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/vr/ - Retro Games

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6254982 No.6254982 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6250034

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.6254983

=== NEWS ===

[3-10] Doom 64's port will include a new episode

[3-10] MetaDoom v666 "Titan" released

[3-8] StickGuy In DooM updated

[3-8] Doom 2 map "Ground Zero" updated

[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

=== PREVIOUS ===



>> No.6254984 [DELETED] 

pistol starts are lame

>> No.6254990
File: 103 KB, 966x557, EMfH8gYW4AEL-VA.jpg [View same] [iqdb] [saucenao] [google] [report]

Play Hexen.

>> No.6254992 [DELETED] 

pistol starts are based

>> No.6254994 [DELETED] 

Pistol start generally adds extra resource management, which would be cool on its own. It also allows for the mapper to get more unique with their encounter design and pace them better since they know exactly what you're capable of having for any point in the map.

>> No.6255001 [DELETED] 
File: 182 KB, 800x745, ESt-KuAUEAEHi3w.png [View same] [iqdb] [saucenao] [google] [report]

>no animal crossing memes
this is what you get for making the thread early, ya dickhead.

>> No.6255007 [DELETED] 

I am incapable of not playing pistol start
How come we have so much Animal Crossing mixed into DOOM but not the other way around? Why don't we have townsfolk versions of the imp and revenant as Doomguy builds a peaceful village in the middle of hell?

>> No.6255008
File: 825 KB, 720x360, Whack them with your sword now.webm [View same] [iqdb] [saucenao] [google] [report]

Slowly but surely I'm getting this shit together, I'll start on the boomerang soon, that'll be fun

>> No.6255019 [DELETED] 
File: 4 KB, 299x168, chad.jpg [View same] [iqdb] [saucenao] [google] [report]

>Pistol start
>Fast monsters enabled

>> No.6255023

You should add durability meter to the shield to avoid player "turtling" in the corner

>> No.6255025 [DELETED] 
File: 1.49 MB, 2160x2160, whyareyoucrossing.png [View same] [iqdb] [saucenao] [google] [report]

you wish

>> No.6255026

Thought about it but I'm not keen on adding more meters or overly complicating this shit. I want to keep things simple. If a player wants to be overly passive and not fight, well then they can get pushed into a corner from knockback and not play the game.

>> No.6255032 [DELETED] 
File: 7 KB, 242x209, images.png [View same] [iqdb] [saucenao] [google] [report]

pistol starting in a wad designed for it
>shotgun placed 5 feet from the spawn
>kill a chaingunner in the hallway to the next room
>rocket launcher or ssg placed in the middle of room 2
>find a *secret* plasma in the same room

and there you go, you have all the weapons sans the bfg in the first 3 minutes of pistol starting a map. amazing! truly breathes new life into playing doom

>> No.6255034 [DELETED] 
File: 1.98 MB, 360x240, 1540836060736.gif [View same] [iqdb] [saucenao] [google] [report]

> ever thread now starting with a dozen posts about pistol starts
thats spam
stop it

>> No.6255035 [DELETED] 

pretentious twats have to find something superficial to be pretentious about

>> No.6255038 [DELETED] 
File: 42 KB, 160x220, 1576598597347.gif [View same] [iqdb] [saucenao] [google] [report]

That's why pro mappers do it this way:
>go the "wrong" way and run face first into half a dozen mancubi, 10 cacos and 2 archviles with just your pistol
>have to spend 15 minutes of trial and error to figure out what path the mapper intended for you to take so you get properly equipped before having to face the higher tier enemies
We call it "non-linear level design".

>> No.6255039 [DELETED] 

Why are you such a big baby about it?

>> No.6255059 [DELETED] 

same goes the other way around

>> No.6255068

c+p from previous
Personally I'm prefering Crispy to prboom and gzdoom. Crispy feels tight, precise, fast response. Gzdoom and prboom feel floaty to me.

>> No.6255074 [DELETED] 
File: 8 KB, 200x199, 1498706585306.jpg [View same] [iqdb] [saucenao] [google] [report]

Why did all these posts get deleted
I understand removing the AC posts but why remove the pistol start posts

>> No.6255078

I just started playing Scythe and the levels do feel that way sometimes. Pistol start is too annoying, nonpistol start is too easy. I heard it gets harder though.

>> No.6255084 [DELETED] 


things i dont like = spam these days

>> No.6255101 [DELETED] 

pretentious twats in power got assbothered about someone pointing out that their imaginary "superiority" is superficial

>> No.6255110

how many more posts do we need about pointlessly arguing about the same small thing

>> No.6255112
File: 40 KB, 736x750, 1578131543579.jpg [View same] [iqdb] [saucenao] [google] [report]

I have the nudoom menu music replaying in my head since at least one day ago

>> No.6255113


>> No.6255129

What resolution and ratio should I be playing at?

>> No.6255130


the one you like the best

>> No.6255135 [DELETED] 


Why not, we spend far more post every thread arguing about source ports, their minuscule differences, and what one gives us the better vanilla fee-fees.

>> No.6255141
File: 5 KB, 640x400, CatacombAbyss3D_z2.png [View same] [iqdb] [saucenao] [google] [report]

Play Catacomb 3d.
>Hooded figure from Doom Eternal is actually Catacombguy

>> No.6255146

Fuck is this thread? This is some shit I expect from /vg/. You deserve better /vr/

>> No.6255152

It'll get a lot worse in a few days time when Eternal drops. Trust me.

>> No.6255156

we don't have autistic waifu fags in this thread

>> No.6255168


>> No.6255180

but on the other hand mods seem to gone nuclear
you never know what they decide to purge

>> No.6255219

>one fiftieth of the puzzle has been solved two maps away

>> No.6255225

How do you keep the shield consistent with the player hitbox? I tried doing something similar in the past but doomguy's default speed made him clip through the shield most of the time.

>> No.6255231
File: 751 KB, 1600x900, Screenshot_Doom_20200310_042216.png [View same] [iqdb] [saucenao] [google] [report]

Constantly using a_spawnitemex set up to inherit the player's pitch to spawn a wall of actors that do the blocking and stuff, each one has a radius of 16 and they have the same species as the player, so you and other teammates can pass through it fine. These things are also +ripper with 0 damage and +painless so they pass through monsters without hurting them.

So with this set up you have a wall that blocks shit but can't block melee attacks or monsters, though with a little bit of tweaking you could have it push monsters back, though blocking melee is still a little dicey

>> No.6255238
File: 39 KB, 360x450, d.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some actually bad retro fps games, expansions, or usermade content, that you for some strange reason enjoy?

I have always liked Duke!Zone 2 and Duke Xtreme, even while their gameplay and mapping is unforgivably shit. I used to play both expansions, when I was a kid, and I have good memories about them. I played them again few days ago, and while I now aknowledged that they were pretty bad, I still couldn't hate them. Strangely the nostalgia actually made them fun, even though those fucking cobra enemies can suck my balls.

>> No.6255245

I remember enjoying duke zone 2 as a kid but I barely recall any of the levels. I do remember the first level having a couch that makes toilet noises if you kill the aliens sitting on it though

>> No.6255251

There's actually quite memorable stuff on maps, even though their gameplay mostly sucks. First one has you jumping off an helicopter, there's (actually not even that bad) wintery city maps, graveyard/catacomb map, abbey map, and some surreal (and frustratingly hard) fun house.

>> No.6255261

> radius 16
> same width as the player + offset
youre going to end up blocking shit through walls
also decorate hacks make me ill
also also what is that map
are the punching bags shootable? do they output info on the damage they take?

>> No.6255267

The projectiles die against walls, so that's not an issue. DECORATE hacks are a way of life for me, seeing as I work with Zandronum, and finally that map is a GMOTA test map a friend of mine made for me a few months back, the punching bags aren't attackable.

>> No.6255268

>the punching bags aren't attackable.
the biggest disappointment of the day
you must rectify this

>> No.6255274

Is there in GzDoom a bind to switch to last weapon used (like Half Life).

>> No.6255278
File: 9 KB, 239x200, acba785297d28e2c14f6a77b61337af2.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw seeing doom mods with dead screenshots from photobucket/imageshack

>> No.6255281

Why the fuck do you need 8 gigs of RAM to play Doom 64 on PC?

>> No.6255282

Maybe they did not check for lower, they go by the least powerful PC they tested it on.
Althought they could at least check the RAM usage.

>> No.6255284

I'm currently playing Heretic, just reached E5M2. Should I play this next? Not sure I will be a fan of wandering around hopelessly lost trying to figure out what the developers want from me to solve their crytic obscure puzzles.

>> No.6255285

And Windows 10. I'm fine with my 8.1. Even Eternal doesn't need 10.

>> No.6255289 [DELETED] 

>Civvie11 likes nuD44m
Lads... did we lose??

>> No.6255303 [DELETED] 

There is literally nothing wrong with liking nuDoom or BD. There is only wrong, if you don't feel that the vanilla is always the superior one. Don't be so black and white.

>> No.6255313 [DELETED] 

nothing can ever be anything but either based or not based

>> No.6255315

Well if I can't run that official Doom 64, someone will eventually rip out the additional campaign to be played with Doom64 EX. I'd be surprised if that didn't happen.

>> No.6255316 [DELETED] 

You do know "not based" doesn't equal "worst thing ever!!! :((("?

>> No.6255353 [DELETED] 
File: 159 KB, 680x596, 62A30445-1047-457C-AE3F-0C3EC3DBAB69.png [View same] [iqdb] [saucenao] [google] [report]

>Insult Shitty911
>Angry jannytranny deletes

>> No.6255358 [DELETED] 



>> No.6255359 [DELETED] 

stop spamming your gay-ass wojack shit everywhere

>> No.6255363


~~~bethesda things~~~

>> No.6255368

Doom 64 is getting a new episode? Real shit?
Fucking amazing, who's making the maps, did they bring back Randy Estrella and his guys, or are these other dudes?

>> No.6255370


>> No.6255371

I'd bet a dollar it's interns.

>> No.6255373

So what are the things Doom64 could do that regular Doom couldn't? I remember hearing they made a few modifications to the engine. I think I remember something about polygons but what else?

>> No.6255380
File: 28 KB, 720x405, doom64.jpg [View same] [iqdb] [saucenao] [google] [report]

Moving/disappearing items, colored lightning sectors, fog, rooms that change into completely another (when pressing switch for example), animated skies, some even more evolved fake 3d geometry (pic), unmaker shooting 3-dimensional lasers instead of projectiles. I don't know is that all, since it's while when I've played it.

>> No.6255382

If I recall correctly, it had the ability to make monsters and items truly spawn out of nowhere, instead of relying on teleport triggers, monster closets and fast elevators. It also could do room-over-room natively and it allowed rooms to radically alter their shape in much more intricate ways than original Doom.

>> No.6255415
File: 3.19 MB, 460x402, 1582914475256.gif [View same] [iqdb] [saucenao] [google] [report]

So why is it that Decino and others prefer playing on GLBloom+ (ie just PRB+ with openGL rendering enabled) when not recording demos on non-crazy sized maps, instead of just using GZDoom?

Are the little accuracy differences compared to the compat Boom (strict) settings in GZD worth the trouble of not having access to quality of life mods. so you don't have to use the ugly PRB+ HUD to count kills/secrets in-game, like Decino has to do?

>> No.6255428

Well fuck. Do they have any mappers worth their salt?

>> No.6255432

PRBoom is a de-facto pro-player port because it is perfectly vanilla-accurate aside from lifted limitations, provides consistent demos in vanilla format that are easy to share, analyze and verify.

All the people who have mouse issues on it have their own hardware/OS/ineptitude to blame.

>> No.6255438

I know it is perfectly vanilla accurate, what I'm asking is if the differences between PRB's accuracy and GZD's Boom Strict compat accuracy are so significant that you'd be willing to give up quality of life niceties, when you're not even recording a demo to submit to Speedrun Archives or something.

>> No.6255449

if you like gzdoom so much then just use it
i use gzdoom mainly and use prboom+ for maps with huge enemy numbers

>> No.6255456

Well Nightdive has more experience with Doom engine mapping (Strife Veteran Edition) than Nerve had before No Rest For The Living. Still it turned out to be one of the greatest wads.

>> No.6255458

GZDoom has slightly different movement and physics, also its RNG works on entirely different principle. It is closer to true RNG while vanilla and Boom use P_Random tables.
"vanilla compatibility" in GZDoom case is just disabling all those "quality of life" features, while all other things that make it different from vanilla under the hood stay intact.
The difference may be neglectable to an average player, but for a pro player it's noticable and may throw them off.

>> No.6255460

there's literally no reason to use GZDoom over PRBoom if you are not using mods, and PRBoom runs big maps better

>> No.6255461

Wasn't the people who made NRFTL experienced mappers already?

>> No.6255465

What are some QoL mods that work with PRB while not desyncing demos?

I've been using
>D1/D2 Sprite Fixes
>DoomSFX, which makes the audio effects crisper
>DSSECRET sound from ZDoom
>vsmooth.wad, which is the most recent version of Perk's smooth weapons that did not desync demos

Is there anything else, or is that about it?

>> No.6255467

>when you get lost and find an exit to a secret level before you find the intended route

>> No.6255471

I think that's it. There's very few things you can do with DEHACKED.

>> No.6255476

What did he map before?

>> No.6255481

Alright, at least it's good to know that I have what is available.

Also, obviously a disclaimer - if you are going to play a WAD like Valiant with custom dehacked weapons, then vsmooth should not be used because it will overwrite said weapons, even if loaded before Valiant. However, DoomSFX would still work fine as long as it's loaded before Valiant so that Valiant can overwrite its own pistol and chaingun sounds.

>> No.6255486
File: 48 KB, 500x667, 1530040760974.jpg [View same] [iqdb] [saucenao] [google] [report]

ngl, thats exactly how i found the Wolfenstein level in doom 2 playing through it for the first time. I saw the switch off the ledge an then came across the exit while autistically wandering all over the map. I just stared blankly at the screen for a few moments when i spawned into a different game.

>> No.6255489

What mods have the best sprites ?

>> No.6255490

I'm no pro so the only difference I've noticed is on Nightmare difficulty monsters do not respawn aggro'd on GZDoom like they should, so I use GZDoom with fancy-looking mods like Brightmaps Plus for when I am playing UV or lower, and PrBoom+ or Crispy Doom when I want to grind some Nightmare runs. I've noticed I have significantly better luck and the runs are significantly easier on Nightmare if using GZDoom but it could be because of the aforementioned bug.

>> No.6255491
File: 349 KB, 640x480, Screenshot_Doom_20200310_172138.png [View same] [iqdb] [saucenao] [google] [report]

Should I just give up on "switch opens bars on top of the ladder and also monster closet behind them" mechanic? Make monster closet a regular door that monsters will wander out of, or make it open on line crossing?

>> No.6255506 [DELETED] 
File: 158 KB, 1874x1017, ESwN_KAUYAAEhaS.jpg [View same] [iqdb] [saucenao] [google] [report]

>no news post
Who the fuck os doing this threads?

>> No.6255507 [DELETED] 
File: 58 KB, 347x415, 1562644900559.jpg [View same] [iqdb] [saucenao] [google] [report]

The fuck

>> No.6255512

I used to think this one sprites mod simply called sprites.pk3 was the coolest, until I learned what brightmaps are and started using Brightmaps Plus. Now the original sprites with brightmaps look the best: all the zombies and imps have glowing red eyes, cacodemons have glowing green eyes that you can see even if it's pitch-black, pain-elementals have mouths that glow like fire, projectiles like fireballs and rockets emit light, even the green teleport thing that shows up when monsters respawn on Nightmare emit green light, it looks fuckin lit.

I would link you to sprites.pk3 but it only works on GZDoom, and if you're using GZDoom you might as well use Brightmaps Plus since it looks WAY better.

Use the Doom Minor Sprite Fixes Project in conjunction with Brightmaps Plus. The Doom sprite fixes are also completely vanilla compatible. Remember to load the sprite fixes dehacked file as well, it adds a few minor changes that required dehacked to apply, like chaingunners' and cyberdemons' sprites now light up when they fire, even when it's dark.

>> No.6255513 [DELETED] 
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>> No.6255519 [DELETED] 

There's a news post.

>> No.6255521

So Bethesda really did get its tentacles deep into Doom, huh. A shame.

Good thing my classic Doom isn't going anywhere. Speaking of which, I'm trying to get into DRLA, and I don't quite understand how do I find assemblies. Is applying tons of modpacks to tons of weapons really the only way to learn them?

>> No.6255524 [DELETED] 
File: 344 KB, 1280x1745, 1548840560331.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6255526

To anyone having problems with mouse controls in PrBoom:
> https://www.doomworld.com/vb/doom-speed-demos/52742-concerning-mouse-acceleration-in-vista-7/

>> No.6255530 [DELETED] 
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>> No.6255534

You're an idiot.

>> No.6255543 [DELETED] 

It's just a skin. A twitch prime exclusive at that.

>> No.6255569 [DELETED] 

As we needed more reminders that Twitch is full of faggots

>> No.6255596 [DELETED] 
File: 538 KB, 320x240, 1503593602141.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw the people wearing this will be easy pickings in the 2v1 mode

>> No.6255609 [DELETED] 
File: 177 KB, 481x430, 1460363846515.png [View same] [iqdb] [saucenao] [google] [report]

Does it mean Doom Slayer has horsecock?

>> No.6255626 [DELETED] 
File: 691 KB, 337x268, 44da3a2c17063084385852a9c8bc2144.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6255641 [DELETED] 

i take it you've never played HDoom

>> No.6255653 [DELETED] 
File: 968 KB, 2340x1080, Screenshot_20200310-161537_YouTube.jpg [View same] [iqdb] [saucenao] [google] [report]

Who cares when this exists?
I think they made him even beefier than QC.

>> No.6255657 [DELETED] 

>I think they made him even beefier than QC.
they have.

>> No.6255661 [DELETED] 

> arm blade and shoulder cannon
> but same style as classic armor

>> No.6255662 [DELETED] 

Based Bethid
Making trannies easy to identify from afar

>> No.6255663 [DELETED] 
File: 191 KB, 1200x675, d o o o o o t.jpg [View same] [iqdb] [saucenao] [google] [report]

You guys...I LOVE MEMES.
(Yeah, it's pronounced MEEM not me me)
My favorite memes are relatable posts, omg...like...."my face when" I stepped on a crack..and whatever...

>> No.6255664 [DELETED] 
File: 92 KB, 1200x900, Jason Owen - the UK's only dwarf body builder.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom Slayer has same height as crooked hunched hag Olivia
Manlet confirmed.

>> No.6255665 [DELETED] 

I'm putting this one on and never taking it off.

>> No.6255667 [DELETED] 


>> No.6255668 [DELETED] 

>Based Bethid
>Making trannies easy to identify from afar
he is a virgin after all

>> No.6255672 [DELETED] 

twitch trannies get a special highly visible bright tranny skin

>> No.6255683 [DELETED] 

That bellybutton placement triggers me.

>> No.6255685 [DELETED] 
File: 587 KB, 1920x1080, DOOMPILEwall.png [View same] [iqdb] [saucenao] [google] [report]

This is a really good skin but I wish they'd base his colors and design off the in-game sprite, with the grayish tan helmet and the knee pads, and lighter boots.
It's a better color balance in general than the overabundance of dark grays and blacks on the box-art design, but that's just me being really autismo.

>> No.6255690 [DELETED] 
File: 10 KB, 272x216, 55a16db74eafa.png [View same] [iqdb] [saucenao] [google] [report]

>ITT: /pol/fags seethe over a joke skin

>> No.6255696

Say I wanna get into these games and never played a single retro FPS. Do I just start with DOOM or...?

>> No.6255697 [DELETED] 
File: 197 KB, 2500x1645, artistic bait.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6255702 [DELETED] 

>Dislike a joke skin because is shitty
I don't get it.

>> No.6255709 [DELETED] 
File: 736 KB, 451x322, 8bd.gif [View same] [iqdb] [saucenao] [google] [report]

>Cunts on twitter think that unicorn Doomslayer is cool

At this point I'm certain if they give the option to shove a mop up his ass they would still think it's badass. sigh

>> No.6255710 [DELETED] 
File: 65 KB, 640x295, 1583368431317.jpg [View same] [iqdb] [saucenao] [google] [report]

>Disliking 'hahaha we made doomguy look pretty' forced irony = /pol/fag

>> No.6255713 [DELETED] 


>> No.6255721 [DELETED] 

Speak for yourself, I'm 5'9.

>> No.6255725 [DELETED] 



>> No.6255736

>Overbearing mod leaves
>Thread immediately flooded with shit

How could this happen to me
I made my mistakes
I've got no where to run
The night goes on
As I'm fading away
I'm sick of this life
I just wanna scream
How could this happen to me

>> No.6255739 [DELETED] 
File: 499 KB, 700x700, 9d9639cd4b200d5a60caa5cfca10f65f.png [View same] [iqdb] [saucenao] [google] [report]

>"Doom devs cares about us"
>How do you do fellow kids tier merch and references
>Overused AC jokes
>Everyone eat it up like it's the best thing ever
>Fans go ballistic if you spoil the Doom Eternal artwork

The absolute state of Doom Twitter

>> No.6255740 [DELETED] 

come see /v/. seethng is godlike there

>> No.6255742 [DELETED] 


What's new?

>> No.6255743 [DELETED] 

>calling someone a faggot = /pol/fag
its like you don't even know where you are

>> No.6255745 [DELETED] 

I agree, its the same reason I really fislike black glove mods

>> No.6255751 [DELETED] 

What's any of those got to do with the devteam at all?

>> No.6255795 [DELETED] 

Starting March 20, claim the DOOMicorn Slayer Master Collection for DOOM Eternal, exclusive to Prime members. In addition to the DOOMicorn Slayer skin, this content drop contains a host of magically menacing cosmetics! Catch opponents off-guard in BATTLEMODE with the Clip Clop Stance animation or show off your Magic Meadow base podium – an upgradable platform for displaying your favorite skins.

The DOOMicorn Slayer Master Collection includes:

‘DOOMicorn’ Slayer Skin
‘Purple Pony’ Skin Variant
‘Night-mare’ Skin Variant
‘Magic Meadow’ Base Podium
‘For Those Who Dare to Dream!’ Maxed-Out Podium
‘Clip Clop’ Stance Animation
‘Haymaker’ Intro Animation
‘Horsing Around’ Victory Animation
‘Love Conquers All’ Player Icon
‘Super Sparkle Slayer’ Nameplate & Title

>> No.6255803


>> No.6255808
File: 424 KB, 640x480, Screenshot_Doom_20200310_203004.png [View same] [iqdb] [saucenao] [google] [report]

Is there anything natural that looks decent on a tall wall?

>> No.6255810


some trim

>> No.6255817


>> No.6255820

What is the most accurate PC port of Doom 64?

>> No.6255825 [DELETED] 

Thanks Mr Hines

>> No.6255831 [DELETED] 

I swear we have the most triggerhappy mod on this website, even got rid of the official doom twitter posts and the classic doom skin post lol

>> No.6255832 [DELETED] 
File: 158 KB, 1874x1017, 1553577165149.jpg [View same] [iqdb] [saucenao] [google] [report]

nu-doom has a place on a general for retro fps ga...

>> No.6255840
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>> No.6255842 [DELETED] 

doom eternal more like reddit eternal lmao

>> No.6255843

That'll work, perhaps start by playing with the Crispy Doom port.
The original game doesn't let you use the mouse to look up and down, but you can still use it to turn horizontally, it's how the game was intended to be played.

The first three episodes are mostly pretty easy, so you should do ok playing on the medium difficulty, Hurt Me Plenty, but if you're completely green to FPS, remember that difficulty levels exist for a reason, so don't force yourself to play on one that's too high for you.

>> No.6255845

The biggest things were colored lighting (which was used fucking everywhere) and scripting (eg. that pillar that crushes the floor).
>It also could do room-over-room natively
No. What it could do was a rendering hack that made ceilings appear to have space above them. Not true room over room.

>> No.6255847
File: 882 KB, 1920x1080, Screenshot_Doom_20200311_024755.png [View same] [iqdb] [saucenao] [google] [report]


some trimming to break up the monotony of a single texture

>> No.6255849

Hellforged. The artistry is on a whole different level.

>> No.6255853 [DELETED] 

The silly trumpet revenant skin at least makes a modicum of sense within the community
This just feels completely random, why a unicorn?

>> No.6255857

Right, yes, I can do that. Vertical tiling bothers me more but I finally found a texture that looks better for that.

>> No.6255859 [DELETED] 



what the fuck is wrong with the reddit/twitter doom communities?

>> No.6255862 [DELETED] 

>it clearly says twitch right there
>"ugh reddit and twitter
get with the times grandpa, twitch is the new hotness.

>> No.6255887

put some fake windows with torches or tortured corpses
or chaingunners

>> No.6255890 [DELETED] 

Forced irony that's meant to pass as humor. People will eat it up too

>> No.6255895 [DELETED] 
File: 151 KB, 474x311, 1501695697951.png [View same] [iqdb] [saucenao] [google] [report]

>mod takes down Doomicorn official twitter post.
>Leaves up the Quake vore post

>> No.6255896 [DELETED] 

Piss off already /v/cel.

>> No.6255901 [DELETED] 


you need to go back

>> No.6255906 [DELETED] 
File: 85 KB, 380x1720, How :v: reacted to Bethesda shilling Twitch.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6255912 [DELETED] 

i wasn't the one who posted it, sperglord

>> No.6255914 [DELETED] 
File: 1.00 MB, 899x636, 1543263899526.png [View same] [iqdb] [saucenao] [google] [report]


stay fucked.

>> No.6255918 [DELETED] 


>> No.6255940 [DELETED] 

And? Quake is undeniably on-topic.

>> No.6255942 [DELETED] 

You've never heard of Shalrath?

>> No.6255945
File: 12 KB, 676x238, ESwcZ4fUUAA7pvE.png [View same] [iqdb] [saucenao] [google] [report]

Those mad bastards are actually making a lead-in from 64 to 2016

>> No.6255959

not gonna lie, that would be pretty neat, but isnt that a bit inconsistent? I thought 2016 was a 'soft reboot', do they ever mention a year in 1, 2, or 64?

>> No.6255961

I'm sticking strictly to techbase theme on this level (Or what passes for it in Doom 2 anyway) and I don't want to have too many chaingunners on the open field and in general envision this level as very early in the campaign.

I guess I can add a few more windows though, but with imps.

>> No.6255965 [DELETED] 

What? You don't like my edit of an old comic?

>> No.6255974 [DELETED] 

>one is a throwaway community-made meme posted in jest about a retro game
>one is an official borderlands-tier advertisement for a non-retro game posted for the sake of stirring shit up

>> No.6255982

>one is a retro game
>one is a non-retro game
if only you applied this logic on a common basis for the board

>> No.6255984 [DELETED] 

I don't get why people lose their shit at the unicorn costume, it's one of many different customization options, and it's a Twitch exclusive which means you can easily avoid it. I think they're just trying to show off the silly extent you can go to, just for the hell of it.

>> No.6255985

Occassionally you'll find monitors that specifically give you assemblies, you'll have to experiment a lot or if you're lazy you can just use the DRLA wiki

>> No.6255990 [DELETED] 
File: 283 KB, 836x900, 1571320967105.jpg [View same] [iqdb] [saucenao] [google] [report]

>I don't get why people lose their shit at the unicorn costume, it's one of many different customization options, and it's a Twitch exclusive which means you can easily avoid it. I think they're just trying to show off the silly extent you can go to, just for the hell of it.

>> No.6255991 [DELETED] 

You should go back to /v/ where you belong.

>> No.6255994 [DELETED] 
File: 23 KB, 600x800, 1568210487128.png [View same] [iqdb] [saucenao] [google] [report]

>You should go back to /v/ where you belong.

>> No.6256000

this didnt suddenly become the not-retro doom board over one post so i dont see the problem. Confused as to why the classic doomguy skin pic was removed considering its a nod to the retro-dooms.

>> No.6256002 [DELETED] 

>wishing a horsecock upon Doomguy
Sure it looks impressive, but it's quite lame in the end.

>> No.6256006

I thought D16 was a direct sequel. But I only played like a half hour of it. Doom 3 is the alternate universe/reboot.

>> No.6256008

They removed the classic skin?

>> No.6256012
File: 159 KB, 500x321, tellies.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6256013

if you really care about doom's lore you're a particular kind of a retard

>> No.6256015

It's ambigious. Multiverse is a popular theory.

>> No.6256016

mod deleted the post here, i mean

>> No.6256028

All wads are canon.

>> No.6256032

even hdoom haha lol

>> No.6256034

>fanmade goofy shit that a majority of servers didn't have

>> No.6256040

especially Imp Encounter

>> No.6256046 [DELETED] 
File: 802 KB, 1079x1645, Screenshot_20200310-120218_Twitter.jpg [View same] [iqdb] [saucenao] [google] [report]

is he right?

>> No.6256050 [DELETED] 
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>> No.6256054

This place turns more into /v/-lite every day.

>> No.6256056 [DELETED] 
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>> No.6256062 [DELETED] 
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>> No.6256072

I have some questions about doom modding/level creation
I want to make a boss rush mod but I was wondering if certain things were possible before I get too deep into it.

Can you change textures mid level (ex:flashing floors/walls before something happens)
Can you change floor properties mid level (change safe floor into lava and back again to simulate aoe attacks)
Can you script things on timers instead of player input?

>> No.6256073 [DELETED] 
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>> No.6256083

1) Possible with ACS
2) I think you can do that with ACS too
3) You can do that with Voodoo Doll

>> No.6256109

Vanilla doom has very little scripting. Though you can instantly retract walls to reveal different walls if you are into this sorts of things.

>> No.6256112 [DELETED] 

You'll see people using it in multiplayer

>> No.6256121 [DELETED] 

and you can see them from a mile away
and instantly recognise a tranny

>> No.6256123 [DELETED] 

>i know zoomers who have picked up Doom 1 and 2 and they love them to death.
Sounds like he just has shit taste

>> No.6256134 [DELETED] 

Bathesda once again unwittingly paints a target on some players' backs. I've seen stuff like this in games long before this and fallout 76 but its always hilarious.

>> No.6256139 [SPOILER]  [DELETED] 
File: 1.08 MB, 723x970, 1583868692803.png [View same] [iqdb] [saucenao] [google] [report]

this thread will be closed due to AIDS
and coronavirus

>> No.6256146 [DELETED] 

>dude this tranny is wearing the gay outfit I get to spot him from across the map and harass him
do you retards not realize that in battlemode, the gimmicky PvP component, you will be exclusively fighting one doomguy player as a demon and you have xray vision on them for a majority of the match?

>> No.6256168 [DELETED] 

and? i still get to harass him except the game makes it easier

>> No.6256173 [DELETED] 

Oh, i actually didn't know they weren't including a traditional deathmatch mode this time. Welp, so much for that.

>> No.6256190

Zoomer here playing Doom 2 for the first time (completed Doom last night)
Why do the levels in this game feel so badly put together? It's like they gave up halfway in. First couple of levels are great then it just gets shitty. Doom levels got me hooked up and made me want more, but I'm not really feelin it

>> No.6256193

imo no rest for the living is better doom 2 than doom 2 itself

>> No.6256197

They had to make them really fast but also got addicted to gimmicks.

I don't really feel they are bad, but I can see where you are coming from.

>> No.6256198

Everything after tricks and traps is skipable.
Just jump into sigil before you get burned out

>> No.6256203

Thats generally how Doom 2 is. There are some levels i think are better than anything in doom 1 but then there's also a bunch that are not good at all. it lacks the same consistency of 1. 2 gave us the Super Shotgun, new enemies, and the template for a wide majority of the custom content out there today though, so its still a very important entry to the community.

>> No.6256210

>just jump into sigil

>> No.6256219

how do i jump in sigil

>> No.6256221

Finish Doom 2. A lot of the latter half isn't good, but it's worth experiencing so you know the starting point that fanwads developed from.

>> No.6256225

Download the wad. It's in the OP

>> No.6256226

Doom 2 is a mixed bag, most of the better maps are in the first third. There's still some good maps by the middle and end, consider trying to play for other.

>> No.6256235

i press jump and it doesent jump in sigil

>> No.6256238

Is there a way to have Pain Elemental constantly spew lost souls into the teleporter, but not teleport by itself?

You aren't supposed to be able to jump in Doom. Jumping was invented later.

>> No.6256240

you skip it because it's trash and people only like it because it was made by Romero.

>> No.6256241
File: 63 KB, 800x450, ohyou.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6256305

Why are BFG tracers originating from shooter and not from point of impact? Was it more efficient somehow?

>> No.6256336

Yo I been away from the Doom scene for a while. If anyone got some new maps or levels they made that need some play testing I'd be happy to do it.

>> No.6256349

I personally think it's a hold over from when the BFG used to just shoot dozens and dozens of plasma balls

>> No.6256358 [DELETED] 


>> No.6256368

Wait, Doom 64 is seriously going to require Windows 10?

>> No.6256385

i feel like if it wasn't for the soft reboot/sequel aspect, redoom's changes to doom "lore" would feel more radical than 3's
like why did hell stopped producing their own demons?

>> No.6256393

They still do though?

>> No.6256396

rushed during development, romero slacking and sandy peterson not having assistence

>> No.6256404

i meant most of the cyber ones and spectres being uac projects instead of hell just making shit happen
like a lot of the "expansion" technically rewrites stuff
unless they also acknowledge the otherwise small canon with the boss doomguy beat up because he told him to fire civilians

>> No.6256417
File: 2 KB, 122x73, BFUGA0_H.png [View same] [iqdb] [saucenao] [google] [report]

It was originally going to spray out 40 plasma balls in a long burst, which A) doesn't actually make for a very good super weapon, and B), was performance intensive, this was not a particularly pleasing combination for what's supposed to be the most powerful weapon in the game, so it was changed.
Allegedly, Sandy suggested something different, paraphrasing him; "Instead of spewing a bunch of plasma, why not make it a single big projectile that explodes like a smartbomb?" and everyone thought this was a great idea.
I'm guessing Carmack just made a quick and dirty hack to alter the 40 plasma projectiles to instead be auto-aimed hitscans tracers, which actually ended up making for a very novel weapon that performs at its best once you learn its quirk.

The thing with the tracers from the BFG is that they will automatically hit whatever is possible to hit, and if there's less than 40 targets (which is usually the case), the surplus tracers will like to bunch up on whatever targets are available, hence why the weapon has such a ridiculously high damage potential (particularly for its low cost of 40 cell ammo per discharge). In fact, the collective damage of all the tracers far eclipses the direct damage of the projectile itself, to the point that it is frequently worth disregarding its damage output, sacrificing it to get better tracer hits.
A popular prostrat is to blast the ball into a door just as you open it, and thus having all the tracers scatter out and either blast numerous lower tier enemies, or obliterating a bigger one. Another is to get right up in the face of a big one to let him take every single point of damage it can put out, you can oneshot the spidermind reliably with this method.

>> No.6256418

Pretty much, and still Romero's maps are really good, and still Sandy makes mostly good maps, with a couple of genuine gems.

>> No.6256435

>mine eyes can but weep as they bear witness to the majesty

>> No.6256446
File: 362 KB, 640x480, Screenshot_Doom_20200311_003724.png [View same] [iqdb] [saucenao] [google] [report]

Does this look OK by you? Barring the texture I accidentally got offset

>> No.6256447
File: 968 KB, 2340x1080, Screenshot_20200310-161537_YouTube.jpg [View same] [iqdb] [saucenao] [google] [report]

Why do people treat coverart doomguy as the go to referemce instead of the sprite? The cover features a ton of shit thats not in game.

Also has anyonw made a replacement with that SMG for the chaingun?

>> No.6256451 [DELETED] 

Now what just happened?

>> No.6256453
File: 96 KB, 615x593, 1471313031489.jpg [View same] [iqdb] [saucenao] [google] [report]

Not with that filtering
The mapping seems fine to me from the one screenshot, I'd have to see it from multiple angles

>> No.6256454

its the qc skin being reused

>> No.6256456

The in game sprite is fuzzy and hard to make something detailed out of.

>> No.6256459

Well the coverart guy isn't half bad lemmetellya.
Also more details.

>> No.6256460
File: 8 KB, 512x448, zelda-help im paralyzed .png [View same] [iqdb] [saucenao] [google] [report]

Still here

>> No.6256461

All sides are the same. It's cube with 4 doors and full of imps to release them by the time you return to this area. I fucked up graphical settings hard and can't quite pick the right options to unfuck them.

>> No.6256462 [DELETED] 

It's just a horrible skin in the new game. Check the Twitter if you want to see it.

>> No.6256463 [DELETED] 

Its only cosmetic AFAIK.

>> No.6256472

I resolved myself to finish Blood on Exatra Crispy, pitchfork-starting, without difficulty bug, no mid-level saves. God have mercy on my soul.

>> No.6256474
File: 690 KB, 1024x576, Screenshot_Doom_20200309_152459.png [View same] [iqdb] [saucenao] [google] [report]

What do you think of MetaDoom,/vr/?

>> No.6256475
File: 16 KB, 716x146, 1571529464860.jpg [View same] [iqdb] [saucenao] [google] [report]

I know these threads are DOOM centered but I figured I'd ask here instead of wasting a thread
Can someone tell me if my Quake 3 has cpma properly installed? I can't remember where I downloaded this from, it was probably from a random mega in a /v/ thread

>> No.6256494
File: 613 KB, 1920x1080, 2020-03-10-160147_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Regarding the PRBoom+ lighting questions that I had earlier:

It seems that while "Fog Based" may have been an attempt at making openGL rendering more similar to the software renderer, at least when comparing them side to side, things just look off. I guess I'll stay with the GLBloom setting and Gamma correction setting at 3 (with the max being 4). Things do look a bit too even I'm afraid, but it's better than the Fog alternative.

I noticed Decino switched from 110 FOV to 90 FOV in his recent Sunlust playthrough. Do y'all play at the 90 default or have you tried going above? 110 felt like the max I could go without starting to feel too much fisheye effect.

>> No.6256514

*GLBoom setting
Why do I keep misspelling things, fuck

>> No.6256515

May not be the best mod but it is in fact, the best tribute to Doom.
Surprised nothing else seems to touched the idea on a similar scale.
Can't wait for the maps because besides mashing up themes, aesthetics and geometry, i wanna see gameplay stuff like jump pads or D3 style computer screens being used.

>> No.6256520

DoomFrag, a Doom mod that replicates that of DeFrag, has been released by Ivory Duke. Never played much of DF, but this looks neat:


>> No.6256538

That didn't even last a week and I am burned out of Doom again, fucking hell.

>> No.6256553

Personally if I'm gonna fuck with a more vanilla accurate port like prboom+ then I'm not using the glboom options. It makes the lighting look less interesting to me, don't like how it handles small shadows. If I'm gonna change shit I might as well open GZ and fuck the game's shit up with interesting lighting effects.

>> No.6256560

>Made a map
>Want to test it for balance
>Can't actually beat the map
It's not even supposed to be a hard map. Why must I suck at everything?

>> No.6256565

What this anon said. If you're gonna use OpenGL lighting then you might as well use GZDoom, unless you specifically need vanilla accuracy for say demo recording and also need OpenGL to run the WAD properly like Hellground

>> No.6256567

Play on Too Young to Die.

>> No.6256572

Use saves to test the encounters. Surely if you can do it with saves a better player can do it in one go.

>> No.6256607

Problem is, if you go to GZD then you're losing the "intended" behavior for monsters no? Even at its strict compat options, GZD ends up playing different, no? Or have I been misinformed by Mr. Decino?

>> No.6256616

Yes, it is different, the only point I was making is I think glboom's middleground look between true vanilla and GZ's fancy lighting effects is ugly.

>> No.6256625

I believe that CPMA has its own executable, don't know if it can be ran like a normal Q3 mod

>> No.6256639
File: 101 KB, 720x1080, ERPQFXMWkAATNlx.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing stylish hell
>enter to the secret level
>"oh shit, i wonder what kind of wierd/kawaii beast awaist for me in that shithole"
>it's just a regular nazi
why there's so many demons mods that do this? work on the Nazis, damn it

>> No.6256649

A lot of modders don't touch the Wolfenstein SS because it fucks with DEHACKED stuff some wads do.

>> No.6256675

I feel nazi anime girls would have been too predictable,you know what would've been cool?Something close but unexpected like the Kerberos from Jin Roh who are all like Chaingunners.
The mod is already full of references anyway.

>> No.6256680

Why does OPL sound so good, anons? I know it's inferior to the real SC-55 soundtrack, but i can't help liking it more.


>> No.6256681
File: 1.75 MB, 320x180, hom.webm [View same] [iqdb] [saucenao] [google] [report]

I know this is the hall of mirrors effect, but what is this mapping error called exactly?

It's from Hell Revealed, MAP01. Doesn't happen when I load it up on CrispyDoom or GZDoom, so I guess it's possible to correct it automatically through some option in PRB.

Is it visplane overflow or whatever that is?

>> No.6256682

This. He's sometimes replaced with something, in Going Down he's transformed into a souped up Spider Mastermind.

>> No.6256683

I never cared for OPL, even the Wavetable synth is better.

>> No.6256685

Huh. It seems to not be a mapping error, but instead an openGL renderer error, because when I use 32bit software renderer on PRB the HoM effect goes away. Interesting.

I wonder what's causing it there?

>> No.6256694

I thought you couldn't layer like that in doom. And how are there ramps?

>> No.6256790

The difference will only matter if you are recording demos, or recording videos, or if you want to play on Nightmare (monsters do not respond aggro'd on GZDoom like they should when in GZDoom).

Decino is recording videos for the world to see. If it's just you or me playing on Ultra-Violence or lower it won't matter.

I mainly recommended GZDoom because it will help you configure your video settings a lot easier; there are too many video options in GZDoom to keep track of so I think you'll fix whatever problems your having video-wise much easier there. I also recommended GZDoom because you are playing with OpenGL, and with OpenGL you can use brightmaps, which GLBoom does not support. GLBoom has very limited video customization options.

So, in summation, use PrBoom if you want to record demos or play on Nightmare; use GLBoom if you want to record demos or play on Nightmare AND the map you are playing on needs OpenGL (for example Hellground). Otherwise have fun with all the customization that GZDoom comes with.

Here, anon, I will hook you up. Try out these mods for GZDoom and I guarantee you will never look back:
Brightmaps Plus (use the vanilla sprites .pk3, unless you already got the spritefix mod, and use the texture brightmaps .pk3 as well)
Bolognese Gore Mod bbgorenew.pk3
Smooth Weapons Enhanced
Sound Caulking
Now That's What I Call MIDI
Airfont 380 (this is a soundfont. Put it in your GZDoom soundfonts folder and change your FluidSynth soundfont to Airfont380 under sound/advanced options/midi player/FluidSynth/select configuration)

There's lots more but I don't want to overwhelm you so those will have the greatest impact. Use a mod loader like Doom Mod Loader, or use a command line

>> No.6256808

respawn* not respond

Also enable reverb/chorus with the new soundfont

You want bbgorenew.pk3 instead of the original Bolognese because the original one has a game breaking bug - if an archvile resurrects a gibbed enemy it comes back invisible. Just Google "Bolognese Gore Mod bbgorenew.pk3"

>> No.6256823

How would you do a remake of Doom? Obviously it doesn't need one but as a hypothetical. Same engine with new grafx like Halo? Reimagining like Black Mesa but on a new engine?

>> No.6256832

>Decino is recording videos for the world to see. If it's just you or me playing on Ultra-Violence or lower it won't matter.

How does it make a difference when you're recording/streaming to an audience? I'm not sure I understand this part. Is it as a guarantee of legitimacy? That's the main thing I don't understand. If Decino is not recording demos to submit to DSA, but is recording videos/stremaing, then why is it significant that he stay on PRB+ instead of a "heavily modified sourceport" as GZD? Does the RNG used by P_Random end up being more kind to the player than GZD's true RNG? I'm trying to get to the bottom of understanding why it is that he'd rather play on a washed out lighting version (GLBoom) instead of GZD with strict compat settings when not recording demos?

He showed in one of his videos a room in which pinkies are supposed to be stuck, but where they can escape in GZD evne with strict compat. What is this sort of thing due to, and is it very common? Common enough to make some encounters easier/harder than intended?


>> No.6256836

Doom's gameplay and level design wouldn't really lend itself well to a modern remake. Knee Deep in ZDoom is the closest thing I'd suggest.

>> No.6256837

make it in quake

>> No.6256849

considering the reputation of KDIZD in the community, maybe it’s for the best that Doom doesn’t get faithfully remade

>> No.6256868
File: 1.22 MB, 320x240, 1583469928801.gif [View same] [iqdb] [saucenao] [google] [report]

>36 minutes to finish sunlust map21
>savescumming like a pussy ass bitch

>> No.6256881

There isn't a whole lot else you could do with a theoretical Doom remake. You can make some shitty 3D models and high res textures, but the maps are all still relatively simple with lots of flat walls and sharp corners.

>> No.6256894
File: 1.05 MB, 300x233, 1560288413495.gif [View same] [iqdb] [saucenao] [google] [report]

Post yfw you start up Eternal and this starts playing:

>> No.6256895
File: 44 KB, 460x287, 1539768167734.jpg [View same] [iqdb] [saucenao] [google] [report]

Is playing on UV with savescumming a valid way to enjoy megawads?

>> No.6256901


>> No.6256904
File: 277 KB, 800x1231, 0a7d85e7361cb9fccd93b02c4955c4de852ac854.jpg [View same] [iqdb] [saucenao] [google] [report]

The lack of this theme in 2016 was genuinely disappointing especially considering the story implied it was a (distant) sequel to Doom 64

>> No.6256908

>washed out lighting
This reminds me, go to your PrBoom folder, open glboom-plus.cfg, Ctrl+F "gamma", set gamma to 0. This should solve your washed out color problem

GZDoom is so different that it cannot even replay original vanilla demos; even with strict compat mode it's not the same. Case and point: it can only replay demos recorded in GZDoom. PrBoom can record demos and have those same demos be played back in Chocolate Doom or Crispy Doom or Doom Retro or even MSDOS, because it's all the exact same thing, PrBoom just gives you the advantage of 1080 resolution which you don't get from those other ports. This is why the top level players post videos on YouTube using PrBoom: 1080 resolution + perfect comparability. Players can record demos in Competition Doom or Crispy Doom and post the YouTube video in prboom's 1080 res.

Im not a pro by any means but I recorded some demos of myself doing deathless nightmare runs. I like playing in Crispy Doom because it "feels" the best, I specifically love the vertical recoil option it has where your screen shakes when you shoot, and it shakes a LOT when shooting rockets or the BFG, it just increases immersion for me when playing; but as much as I like playing the game on Crispy Doom, I would much rather watch demos using PrBoom for the 1080 res.

Here are some of my videos. I am going to delete my GZdoom video soon and upload a better one; I recorded this before I knew what brightmaps were, and now I need to record a new one with Brightmaps Plus:
> https://youtu.be/-2czsgD7DjA
> https://youtu.be/A-hPtmRbzxI
> https://youtu.be/gupliqxM-l8

Also if your mouse feels weird in PrBoom u need to open control panel and turn off Enhanced mouse precision

>> No.6256913

I'd probably make something vaguely inspired by the Alpha/Beta content, and to a small point the old novels.

Kind of aim for similar aesthetics, and mostly similar gameplay, but with some changes, and obviously remade levels. I'd inject a bit of quasi-realism here and there, not to have super realistic locales, but more to just make the locations feel a bit more alive.
Perhaps this one room which only has a box of ammo and a stimpack is a storage closet, perhaps this large room with some monsters is actually a cafeteria, maybe this room which is locked and requires an optional key is an armory, it's mostly raided but you can find a rocketlauncher and some extra shotgun shells in there. Just add some furniture and detail for the sake of flavoring.

Weapons would mostly handle similarly, just slightly smoother animations, add some ejecting casings, and some brief Duke Nukem style reloads for some of them (just that brief clickety clack). The pistol reloads every 15rds, but you can shoot it faster, the subgun would replace the chaingun for most of the early game, it reloads every 30rds and does a little bit more damage, the actual chaingun doesn't need to stop to reload and shoots a little faster, does a little bit more damage.

Most of what I have in mind could probably be done with some GzDoom modding actually.

>> No.6256916

You need to start beating levels without mid-level saves, anin. Only save once at the start of each level, or only use autosave. It feels great, unless you're playing insane maps with thousands of monsters it something

>> No.6256935

I like doing this with maps that only take ~10 minutes to beat. Anything longer feels like a chore when I need to restart after dying to a trap right at the end.

>> No.6256940

how about source ports and a continuous supply of community content

>> No.6256967

System Shock > Doom

>> No.6256971

>login to 4chin.com
>immediately see two anons arguing with walls of text

>> No.6257001
File: 53 KB, 500x501, 1534936172956.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6257008
File: 13 KB, 90x90, synkardis.thumb.gif.7fe3ec6beb12aaf3cb886d56d723a0f3.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6257023

>Even Zeromaster was jealous of his insane skills
Living god

>> No.6257038

Play Scythe, it's Doom 2 but better (and still vanilla-compatible)

>> No.6257057

I'd give that to Plutonia honestly.

>> No.6257069

Doom 4 Vanilla 2.5.9 has been released:

>> No.6257082

They have Kaiser
Years ago they saw his work on Doom64 EX and hired him to do the Turok port, and I'm pretty sure he still works there

>> No.6257123
File: 30 KB, 1337x272, 2020-03-10 20_51_18-Nightdive Doom 64 Interview (new maps!) - Page 2 - Doom General - Doomworld.png [View same] [iqdb] [saucenao] [google] [report]

Hand over the dollar bitch

>> No.6257192

I like the midi version d64d2 has

>> No.6257254

All Doom 2 levels are great, some need time to understand it. Better to play with a pistolstart.

>> No.6257257

is scythe 2 also vanilla compatible?

>> No.6257263
File: 315 KB, 770x716, 1582938951350.png [View same] [iqdb] [saucenao] [google] [report]

What maps did everyone play during Quake 3 days?
Also would anyone be interested in a Quake 3 server that's only online during the weekends? (friday -> monday morning)

>> No.6257267


>All Doom 2 levels are great

not they are not,
there are a few good ones but more than half the maps are rushed messes or overly reliant on gimmicks

>> No.6257281

Wads usually tell their compatibility in the readme

>> No.6257293

I'd like to see a full 3D remake while keeping the gameplay as close to the original as technologically possible. Mainly because I think mapping would benefit from a proper 3D engine.

>> No.6257302


Put a voodoo doll behind the teleporter to act as a target and ensure that there's enough space for lost souls but not the pain elemental itself to path into the teleporter

>> No.6257304

>Cyber Mancubi have an improved behavior and runs a bit faster
Nice, I was just playing Doom 2 with D4V and boy does the cyber mancubus suck.

>> No.6257375

> pic

>> No.6257389
File: 124 KB, 1280x720, 1546215594144.jpg [View same] [iqdb] [saucenao] [google] [report]

Remake was released last year.

>> No.6257415


bethesda needs to hire this man

>> No.6257425

What's the better version of Duke3d for a first playthrough? Atomic edition, megaton, or world tour? I'm used to Doom with source ports so I'm sure I can get any of them set up to my liking.

>> No.6257429


Definitely not World Tour as only a fool would give Randy money

>> No.6257430

World Tour with classic voice, or eduke32 with Brutal Duke mod.

>> No.6257431

Yo ho ho matey - I'm only interested in the gameplay aspects. If one of the newer ports screws stuff up from I'd rather avoid it.

>> No.6257432

first it was laughing at the ridiculous post
then it was quoting a single sentance
then it was enough to just quote a few words
now just posting his avatar qualifies as a joke

kind of amazing

>> No.6257436
File: 2.90 MB, 568x320, sunlust.webm [View same] [iqdb] [saucenao] [google] [report]

>let's check out Sunlust, Decino is playing it, can't be that ba-

>> No.6257440
File: 12 KB, 203x172, 1567792685189.png [View same] [iqdb] [saucenao] [google] [report]

Why is he running around like an idiot aggroing the whole map at once rather than dealing with enemies one by one? Why doesn't he use the rocket launcher he just got?

>> No.6257443

That's me, I tried staying in place but still got fucked multiple times.

>> No.6257446

tbf I wouldn't use rocket launcher in a small room with lost souls running around either

>> No.6257447

Pirate both world tour and megaton, because each has exclusive content. The former has a new episode by the original devs, and the latter includes the 2 expansion packs from the 90s.
EDuke32 is the best port, but unfortunately the new episode doesnt work with it cause World Tour has its own port. So play everything but that on EDuke32.

>> No.6257448

Are there any good WW1/2 themed wads?

>> No.6257451
File: 636 KB, 2560x1600, 253464675.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks anon, think I'll do just that.

>> No.6257456

>trip an ambush, but run further into the level
>continue to run into more ambushes
>aggro even more monsters before clearing previous ones
wtf did you expect

>> No.6257461

is it possible to load expansions into World Tour and play them with new lighting and effects? I like WT lighting much more than EDukes

>> No.6257463

>Decino is playing it, can't be that bad
Why on earth would you associate Decino with "oh sure he's playing something easy"

>> No.6257468

he's using gzdoom in any way he can

>> No.6257471

There weren't lost souls in the room and the pain elemental takes several seconds to show up, enough to take down the revenant and maybe the hell knight. Then if all goes well you can go hug the pain elemental before he leaves the corridor so it can't spawn lost souls and bodyblocks the revenants behind him. At the very least he should've dispatched the revenant at 0:04 quickly with it.

>> No.6257476
File: 2.87 MB, 568x320, sunlust.webm [View same] [iqdb] [saucenao] [google] [report]

I'm actually going back after picking up that RL. Then I panic.

First 3 levels looked fine.

>> No.6257481

Why is decino's version all gold and brown and your isn't?

>> No.6257485

Tim Willits gives me the willies hjhaha XD

>> No.6257501

Probably because this is map 11 and decino is still on map 7.

>> No.6257510
File: 74 KB, 692x530, 1583721448735.jpg [View same] [iqdb] [saucenao] [google] [report]

If you think this is bad, warp to MAP29 and see what awaits you.

Yes, the map is literally called "Go Fuck Yourself".

>> No.6257525

Can some explain in human-friendly terms what "Stairs rise by 8" supposed to mean as linedef effect?

>> No.6257538

give the line with that action the same ID as a sector, and if everything is set up correctly it will automatically raise the sectors behind it so that each is 8 higher than the last, creating stairs

>> No.6257540

Why would I use GZDoom if absolutely none of its features and mods appeal to me?

>> No.6257545

You wouldn't, I guess. I suppose I'm just curious why you wouldn't be attracted to proper openGL lighting so that the maps don't look completely flat, or nicer HUDs that tell you monsters/secrets left without having to press an extra key, or simple things like that.

>> No.6257552

I personally prefer Software rendering over OpenGL. I also prefer not to have monsters/secrets counts on my hud, as I consider that more of a speedrunner feature, and not something for normal playthroughs of wads as it can kinda spoil some details about them.

>> No.6257553

Is there any way to get the software rendering colors in open GL.

>> No.6257558

Truly the Dark Soul of Video Games.

>> No.6257574

Cacodemons are low key one of the most devastating monsters on UV. They're the reason why against thee wickedly is so hard

>> No.6257579 [DELETED] 
File: 1.51 MB, 1450x900, Texture modes comparison.gif [View same] [iqdb] [saucenao] [google] [report]

I've spent entirely too much time making this
You guys better use it next time someone asks about texture modes and anisotropy

>> No.6257589 [DELETED] 
File: 1.51 MB, 1450x900, Texture modes Comparison.gif [View same] [iqdb] [saucenao] [google] [report]

I've spent entirely too much time making this
You guys better use it next time someone asks about texture modes and anisotropy

>> No.6257591

ffs lol
anyway, I can whip up another one if you really want

>> No.6257595
File: 1.51 MB, 1450x900, Texture modes Comparison.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6257610

even in a first person perspective, you can see the fear in his eyes

>> No.6257626

So the Doom64 re-release is gonna have a new episode/expansion?, that's cool.

>> No.6257627
File: 18 KB, 614x742, Scythe_MAP23_map.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I'm thinking this level in Scyth is trash.

>> No.6257629

No need to look for the Megaton Edition; the link in the OP has the game and all the original expansions:
> Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
> https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

>> No.6257632 [DELETED] 

/v/ is making fun of us again...

>> No.6257639

When you don't have a Super Shotgun, yeah. That final part of Nightmare Underworld always ruins me.

>> No.6257645
File: 10 KB, 220x220, 1485804849894.jpg [View same] [iqdb] [saucenao] [google] [report]

>Map 23: Anger

>> No.6257650

I have always wondered why was that voodoo doll in Blood on alt-fire dished so much less damage than it would if all that ammo was spent on its primary fire. Like what were they thinking?

>> No.6257653

>Build your map in Doom
>Get all anxious because your levels don't look good
>Play actual Doom
>Meh, Romero does the same thing

>> No.6257654

I got gatekept by Scythe's map23 before being randomly archvile-jumped into map24. I can't deal anymore. I give up. How do you fight so many enemies. What happened to the level design? Where's the fun? I'm fucking sick of these terrible slaughtermaps that are 60% hellknight and revenant spam.

>> No.6257656


Originally it only used 20 ammo but that got changed with the Plasma Pak for some reason

>> No.6257659

Were you pistol starting? This is the first time I've pistol started UV a wad before and this map is destroying me right now. The 2 cyberdemons are what are really fucking me up.

>> No.6257668

So linedef is at the bottom of the stairs and sector is the top?

How much do saves remember? If I edit the map and reload the game, will it break, will it use the old map or will it update?

>> No.6257669

Play atomic edition on eduke. You can play all the expansions and all the mods inc the one with psx specific episode. There's no need for megaton, but you might want to check out world tour for that extra episode (but nothing else).

>> No.6257672

I wouldn't say all of them.

Doom 2 mostly uses its gimmicks well.

>> No.6257674

Oh okay makes sense, 20 sound just fine actually.

>> No.6257685
File: 1.09 MB, 3848x1659, 1503911756906.jpg [View same] [iqdb] [saucenao] [google] [report]

>try to "fix" Doom 3
>make a mod that seems interesting
>be me
>finish Doom 3
>it's kinda goat, atmosphere, environment, sound, music, progression, hell
>half the weapons are trash
>too slow weapon switching
>get hit, lose aim with an animation too
>still one of my favorite games because of the world building and sound/lights/comfy engine textures

>wanna play RoE
>bored to play vanilla
>get the go-to mod (Perfected Doom 3)
>try to install it
>open the installation tutorial txt
>"just unzip it bro"
>tons of shaders in a folder
>start game
>low res locked
>can't change
>advanced options not explained
>make a terrible thread in case someone knows how to change resolution
>go to config , open with txt
>change resolution
>mode -1
>nothing changes

I am getting too old to be patient with modding..

>> No.6257692
File: 16 KB, 737x274, scythe_dot_txt.png [View same] [iqdb] [saucenao] [google] [report]

>he didn't read the text that came with the WAD
Start Episode 3 over on Hurt Me Plenty like the map author suggests, pic related. It's not too late, anon.

If you're hell-bent on completing it on UV then I suggest you watch speedruns
> https://youtu.be/69j35QUn0xM?t=470
This is a pretty comfy speedrun video desu

>> No.6257705

Anyone here got a plushie cacodemon? I really want one.

>> No.6257715
File: 33 KB, 457x188, scythe2-dot-txt.jpg [View same] [iqdb] [saucenao] [google] [report]

I meant to add, it's not too late to start over on HMP because the maps are just going to continue to get harder and harder.

Which reminds me, I never actually did finish my UV playthrough of Scythe 2; I got stuck on map 26. Try again on skill 2 or 3 since I like to play with 0 mid-level saves.

>> No.6257748

Has anyone ever modded the game to give monster projectiles deviation as if they were leading the shots in some way?

>> No.6257761

pretty much this.

also wait for world tour to go on sale since it's normally like $20.

>> No.6257767

i tried to but i couldn't get it to work.

someone did port duke it out in DC to the world tour edition on the steam workshop but that's about it.

>> No.6257804

Battletech weapons in doom/quake mod when?

>> No.6257805

what would you consider top 10 megawads everyone should try?

>> No.6257807


top 10....
fun factor?
epeen waving contest hardness?
because of who made it?

>> No.6257816

Doom Slayer Chronicles

>> No.6257817

the one i'll eventually (never) make
and then that one 9 more times

>> No.6257829

Thanks anon

>> No.6257832

Plutonia Experiment
Back To Saturn X e1
Back To Saturn X e2
Ancient Aliens
Japanese Community Project
Scythe 1
Scythe 2

Not in any particular order.

>> No.6257870

no tnt?

>> No.6257897 [DELETED] 

I know it's about Eternal, but since I want to play it on release, I have to ask you (even if you crucify me for talking about Eternal):

On system specs of Eternal, Bethesda writes:
>Win 8.1 users with AMD GPUs will need to use driver version 19.10.1 to run the game successfully.
>Source: https://slayersclub.bethesda.net/en/article/5Wx9QeorMSfMZCwLg6VpoS/doom-eternal-launch-details

Now how am I supposed to to use 19.10.1 driver version on Windows 8.1, when the latest driver version for Windows 8.1 is 17.7.1, because AMD stopped giving updates for GPUs used with Windows 8.1? What am I not getting here?

>> No.6257902

Wouldn't put it in top 10, since it starts to get progressivily worse in quality after the fist half.

>> No.6257905

Oh, we can't talk about Eternal here? Well that was new to me. Sorry mods.

>> No.6257907

This. I'm a big TNT apologist, and I love it, but it's also flawed enough that I couldn't call it the best of anything.

>> No.6257908

Most of the time eternal talk is fine as long it doesn't go overboard but when you're straight up just asking for details on required system specs for a modern game, that seems like it's crossing a line, anon.

>> No.6257909

dont know if i can name 10 off the top of my head but...

Winter's Fury
Verdent Citidel
Lost Civilization
Golden Souls 2
Wolfendoom: Blade of Agony

These are what come to mind in terms of ones i've enjoyed the most. I think Winter's Fury was my favorite so far, may not be everyone's cup of tea with how drastically the game was messed with, but the presentation and the amount of effort that went into it are pretty top notch.

>> No.6257912

Apologies, Verdant citadel isn't a megawad, i can totally read.

>> No.6257937
File: 392 KB, 640x480, Screenshot_Doom_20200311_171513.png [View same] [iqdb] [saucenao] [google] [report]

I tried to spice up a wall a bit here. Should I maybe add a solid different texture behind the platforms?

>> No.6257980

I don't have a top 10 but the ones I had the most fun with so far are:
Scythe 2
Going Down
Ancient Aliens
No Rest for the Living
Doom the Way id Did

Play these on Hurt Me Plenty difficulty, not Ultra-Violence, and try to beat each level with zero mid-level saves! Only save once per level, at the start of each level. It's much funner that way, anon.
>Scythe 2 (see >>6257715 ) Hellground / Going Down / Sigil / Ancient Aliens / Eviternity / No Rest for the Living

Play these on Ultra-Violence:
>Doom the Way id Did / Doom.wad

Play the first two episodes of Scythe on Ultra-Violence, and the final episode on Hurt Me Plenty (see >>6257692 )

>> No.6257986
File: 58 KB, 1024x576, dhJ42Tah.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6257998

I don't know if a /vr/ multiplayer server for any retro FPS would be populated, but I'd still hop on occasionally
I don't know what maps vets would like, a safe bet would be to go to lvlworld or worldspawn and download the highest rated maps

>> No.6258042
File: 2 KB, 296x371, doom.png [View same] [iqdb] [saucenao] [google] [report]

Post your favorite Doom song.

>> No.6258049

assuming it counts

>> No.6258050


>> No.6258053

just reminds me of this

>> No.6258063

I'm trying to run Quake on actual Win98SE hardware, but everytime I boot up WinQuake it crashes the whole OS with rainbow stripes at the top (the DOS version runs fine). Anybody know why that might happen and how to fix it?

>> No.6258075
File: 1.83 MB, 1075x1700, UltimateDoomManual.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't decide, so I'll pick three that I really like from each .wad, because you didn't tell me I couldn't. In reality, I like basically of the official tracks.

For Doom 1:

For Doom 2:

For TNT Evilution:
I actually think every single TNT track is a complete banger, this one was more of a Sophie's Choice than all the others.

The Plutonia Music Pack is a great one, I love the fuck out of this track:

>> No.6258085


>> No.6258089


>> No.6258094

what happened to the /vr/ quake map pack from last year? did the hub world ever get finished or was it abanoned?

>> No.6258103

This track is great.

>> No.6258113

>inb4 not retro
Doomguy talks in Eternal

>> No.6258121

What's Doom's appeal to zoomers? It has dated gfx, bad leveldesign (in iwads). Don't get me wrong, I love it, but I'm a boomer, I know the game's merits. Zoomers how?

>> No.6258124

I'm looking into adding wads to the Switch version of Doom through homebrew. What are some easier wads that I should add? Something around Sigil-level of difficulty or lower.

>> No.6258126

Because Doom, for its age and simplicity, is still lots of fun. Its well designed, requires quick thinking, has weapons that are satisfying to shoot, monsters that are fun to fight, and is packed full of secrets to seek out and discover. A very well rounded experience no matter who you are.

>> No.6258127
File: 898 KB, 1920x1080, Base Profile Screenshot 2020.03.11 - [View same] [iqdb] [saucenao] [google] [report]

tfw no strogg gf

>> No.6258142

It was finished.

>> No.6258145

But it has no cheevos and random multiplayer functions or DLCs.

>> No.6258148

I simply don't know.

>> No.6258156

Maybe your perception of zoomers is an exaggerated caricature of the truth?

>> No.6258157

got a link? I searched the archive but I can't find it

>> No.6258160

Buy the steam version & play wads using GZdoom or Zandronum sourceports

>> No.6258163


>> No.6258168

I could, but then I don't have the novelty of playing it on the Switch.

>> No.6258173

a common strat in slaughtermaps and other super hard wads is to wake up all the monsters and try to get them infighting, then mopping up whatever's left.

>> No.6258182

Pretty sure it's the only actual doom metal track in Doom.

>> No.6258189

It is unfortunate, but not critical. Except for DLC which is good. But also Doom had DLC like Thy Flesh, didn't it?

>> No.6258195
File: 153 KB, 768x1024, C_d-uJzXcAA-6AK.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6258220

Have you ever found a secret and felt it doesn't really qualify as secret?

>> No.6258240

what megawads have small maps? Already played Scythe and Going Down

>> No.6258248

Plutonia's maps are pretty small and usually last between 5-10 minutes.

>> No.6258254

That map is a really cool set of combat challenges though. It's hard yeah, but it's not as hard as some of the shit after it. Just keep at it and take breaks so you don't get butthurt.

>> No.6258260
File: 922 KB, 900x1000, 1496840640954.png [View same] [iqdb] [saucenao] [google] [report]

I've played a few WADs where i fins a box of rockets sticking out from a small corner alcove in plain sight and the SECRET FOUND noise plays when i pick them up.

really now?

>> No.6258262
File: 2.20 MB, 1400x1812, tumblr_oujkynPyhR1szcxzqo2_r1_raw.jpg [View same] [iqdb] [saucenao] [google] [report]

the gameplay is solid, with basic and learnable mechanics that rewards some strategy in dealing with encounters based around the enemies' different behaviors and the player's movement
the mountains of custom maps show how versatile the game is and how many different experiences you can have with it
yahtzee is completely wrong about Doom not holding up

>> No.6258272


>> No.6258275

The bass track is ripped straight an Atheist track and I love it

>> No.6258276
File: 1.63 MB, 3235x2160, 1512803239378.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6258278

I've finally gotten to setting up difficulty and I'm having weird thing in Doom Builder. I set filter on Easy and started removing easy flag on some monsters, but some monsters already show flagless and I can't remove it, even though I'm positive they are present when I play on Easy.

>> No.6258316

Doom is good enough that even zoomers can enjoy it if convinced to give it a try. The only common complaints i hear are not being able to jump or look up and down. Otherwise the game speaks for itself, even to them.

>> No.6258323

You can add virtually anything, just play on lower difficulties. Remember that difficulty/skill 1 and 2 have identical monster counts, the only difference is on skill 1 you take 1/2 damage and get 2x ammo. Skill 3 has more monsters, skill 4 has the most monsters, and skill 5 has the same monsters as 4, but now you have fast monsters, monsters respawn at random delays, and you get 2x ammo.

Sometimes the mappaker also changes the items in each difficulty. Some WADs have no difficulty settings implemented, so it's the same monsters no matter what. For example, Sunder has thousands of monsters on some of its maps; so you can use skill 1 to get the 1/2 incoming damage buff and double ammo buff without changing the number of monsters.

>> No.6258332

Wanna try out my map? https://mega.nz/#!e1glxQZR!WEDZeIWTmBumtYeUO9aigf-T6SdBpS1_23CWPxGXaKs

I will likely spend some more time on decoration and item placement, but overall flow will likely remain unchanged. The map started as supposed first one, but it grown out of control so it's probably more like 2nd or 3rd.

>> No.6258336
File: 421 KB, 640x480, Screenshot_Doom_20200311_214055.png [View same] [iqdb] [saucenao] [google] [report]

Should've added screenshot.

>> No.6258341

Same reasons it resonates with the rest of us:
>good core gameplay
>offers some actual challenge if you know where to look
>cool graphics and a style with lots of soul
>satisfying sound design and gore
>27+ years of community made content; basically infinite shelf life, you could drop the game and come back a couple of years later and find all sorts of cool stuff people have made
>all kinds of different ways to play the game

>> No.6258353

There are lots of cases like that, sadly, maybe almost half, but it obviously depends on the WAD. I'm learning all the secret locations in No Rest for the Living, so that I can see which secrets are worth going to during a deathless UV or UV-fast run, and in the first map there are like 7 secrets and only ONE is worth visiting: a beserk pack if you need it. There is a secret chaingun on that map that is ridiculously hard to get to, and on map two, you are just given a chaingun within the first minute. Then, on the second map, the first secret area you enter (the supershotgun room) counts as TWO secrets, and then the secret room where you flip the switch to grap the soulsphere counts as THREE secrets.

One thing to remember, though: in the original Doom, if there were zero secrets on a map, then you would get 0% secrets for that map when you completed it (E2M8 for example). To avoid confusing players by telling them they got 0% secrets on a map with 0 secrets, some mapmakers would tag a sector as a secret area that the player would already go through, so that the end of level screen will say 100% secrets instead of zero

>> No.6258374
File: 742 KB, 1360x1532, crispy-doom_2020_03_11_19_49_31_084.jpg [View same] [iqdb] [saucenao] [google] [report]

Found a glitch where you get the invisibility sphere. Also can't seem to exit this area once the water lowers.

>> No.6258378

Didn't happen to me, but I haven't been in this room in a while. I could've messed something up.

>> No.6258389

How do I use this? Put it into a new folder in my Quake folder (\quake\huh) and this?
>quakespasm.exe -game huh

>> No.6258396

I think I realized what the problem is. I should probably switch to more faithful Doom, because GZDoom doesn't have this bug.

Also I messed up linedefs and if I fix the, it'll be even worse, so I'll make a lift instead.

>> No.6258434

tnt revilution
the rebirth
good morning phobos
300 mins of /vr/
plutonia revisited
icarus alien vanguard
doom 2 the way id did
doom zero

>> No.6258448

oh no, the guy that said bioshock infinite was goty, didn't properly finish gravity rush 2 and thought a monkey island game that ended in a cliffhanger didn't need a sequel said doom doesn't hold up
clearly, he didn't waste his time on talking too fast and shit humor
can't wait to hear what egoraptor and dunkey have to say about old doom now

>> No.6258463
File: 858 KB, 955x1616, Screen.png [View same] [iqdb] [saucenao] [google] [report]

One wall didn't lower for me in that ambush with 4 pinkies in the slightly flooded building.
Felt like there was way too much ammo lying around and the SSG was an overkill for the beginning with all those zombiemen and no chaingun to shoot all this ammo on the hitscanners.
Somehow embarrassing that I had such troubles finding secrets...
When I activated the bookshelves to go up I jumped out of there out of reflex and couldn't get the secret.
Pic 1: stuck imps.
Pic 2-3: fell down because the button was too close to the ledge and had to lower it again.
Also kind of had too look way too long for the button that lowered that wall in the first place. Probably my own fault.

Cute fireblu colored chessboard

>> No.6258465

>The only common complaints i hear are not being able to jump or look up and down. Otherwise the game speaks for itself, even to them.
that's another thing
whatever flaw or "flaw" the game has, fans already fixed it years ago with multiple solutions

>> No.6258479

>One wall didn't lower for me in that ambush with 4 pinkies in the slightly flooded building.
Sounds like you didn't find all the secrets.

I had similar problem with this button but I figured it's not normal to be as clumsy as me to fall off by accident. I'll move it and use a more contract texture.

>> No.6258496

I did press that wall so it lowered in the end but it just seemed to me like it did nothing. I must be blind.
Only got like 6 secrets or so. That wall in the first building also always showed a secret but I had no idea how to lower it. And it felt like there are a lot of one time switches on those.

>> No.6258547

I'll just list all the secrets for your convenience:

One of the columns on the catwalk is moldy. Use it to lover the wall near it.
The invisibility sphere.
Secret switch to the North of metal building with blue floor inside is a switch but it's only accessible until you raise the bridge (I'm considering changing this probably change this, especially considering how lackluster payout is)
Go left on the stone catwalk around southern grass and jump into the blue wall. It's a teleport.
Go right on the same catwalk where shotgunners were and shoot techwall in the blue-keyed building - it will open a closet in the northern grass with a rocket launcher.
Lower the wall in imp closet and it will also lower the tech wall in the next room revealing berserk
In the cottage where walls retract and not doors, go around the container and press a switch to lower the revenant's crate.
That switch you jumped out, don't jump out of it.
There's a hidden door on the crate in the in the room right before super shotgun with chainsaw and switch to lower bronze platform.
Switch in pain elemental's close that you seem to have found as well.

As I listed them I realized how unevenly they are distributed, should do something about them.

>> No.6258602

Recorded some gameplay, not my first run though. I keep getting stuck and can't find a way out of the last room as shown. Not sure what I'm missing.

>> No.6258614

Plutonia 2 or Plutonia Revisited?

>> No.6258618

OK, this is really weird. Button should have lowered sections of the wall to your right as well. Is this consistent across all attempts?

>> No.6258650
File: 1.04 MB, 1920x1080, Screenshot_Doom_20200311_165109.png [View same] [iqdb] [saucenao] [google] [report]

Playing JCP. Any other wads with cool map design like this one? I love the fortress in hell thing

>> No.6258657

I'll keep that in mind.

>> No.6258668

It seems Crispy doom has different idea of what constitutes a collision between a monster and a wall, which I can fix.

What I don't understand is why floor that used to rise to higher floor just fine before, doesn't do so anymore. This one can't be explained by collision, there's no monsters on it.

>> No.6258669
File: 13 KB, 386x386, 1551982319467.png [View same] [iqdb] [saucenao] [google] [report]

I've taken a liking to Wad's that use a medieval/fantasy theme for the level environments. It's been caused by the first 5 levels of Eviternity, Verdant citadel, and lost civilization. Any other maps/megawads out there that use similar level theming?

>> No.6258675
File: 538 KB, 949x1615, Screen2.png [View same] [iqdb] [saucenao] [google] [report]

Okay played it two more times.
Actually love how the backpack is placed. With all this ammo it's very needed and you can get it almost right away. And it's fun to get it too. It's easy platforming.
Just my personal preference but I think it's always better if the secrets with invisibility sphere and chainsaw are tagged before you grab the item.
Love the zig zagging in the northern grass area.
Too bad nothing is hinting on the fact that there is a rocket launcher on the map. Like random 1 rocket pickups would be nice.
Pic 1: great placement of the pinkies... got surprised 3 times without fail.
Pic 2: one of the teleporters seems to not work, played it again and it still didn't work, hence the stats in pic 3.
The exit also has no exit sign. First time I played I just walked into it blindly.

>> No.6258682

Most people who end up whining about wad difficulty are the same people who refuse to play on any skill below UV.

>> No.6258687


>> No.6258691

Dusk was a 9.5/10 for me, what would I think of Amid Evil?

>> No.6258695
File: 308 KB, 1280x960, gothic castles.png [View same] [iqdb] [saucenao] [google] [report]

Bloodstain uses a bunch of Quake textures and what not to create some nice gothic castles in a lot of levels.

>> No.6258704

After learning a valuable lesson about source port differences, I have updated the map to prevent monsters various collision issues. It should now work fine on Crispy doom.

>> No.6258710

>Pic 2: one of the teleporters seems to not work, played it again and it still didn't work, hence the stats in pic 3.
I think it does work, but only until you press the second button. Then it smashes into the roof. I'll make sure it doesn't smash into the roof.

>> No.6258719
File: 57 KB, 639x468, 1544995097863.jpg [View same] [iqdb] [saucenao] [google] [report]

Thinking of it now, I kinda wish Dusk's movement was less W+strafekey based, in that to gain a bunch of speed you have to jump and press forward and left or right. It's certainly fun, but I probably would've liked it better if it was more like Quake 1 where it was more challenging to go fast cus you have to bhop with just left or right while jumping. The way Dusk does it feels somewhat limited in that the main mechanic is jump, hold forward and press/look left or right to go fast. It kinda feels like Quake 3's movement but with more air control, which, again, is fun but it'd be more challenging if your air movement was based on just the strafekeys and not just holding forward as well.

>> No.6258763

hahaha you haven't seen shit yet

>> No.6258776

if i were to put dusk at a 9.5 id put AE at a 9

>> No.6258789

Yeh, I agree. Honestly can't even find fun out of its movement because it's too simple. Circlestrafe until everything dies, because it's easy enough why wouldn't you? Enemies don't even force you to move in different ways to take advantage of your free air control, so I don't see the point.

>> No.6258821
File: 1.61 MB, 906x1409, 1551853900607.png [View same] [iqdb] [saucenao] [google] [report]

Don't you dare suggest buying world tour. Randy does not deserve your money.

>> No.6258896 [SPOILER] 
File: 26 KB, 355x466, 1583969435869.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6258954

Zoomer here. Basically what >>6258341 said. It's just really fun

>> No.6258956


>> No.6259019

I am a zoomer that has played multiple retro vidya (Darklands, X-Com, Spellcross, Civ1-2), and honestly I just like Doom for the pure unadulterated demon killing. Nu-Doom looks nice, but it doesn't have the endless replayability of the classics, I'll probably pick up Eternal, but at best I'll probably only do one playthrough and then just go back to playing random wads again.

I think other zoomers are just jumping into the Doom bandwagon just to try and seem hip and cool or whatever,

>> No.6259073
File: 246 KB, 512x512, 1560084964030.jpg [View same] [iqdb] [saucenao] [google] [report]

>it wasn't map21, it was map20
>21 and 22 were a walk in the park
still savescummed like a bitch :^)

>> No.6259105
File: 310 KB, 1600x900, 57d9a5aae9db5.jpg [View same] [iqdb] [saucenao] [google] [report]

give me a tau cannon and a jump module

>> No.6259113

That one closet in Entryway that just has 2 Imps and a stimpack.

>> No.6259175

When its one as hard as Sunlust, yes

>> No.6259254
File: 36 KB, 680x832, 1518994026480.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6259291

Kino map

>> No.6259310


>> No.6259314

Doom is as good of a place to start with FPSes in general as any. Just play it with keyboard only. This isn't hard at all. Use the GZDoom source port.

>> No.6259320

>keyboard and gzdoom
i hope you're joking

>> No.6259335

>Just play it with keyboard only
Why? I'd sooner suggest to play with a gamepad instead.

>> No.6259349

>Just play it with keyboard only
The doom manual says to use a mouse.
Hell, the Wolf3D manual says to use a mouse.

>> No.6259387

half life is a ___ game.

>> No.6259393 [DELETED] 
File: 97 KB, 686x526, 1561353322167.jpg [View same] [iqdb] [saucenao] [google] [report]

wads for the incoming pandemic?

>> No.6259462
File: 343 KB, 1200x1600, i+stairs+protected.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright well with a final stretch that awful I can safely say that TNT isn't even worth playing for historical significance. What an awful fuckin' WAD and resounding waste of my time. Sorry for pic related I needed to get the stress out.

>> No.6259471

your image is nonsense, and your opinion is mediocre.

>> No.6259474

hi /dg/
i just beat hexen and really enjoyed it, are there any good mods for it?

>> No.6259483

Remember map 30, and get fucked

>> No.6259496
File: 101 KB, 800x556, TNT in a nutshell.png [View same] [iqdb] [saucenao] [google] [report]

"TNT is bad" isn't even an unpopular opinion. It's just the truth.
It has objectively worse visuals and level design than any other official iwad, and the existence of The Master Levels is the only reason it isn't considered THE worst.

>> No.6259503

>isn't even an unpopular opinion
I never said it was. I said it was mediocre.

>> No.6259543

You mean like mapsets or gameplay mods? For gameplay there is a recent mod called Walpurgis that looks pretty cool. For maps, Shadows Of Chronos by Kaiser is the best hub ever IMO, pure vanilla action with great level design. Carnage Galore 3 is good, it has multiple hubs and a lot of custom stuff (new weapons, monsters, even artifacts). There is also XUMP, a community hub from a couple years ago, and Hexmas, a wintery community hub from last year.

>> No.6259556

I'm replaying Community Chest 1 and there's some fun stuff here but fuck MAP06 so goddamn much. Who the fuck designed that and thought it was remotely decent?

>> No.6259560

Does anyone else get really disoriented playing Crispy Doom? I love the way it looks but for some reason it fucks with my brain.

>> No.6259565

>have a fuckton of wads waiting
>replay original campaigns BUT mirrored now

>> No.6259569
File: 2.12 MB, 872x480, more sunlust.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, okay.

>> No.6259580
File: 25 KB, 400x323, 50b1f895afa96f5a5e000003.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay so I finally understand now having played Plutonia Experiment

It's not about the difficulty

It's that you can't trust fucking ANYTHING

That health? Fuck you.

That ammo? Fuck you.

That key? Lol sike, oh wait nigga you thought? Fuck you.

Shit even a lot hallways drop and become deathtraps, I can't even trust the normal goddamn environment.

>> No.6259592

It's true though, I'm pretty new to dooming and it was pretty bad desu

Last stretch of Hellbound was worse though

>> No.6259609

Mirrored as if start at the exit and exit at the start? How do you beat entryway?

>> No.6259615
File: 811 KB, 1920x1200, file.png [View same] [iqdb] [saucenao] [google] [report]

Like this.

>> No.6259618

isn't it great

>> No.6259621


>he hasn't spent enough time with habitat to truly digest it

>he doesn't like his maps to challenge him on an intellectual level

>every doom map has to be "fun," as if you only ate at McDonald's and refuse to expand your palate

>imagining his opinions are valid in any way in spite of this

>> No.6259627

Nice bait.

>> No.6259629
File: 8 KB, 640x360, EPX-Mv2WsAEiUq3.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I ween myself off gore mods?

>> No.6259632

Go all out with gore mods until they lose their charm once you realize they don't actually add anything to gameplay. Alternatively run around in circles for an hour looking for a switch hidden by all the blood.

>> No.6259637


holy fuck this has caused me problems with zdoom's default blood decals alone, I can't imagine how bad it gets with gore mods

>> No.6259642

I'm going to make a bullshit room full of monsters you have to repeatedly come back to and each time you come back to it you'll find out a new arch-vile was released into it 5 minutes ago.

>> No.6259645

put your ween somewhere else

>> No.6259646
File: 48 KB, 576x960, o0pskjv0t5k41.jpg [View same] [iqdb] [saucenao] [google] [report]

Why do people get so fucking triggered when people make actual valid complaints about slaughtermaps

>> No.6259649

What does make a map a slaughtermap?

>> No.6259657

Honestly I think thats the big issue. The definition changes depending on who says it so having a conversation about it becomes impossible since everyone is talking about different things.

>> No.6259664


>> No.6259665

Nobody has to like slaughtermaps, hell I don't. However, people who get mad that a wad has some slaughter in it make no sense to me. There are plenty of wads for you to play, go play those. Not everything has to be made for you.

>> No.6259674
File: 167 KB, 400x359, 2c6f5049353706277af94cefad3756682484c0ef.png [View same] [iqdb] [saucenao] [google] [report]

Most slaughtermaps suck pretty hard because they are often grindy and are braindead easy to make. Not all of them suck, some wads to it quite well (such as AV, Going Down, Kama Sutra, etc.)

Nobody has to like slaughtermaps, but if you rate 5/5 to wads like Sunder, that just require BFG spamming and minutes forcing infighting to win, you have bad taste and are contributing to cancer in the community

>> No.6259675

t. Ty Halderman

>> No.6259684

Sorry I went to sleep. If you get to read this, yeah it happened every time I tried.

>> No.6259694

I found the cause of the issue. In more faithful port, monsters get stuck in the wall and prevent floors from moving, but in GZDoom it seems to be fixed. I unstucked them and re-uploaded the map: >>6258704

>> No.6259754
File: 123 KB, 1360x767, crispy-doom_2020_03_12_10_32_56_622.png [View same] [iqdb] [saucenao] [google] [report]

Yeah that did the trick, nicely done. Just finished the map and overall it's fun. I like the overall look, where it's not too barren, but also not too stuffed either. I think you managed to strike a nice balance there.

Though it feels like ammo and health distribution could be a bit better. As in, have them be more evenly spread out. Also there seemed to be a bit too many switches where it wasn't always obvious what they did at first. Maybe also reduce the amount of monster closets, thought that's just my personal taste. For the end, I found this little gap that seemed like it had the wrong texture.

>> No.6259767
File: 155 KB, 1145x643, crispy-doom_o9pUEWnAr5.png [View same] [iqdb] [saucenao] [google] [report]

Working on a level and I'm kinda stuck. It's about 50% done. Would like to know if the gameplay is going in a good direction or what I can change to make the level better.
Vanilla compatible, but if you're gonna play on Chocolate Doom you should disable the savegame limit because it far surpasses it. I recommend Crispy Doom.


>> No.6259770

Just install Smooth Doom, enable enchanced gore and enable decals. Its just a little bit of gore that isn't over powering

>> No.6259773

I don't usually like slaughter maps, but hell map32 of Plutonia is great. Making a great slaughter map takes a lot of skill.

>> No.6259775

>Just play it with keyboard only.
Just destroy your wrists from both hands bro

>> No.6259796

get a wrist pillow then. They used to be super popular but I don't see them anymore

>> No.6259803
File: 466 KB, 1024x768, Blood2.png [View same] [iqdb] [saucenao] [google] [report]

Blood 2 is fucking tragic

>> No.6259924

I really dislike it but at the same time I don't want to be too harsh about it considering Monolith had a ridiculously short amount of time to develop the game.
The patched mod is cool but makes the game just mediocre at best.

Still it's hard for me to believe that Turok 2 had a better Phantasm sphere inspired weapon than Blood 2 which was pathetic to say the least.

>> No.6259963
File: 359 KB, 1920x1080, Ion Fury.jpg [View same] [iqdb] [saucenao] [google] [report]

I got Ion Fury from the link in the OP. At first, I absolutely hated it: cheesy "powerful wymyn" dialogue and your starting gun has a lock-on feature that headshots enemies you lock onto if they are in range, which I thought was WAY over-powered. But at the second half of the first level you are thrust into a genuine combat scenario, an area full of enemies where you need to strafe-run and jump from roof to roof to dodge attacks. The lock-on is actually balanced because you cannot run while using it, and the protagonists' cheesy quips start to grow on you. The reload animations are sweet and the combat feels great - much more fast-paced than Duke Nukem. I'm only on level 2 but so far I would recommend/10.

>> No.6259973
File: 1.31 MB, 720x360, heads up nerds.webm [View same] [iqdb] [saucenao] [google] [report]

This is fun

>> No.6259982

It is still better than Master Levels for Doom2.

>> No.6259985

Habitat doesn't even remotely represent all of TNT, it doesn't even represent the last third, considered the weakest. It's a fucking atrocious map, it together with Baron's Den is a huge mar on the .wad, but they're also the worst outliers.

What is this, a copypasta from /tv/ or something?

>> No.6259987

Knee deep in dudes

>> No.6259995

Oh i remember where he got it, Romero Was at milans games week (of 2015 i believe) we went there as a school trip, it was very doom themed, and i as going to gather some questions to ask romero about it in the trip, sadly the school trip ended before i could see Romero, but those pictures there that he posted? there were more, there were more based on the icon of sin, there was the selfie mod, but it had run a demo and i think it had the snapchat logo on it.

and in one room there were all the versions of doom, from dos, win95, ps1, n64, xbox and so on

>> No.6260030
File: 245 KB, 500x478, Final Doom Fire.gif [View same] [iqdb] [saucenao] [google] [report]

>System Control:
Alright. Basically just Entryway, but better.

>Human BBQ:
Pretty good, very challenging, but in a fun way.

>Power Control:
It's ok, but you wouldn't miss it if it was gone.

Good, and novel for the time, half the level is optional and almost hidden.

Passable, but drawn out.

>Open Season:
Good, nice crawl in a dark base, feels almost like it could be an E1 map.


Pretty bad, the arena at the end is just awful, but it's not like it was really good until then.

Ok, fun if you like zombie shootouts. Almost fucking impossible on Nightmare

Passable, but basically filler, could fit into Perdition's Gate, which is not even remotely a compliment.

>Storage Facility:
It's good. Reminds me slightly of E2M2, without feeling like a clone of it.

Passable. Another map which you wouldn't miss if it was gone.

>Nukage Processing:
Pretty good for the most part. The Cyberdemon is completely wasted.

Long winding and mostly not very interesting.

>Dead Zone:
Really good, one of the crown jewels of the .wad

>> No.6260032
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google] [report]

>Deepest Reaches:
Decent, some parts are good, others are a little meh. I like the exploration.

>Processing Area:
It's ok. Feels kind of like filler.

Pretty long winding, but works as an extended exploratory crawl. I like the big fight at the end.

Pretty good for the most part, if you use Berserk to push the truck you can find Mew.

>Central Processing:
Initially pretty good, but starts drawing itself out a lot, I like the exploration, but huge parts of
the map is totally slapdash in design, and felt like Drake O'Brien was constantly pushed into extending the map but that he maybe didn't want to, and each addition was increasingly out of place because he increasingly stopped giving a fuck.

>Administration Center:
Huge. I like the giant scope of the level, but it's also incredibly long and drawn out, I can see why a lot of people don't like it, some of the progression is pretty muddy. The part where you figure out the teleporter to end field of the map is pretty unclear, but also kind of cool.

Atrocious, completely slapdash in every sense, you start thinking "This part should have been removed." but then you realize you'll think that about every section of this level.

>Lunar Mining Project:
Quite good, but somewhat abrupt and short, if it's any map that should have continued for longer it would be this one.

Feels like filler, you wouldn't notice it if it was gone.

>Baron's Den:
Pretty fucking bad, long winding, boring to look at, and has some fucking stupid and unclear progression.

Not too bad in some senses, but it goes on for a long time, and looks a bit much like Baron's Den in places. I guess it's basically Baron's Den if Baron's Den didn't suck.

>Mount Pain:
FUCKING enormous. The level could be vastly improved by deleting the long winding spiral trek through the poison floor. Disaster Area? I'll fucking say, that part is a level designer crime.

>> No.6260035
File: 16 KB, 225x225, 1524191361409.jpg [View same] [iqdb] [saucenao] [google] [report]

With this recent wave of love for Blood I bet Monolith could try their hand at making a proper Blood sequel. They haven't made a game since 2017, and something like a new Blood game would really stand out as a game if done right.

>> No.6260036
File: 35 KB, 312x123, tnt evilution.jpg [View same] [iqdb] [saucenao] [google] [report]

Pretty good. It should come as no surprise that this one is made by Milo Casali, in fact with the Doom 2 tributes and the starting pad with the pulsing diamond light, this feels like a missing Plutonia map.

>River Styx:
It's ok as a Map 29, but it's no The Living End.

>Last Call:
The teleport puzzle at the beginning is kind of novel, but otherwise a lot of this map feels like filler, even the Icon Of Sin fight.

Kinda cool, but very drawn out. I can see why some people wouldn't like this level, but at least it's optional. Progression could be clearer.

Is ok. Has some good low calorie slaughter at the end.

>> No.6260047

I enjoyed the beginning with the crates and the verticality, lots of ways to get the monsters infighting or to get them stuck in the little alcoves to make them easier to manage, I liked that design.
Then it turned into endless flat tiny rooms stuffed with enemies and I just got bored.

Also the doors start to just get confusing. At one point you walk through 3 identical doors, one you open normally, the second you need to hit a switch in a corner, and the third needs a key. Yes you figure it out pretty quickly, but it is nice to have a visual cues to tell the differences.

>> No.6260051

What is the difference between Doom 64 TC and Doom64 Retribution?

>> No.6260092

I honestly don't think Blood 2 has any redeeming qualities. Well, Stephan Weyte did Caleb as good as always, but everything else I just seriously hate about it.

>> No.6260151

Wad based on coronavirus when?

>> No.6260161

Thanks for the feedback. I made it so doors that have to be opened with switches have a different texture than regular doors.

>At one point you walk through 3 identical doors, one you open normally, the second you need to hit a switch in a corner, and the third needs a key.
What exactly do you mean? The only part with 3 identical doors near each other, they're all opened with a single switch.

>> No.6260163

I'll also be decreasing the cannon fodder count.

>> No.6260164

Valiant already exists. Find better material

>> No.6260180

yes https://www.doomworld.com/forum/topic/108725-doom-4-vanilla-v259-new-version

>> No.6260193 [DELETED] 

New Launch Trailer for Doom Eternal is out. It shows the Icon of Sin near the end and it looks pretty fuckin good


>> No.6260210 [DELETED] 

first a nigger music trailer, now an EPIC for the redditbros story trailer. fuck bethesda and fuck nu-id. will still pirate the game day 1

>> No.6260213

I liked IOS as a weird magic wall.

>> No.6260216 [DELETED] 

Looks like it's going to be fun.

>> No.6260218 [DELETED] 
File: 647 KB, 900x948, 1577570664974.png [View same] [iqdb] [saucenao] [google] [report]

Each trailer I see for this game makes me want to play it even less. Why did nu-Id have to make everything look so generic?

>> No.6260219

What's a good outdoor texture pack I can use? I was thinking about dabbling in on gzdoom features and wanted your opinion on it, thanks.

>> No.6260228 [DELETED] 

What's generic about it? I'll take anything these days that returns to speed arena type action over the millions of duck and cover iron sight aiming military shooting galleries that are shat out these days.

>> No.6260241


>> No.6260246 [DELETED] 

It just looks like Warframe mixed with Titanfall.

>> No.6260252 [DELETED] 

It's as if people were looking to out-tard each other with their posts everytime it comes to this game.

>> No.6260264

Any western mods out there? I'm looking something similar to Outlaw.

>> No.6260269

Now plenty of people make videos about Doom, Duke, Quake etc. But does anyone out out high-quality Unreal content?

>> No.6260283

high noon drifter

>> No.6260285

right after ut4

>> No.6260304

>It looks like [fun game] mixed with [fun game]
Fucking idiot.

>> No.6260312

did you load deh correctly?
it's supposed to just pistolstart you

>> No.6260338

Hey, speak of the devil. I was just about to ask a dehacked related question.

What is the purpose of the dehacked files that come with vanilla-compatible WADs like Rekkr/DTWID/etc.?

>> No.6260357

In ye olde vanille times if you wanted to modify any actor in any way you had to modify exe.
Distributing executables of copyrighted software is illegal.
Apparently some people care about that.
DeHackED was a program that allowed to much easier modify the desired values than hex editing the EXE for yourself - the program did it for you and labeled the most often used values, as well as allowing to revert the changes.
It also could generate DEH-patches that are basically lists of changes for DeHackEd to make on the users machine when they apply said patch.

With sourceports, the need for DeHackEd fell by the wayside, but the format was still accepted as the most compatible way to modify vanilla game. So source ports began integrating the ability to pick up DEH file and apply all of the changes on the fly when you run the game, without the need to actually modify the EXE and have separate copies of the EXE for each mod.

Now 99% of the ports support DEH

>> No.6260358
File: 976 KB, 1920x1080, 2020-03-12 18-35-29.webm [View same] [iqdb] [saucenao] [google] [report]

WIP new health bar made of liquid. The old healthbar, the electric thing on the right, will be used for showing how much auxiliary power (laser pistol ammo, toggleable powerups etc). The reason it looks jagged is because of compression.

>> No.6260364

>run past the revenant onto a lift and escape
>reach penultimate room which is also connected to central area
>Revenant walks into a room and shoots me in the back
I think I've made a good map.

>> No.6260372
File: 372 KB, 546x294, GIBBITUDE.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6260378

That's pretty good effect.

>> No.6260381

I'm really surpsided "weapon that returns to shooter and hits enemies on its way back" is not more popular.

>> No.6260383

the fancy has corrupted his brain
he cannot be stopped

> laser pistol with adjustable wavelength power
does it go all the way up to wall piercing gamma rays?

>> No.6260391

Thanks. It's extremely overengineered because I'm not good enough with shaders. Uses 30 damped springs and the 2D triangle drawer.

Hah! I suppose they're part ultraviolet at the highest setting at least. Blue and violet beams can vaporize monsters and create little plasma explosions rather than just sparks. Wall piercing would be easy to do, but perhaps more suited for a higher tier weapon.

>> No.6260398
File: 64 KB, 420x448, mock.jpg [View same] [iqdb] [saucenao] [google] [report]

IMO you should reduce the vertical wobblyness of the liquid (i.e. its ability to bounce down/compress) - that's not how liquids work. The level should stay at one point with maybe a few waves traveling along the surface, otherwice it will look like strawberry jello (as it does now)

A great addition would be bubbles raising from bottom to top, where they "pop" on the surface.

The coolest thing of all would be adding some fake deph to it like picrelated (quick mockup)

>> No.6260413

>IMO you should reduce the vertical wobblyness of the liquid (i.e. its ability to bounce down/compress) - that's not how liquids work.
Yeah, I'll remove the bouncing from health going up or down. I think I'll keep normal sloshing a bit exaggerated for effect though.
>A great addition would be bubbles raising from bottom to top, where they "pop" on the surface.
Been wanting to try it. If it turns out looking good I'll keep them, but I'm not sure how to do the surface pop in a nice way.

>The coolest thing of all would be adding some fake deph to it like picrelated (quick mockup)
Excellent tip. The liquid is in two layers already, so all I'd need to do is add positive(back layer) and negative(foreground layer) height offset depending on horizontal distance to the middle.

>> No.6260418
File: 15 KB, 288x288, 1511388449002.jpg [View same] [iqdb] [saucenao] [google] [report]

Ty anon. So I only need to worry about .deh files if I am running Chocolate Doom and not Crispy Doom or beyond?

>> No.6260423

I'm not sure you understood
try to read again

>> No.6260440

How come Doom was never released to arcades?
It surely would've worked there from even a business point of view, trying to beat your percentages from last time encouraging shoving in a few more coins.

>> No.6260448
File: 46 KB, 108x338, file.png [View same] [iqdb] [saucenao] [google] [report]

>add positive(back layer) and negative(foreground layer) height offset depending on horizontal distance to the middle

also some outline (darken upper pixels of the foreground layer) and lighten surface a bit (pixels of the background layer that are above corresponding ones of the foreground)

I think the bubbles can be done as some static circles
The "pop" at the top may be expressed as several pixels rising up to make a splash, or just take a lava splash from Heretic/hexen and recolor it (or try to recreate with TEXTURE lump magic as you do everything else, you magnificent bastard)

>> No.6260449

The game wasn't really built for arcades. Rise Of The Triad would be far more suited, and it still would need tweaks for the arcades.

>> No.6260450

Some newer source ports will read a dehacked lump in the main wad file, and so many newer wads like rekkr or d4v will an internal dehacked wad, so the .deh file becomes redundant.
I don't know if Crispy reads that or not. Chocolate doesn't. Vanilla doesn't. I'm not sure about PRBoom either.

>> No.6260451
File: 843 KB, 830x686, koi.png [View same] [iqdb] [saucenao] [google] [report]

Koikitsune2006/DarkWolfLetsPlay, this guy use to review classic fps games and shit, anyone know what the fuck happened to him?

>> No.6260454

>will an internal dehacked wad
i accidentally the sentence
you get what i mean though. newer dehacked based modifications often have an internal dehacked lump in the wad. blah blah blah

>> No.6260457

you never know if there is an internal DEH or not unless you open every damn WAD file.
Many include DEH only as separate files.
GZDoom has option to autoload DEH files that have same names as a wad and are in same folder. Other ports like Boo dont so you ave to -file them manually.

>> No.6260464

>you never know if there is an internal DEH or not unless you open every damn WAD file

>> No.6260469

bottleneck enemies in hallways where you can't get ambushed or hit, then rocket em down. You ran into a hallway where you were safe and you decided to run out and start more fights. This ain't Doom 2016, be defensive more.

>> No.6260470

probably crime

>> No.6260473

dude was introverted as fuck as I recall, he had a big fallout of depression when he changed from Koikitsune to Darkwolf and started being more optimistic but that's where it kind of falls off.

>> No.6260479

>also some outline (darken upper pixels of the foreground layer)
Good call as well. I can use graphic with a shader for all the shape2d's that make up the surface and smoothly shade the top couple of rows.
>(pixels of the background layer that are above corresponding ones of the foreground)
The background layer is currently a darker color than the foreground (both are a bit transparent). Making the background the brighter one should be enough I think.
>The "pop" at the top may be expressed as several pixels rising up to make a splash[...]
I'm mostly concerned with how to nicely draw a bubble that's half under the surface and half above right before the pop, since the "surface" is kind of an illusion rather than a deformed 3d mesh.

>> No.6260485

When it's nearing the top, make it be "occluded" by the surface before it pops, so the surface would mask the transition from bubble to popping animation.

Or make the animation lower fps and more discreet so one frame is slightly longer than time it takes for bubble to go from under- to over- and ths mask the transition

>> No.6260497

That could work. The vertices that make up the foreground and background surfaces are locked on the x-axis, so if I make the bubble end up in the exact x-axis position of a vertex (after any waggling during travel) I'll know where the foreground layer is on the y axis in that spot and can make it pop as it reaches that.

Thanks for the help mate!

>> No.6260506

OK so I should open the DEH files with these old WADs just in case.

I know I can open REKKR as a PWAD and it will run just fine without adding the DEH.

>> No.6260529
File: 408 KB, 683x443, little healthbar problems.png [View same] [iqdb] [saucenao] [google] [report]

alays happy to offer ideas
btw im the guy who asked you about separate healthbars and minimap mods
would you kindly add those customisation options I asked about to the healthbar mod? - i.e. ability to set custom colors since heretic palette screws it up, ability to set height, minimum and maximum width (gets very tiny with distance) and vertical offset (it "censors" the eyes/ head of some larger monsters which looks funny). It'd be really cool if you updated that mod :3.

>> No.6260556

Whether you like it or not, its gonna be the new release.

Since its being made by Kaiser and the nightdive studios team, the new release is gonna be the next big version of D64EX, only with less bugs, cleaner, better optimized and probably more features alongside the new episode.

>> No.6260598

Hoe moddable is Doom64Ex? Is it just maps or are they at sprite replacement level?

>> No.6260613

>btw im the guy who asked you about separate healthbars and minimap mods
Cool. I've been restructuring some of the minimap code in doomshock, so I might be in a good position to update the stand along minimap in a while.

>would you kindly add those customisation options I asked about to the healthbar mod? - i.e. ability to set custom colors since heretic palette screws it up, ability to set height, minimum and maximum width (gets very tiny with distance) and vertical offset (it "censors" the eyes/ head of some larger monsters which looks funny). It'd be really cool if you updated that mod :3.
Sure, when I update it it'll skip using textures entirely and do it completely with RGB values I think. I've learned a lot about the various drawing functions and how they can be used recently. And yeah, min/max size caps are definitely in order..

>> No.6260616

>(it "censors" the eyes/ head of some larger monsters which looks funny)
By the way, I think this happens when a monster's sprite is significantly larger than it's actor collision size. I suppose it may be possible to check the height difference between at least graphic it uses in the first frame of it's spawn sequence with the actor height, but doing it for every frame and angle isn't really realistic. Should help some at least.

>> No.6260621

I dunno, but don't call me a hoe

>> No.6260628

Great! With that it'll be permanently added to my autoload lol.
I like the way one old version of PRBoom does it, and your mod seems to be the only one that can mimic that healthbar functionality.

I think just vertical offset option would do just fine without the need for more performance-taxing functions.
Another optional thing can be drawing monster health bar a few pixels under their feet. I haven't seen it done anywhere except some RTS, would've been interesting to see it in Doom.

>> No.6260631

oh the check of the first spawn frame would work great if you can do it without taxing the system, and option to vertical offset would be appreciated in any case.

>> No.6260636

Can I play custom wads on my PS Vita homebrewed?

>> No.6260643

gonna go out on a limb and say "no" for anything beyond vanilla.

>> No.6260645

I'll try to get around to updating the these two mods, it's just that I feel a strong need to work on the main project whenever my steam is up so to speak.

Also I don't think the sprite height thing it would be very taxing at all, it's a fairly simple check. While writing this though, I just realized it'll break horribly if someone uses TNT1A0 as the first spawn frame so perhaps I'll save the idea for later in favor of a simple cvar based Y offset.

>> No.6260657 [DELETED] 

Is there a good table on how big different monsters are? How narrow is too narrow for a particular monster to squeeze through etc?

>> No.6260662

They should have their size listed on the DoomWiki, here's the data for the Baron Of Hell:

Monsters that will struggle with less wide spaces will be the Arachnotron, because he has a wide hitbox, the Spidermind, because his hitbox is fucking enormous. The Mancubus is pretty wide too, though he seems to manage alright.
Cyberdemon is fucking tall, so he can't get in through low doors, but usually this isn't a situation he has to deal with, and his hitbox is more modest in size and he walks real fast, so he does ok for the most part.

Revenant is actually slightly shorter than he looks.

>> No.6260669

Yes, I realized it's in wiki after posting. I tend to ask questions and then realize obvious answers.

I plan to make a room with pain elemental, voodoo doll and teleport between them to make the most awful room in existence constantly filling up with lost souls. Do monsters need exactly the size of themselves to fit through a corridor?

>> No.6260678

>I tend to ask questions and then realize obvious answers.
I do that a lot too.

>I plan to make a room with pain elemental, voodoo doll and teleport between them to make the most awful room in existence constantly filling up with lost souls.
That sounds like a great idea, I wish I had come up with that.

>Do monsters need exactly the size of themselves to fit through a corridor?
It helps if it's just a little bit larger, but they can move through one that fits them exactly. Just experiment with the setup a bit and see what works. As long as the meatball can't squeeze through it should be good.

>> No.6260679


>> No.6260689

Good VA. I wish more mods use the voice

>> No.6260690
File: 893 KB, 1920x1080, blud0028.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6260694

why not had the voodoo doll behind cage-like textures so the pain elemental sees the doll but the souls can't even touch the cage (that is already blocking them) because of the teleporter?
or did i misread this?

>> No.6260696

i love how he seems like he's begun losing his mind

>> No.6260701

Hey, I was just cooking some bacon.

The texture is irrelevant to blocking movement, those are two different qualities. But yeah, I think that was the idea.

>> No.6260702

The point is that pain elemental will go aggro on the doll but souls will be teleported away to a room where actual player is thus producing endless stream of souls to annoy him.

I can add a linedef that blocks monsters beyond teleporter just in case, but it's not relevant.

Textures don't affect monster behaviour though, do they?

>> No.6260707

Textures do nothing for the gameplay. There might be one or two actions which goes by the height of a texture to determine like, stair building or something else like that, but that's like the one exception.

>> No.6260721

>There might be one or two actions which goes by the height of a texture to determine like
Oh yes, what's up with that? Does it go through every linedef around sector to see how high must it go? The only reason to think of it at all is tag 667, but still.

>> No.6260747

Its actually not, the level is meant to end when you have less than 10% health, making start the next level with almost no health to try and make you rush into ambushes on the next level to get more health.

>> No.6260753

So what, the level is made explicitly for continuous play?

>> No.6260756 [DELETED] 
File: 115 KB, 727x900, DOOMGUY.jpg [View same] [iqdb] [saucenao] [google] [report]

can we collectively, as a society, please refer to Doom (2016) as Doom 4?

>> No.6260760

I think it punishes continuous more than anything, you'll keep your weapons but have almost no health to compensate

>> No.6260761

I usually do.

>> No.6260764

I refer to it as DOOM and Doom as DooM because I prefer to keep canon.

>> No.6260765
File: 358 KB, 719x720, 1552975908461.png [View same] [iqdb] [saucenao] [google] [report]

What about calling it Doom16?

>> No.6260769

How about Noom?

>> No.6260771 [DELETED] 

I refer it to as Doom 2016, since Doom 4 is that alpha stage game that got cancelled and remade into Doom 2016.

>> No.6260783
File: 490 KB, 526x523, 1518005944572.png [View same] [iqdb] [saucenao] [google] [report]

>Our mod when you even remotely mention or reference the new Dooms

>> No.6260798 [SPOILER] 
File: 53 KB, 223x223, 1584052304579.png [View same] [iqdb] [saucenao] [google] [report]

Hey mods does this image bother you

>> No.6260807 [DELETED] 

clean up janny

>> No.6260808

anyone have that image of a terminator skeleton cyberdemon sprite?
or rather a mostly metal cyberdemon?

>> No.6260809

Piss off /v/.

>> No.6260814

>referencing /v/
close enough, enjoy your ban.

>> No.6260818
File: 27 KB, 376x440, 1387477996437.png [View same] [iqdb] [saucenao] [google] [report]

found it

>> No.6260819

that's fucking cool

>> No.6260872

> cybie with chaingun
and mastermind made officially obsolete

>> No.6260878

he also may have a shoulder gun

>> No.6260912

>revenants BTFO
will they ever recover

>> No.6260935

Hopefully he can launch lost souls from his belly oven.

>> No.6260940

awesome sprite work!

>> No.6260941

turn it into some soul energy projector and you're done
then steal one of tchernobog's attacks to give it archvile fire blast

we have created the perfect lifeform

>> No.6260948

*archvile fire blast by looking at you

>> No.6260950

Thanks man, I'm surprising myself a little with this stuff.

>> No.6260965

Plutonia Map02 is so fucking awful both design and gameplay wise, it really did kill my interest in the wad for a long time. There are much better levels in Plutonia, but I still fucking hate that mess of a level by Dario. Only Map11 is worse.

>> No.6260987

Have any megawads been released in 2020?

>> No.6260992

There was the Team Rocket speedmap megawad, but that's the only one I can remember from the top of my head.

>> No.6261058

>it shoots 3 bullets that are projectiles and do about as much damage as a regular bullet

>> No.6261060

Are custom hands for Doomguy basically a bunch of reskins of hand sprites from other games? If so it's really impressive how accurate they can be.

>> No.6261061

Yeah, most of them are, there's a shitload of resources out there, though one of the sword attack frames is my own hand digitized and painted over to look like a doomguy hand

>> No.6261301

>try newest metadoom on 2 with literally nothing else whatsoever
>randomly crashes when trying to open, instantly crashes any time I try to use items
hahah, very cool and also epic

>> No.6261328
File: 39 KB, 497x378, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]

well i was gonna help you but

try updating to the latest version of gzd

>> No.6261347

>that doomguy model
did they intentionally make it look retarded so zoomers would like the game more

>> No.6261373

What's a good new new mapset? Last thing I played was latest NOVA

>> No.6261414
File: 154 KB, 742x385, autism.gif [View same] [iqdb] [saucenao] [google] [report]

well lads either I have the new coronathing or the maps in Hellforged are starting to give me a mean headache.

>> No.6261418

New episode of expansive Duke 3D mod Alien Armageddon released: https://www.moddb.com/mods/duke-nukem-alien-armageddon/downloads/alien-armageddon-31-space-gladiators

>> No.6261481

Czechbox came out in Janurary, really well made maps

>> No.6261501

wish i could help you homie

>> No.6261525

The maps are quite complex. Especially the last one. Which actually pissed me off a little because youre practically required to hunt for super hard secrets to even stand a chance against the final boss.

>> No.6261548

Just give us a test build

>> No.6261564

when you die, just place more resources (health/armor) in that area in the editor

>> No.6261567

I think I'm too weird because I prefer TNT over plutonia way more, but I haven't replayed plut in a while.

>> No.6261581

By all means elaborate.

>> No.6261623

Depends. I think Plutonia is more consistent experience, quality wise. While TNT flutters between "this is fucking cool" and irredeemable.

>> No.6261636

Could be, I just need to refresh memory and biggest struggle is to choose which one I will be playing first.

>> No.6261642

why are there 2 doom wikis

>> No.6261643

Plutonia is brutal and tricky. TNT is closer to original Doom difficulty curve, but kinda boring.

>> No.6261658

Are you talking about doomwiki.org and the Doom Wikia? If so, if I can remember correctly, the reason why there are two wikis is because when the users of the Doom Wikia were migrating to doomwiki.org, they couldn't delete the now outdated Wikia. Unfortunately, because Wikia/Fandom is a popular website, it will always appear in the first few results in a search engine of choice, so it can't even die in peace.

>> No.6261740

Can't owner nuke pages one by one?

>> No.6261741

They tried and wikia deleted their account.
Wikia is a fucking cancer. They never let any remotely popupar site be deleted.

>> No.6261747

Yeah funfact, wikia is the money making operation of Jimmy Wales. Constantly begging for donations for ad free wikipedia but also owning a supermassive series of websites filled with bloated advertisements. He makes millions off fandom/wikia pages.

>> No.6261776

>TNT is closer to original Doom difficulty curve
Right until the horizon chaingunners come in.

>> No.6261779

Retarded how?

>> No.6261780

But what if masterminds with rocket launchers?

>> No.6261832
File: 335 KB, 1920x1080, 20200313040729_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Do any of you guys use filters?

I need to get an actual CRT to play on

>> No.6261840

Guys I haven't beated DOOM II and neither Plutonia. Am I bad?

>> No.6261842

Kevin go to bed

>> No.6261857

actual PC CRTs had nice and cirspy image without weird artifacts or scanlines CRT fags seem to adore.

>> No.6261858


>> No.6261859

As far as I can tell they're unrelated apart from the fact that Jimmy Wales founded them. Wikia got bought out ages ago and Wikipedia is still fairly independent.

>> No.6261861

Did the bridge filter you?

>> No.6261874

Nah wikia didn't get bought out. They're bigger than ever and buying everyone else out.

>> No.6261876

Not to shitpost but I dunno how people have trouble with plutonia once you get the rocket launcher, they feed you tons of ammo

>> No.6261886

Originally it was just the wikia. But overtime, the Wikia owners were making increasingly questionable changes, that the doom community decided they had enough and made their own domain to have more control and a more sane layout. Wikia version still exists because they don't allow the deletion of their wikis. They also don't allow linking to non-wikia alternatives, and consider it as a form of vandalism.
Doomwiki.org is the preferred wiki among the doom community, and is generally more detailed and accurate.
doom.wikia is mainly still used by people who either don't know any better, or are twitter/reddit fans who aren't actual members of the community proper.

>> No.6261908

>But overtime, the Wikia owners were making increasingly questionable changes
Yeah this is why it's common to see two Wikis for a lot ot things - not just a Doom thing, far from it.

>> No.6261928
File: 18 KB, 340x425, 78-780893_doom-guy-grin.png [View same] [iqdb] [saucenao] [google] [report]

I made this for ya boys


>> No.6261962
File: 9 KB, 702x21, bosscleancancer.png [View same] [iqdb] [saucenao] [google] [report]

Try Lost Civilizations.
Should've been a shotgun.
Should've ended sooner too, the joke was made.

>> No.6261998

Does anybody know what was going on in ID with the level designers on Doom? Romero made most of Episode 1, then they had a guy who they hired from outside the company (Sandy Petersen) 10 weeks before the release date make every other map in the game. What the hell was the rest of ID doing in that time? People shit on Sandy's levels for being uncreative and/or ugly but if I had 10 weeks to make 2/3rds of a game I wouldn't have done any better.

>> No.6262001

>Doomwiki.org is the preferred wiki among the doom community, and is generally more detailed and accurate
It also doesn't forcefully shove burtl in almost every article to the point that readers might as well think it's an official expansion.

>> No.6262031

I don't get this idea that Shelly is a "powerful womyn," she just comes off like a slightly lamer girl ash williams.

Unless you're like that one guy that got so offended by Shelly's new character design looking like a space cop instead of a '90s comic book heroine/stripper that he tried to manipulate reactionaries from opposing sides on neogaf on 4chan alike into tearing the game down with controversy, I can't imagine playing it and thinking "SJW shit." It doesn't even really try for it.

>> No.6262035
File: 64 KB, 300x300, doomed.png [View same] [iqdb] [saucenao] [google] [report]


Okay, I will try this again and I'll be more direct.
As you know Kegan is a longstanding Doom modder and he posts progress here all the time, as that tweet pointed out he is currently having some money problems and if you like his Doom mods you might want to give him some money.
I do think such info is relevant to the thread.

That's it.

>> No.6262042

It's still begging dude, and it doesn't belong here.

>> No.6262059
File: 47 KB, 1080x773, 1583109700603.jpg [View same] [iqdb] [saucenao] [google] [report]

based, make one with a ssg

new thread when

>> No.6262083



>> No.6262164
File: 1.21 MB, 1787x1500, .jpg [View same] [iqdb] [saucenao] [google] [report]

320x240 no filters kega fusion

>> No.6262220

>inb4 this is just shitposting to make people hate Kegan

>> No.6262321

that's one shitty crt lol
my old as shit 17" LG could go up to 1600x1200 and had no perceptible scanlines.
Too bad it died.

>> No.6262928

Managed to find all secrets, even the secret level all the way up to the catacombs with few problems, but by proving ground I basically stopped giving much of a crap.

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