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/vr/ - Retro Games

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6274197 No.6274197 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6268692

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.6274201

=== NEWS ===

[3-19] SiN: Gold update is now available

[3-14] Part 3 of the Eviction episode for Blood released

[3-13] New episode of expansive Duke 3D mod Alien Armageddon released

[3-13] Doom 4 Vanilla 2.5.9 has been released

[3-13] DoomFrag has been released

[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

=== PREVIOUS ===



>> No.6274214

>[3-19] SiN: Gold update is now available
Was this applied to the GOG version too?

>> No.6274218

Derelict is the best Duke map, closely followed by Golden Carnage.


>> No.6274221


>> No.6274224

Posting this also here could still use some feedback

link is the same.

>> No.6274225
File: 1.02 MB, 1920x1080, killyou.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6274226

a fair price.

>> No.6274296


The GZDoom launcher looks exactly the same as before. I don't see any option to load Vanilla Essence

>> No.6274297 [DELETED] 
File: 35 KB, 800x578, Screenshot from 2020-03-19 10-52-44.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone have experience running Yamagi Quake II on Linux? I'm a big linux noob and there isn't really a step by step it seems. I followed the steps in installation and prepped my directory, built the game and copied the corresponding files over so it looks like this, with game.so being in baseq2. However, when I try to run ./quake2 I get this output

No Ogg Vorbis music tracks have been found, so there will be no music.
Using '/home/john/.yq2//baseq2' for writing.
couldn't exec default.cfg
couldn't exec yq2.cfg
couldn't exec config.cfg
couldn't exec autoexec.cfg
Console initialized.

~stuff that doesn't seem important~

Shutting down OpenAL.
Cmd_RemoveCommand: force_centerview not added
Cmd_RemoveCommand: +mlook not added
Cmd_RemoveCommand: -mlook not added
Shutting down input.
Cmd_RemoveCommand: modellist not added
Cmd_RemoveCommand: screenshot not added
Cmd_RemoveCommand: imagelist not added
Cmd_RemoveCommand: gl_strings not added
recursive shutdown
Error: Couldn't load pics/colormap.pcx

Any advice on where to go from here?

>> No.6274313
File: 35 KB, 800x578, Screenshot from 2020-03-19 10-52-44.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone have experience running Yamagi Quake II on Linux? I'm a big linux noob and there isn't really a step by step it seems. I followed the steps in installation and prepped my directory, built the game and copied the corresponding files over so it looks like this, with game.so being in baseq2. However, when I try to run ./quake2 I get this output

No Ogg Vorbis music tracks have been found, so there will be no music.
Using '/home/anon/.yq2//baseq2' for writing.
couldn't exec default.cfg
couldn't exec yq2.cfg
couldn't exec config.cfg
couldn't exec autoexec.cfg
Console initialized.

~stuff that doesn't seem important~

Shutting down OpenAL.
Cmd_RemoveCommand: force_centerview not added
Cmd_RemoveCommand: +mlook not added
Cmd_RemoveCommand: -mlook not added
Shutting down input.
Cmd_RemoveCommand: modellist not added
Cmd_RemoveCommand: screenshot not added
Cmd_RemoveCommand: imagelist not added
Cmd_RemoveCommand: gl_strings not added
recursive shutdown
Error: Couldn't load pics/colormap.pcx

Any advice on where to go from here?

>> No.6274317

you drag and drop it like any other mod
or use ZDL
Or a bat file, command line or whathaveyou

>> No.6274320


>> No.6274340
File: 795 KB, 1437x808, Screenshot_Doom_aterfier (2).png [View same] [iqdb] [saucenao] [google] [report]

>> No.6274346 [DELETED] 

>Doom Eternal has the Slayer actually say the Rip & Tear and Huge Guts lines

>> No.6274351 [DELETED] 


>> No.6274357

update your zscript version line, because it won't start in 3.8 (no a_startsound)

>> No.6274363
File: 1.28 MB, 2896x2011, initial_Doom.jpg [View same] [iqdb] [saucenao] [google] [report]

I have read "SO YOU WANT TO PLAY SOME FUCKING DOOM" but I still don't understand. How can I play doom 2 online multiplayer?

>> No.6274367

what are some good coop wads?

>> No.6274369
File: 256 KB, 1200x1200, mJeMowR_2.png [View same] [iqdb] [saucenao] [google] [report]

Remember that Samsara mod?

Well, this is a thing. They all have bot files:









What do you think?
...I think Security Officer's lines are sad as fuck

>> No.6274370


>> No.6274381

Idk check if you have read and write permissions for that folder and subfolders.

>> No.6274395 [DELETED] 
File: 901 KB, 1856x1840, 1534422752428.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm gonna say the E word

>> No.6274396 [DELETED] 


>> No.6274402 [DELETED] 


>> No.6274408 [DELETED] 


>> No.6274412

Dark Side > Freeway > Hollywood Holocaust > Golden Carnage > Derelict > Lunar Reactor > Duke Burger > everything else

>> No.6274419

combined arms is a shit mod

>> No.6274428

I don't get why some megawads get a caco Resurgence is boring as fuck, Whispers of Satan is generic as shit I feel like someone just rolls the dice and gives random shit a caco

>> No.6274434

my biggest flaw is I don't like the crate weapons

>> No.6274437

because it's shit

>> No.6274440

ikr, Romero got a caco for existing

>> No.6274462

I can actually just update the A_startsound to previous versions without problem

>> No.6274484

Remember, they're just the opinions of a couple of guys. Just treat Cacowards as "Here's some stuff you might have missed which could be worth checking out."
It's what I do.

There's nothing really groundbreaking about Sigil, sure, but it's good for what it is.

>> No.6274491

updated the mod, changes are:
Changed all the A_startsound to a_playsound for compatibility sake
also buffed somewhat the minigun projectile because we have now proper Piercing functionality (from 11 to 3 to 6 to 9).

>> No.6274502

Sigil isn't even what he got a Cacoward for, even though it's what deserved one. Tech Gone Bad is a nice reimagining of E1M8 and all, but Sigil managed to knock experienced Doom players on their asses without a single Revenant or Archvile. That's a notable accomplishment no matter who it came from, but especially from a person that only made two levels in the past 15 years.

>> No.6274503
File: 31 KB, 299x168, makeit.jpg [View same] [iqdb] [saucenao] [google] [report]


Time for someone to make a Hideous Destructor Lite mod

>> No.6274505

That's a fair point actually.
The Buckethead music did add to the .wad in my opinion, as well.

>> No.6274512

plutonia is shit for cunts

>> No.6274520

What's your beef with them? Because I'm gonna be overhauling and buffing the fuck out of them, along with removing at least one of them, as I don't like the daibatana.
I'm also gonna remove the crate curse thing because it was a fucking dumb idea and I'm gonna have it use a separate ammo pool like how final doomer does it.

I'm also gonna add a CVAR to have crate weapons just turn into a more traditional BFG for those who want it.

>> No.6274534

The red bricks and ceiling don't fit with the friendly night blue sky.

>> No.6274540

Scythe Map30 really made the whole "use them too much and get debuffed" mechanic an issue. You're expected to use the BFG slot for huge crowds but getting debuffed made it feel unviable.
I'd have to try it again though to see if maybe I was just playing wrong.

>> No.6274545

Nah that's a definite problem. With removing the curse, that'll help matters a little. I'm probably gonna keep the reloads for the current crate weapons because I like them, but future ones may not need reloads.
One of them I'm gonna add for this update is a quad on demand at the cost of a big chunk of the new ammo type, pretty sure that'll give players the damage output of BFG spam.

>> No.6274556

Another Colourful Hell beta build for the brown tier is out;

>> No.6274562

Can you guys recommend some essential mods you always use?
>Revenant or Archvile
These guys are such a pain in the ass.

>> No.6274567

Almost shat myself when I encountered my first Archvile. The design is terrifying, and that thing came out of nowhere.

>> No.6274569

Doom Builder doesn't have a button to mirror selection, only to rotate, right?

>> No.6274578

what time is it suppose to be active on Steam?

and what time can we expect Doom 64 to be active?

>> No.6274579
File: 731 KB, 1016x852, flip.webm [View same] [iqdb] [saucenao] [google] [report]

when in "edit selection mode", there's a pop-out toolbar to the right that lets you flip (and scale) your selection
however it doesn't handle floor/ceiling offsets well (see webm)

>> No.6274581

Thank you it works

>> No.6274583

I gotta get me a better doom builder.

>> No.6274595

also inb4 "hurf durf that's because you turned floor transforms off": turning it on just makes things worse, with the floor offsets shifting vertically on a horizontal flip and generally ending up in weird places
so if you do flip sectors around, expect to have to realign floors

>> No.6274609

he's an autist who hates both the old version and the rework without ever mentioning why

>> No.6274612

The Switch version of Doom 64 leaked. It has an fov slider, and seems much less buggy than EX's implementation of it.

>> No.6274613

I think each megawad should come with their own custom .cfg file.

>> No.6274614

Romero isn't very fond of Doom 2 right? I mean since the other 2 levels and Sigil are based on the first game rather than the second.

>> No.6274616

No weapon hotkeys like Doom 1 & 2, though. Sadly.

>> No.6274626


Authentic to the N64 original which also didn't have those

>> No.6274628

I suppose so, but Doom 64 EX added weapon hotkeys.

>> No.6274630

>FOV slider
That's really neat, actually. It's cool to see that consoles are finally starting to have fov sliders of their own, even if I don't really understand the point (except for the switch in this case cus youd prolly play it closer to your face than a tv).
What's the max FOV by the way?

>> No.6274639
File: 257 KB, 1280x720, 2020031914532000-CF03BE846BCC495A479626005E733A87.jpg [View same] [iqdb] [saucenao] [google] [report]

There are no numbers, it's just a slider. This is what it looks like on the widest setting.
This game also has an obnoxious amount of unskippable intro videos.

>> No.6274641

Is there any info on the specifics of the new levels? Are there any similarities to 64EX?

>> No.6274642 [DELETED] 

First for fuck doom eternal

>> No.6274646

I guess you need to unlock the new levels because there's no episode select. I should find a list of passwords to skip to the final level.
I haven't actually played it very much. Surprisingly, this port even has AA and filtering options.

>> No.6274647

Fresh Supply did the same thing too I think, every time you booted it up it played the Nightdive intro and one or two others

>> No.6274650

Yup. Bethesda intro, id intro, Night Dive intro, KEX Engine intro, then the actual Doom 64 intro that can be skipped.

>> No.6274656

i miss the op who had all the great puns

probably because the light diminishing is a lot stronger than gzdoom's default, so . but gzdoom does have hardware rendering modes that are more similar to vanilla

>> No.6274663

>It's cool to see that consoles are finally starting to have fov sliders of their own, even if I don't really understand the point
An increasing number of people are using computer monitors for their consoles I'd imagine.

>> No.6274664

*so faraway areas fade to myterious darkness quickly

>> No.6274670

Is it humanly possible to have fun in doom before you get a shotgun?

>> No.6274673

>why is Vanilla (Chocolate) Doom actually so much scarier than if I were playing it through GZDoom
It's the resolution. DOOM was designed for 200p and it makes monsters harder to see. If an enemy is far away you'll only see a few pixels, and combined with lighting it makes you unsure what you're actually up against sometimes. If you're playing GZDoom with brightmaps on then that only exacerbates the issue since you can even more easily see enemies in the dark where they're meant to be obscured.
You can get the oldschool look in GZDoom with Vanilla Essence, by the way.

>> No.6274675

if you melee everything

>> No.6274676

You can absolutely have fun without a shotgun - you just need to grab a berserk.

>> No.6274678

You get it in e1m1

>> No.6274680

These gameplay mods pull it off easily:

GMOTA as Doomslayer
Combined Arms
final doomer
burl tumd
Naku Naru
High Noon Drifter

>> No.6274681

Fair point actually. Id imagine though they'd start doing it a while back when monitors with HDMI became commonplace (early 2010s, but correct me if I'm wrong about this), and I think fov sliders in console games only started with the current gen versions of GTA V

>> No.6274686

There are some levels that don't put a shotgun in the level at all and force you to use weapons like the chaingun and rocket launcher at all times, and those are fun.

>> No.6274687
File: 15 KB, 695x102, ETfcq7cUcAE9cTb.png [View same] [iqdb] [saucenao] [google] [report]

I love reading game reviews' comment sections.

>> No.6274690

MAP01 of Evilution lets you run around in close quarters, punching imps and zombies with berserk

>> No.6274696

I think that may simply be due to supply lagging after demand. Also, there's probably very few people who request the feature relatively speaking, so it may be down to whether the guy in charge for such things in the studio personally cares about extensive user preference settings.

I'd by the way like to go on a side rant. PC game devs: lots of people have multiple monitors and sound devices now. For the the love of god allow me to set which audio device and monitor the game should use.

>> No.6274697

After using one of the passwords to unlock the features menu, I was able to select the "Lost Mission" episode when starting a new game.
The password was ?TJL BDFW BFGV JVVB

>> No.6274704

Just found out about Blood: Fresh Supply. Are there similar rereleases of great old games? I know about Doom ones on steam but they are clearly worse than just playing respective WADs.

>> No.6274720
File: 3.86 MB, 240x266, 1515254775804.gif [View same] [iqdb] [saucenao] [google] [report]

Unrelated to your rant, but why in the name of fuck do modern FPS games, even ones that are retro throwbacks like Dusk, have next weapon and previous weapon bound to mousewheel up and down respectively and not the other way around? Up has always been for previous weapon and down for next cus it just feels natural. I can maybe understand inverted controls to an extent, but I have literally have no idea why most FPS devs do that for weapon selection. I'm more than positive that no one has trouble using a goddamn mouse wheel to change weapons.

>> No.6274723

Was it? It feels natural that up is forward.

>> No.6274729

It fucks with me when scrolling the mousewheel DOWN selects my NEXT weapon. I always go in and flip that shit.

>> No.6274734

It's not that it's *hard* or anything, even that exit trap. It's just scary as shit when playing in Chocolate. At least Sandy isn't so much of a cunt that he didn't litter the map in light amplification visors

>> No.6274737

I don't like that either, but I rarely care about default controls in any game because I always tweak them. For example, in any movement based FPS I always use mouse2 for jump rather than space.

>> No.6274742
File: 181 KB, 1280x720, 2020031915403700-CF03BE846BCC495A479626005E733A87.jpg [View same] [iqdb] [saucenao] [google] [report]

Human BBQ 2

>> No.6274771

Yeah, for a good while at least it was always down for next weapon and up for previous. I think around the mid 2010s most games flipped it by default for some reason. Honestly though, it's not a big deal since I just rebind it anyway, but I literally have no idea why the default bindings for it changed and why it caught on.

>> No.6274776

I can see an argument for both ways. I do prefer up = next weapon, though.

>> No.6274778

>filtered by map 11

>> No.6274785

I've never understood why Hunted was so hated
I get that it's a very memorable map, it uses the Bunny song and is literally a maze with only archviles, but it isn't ridiculous or anything
All you have to do is not rush around and wake them all up, just go slowly, encounter one vile, and use the SSG while reloading behind a corner

>> No.6274791

I feel superior to everyone else since I keep doom sound settings set so that music is 3 tics higher than sfx

>> No.6274808


>> No.6274829

I'm trying to get authentic Blood experience playing Fresh Supply. Did it have free mouse movement or just horizontal? What about crosshair?

>> No.6274832

Some people can't cope with viles, I guess.

>I'm trying to get authentic Blood experience playing Fresh Supply
You're already on the wrong path.

>> No.6274843

Well I'm not gonna be autistic about it and launch it through prompt is MS Dos emulator or some shit. But as far as the gameplay goes I want it to be as it was meant to be played. *swoosh! Whispered: NVIDIA*

>> No.6274847

Also, could anybody give me a rundown on difficulty settings? Like in terms of Doom, what's Well Done, what's ready to be served?

>> No.6274854

This is only map 2, and I'm still on it. 64's Pain Elementals and Arachnotrons are just mean together. The difficulty is definitely cranked up from vanilla Doom 64.

>> No.6274856

>Well I'm not gonna be autistic about it and launch it through prompt is MS Dos emulator or some shit.
Just get BuildGDX then. It's easy to use.
Plus you can't claim to want authentic and then play a remake made in another engine.

>> No.6274857

Whats this? New map from the D64 re-release? Or a vanilla map i forgot? Or a map of your own creation?

>> No.6274861

It's one of the new official maps.

>> No.6274862

Download BloodGDX and play the game that way. It has almost all the features of FS and more, all while being free and more accurate.
As for difficulty, lightly broiled is a good start. Well done has extremely accurate/fast hitscanners and practically requires foreknowledge of the game to have fun.

>> No.6274863

any ribbiks-esque wads?

>> No.6274864

So I wanted to make a map split into two independent halves, one has only zombies and the other has no zombies. Is this a gimmick that can work?

>> No.6274872

there's a leaked version?

>> No.6274875

For the Switch, yeah. But I assume Aussies have it by now legitimately.

>> No.6274885

I must say Memento Mori is a piece of shit and Hell Revealed sucks

>> No.6274887

Don't bother with DosBox, it's not as accurate or trouble free as some purists will insist, Blood has some quirks for a few functions, in that they're tied to your clockspeed, and DosBox will not bypass them.
For instance, the severed Evil Dead 2 hands grab onto your throat and try to choke you, and you're supposed to mash your use key to pull them off you, but because your computer is from 25+ years into the future you will die instantly instead of gradually.

Use BloodGDX or BuildGDX to play Blood instead, it's built partially on leaked Alpha code, as opposed to Fresh Supply, which was hurriedly approximated from the ground up, getting like halfway to authentic before Atari told Nightdive: "That's enough, we don't want to spend any more money." and thus it's left unfinished and inauthentic.

>> No.6274906

>DosBox will not bypass them
Not a DOS purist, I play Blood via BuildGDX, but do you know if any of these issues can be circumvented with any of the DOSBox forks?

>> No.6274931 [DELETED] 

the idea of doomguy talking already existed in doom 2 rpg, doom resurrection, some quake easter egg in some port's secret comic and cut quake 3 lines in another console port, but otherwise it feels dumb to break silence just to say some comic book lines
at least the voice is better than what you hear in stuff like brutal doom

>> No.6274936

if you give a damn about doom's lore you're probably mentally handicapped

>> No.6274938

Don't be so mean. They just want to fit in somehow being filtered by the first map of Doom.

>> No.6274945

When trying to activate a linedef that moves floors and ceilings, do I always need to wait for it to stop first or is it more complex than this?

>> No.6274960

Seriously, am I the only one who thinks that Security Officer's lines are sad as fuck?

>> No.6274986 [DELETED] 

>at least the voice is better than what you hear in stuff like brutal doom
that voice was meant to sound like the doomguy from the comic
aka over the top

>> No.6274989

He's just being a whiner.

>> No.6275008
File: 27 KB, 444x444, 1526796773863.png [View same] [iqdb] [saucenao] [google] [report]

>missing super secret easter egg in Breakdown was not added to the re-release of Doom 64.

I was really counting on them adding it back in.

>> No.6275013

Which one is that? Remember the name of the map and the fact that there was a "super secret secret" but forgot what is it

>> No.6275041

Hate how everyone dismisses specters as laughably easy to see, when in vanilla they were actually hard to spot and quite a threat if you let your guard down.

>> No.6275042

Map 20: Breakdown was meant to have a super secret in it. Turns out that it was removed during development, but areas of the map file were tagged implying that they were probably at one point used in the secret. Doom 64 fan recreations often allude to this secret by adding an elaborate and long winded secret to this map, but we've never known what the original secret was. I was really hoping they'd actually add in in with this re-release.

>> No.6275065

Kaiser spoke about it before

>> No.6275085

Sigil would have gotten a cacoward if it had been made by a random Doomworld edgelord instead of Romero. It's much better than any of the UDoom wannabe episodes, including NEIS, Fava Beans or the overrated DTWID. It had character, every level looked different and offerend new novel challenges, they had a sense of place, combat was interesting with the movement restriction, challenge came without AVs or Revs. Snubbing Sigil showed Doomworld's hopeless arrogance and tranny retardation. They only care about those Hell Revealed style wads with annoying toothpaste colours, and wads made by the """community""" darlings.

>> No.6275087


Holy shit this looks amazing. I didn't realize there were any modders for this game outside of that one Duke game

>> No.6275091

Why was there never a PortaDOOM for the 2019 Cacowards?

>> No.6275092

Shit, that looks fucking fantastic.

>> No.6275093

Tank controls

Yay or nay?

>> No.6275097

Then why did Romero get a solid Cacoward for E1M4b and E1M8b?

>> No.6275103

In Doom? No way.

>> No.6275112

I hate hunted because mazes suck, and I always get tripped up by the trigger lines that lower walls.
Fighting archies is always fun though

>> No.6275114

Ridiculous opinions.

>> No.6275126

Everytime Sigil is brought up this guys posts this kind of nonsense, and i cant tell if its a genuine autist or persistent troll.
So uh.... Any leaks yet? Of D64 that is

>> No.6275129

Don't care for them much, but they're bearable in first person or true third person.
I don't think they're particularly good with a fixed camera, only tolerable.

>> No.6275132

Does someone have that brutal doom pic?

>> No.6275134

I don't think any of the other characters have suffered nearly as much as he has

>> No.6275139

Be more specific.

>> No.6275152 [DELETED] 

why sgt mark doesn't like eternal?

>> No.6275156 [DELETED] 


>> No.6275159

Just want to buy Doom 64 on Steam, seems like you can't buy it separately.

>> No.6275162 [DELETED] 

Because he's not epic like us

>> No.6275165 [DELETED] 
File: 22 KB, 376x349, 1535689318702.jpg [View same] [iqdb] [saucenao] [google] [report]

Can you recommend me some cool megawads and gameplay mods for Doom 2016? Are they going to be compatible with Doom Eternal?

>> No.6275167


>> No.6275168

Well, I think it was a long pic about doom generals in /vr/

>> No.6275171
File: 553 KB, 1179x2678, 65b9ef1e25e02ea5ba9744d75e759b90373e7b4c.png [View same] [iqdb] [saucenao] [google] [report]

This one?

>> No.6275173

Man it feels so weird that a game with 64 on the title can be bought outside of a Nintendo console.
Why the hell the devs decided to follow that dumb trend of splatting 64 in the title,despite not even being a port?

>> No.6275190

Yes, I think it's this one

>> No.6275192

What would they have called it instead? Even though its not a traditional port the whole point was just to make doom for the n64

>> No.6275193
File: 1.09 MB, 316x223, 1427440203930.gif [View same] [iqdb] [saucenao] [google] [report]

Damn impressive

>> No.6275203

There were other subtitles for the game but eventually dropped.
Maybe it would've sold more because many assumed it was just a port.

>> No.6275220
File: 104 KB, 215x395, 2e0.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Going Down
>It's really fun
>Tried it with Project Brutality
>Can't go through the first map


>> No.6275245

>layton stomping on hexen
just beat it for the first time, i get the frustratino, but I never had to look up anything, so I guess it's not that bad. took me a while to realize you'll need to leave and revisit maps though.
Also, Colorful Hell has a shotgun angel very similar in design to that thing, probably intentional?

>> No.6275267
File: 690 KB, 1920x1017, Screenshot_Doom_20200319_162434.png [View same] [iqdb] [saucenao] [google] [report]

Doing a pistol start UV playthrough of doom for the first time. Havin a good time so far.

>> No.6275274
File: 17 KB, 349x279, 656.jpg [View same] [iqdb] [saucenao] [google] [report]

When this was made anyway?
This needs an update considering things got a lot worse lately.

>> No.6275293


>> No.6275294

get that gay source port out of here and use prboom+ like a normal person, christ

>> No.6275295

Ahh, gzdoom isnt cool anymore, huh? When did that happen?

>> No.6275298
File: 228 KB, 1366x768, holyshit.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit this level. I was shaking with excitement, what a rush.

>> No.6275309

The Voodoo Doll scripting is impressive, but it's also a Rube Goldberg way of scripting, a gameplay mod can easily break the scripted sequences.

>> No.6275312
File: 8 KB, 272x272, 1534777736933.jpg [View same] [iqdb] [saucenao] [google] [report]

So I know you can summon monsters from other games in gzdoom (like the heretic minotaur) but they are invisible cause their assets aren't loaded or whatever. How would I go about doing that, like just find a mod that adds those monsters into Doom?
I just want to see a cyberdemon fight a minotaur.

>> No.6275313

wait, 2014? I had the impression that this was made in 15 or 16, given the god of shotguns is in it.

>> No.6275326

since the beginning of time

>> No.6275328

Well this is interesting and I'm willing to give it a shot. How do I disable mouse movement? Also are my only option to play windowed with tiny resolution or to play fullscreen with horribly stretched textures?

>> No.6275334

>it's a setting
>it's a setting

hol' up, I'll just post my cfg for it

>> No.6275336

I'm pretty sure it was made in 2014 because the panel with /v/ reminds me of when we didn't even know what Doom 4 actually looked like yet except for those who were at QuakeCon 2014, since they had a private showing for attendees only.

Time flies, man.

>> No.6275339

>//"Never figured out how the plasma grenade went through the shield."
I'm not sure if I want a remake to that video, lest they're still biased and fuck up the research again.

>> No.6275345

slap that in glboom-plus cfg file

>> No.6275348

(and make sure to use glboom-plus). I assume you have a 1080p monitor so it should be set for that. if you don't bro just go to the source port settings lmao

>> No.6275352
File: 369 KB, 800x600, map5.png [View same] [iqdb] [saucenao] [google] [report]

My Boom mapset is finally done. Still looking for playtesters and feedback.



>> No.6275360

This is a joke right? You guys don't actually hate Brutal Doom right?

>> No.6275361

Which WADs do you guys play with mods like Trailblazer, CombinedArms etc?

>> No.6275372
File: 757 KB, 1920x1032, Sin título.png [View same] [iqdb] [saucenao] [google] [report]

The GMOTA video started as a glorified excuse to shill our boy Kegan since I heard he was going through some hard times, Tex even lent his voice for the intro, with his whiskey soaked radio flair encouraging the viewer to support him and their favorite modders.

Thing is the way things are going right now it seems like a good chunk of people are going to go into some hard times real soon if they are not already, hell even here the government just declared full quarantine and we have like 100 cases.
Should have started this a sooner, dangit.

I dunno, should I pull the trigger and finish it within today-tomorrow? should I just cram content in and have a video more in the lines of: "here's three cool Doom mods you can play while you are bunkered up and hopefully comfy?" I have a bunch of Space Hunter and Combined Arms footage lined up, I could go from a 5-7 minute video into the 10+ minute mark.
Hope you anons are doing alright, at least those of you who are not surrounded by maybe totally justified paranoia.

I didn't think this was going to end in a rain of patreon bucks anyways, since we would not be pulling battletech numbers, but now the prospect seems reduced. I'm sorry man..

>> No.6275375

Might as well go all out and condense the shilling into one video and be done with it, then you could focus on other modders and their work.

>> No.6275386
File: 126 KB, 750x750, EBfS3SjUIAEv8T8.jpg [View same] [iqdb] [saucenao] [google] [report]

Modder spotlights were a thing I was planning since the first video actually, I still have some of the usual suspects lined up for future projects.

>> No.6275387


>> No.6275393
File: 217 KB, 957x1300, This is sweet but not as sweet as my codpiece.jpg [View same] [iqdb] [saucenao] [google] [report]

Good man, you keep up the good work, it'll be good to see more indepth and knowledgeable coverage of mods by someone who can put the extra time and care into it.
I certainly appreciate what you're doing, your heart is in the right place

>> No.6275406

Sounds interesting. Mod spotlight videos without some guy talking over them are few and far between since Marv fucking died.
DRLA when?

>> No.6275424

Shieeet,that makes me feel old. The fact 2014 was 6 years ago. A lot of people we are now predominant in the fanbase were completely unknown.

I kinda miss those days but not just Doom,in general.

That's pretty much it.I like Project Brutality but it's unplayable with Going Down. I've tried like 6 times before giving up.
I've found one playing it with PB but it was an older version and went through with Quad Damage,which is the ultimate ass-pull in that case.

>> No.6275432
File: 253 KB, 876x768, MYfyAaP.png [View same] [iqdb] [saucenao] [google] [report]

Which Total Conversions are your favourites?

>> No.6275435

I miss the days when there weren't so many damn gameplay mods in the first place and it was all vanilla play maps. I'm not sure how the Doom community even managed to hang on during the 2000s, until the Beautiful/Brutal doom renaissance.

>> No.6275437
File: 279 KB, 786x928, herro everynyan.png [View same] [iqdb] [saucenao] [google] [report]

You be well and take care of yourself you fuck you can die on me only after the tech monk, the furry and maybe an intermission comeback

never actually played that much DRLA, I should give it a whirl with oblige and pretend I'm palying first person DoomRL

>> No.6275462
File: 332 KB, 1280x721, 4e7.jpg [View same] [iqdb] [saucenao] [google] [report]

I actually don't mind,those are among my favourites. The issue is when people are focusing more on memes and fanarts rather than showing love for the source material which is something Doom and many others fell in the last couple of years.

Back in the 2000s it was more contained and kept going for what it was known for,now they pushed the bounderies,both in terms of modding and fanbase.

>> No.6275463

I'm thinking of uploading the game files of Descent 1 and 2 to MEGA, but I'm wondering if I can get fucked for it (by either my ISP send me emails about copyright violations or Steam banning me for uploading the files).

I have the Steam version of 1 and the GOG version of 2, btw.

>> No.6275465

Is that a fucking lawnmower man mod?

>> No.6275472

Here's al the files from steamy version of Dolphin Porn 64
maybe someone will be able to extract new episode out of it

>> No.6275479

Why would you upload anything other than the GOG versions of both? Is 1 not on GOG?

>> No.6275480

Does it fucking seriously REQUIRE 8gigs of RAM and fucking Windows 10 to run the new release of Doom 64?

>> No.6275487

Unfortunately no.
Would be cool though.

>> No.6275497

Thats just one poster, he doesnt speak for everyone.

>> No.6275501


>> No.6275503

Whining my ass. His response is perfectly reasonable after all the bullshit he's gone through.

>> No.6275504

They didn't have any worse computers to test with at the office. Same reason why the minimum specs for eternal were so high. Turns out they were kinda bullshit

>> No.6275515

Thanks for uploading anon. Well I'm not an expert, but this game data seems unprotected. It's just a regular wad and pk/zip that can be opened with Slade. Only the exe has the regular low level protection that can be bypassed with a steam emulator or the likes. I haven't tried Doom64 before so I'll download some of the user made ports to see if these files can be used with them.
Nah, they probably just didn't bother trying to run it on anything weaker. Also it looks like the port supports vulkan, neat.

>> No.6275534
File: 19 KB, 353x126, kl;l.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6275537

Doom 64 has 4 arguments:
I have no clue what skill or fast do, the other 2 are self-explanatory (and work). Can also just delete the .ogm files in the movies folder to skip the intro.

It's not needed, it nags every launch but you can just click Cancel.

>> No.6275539

.ogv, even.

>> No.6275548

>It's not needed, it nags every launch but you can just click Cancel.
Well thats good.

>> No.6275552

Yeah after taking a closer look I can confirm this is just an upgraded version of the Doom64EX engine. It's got 4 new demos that play at the main menu and there's also bethesda and slayer's club integration.

Here's the text screen for the new episode they added, taken from the game files.

>"You had not expected to be
>torn from Hell so soon after
>your fateful decision.
>Getting back there was your
>only concern. The plans of
>the sister Resurrector to
>exterminate you have failed.

>A grim vision takes hold of
>your mind as the demon
>carcasses steam in your wake.
>Stretched before you is a
>path of perpetual torment...
>A path through DOOM..."

>> No.6275560

-skill is difficulty 1-4
-fast is fast monsters

>> No.6275562

People just did. There were some options here and there before Decorate got more developed, Edge could do a lot of shit which GzDoom just couldn't for many years.
It helps that Doom's core gameplay is fundamentally very solid, too.

For the variety of mods, I'm honestly glad, since it means there's a lot of options for a lot of different people. I'll never play most of them, but they're there.

>> No.6275587

>I can confirm this is just an upgraded version of the Doom64EX engine
Actually scratch that. It could very well be their own build.

>> No.6275616

First time using crispydoom. Are the spectres suppose to be nearly impossible to see?

>> No.6275619

Load appropriate sprites in a pwad. You might need to mod them to appropriate PLAYPAL first, though.

>> No.6275624

Yes, between the low resolution and the vanilla fuzzy render effect, spectres were actually hard to see back in vanilla.

>> No.6275628

Now you see me,
Now you see me and live!

>> No.6275637

whats that wad called?

>> No.6275649

That's a game based on the movie,Lawnmower Man.

>> No.6275662

Hobo with a shotgun WAD

>> No.6275676


Also I might be retarded, but how do I access the command line in Crispy Doom.

>> No.6275701

>I'm not sure if I want a remake to that video, lest they're still biased and fuck up the research again.
considering the current state of both franchises, i can see them turning shit around
kinda wished they did something with doom's hell vs another evil faction from a different videogame, just so they can make it lose even in a shitty way and motivate id to make demons stronger in gameplay and "canon"

>> No.6275704

>You guys don't actually hate Brutal Doom right?
new here?
if you look up keywords like bd or brutal doom on desuarchive for /vr/, you should see lists of reasons and stories, along with links and images of why people here don't like the mod very much

>> No.6275708

After 6 years of seeing stupid brutal doom questions I've hit a point where I just assume it's someone baiting.

>> No.6275717

That's one of my favorites too. Along with
>I love the smell of morning in the morning

>> No.6275725

it just uses the updated kek engine, it's like v4 or something

>> No.6275739

I wish an extra Doom 64 chapter were to include the cut content like the levels with different themes and new enemies, specially if the port ran on a different engine that could allow some modifications, considering the Unity ports of 1 and 2 have something to do with a shitty law about open source code and consoles or whatever Graf said in a thread.
I think Gerardo said he'd release his project a while after Eternal is out, probably because of the new 64 chapter and Eternal's story, but i hope he doesn't quit.
Speaking of informative videos for some mods, if you ever do MetaDoom, this pastebin should have some useful info but it's so fucking old and the new update changed some stuff, so i should update it at some point.

>> No.6275747

new doom64 port seems awfully bright

>> No.6275749

The default brightness settings are really high.

>> No.6275751

even on low it seems kind of bright

>> No.6275753 [DELETED] 
File: 62 KB, 1270x375, Безымянный.png [View same] [iqdb] [saucenao] [google] [report]

Our janitor is beyond retarded. He must have three or five extra chromosomes.

Of course we don't. We utterly despise it.

>> No.6275756
File: 185 KB, 1920x1080, 1584274546157.jpg [View same] [iqdb] [saucenao] [google] [report]

it's 00:27 here you fucks

>> No.6275760

>paying for ROMs

>> No.6275763

Try living in a real timezone

>> No.6275765
File: 16 KB, 281x722, doomfolder.png [View same] [iqdb] [saucenao] [google] [report]

I find them way easier to see in Crispy Doom compared to PrBoom+.

There is no console. If you want to use command lines, you need to create executable files. It's actually way easier than it sounds, anon.

Here, I will hook you up. Here are some simple vanilla-compatible mods to make your Crispy Doom experience a lot better:
Vanilla Doom Smooth Weapons
> https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapons/
Per Kristian's Hi-Res Doom Sound Effects
> https://www.perkristian.net/game_doom-sfx.shtml
Doom Minor Sprite Fixing Project
> https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v19-release-updated-12718/

Unzip the files into your Crispy Doom folder. Pk_smooth_sfx will not create its own folder, but Vsmooth and Spritefix will create their own folders. Just leave those folders as is. Also, I recommend you keep the .zip files in a separate folder just in case; they don't take up much space anyway.

If you haven't already, you need to enable the ability to view file extensions. Type "file explorer options" in start menu, open that, select view, and deselect "Hide extensions"

Now, create a new text document in your Crispy Doom folder. Name it "Doom 1993" or whatever, doesn't matter. Change it from a .txt file into a .bat file. Right click it, edit it, and inside that file, copy paste this, without the >
>crispy-doom -iwad doom.wad -file spritefix\d1spfx19.wad vsmooth\vsmooth.wad pk_doom_sfx_20120224.wad -deh spritefix\D1DEHFIX.DEH
Save the file, double click it, and Crispy Doom will load with those mods! You need to use command lines to use mods in Crispy Doom, but for GZDoom, you can use a mod loader program to organize all your mods for you

I personally prefer command lines because it keeps my Doom folder nice and organized, pic related

>> No.6275769

I don't feel like buying it again.

>> No.6275772

23 more minutes

>> No.6275774

is not in gog connect?

>> No.6275780

Thanks for all that.

>> No.6275784

Not sure how that works. Are you saying I can uninstall the Steam version then download the GOG version using my Steam integration with GOG?

>> No.6275785

not the steam integration, look for "gog connect" in your favorite search engine

>> No.6275807

It says "No eligible games found." Oh well.

>> No.6275808

are you the same guy who asked exact same question every single thread

>> No.6275809
File: 20 KB, 456x726, music-packs.png [View same] [iqdb] [saucenao] [google] [report]

Whoops, I forgot the music packs. This is the highest quality Doom music there is, it sounds great. Go here
> http://sc55.duke4.net/games.php#doom
Download the Doom music pack, preferably FLAC but it's up to you. Unzip that file into your Crispy Doom music-packs folder. To find this folder, type %appdata% in your start menu, and open the crispy doom folder. You need the music files directly inside the folder, like in this picture. Whenever I want to de-activate the music-packs, I click and drag all of those .flac files into the "Temp" folder I created, Temp short for temporary.

Here are some videos to show you the differences between un-modded Chocolate Doom and modded Crispy Doom
> E1 Nightmare in Chocolate Doom https://youtu.be/zuXCg_cN81c
> E1 Nightmare in Crispy Doom https://youtu.be/fRk7WxcPPco

>> No.6275810

it was a trap anon, say goodby to your account

>> No.6275816


>> No.6275821
File: 138 KB, 349x415, cheese man.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6275826
File: 111 KB, 1060x1200, 1584282010698.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6275843

>1209 games
>doom 3

i hope you’re quarantined

>> No.6275849

there is absolutely nothing wrong with doom 3

>> No.6275854
File: 56 KB, 145x157, file.png [View same] [iqdb] [saucenao] [google] [report]

Heretic is within Doom canon?

>> No.6275861
File: 107 KB, 805x540, [confused HUUUH].png [View same] [iqdb] [saucenao] [google] [report]

>playing doom 64
>rebind mousewheelup/down
>binds keep flashing between different mouse and controller inputs
>I dont have a controller plugged in
>mouse wheel up does nothing
>mouse wheel down goes thru previous weapons, loops between fist and chainsaw instead of going back to the actual last weapon

fucking W H A T

>> No.6275871

Yes, actually, they were pretty damn difficult to see in the original .exe with the 320x240 resolution. That's something you kinda lose with sourceports and higher resolutions, and I think why some mods try to compensate by making Specter replacements more dangerous than Pinkies.

>> No.6275890

Seems like selecting a control that's already bound to an action disables it. It was the same in the Blood port but with the flashing input names it's a lot more confusing here.

>> No.6275893

Everything is canon, even Chex Quest

>> No.6275898

Someone's got to have uploaded the GOG version by now, right?

>> No.6275903

even the sky may be?

>> No.6275916

Yeah, sometimes in vanilla I have to figure out where spectres are by letting myself bump into them, because if they're biting they're stuck in one place for an easy hit instead of roaming around a dark room.

>> No.6275952


>> No.6275969
File: 40 KB, 640x360, 180674710.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you switch huds in Beautiful DOOM?

>> No.6275983

With all of the bullshit going on I'm finally playing through Doom. I played the first episode of both Doom 1 and 2 a bunch when I was younger but never went past that for whatever reason. I'm not sure I'm gonna play some of the custom wads after I finish them but I'm really glad to be playing Doom again.

>> No.6275986

>I'm not sure I'm gonna play some of the custom wads after I finish them
If you're feeling happy to play Doom, then there's no reason why you shouldn't check out the custom stuff.

>> No.6275990

warning, firefox tells me is a dangerous site
I have downloaded games with no problems, at least defender didn't jump or anything

>> No.6275992

The only thing stopping me is that I really want to try 64 after completing 1 and 2. So I'll go back to do that eventually

>> No.6276018

I refunded Dusk because you can't unbind/rebind weapon switch from mousewheel. Absurd issue that's been there for at least 3 years when I googled around.

>> No.6276027

is there a wad download for that new chapter of 64?

>> No.6276092

I still don't understand how to use the BFG

>> No.6276094


This is just this niche community and people have to find creative ways to wank thier supposed elietism over everyone else.

>If you don't use this source port you're not really playing doom
>If you don't play at this skill level with this arbitrary handicap and no saves, you're are not really playing doom
>If you don't play with these sound settings you're not really playing doom
>If you don't play at this resolution you're not really playing doom
>If you don't play this mapset you're not really playing doom
>If you're not using a CRT you are not really playing doom
>If you use a mouse you're not really playing doom.

Then new people enter the thread and honestly believe if they don't jump through all these hoop they won't enjoy doom

>> No.6276109

basically this. 10/10 post.

>> No.6276114

Shoot enemy
Big boom
Enemy dead

>> No.6276124

It's a giant shotgun. There's more intricacies to it, but that's pretty much all what you need to know to be competent with it.

>> No.6276128

Are you the guy constantly raging at pistol starts?

>> No.6276129

Nightdive kept Doom 64's password system intact. Based

>> No.6276131

The BFG shoots out invisible lasers in a cone once the initial ball hits. Get close to a group of enemies to get them all to hit.

>> No.6276132 [DELETED] 

Sooo where can I discuss doom eternal? /v/ is having a meltdown and there is no /vg/ general

>> No.6276136


>> No.6276143

When big Ball explodes a bunch of lasers shoot at a cone from you in its direction. Make sure there's a lot of enemies in this direction and don'd fuck behind wall or something. Or shoot really big enemy at point blank range.

>> No.6276153

I'd unironically think the /aco/ threads might be better off in a way, if you don't mind some heresy.

>> No.6276161
File: 50 KB, 499x636, caco is concerned.jpg [View same] [iqdb] [saucenao] [google] [report]

Why the fuck is Doom being discussed on /ac-
Actually I don't want to know

>> No.6276175

> acting suprised

>> No.6276183


well someone has to.

>> No.6276187 [DELETED] 

Honestly we might as well talk about Eternal for a week or two because it's gonna be impossible to discuss it on /v/ until the shitposters refocus on Resident Evil 3

>> No.6276191


>/v/ is such shit im going to shit up other boards instead

how about no or >>6276136

>> No.6276197

go /v/ and stay /v/.
How do I add doom64 monsters/textures in doom builder or any resource packs in general? Adding stuff as resources works in the editor but testing only shows vanilla assets.

>> No.6276202

Yeah honestly I will spend this quarantine on reddit because I really can't stand 4chan anons ever since Hiro took over. Seems like everyone is hellbent on being a no fun fag

>> No.6276207
File: 168 KB, 768x752, 1524550615269.png [View same] [iqdb] [saucenao] [google] [report]


/vr/, has one simple rule, clearly defined in the locked sicky
dont let the door hit you on the way out

>> No.6276214
File: 199 KB, 1794x1674, chef_unfy.png [View same] [iqdb] [saucenao] [google] [report]

I've wanted to make a tactical mod (called B.F.W.A.T) that takes inspiration from S.W.A.T 4 and Rainbow Six. Maybe make a few maps that caters to it but make it work for a lot of things.

>> No.6276216

Doom64EX / Bethesda's Doom64 port.
Turok 1 and 2
There was a power slave one but it got taken down. It's in the mega though.

>> No.6276217
File: 487 KB, 569x765, monkey.png [View same] [iqdb] [saucenao] [google] [report]

I play doom 1 and 2 with smooth doom. Pretty comfy. No extra death animations though.

>> No.6276227 [SPOILER] 
File: 30 KB, 316x69, 1584698058869.png [View same] [iqdb] [saucenao] [google] [report]

This is an achievement for the Doom64 port
should porbably tell you that i got this one because i went to second chapter levels which in the feature zone they say they are the lost levels

>> No.6276230

also is it me or the pain elementals in this port seem weaker than before? i am playing on "I own doom" difficulty here.

>> No.6276232

>no achievement for beating every level pistol start no saves

>> No.6276234 [DELETED] 
File: 2.99 MB, 678x528, bdplasma.webm [View same] [iqdb] [saucenao] [google] [report]

>id stole from Marky's Brewtal Dewm again!

>> No.6276271

WGRealms 2020 trailer released: https://youtu.be/LNgXcD1q2kc
(I know this was a month ago, but it deserves more attention)

>> No.6276278 [DELETED] 
File: 497 KB, 1584x675, file.png [View same] [iqdb] [saucenao] [google] [report]

>non linear maps
>like forge!

>> No.6276284

>Type 4chan Doom
>get /aco/ threads instead

I remember when I used to go there. It's not worth it, Doom lewds are just awful save for like those 2 or 3 characters which are not the artist fetish fuel.

That could work as a Total Conversion

>> No.6276285 [DELETED] 

Bing! Bing! Wahoo!

>> No.6276290

Doom: Absolution, for example.

>> No.6276293 [DELETED] 
File: 889 KB, 400x300, 1481549675_5465546565.gif [View same] [iqdb] [saucenao] [google] [report]

>Doom Eternal features the possibility to travel across dimensions
>Looks like something straight out of Quake and Turok

>> No.6276295 [SPOILER] 
File: 283 KB, 1366x768, 1584703761369.png [View same] [iqdb] [saucenao] [google] [report]

Here is the ending of new chapter
The connection is surprisingly small but cheeky one if i have to say myself.
as for the maps
they were pretty good, the last one take on the Key runes was pretty neat, even if i was pretty smart with my use of invul spheres.
and as for the new added "fun" map "Panic" it's as fun as i expected it to be.

>> No.6276304

How brutally unfair is it? Is it "Hectic"-tier?

>> No.6276308

the fun map
Is relatively tame, it is a compat area in which if you go to the borders of it you can get rocket spammed from the wall shooting fire balls and there are a lot of line teleports for the monster to take, and it begins with spiders and rocket launchers and lotsa rocketsThere is also a bfg with some ammo but it's scarce and a megasphere if i remember
once you kill the spiders they all despawn and 2 cybie appears, once you kill em both you finish the level.

i admittetly didn't had that much problem beating it considering i was save scumming a lot.

>> No.6276313
File: 678 KB, 1366x768, 1569656392132.png [View same] [iqdb] [saucenao] [google] [report]

Playing it, pretty nice really dig the aesthetics. Also, this floor here hurts you if you stand too close to the edge without actually dropping down.

>> No.6276329

Does anyone remember a game which had a logo that was the biohazard symbol? I remember it being some hot temp color like red or yellow.

>> No.6276334


"A path through DOOM™..."


>> No.6276337

Resident Evil?

>> No.6276340

this is a mess

>> No.6276341
File: 165 KB, 800x1027, vr.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6276342
File: 25 KB, 696x425, wsfwrt.jpg [View same] [iqdb] [saucenao] [google] [report]

..or Quarantine?

>> No.6276356

Neither of those’ game play looks right but one of them must’ve been it

I got a lot of flash’s of old FPSs rolling around in my head. One of them I eventually remembered was Prime Target

>> No.6276357
File: 212 KB, 1920x1080, doyouhaveanyfreedomtobackthatup.jpg [View same] [iqdb] [saucenao] [google] [report]

Russian Overkill 3a not loading with gzdoom. Any help lads?
>Script error, "RO.pk3:moonspeak/enhanced_vm_abort.txt" line 74:
>Unknown function S_StartSound
>1 errors while parsing DECORATE scripts

>> No.6276358 [DELETED] 

>mfw the doom eternal icon of sin fight
i need a new PC

>> No.6276359

you have the last GZ?

>> No.6276362

that's probably it, didn't even think about that. thanks comrade.

>> No.6276376
File: 1.23 MB, 1920x1080, Wallpaper1 sin gold 1920x1080.jpg [View same] [iqdb] [saucenao] [google] [report]

Random wallpapers of SiN Gold.

>> No.6276378
File: 30 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

>Eternal is priced at a whooping 2000 ARS around here
It's not like I had the rig anyway-
>Doom64 is fucking 49 ARS

Uh, that is a fucking steal actually, whats up with the mixed signaling Bethesda

>> No.6276379
File: 1.49 MB, 1920x1080, Wallpaper2 sin gold 1920x1080.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6276389 [DELETED] 
File: 1 KB, 127x124, firebar.png [View same] [iqdb] [saucenao] [google] [report]

Doom: The Eternal Souls 64 is looking great. Batandy! https://clips.twitch.tv/RelatedTentativeGullSMOrc

>> No.6276392 [DELETED] 
File: 221 KB, 814x863, 1557_omegalul.png [View same] [iqdb] [saucenao] [google] [report]

>It even has Big Coins too
oh fuck

>> No.6276402

It was pirated within 1 minute.
Bethesda released unprotected exe on their platform by mistake.

>> No.6276403


>> No.6276406

Especially the sky may be.

>> No.6276407
File: 137 KB, 1366x768, Screenshot_Doom_20200320_141901.png [View same] [iqdb] [saucenao] [google] [report]


Updated my mod again now i have decided to buff the damage of the upgraded mdfg up to 22 and added a cvar that you can configure in the mod options to customize it if you think it's still not enough
not picutred because i can't screenshot the mod option menu.

>> No.6276416

So I heard this new Doom 64 port has new levels.

I bought it but it doesn't run for me, tried everything I could to try and make it run too.

Is there any other way to play these new levels in another port?

>> No.6276419

You can actually access them if you beat hectic and then go to features warp to level and press right until you see warp to lost.
that or finish the main game first

>> No.6276447

>slade doesn't supports pk7/7zip archives
Well that's a letdown.

>> No.6276449

Doom 2 broke the game's original aesthetics.

>> No.6276490 [DELETED] 

This is only semi retro (since it's a musing about eternal, but about classic doom mods) but I remember when doom 2016 came out lots of people blamed it's deisgn on brutal doom.

Is it time to blame the golden souls for eternal's design ?

>> No.6276491
File: 1.37 MB, 400x225, 1577145124751.gif [View same] [iqdb] [saucenao] [google] [report]

I actually had the same idea, along with being able to load different shell types with unique properties. Like dragon's breath or ice shots.

>> No.6276530

>John Romero: "Exploration is super important part of fun"
>Modern games:
>slap minimap that shows everything
>bright arrows showing you where to go next
No wonder I'm on /vr/

>> No.6276539 [DELETED] 

Hey at least they got inspiration from something great this time.

>> No.6276547
File: 134 KB, 1652x857, 345322.png [View same] [iqdb] [saucenao] [google] [report]

Why are all the most populated servers Megaman related?

>> No.6276549

The megaman fandom loves the game mod to bits, if you see some of the spriting there, is surprising.

>> No.6276552

How is he supposed to do that if the game doesn't work on his system? Did you even bother to read his post?

>> No.6276564
File: 182 KB, 233x288, 1569440236378.png [View same] [iqdb] [saucenao] [google] [report]

>People in the Doom 64 forums on Steam bitching about no mouselook

>> No.6276568

Oh... i misread then
my bad.

>> No.6276571

Are you getting the Kex Assertion Failure? If so others are too on the Steam community forums. Even if not I assume fixes will be on the way.

>> No.6276613

Freelook, you mean. Surely.

>> No.6276619
File: 110 KB, 209x200, 1490285084602.gif [View same] [iqdb] [saucenao] [google] [report]


no fucking way

>> No.6276620

Well, they are kinda mentioned in QC, which would make almost every Id game related

>> No.6276621

its kinda weird gow 8BDM is a niche within a niche

>> No.6276628

Gameplay is better tho

>> No.6276691

What about UAC Labs?

>> No.6276703
File: 616 KB, 632x738, 1463621561448.png [View same] [iqdb] [saucenao] [google] [report]

What are other classic remixes are in Eternal other than Opening to Hell?

>> No.6276719

how's the doom 64 port? I heard online that it it doesn't have vertical mouselook like D64EX but is it a decent port for the vanilla experience?

>> No.6276725

It's fine. Default brightness is too bright but can be changed, also the intro videos are ridiculous but can be skipped (bar a couple of legal screens). I also don't like the Bethesda login stuff.
But overall it's Doom 64 EX without jump or vertical look.

>> No.6276741

It's good but the only complaint I have is the splash screens. Those however can be skipped by deleting all files from the movies folder.

>> No.6276780

yoo that art is sick, is it recent?

>> No.6276782

>But overall it's Doom 64 EX without jump or vertical look.
It's weird because the .cfg still has jump as a registered key (right mouse) so it must've been removed quite late?

>> No.6276783

Not you but I would like to ask if the new 64 levels are ripped anywhere yet?

>> No.6276785
File: 615 KB, 824x503, playmat.png [View same] [iqdb] [saucenao] [google] [report]

Ordered pic related recently, thoughts?
I almost went with fireblu.

>> No.6276802

Cool! btw I'll leak some master assemblies to get you started.

Napalm Launcher + P A T S

Super Shotgun + B B B F

>> No.6276804
File: 94 KB, 1280x720, Forsaken-Remastered.jpg [View same] [iqdb] [saucenao] [google] [report]

Forsaken is another banger. Kingpin is on its way too. This is basically all Night Dive does (though I think kingpin is 3DRealms).

>> No.6276808

>Kingpin is on its way too
Great news.

>> No.6276818


>> No.6276825


>> No.6276831

The new Doom 64 release stores your Bethesda password in plaintext in stdout.txt.
Doubt most people will be signing in or using that password for other things - you're not that dumb after all - but just a heads up.

>> No.6276839

i can pass you the game so you can play them yourself
use >>6274697 to unlock the new levels

>> No.6276848

I want to make a Heretic megawad but not force the player to select episodes after 8 maps. Can I use GZDoom for this?

>> No.6276892

ayy danke

>> No.6276940


>> No.6276953
File: 641 KB, 1165x728, Screenshot_2020-03-20 Another Hellfall Video (The last one) - YouTube.png [View same] [iqdb] [saucenao] [google] [report]

Doomguy has had a hard life

>> No.6276954

Quality content, good map design.

>> No.6276982

How does "change texture" linedef action work? Does floor take the texture of target floor?

>> No.6276995

>Maps of Chaos
>Colourful Hell
>Combined Arms
I didn't expect this to be so fun. Every room could lead to my death. Any other good combinations of wad and mods to try?

>> No.6277002

I'm playing with Doom RPG Rebalance+RLA+Lexicon

>> No.6277015

Alright, I've played some of Doom 1, I'm at E2M4 right now, GZDoom sometimes just locks up for a second sometimes, I assume one of the settings applied by Vanilla Essence is too much for my garbo computer, which one though I don't know. Also, I'm having a hard time finding secrets, are there any things in particular to look out for when trying to find secrets?

>> No.6277018


>> No.6277020

i need the new unmaker for metadoom

>> No.6277037

Does the official Doom 64 port use the original game data or is it modified in some way? Could you run the official port through EX, for example?

>> No.6277045

am i a brainlet, or is doom 64 kind of not fun? like 90% of the game is flipping a switch and running through the whole level to find what it did

>> No.6277048

Thank you

>> No.6277056
File: 36 KB, 1329x284, 2020-03-20 12_55_40-Doom 64 coming to PC and modern consoles_ - Page 2 - Console Doom - Doomworld.png [View same] [iqdb] [saucenao] [google] [report]

Apparently the new port actually REMOVED features from 64EX. Fucking consoles man. Well ill definitely just be plopping the wad into 64EX then.

>> No.6277057

Good. Freelook is cheating.

>> No.6277061

>I'm having a hard time finding secrets, are there any things in particular to look out for when trying to find secrets?
Interact with everything, specially stuff that looks out of place like a wall with a slightly different/misaligned texture. And keep your ears open since sometimes stepping over a particular sector will trigger a wall opening nearby.

>> No.6277076

I managed to reach the gigantic open area doing blind UV, but I have no idea how the fuck am I going to deal with that clusterfuck. Is map knowledge required?

>> No.6277079

You mean Unmakyr

>> No.6277080

While not having vertical look makes sense, as stated earlier the cfg file mentions and assigns a key to jumping so that was probably removed at Bethesda's behest?

>> No.6277082

I don't remember clearly but, did Doom 64 have jumping?

>> No.6277083

It would allow for sequencebraking for achievments and easier puzzles

No it didn't

Also activateables highlighting was removed as well, to my dismay - I liked that feature.

>> No.6277087

Well, you aren't SUPPOSED to jump or freelook, that was always a sourceport addition.

>> No.6277090

It didn't, no.
I'm not sure this supposed 'lack of time' (it's been ready and waiting for months) would've really been a factor for not adding jump, can only assume it was a creative decision late on as >>6277083 says or it was even taken out after the fact.

>> No.6277101

Doom 64 EX had jumping (because why not), vertical look (and skyboxes to compensate for it), kills/secrets counter, you could zoom out the map etc. All of these got removed in this port. They also upped the fuck out of brightness, added tons of corporate logos and a bethesda.net login screen, censored the medkits etc. It's a very corporate re-release so to speak, not a fan made labor of love anymore.

>> No.6277106

>I'm not sure this supposed 'lack of time' (it's been ready and waiting for months) would've really been a factor for not adding jump
Of course it wasn't, are you dense? Why would they ship an official release that you pay money for that comes with "features" that absolutely break the game?

>> No.6277109

The port can load wads tho, you just need to write
"-file *filename*" withouth the ""
so load it with a mod that replaces it with proper graphics.

>> No.6277110
File: 20 KB, 864x192, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6277112

>censored the medkits


>> No.6277114

>Why would they ship an official release that you pay money for that comes with "features" that absolutely break the game?
Why did they keep it in the config file? It was a consideration for this release.

>> No.6277115
File: 4 KB, 483x553, s0aEkh6[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.6277117

Probably they changed crosses to pills or something like in the BFG edition Doom wads.

>> No.6277119

The medkits in the secret classic levels in Doom 2016 were also censored. The red cross is a copyrighted (and very litigiously protected) symbol.

>> No.6277123

From that Doom World thread:
>Where exactly can you sequence break with mouselook? The only place that comes to mind is the start of Breakdown but that's not even a big deal since the normal place to fire is just up some stairs.

>> No.6277125

>"absolutely break the game"
>looking up

>> No.6277126

At least they are not pills like Be*thesda Doom version.

>> No.6277128
File: 41 KB, 543x549, nigrathink.jpg [View same] [iqdb] [saucenao] [google] [report]

What are the main differences between JoeQuake and Mark V? And which one should I use if I want to experience Vanilla Quake?

>> No.6277129

You can restore the red crosses in nu64 by the way

>> No.6277131

JoeQuake is the only non-vanilla engine allowed on SDA, so if you're after the most vanilla-possible Quake and dont want to use the original executables that's probably your best bet.

>> No.6277132

They can't openly say it is, because of rights issues, but there's at least some love for Heretic and they like to reference it.

I also strongly suspect both Heretic and Doom 2016 were influenced by Carmack's D&D notes because Romero really liked that D&D campaign and he helped produce Heretic. I don't think it's a coincidence that the Seraphim are mentioned as an elder race in both Heretic 2 and nuDoom.

>> No.6277140

Ok i need to know how many different versions of half life are out there.
Especially the differences between pre-steam and steam versions.

>> No.6277142

>gotta remove these gameplay-breaking features that I don't know why we even added since nobody makes maps for our engine that take advantage of them
>comment out the code
>move on
You're overthinking things. And what does it matter whether or not it was a consideration?

>> No.6277143

I don't know why they couldn't go the Doom Eternal route and have 4 red boxes with white space in between.

>> No.6277145

I hope they give Eradicator a remaster of some kind.

>> No.6277146

the red cross has the legas right of... the red cross

>> No.6277147

You can cheese enemies with it, be able to shoot at monsters you shouldn't be able to shoot from where you're standing, look down ledges you shouldn't, etc.

>> No.6277164

>And what does it matter whether or not it was a consideration?
Doesn't really matter to me as it was merely an interesting observation, apparently this once-light conversation is upsetting some though..

>> No.6277168

Yeah so anyway Doom 64 EX is better

>> No.6277170

Heretic 2 doesn't count.

>> No.6277171
File: 1.45 MB, 1539x866, Screenshot_Doom_20200320_215703.png [View same] [iqdb] [saucenao] [google] [report]

Post a screenshot of whatever you are playing

>> No.6277173
File: 116 KB, 1200x800, lawnmower-man-original.0.0.jpg [View same] [iqdb] [saucenao] [google] [report]

Kinda Off-Topic:
Speaking of the Lawnmower Man before,the soundtrack for SNES is awesome,some tracks really remind me of System Shock,like this one:

>> No.6277194

>metadoom adds the marauder
I will no longer play on UV

>> No.6277195

that looks like a fuck

>> No.6277205
File: 811 KB, 1437x808, comfy.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6277210

Jesus christ why does ModDB attract some of the worst mods and modders.

>> No.6277213
File: 297 KB, 800x600, Screenshot_Doom_20200320_142344.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6277221
File: 837 KB, 1920x1080, Screenshot_Doom_20200320_162437.png [View same] [iqdb] [saucenao] [google] [report]

mutiny w/ dakka

>> No.6277241

Simon's Destiny but I just really love castlevania

>> No.6277254 [DELETED] 
File: 1.04 MB, 1102x426, reads.png [View same] [iqdb] [saucenao] [google] [report]

BFG over 9000

>> No.6277256

>official port removed feature from a fan made mod
You are literally too stupid to make fun of

>> No.6277279

well i just tried JoeQuake and it's shit, mark 5 is superior
can't turn off that ugly remastered turd hud, can't turn off lerpmodels, particles are rounded, etc.

>> No.6277291

Doom 64 EX was made by the same developer, and this is a continuation of it. Retard.

>> No.6277294

nvm i just found out how

>> No.6277301
File: 4 KB, 90x90, avatar.thumb.png.516cf89e9e026c26148b1165b8c118e8.png [View same] [iqdb] [saucenao] [google] [report]

This is Graf Zahl!

Say something nice about him!

>> No.6277302

He's maintained and continued updating a Doom sourceport most people use for mods and shit. I don't like him or his tastes, or how much of a dickbag he can be, but he's still keeping GZdoom alive and adding new shit.

>> No.6277305

I just watched the Dwars video too

>> No.6277307

He's a knowledgeable and extremely dedicated developer, who besides some of his social gaffes has contributed immensely to the community.

>> No.6277310

I have no idea who he is

>> No.6277317


He's the no chicken

>> No.6277326

I dont hate him. His priorities are a bit odd, but theres not many programmers willing to do this kind of work for free with little reward.
Also, many of the GZDoom quirks that people complain about actually date back to ZDoom as led by Randy Heit. Graf has made some steps to actually improve accuracy and configurability.

>> No.6277339

Does anybody have the ips of some /vr/ servers? The ones in the pastebin are all dead.

Also, which gamemode is your favourite?

>> No.6277342

Yeah. Actually his main goal above most things is code maintainability and future-proofing. This priority may express itself in ways that seem strange to the average modder/player though.

>Also, many of the GZDoom quirks that people complain about actually date back to ZDoom as led by Randy Heit.
"randicode" has become a slang term in the gzdoom dev community..

>> No.6277347


>> No.6277351

/vr/ servers existed?

>> No.6277357

nvm it's still shit, JokeQuake doesn't have music support
i'll stick with mark 5

>> No.6277365

I mostly use gzdoom nowadays because i have an autoload of mods that i enjoy using with everything and some of them use zscript, but if you're playing vanilla prboom is much better, especially for slaughter wads and shit since it doesn't slow to a crawl.

>> No.6277369


>> No.6277370

Looks like Samsara

>> No.6277371

I like brutal doom, what's wrong with it? I think it's balanced and tasteful, exactly like russian overkill.

>> No.6277372

It's a bit weird, gzdoom will probably handle the geometry of high sector count levels better than prboom but it will fall behind it if the actor count is high enough

>> No.6277374

It says so in the pastebin.

>> No.6277378

>brutal doom

>> No.6277385

yeah like pineapples on 'za

>> No.6277386

I think that guy is being a smartass, anon.

>> No.6277392


>> No.6277407

anyone wanna host a server?
I would do it myself but my internet is garbage

>> No.6277410


>> No.6277412
File: 734 KB, 687x447, 20200320_065038.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6277416 [DELETED] 

>eternal runs better than doom 4 on my potato
what the fug

>> No.6277421

>toilet paper pickup


>> No.6277427
File: 137 KB, 623x527, Captain deimos disapproves of your bullshit, skeleton man.png [View same] [iqdb] [saucenao] [google] [report]

>shit thumbnail of the same meme that was posted in last thread
You're not even trying.

>> No.6277430


>> No.6277435 [DELETED] 
File: 178 KB, 811x642, 1584700020350.jpg [View same] [iqdb] [saucenao] [google] [report]

Next thread pic?

>> No.6277439 [DELETED] 
File: 166 KB, 900x900, 1579543443619.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck no

>> No.6277447

Dude, not cool, people are dying bro, please delete or I will get a moderator to remove it.

>> No.6277448 [DELETED] 
File: 143 KB, 1920x1080, fffs.png [View same] [iqdb] [saucenao] [google] [report]

Picked up the new eternal game and it's pretty fun. SP campaign is confusing as fuck with enemies that pop up behind you and the story where someone let Skyrim get lost in Doom but whatever. It's more of that Doom action and load times don't blow ass, if you didn't like the remake then you won't like this. Supposedly it's hilariously easy to pirate though.

Someone made fake record albums as secrets, one with a "Sandy's Cities" as the cover title and laughed as I'm sure that mustve triggered someone off the planet.

pic unrelated. Though I did find more of those dopefishes hidden around areas. RIP Commander Keen.

>> No.6277450 [DELETED] 

>Pinky Pies
Did they just make a My Little Pony reference?

>> No.6277451 [DELETED] 

If you didnt know it was from the new game and it was just a fan shop youd think it was fine

>> No.6277452
File: 777 KB, 785x1015, 67696d6e892cd04877a3ebd0778fa73a.jpg [View same] [iqdb] [saucenao] [google] [report]

>Play the latest version of Duke Nukem Alien Armageddon
>They've put a new episode
>It's a motherfucking Unreal Tournament reference
>It plays just like an Arena Shooter

I love this fucking mod.

>> No.6277458 [DELETED] 

No I wouldn't, horsefucker garbage gets the boot no matter what.

>> No.6277459 [DELETED] 

Nigger its not a fucking MLP reference. It's a cooking magazine with an alliteration using one of the monster names.

>> No.6277462 [DELETED] 

There is a skin you get from twitch prime that disagrees with you.

>> No.6277463 [DELETED] 

Ah fuck, I had kinda blocked that shit out. Maybe you're right then. Sorry for calling you a nigger.

>> No.6277464

What are some good sites for quake III player model skins?
I remember finding an old one a couple years back with a crap ton of pages but the name escapes me.

>> No.6277469

The link to the Masters of Doom PDF in the Pastebin is dead.

>> No.6277473
File: 154 KB, 1366x768, duke0021.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6277475 [SPOILER] 
File: 93 KB, 640x480, 1584750722165.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6277476

I disagree with a lot of his policies, but I also think I owe him a lot for the fact that GzDoom even exists at all and is what it is.

>> No.6277478


>> No.6277479

I'm very glad for that.

>> No.6277480

found it. http://pl.ws.q3df.org/models/

>> No.6277481 [DELETED] 

>any unicorn ever = MLP reference

>> No.6277486 [DELETED] 

what? you have aids in your brain

>> No.6277493

I know that speedrunners use the WAN version because there is no speedcap unlike both steam versions.

>> No.6277537

>Crispy Doom starts ear raping me after installation

It's okay, i didn't wanted to enjoy this afternoon anyways

>> No.6277539

>I remember when I used to go there. It's not worth it, Doom lewds are just awful save for like those 2 or 3 characters which are not the artist fetish fuel.
Elitist xenofags, I take?

>> No.6277542

The recent releases use a green cross, not a pill

>> No.6277547
File: 31 KB, 500x400, yes.jpg [View same] [iqdb] [saucenao] [google] [report]

>be me
>E2M6 Doom 1
>the lighting n shit is making me genuinely sorta nervous and creeped out
>feel legitimate sense of gratification when beating the level, as it's been when all of my runs ended in the past out of boredom or frustration
Is this what it feels like to play a good video game anons? (also was that other exit near where i got the yellow key a trap or would it have worked just fine? i'm guessing a trap because there isn't really a reason for 2 exits in a level with no secret exit so)

>> No.6277550

>green cross
Pest control?

>> No.6277553

Yeah, there's a big ambush if you take the fake path.

>> No.6277554
File: 126 KB, 640x675, timbs.jpg [View same] [iqdb] [saucenao] [google] [report]

>realize just yesterday that maybe this shit may be important and order some facemasks in case I have to go to a hospital or something
>"Oh yeah bro, they'll arrive by the middle of April." - Amazon
Oh well, I guess I'll just sit tight and play Dooms and Baldur's Gates

>> No.6277558

Aren't the mask mostly efficient to prevent infecting others?

>> No.6277562

Does Crispy Doom have any HUD mods? I want a widescreen HUD that isn't translucent.

>> No.6277563


I'm glad this is canon now

>> No.6277570

Double posting like an imbecile because I forgot, but what's a good weapon for dealing with the tougher enemies that doesn't really melt through ammo? In my experience the shotgun is good against Soldiers, Shotgunners, Imps and to a lesser degree, Pinkies. But getting to stuff like Cacodemons and Barrons of Hell the shotgun ain't cutting it, but things like the rocket launcher or plasma rifle have hard to come by ammo. Best bet I guess is the chaingun but I prefer to have lots of ammo for it stocked up for crowd control. (especially for pinkies, shit stunlocks em great) Aside from that I assume the intended weapon is the rocket launcher, considering you wouldn't really use em on anything else. Still in short supply of ammo though, plus I wanna have at least some rockets stocked up for the Cyberdemon fight, though I've heard from a friend rockets ain't all that effective because he doesn't take splash damage.

>> No.6277574

Chaingun for Zombies
Chainsaw/Shotgun for Pinkies
Shotgun/RL for Caco and Barons
RL is best for Cyberdemon, stage is filled with rockets, just hit him with direct shots until he dies.

>> No.6277575

Maybe this is the reason why Id came up with the super shotty.

>> No.6277578

>save for like those 2 or 3 characters which are not the artist fetish fuel.
Doesn't that shit belong on /d/?

>> No.6277579
File: 592 KB, 1920x1080, Screenshot_Doom_20200321_001740.png [View same] [iqdb] [saucenao] [google] [report]

sequel when?

>> No.6277581

Are Quake Fortress and Team Fortress Classic welcome here?

>> No.6277582

What would it be about?

>> No.6277583

Alright, thanks for the advice, though how come chaingun for Zombies? Shotgun takes them out just as well, I assume Imps also fall under zombies too right?
Yeah, I'm excited for Doom 2 primarily for the Super Shotty, it's gonna come in handy.

>> No.6277586

>how come chaingun for Zombies?
Tears through them like cheese and the rifle zombies drop ammo for it.

>> No.6277587

>though how come chaingun for Zombies?
I mean you're getting ammo back for gunning them down, though I disagree with that other anon, the chaingun is good just about anything. I don't think many people realize how good the DPS is on the chaingun

>> No.6277591

I suppose some people are just disappointed that a minigun weapon doesn't shoot crazy fast. Because yeah, otherwise it is a pretty good gun.

>> No.6277604

Ah, alright, that makes sense. Kinda forgot rifle dudes drop ammo for it, I've been finding so few lately with the stronger enemies and all.
>Because yeah, otherwise it is a pretty good gun
Damn fun to use to.

>> No.6277614

Another double post, just finished E2M7, that was way more fun that M6.
>Enter E2M8
>"Oh this won't be too bad-"
>barron of hell corpses pinned to the walls
That's a striking image if I've ever seen one. I thought M9 was the Cyberdemon level but maybe it's this?

>> No.6277617

Ninth levels are optional secrets.

>> No.6277618

That, that is a lot of rockets. Okay, yeah, I think this is the Cyberdemon level.

>> No.6277624

>barely got hit
>beat him pretty easily with a combination of plasma rifle and rocket launcher
Honestly I was hyping myself up and that was rather underwhelming. Maybe I should've set it to UV after all.

>> No.6277632

Yeah, bosses in the original game are not that threatening. User-made maps often play with the architecture and monster placement to make Cyberdemon fights a lot more challenging.

>> No.6277635

UV adds a bunch of Lost Souls to the map.

>> No.6277641

So, update, I've went into Inferno on UV, I've died twice already. I barely died before. Honestly I think I'll prefer this but I'm finding it really annoying that I don't have much in terms of weapons and yet have to deal with Cacos and Imps and shit now.

>> No.6277643

How good are you with Berserk? I think E3E2 has one, and super punches can really help in a pinch.

>> No.6277649

To anyone who uses Crispy+D4V+a launcher, how do I run the Extra Weapons? I've added them to the file list but I still only use the regular weapons. Does the -nodeh need to be before the .deh files?

>> No.6277652

Meanwhile redcross is doing shit against the pandemic outbreak

fuck canuks, seriously

>> No.6277658

Steam version supports HD/widescreen resolutions, has different menus and includes the HD model pack as a toggleable setting. There were other differences but they were minor like the gauss cannon shot being a slightly different color and such. Other versions are an unreleased Dreamcast version that included a brand new exclusive expansion and higher res models, these both were released later for PC as Blue Shift. PS2 version had an exclusive coop campaign called Decay. That's about it I think. Oh and there's HL:Source which is a quick and dirty copy paste of HL1's assets into the Source engine, AFAIK it was quite buggy and generally just a worse version of HL1.

>> No.6277674


>> No.6277687

the final level of UAC Ultra was disappointing.

>> No.6277690 [DELETED] 
File: 378 KB, 1920x1080, 20200320235315_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay. If you people find Cacodemons cute (or are sensitive about eyes), do NOT play Doom Eternal.

>> No.6277697

Plutonia becomes unforgiving past map20 holy shit.

>> No.6277723

How come certain old school FPS games support hd/4k resolutions? Are they just updated as the years go on or do they just happen to support said resolution via technical foresight or something? I remember UT99 being able to do 1920x1080 without having to mod anything.

>> No.6277725

where are save files stored for Ultimte Doom on Steam?

>> No.6277737

Five rockets will kill a baron if all of them hit. The shotgun will 1-shot imps most of the time. You only need 2-5 bullets to kill zombiemen/shotgunners so use the chaingun vs them. If you have the luxury of having time to switch weapons, shoot 2 rockets at cacodemons and 1 more shotgun shot should finish them, or switch to chaingun to finish 'em, though you really should save rockets for when you really need 'em.

Generally speaking, you want to expend your shotgun ammo first because 1 shotgun shell = 5 bullets, so it's very plentiful. Your chaingun is strong but it burns through ammo. Use rocket launcher when you need to, and your plasma gun is your panic button

>> No.6277738

Is there a good resource for finding Vanilla/DeHacked Doom mods? I know about the obvious ones that PortAnon talks about (VSmooth, SC-55, D2SFP, Sound Bulb) but I know things like D4V have built in blood.

>> No.6277741
File: 7 KB, 132x245, Annotation 2020-03-20 231433.png [View same] [iqdb] [saucenao] [google] [report]

Is this the first time there's been an official DOOM64.WAD?
Is there any chance source ports could be updated to run this?

>> No.6277746

lol. you want to lure the cacodemons out of that hallway and run around them. sprint across the bridge with the shotgun, kill the imp to the right with 1 shot, and keep running.

here is an episode 3 walkthrough video i made recently
> https://www.youtube.com/watch?v=MmzOa-BINUg

>> No.6277747

Looks to me like that has the old version.

>> No.6277748

Is there an upload of the GOG version of Doom 64?

>> No.6277750

i've been working on these walkthrough videos for a long time and i'm getting super nit-picky with them. i want to take them all down and re-record them all, just so that i can not fast-forward the map in-between levels

>> No.6277753
File: 58 KB, 347x415, 1520713767459.jpg [View same] [iqdb] [saucenao] [google] [report]

you truly one of us gamers, anon.

>> No.6277756

Honestly, I mostly just use it while the screen is red and then forget about it once I realise that "Oh hey, if I keep punching the more powerful demons, they are gonna hit me and do a shit ton of damage!" also I'm not used to it lasting the whole level really, I'm used to how it is in the 2016 Doom. I'm mostly just talking about E3M1 so far, having to pistol kill 2 fucking Cacos and get hurt a shit ton from lava to get a shotgun is kinda annoying. Though, I've watched a UV run of E3M1 just to see, and I can see that it's best to just ignore enemy hoards despite my better judgement. Also, it's 3am over here so I'm gonna hit the hay, gnight anons.

>> No.6277757

what even is this?

>> No.6277762

there is a request button in the footer

>> No.6277763

I welcome them.

>> No.6277764

>To anyone who uses Crispy+D4V+a launcher
By launcher do you mean a mod loader? AFAIK Crispy doesn't work with mod loaders, you need to use command lines, but I haven't tried to use mod loaders on Crispy in a while since I only use command lines now anyway.
>Does the -nodeh need to be before the .deh files?
Yes. I found it easiest to just leave the D4V folder as-is when you unzip it, so that its version of Crispy Doom is separate from the rest, etc. If you want to use the newest version of Crispy Doom with it (it has widescreen rendering now) then unzip the newest version of Crispy Doom into your D4V PORTS folder.
If you want to use the new weapons the D4V zip file comes with instructions, but anyway, the command line will look like this
>ports\crispy-doom -iwad doom.wad -file D4V.WAD -nodeh -deh D4V.deh 4_har.deh

>> No.6277765

Try and get good with Berserk, mastering the punch dimension feels incredibly satisfying.

>> No.6277770

>fuck about with different source ports on my laptop
>Doom Retro feels more responsive than Crispy
what the fuck?

>> No.6277775

Probably, but it can't hurt.

>> No.6277779

There's no GOG version as it's a pre-order bonus for Doom Eternal.
Also, GET.

>> No.6277781

I remember people here used to praise PrBoom+ all day and night, but now opinions seemed to have changed. What has happened to it? Is Crispy the better alternative now?

>> No.6277782

True, just don't get overconfident when using them.

>> No.6277785
File: 217 KB, 726x805, 1575330403652.png [View same] [iqdb] [saucenao] [google] [report]

I'm a zoomie that has only played brootal doom in the past but now I'm going through the entire series minus the stuff post 64. I just got to episode 3 on doom 1. Why the fuck did the quality drop off so quickly? I was enjoying myself immensely on the first two episodes and now we got this hand shit and fucking LOST SOULS out the ass.

>> No.6277786

>how come chaingun for Zombies?
It's the weapon with the fastest response time, which can be a godsend when faced by hitscan mobs.

>> No.6277791
File: 167 KB, 376x328, 1584351336688.png [View same] [iqdb] [saucenao] [google] [report]

I'm at home out on the country like 99% of the time for now anyway, I think I'll do fine.

>> No.6277795

That makes sense, if you read the patch notes the newest version of Doom Retro it specifically says they made the keyboard and mouse more responsive, though I dunno exactly what that means. I have Doom Retro but I never really use it since I can't record demos with it. I'm gonna use it to play some limit-removing WADs eventually

>> No.6277796

You're really gonna hate Episode 4 then.

>> No.6277801

Crispy has widescreen rendering now, and it comes with brightmaps, and it's always had a lot more options. PrBoom+ is still probably better for demo playback, though.

Crispy Doom is a limit-removing port, though, so you still need PrBoom+ for boom-compatible maps

>> No.6277803
File: 139 KB, 383x364, 9038bae5670474619521670dd05be52e0d028180.png [View same] [iqdb] [saucenao] [google] [report]

How do I bind impulses and other commands to keys in Quakespasm? The control configuration menu is rather limited.

>> No.6277806

Through the console.

>> No.6277807

Hey all, I know there is the pastebin for answering most of these questions, but I have a specific problem that I'm trying to solve for a friend. If someone is on a macbook and wants to use ZDoom, is it possible to download the PC version of Doom and have the Mac OS Zdoom version run that? Otherwise how do you get a native mac Doom WAD?

>> No.6277810

What commands should I use?

>> No.6277839

/aco/ is pretty much alt /d/ since nu-/d/ mods are pricks

>> No.6277847

inferno either grows on you or exists as the eye sore of the four doom episodes

it grew on me.

>> No.6277848


>> No.6277852

I think I was just surprised, I imagined it would run a little worse than Crispy because of all that underlying stuff like the built-in blood etc. but it actually feels way better. Maybe its not as accurate but it certainly feels good to play and the additions like items/enemies being submerged in liquids and the new blood are pretty muc stuff i'd usually wanna add anyhow.

>> No.6277853

What are some Ultimate Doom pwads that manage to be difficult without having to spam shotgunners?

>> No.6277856


>> No.6277857

why not

>> No.6277858


but unironically

>> No.6277874

sigil is never worth mentioning

>> No.6277878

You just mentioned it

>> No.6277879


>> No.6277880
File: 2.82 MB, 2084x1175, file.png [View same] [iqdb] [saucenao] [google] [report]

>Ion Fury was going to be DNF 2001 styled at one point

>> No.6277886

I never liked GZDoom so why should I? ZDoom (and now lzdoom) always did it for me, Doom looks horrible in opengl.

>> No.6277896

prboom+ is no longer updated, so my 10.15 Mac isn't working with it. :(

>> No.6277904

Looks very awesome. Feels like SiN
Also, I bet that it wouldn't have the same movement speed as a build engine game

>> No.6277905

>prboom+ is no longer updated
But why? That sucks.

>> No.6277927

Dunno why but as much as it resembles DNF 2001, it kinda reminds me of Half Life 2 somewhat, especially in that outdoor area. I wonder how long till we get throwback FPS games in the style of early 2000s ones?

>> No.6277946

Probably because there isn't much left to add unless you want to turn it into yet another advanced sourceport, which isn't really the idea.
The only thing I would really suggest to add to PrBoom+ would MAPINFO compatibility and brightmaps, and Chickenman already made a fork of PrBoom+ for MAPINFO.

>> No.6277956

Replying to this for great justice.

>> No.6277998

>what we remember as Doom?

>> No.6278025

he's pretty alright.

>> No.6278037
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]

Alright because I'm going to be heading to bed soon I wanna get a start on this now so it's SCREENSHOT SATURDAY MOTHERFUCKERS
What have you been working on this past week? Maps, mods, sprites? Surely you've been busy and have something to show for it, right?

>> No.6278039
File: 474 KB, 1920x1080, Screenshot_Doom_20200321_013524.png [View same] [iqdb] [saucenao] [google] [report]

Bony Boys Beating Big Brain Boss

>> No.6278042

I've yet to figure out how to skip the company intros, doesn't seem like it's even possible since it's part of the executable and not the wad

>> No.6278043
File: 755 KB, 720x360, Going up.webm [View same] [iqdb] [saucenao] [google] [report]

Started work on the ladder arrows, this is fun.

>> No.6278048

You can buy it separately

>> No.6278060
File: 269 KB, 816x639, it sucks.png [View same] [iqdb] [saucenao] [google] [report]

Damn, it's Saturday already and I haven't worked on my map at all.

I should probably scrap it and start again, the initial outline is just bad. This room is OK, though, I will re-build it.

>> No.6278102

Speaking of SiN... Night Dive and 3D Realms showcased a sequel to it on the stream. Looks quite interesting, actually. I wonder why we haven't got that game instead of the Episodes.

>> No.6278132

The new Gothic remake seems to be in that vein, but it has, um, other issues.

>> No.6278135

I accidentally put 2 maps in my WAD, and I find it a bit inconvenient. How do I delete one of them? I was planning to merge them much later.

>> No.6278136

triple a game company everyone

>> No.6278148

And in any case, lots of them are just heavily decorated straight hallways.

>> No.6278149
File: 366 KB, 816x639, hellific.png [View same] [iqdb] [saucenao] [google] [report]

I set out to hellify previous level I made to re-use as a latter level. That's pretty fun, although so far my results leave something to be desired.

>> No.6278158


>> No.6278190 [DELETED] 
File: 41 KB, 200x200, 1503555984_doomdance.gif_c200.gif [View same] [iqdb] [saucenao] [google] [report]

opinions on Doom Eternal's music?

>> No.6278195

A lot of games censor medkits and red crosses. Something something red cross foundation. Basically why you don't see red crosses in modern vidya as often.

>> No.6278197

top lad

>> No.6278205

Quite a few CRTs in the 90's could go up to 1600x1200 if you don't mind having to put up with 60hz refresh rate (which is painful to the eyes on a CRT, people who knew their stuff didn't go for less than 120hz)
So some games supported those resolutions because why not.
IIRC with some minimal fiddling GLQuake, Duke and Unreal could do it.
Unreal Engine and Quake Engine on their own are incredibly flexible and scaleable in that regard. With Unreal you can just go windowed and stretch the window to whatever resolution you want, no matter how big.

>> No.6278224 [DELETED] 

It's not /vr/

>> No.6278226 [DELETED] 
File: 163 KB, 1440x773, SLLJFW57N45XTOEY3Y475MHAOI.png.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6278229
File: 62 KB, 1373x808, toxjq.jpg [View same] [iqdb] [saucenao] [google] [report]

impulse 1 is axe, impulse 2 is sg, impulse 3 is ssg, and so on
if you want to bind the rocket launcher to q and the thunderbolt to e then you bring down the console and type
bind "q" "impulse 7"
bind "e" "impulse 8"

also try out Mark v I found it to be better than qspasm.
fuck JokeQuake.

>> No.6278237

Use slade to open the wad and then just delete the map files.

>> No.6278248
File: 17 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

That is absolutely cool as hell.

>> No.6278279
File: 917 KB, 2914x1837, Dario Casali interview 1.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6278282
File: 472 KB, 1426x1832, Dario Casali interview2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6278298

I know he still works at Valve, but does he still do level design? Has there been any recent interviews with him?

>> No.6278313
File: 632 KB, 639x473, b13.png [View same] [iqdb] [saucenao] [google] [report]

Didn't you "yikes" them when they were getting dogpiled by everyone over a fucking soap bottle, Dave?

You piece of shit.

>> No.6278316

wads are just zipped resources, it shouldn't matter which OS you're using.

>> No.6278325
File: 270 KB, 2090x1176, 1583596130998.jpg [View same] [iqdb] [saucenao] [google] [report]

Funny that, you can see an HL1 medkit on the table in the right.

>> No.6278335

Not zipped, in fact regular WADs aren't compressed at all. They are just a container file with header and lump directory followed by lumps that go on without breaks - without a directory you'd have no idea where one lump ends and another begins.

>> No.6278346
File: 223 KB, 1366x768, doom00.png [View same] [iqdb] [saucenao] [google] [report]

been playin some SCI2.wad in vanilla, made me return to love the game some more after playing so many mods of it.
Note this wad doesn't come with the hud, but i did make and it post it in the Id archives if you are interested on that
this is one of the areas that Gzdoom cannot render properly, it just shows the red star and thats it.

>> No.6278347
File: 201 KB, 1366x768, doom02.png [View same] [iqdb] [saucenao] [google] [report]

Also the scientist is a big brain, because he sure liked caco, he makes a production line of it.

>> No.6278358

because romero made almost everything in episode 1
but sandy petersen, who is a hack, made everything in episodes 2 and 3, and also half of doom 2
my advice: finish episodes 2 and 3 once, and never play them again

>> No.6278370

I'll give you the secret level, which is too simplistic layout-wise. But everything else is fairly good, especially E2M2 and E2M6. E3 is the one that doesn't feel quite as good as it could've been.

>> No.6278406
File: 2.93 MB, 640x360, gzdoom 2018-01-05 01-13-37-728.webm [View same] [iqdb] [saucenao] [google] [report]

1) How can I extract a palette from Doom/Heretic in a way that can be used in Photoshop?
2) How can I restrict Photoshop into only using colors from said palette and not add any transparency/etc on the edges during transformations?

Overall are there any guides on creating Doom sprites in photoshop?

>> No.6278408
File: 2.87 MB, 1024x576, A good loop.webm [View same] [iqdb] [saucenao] [google] [report]

source: Golden Souls 2

>> No.6278409
File: 163 KB, 96x141, muffled rattling.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6278420

you can get the palletes on slade, just open Slade.pk3, find the palletes you wanna use, select them, right click and extract them as png.

as for the latter i do not know how.

>> No.6278476

I meant not as PNGs, but as palette format Photoshop can understand

>> No.6278481

Slade has them in .pal format
i do not know if that can help though.

>> No.6278486 [DELETED] 

can we internally call doom 2020 "the eternal souls 64"?

>> No.6278492

Got any screenshot?

>> No.6278503

More like Brutal Mario 2: Electric Boogaloo.

>> No.6278524

Back, I've got two questions.
Do I need to load Vanilla Essence every time I want to play with its settings? I assume shit gets saved though so I doubt it.
And, do the settings I have for Doom 1 carry over to Doom 2 so I don't have to configure them again?

>> No.6278529

>>Ion Fury was going to be DNF 2001 styled at one point

No, it wasn't.

>> No.6278539

Just rewatch the vod, it's called "Independent Game Expose". SiN 2 footage should be somewhere at 43:30.

>> No.6278541

>beat E3M1
>go to E3M2
>everything is hyper zoomed in and I can't see jack shit
What do anons?

>> No.6278542

Okay, I don't know if I disabled or enabled vanilla essence but that seems to have fixed it for now.

>> No.6278560

The change to Source engine was a good idea, but the episodic idea wasn't

>> No.6278570

where can I watch it?
google does nothing

>> No.6278571

twitch.tv/videos/571624443 - here catch

>> No.6278572

I fucking despise Slough of Despair.

>> No.6278573

But you can create a "palette photoshop can read" by loading the png and creating a palette from the available colors.

>> No.6278579

Loading the png in PS I mean.

>> No.6278585

Correction, I hate all of Episode 3 so far. I don't know whether it's me switching to UV, shitty level design, or both, but ammo seems to be fucking nonexistant and I can barely do a thing because surprisingly it's very hard to make progress when all you can do is PUNCH.

>> No.6278586

That looks comfy. I like it

>> No.6278595

Its a hella epic game for dummies and teens.
Playing nudoom is the equivalent of watching mainstream news.
Its the feel of the game and everything surrounding it.
Its the Joe Biden of games.
It caters to this oblivious, hyped idiot type consumer who lives on buzzwords and inanities.
Its as if a bunch of has beens gathered and tried to think about what the youngsters like and then just shove it into one game.

>> No.6278602
File: 735 KB, 875x555, memelords.png [View same] [iqdb] [saucenao] [google] [report]

goddamnit every time i see this pasta it becomes funnier

>> No.6278606

There better be no retro game discussion going on here

>> No.6278610

After playing Eviternity with its weaker Lost Souls, I thought that it might be a good idea to add a weaker melee monster to the game. Something comparable to shotgunner in terms of size and health, fast as demon, but with shorter startup on melee attack.

>equivalent of watching mainstream news
Then what is Russia Today of gaming?

>> No.6278626

Like the heretic golems?

>> No.6278632
File: 1 KB, 592x71, crashwtf.png [View same] [iqdb] [saucenao] [google] [report]

So, the game keeps crashing on me. This is the summary of the crash according to GZDoom, anyone able to figure out a solution? I think it might be because I'm in a Discord call as it started up more then but it's been crashing since Episode 3, I didn't crash once in the first two episodes.

>> No.6278654

magnet your hard drive

>> No.6278657

What >>6278654 said. It makes data transfer faster.

>> No.6278658

Doom 4 Vanilla has zombiemen replaced with imp like dudes who move slow as shit, die to a light breeze but do insane amounts of melee damage.

>> No.6278674

what if my drive isn't hard?

>> No.6278693

looking at eternal's icon of sin made me think
>The Icon of Sin that doomguy faced at the end of Doom 2 was being summoned into earth, but he stopped it while he was on his weakest.
>Doomguy defeated the Second Icon of Sin who is the Betrayter's son after argent ndur was destroyed , but the makyr's took his copse and heart to improve it and use as weapon for them in case of apocalypse.
>Doomguy finally faces and Kills the icon of sin in its true form and power at the end and kill it for good

can we get a Remake of Map 30 using a giant boss like that as the final boss as he summons demons?
or remake it as a 2 parter with the 1st fight being the head, and later on him free?

>> No.6278714

This is what I've been think of doing if I were ever to make a game myself or at least a doom mod. The weaker enemies could be very fast or do a lot of damage if given a chance, but would still be fairly simple to deal with. Ideally each enemy would have an important and unique role to fulfill. A pawn may move one square at a time, but it can still checkmate the king.

>> No.6278723

Golems are closer to imps in terms of health. I'm thinking more about non-flying gargoyles.

I've been thinking about using them as horde monsters - so they can swamp the player, but it is also pretty easy to clear them out with SSG.

>> No.6278779

/r/ing the wad of Doom64.

>> No.6278783

Episode 3 is the hardest for a first-time playthrough, but ironically it's the easiest out of the original three episodes for Nightmare runs because that episode introduces the invulnerability sphere and the BFG so if you know your way through the levels you can zip and blast through them. Here is my walkthrough if you want to see where to get the rocket launcher and plasma gun and BFG and mega-armor etc.
> https://www.youtube.com/watch?v=MmzOa-BINUg
In my walkthroughs I go to all the important secret areas. Some secret areas don't have anything worthwhile so I skip those. I'm currently re-recording all new demos, just to make my videos more aesthetic by not skipping the map in between levels

>> No.6278812
File: 77 KB, 914x891, her64.png [View same] [iqdb] [saucenao] [google] [report]

I am working on recreating Doom 64's levels for Heretic. Plan on using GZDoom to recreate some level geometry and colors.

>> No.6278825

Thanks anon, I used your walkthrough a bit just to figure out the last bit of E3M7. Now I've beaten the Spider Mastermind. Was pretty underwhelming but I imagine without the BFG it would be annoying because hitscan. Say, should I do episode 4 now or just go onto Doom 2? I've heard episode 4 wasn't exactly as good as the other 3.

>> No.6278838

Can't you just copy them over then swap the textures, and then place the items?
Pretty sure there should be an easier way than recreating by hand.

>> No.6278849


just google it, its not hard to find

>> No.6278856

hi! just tried crispy-doom and i noticed than i played FOR YEARS using prboom-plus without music!!! haha could i enable the default wad music using prboom-plus like crispy-doom and gzdoom plays by default?

>> No.6278874

O yea I derped in E3M7, that's another reason I want to re-record. I want it to look perfect!

As for doing episode 4, I would say it's actually better than Doom 2. It's only 8 levels, too. Episode 4 is extremely difficult though, so don't play it on UV for your first playthrough. There's a reason I haven't recorded any demos of E4

>> No.6278883
File: 19 KB, 353x739, musicpacksfolder.png [View same] [iqdb] [saucenao] [google] [report]

Yea I don't know why your PrBoom+ doesn't play music. Is your volume turned all the way down?

Also check this out, here is the original Doom music recorded on an actual Roland synthesizer on the SC-55 sound canvas, the same Bobby Prince used when composing the music:
> http://sc55.duke4.net/games.php#doom
Download the enhanced FLAC version and unzip the files into your Crispy Doom music-packs folder, it will look like pic related

To find this folder, type %appdata% in your start menu, and find the crispy-doom folder.

Uzip the files and put those in the Crispy Doom folder to use in Crispy Doom - and to use it in GZDoom, simply put the .zip file in your GZDoom folder and include it in your mod load order, or, click and drag it onto GZDoom if you're not using mods, which you should be if you're using GZDoom!

>> No.6278891

It has uncapped framerate (host_maxfps 0) compared to QS, which makes mouse input feel ridiculously good. You can launch the game with the -fitz command parameter (Google it you lazy fuck) to get the old demo playback of E1M3 in the main menu plus the original console background. It also has support for square particles, no animation interpolation, old Quake viewmodel, and no texture filtering. It's the best way to experience a modern Quake sourceport in the most WinQuake way possible.

>> No.6278905

thank you so much! now i have music in prboom-plus! :D

>> No.6278948

Are you still looking for testers? I can record some demos.

>> No.6278959 [DELETED] 

Thoughts on Doom Eternal if you bothered to play?

>> No.6278964
File: 230 KB, 816x639, sausage.png [View same] [iqdb] [saucenao] [google] [report]

Welp, I made a sausage. Probably not the best hell decoration. Maybe I should make a crusher here instead.

>> No.6278973

Going Down be like

>> No.6278974

So I'm playing Hexen and I get to Guardian of Steel, I get fucking softlocked inside the moving wall chamber because I crouched through the window and dropped into the room with the door locked and the window too high to jump back to.

They let you bind crouch in the controls and let you crouch through the windows in both games wtf

Also can't tell if I"m missing something or not because I got the "stones grinding in seven portals" message but the entrance to Bright Crucible does not open. Conveniently got this message before I was done with Seven Portals and spent like 20 minutes wasted time thinking the game was bugged

>> No.6278979

You can set up most of that with regular Quakespasm

>> No.6278984

Yeah, I just realized that. Quakespasm doesn't have uncapped framerate though, that's literally the only advantage QSS has over it.

>> No.6278991

Add two octogonal boxes to its base.

>> No.6278995

You can't crouch in Hexen, only jump, and original wads do not have MAPINFO lumps where crouch restriction is specified since MAPINFO wasn't invented back then.
In the end it's your fault for using a port feature to sequence break.

>> No.6278996
File: 2.08 MB, 522x369, source.gif [View same] [iqdb] [saucenao] [google] [report]

Speaking of that wad.
Would that be categorized as a "slaughterwad"?
Considering the amount of carnage going on?

I wonder how a Final Doomer weapon set would be like

>> No.6278998


>> No.6279003

To what base?

>> No.6279004

>Would that be categorized as a "slaughterwad"?
That somewhat difficult level where I got killed by 10 monsters.

>> No.6279007

No, since there's actual level design and more going on than just "kill lots of thing"

>> No.6279008

>Would that be categorized as a "slaughterwad"?
I personally wouldn't call it one. There are like six levels where it gets slaughtery (MAP15, MAP31, MAP32, MAP20, MAP23, MAP28), but I don't consider it enough to call the whole wad a slaughterwad.

>> No.6279009

Yeah, I've tried out E4, shit is damn hard even on HMP, I might take a break from Doom 1, I just got Eternal so I might play some of that and then come back to it. I could turn down the difficulty but I'm not too sure if going below HMP would just make it too easy then.

>> No.6279010

What is your criteria for slaughterwad? What would make you say "It's too slaughtery for me, I don't like it" Is it more of simplicity thing?

The talk of slaughterwads made me insecure about my mapping effort because I ended up with hundreds of monsters.

>> No.6279013

The boner

>> No.6279017

GD does a smart thing where it releases demons as the fight goes on, while amount of demons in immediate engagement does not approach the boggling density of slaughter wads.

>> No.6279018

Ah, I get it now. Very funny.

I decided to remove it for now, maybe later I will convert it into a nice meaty crusher.

>> No.6279024

Does your map have an over-reliance on rocket launcher and bfg? Does it include giant areas where you circlestrafe hordes of enemies? Does it have more than two or three cyberdemons? If any of these are a "yes", it's probably a slaughtermap.

>> No.6279027


>> No.6279031
File: 864 KB, 1280x1024, Screenshot_Doom_20200319_161025.png [View same] [iqdb] [saucenao] [google] [report]

Faux raycasting is a bitch. How in the fuck will I tie REALM, MC, D64 and D:E together anyway? Oh well. Not like I'll finish it. https://www.youtube.com/watch?v=tPf-8FTN66A

>> No.6279032

Fair enough,I love the level desing in it and while it is balls to the wall difficult at times I've never found it frustrating.
It's slaughter done right.

I have nothing against slaughtermaps but when it becomes more tedious than actually challenging and you're forced to take cover so many times that's where it dies for me.
That's pretty much why the last part of Unloved is garbage.

>> No.6279034


i went into the thread docs and picked the recommended one...

whoever the fuck did it is stupid

>> No.6279043

>whoever the fuck did it is stupid
But you were the one who did it

>> No.6279048


whoever put the ability to break the game into the fundamental control scheme i mean

>> No.6279049
File: 15 KB, 400x748, ds pickups.png [View same] [iqdb] [saucenao] [google] [report]

Tweaked some of the pickup sprites and also made new medkits, containing the health goo from the hud

>> No.6279054

>and original wads do not have MAPINFO lumps where crouch restriction is specified since MAPINFO wasn't invented back then.
correction: because hexen's mapinfo doesn't have a nocrouch flag due to not having crouching in the first place
hexen is where MAPINFO came from

>> No.6279058

The madness folks expect a lot out of this project but I'm probably not going to be able to deliver in any sensible form. I guess the leftmost entity here would serve well for the basis of a Doom-Styled Sokar, though.

>> No.6279061
File: 1.70 MB, 1920x906, maykrs.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6279062

wwhat mod?

>> No.6279073

I would do that but I cannot get Doom Builder 64 to load maps. Additionally I can't get SLADE to copy and paste between to different maps.

>> No.6279074

But you were the one who used it
Do you jump and crouch in vanilla Doom too?

>> No.6279078

Shit is that ALL textures?

>> No.6279081 [DELETED] 

It was mostly just ear-raping noise; had to turn the music volume down for most of it. Gladiator boss music was good though.

>> No.6279089
File: 315 KB, 586x564, SokarUpdated.png [View same] [iqdb] [saucenao] [google] [report]

Honestly, how does one even translate this floaty skull boi into the mix? Alas.

>> No.6279091
File: 565 KB, 1280x1024, Screenshot_Doom_20200319_173209.png [View same] [iqdb] [saucenao] [google] [report]

last one

>> No.6279096


Bruh this is my first time through the old-shit games, how am I supposed to know I'm not allowed to do something that's in the controls, nothing in the thread faqs mentioned it when id ownloaded it

>> No.6279102

Just recorded a PRBoom demo for map 1. I remember this map! You showed it here a while ago. Not too much to say about the first map. It's a pretty easy waltz, especially when I realized that the shotgun is close enough that it's better to just go for that and pick up the zerk for health than take it right at the start. The architecture and texturing is good at evoking that Inferno feeling.

When I get a chance I'll start recording demos using the PRBoom that has voice recording enabled.


>> No.6279109

maybe press F1 and read the controls of the game

>> No.6279118

Yeah. The CDs are straight from gzdoom.pk3 though; couldn't make those from scratch.

>> No.6279134

Here's a demo for MAP02. As someone who really hates looking around for secrets, yours are pretty cute. There's a clear logic to how they're hinted, so it feels satisfying to solve them. The point where I stand around for a bit is me checking the map because I forgot where the blue door was.


>> No.6279147

Wait does GZDoom support animated skies like those in Doom64? If so, are there any wads that use this feature?

>> No.6279148
File: 310 KB, 816x639, chapel.png [View same] [iqdb] [saucenao] [google] [report]

This room looked a bit like a chapel, so it stands to reason that in hellish version it should be hellified almost entirely.

Should I lose the lights as well, though?

>> No.6279158

In Mapinfo you can specify the sky texture, and in Animdefs you can define animated textures. I don't think there's anything stopping you from specifying a texture from the latter in the former. You can also of course apply a shader to your sky texture instead.

>> No.6279167

I think you are using too many textures that don't really work together color or theme-wise. Stick the marble tiles on the floor instead and use a dark gray ceiling, put the faces behind the altar instead of the cracked lava texture, then put the same flesh texture that's on the right side where the faces used to be.

>> No.6279171

Regular facemask won't do anything anon, people only wear those to protect the patients in hospitals. You need like a $300 quality gas mask to protect yourself, and those are not going to be in stock for months and it'll be too late by then.
Don't get too panicky though, if you're not geriatric the virus has about the same fatality rate as the flu and the cause of all the quarantines it trying to make sure the elderly don't get it.

>> No.6279173

Here's what I've got so far on MAP03. I haven't beaten it yet, though. Solid ramp up in difficulty, no complaints.


>> No.6279182

What kind of grey texture you have in mind? Can't think of anything that would fit as ceiling.

Good idea on faces, should've thought of it myself. Originally I wanted to make all screens into faces, but then I realized just how many screens I have.

>> No.6279185

how do I git gud at slaighterwad

>> No.6279186

Shoot enemies until all dead.

>> No.6279193


Beeline to the BFG

>> No.6279195

Learn how to herd animals.

>> No.6279198

I see, thanks.

>> No.6279217


you are unhelpful and instipid. google does not have the answer.

Could anyone please help me figure out how to switch huds in beautiful doom?

>> No.6279221

Press the button next to backspace, activate alternative HUD and fuck off.

>> No.6279229
File: 25 KB, 541x296, 1491692687813.jpg [View same] [iqdb] [saucenao] [google] [report]

>start death kings of the dark citadel
>try mage instead of fighter just to see what he's like
>1st and second weapon do shit for damage, especially the second, it feels useless
>slaughtaurs fucking everywhere
>they just keep spawning in over and over

>> No.6279238
File: 596 KB, 1853x833, anon_hell_room.png [View same] [iqdb] [saucenao] [google] [report]

I decided to recreate the room a little to make it look a little better.
As mentioned by >>6279167 the textures you are using don't go that well with each other and the room is too flat. Adding depth to a room in Doom can make it stand out a little more and manages to go a long way in the aesthetic department.

>> No.6279245

CEIL5_1 or RROCK03 might do the trick.

>> No.6279252

I see what you are getting at, although not sure this particular solution would work in this particular room, because reason. And I want to keep it consistent with non-corrupted map at this point redrawing geometry of either is a bit annoying.

I'm aiming for the Shores of Hell-esque style that's why there's certain amount of mismatch.

>> No.6279264

Fighter is essentially easy mode. Mages last 2 weps are good though.

>> No.6279292

That looks cute

>> No.6279302

Post link to the HUD, please.

>> No.6279346
File: 302 KB, 816x639, marbles.png [View same] [iqdb] [saucenao] [google] [report]

Another aesthetic question I have is how OK to shift between red and green marble, depending on whenever they touch lava or they don't. They do form a continuity, but the transition is a bit abrupt.

>> No.6279353



>> No.6279358

isn't already known that sandy just needed proper training in map making?
romero fucking slacked during doom 2

>> No.6279362

It's alright the way you did it imo, just don't go overboard. It's also good to use support textures from time to time to separate different textures.

>> No.6279374

The marble looks good, the only thing that sticks out there is the gray/brown striped wall on the left. I think an alternative for that would be a good idea. Something not brown/otherwise warm-hued preferably.

>> No.6279376

Cool, thanks.

>> No.6279381

superugly hud font tho

>> No.6279383

No problem.
I though that the one from TNT really fitted the bill for it.

>> No.6279386

That's a holdover from the non-hellified version of the map - and it looks OK there. I am considering changing it, but so far I wasn't able to find a texture that would be as accommodating to having a part of it cut out.

I suppose I don't have to insist on it either, though.

>> No.6279395

E2 is the best part of Doom 1 and Sandy Peteresen rules.

>> No.6279401

I love it, it's great.

>> No.6279405

Episode 4 is very good, but it's also tough as balls for the first couple of maps. Do HMP for now, or maybe come back to it after Doom 2, it's not like you're gonna miss any story or anything.

>> No.6279409
File: 1.73 MB, 720x360, wall off the demons.webm [View same] [iqdb] [saucenao] [google] [report]

Started work on the effects of the ladder arrows on monsters. This was easier to pull off than I thought, still needs some work though

>> No.6279410

Bordering on it at a few occasions, I guess.

You can have level design with slaughter, there's good slaughter and bad slaughter, there's light slaughter and heavy slaughter.

A good example of well made slaughter would be Deus Vult 2, gorgeous levels, good layouts, lots of thought put into everything.

>> No.6279417

Dude, this stuff is really impressive. Love the animation when it deploys. If you shoot the arrows at a ceiling, will the ladder drop down instead of rise up by the way? Also I hope there's a ratcheting kinda noise as they build.

>> No.6279429
File: 1022 KB, 720x360, laddering.webm [View same] [iqdb] [saucenao] [google] [report]

> If you shoot the arrows at a ceiling, will the ladder drop down instead of rise up by the way?
Yep. As for sounds, I'm not sure yet, the plan is to keep using old NES sounds for this stuff, so I'll need to find something satisfying for the ladders.

Not sure if I'll keep the wall building thing though, I noticed I'm getting weird inconsistent results in some rooms I've been fucking around with.

>> No.6279437

Beautiful. I barely even dare to ask how the climbing works without the fancy zscript stuff I'm used to..

>> No.6279441

Shockingly easy. This is based off how Lt. Typhon's jet anchors work, the ladder rungs are switchable actors, pressing use on them gives the player an inventory item that gives them a little jump, so as long as you keep pressing use, you'll climb.
You DO need an ACS script in the background that gives the player air control as well but that's super easy too.

>> No.6279447

Mage's 1st weapon is deceptively powerful for what it is.

>> No.6279452

He did all his mapping for Doom in 10 weeks, basically just throwing himself into it.

>> No.6279467

Huh, that's neat. I'd have gone with something absurdly over-engineered probably.

>> No.6279468

It's fucking genius how simple it is. Typhon's full of surprising shit like that

>> No.6279474

Thanks a bunch! Yeah, I did post an early test version here a couple of years ago. Kind of embarrassing how long it took to finish it but I'm glad it's all done at last.

>> No.6279481

I tried using the development build of Chocolate Doom on Windows but all the sounds are getting cutoff. Is there any way to fix this or am I just supposed to use 3.0.0?

>> No.6279484
File: 344 KB, 816x639, how will I ever.png [View same] [iqdb] [saucenao] [google] [report]

Oh god this is awful. How will I ever align it lmao.

>> No.6279494

I have already settled for Mark V, it does everything you mentioned. Besideds, i did a quick search and it appears to be abandoned, the main page (http://triptohell.info/moodles/qss/) is down
uncapped framerate doesn't bother me and mouse input feels perfectly accurate.

>> No.6279495

what about chainsaw zombies or sawcubi?

>> No.6279496

Point at it and press 'a'.

>> No.6279497

>I wonder how a Final Doomer weapon set would be like

>> No.6279503

Whoa, I didn't know about that. I used to move it around manually, like a neanderthal.

>> No.6279504

They hardly add new features anyway so just use 3.0.0.

>> No.6279515
File: 52 KB, 560x396, marty_xmas2010.jpg [View same] [iqdb] [saucenao] [google] [report]

Found two (buggy) source-ports based on the older version of xDuke that is pretty close to DOS Duke, one uses SDL2 but requires more processing power for some reason, the other gives me double, sometimes triple the frame rate. Both crashes when DNCLIP is used.

>> No.6279516

Forgot to add, both compiles on Linux and a 64 bits version can be compiled.

>> No.6279518

You can also use ctrl-A to align vertically as well. However its not perfectly effective in vanilla doom format since each part of a line shares the same offset, resulting in situations where the upper part is aligned but the lower part isn't.

>> No.6279524

Yeah, I usually align things by unpegging, if unpegging doesn't help I put some dividers and change texture.

>> No.6279525

Not sure what you're talking about anon. Are these monsters from a specific mod?

>> No.6279526

they were having a topic about weak enemies with great melee attacks and i thought about enemies with chainsaws
chainsaw zombie is a basic concept but there was one in doom 2
sawcubi is from doom 2 rpg, also present in meta doom

>> No.6279527
File: 2.35 MB, 1920x1080, 1563804608631.png [View same] [iqdb] [saucenao] [google] [report]

it's modding going to explode during these days?

>> No.6279546

Episode 2 is pretty good. 3 is a slog though.

>> No.6279548

Based HLchads winning again.

>> No.6279554

Sound like a solid idea. Actually I think Knee Deep in ZDoom had chainsaw enemies like that.

>> No.6279559

Unloved had scary as fuck chainsaw dudes

>> No.6279560

Okay, I just thought how I will go about making those enemies. They will be gray imps, weaker but faster, without ranged attack. They will be called, hear me out, wimps.

>> No.6279561

What mod is this?

>> No.6279580


>> No.6279613

\Steam\steamapps\common\Ultimate Doom\base according to google

>> No.6279620 [DELETED] 
File: 157 KB, 1140x510, vrrr.png [View same] [iqdb] [saucenao] [google] [report]

chainsaw goes vrr vrrrr

>> No.6279630

i stored some dsg files there and they're not getting recognised.
Stranger still, when I delete them they keep reappearing

>> No.6279634

Just grab the iwad files from the steam directory and run them with chocolate doom or whatever instead.

>> No.6279636 [DELETED] 

wtf is this bitching about?

>> No.6279643

They mentioned that they were using assets from other games.

>> No.6279649 [DELETED] 

It's current year. Who the fuck knows.

>> No.6279651

i've been using gzdoom, which seems to have a .zds save file format, which might explain my issies. Is chocolate better than gz?

>> No.6279657

Oh no, GZDoom is great. I thought you were using the default dosbox shit that comes with the steam release. In this case, check your GZDoom folder.

>> No.6279684

Doom, 1, 2 or Heretic but as Megaman X.

>> No.6279687


>> No.6279691
File: 1.43 MB, 1520x825, Screenshot_Doom_20200322_072445.png [View same] [iqdb] [saucenao] [google] [report]

Week later, I'm still on that fucking bridge.
Suck it, TNT truck.

>> No.6279702
File: 256 KB, 500x375, (disgusted HUH).png [View same] [iqdb] [saucenao] [google] [report]

>chromatic aberration

>> No.6279712

Wow, I never noticed that it is enabled.

>> No.6279716
File: 535 KB, 1920x1080, Screenshot_Doom_20200321_200424.png [View same] [iqdb] [saucenao] [google] [report]

The council disapproves of my shenanigans

>> No.6279721

>RL is best for cyberdemon
Don't listen to that anon, use the plasma or BFG on the cyberdemon. It takes more than 50 rockets to take out a cyberdemon, while it only takes about 200 plasma rifle shots or 2-4 BFG shots (depending on whether you're a good aim and willing to hug a monster that can gib you or not). It's both quicker and more efficient to use cel weapons.

>> No.6279724

Is there anyway to make Icon of Sin fun to fight?

>> No.6279725

Such a great level.

>> No.6279726

You might want to try the status bar aspect correction setting.

>> No.6279736

Move the map to the seventh slot and make the player fight a pack of cyberdemons, which then activates the crusher upon the head. In other words, Icon of Sin, on a fit of pride, kills himself so the player can't claim to have won over it.

>> No.6279739

>which then activates
which then, upon killing them, activates*

>> No.6279745

Maybe place the cyberdemons, and one or two spider masterminds behind the Icon of Sin texture so it looks like the rockets and bullets are coming from the Icon of Sin itself, killing them would enable the crusher on the head, thus, ending the level or opening an exit room. All should be possible on vanilla doom.

>> No.6279749

That truck looks kinda good actually.

>> No.6279760

>killing them would enable the crusher on the head
How would this be possible in vanilla?

>> No.6279772

Nevermind, just open the head like a door and have the player fire it like a Contra boss.

>> No.6279773


>> No.6279790
File: 2.98 MB, 1920x1080, SeriousSam 2020-03-21 18-14-06-410.png [View same] [iqdb] [saucenao] [google] [report]

I think I've reached my limit. I know it's not impossible, but I seemingly cannot get past this particular spot. I can dispose of the first wave of kleers and majors, but the second wave of kleers closes in too quick while I'm dealing with the first wave of majors, and then the second majors spawn and it's over.

>> No.6279794

Serious difficulty obv btw.

>> No.6279798
File: 2.96 MB, 1920x1080, SeriousSam 2020-03-21 18-22-39-025.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6279816
File: 92 KB, 800x800, bspccil.jpg [View same] [iqdb] [saucenao] [google] [report]

I just checked and, no it isn't? The site works fine for me.

Plus I know the authors who work on Quakespasm, it is far from abandoned and in fact will receive a significant update in the near future. The reality is that Mark V is abandoned.

>> No.6279834

Here's me finally making it through map 3. That last room is a bit of a bitch to handle because you're being beset on all sides by hitscanners along with an archvile with little place to hide and no health. I only managed to handle it by practically cheesing it running back to a hallway to peek in and out of, though I guess that's not atypical of Plutonia.
Also, it's easy to forget to turn around and get the RL because once you're around the bend, your eyes are turned to the enemies to your left that are ahead of you rather than the door that would be behind you to your right.

>> No.6279852

hah Im a big baby and hate playing on the higher difficulties. Does it actually change how you play or is it just more damage taken?

>> No.6279858

Map 4 was straight cake. Third map where I got a secret weapon that I didn't have to use (a whole ass BFG too?). There's an imp stuck in the ground over by the pillars of rock to climb up to get into the back of the castle.


>> No.6279859

Like Doom: harder enemy setups, more damage taken.

>> No.6279860

there's the "fuckton more enemies" and double ammo too

>> No.6279885

2x enemy speed, and an enormous enemy multiplier for certain sections. Double the ammo. When I first played HD Second Encounter in 2016, I couldn't stand the idea. But now it's just a helluva challenge that feels good to overcome. It turns Sam into one of the hardest of hardcore vidya ever.

>> No.6279894
File: 63 KB, 1140x554, 1584843975.png [View same] [iqdb] [saucenao] [google] [report]

The page literally doesn't load for me. Tried accessing it with a proxy and it loaded.
Weirdest shit ever.

>> No.6279895
File: 222 KB, 708x650, 1580024851611.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the best gore mod for Doom?

>> No.6279897

Vanilla Doom

>> No.6279910

Has anyone tried recreating the centered Eternal guns yet? That rocket launcher and ballista are unf.

>> No.6279927


>> No.6279968

Accidentally saved over my FDA for MAP05, sorry about that. Here's my second playthrough, haven't beaten it yet. The starting rush gets stuffed kinda easily because most of the monsters will end up upstairs at the end of a hall, meaning that you can just hide behind a wall and just thin them out without really worrying about anything (I found this out by accident on my first playthrough). Health might be a little stingy this time around, especially with how you get instantly brazzer'd by the teleport trap after the imp cages beyond the yellow door.


>> No.6279986

Classic NashGore

>> No.6280009


Brutal is way too cloudy, Nashgore works so much better visually

If Nashgore is too gibby for you then Droplets just has decent blood effects, nowhere near Brutal amounts

>> No.6280017

How are the new Doom 64 maps?

>> No.6280046


there a secret cannon in that level that makes the fight a lot easier

>> No.6280075

Here's all of MAP05. The little parade of arachnotrons after getting the yellow key was so sad and so silly. The archies at the end were a nice idea, but they didn't get enough time to summon enough enemies to be the threat they could be.


>> No.6280109


>> No.6280114
File: 63 KB, 512x384, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6280140

MAP06. These maps are all very pretty, by the way. When the walls came down at the end revealing the beginning, I got a real sense of space, like "man, I just went through all of that." Maybe still a little stingy on health?


>> No.6280147

New thread.

>> No.6280150

Fuck Plutonia map11, what a boring map.

>> No.6280161


>> No.6280171

I like the rest of Plutonia, the snipers are annoying at times but nothing compared to map11.

>> No.6280221

MAP07. Stunning looking ending.


>> No.6280251

Here's my first playthrough of MAP08. I got stumped on the Icon of Sin part because I assumed that every IoS involves shooting rockets. Once I realized that I was supposed to shoot the eyes with hitscan, it was too late. Again, very pretty stuff, though a lot of this map is kinda drudgery - long and slow, but not necessarily hard. I guess it's my fault for not doing any saves though.


>> No.6280756


>> No.6280846
File: 225 KB, 1366x768, plutonia.png [View same] [iqdb] [saucenao] [google] [report]

Finished Plutonia finally. Overall I thought it was as enjoyable or even more than Doom 2.

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