for me and exploration only makes sense to me in a game with exceptionally impressive graphics and visuals.

Seriously, if you make a map and I play it on ultra and you don't even come close to killing me on, it's a shit map. I don't enjoy just cruising through an easy map and easily dominating the opposition not because I 'm playing exceptionally well but because shits too easy by design.

>> No.6246558

Look at this peasant serf and laugh!

>> No.6246574
File: 17 KB, 268x284, 1581649224441.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6246578

Difficulty and fun/exploration are not mutually exclusive concepts.

>> No.6246583

all wads are canon

>> No.6246584


stop, thats just the stupidest shit ever

>> No.6246591

use the circle one, scale it until it's a point

>> No.6246604

Omg, heresiarchs such huge damage sponges

>> No.6246626


>> No.6246659
File: 1.83 MB, 400x225, shirobako-aoi-having-a-rough-day.gif [View same] [iqdb] [saucenao] [google] [report]

>in MAP03 Aztec of Plutonia
>when youre crossing the huge gap that has those poles with torches
>youre not actually using those poles to masterfully traverse the gap while avoiding projectiles
>the bridge in the middle is simply just invisible

>> No.6246662

Does wrath’s blade charge instagib everything?

>> No.6246664

Do sepulkas sepulate?

>> No.6246669
File: 1.05 MB, 1181x739, Capture.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6246675

I can't go back to Chocolate from Crispy, I love muh colored automaps too much. 320x200 is the ideal resolution for DOOM though even if mappers like putting text in their textures which becomes entirely illegible at that resolution unless you hump it

>> No.6246678


>> No.6246679

>if you make a map and I play it on ultra and you don't even come close to killing me on, it's a shit map
I think that's a bit harsh. If someone is making, say, a megawad, I think it's fine to throw softballs for the first handful of maps (provided it's not baby-tier) for the sake of having a difficulty curve that doesn't end in slaughter territory.

>> No.6246694
File: 210 KB, 1223x1223, Khan Makyr but AWESOME!.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6246696

plenty good maps my ass, from tricks and traps (the worst map) foward it's all ugly bullshit

>> No.6246713

is this AA mark 2?

>> No.6246770
File: 220 KB, 1000x1000, 1557000427699.png [View same] [iqdb] [saucenao] [google] [report]

Finally decided to play Blood
What's the game's equivalent to Doom's UV?

>> No.6246774

Can someone explain brightmaps to me? Is it essentially meaning that certain parts of textures aren't affected by the shading of the sector meaning they're still bright even in dark areas?

>> No.6246781

Spot on
Say you're in a pretty dark room and a zombieman fires his gun
If the brightmaps are in place, those mapped parts will light up regardless of sector brightness

>> No.6246805

What? Should it be heresiarches instead?

I assumed it was pronounced with a hard 'c' sound, like monarch.

>> No.6246807

Is there anything like Oblige but for Wolfenstein 3D?

I'd just use a Wolfenstein mod for Doom but Oblige gets fucky with texture and enemy placement when I do that.

>> No.6246814

Ah perfect,I was trying out Smooth Doom Brightmapped but I couldn't really tell much of a difference on first glance. Does GZDoom with Vanilla Essence require a setting turned on for it? I'm using Vanilla Essence and working backwards to get to a nice medium

>> No.6246815

I like both. I want a decent challenge out of gameplay, having played a .wad which promised to be so hardcore I would shit my pants (Perdition's Gate), I was actually rather frustrated when it never delivered on that.
I'm not the kind of guy who does Nightmare! runs or can do drawn out slaughter, but time and time again this .wad made me go "What? That's it?", and I probably wouldn't have felt as blueballed if most of the maps weren't really boring and samey with little for exploration, there's tiny bits of really novel environments which had me hoping it would get better, but it just doesn't.

On the flipside, a .wad which had good exploration, good visuals, and good challenge, that would be Mutiny. It was just the right kind of hard for me on HMP, forcing me to haul ass and fight for my life at near every turn, and it never felt unfair when I got destroyed (which wasn't too seldom), also the levels were cool with lots of variety, cool and explorable detours, and neat visuals.
I guess to best describe it was that it made it fun to get my ass kicked, and it made it more enjoyable to succeed.

It's not that I value challenge above all else, it's just that I think challenge is an important ingredient. Hell Revealed is an example of a .wad with a LOT of challenge, but the levels are kind of ugly and not fun to explore, and a lot of the challenge is kind of cheap, it never clicked much for me. For what it's worth, I've been told that it's much more fun to play if you've played it before and you're familiar with its bullshit, then you can supposedly roll with the suckerpunches and have a lot of fun.

>> No.6246819
File: 2.95 MB, 1280x720, illegally modified laser pointer.webm [View same] [iqdb] [saucenao] [google] [report]

the blursphere tells me it's my friend

>> No.6246828

Man, I'd like to use Sound Caulking but that minigun sounds real trash

>> No.6246829
File: 838 KB, 1280x720, 1560928296958.png [View same] [iqdb] [saucenao] [google] [report]

>"What? That's it?"
>plays on HMP

>> No.6246836
File: 28 KB, 340x205, TempusIraeTitle.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6246841
File: 20 KB, 420x300, 1529293038142.jpg [View same] [iqdb] [saucenao] [google] [report]

What WAD is that? Looks comfy

>> No.6246842


>> No.6246843


>> No.6246847

lightly broiled

>> No.6246851

thanks fren

>> No.6246853

Really neat laser effect

>> No.6246874

is it cheating to save mid level in plutonia? currently at map 21 slayer and I'm saving after any fight I died to at least twice. I never save in doom 1 or 2 though

>> No.6246894

It's never cheating unless you're trying to do a speedrun or special challenge run (e.g. pacifist) that requires no mid-level saving. If you don't want to savescum then don't, but saving a couple times mid-level after you feel you've made decent progress is 100% good. Personally I played Plutonia only making one mid-level save (I made exceptions for MAP15 and MAP32 for obvious reasons), so maybe try that and see how it feels. You can do more or less from there after you figure out how much saving is the right amount for you personally.

>> No.6246901

You're playing it alone, there really aren't any rules. If you think it's cheating, don't do it. The secret level text implies they intended for you to use saves, but that was also by people who didn't have 26 years to learn how Doom works.

>> No.6246917

I don't get it

>> No.6246924
File: 111 KB, 707x2262, 2009-12-15-potions.png [View same] [iqdb] [saucenao] [google] [report]

>imagine creating coom slayer ten years before nuDoom or coomer was even a thing

>> No.6246930
File: 45 KB, 325x238, 1498691803138.jpg [View same] [iqdb] [saucenao] [google] [report]

>alright time to continue playing through the 100 Greatest WADs list
>Requiem is pretty good so far
>MAP09 is giving me a real sense of deja vu though
>a REAL sense of deja vu
>then I get to the red key part of the map and realize it's literally a map I've already played from earlier in the 100 Greatest WADs list
What the fuck why did they consider it okay to take this if it was already in a published and apparently popular level set
MAP08 was also really similar to a level I had played on the list but it was at least just reusing the concept (with much better execution than the previous level) and didn't actually take the same level, alter a couple rooms and consider that done

>> No.6246936

By all means, it's hard enough as is lol

>> No.6246940

From what height do projectiles originate? I want to make a fake Icon of Sin, except you don't have to jump down from the column, you need to build staicases to higher level, and also when you reach the top you instead got teleported away. But I want to build the final column just right to make the fakeout more convincing.

>> No.6246954

I strongly believe that 640x400 is the ideal doom resolution, 320x200 is TOO crunchy and anything higher than 640x400 quickly becomes irrelevant given the low fidelity artwork

>> No.6246959

>Why do people prefer difficulty over fun/exploration?
They don't? Doomworld's long article about the history of mapping suggests that Alien Vendetta was the first megawad to successfully combine these elements in a cohesive package https://www.doomworld.com/25years/the-roots-of-doom-mapping/chapter04/

>> No.6246965
File: 329 KB, 414x479, 1528766175951.png [View same] [iqdb] [saucenao] [google] [report]

>tfw i play Doom at 3440x1440
I mean... i know im committing heresy, but it's kind of cool that we have the means to do it.

>> No.6246996

why does it look like he's pissing over the side and killing an enemy by peeing on hi?

>> No.6247004

Well, today the success varies imo, but that doesn't detract from your point

>> No.6247018
File: 998 KB, 1914x1004, marathon ls.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6247019

I think Doom's art holds up pretty well stylistically even if it isn't super high quality. There's stuff to look at under the chunk.

>> No.6247023
File: 67 KB, 200x239, 1569785437634.png [View same] [iqdb] [saucenao] [google] [report]

Stop projecting your fetishes on everything.

>> No.6247030

i just hope consumerism culture that pollutes other pop culture media doesn't affect doom of all things
it's like an opposite to the source code/modding scene that actually cared about the games and ported doom 64 to pc before
in fact, doom as a series feels so easily associated with the fanbase for better or worse, it's hard to imagine doom without it

>> No.6247037

They told me it would be anal rape on that difficulty alone. It wasn't really harder on UV.

>> No.6247063

So, here went my today in its entirety. I will continue tomorrow.

>> No.6247065

Well Doom16 was hailed as a return to form for the franchise and a complete improvement over the original and yet it has no modding, plus hell will freeze over before Beth releases the engine's source code. Clearly neither of those things has much weight for the modern fanbase. It's an efficient meme dispenser though.

>> No.6247079

i feel like 2016 may have been a bit too successful on its own, when some people barely address flaws, even if they could still say they liked the game
i keep seeing shit about how a random guy gets "owned" because he said mick gordon's music is just noise and whether or not he's wrong doesn't even matter, because if it was done with a different series, someone would say something about "rabid fans" of that thing
it's like the doom twitter account and that ice grenade thing, where doom somehow can get a pass on this

>> No.6247083

>a complete improvement over the original
I'll take things no one said for $500 Alex.

>> No.6247092
File: 819 KB, 1920x480, stairs.png [View same] [iqdb] [saucenao] [google] [report]

So I finally got to use a neat trick I learned earlier to make dual-purpose staircase re-aligned by a button using joined sectors as guidance.

I wonder how many instances can I create out of it. Probably a lot as long as sectors don't touch, but I can't think of making more than 2 with adjacent sectors.

>> No.6247096
File: 132 KB, 640x480, 1576417792690.gif [View same] [iqdb] [saucenao] [google] [report]

nice, but...
>texture filtering

I do love all the neat tricks you can do with doom mapping. Especially with Boom stuff like conveyor belts.

>> No.6247102

I think Doom's art is mostly gorgeous, and a high resolution (+ truecolor OpenGL) means I can see it without distortion, I love how the textures and sprites look, and I want to be able to see them clearly.

It's just rough in a couple of places, with some quick and dirty shortcuts here and there (mostly in gibbing animations), and some of the enemy offsets are pretty janky, but the SpriteFix .wads fixes that, as well as a couple of stray pixels and what not, and it actually shows that the frames often animate rather smoothly when correctly aligned.

>> No.6247103

>>texture filtering
I don't really know much about that. I just downloaded gzdoom once and called it a day.

>> No.6247105

Within gzdoom, go to display options>texture options then set Texture Filter Mode to none. The game will look a whole lot better trust me.

>> No.6247115

>wanking e-peen
God, /vr/ is still a joke

>> No.6247118

>a complete improvement over the original
>Comparing games that are roughly 23 years apart
It irks me when people do this. I thought 2016 was a good modernized depiction of the doom formula that was a lot of fun, but it's laughable to put the two side by side when they operate in entirely different ways. I'd liken doom 2016 more to Quake than i would the original dooms.

>> No.6247126

It's even less like Quake than Doom, Quake had a tighter more claustrophobic level design with enemies spread out, with less large scale open arena fights. By the way, has anyone tried to play the original Quake campaign with Slayer Testament? Shit is literally impossible.

>> No.6247141
File: 2.92 MB, 1280x720, putting on doomguy's glasses.webm [View same] [iqdb] [saucenao] [google] [report]

.webm related

We try, but some people insist on being scrubs.

>> No.6247148

When i say like Quake I'm more referring to the general combat style (not to mention a few weapons), the level design isn't remotely close. I just recall getting into the thick of the combat in the later levels of 2016 and the speed of movement and shooting was taking me back to my Quake 3 arena days. The Gauss Cannon was definitely scratching my Railgun itch. I've come to dislike how fps games have slowed down pace wise over the years so it was pretty refreshing.

>> No.6247159
File: 280 KB, 1728x1080, IMG_20200217_140546.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you get that murderlaser? Is it already in Ugly as Sin with it's lasers or is ot an addon for that?
Speaking of blue potions...

>> No.6247164

Q3A maybe, but combat in Q1 was quite a bit slower than Doom's. It's a common complaint actually.

>> No.6247167

local retard doesn't recognize the third map of doom2

>> No.6247175
File: 324 KB, 640x480, Screenshot_Doom_20200306_235132.png [View same] [iqdb] [saucenao] [google] [report]

Another room that is just plain not interesting and I don't know what to do with it. The button on the other end opens left wall to release some imps and a passage to the next area.

>> No.6247192

you could maybe open up the right wall as well. maybe add a zombieman or two that hypothetical area to box you in a bit

>> No.6247227

i got some complex problems regarding zdoom and overlay commands.

Any ideas for how I could create a weapon that acts as a constant A_overlay? Trying to do some health status stuff that still does the weapon bob thing

>> No.6247229

>exploration only makes sense to me in a game with exceptionally impressive graphics and visuals
That's weird.

>> No.6247232

>Any ideas for how I could create a weapon that acts as a constant A_overlay?
Weapons and A_overlays are both psprites, so there shouldn't really be much difference. Do you want a health readout that bobs with the weapon? A_OverlayFlags() should have a flag for that.

>> No.6247237

I think he's saying >heresiarchs because there aren't multiple heresiarchs, it's a specific character "the Heresiarch" that there's only one of.

>> No.6247252

Yes, I could probably wall in section to the right as well, add another one past that.

>> No.6247264

i'm trying to make a health readout that's its own sprite (separate from the guns, essentially a hud that bobs and moves like the weapons). The two main things i'm trying to get it to do are: show up as a psprite on the player from the start of gameplay, and also not have it switch out once other weapons are selected.

>> No.6247271
File: 939 KB, 500x281, 1A7W.gif [View same] [iqdb] [saucenao] [google] [report]

Wasn't someone working on a Doom 64 revenant spriteset once upon a time? Did that ever get finished? And is there a mod for Doom 64 EX that gives the super shotgun a real reload animation?

>> No.6247279

Oh alright. Well, you can actually initate a psprite from the playerpawn class itself or an item inheriting from CustomInventory as well. If you do it on the player pawn, you probably want to it in a PostBeginPlay override, because the spawn state will happen again if you stand still

>> No.6247280

Either DrPySpy or Gerardo?

>> No.6247296

Do either of them have a full set of usable sprites for all the revenant's actions?

>> No.6247307

I wish people would stop posting that creep everywhere, he skeeves me the fuck out

>> No.6247352

I just see Matt Lablank

>> No.6247353

How so? I want to be entertained and just walking around doesn't cut it. Either there needs to be some type of engaging gameplay or really pretty things to look at.

>> No.6247359
File: 675 KB, 1920x1080, Screenshot_Doom_20200306_233418.png [View same] [iqdb] [saucenao] [google] [report]

we looney tunes now
zombiemen leave a pair of smoking booties when gibbed by laser/plasma weapons.

>> No.6247364

>Shoot a revenant in the face with the super shotgun
>His face is engulfed in a cloud of smoke
>When the smoke clears his head is rapidly spinning around
>Grabs his head to stop it backwards
>Turns it forwards
>"You're despicable."

>> No.6247365
File: 1.48 MB, 1280x720, optionlet.png [View same] [iqdb] [saucenao] [google] [report]

>i just downloaded software with a myriad of options and haven't looked into any of them

>> No.6247368

I liked the chasm. Once you hit the city maps I stop playing

>> No.6247373

why is that smear crap enabled by default anyway?

>> No.6247374

Graf has bad taste and prefers it this way, I assume he keeps as this so he doesn't have to bother resetting those options for updates

>> No.6247379

Hm, a special case for skeletons. Good call. I'll try doing something with it. A skull you can pick up with the grav gun should be doable.

>> No.6247381

Graf likes modern effects when they are easy to implement
Smearing is a modern effects that is easy to implement
Graf genuinely doesen't understand what others have against smearng effects and thinks their arguments are bogus nonsense

>> No.6247454

Does that guy have some kind of legit mental disorder? He doesn't seem regular.

>> No.6247470

>being asspained about a default setting

>> No.6247481

nice input, everyone found it very worthwhile

>> No.6247504

would you be normal if your free time was fully dedicated to a doom port for over a decade?

>> No.6247537 [DELETED] 

is there anything like scythe that isn't a unfun shit fest at the end?

>> No.6247559

It's one of the many effects of the blursphere. You can set enemies on fire just by looking at them. The UaS laser just helps with aiming it.

>> No.6247587

Still Kicking

>> No.6247597

When it comes to .WADs with custom monsters on top of the vanilla roster, am I shit out of luck trying to use things like Smooth/Beautiful Doom? I already noticed pallette issues when trying to use Smooth in BTSX, so I guess I'll resort to Vanilla Smooth Weapons unless there's a better alternative.

>> No.6247609

Glad I could help

>> No.6247612

Doom 2016 is completely different from the Doom formula. Doom is about predicting, 2016 is about improvising.

>> No.6247628

Because Doom was an already immensely popular game and it was good. People were expecting the same of Doom 2.
Also, popularity =/= quality.

>> No.6247663


>> No.6247678
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>> No.6247702
File: 441 KB, 472x528, 5u3468973jy3893g5hrhedhdfhdfhdfhFacebookTwitterRedditfilenamek.png [View same] [iqdb] [saucenao] [google] [report]

>mfw even with mods I can barely finish the first 2 levels of Doom 2 before I get bored of them and call it quits changing to another WAD
anyone else?
Honestly Doom 2 feels like something that thought it could just have people imagine the things it wanted to be, those "city levels", puzzle levels the likes you would find as an extra, overabundance of brown.
1994 was the year of System Shock 1 and Tie Fighter, then you have just 2 years later you get Strife and Blood and Duke Nukem 3D.

>> No.6247707

i just kinda play the first 3 maps to test out mods and that's it

>> No.6247729

git gud

>> No.6247865
File: 20 KB, 380x337, 1473493763946.jpg [View same] [iqdb] [saucenao] [google] [report]

I just had a great idea - organize your WADs depending on what source ports they are designed to run on:

>WADs vanilla
For vanilla WADs that can run on Chocolate Doom. If you don't care for Chocolate Doom, you can put all of these in the folder for maps that run on Crispy Doom

>WADs limit-removing
For WADs that can run on Crispy Doom or whichever limit-removing source port you use

>WADs Boom
For maps designed to run on Boom-compatible source ports. I also combined this folder with maps designed for PrBoom+ for simplicity's sake because I don't use PrBoom, I use PrBoom+

For WADs designed to run on ZDoom or GZDoom. I don't have ZDoom, I just use GZDoom, and AFAIK the only maps designed specifically for ZDoom and not GZDoom are lilith.pk3's maps.

>> No.6247876

im just going to dump them all into on folder and let a-z sort them out

>> No.6247887

Black gloves or brown gloves in first person?
Black always looks strange to me, ends up making the pistol and shotgun look way too dark IMO

>> No.6247890
File: 3 KB, 213x194, Untitled01.png [View same] [iqdb] [saucenao] [google] [report]

I thought of this idea because I like playing on Crispy Doom as much as possible. If I can't run it on Crispy I'll use PrBoom+, and I will only run it on GZDoom if I absolutely have to.

I just realized it's simpler and better to put the Crispy Doom maps directly inside the Crispy Doom folder, and so on and so forth, but I am in the process of downloading dozens of maps that people in Doom threads have been recommending, so I am keeping those new maps separated and organized for now, pic related

>> No.6247897

GZDoom changes too much of the logic of the original game for my taste. Even the movement is drastically different: there's much less momentum in GZDoom than in the original. The weapon switching is modified. The hitboxes and collision are also different. It overall makes the game easier.

>> No.6247906

Are those issues present in ZDoom?

>> No.6247907

setting the comparability modes to strict should solve that

>> No.6247910

It doesn't solve any of those actually.

>> No.6247914

feels the same when i play in crispy and in gzdoom

>> No.6247923

Then you're probably not used to Doom's movement. To me the difference in momentum in the movement is clear.
The original game doesn't allow to switch weapons mid-switching animation -- only when the animation ends.
As for the hitboxes, an example is MAP17, where some Spectres are supposed to be stuck in each other. In GZDoom, they aren't.

>> No.6247926
File: 663 KB, 536x288, 2020_03_07_04_32_45_086.webm [View same] [iqdb] [saucenao] [google] [report]

Always wanted to do this.

>> No.6247930

I gotta ask, what gameplay .WADs do you typically run, if any at all? I'm so accustomed to things like Smooth Doom and other minor Zscript based mods like HUDd etc. that it feels weird to go back when I can emulate the visuals of the former source ports with stuff like Vanilla Essence. Maybe I'm just not picky enough gameplay wise

>> No.6247932

Pretty much everyone agrees Doom 2, overall, is shit. There are some great 2 or 3 maps and the SSG but that's about it

>> No.6247940
File: 191 KB, 995x870, Untitled02.png [View same] [iqdb] [saucenao] [google] [report]

I agree. The game is significantly easier when playing GZDoom.

You would think setting strict compatibility mode on would solve everything, but it does not. For one, in the original Doom, and in source ports that faithfully recreate it like Crispy Doom and PrBoom, whenever you have the partial-invisibility power-up, monsters can still see you; the only thing different is the enemy's accuracy is drastically reduced. In GZDoom, even with strict compatibility on, enemies cannot "see" you when you have partial-invisibility until you alert them. You can clearly see it in this video - the imps are not alerted until AFTER I throw my first punch:
> https://youtu.be/8CXmAEaiFr8?t=385
Second, normally what happens in Nightmare difficulty is any enemy that you kill will immediately start hunting you once it respawns, unless it was killed by another demon, in which case it respawns in an idle state. In GZDoom, all enemies respawn in an idle state instead of immediately hunting you. I think this is the single most important reason as to why Nightmare is so much easier on GZDoom.
Thirdly, when playing Nightmare, your luck is significantly better on GZDoom than on more "faithful"/"accurate" sourceports, though admittedly this is just anecdotal evidence and could simply be a result of the respawn bug I listed above.

>> No.6247972

if you pulled out most of the really bad maps you would have 1 or 2 more 8 map episodes that would be perfect. Honestly the first set of maps before the intermission should end at refuelling base, removing the pit and the crusher.

>> No.6247987

By gameplay WADs do you mean things that change the gameplay like Doom 4 Vanilla or Brutal Doom? I don't use those typically. They are fun but for a first play-through I only use cosmetic mods, such as:

The high resolution Doom sound effects pack: https://www.perkristian.net/game_doom-sfx.shtml
Doom Minor Sprite Fixing Project v1.9: https://www.doomworld.com/files/file/18536-doom-2-minor-sprite-fixing-project-v19/
Vanilla Doom smooth weapons (load this one after the sprite-fixing mod; I don't think they conflict but do it just in case): https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapons/

GZDOOM MODS (For when I have to play GZDoom, or when I want a change of pace and want to go crazy with aesthetics mods):
Alternative sprites: https://drive.google.com/file/d/1JfLRT8WlCUEoJMjLHvh4DTa8nap4ReK1/view
Sound Caulking: https://www.doomworld.com/forum/topic/71133-sound-caulking-now-on-idgames/
PerK Smooth Weapons Enhanced: https://forum.zdoom.org/viewtopic.php?t=32628
SpriteShadow: https://forum.zdoom.org/viewtopic.php?f=37&t=54992
Simple Motion Blur: https://forum.zdoom.org/viewtopic.php?f=103&t=62772
Tilt++: https://forum.zdoom.org/viewtopic.php?f=105&t=55413
Weapon Sway: https://forum.zdoom.org/viewtopic.php?f=46&t=62634
Steve's Flashlight Mod: https://forum.zdoom.org/viewtopic.php?t=59429
Bolognese Gore Mod: https://www.moddb.com/mods/brutal-doom/addons/bbgorenew

A bit of shameless self-promotion here: here are the mods in action if you want to see what they look like:
E2 (Crispy Doom)
> https://youtu.be/-2czsgD7DjA
E2 (PrBoom+)
> https://youtu.be/A-hPtmRbzxI
E2 (GZDoom)
> https://youtu.be/gupliqxM-l8

If you haven't already, try out the Doom 4 Vanilla mod, either in Crispy Doom, or in GZDoom with the aforementioned cosmetic mods:
> https://youtu.be/TkoTL8tH_90

>> No.6247991

gzdoom is they way the game is meant to played because brutal doom is the way the game is meant to be played

>> No.6248002
File: 989 KB, 1920x1080, Screenshot_Doom_20200306_223233.png [View same] [iqdb] [saucenao] [google] [report]

I forgot to mention, the Doom 4 Vanilla mod is completely vanilla-compatible and runs on even Chocolate Doom, but it also takes advantage of OpenGL lighting, and on GZDoom, things like candles, enemy projectiles, rockets, and even health pickups (the blue thing) emit their own light! Pic related.

I haven't tested this on GLBoom yet

>> No.6248034
File: 5 KB, 117x124, 1564018148068.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6248056
File: 94 KB, 830x1024, IMG_20200305_143217.jpg [View same] [iqdb] [saucenao] [google] [report]

"Why yes I do main the Battle Rifle in Hideous Destructor, how could you tell?"

>> No.6248079
File: 883 KB, 1920x1080, Screenshot_Doom_20200226_175939.png [View same] [iqdb] [saucenao] [google] [report]

I don't remember this being part of Alienated. Probably because I felt like I was buzzed on peyote.

>> No.6248113

Where is this comparison chart?

>> No.6248114

Can you provide proof

>> No.6248127

Yes. You can see all those changes if you just do comparisons with an accurate sourceport VS GZDoom. I don't care enough to use my time to make a video demonstrating all of that for you.

>> No.6248130

Literally booted up chocolate doom and noticed no overt difference in momentum. I don't even know what I'd be checking for hitboxes and such, since you just said "different"

>> No.6248131


>> No.6248134


>> No.6248136
File: 107 KB, 901x1024, 1562119696258.jpg [View same] [iqdb] [saucenao] [google] [report]

>Bro trust me it "feels" different
The chad debate

>> No.6248140

He's not wrong. The way it handles collision in particular is glaringly different. In doom the collision stays aligned with the grid, where in GZDoom it rotates with the actor. This means it's easier to get chainsaw hits on then mancubus, for instance, and you can literally just saw him to pieces from any angle. I don't notice the weapon switching, the momentum I do notice, but not often.
GZDoom is quite different, but it's still a "good" engine imo due to what it adds. It's more of a modern doom engine for mod development purposes, rather than something to play the original games/vanilla/boom wads on.

>> No.6248146

Just completed Dusk and it's pretty good

>> No.6248147
File: 45 KB, 733x319, i_view64_depOrHYPMC.png [View same] [iqdb] [saucenao] [google] [report]

A GZDoom developer also, although vaguely, implied that it was indeed different, in a discussion in the ZDoom Discord (phantombeta)

>> No.6248149

Romero is about to make you his bitch

>> No.6248151

Try switching to the Shotgun, then press 4 as it is rising, and it'll stop mid-animation and start changing to the Chaingun. Try the same in Chocolate Doom and you'll have to wait until the Shotgun's rising animation ends to switch to the Chaingun.

>> No.6248152

Not that anon but GZDoom is also a bit slower https://forum.zdoom.org/viewtopic.php?t=58618&#p1029576
This might seem as a small change, but it affects how the game feels ever so slightly.

>> No.6248160

you misinterpreted that
it used to be that gzdoom ran a bit *fast* due to having 28ms tics, or ~35.7 tics per second
bringing it back to precisely 35 tics a second actually brings it back to what it should be

>> No.6248165

Oh I see my bad. Thanks for correcting me anon.

>> No.6248198

Ah. You're right. I was going off memory.

>> No.6248238
File: 11 KB, 343x303, file.png [View same] [iqdb] [saucenao] [google] [report]

I found a download for it last year and cracked 'er open. There's not a whole lot of shit in there that's worth ripping, but there were a few things in there that could be useful for doom modding - mainly wall textures and some weapon/enemy sprites. A LOT of the enemy sprites are just ripped from other games (Heretic Golem's with drawn on balaclavas, Hexen's Stalker, a few Blake Stone dudes, etc).
I did manage to whip up a Skaarj Pupae, a Thunderbolt, an Ion Ripper, and a robot with the resources, along with a missile lawnchair I never got around to coding.

>> No.6248258
File: 1.27 MB, 1000x754, 1580082213875.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck.

>> No.6248286
File: 31 KB, 320x200, title.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6248293

Software or Vanilla for sector light mode?

>> No.6248297

I play in software rendering.

>> No.6248301

"Enhance Pointer Precision" is honestly something you'd want disabled even for other games.

>> No.6248309

Software or Dark, if you use flashlight.

>> No.6248324

I tend to not to worry too much about which ports are required, as I tend to know which wads require what for the most part. Only exception is I tend to indicate wads that require GZDoom in their folder names, as I rarely play with GZDoom.

What I do is have separate folders for Doom 1 maps and Doom 2 maps. and then within each, have separate folders for single maps, episode mapsets, and megawads.

>> No.6248336

Hello Mr. Ironic Boomer YouTuber
I don't give a fuck about your trash opinions and shilling for new "retro" fps games and their rereleases
Just because a retarded Twitter mob and 4chan hivemind general like you doesn't make your opinions any less shallow than anyone else just because you put them in shitty amateur video format that has the voice of someone who's sleep apnea ridden vocal passages were filled with marbles.
Shadow Warrior sucks, Blood sucks, Sigil definitely fucking sucks, and you suck

>> No.6248343
File: 268 KB, 720x360, Gonna keep doin this til it stops sucking.webm [View same] [iqdb] [saucenao] [google] [report]

Took me a few tries but I think this conveys a thrust attack well enough

>> No.6248352

Any gameplay mods that make Doom play more like Blood?
Specifically, projectile weapons like dynamite, I love how it arcs

>> No.6248354

Theoretically could someone make a mod that changes enemy and rendering behaviors to emulate that of vanilla?

>> No.6248362

looks a bit OP

>> No.6248363

The damage is just placeholder. The wood sword will have pretty mediocre damage after I get the animations done in a satisfactory manner.

>> No.6248374

Limit removing wads use the same complevels as vanilla wads, because they use the same exact mapping format. All limit removing wads do to separate themselves from vanilla, is that they completely ignore the static limits of the vanilla engine. Most source ports, including PrBoom+ have raised/removed the vanilla static limits.

>> No.6248376

I think its generally good. But it definitely is the weakest out of the Build trio.

>> No.6248396

t. decino

>> No.6248418

>Sigil definitely fucking sucks
another slaughterloving strafelord filtered by actual classic styled gameplay

>> No.6248430
File: 257 KB, 220x220, knee slapper.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6248463
File: 205 KB, 1920x1080, smug snail.jpg [View same] [iqdb] [saucenao] [google] [report]

Man, someone has bad taste.

>> No.6248464

You're in luck
> https://youtu.be/IL0YOvsZchA
> https://www.moddb.com/mods/bloom-doomblood-crossover

>> No.6248480

Animation itself is good, but I think you should weigh the frame counts a bit differently to make it feel more forceful

>> No.6248497

Sounds like an idea for a Doom 2 remix. Well nowadays city looking maps can actually be made, I remember in Batman Doom and that Land of the dead zombie mod, although I never finished it because it was bugged (the civilians were given the Cyberdemon preset to make them "invincible" but ended up shooting rockets)

>> No.6248505
File: 292 KB, 629x280, aaaaaaaaaaaaa.png [View same] [iqdb] [saucenao] [google] [report]

Dura-dda-That's all folks

>> No.6248506
File: 231 KB, 720x360, God this is driving me nuts.webm [View same] [iqdb] [saucenao] [google] [report]

Got a little help on getting a longer arm, not sure if this is the one

>> No.6248508

Not that guy but to me NOW it looks like a thrust motion, whereas before it looked like a 90° motion.

>> No.6248512

The problem was I couldn't push the sword higher up on the screen earlier, due to the cut off arm.

>> No.6248515
File: 38 KB, 1006x397, dummy.png [View same] [iqdb] [saucenao] [google] [report]

Alright which stupid mistake did I do?
>just downloaded Doom pack, ZDL, beautiful doom zip renamed to pk3, Gzdoom source port,

>> No.6248535

> renamed to pk3

>> No.6248551

That's a huge improvement!

>> No.6248553

ultra violence is the canon difficulty of doom no one can convince me otherwise

>> No.6248554

That looks like you used an outdated GZDoom version.

>> No.6248570

That did it.
Thanks, Doom starter pack is outdated.

>> No.6248571
File: 92 KB, 671x1038, 0_stars_only_good_with_brutal_doom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6248579

Yeah, this is a community where modders tend to jump on features in the newest versions as soon as they're available so you'll have to expect frequent updating. Thankfully though, you're no longer expected to use development builds as during the late ZDoom era.

>> No.6248580
File: 363 KB, 640x480, Screenshot_Doom_20200307_143344.png [View same] [iqdb] [saucenao] [google] [report]

This is my anxiety room. Do you feel anxiety while in this room?

>> No.6248592

needs a lot more misaligned textures and the items should be in a less then straight line like they where placed off of a grid

>> No.6248596

True that, I forgot to align my textures after I did this wall. I didn't notice it until I posted it here.

>> No.6248605

wrong, UV with fast monsters.

>> No.6248608

I like it. That looks really good. Looks like you're stabbing him in the belly. I don't think he should move his shield away, though, exposing himself like that; the shield should continue to face forwards at all times

>> No.6248610


>Sigil definitely fucking sucks
It's not bad but it's nothing special too, other than the fact of who made it
If Romero released that wad incognito no one would have cared at all and it would have quickly been lost in the sea of other middle of the road wads

>> No.6248612

Normally I'd agree because in an actual fight you'd want to keep the shield up as much as possible.
However, I wanted the shield to be pushed back for balance reasons and cus that's how Link does it. The shield's going to be passively blocking all projectiles and hitscans when you're not attacking.

>> No.6248616
File: 152 KB, 705x614, HMP.png [View same] [iqdb] [saucenao] [google] [report]

>the canon difficulty
what does that even mean

>> No.6248619

the difficulty you where meant to play it on

>> No.6248620

How will Hideous Destructor kick your ass this weekend?

>> No.6248625

Shield needs work

>> No.6248627

How so?

>> No.6248634

just play blood

>> No.6248637

what the fuck even is that
I hear everyone talking about it, is it like another brootal dewm where everyone will love it for a year before it gets too popular so then everyone has to hate it?

>> No.6248638

why not just play blood?

>> No.6248645

Doom has better movement, and overall kinesthetics.

>> No.6248649

Aside from a few of the bigger levels having "where the fuck do I go moments" this game is fucking excellent.

>> No.6248650
File: 1.16 MB, 313x4096, butthurt comet.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6248657

You hated Run From It?

It's the sort of level you die from once or twice and then just do. It's short as hell. I'm amazed that out of all the hell levels that's the one you hated.

>> No.6248660
File: 488 KB, 566x423, 1578410302598.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6248661

quasars arent the biggest object in the universe

>> No.6248670

I wonder if Caleb after his resurrection would count as a ghoul.

>> No.6248678 [DELETED] 

bigmacdavis is a cancerous tumor on doom

>> No.6248681

I think he would technically be a spook

>> No.6248685

what, did you expect a pendejo to have a taste?

>> No.6248690
File: 16 KB, 478x600, stickguyindoomupdateplans.png [View same] [iqdb] [saucenao] [google] [report]

Uopdated my mod, Now it has some extra unique stuff to it, it's small scale but it is something i am quite happy about it.

>> No.6248692

Check out this video; it's pretty entertaining

>> No.6248703

hideous destructor kicks people's asses and it's obtuse, it's never going to get popular
just watch some gameplay of it, you'll know if it's for you or not

>> No.6248706

>godawful screen tearing
>vsync leads to unacceptable input lag
>OpenGL triple buffering does nothing

Anyone have a solution?

>> No.6248709

looks like a shitty tactical shooter mod

>> No.6248713

try vkquake
its quakespasm but with Vulkan rendering

>> No.6248716

Even if it's nothing groundbreaking, it's still above average IMO, so I think it would have cropped up in discussion from time to time when it comes to worthwhile Doom 1 episodes.

>> No.6248725
File: 2.94 MB, 1280x720, Hideous Destructor, Breaching.webm [View same] [iqdb] [saucenao] [google] [report]

It's Doom if the gameplay was closer to games like SWAT 4, Arma, etc. It's probably the most realistic gameplay mod for Doom there is, in how you manage weapons and inventory, handle wounds and injury, etc, but one of the core parts is that the demons are made really dangerous and bothersome,
so that a group of them could realistically fight and win against a group of modern soldiers. Though the monsters may feel like they are unfair to you, the gameplay also encourages you to be unfair to them just as well, by using certain weapons and items to destroy some locked doors, or by climbing and reaching places you shouldn't to potentially bypass certain sections and ambushes, and penetrating certain wall surfaces, depending on their thickness and your gun.

It takes the tactical realistic shooter gameplay and puts it where you have to fight with supernatural demons from hell and still navigate Doom's abstract kind of level design. Though it has the most realistic wound mechanics of any Doom mod, you can still get away with all kinds of bullshit with sci-fi healing items, magic, and Berserk packs. The difficulty is also fairly adjustable with options.

It's very much not for everyone, and it's an acquired taste, if you don't like really realistic shooters, you probably won't enjoy Hideous Destructor, but it occupies a pretty unique niche for first person shooters, which is why it has been growing popular.

>> No.6248726

if you're on nvidia, try forcing "Fast" vsync option

>> No.6248732

does this fix kingdom come deliverance running cutscenes slow as fuck?

>> No.6248734 [DELETED] 


Any wads for this feel?

>> No.6248740

why do you hate nudoom?

>> No.6248741

fast weapons and pistol start every map

>> No.6248743


>> No.6248745

Yes, I implied it *felt* different the actual values like angle and total velocity should generally not be too far from the values in vanilla. The differences generally aren't noticeable unless something relies on vanilla's lack of precision (e.g., things that require almost perfect angles and momentum) or you're very familiar with how vanilla feels - most people aren't, and the changes are necessary for quite a few of ZDoom and GZDoom's features to work, so it ends up being a "necessary evil".

>> No.6248748


>> No.6248749

I found it boring and easy. I also find it visually extremely bland, alot of the demons are nowhere near as distinguishable from the environments as they were in the OG Doom


>> No.6248758

its not backed up on steam?

>> No.6248760

Not him, but my saves always get turned to Ultra-Nightmare after completion, effectively bricking them.

>> No.6248765

I think the problem is that people are comparing it to the most ambitious doom 2 wads, when its a doom 1 wad.
The most popular doom 1 wads really aren't that much more groundbreaking than Sigil, and I could easily have seen Sigil being well liked in the community as a doom 1 wad, even if Romero kept his involvement secret. Obviously, it wouldn't have had nearly as much media coverage or hype, but I don't really buy into the "no one would've cared" take that people have.

>> No.6248768

The glitch switched the mode from Nightmare to Ultra Nightmare for god knows why and then doomguy just randomly fell down and died. Forcing me to delete my save

>> No.6248769

Lock framerate, don't use vsync

>> No.6248772

>Even the movement is drastically different: there's much less momentum in GZDoom than in the original.
The momentum *should* be mostly the same as in the original, aside from differences like additional precision in GZDoom, interpolation, etc. It should also, however, *feel* different (smoother, specifically) due to changes like using higher precision for things and renderer interpolation.
>The hitboxes and collision are also different. It overall makes the game easier.
All the hitbox sizes should be 1:1 to what they were in the linuxdoom sourcecode. The collision is more precise and fixes the dozens of bugs it has in vanilla Doom.

That's not a thing you can blame GZDoom for. This is one of the nonsense changes introduced by randi into ZDoom a long time ago, I believe back when Heretic support was added. (One other such change being increasing how long it takes until the diminishing lights kick in in the software renderer)
By now, changing it could break mods that expect it. At some point Graf could change it to autodetect if a mod is being used like he did for ZDoom's changed renderstyles and some other stuff, but things like that increase the code complexity and certainly aren't trivial changes.

Use doomwiki.org instead, Wikia/Fandom is hot garbage. Not even Doomworld uses the Fandom wiki.

Yes. Very much so. Any changes like that are generally inherited from ZDoom.

>> No.6248774

It's only weakest of the best three, but still third best build game. There were much worse ones too.

>> No.6248778
File: 22 KB, 480x480, 00491a5a.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6248780

>changing it could break mods that expect it.
Not like Graf has ever had a problem with that previously.

>> No.6248782

*at UAC Labs

>> No.6248784

seems like someone at ID needs to do some maintenance

>> No.6248786

>The way it handles collision in particular is glaringly different. In doom the collision stays aligned with the grid, where in GZDoom it rotates with the actor
No, not at all. The collision is still very much grid-aligned, the difference is that GZDoom uses more accurate calculations for it. This is actually something that causes a lot of problems for people making standalone, non-Doom games in GZDoom, because there's no way to get more complex collision.
GZDoom also fixes a lot of vanilla bugs, which the collision code is full of, one of the most egregious examples are bounding boxes getting mangled when they span several blockmap blocks.
> This means it's easier to get chainsaw hits on then mancubus, for instance, and you can literally just saw him to pieces from any angle.
That's probably due to vanilla Doom's flawed collision detection too. Hitscans in vanilla only hit something if they enter the block in which the center of the actor is, and it only checks the cross section of things, not the bounding box. This is extremely inaccurate and leads to all sorts of bugs in the game.
... It's also compatibility-optioned, just enable "Use Doom code for hitscan checks" in the compat options menu. Or set it to "Doom (Strict)", which enables that option and a lot of other compat options.

>> No.6248791

If not for Graf, most of the mods would be incompatible now from some the non-sense shit some people ask to be added. Or from randi's haphazard changes. If a mod doesn't work, it was probably doing something very wrong.

>> No.6248806

Hence why I said build trio

>> No.6248809
File: 33 KB, 500x375, cry harder baby.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6248810

Exactly. Sigil would in a vacuum be considered to be almost as good as Double Impact.

>> No.6248816

>it's never going to get popular

Not unless you get an e-celeb like Sseth to review it, if what was said about SS13 holds any truth.

>> No.6248838

There isn't exactly an abundance of well-known Youtubers who do reviews on Doom mods, and there are even less who take a look at anything that isn't Brutal Doom/Project Brutality
The only "big" person I recall doing a review on Hideous Destructor was Icarus, and he went in ill-prepared and disinterested, and people got cross with him
I also recall that anytime an e-celeb does anything with SS13, it gets flooded with a bunch of noobs who shit up the place for about a week before getting bored, and only about 1 or 2% of them actually stick around and learn

Unlike Brutal, HD is both quite involved and singleplayer only, so even if someone like this Sseth does a review on it, the popularity it will receive won't be anything grand since the swarm of fans going to try it out won't be able to instantly jump in, or find a populated Zandro server

>> No.6248842

been trying to find something to change blood color in vanilla monsters so they have proper ones (caco=blue, hell knights/barons=green, etc...) but no luck so far, I mean something I can drop into and work without replacing the monster spawns
thought this might be something trivial to find but zdoom forums are being niggers once again

>> No.6248857

I don't know too much about modding, but I know that Crispy Doom has an option for different blood colors, so maybe you could poke around the source code for it to see how it's done

>> No.6248858
File: 238 KB, 367x417, 1540512467681.png [View same] [iqdb] [saucenao] [google] [report]

https://forum.zdoom.org/viewtopic.php?f=46&t=56045 this work out for you?

if you want to use crispy instead it has a correct blood color option
doom retro is supposed to have it own gore effects so maybe they corrected the colors but i haven't use it much so i wouldn't know for sure

yes i didn't like run from it. i also didn't like fire and ice and think they are the worst parts of and otherwise very fun megawad.

does anyone know how to run addon levels like death wish to run in nblood or am i going to have to use a different sourceport for that?

>> No.6248879
File: 5 KB, 211x216, 1582554877597.png [View same] [iqdb] [saucenao] [google] [report]

>https://forum.zdoom.org/viewtopic.php?f=46&t=56045 this work out for you?
yes, thank you so much
got flooded with gorillion other results for some fucking reason

>> No.6248947

Haven't been around the threads lately, has anyone played the new content release for Wrath? Is it any good? Should I bite the bullet and spend money on the game?

>> No.6248958

Are there any megawads designed with fast monsters in mind?

>> No.6248959


>> No.6248971
File: 48 KB, 640x438, 1508363813549.jpg [View same] [iqdb] [saucenao] [google] [report]


Did the recent version of Russian Overkill get rid of the that one Powerup that made your screen red and played the song Deadly Sinners by 3 Inches of Blood?

>> No.6249002

Nope, it's still in it

>> No.6249006
File: 365 KB, 1500x1493, 81h7O4yRvPL._AC_SL1500_[1].jpg [View same] [iqdb] [saucenao] [google] [report]

What are some wads with this album's aesthetic?

>> No.6249041

Master Levels of Doom 2

>> No.6249075

Overrated and aged badly? E1

>> No.6249084

>the very reason doom got so popular in the first place

>> No.6249117
File: 1.24 MB, 480x360, b8a.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6249123
File: 913 KB, 1023x573, raiden in DOOM.png [View same] [iqdb] [saucenao] [google] [report]

What are your favourite gameplay mods,fellas?
-Favourite modern ones
-Favourite old ones.

>> No.6249140
File: 347 KB, 680x380, the darkness doom.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6249142

I think Deus Vult II used it?

>> No.6249150

metadoom's github build now needs a bit more testing because a new change in zscript code or something created new bugs in need of report

>> No.6249161

Do people actually like Hexen?

I feel like there's zero fun-factor in wanding around a dead lifeless environment for twenty minutes at a time, until you find a switch hidden in a little nook you forgot to look in, or find an open door that wasn't there last time you walked by, etc.

I feel like you literally need to have some form of autism to find that enjoyable.

>> No.6249165
File: 1.22 MB, 1920x1080, Screenshot_Doom_20200307_120946.png [View same] [iqdb] [saucenao] [google] [report]

Rekkr and Doom 4 Vanilla are both completely vanilla compatible and thus run in Chocolate Doom flawlessly, and when you run either in GZDoom they have this cool feature that causes things like enemy fire projectiles or explosions to emit their own light, which looks really good, pic related; unmodded GZDoom doesn't do this.

You can play them both with these GZDoom mods as well:
Simple Motion Blur:
> https://forum.zdoom.org/viewtopic.php?f=103&t=62772
> https://forum.zdoom.org/viewtopic.php?f=105&t=55413
Weapon Sway:
> https://forum.zdoom.org/viewtopic.php?f=46&t=62634
Bolognese Gore Mod:
> https://www.moddb.com/mods/brutal-doom/addons/bbgorenew

I recommend playing Doom 4 Vanilla mod with Sigil.wad on Crispy Doom. This is the one instance where I think using a gameplay mod is actually better than playing without mods. Turn on Crispy Doom's weapon recoil pitch option (it makes the screen shake when firing a weapon, making even the pistol feel mighty, and makes the rocket launcher feel bad ass), and turn on the projected crosshair option (it makes the crosshair behave like a red dot laser which looks super cool with D4V's weapons/overall aesthetics).

And I recommend playing Rekkr on GZDoom with the mods listed above; there is something super cool about dodging enemy projectiles with motion blur and Quake-style screen-tilting while strafing. Rekkr comes with it's own levels; load it with doom.wad as your IWAD.

>> No.6249167

is it better than the shitty game some idiot is making?

>> No.6249170

>blurry gun
>crisp tentamonsters

>> No.6249176
File: 21 KB, 1244x222, thenwhatisthis.png [View same] [iqdb] [saucenao] [google] [report]

Works fine for me, champ.

>> No.6249178
File: 620 KB, 1280x720, 1554319755333.png [View same] [iqdb] [saucenao] [google] [report]

>unmodded GZDoom doesn't do this
it totally does if you enable it

>> No.6249181
File: 12 KB, 197x256, download (1).jpg [View same] [iqdb] [saucenao] [google] [report]


muchas gracias

>> No.6249203
File: 534 KB, 1920x1080, Screenshot_Doom_20200307_123902.png [View same] [iqdb] [saucenao] [google] [report]

Also, try out the Adventures of Square. I haven't played it yet, but it's made by James Paddock so it must be good.

Look at the Cacowards lists; those people have played SO many Doom WADs and mods.

And I forgot to mention - play Doom 4 Vanilla in Crispy Doom with OPL MIDI! It makes it so much cooler. You can change this in the setup.exe that comes with Crispy Doom only, I think. I unzipped Crispy Doom a second time into my D4V folder so that I don't have to change options every time I switch back and forth between regular Crispy Doom and D4V.

I tried to take a screenshot of this section in Crispy Doom but it wouldn't let me (it just took screenshots of my desktop instead) so here is one from GZDoom - notice how the lava does not have diminishing lighting so it actually looks like glowing lava! This is a really cool feature of D4V that applies to all lava in all Doom maps, even in Chocolate Doom!

Since I couldn't take screenshots of D4V in Crispy Doom, here is the release trailer for D4V:
> https://www.youtube.com/watch?v=TkoTL8tH_90

>> No.6249206

Ah, I've never seen that prompt screen before, though I'm still on 4.2.4. How do you load mods with that prompt?

>> No.6249209

put more than 1 IWAD in the folder?

>> No.6249223
File: 120 KB, 1920x1080, Untitled0.png [View same] [iqdb] [saucenao] [google] [report]

Fair enough. I was using -compatmode 2. This still doesn't solve the problem of monsters not respawning aggro'd in GZDoom, however, which makes Nightmare mode WAY easier

Yes, I *just* figured that out, lol. Ty anon. What does "load brightmaps" do?

>> No.6249246

it makes maps bright /s

>> No.6249256

Need to overpower yourself and solve the puzzle. Then you realize that this is the greatest game.

>> No.6249269

Well done

>> No.6249290

1/12 of the puzzle have been solved on 4chan
you hear threads rumbling somewhere on /v/

>> No.6249304

First time I played it I was really baffled and tried noclipping to victory, only made a mess, and eventually gave up, I tried it again recently and was surprised at how easy it was in the end. Maybe as I got older I got better at finding my way through mazy levels, I dunno. It's still not my favorite, I'm REALLY not into the 4 weapon limit, but I find it pretty interesting.

I should get around to finishing Deathkings one day.

>> No.6249306


>> No.6249312

TNT Revilution is comfy so far, currently on map04 but I really, REALLY like the music in map02 (using GUS patches).

>> No.6249332

Also could someone name wads and good jams? I can't really enjoy a wad without good music, preferably one without the tired ones found in iwads. A few vanilla ones would be nice but I don't mind having to use zdoom.

>> No.6249337

hell revealed is almost entirely filled with the ROTT soundtrack

>> No.6249342

I'm pretty bad at actually playing Doom, but I still want to make maps for it (And almost finished one) and hope to subject others to it soon. What are the right conditions to make Revernants fun?

>> No.6249345

Whenever I am tired of Doom's MIDIs I listen to my boy Filmmaker
> https://www.youtube.com/watch?v=r7X6o9f2_Q0&list=UU5ZmfGdrVB1FZpBChWx61Hg&index=7

>> No.6249357

James Paddock did several hours worth of streams created numerous threads with the goal of helping new and old mappers improve their mapping skills. I'm not a mapper myself but I can at least point you in the direction of these streams/threads/maps
> http://jamespaddockmusic.com/doom/the-joy-of-mapping/

>> No.6249364

>me, playing [wad that is generally considered by all to be difficult] with no mid-level saving
>much farther in the level than I ever previously got
>getting close to the exit
>low on ammo
>bunch of monsters spawn in
thats it, I'm fuck-
>"is that... a backpack?"

>> No.6249374
File: 37 KB, 540x492, 1574152320816.jpg [View same] [iqdb] [saucenao] [google] [report]

>can set tonemap mode to palette to emulate that software look while running on hardware mode
>but it looks uglier in places, like having weird highlighting on walls in dark areas or making certain textures look weird up close, neither of which happen in software mode
fugg I just want OG crusty graphics but with functioning mouselook

>> No.6249379

>like having weird highlighting on walls in dark areas
I think that can depend on which sector lighting mode you're using

>> No.6249382

I was using software sector lighting, but it was present in vanilla sector lighting too
None of the options I changed got rid of it, pretty sure it's just a tonemap problem

>> No.6249395

I'm not sure I am able to digest "several hours worth of streams" but thanks anyway.

I think I'm getting a decent grasp on most mapping techniques by now, but I'm hindered a bit by the fact that I'm not very good at Doom and thus can't quite gauge difficulty.

>> No.6249396

Hm, I think you might need to post a side-by-side comparison between software and tonemapped hardware on the forums. Someone there might know, or otherwise they'll at least be notified.

>> No.6249401
File: 97 KB, 2880x1080, sidebyside.png [View same] [iqdb] [saucenao] [google] [report]

Gonna post it here first, if anyone has any suggestions
Left is fake software, right is actual software
Notice that with the fake software mode I can actually see the structure of the hallway, despite the fact that I shouldn't since it's fucking dark for a reason REEEEEEEE

>> No.6249406 [SPOILER] 
File: 49 KB, 640x480, 1583613466465.png [View same] [iqdb] [saucenao] [google] [report]

HWolfenstein 3D when?

>> No.6249418

I genuinely do not understand how someone could dislike Sigil. They're just really classic and solid Doom levels with good flow, distinct and interesting combat challenges, and a memorable aesthetic. Very interested in concrete reasons why people would actively dislike it.

>> No.6249420

Maybe because of some difficulty spikes and the layout might not be everyone's cup of tea.
Frankly I really liked it.

>> No.6249423

I liked it as well alongside Doom1 levels. And I am no big Doom fan I come here for Duke etc.

He really wanted to make them as if they came out back they with a little flavour.

I guess expectations.

>> No.6249424

Don't even ATTEMPT Sunder with BABEL. Trust me. That opening level will destroy you inside and out.

I thought it was almost feasible with GMOTA but with BABEL just ignore it.

Btw I'd love a GMOTA and BABEL combo mod, it'd be amazing to see imps run from your stellar moves.

>> No.6249438

>I guess expectations
If by that you mean expectations like Gmanlives did back when he reviewed it,then it's dumb.
I can see people disliking it but his review felt like it was made by someone who didn't even finish Thy Flesh Consumed.
And there were people defending him for it.

Sigil was never meant to be UAC Ultra or Ancient Aliens but many just didn't get it.

>> No.6249442
File: 100 KB, 1280x720, system-shock-3-gets-a-gameplay-teaser.jpg [View same] [iqdb] [saucenao] [google] [report]

As much as I like System Shock 1 more than 2,the latter has a god-tier OST.

>> No.6249448

Agreed, it's really damn good. Makes you feel like a badass.

>> No.6249452

it isn't slaughtershit strafefest like the general trend of mapping in the last decade and puts some "people" out of their comfort zone

>> No.6249453

This also the maps is from what I recall very tight and controlled which is in some ways the opposite of what's going on with most mapsets right now.

>> No.6249458

i would wager most people in these threads are at worst lukewarm towards nudoom

>> No.6249460

Has there been a mod that makes enemies block the Archvile's fire pillar sight attack, as if they were like walls?
So you could use them as shields for it?

>> No.6249465

Many assume that "tight design" is bad because it allows less movement.To me it gives a more horror vibe,something that doesn't really get in E2 and E3.

>Makes you feel like a badass
The way it drops in Med Sci 1 is insane,better than most tracks in Doom 4 and (what we've heard so far) in Eternal.Just...


>> No.6249475

I played it with High Noon Drifter and that still wasn't enough to make me like it. Maybe I might play Deathkings with Terrance someday.

Are there any Doom-like HeXen wads?

>> No.6249478
File: 982 KB, 850x850, 1562655287471.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of System Shock,the development of the remake and 3 are cursed.
The former taking longer than expected and 3 teaser came out after so long. Now that they listened to the feedback,their publisher shut down and several employers were fired.

I just wanted this franchise back dammit.

>> No.6249479

>Many assume that "tight design" is bad because it allows less movement.To me it gives a more horror vibe,something that doesn't really get in E2 and E3.
might be because doom was associated with movement, even if always run wasn't a thing in pure vanilla doom
doom is that kind of series with an identity modefied by the fanbase and public, for better or worse

>> No.6249494

due to the comic and shit like those mspaint doom comics that one guy made doom developed a reputation for being ultra fast constant violence even though that wasn't really the case

i really like the new doom games but to a certain effect it does feel like they're trying to capture the perception of the doom games rather than what they actually were

>> No.6249496

Thanks lads, in addition I found Reverie and Requiem

>> No.6249497

it's funny because with stuff like the skulltag "heheee" taunt and "always run", we're technically guilty of changing doom too
but doom is that series that exsited for innovation and with the release of the source code, its fanbase and content is its equivalent of how other franchise have multiple sequels, spin offs and media
at least if you treat fanfiction as canon
even shit like remasters of the music or shitty hd remakes could have been done by id themselves

>> No.6249508

>better than most tracks in Doom 4 and (what we've heard so far) in Eternal.
What? I thought everyone was in agreement the Doom16 soundtrack was garbage?

>> No.6249514

Sorry to break it to you, but Mick's OST is really popular and well known.

>> No.6249515

>What? I thought everyone was in agreement the Doom16 soundtrack was garbage?
Where have you been? Both on social media and YT feel Doom 2016 OST is awesome.
The Eternal track they released achieved over 4M views and is well beloved.

>> No.6249519

Finally finished Eviternity map32 and it only took me an hour and 20 minutes

>> No.6249528

That's a ballsy ass comparison.

>> No.6249531
File: 351 KB, 640x480, Screenshot_Doom_20200308_000041.png [View same] [iqdb] [saucenao] [google] [report]

It's an abstract kind of base, I guess.

>> No.6249532

Speaking of the Eternal track that released, did anyone notice Into Sandy's City at 38 seconds?

>> No.6249534
File: 794 KB, 1680x1050, krupak advetnure.png [View same] [iqdb] [saucenao] [google] [report]

Give me some weird 90s shooters

>> No.6249549

Is this some kind of Iron Lich know-off?

>> No.6249556

It's some weird German ad for Krupuk or something, it's a rad bootlegged Chexquest.

>> No.6249567
File: 448 KB, 750x535, hoes emotion chart.png [View same] [iqdb] [saucenao] [google] [report]

>it's my opinion so clearly it's the consensus!

/v/tards need not apply.

>> No.6249579

Anon is a joke,chill out.What are you talking about?

>> No.6249580

They fucked up and meant to quote the post below you. People miss a lot.

>> No.6249586
File: 35 KB, 403x405, 1493987422698.jpg [View same] [iqdb] [saucenao] [google] [report]

>googles "doom reverie"
>vanilla doom
>music by James Paddock

>> No.6249592
File: 51 KB, 986x711, DyC1ZZ-VAAEO77D.jpg [View same] [iqdb] [saucenao] [google] [report]

bruh moment

was going to make a joke about the hwolf post but my mind blanked and i never bothered to erase the link

>> No.6249597

Which track? I found numerous.

I did find this gem: Andrew Hulshut performing Into Sandy's City
> https://www.youtube.com/watch?v=gbzoTo75LyU

>> No.6249598

Is there a definitive/comprehensive set of visual and control settings to play Vanilla Doom in GZdoom?

>> No.6249616

yeah, download this https://www.chocolate-doom.org/wiki/index.php/Chocolate_Doom

>> No.6249620

thanks for the recommendation
loving that shit

>> No.6249628


>> No.6249641

Mod description: Standalone GZDoom game heavily inspired by the Doom play style, but with an emphasis on extreme action
Mod gameplay: Freedoom 2 except with only 5 custom maps, and some shoddily edited textures.

>> No.6249647

Are there any monster sprite replacements that work in Crispy Doom? I was looking for one to use for FreeDoom but I couldn't find any. FreeDoom's levels seem pretty fun and the soundtrack seems good but I can't get past the terrible monster sprites. You can at least replace the sounds and weapon sprites with Per Kristian's mods.

>> No.6249656
File: 2 KB, 128x128, 1567934178504.png [View same] [iqdb] [saucenao] [google] [report]

if the wad doesn't have any custom music or I'm playing with that weird wad set I usually run with, I usually drop a tune randomizer wad/mod which I forgot the name of which I loaded with so called "darksynth"
carpenter brut, perturbator, vhs glitch and megadrive, some time ago some fren from this thread added fixions too but I don't particularly like that one that much, doesn't fit as much as the others
I should revisit it soon and add more stuff, like this >>6249345

check ancient aliens wad if you haven't already, tunes are so embarrassingly catchy

>> No.6249658

They need to get some professional musicians to play the actual instruments instead of using synthesizers to replicate guitar sounds. It's not like they can't afford it. They should hire Andrew Hulshult:
> https://www.youtube.com/watch?v=AGK1dr-Ql0w

>> No.6249663

I think it has its own charm personally.

>> No.6249664

funny but i'd prefer something like chocolate doom without the crunchy resolution

>> No.6249665

Make a pwad of Doom 1's graphics and sounds.

>> No.6249672
File: 333 KB, 828x600, wat.png [View same] [iqdb] [saucenao] [google] [report]

How do I use Arachno Soundfont while playing Doom? The website isn't much help when it loads like this

>> No.6249679

what source port are you using?

>> No.6249734

I think Sigil is pretty good.

What the fuck is actually slaughtery and has wide appeal? Skillsaw is about the closest, but pure slaughter would be stuff like Sunlust, which definitely isn't the community's number one choice.

>> No.6249739

This video guide can help you out.
> https://www.youtube.com/watch?v=9JC8fnz_L3k
I don't think you have to go so far as to remove decals, but this will give you some ideas.

I *really* like the brightmaps in GZDoom, but you cannot use brightmaps with software rendering. I am currently tinkering with options now, but I figured I should link you to that video because this could take a while. So far, the best solution I have come up with that still allows me to use brightmaps/hardware renderer is: Sector light mode vanilla + Fog mode radial, though honestly I don't know the difference between standard fog and radial fog yet

>> No.6249741

I currently use Crispy Doom for limit-removing maps, PrBoom+ for Boom-compatible maps, and GZDoom for ZDoom maps

>> No.6249765
File: 7 KB, 204x264, 21106503_863819473766451_3835738813692179023_n.jpg [View same] [iqdb] [saucenao] [google] [report]

The only really work in vanilla doom and doom 2 for me.

Also I second this. I seriously second this. It's very hard to do an open world city map in Doom, let alone make one work. Downtown lands squarely at like a 5 from 1 to 10 on how well it succeeds at that idea. I've seen far worse from the mapping community since.

>Watching interview with Sandy Petersen
>He uses the arrow in Downtown as an example of game design

>> No.6249773
File: 113 KB, 636x414, 906cebfd9cdd10e8a1537ec954627bbbb98c50a2.gif [View same] [iqdb] [saucenao] [google] [report]

for crispy doom and gzdoom you could use virtualmidisynth. crispy should use it automatically but in gzdoom you'll have to set you midi device to it.
in prboom+ you'll have to paste the soundfont file into your prboom+ folder then go open prboom-plus.cfg with notepad and look for snd_soundfont. to the right of that should be prboom+'s default soundfont in quotes. replace whatever is in the quotes with the name of the soundfont file you want. it should look like "your soundfont.sf2"

>> No.6249820

I can't seem to get the music to work for Preacher, any ideas?

>> No.6249834
File: 16 KB, 649x429, Untitled01.png [View same] [iqdb] [saucenao] [google] [report]

Ty anon, I got it to work in PrBoom+ and it didn't sound nearly as good as I thought it would lol. I thought I heard some other MIDIs from another anon posted here but maybe not. I was using the .sfArk version, I'll try the .sf2 and see if that's any better

Also, these are the only MIDI options in Crispy Doom, pic related :[
GZDoom similarly doesn't have virtualmidisynth.

>> No.6249839

Crispy Doom or prboom+ seem perfect for you then.

>> No.6249840

nvm they just put the real music tracks in odd places.

>> No.6249845
File: 13 KB, 243x252, 1398197794414.jpg [View same] [iqdb] [saucenao] [google] [report]

I tried the .sf2 version and it sounds WAY better

>> No.6249853

It definitely depends on which MIDI you are listening to. I have to say the original sound font is consistently better, but still, ty for the help anon

>> No.6249871

you need to download virtualmidisynth and install it id link it but 4chan's system thinks it spam so just google it.
after that is should show up in your gzdoom sound options menu and you can just leave crispy's sound options as you have in the picture you posted and it should work.

>> No.6249919


>> No.6249924
File: 274 KB, 620x860, How_the_face_was_made.png [View same] [iqdb] [saucenao] [google] [report]

found in moddb

>> No.6249936

Not sure if this is the last version of the pastebin, but i should consider updating it at some point.

>> No.6249938

Maskim Xul is still one of the biggest pieces of shit maps I've played in my whole time of the doom community. It took effort yeah? But even as someone who loves the theme, god is it not good.

>> No.6249959


Actually its pretty good, but you are entitled to your opinion.

>> No.6249987
File: 5 KB, 210x229, 1514744380935.png [View same] [iqdb] [saucenao] [google] [report]

When I made this post, I was listening to the Doom 2 MIDIs. The Doom 1 MIDIs are almost all better with Arachno soundfont but with Doom 2 it's kind of hit or miss, I still need to do more testing

WEW this virtualmidisynth is easily the best so far! Which soundfont do you recommend I select with the VirtualMIDISynth program? I just put all three soundfonts in there, with Arachno at the bottom.

>> No.6250030
File: 10 KB, 272x216, 55a16db74eafa.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6250081
File: 2.81 MB, 1920x1080, Screenshot_Doom_20200307_202822.png [View same] [iqdb] [saucenao] [google] [report]

HOLY SHIT this is amazing! Have another (You)

I got VirtualMIDISynth+Arachno Soundfont to work with GZDoom and Crispy Doom and EVERYTHING sounds better! I also downloaded a custom brightmaps file (Brightmaps Plus) and now the game LOOKS better too! Here you can see all the demons have glowing eyes now and the Hellknight projectiles emit green light!

My only problem is that I haven't gotten VirtualMIDISynth to show up as an option for PrBoom+/GLBoom+. I'm looking for solutions online and I came across two other soundfonts, Mysung Kite and Roland SC-55, that I am going to download and test out while I find a solution.

>> No.6250086

i use sgm-v2.01. try it with the plutonia soundtrack, it sounds great.
also you can use VMS to convert midi files into mp3s or wav files with the soundfont of your choice, sadly i have no idea how or where to get any.

>> No.6250092

I figured it out! I just have to select "PortMIDI"

>> No.6250095

I know /vr/oomers tend to be out of touch with the larger gaming community, but this take is a fucking embarrassment.

>> No.6250096

You gotta understand anon, /vr/ is mostly just diet /v/ now so the stupidity factor is really high now. It's best to just mentally filter out shit like that for your own sake.

>> No.6250097

Name one song that isn't BFG Division.

>> No.6250104

Rip and Tear

>> No.6250138


No, it's been full on fucking colonized and has been for years now. Have you seen the ROM hacking threads lately? Shit's fucking embarrassing.

>> No.6250158

Transistor Fist

>> No.6250165

What's the BEST way to experience the Classic maps, in an enhanced way?

I am talking stuff like, Smooth Doom, Beautiful Doom, etc. What are the best mods if i want to play the vanilla maps in a "modern" way?

>> No.6250171

Let me have some optimism.

>> No.6250183

when you download Death Wish from ModDB it includes a ReadMe.txt that tells you how to run it with nBlood, GDX, DOSBox, and Fresh Supply

>> No.6250186

>TFW no Robocop weaponset
I just want to give the demons justice, goddamnit.

>> No.6250194

Sprite fix, fullscreen statusbar, sound caulking maybe, idkfa if your ears are too sensitive for the original MIDI soundtrack, smooth weapons enhanced, maybe one of the voxel packs.

>> No.6250223
File: 17 KB, 137x158, mi5y8Y4.jpg [View same] [iqdb] [saucenao] [google] [report]

touhou soundfont + 8bitsf is the real kino, you can mix and match specific instruments from multiple fonts with virtualmidisynth

>> No.6250250

whats the best way to play Doom in VR

>> No.6250481


>> No.6250483

Rust, Dust & Guts.

>> No.6250495



>> No.6250508

Ah fuck.

>> No.6250613


>> No.6250626

I'm partial to Welcome to Hell. I like how primal it sounds at the beginning.

>> No.6250658

new thread started so bad it got nuked, way to go dipshits.

>> No.6250664

There's another one. Which at this point it'd be wise to just say fuck it and move on with it.


>> No.6250734

>activate windows
>activate windows

>> No.6250951


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