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/vr/ - Retro Games

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6280145 No.6280145 [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.6280153

Fuck Plutonia's map11, what a boring map.

>> No.6280154

=== NEWS ===

[3-19] Anon finishes Boom mapset:

[3-19] Another Colourful Hell beta build for the brown tier is out:

[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

=== PREVIOUS ===



>> No.6280164

Does anyone know how to make Quake 2's aim less "off"? It is a little annoying to have to aim slightly to the left to deliver a full hit with a shotgun.

>> No.6280170
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>> No.6280181


>> No.6280184
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>> No.6280190

Man, I never really noticed just how slow I go through levels on Doom. It's so easy to get lost even with the map, and I can't fight back the urge to find secrets. It kind of makes me feel bad and ruins the experience for me a bit because the gameplay tells me to zoom through killing everything at mach speed. This is from someone who is playing Doom 1 all through for the first time.

>> No.6280195
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>> No.6280212
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>> No.6280215

First way through Doom 2. Is it normal that i'm finding this way harder than the original?
There are hordes of enemies fucking everywhere.
It's getting really tiring and annoying.
Maybe i shouldn't play on Ultra Violence?

>> No.6280231

Maybe you shouldn't, if you have vagina between your legs.

>> No.6280235

Just use the super shotgun.

>> No.6280249 [DELETED] 

plutonia is for shit eating retards

>> No.6280254 [DELETED] 

You is for shit eating retards.

>> No.6280285

shoot at nuid until it dies

>> No.6280289
File: 45 KB, 640x480, doom01.png [View same] [iqdb] [saucenao] [google] [report]

I just finished a Boom compatible map I've been working on sporadically since last year. It's a fairly linear ordeal. I'd like to know what YOU, the public, thinks of this map.


>> No.6280306
File: 438 KB, 2560x1080, 20200320231225_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Here is your every few thread reminder to play Jedi Knight: Dark Forces II

>> No.6280316

did the Knee deep in COVID-19 thread on Doomworld get deleted?

>> No.6280317

It's still there.

>> No.6280326

Any good rpg mods?

>> No.6280332
File: 786 KB, 1153x501, temp.png [View same] [iqdb] [saucenao] [google] [report]

Started a new map while I put another on the backburner for a bit.
wish i could make those gears turn

>> No.6280348


>> No.6280350

pretty funny but im surprised it didnt end with the archvile killing the zombieman only to immediately resurrect him

>> No.6280358

Can't wait to see the first mad man that does a wad with Eternal's Marauder. Probably would be more balanced than the actual marauder since it would have an actual recognizable frame to shoot it.
If I had skill with decorate I would but the most I can do is a pinky with Archvile abilities.

>> No.6280371

I wouldn't feel bad about it, part of the fun of playing Doom is exploring these bizarre, abstract locations and getting a feel for the level as you progress through it. Doom is actually a really relaxing game and its reputation as KILL SHOOT DEATH nonstop action is something of a misconception.

>> No.6280373

I had such a crush on Sariss when I was 12. Great game.

>> No.6280387
File: 4 KB, 400x380, Arcade - Vulgus - Everything.png [View same] [iqdb] [saucenao] [google] [report]

I recorded a demo that has a voice recording inside of it with my live thoughts and reactions, which you can listen to while it plays in this fork of PRBoom: https://www.doomworld.com/forum/topic/96894-my-prboom-build-with-in-demo-voice-recording-support-and-something-extra/ (the demo will work in normal PRBoom too)


This was not a particularly interesting map. No fights really stood out as memorable or tricky or involving more thought beyond "keep shooting until they die," and there are multiple points where all I had to do was just stand at a doorway and keep shooting and occasionally twitch around a projectile. Even the double-cybie fight at the end is basically just an extended exercise in circlestrafing. The map is not particularly detailed visually (though the leaking nukage tank was pretty cool), so combined with the very bog-standard shooting and the sheer size of the map, it was a pretty boring affair. The map flowed well enough that I don't think I was truly lost, but there's a blue door by a flight of stairs full of specters and hell knights that doesn't open, meaning that those monsters are useless because they won't attack unless you actively hit them.

This was a perfectly serviceable map, though it could probably have been cut down in size a good amount and still kept most of what it was trying to do. Your fundamentals are alright, but I think you could afford to think about cool setpieces or more complicated fight setups to make your maps more than just walking down one hallway to the next.

Thanks for making it.

>> No.6280394
File: 29 KB, 350x350, PLevdn7.gif [View same] [iqdb] [saucenao] [google] [report]

How can all WADs be canon, including HDoom and pic related, if Doomguy was confirmed to be a virgin by John Carmack?

>> No.6280398

>Plutonia II map03
>accidentaly pickups blue skull by bumping
That feels like cheating desu.

>> No.6280403

You're still a virgin unless you have sex with another human.

>> No.6280413
File: 1.02 MB, 1920x1080, 1584630392029.png [View same] [iqdb] [saucenao] [google] [report]

DOOM2 is definitely denser than DOOM1. I wouldn't call it that much harder necessarily but it's a different experience and if you're not used to it then I can see it being tricky. Personally I prefer my DOOM maps to have dense encounters; if you think DOOM2 has hordes of enemies just wait until Final DOOM.
I think there's nothing wrong with playing on HRP but I wouldn't switch over just yet; I think it's possible you just haven't gotten used to DOOM2's mapping trends and haven't learned how to handle the new enemies yet, since some of them really change up how combat is played. What map are you on, by the way?

>> No.6280416

I'd argue that imps are at least humanoid and count towards Doomguy's fuck list.

>> No.6280417
File: 890 KB, 1483x1915, 1579465243052.jpg [View same] [iqdb] [saucenao] [google] [report]

>wish i could make those gears turn
Looks like someone picked the wrong retro engine

>> No.6280429

I was planning on playing through the whole series but got filtered by Dark Forces I, that snowy base level where you gotta break in, the ceiling turrets are utter fucking BULLSHIT.

>> No.6280446 [DELETED] 
File: 212 KB, 816x639, blood room.png [View same] [iqdb] [saucenao] [google] [report]

Trying to make this room look better. Not so sure about cobblestone supports, but can't think of what I should replace them with.

Also got a weird thing on the lower textures where a few sidedefs are drawn with the wrong offset.

>> No.6280451
File: 313 KB, 816x639, blood room.png [View same] [iqdb] [saucenao] [google] [report]

Trying to liven up the room (This time proper screenshot) - hell is surprisingly harder to work with than techbase.

Got a weird thing with several side textures who seem to think they start 16 units below the floor.

>> No.6280452

Just look up at them. It makes shooting at them a lot easier.

>> No.6280458

I don't know how it took me so long to realize that doomguy getting brought in by a medieval culture and becoming their warrior king through his brutish, unconventional methods is basically one giant nod to army of darkness.

>> No.6280459

Thank you for playing my map, anon! I'm truly sorry it wasn't really all that interesting, but I appreciate the time you spent.

It wasn't really intended to play stop and pop, I was hoping you'd run around more a little recklessly, but if it's the only way that works then it's the only way that works. I'll keep your feedback in mind for the next map I make, I promise it'll be at least not boring. I think I'm too focused on visual things, even though the visuals here aren't particularly mind meltingly amazing; I did a whole bunch of minor tricks to try to sell the 3D environment. I am glad you seemed to like the nukage room, I just threw that in for shits and giggles because I needed to have a room there. The hell knight spectre hallway was the blue door in the SSG room, though it's easy to miss because it doesn't flow there. There was an walk over action line there that was blocking use on the other side of the door, so that sucks.

Again, thanks for playing my level, and thanks for your honest feedback, and thanks for actually playing 30 minutes of my map.

>> No.6280469

How long do you think it'll take before people port the new 64 levels to 64 EX or classic doom?

>> No.6280491
File: 21 KB, 75x80, avatar2852_1.gif [View same] [iqdb] [saucenao] [google] [report]

Happy to do it. I really like recording demos for people's new maps.

My taste is certainly not objective, but when I think about some of my favorite maps like E4M2 or MAP04 of Plutonia, the reason to play aggressively or even somewhat "recklessly" is because you're forced into high pressure situations: in M2 you are immediately under fire from enemies and almost any movement you do will just wake up more enemies, meaning you have to act decisively and play skillfully because there's nowhere to hide, and Plut MAP04 starts you out getting descended right into a fuckfest, so your only choice is to sprint to the area of least resistance and carve out a safe space to start pushing back from. Because I'm coming from that sort of background (and because I generally play with no saves), if there's any safe way I can handle something then I'll take that so I can be better prepared for a hot deep dicking later. If you want to make the player play dangerously, force them into danger.

>> No.6280587
File: 264 KB, 540x421, 1535408123096.png [View same] [iqdb] [saucenao] [google] [report]

are there any wads/mods that let me play as a cute little girl, fellas?

>> No.6280589
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>> No.6280592
File: 1 KB, 120x120, Invisible Quake Ranger.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6280604 [DELETED] 

Judging by Eternal here is how next game is going to be.
>Bethesda Softworks proudly presents Doom Infinity Endgame®©™

>in addition to old arsenal you have 5 more exciting new totally not forced gimmick secondary weapons:
>Hell Mighty Slayer Boot (Doom Slayer© brutally kicks demons sending them to other map,downside it has 1 hour cooldown)
>Hell Gore Codpiece (Doom Slayer's© crotch is weapon on its own showing you in brutal PG13 detail how he sexually punishes demons),
>Hell Brutal Slayer Head (The Doom Slayer's© head launches like guiding rocket from forcing player to control both head and Doom Slayer© at the same time)
>Hell Parrot (identical to Brutal Slayer Head its specifically important to take down shielded enemies, now 95% are shielded, you have to control both Parrot, Head and Slayer at the same time)
>Hell Soul Cube (dramatic return of long awaited weapon from Doom 3:BFG Edition© now it has ability to slow down time, now its more useful than ever because every enemy moves like burning squirrel on crack)
>Remember to bind all 10 keys for secondary weapons properly you will need it all to survive Hell's onslaught!

>You have 5 ammo by default on every weapon, upgrades add 1 ammo each to your count
>glorykills have 1minute cooldown because fuck you casuul

>In the end you fight HellBowser and rescue mushroom princess

#Raze Hell 2024 Slayers!

>> No.6280613

You can by making a fuckload of sector for each gear then raising/loweringh them instantly.

The floor texture can't rotate tho - that's an engine limitation.

>> No.6280619
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>> No.6280623 [DELETED] 
File: 94 KB, 873x705, BCDDPL001.jpg [View same] [iqdb] [saucenao] [google] [report]

Show me on the caco where Eternal hurt you

>> No.6280627 [DELETED] 

eternal and doom16 play nothing like retro dooms

>> No.6280628

Hey fellas have their been any good duke mapsets lately, not talking about Alien Armageddon or any shit like that, just good ol fashioned duking. Last one I played was Duke Hard which was a while ago so I'm sure there's some good stuff I haven't seen.

you really thought this was funny enough to post it off-topic in a /vr/ thread? Go play in traffic you defective mongrel

>> No.6280640

Demonsteele if you dont mind korean mini dante

>> No.6280658
File: 398 KB, 816x639, green marble room.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I don't think this ceiling design is working well for me. Or anything, really.

>> No.6280713

Should I align textures as I go or after the map's done? It feels like half my time spent on a map is texture alignment.

>> No.6280716

You'll probably forget after all is done. I know I do. And even if you retexture, alignment will still persist.

>> No.6280771

Dumb brainlet question, but if anyone has played AMC tc, how the fuck do I exit the loadout? I clicked on what seemed to be chemistry desk because the game just dumped me in the middle of a mansion and now I'm stuck in this menu. Nothing closes it.
The help screen helpfully gives no info on this.

>> No.6280778
File: 462 KB, 816x639, green marble room.png [View same] [iqdb] [saucenao] [google] [report]

Continuation on the green marble arean progress. I don't know if anyone actually cares but posting my progress here helps me.

Take a wild guess what would happen once you press the switch behind your back.

>> No.6280779 [DELETED] 

Heya, I need help on finding some hidden console commands from Doom'16
There were some unlisted commands that looked something like r_skipworld or vid_skipenvironment or something like that - a lot of commands that allowed to skip the rendering part of the scene.
I want to spriterip weapons from DE and those commands would really help me.
Unfortunately neither tab-autocompletion nor listing cmds/cvars bring them up in any of the games. I know they exist since I used them quite a bit. I found them on some forum that I presume is now defunct since I can;t find it.
I can't those cmds on the internet - any search only shows stupid cheats and stuff that can be listcmd-ed.

>> No.6280786

Uuuhhh the pillars lower and some monsters are on them?

>> No.6280815

imagine being this mad at videogames

>> No.6280858
File: 408 KB, 1366x768, Screenshot_Doom_20200322_143120.png [View same] [iqdb] [saucenao] [google] [report]


Updated my mod, again now it has proper font, menu and some audio fix ups for those who couldn't hear very well the songs, i've made them louder so that you can hear em better!

>> No.6280859

Is there a doom repository that allows you to filter by map theme in addition to rating?

>> No.6280875

Made a small update (Link is the same) fixed the keys being on the wrong offset in the doomguy hud.

>> No.6280880


>> No.6280881

No player classes
Attempt to override non-existant function

>> No.6280882

What version of Gzdoom you are using?
i am currently using The latest stable

>> No.6280885

That fixed it

>> No.6280892 [DELETED] 
File: 301 KB, 583x547, file.png [View same] [iqdb] [saucenao] [google] [report]

Doom can run Doom
I assume its just the unity build inside.

Every .wad is technically canon

>> No.6280894 [DELETED] 

It would be cool if it supported dehacked, so you could play rekkr and shit

>> No.6280901
File: 19 KB, 427x470, Makron_Q2.JPG.jpg [View same] [iqdb] [saucenao] [google] [report]

>quake 1 where you literally don't shoot at it
should have been Quake 2

>> No.6280902

What are the differences between the new PC release of Doom 64 vs Doom 64 EX? Is it worth getting the new official port? I don’t care about the money, just the quality.

Also, I have a memory of my childhood playing Dark Forces at a theme park in VR. I can’t find anything online about it. Did I make this up?

>> No.6280906

>What are the differences between the new PC release of Doom 64 vs Doom 64 EX?
New release removes jumping and freelook (they weren't in the original game) and adds a brand new episode. Everything else is the same I think?

>> No.6280910

not a /vr/ shooter but I got wrath aeon of ruin yesterday and was pretty disappointed. sure it's still really early in development but the game is all style and no substance. it''s nice to see what the quake 1 engine can do but the AI is dumb as fuck, there are very little enemies, most weapons feel like shit
still I trust 3d realms and will probably try it again once it's completed

>> No.6280920
File: 36 KB, 334x400, 1560892067926.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone else thinks the Quake community is bad? They take months to release a single level, and when it's done, it's completely linear and takes 10 minutes to complete. It's a shame because Quake is my favorite game but no project has yet topped the original episodes.

>> No.6280923

That looks pretty cool, anon. Keep us updated

>> No.6280925

kinda feel the same

>> No.6280932

where do i get Hexen 2

>> No.6280936 [DELETED] 
File: 406 KB, 1920x1080, 20200316030105_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I think it has the potential to be GOTY 2020, but so far it isn't that impressive.
There's some issues with there being too many powerups/saves, the cyst gun and some alt-fires practically being useless and the music being dull, but I wouldn't say it doesn't have a direction.
Currently the main issue with its style is that the music is forgettable and dull. The tracks only last 3 minutes each and I don't think they play for the whole level.
I also hope the upcoming enemies are more creative with their attacks, the big frog is the only one with an unorthodox pattern so far.
Devs did say the EA is basically "demo-fied" so I hope those issues get fixed. The next hubs will be more "alien" too.

>> No.6280949

What do you mean by "substance" exactly?

I think it has the potential to be GOTY 2020, and it's very impressive so far, but lacking too much in some areas.
There's some issues with there being too many powerups/saves, the cyst gun and some alt-fires practically being useless and the music being dull, but I wouldn't say it doesn't have a direction.
Currently the main issue with its style is that the music is forgettable and dull, and the crypts/dungeons in the levels can be too samey.
The tracks only last 3 minutes each and I don't think they play for the whole level.

I also hope the upcoming enemies are more creative with their attacks, the big frog is the only one with an unorthodox pattern so far. Next update will add a new level and two new enemies so let's see how creative they are.

Devs did say the EA is basically "demo-fied" and everything is subject to change, so I hope those issues get fixed. The next hubs will be more "alien" in their theme according to them too.

I already got 40 hours of game out of just these three levels so they must be doing something right.

Also it's /vr/ considering it's the Quake 1 engine.

>> No.6281003 [DELETED] 

shillie and shill man lives

>> No.6281010

Windows Defender says the latest Crispy Doom executables have trojans in them. That's obviously horseshit, but is anyone else getting this? Virus Total is also saying the exe files are infected.

>> No.6281017

Did they fix the glitch on Hectic in the new Doom 64 port?

>> No.6281025

Happened to me too. You can't trust Windows Defender half of the time.

>> No.6281038

What about the official expansions and Prydon Gate?

>> No.6281061

I am working on a Doom 64 themed Heretic project right now but I have one concern. Should I keep it in UDMF so there can be colored lighting and not have to worry about episode transitions or make it Boom compatible so people can easily co-op it?

>> No.6281072

Are there any quakeworld source ports that utilize software rendering and can join MVDSV servers? A few years ago I checked up on this, but there was none.

>> No.6281096

There's no such thing as "boom compatible" with Heretic.
The only other source ports that support it are Chocolate/Crispy, Legacy-based and Doomsday, none of which are fully Boom-compatible. (later two only support certain linedefs but not the other functions)

So if you want advanced editing features UDMF is pretty much your only option.

>> No.6281119

They are really lame with the speed nerfed like that.

>> No.6281129

I downloaded the newest version of GZDoom and there's now a Vulkan option in the launcher. Is it better than Open GL? I have a GTX1060 6gb.

>> No.6281134 [DELETED] 
File: 1.83 MB, 2560x1440, Doom-Eternal_Hellgate_Wallpaper_2560x1440.jpg [View same] [iqdb] [saucenao] [google] [report]

Sorry for asking to be spoonfed, but what do you guys think of Doom Eternal so far?

>> No.6281148 [DELETED] 

Doom Eternal is not /vr/ and Eternal posts are being deleted.

>> No.6281164 [DELETED] 

a game loosely based on the old doom games, with painkiller like gameplay, my opinion

>> No.6281167 [DELETED] 

like a mix of serious sam/painkiller arena divisions in levels, brutal doom fast paced and "brutal" gore and fatalityes, and old doom sprites for inspiration for some of the monsters minus the hitscan style enemies. So... the worst things for everything in my opinion

>> No.6281171 [DELETED] 

It's a cool feature, but wouldn't it consume too much energy just to play classic Doom?

>> No.6281204


>> No.6281205 [DELETED] 

game is good for one romp
However I regret purchasing it. Sadly, can't refund bc.>2hr

The devs and "critics" compared it to "combat chess"
This only holds true if you replace all the pieces with pawns

The enemies have some basic rock-paper-scissors vulnerabilities that equates to "Use gun X against enemy Y if you can, if you can't - no biggie"

The worst part is what they did to ammo economy
You have very small starting ammo pool. Your Shotgun holds 12 ammo and the rifle maybe 60 or something like that, 9 rockets tops at the start
But there are upgrade systems! That up the counter to maximum of 23 shells, 180 bullets and whooping 13 rockets. Don't remember how many cellls you start with but you end up with 225

I guess the intention was to prevent player from running around with same gun whole game
HOWEVER that intent goes completely down the drain with the next part:
To justify the low ammo travesty you are given infinite chainsaw. If you spend all charges, you regenerate one automatically in 20-30 seconds. And the trash monsters to use it on repsawn constantly whenever there's a fight going on (there are 2 or 3 fights where they don't do this, but all major fights and bosses do it)

So what you have is infinite ammo and a cooldown you have to press every 30 seconds to stay topped

Armor is the same. You get it by igniting monsters with Flamebelch and it regens faster than you need it, with a perk that makes it regen even faster

Wow such skill, so strategic. Pushing 2 buttons every time they cooldown

And the forums are full of brainless corporate addicts that dismiss any criticism with "It requires strategiuc thinkhen!", "You juhst don't undersund! U haf to git gud!" and "You just angery cus its not 1 to 1 recreation of '93 game!"
I wish I was joking but I'm not

The "deepest lore" is generic "heaven is using hell to instill faith and fear of god into plebs", that towards end "evolves" into "hell gathers souls for aliens to run their alien machinery"

>> No.6281209 [DELETED] 

Thanks for the reply, anon. Would you say this is better or worse than Doom 2016 was? because to be fair, once you get the super shotgun and gauss rifle, that game is over, you literally need nothing else and it's almost hard to run out of ammo.

>> No.6281217

Sorry habit forced me to type out Boom compatible instead of non-UDMF I am trying to figure out if people would necessarily care if a Doom 64 inspired project was missing some of the games scripted features. This is mostly for Zandronum compatibility.

>> No.6281227

Because you got a stepladder in Zelda 1

>> No.6281229
File: 2.61 MB, 1920x1080, 2020-03-22 17-57-39.webm [View same] [iqdb] [saucenao] [google] [report]

Using a zscripted chat system for shits and giggles now. The typing in the vid shows what it looks like and what it can do.

>> No.6281231 [DELETED] 
File: 2.79 MB, 414x502, bandicam 2020-03-21 21-17-19-653_.webm [View same] [iqdb] [saucenao] [google] [report]

Levels are better if you don't mind Golden Souls 2 platforming.
Combat is better if you don't mind watching a chainsaw cutscene every 30 seconds

I say pirate it, play it. See for yourself. Beth released DRM-free version by mistake

there's no reason to go non-udmf

>> No.6281235

As basic as his mod is it uses newer Zscript stuff, so you HAVE to use a newer build of GZdoom.

>> No.6281239

Now make it show UT-like box with portrait and text wrapping-within-box's constraights

>> No.6281240

Oh uh, bottom bar on the the chat webm will conceal the chat input if you mouse over it

>> No.6281242

How many filters are you gonna put out there i might ask?

>> No.6281251

> the last one
space book say this is good

the console-in-chat is also really cool an useful for not pausing the game in sp and not blocking the top half of your screen

>> No.6281263

I think I prefer free floating text over a box. There's a lot of boxes already lol
Just a very small number as easter eggs/humor.
It was mostly an exercise to teach myself string handling, but yeah it could have some uses. Could use the same concept to ping the position under your crosshair in a netgame or something. Spawning was just the most obvious thing to try.

>> No.6281264

So anyone take a look at the WAD for Doom 64? Anyway to make it work in the source ports?

>> No.6281267

I mean, was the level design in Quake any different then that? I don't remember any sort of maze-like level design, it was very straight forward.
If you're talking about map size and time to beat certain maps, then yeah, it is quite different, but I would argue that is the exact same case with Doom WADs.

>> No.6281270
File: 347 KB, 816x639, marble aftermath.png [View same] [iqdb] [saucenao] [google] [report]

Play testing my marble room ambush revealed that hiding in the corner and trying to plasma a group of monsters to death before Archvile reaches me isn't this fun.

Perhaps a way to return to elevated areas from the cave that opens alongside with monster columns will add some much needed tactics to it.

>> No.6281275

I will keep it UDMF but not use zscript. Turns out the D46 for Doom 2 project provides a few examples of what I can do.

>> No.6281290



need quake engine and hexen 2

>> No.6281296

It opens up normally in SLADE. I'm sure you could do something with that information.

>> No.6281310

Have you tested if it runs in Doom64EX?

>> No.6281314

You can find it in the MEGA links in the OP.

>> No.6281318


I found hexen 2 but am i supposed to download Quake itself or is there a runner somewhere?

>> No.6281321

Hexen 2 is its own game

>> No.6281336
File: 5 KB, 387x483, file.png [View same] [iqdb] [saucenao] [google] [report]

It doesn't. Not unmodified, at least.

>> No.6281340

>it's completely linear and takes 10 minutes to complete
Maybe sometimes, but there's a lot of maps with cool non-linear design.
>It's a shame because Quake is my favorite game but no project has yet topped the original episodes.
Uh youve played Arcane Dimensions, right?

>> No.6281348

What obstacles do block Arch-Vile? Only full wall?

>> No.6281354

Only solid walls and pillars.

>> No.6281357

I think it works like a hitscan directed to your midsection

>> No.6281358

So if there's any opening, even over our head it will cast?

>> No.6281365

It won't cast if it's above your hitbox, but if there's something infront of you, say a box, you'll get hit with the attack, but the box will absorb the splash damage, and you'll only take like, 20hp of damage

>> No.6281367

Alternatively, refer to this classic


>> No.6281372

Yeah I didn't like it either. Level design and enemy placement are quite bad and as you said, the weapons leave something to be desired.

>> No.6281373

decino has a pretty good video covering how Archviles work in detail

>> No.6281380
File: 389 KB, 1920x1080, 20200322131601_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I was going through idgames and found this Hokuto No Ken mod. The author made some odd decisions such as replacing multiple textures and only adding material from the first 22 chapters.
Might learn how to make gameplay mods and make my own at some point that adapts all of HnK 1.

>> No.6281389

Give me the best Heretic mods please

>> No.6281393
File: 125 KB, 718x524, ETtpyvOWkAAbvY-.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6281394

The Wayfarer / Wayfarer's Tome

>> No.6281396

Wayfarer Tome

>> No.6281402

>big boys
Shub Niggurath is a gril though

>> No.6281441
File: 71 KB, 320x211, karnak-banner.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6281465

I want to drink that healthbar.

>> No.6281512

I've had an idea for a Halloween one, where you have to save a sibling that was lost or kidnapped. Just haven't put the time or effort into starting it yet.

>> No.6281534
File: 868 KB, 1920x1080, Screenshot_Heretic_20180625_122808.png [View same] [iqdb] [saucenao] [google] [report]

You know, guys, two threads ago I was talking about how I am sitting on two unfinished gameplay mods. So I decided to upload one now. It's Heretic-only, and it is fully playable, though I have planned to add one more gun to it (you can see an unfinished version by giving or summoning "elephantgun" through console".

>> No.6281538

What's that supposed to be? Nazi occultism?

>> No.6281554

The working name was "Alabama Smith and the Heretical Kingdom". Basically, elf got lost somewhere and now you have to save everything as an adventurer archeologist. Nazis, of course, do their usual thing and try to capture magical artifacts. I originally planned to add random traps to every artifact item, but so far I only added Nazi ambushes on top of every artifact. Also I was dumb and recolored Wolfenstein SS sprites from Doom instead of getting sprites from one of the thousand Wolfenstein-inspired mods lying around, forgetting that they have no rotations for attack animation.

>> No.6281581

Is there anything like quakeinjector that isn't portadoom? I'm considering developing one, maybe tied to idgames instead. Is there any interest for such thing?
fuck java tho

>> No.6281645

Arcane Dimensions. So? It's a jam with no actual consistent episode, so the levels might as well be their own single releases. And the levels aren't nearly as replayable as Quake's originals. Even then, it's just a single project. Doom had tons of projects that surpassed the original levels by the year 2000.

>> No.6281667

Visplane overflows everywhere.
Well. For this one thing, sure.

>> No.6281671

Most of Quake's levels are non-linear and offer a variety of ways to tackle the progression. Levels don't exactly need to be 'mazes' have this. Rocket jumping adds to this even more.

It's certainly not the same case with Doom wads. By 1999 there was already Memento Mori 1/2, Requiem, HR, Eternal, STRAIN, Batman Doom, Plutonia, and several other quality projects with multiple maps.
Obviously Doom modding kicked off faster for it was far easier than mapping for a fully-3D game. But now it's been 21 years since Quake's source code release and how many notable fan-made episodes are there for Quake? It's mostly single levels that don't offer nearly as much as Quake's original set.

>> No.6281672

You can kill shub nigguroth by shooting or axing. It's just a collosal waste of time.

>> No.6281682

Doom engine (Does it have a name) is a pinnacle of a now extinct genre. And Build engine I guess.

Anyone who wants to mod Quake is better off modding Half-Life, Unreal or what else there is with good editors.

>> No.6281742
File: 535 KB, 1360x768, Screenshot_9.png [View same] [iqdb] [saucenao] [google] [report]

Lads, I was messing with the settings on gzdoom and now idk what the fuck was doom supposed to look like

is this alright ?

>> No.6281750
File: 35 KB, 517x477, liopleurodon.jpg [View same] [iqdb] [saucenao] [google] [report]

Any Quake maps that feature more dangerous underwater creatures?

>> No.6281753

>And the levels aren't nearly as replayable as Quake's originals.

>> No.6281754

I don't want to kill the monster girl enemies...

>> No.6281773
File: 16 KB, 1032x226, Capture.png [View same] [iqdb] [saucenao] [google] [report]

So I was snooping as usual in the DRLA monster pack to read the bestiary stuff since it doesn't save across playthroughs and I noticed the armageddon former captain. He's intrigued me ever since. How does he work? Is it a coop only thing?

>> No.6281775

I think you're not understanding who are the big boys here.

>> No.6281779

Looks alright. Try out brightmaps some time, see how you like them.

>> No.6281780

>Doom engine (Does it have a name)

>> No.6281782
File: 30 KB, 424x283, scared-cat.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Sigil
>reach E5M6 "Unspeakable Persecution"
>wtf that sounds like an autogenerated Oblige name
>mfw I found out why it's named that way

>> No.6281806
File: 181 KB, 340x521, Medicclassic.png [View same] [iqdb] [saucenao] [google] [report]

Name three (3) things that Quake Fortress and Team Fortress Classic did better than TF2

>> No.6281815

I've never played Quake fortress but TFC is far better than tf2 because you can bhop, you can conc jump, you can get launched from a sniper and you can poison people

>> No.6281820

Care to share your findings with us?

>> No.6281827

>Doom engine (Does it have a name)
id Tech 1, then there's id Tech 2(the engines used for Quake 1 and Quake 2, the GoldSrc, Source, and Source 2 engines are all descended from this one as well), id Tech 3(Quake 3, the IW engine the CoD games use is descended from this one as well), id Tech 4(Doom 3), id Tech 5(Rage), id Tech 6(Doom 2016), and id Tech 7(Doom Eternal)

>> No.6281832

Cyberdemon labyrinth

>> No.6281836 [DELETED] 

It would be more appropriate to name all post-Rage engines as yid tech

>> No.6281839

airburst EMP grenades

>> No.6281842

Which is the best way to play doom 64 now? The eternal version or the fan PC.port?

>> No.6281843

>Most of Quake's levels are non-linear
no, no they aren't

>> No.6281846

Goalposts be shiftin!

>> No.6281856

Eternal version

>> No.6281857

The eternal version is an update to the free fan port. It adds a new episode, but also removes some "inaccurate" options like vertical mouselook.

>> No.6281867

I never played the original Doom 64 on console, just EX. Are you supposed to lose your demon keys on pistol start? You do in the new port.

>> No.6281872

Fixed class look instead of a hat show.
Rock2 and more game types with additional mechanics.
Destructible terrain in rock2 and warpath.
Grenades making classes unique in how they can approach situations instead of just shooting.
Much much faster so classes like sniper have to be played by a good player not any scrub.
Medics have to think about healing not just holding m1
Demo can lay packs that explode later.
The game isn't full of meme shit where everyone's playing snowflake classes wanking off unicorns instead of having a balanced team v team game.
Heavy can move faster than scout if you have the skill.

Ty. I had horrid flash backs to Duke world tour and figured j should ask.

>> No.6281876


>> No.6281887

Marisa, what are you working in right now?

>> No.6281906

Interesting how Pinkies go from inefficient fucks to absolute terrors when switching to fast monsters.

>> No.6281913

Does Doom 64 have an option for Fast Monsters?

>> No.6281914 [DELETED] 


>> No.6281915


>> No.6281917


>> No.6281927


>> No.6281929

It has nightmare.

>> No.6281937

Might as well have posted a wojack too, with that kind of argument.

>> No.6281969

That neat half-serious aesthetic, the cartoon style TF2 does is charming, but it's also not as good.
No fucking hats.

>> No.6281973

old good new bad

>> No.6281976

Honestly, I wouldn't mind the hats if only Vulva had some restrain with them. Like, no neon colors, no ridiculous shit outside of Halloween/full moon.

>> No.6281980 [DELETED] 
File: 36 KB, 1000x562, mar.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck fuck this thing with something hard and sandpapery.

>> No.6281982

I can't because it isn't
grenades are fucking horrible

>> No.6281983

i wonder if add ons like double impact being added means people will consider some wads as "canon"

>> No.6281985


>> No.6282040

Spending even 1 second thinking about doom "canon" is gay as fuck.

>> No.6282049

can't really think of anything it truly does better than TF2 does, indeed for the niche TF2 fills I'd say it's basically the best in it's class;


>> No.6282050
File: 103 KB, 966x557, 1580442697043.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a weapon skin somewhere that replaces Q1's double shotty with Q3's?

>> No.6282059

Where would you rather get Quake1 Quake 2, Q3A, and Build Engine mods:
>Tor Network hidden sites
>Freenet storage sites

>> No.6282062

>Quake 1
>Quake 2
Colon Three's blog
Not sure, haven't played it in a while
No particular place of preference

>> No.6282119 [SPOILER]  [DELETED] 
File: 801 KB, 1400x988, 1584921503633.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6282126

Come on, guys, no one wants to shit on my hard work?

>> No.6282131

It was in relation to D'Sparil, silly.

>> No.6282137

>It's a jam with no actual consistent episode,
And? Most of the maps are practically the length of an original episode.

>so the levels might as well be their own single releases
But they aren't, and there's new things which are shared between.

>And the levels aren't nearly as replayable as Quake's originals.
I'd argue they're at least as replayable.

>> No.6282141

>meme shit where everyone's playing snowflake classes wanking off unicorns

What exactly are you trying to convey, Anon? Can't read your mind y'know

>> No.6282143
File: 1.37 MB, 1920x1080, darkplaces 2020-03-22 17-05-06-189.png [View same] [iqdb] [saucenao] [google] [report]

Just wanted to say thanks to a fellow in the /v/ Quake thread last night for namedropping Quake 1.5. The guns feel sooooo fucking good. Everything about this is really right. It may be a little too close to Brutal Doom for most, but I've played Quake enough that this is a really nice coat of paint to play through Quake again with. The only knocks I have are that the super shotgun really needs a hand model underneath it, and the sounds pilfered from Half-Life are a bit uncanny.

And then he mentioned Arcane Dimensions is actually better? Sheeet going on a Quake binge for this corona shit.

>> No.6282145

Quake isn't like Doom where you're trekking through techbases and Hell all within the same universe. You're a dimensional hopper, the places you visit aren't meant to be consistent in tone.

>> No.6282149

Going Down map 12 is kicking my ass god damn

>> No.6282161

Going Down will do that to you a lot.

>> No.6282163

Yeah you coulda just said "Going Down is kicking my ass god damn" and it'd still apply.
What a great wad.

>> No.6282202

q3a has .:lvl

>> No.6282207

>community is bad because they don't make 60 minute long levels
Feel free to start mapping for Quake yourself and see how long it take to make a level that is on par with something like AD.

>> No.6282225

Reminder that Eviternity did it first and better.

>> No.6282237

Didn't ask for 60 minute long levels. Asked for a consistent episode of 5 minute levels that are as creative as the originals and not just shit that looks good and plays dull like most jams.
This is why Quake's community is dead compared to Doom's. No one tries to make anything actually good, they just follow what's popular for the 20 people that still play Quake usermaps, such as AD, because it's the only project that ever had more than a few dozen downloads.
Prove it.
>E1M2, E1M3, E1M5, E1M8, E2M1, E2M2, E2M3, E2M5, E2M6, E2M7, E3M1, E3M2, E3M6, and the entirety of E4 are technically non-linear.

>> No.6282241

did what?

>> No.6282245

>technically non-linear
misc_goalpost fell out of world at (628,223,7)

>> No.6282251


>> No.6282272

is this about heaven?

>> No.6282273

look its just better, ok?

>> No.6282281

AFAIK it's because Quake 1 never went open source.

>> No.6282285

You know shit. Even Doom 3 went open-source.

>> No.6282286

i don't think eviternity was the first wad to do heaven but i do agree heaven should look like actual heaven (and be named like that), while at least maintaining some weirder additional elements, similar to hell
urdak feels like they didn't wanted to copy diablo, bayonetta or shin megami tensei, so they created the least heavenlike heaven in a videogame
you know it barely suits doom when a mobile game had the "holy water pistol", quake games had portraits of jesus and wolfenstein 3d had a prequel about the holy lance
i hope the reason for urdak isn't because of developers not being allowed to show more blatant religious references or being afraid of it, for a series like fucking doom

>> No.6282293

Well fug me shows what I know.

>> No.6282302

Valve used to be like that, until they realized releasing all restraint printed them more money and they stopped caring about anything else.

>> No.6282307

As someone mentioned, Quake modding never took off because it was a first game of its kind. By the time an infrastructure was created, more and more fully 3D games were released, and Quake modders moved onto them - like how TF and CS migrated from Quake to HL. Meanwhile, Doom was last of its kind, an 2.5D game, so Doom modders had nowhere to go - well, there was also Build, but it was closed source, and by the time Duke source ports started coming out, Doom source ports were able to do anything Build could, and even more.

>> No.6282313

Ah true. Half-Life did reign supreme for mods for a long while. Why would anyone go back to Quake, I see.

>> No.6282315

>Meanwhile, Doom was last of its kind, an 2.5D game, so Doom modders had nowhere to go - well, there was also Build, but it was closed source, and by the time Duke source ports started coming out, Doom source ports were able to do anything Build could, and even more.
Imagine an alternate reality where the Build source code had been released early.

>> No.6282319

>first time doing E3M4 UV 100% No Saves
This is fucking torture

>> No.6282320

Wait until M7.

>> No.6282329

I think skeletal animation was its biggest draw.

Interesting though. On one hand, Carmack said that the Build engine was "held
together with bubble gum", on the other hand, mapping community would've evolved differently if it had its mittens on stuff like portals and slopes early on. Or maybe not - one of the main draws of Doom mapping is its learning curve (easy to learn, hard to master), and ZDoom-oriented maps are pretty rare even today, while vanilla-compatible maps made a resurgence recently.

>> No.6282410

So, what are you playing during this fine quarantine night, /doom/?

>> No.6282416

Going Down and Doom Eternal

>> No.6282452

Started Hexen and finished the first hub. Not a fan of the level design so far.

>> No.6282463

Still away from my PC so been running Doom Retro+BlackOps+Smoothed+Hi-res SFX and been playing Inferno with Pistol Starts No Saves+UV+100% for the first time

>> No.6282471
File: 76 KB, 174x329, 1503895009100.png [View same] [iqdb] [saucenao] [google] [report]

Nothing because I still have to work and ever since other, similar businesses in my area started limiting their hours I have been absolutely swamped by customers, too tired to do anything but shitpost and probably already infected with the virus. I was playing Requiem before the entire world went to hell, and if I survive long enough for my workplace to similarly get shut down (which may happen or we may get deemed "essential" considering every greedy CEO is trying to call their place essential even if they're fucking Gamestop) I'll probably finish that.

>> No.6282484


>> No.6282486
File: 8 KB, 96x92, 1523575400509.gif [View same] [iqdb] [saucenao] [google] [report]

i thought about playing eternal's master levels then doom 64 or giving blood fresh supply a go with custom difficulty settings but i just feel kinda burned out on games today.

>> No.6282493
File: 72 KB, 568x933, image_1944.jpg [View same] [iqdb] [saucenao] [google] [report]

After so long I came back playing Unreal Tournament and man it's superior to Quake 3 in almost every way.
The OST is God-Like, the weapons and their designs are great, so are the maps.
Have to admit there are things in Quake 3 movement that I like better but overall I feel Unreal Tournament is better.

>> No.6282505

Eh, been too busy mapping & playtesting to play anyone else's maps.

>> No.6282507

metadoom predictions
> ballista blades for gauss
> shotgun grenades turned into sticky bombs
> shoulder flamer
> super death sword / wrist blade gauntlet

>> No.6282512

Tournament was way more fun with very creative multiplayer maps. Some of Quake III weopons were great. The jump tiles and speed of the game were cool. I just think Unreal Tournament had everything going for it. Unreal Tournament 2004 was badass also.

>> No.6282515

I think the lightning gun's sun bomb could be replaced with the microwave beam and a new inventory item would be the ice bomb.
A weakness to the beam is that the player's view is "focused" on the targeted enemy, so you can't look away and this is because the mod decided that the chaingun turret mod blocks movement.
Carcass' sprites are a mix of Arachnotron, Mancubi and Chaingunner and he's an Arachnotron replacement.
New level only item: Buff Totem and maybe other stuff in 2016/Eternal level design.
Mappers can also create and edit codex entries.
The IOS is a mix of the traditional classic Icon, VIOS and his fight in Eternal.
Also, more easter egg items for the codex, like FreeDoom and the 2005 movie with the Rock and Karl Urban.
Maybe some real life merchandise like the Reaper mini figures too.

>> No.6282518

Wait, you aren't doing virtual work? Damn, my condolences, anon. Hang in there, you'll get through this.

>> No.6282532

Playing Quake 1.5 while listening to Dr. William Luther Pierce is bliss. It sounds like a Fallout radio station playing Old World reruns that are even more true now than they were in the past. Just listen to what Dr. Pierce sounds like with the Quake OST in the background:

>> No.6282562
File: 2.81 MB, 3213x4658, hunter_by_harpiya-d4yu7ie .jpg [View same] [iqdb] [saucenao] [google] [report]

>no Hunter
Quake remains supreme.

>> No.6282568
File: 181 KB, 1920x1280, john-mueller-id-hunter.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6282601

Started playing not too long ago, I found it refreshing from heretic's long levels at first.
The puzzles make the levels longer than they need to be and if you aren't careful you can get really stuck on some shit.
The expansion isn't that great imo, really annoying with enemy placement and slaughtaur spam at parts, though it does improve. Levels are also pretty long, I just gave up trying and started saving in levels which I try to avoid.

>> No.6282634
File: 1.54 MB, 1920x1080, crispE2.png [View same] [iqdb] [saucenao] [google] [report]

I just had the most intense run I've ever had playing Doom! Pic related, it's me with no heath or ammo at the end of E2M7.

I've been playing almost all day for several days recording demos to make walk-through videos of the original Doom episodes on Nightmare difficulty. Episode 1 is by far the hardest on Nightmare because of the turbo pinkies and spectres that come out of monster closets on E1M6 that block you most of the time, so after recording my E1 demos I thought the hard part was over, but then this happened:
> https://www.youtube.com/watch?v=TyCJPTKvGsk
Skip to 13:45 if you want to skip straight to E2M6, where everything goes downhill from getting blocked by the two Barons of Hell and I run out of ammo

>> No.6282638
File: 356 KB, 576x562, birb.png [View same] [iqdb] [saucenao] [google] [report]

pls respon

>> No.6282639

i just need the fucking unmaykr

>> No.6282651

In general I'm very much looking forward to seeing what people make of the Doom Eternal elements in some of the surely soon to come mods.

Not sure exactly how everything will be done up though, will they include Makyr Drones as semi common enemies?

>> No.6282660
File: 1.25 MB, 200x163, 1354159958857.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6282661

> playable marauder

>> No.6282664

Well transformation runes arent an eternal mechanic (though I'm not opposed to grandfathering some of the 2016 elements into later mods)

>> No.6282665

i thought it already had the unmaker?

> lightning gun lockon
cool and fitting

>> No.6282667

Baldur's Gate 2: Shadows Of Amn.
I had invested in the Shield Of Balduran earlier in the game, as it reflects Beholder rays, and I knew I would face off with lots of them much later in the game. They're cunts and I want to be prepared.

It turns out this shield makes these dipshits COMPLETELY helpless because they'll eat their own zaps and stunrays and shit, they can do NOTHING to you as they keep shooting themselves and as you hack away at them. It's a ridiculously overpowered item, the -1 Strength penalty is straight up insignificant considering how you're unstoppable anyway. It's like that scene in the Star Wars prequels where Anakin murders children (for there were many Beholder children too, among the elder ones).
I underestimated the shield and I feel cheap for using it, but at the same time, fuck Beholders, it's my turn to be the monster.

I'll get back to my Doom project soon enough.

>> No.6282671

hnd already uses ripped models from the 2016 multiplayer (basilissa uses recolored baron arms)

>> No.6282673

I always cheesed those fucks from far away with cloudkill, web and fireballs.

>> No.6282675

I'll say this, I liked some of the 16 designs better, the mancubus variants both have more character to me, the machine gun and gauss canon both look better to me, and I dont know why they gave the hellknights visible eyes, also the zombies were all much more menacing, compared to the slavish classic homages.

>> No.6282679

Hnd? I'm kinda lapsed so I've missed stuff.

>> No.6282680

Tried Sigil with fast monsters enabled. Got my ass handed to me.

>> No.6282686

In Arcane Dimensions are these arcane keys used in the level you find them in?

>> No.6282693

high noon root toot drifter

>> No.6282710

Is it wrong that I like the name Tyrant better then Cyberdemon?

>> No.6282715
File: 218 KB, 1920x1080, Evil Sacrifice.jpg [View same] [iqdb] [saucenao] [google] [report]

So has anyone played the new episode for Doom 64? What did you think of it? I just beat it earlier and it's pretty fucking great. Only 6 levels + 1 warp level; short but sweet.

>> No.6282724

its more of a name than just a full description
also shorter and easier to say

>> No.6282729

Have they been ripped yet and would it be possible to play them.in Doom 64EX?

>> No.6282739

Cyberdemon just turns a bit generic when the mastermind, the arachnotrons, revenant and the mancubus are all also cyber and thata not even counting the later additions

>> No.6282740

Havent seen many, it seems most of the community's effort is going towards large-scale mods like Alien Armageddon and AMC TC. Which is cool and all, but they feel a bit far from the classic Duke experience (especially AMC).

>> No.6282742

imps got ass

>> No.6282757
File: 273 KB, 1920x1080, SiN Gold.jpg [View same] [iqdb] [saucenao] [google] [report]

Random SiN Gold wallpaper.

>> No.6282762
File: 250 KB, 1920x1080, 211740_screenshots_211740_2014-09-13_00008alt2.jpg [View same] [iqdb] [saucenao] [google] [report]

Random Thief wallpaper.

>> No.6282763
File: 206 KB, 1920x1080, 211740_screenshots_211740_2014-09-23_00104.jpg [View same] [iqdb] [saucenao] [google] [report]

Another random Thief wallpaper.

>> No.6282765

Have you tried Dracula's Castle? It's a short but sweet Halloween map.

>> No.6282786

Is there anything like Doom 4 Vanilla only for Doom 3? I know the gameplay is totally different so a lot of liberties would need to be made, but some kind of Doom 3 The Way Id Did TC project would be really neat.

>> No.6282810

doom eternal mostly along with star trek online.

i also tried half life's maps in dusk today and while it was pretty cool to go around HL in dusk it still has a way to go. i'd love to play CAGED, residual life or anti-climax in dusk one day.

i'm probably gonna try quake's maps tomorrow.

>> No.6282813


Nuts.wad vibe check

>> No.6282826

Whats the difference the multitude of sourceports for the Doom games?

>> No.6282827
File: 158 KB, 1600x900, Deux Ex.jpg [View same] [iqdb] [saucenao] [google] [report]

Random Deus Ex wallpaper dump.

>> No.6282830
File: 229 KB, 1600x900, Deus Ex stairs.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6282831
File: 201 KB, 1920x1080, Deus Ex Tonnochi Road.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6282834
File: 144 KB, 1920x1080, Deus Ex Hell's Kitchen.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6282836
File: 149 KB, 1920x1080, Deus Ex Old China Hand.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6282837
File: 229 KB, 1920x1080, Deus Ex Hong Kong.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6282839
File: 264 KB, 1920x1080, Deus Ex Hong Kong Canals.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6282840
File: 185 KB, 1920x1080, Deus Ex Buddhist Temple.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6282841
File: 226 KB, 1920x1080, Deus Ex Wan Chai Market.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6282843
File: 144 KB, 1920x1080, Deus Ex Luminous Path Compound.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6282852

Chocolate: Exact recreation of original .exe behavior, without having to do any shit with a dosbox or whatever, and having modern OS compat.

Crispy Doom: Mostly Vanilla but with options for some nice quality of life upgrades for resolutions, blood colors, normalized mouse turning, etc.

PrBoom+: Runs more advanced maps in Boom and MBF format, also has a lot of quality of life options for resolution and mouse and what not, has something called .bex which almost nobody uses, because if you want do a lot of changes to gameplay you're probably just going to move to GzDoom instead.

GzDoom: Advanced mods and advanced maps, anything from small gameplay tweaks to gameplay overhauls, even a couple of examples of what's basically all new games, also lots of graphics and control options, compatible with Boom and MBF maps as well. Has a lot of compat options to make gameplay mostly proper vanilla, but there's a few parts which aren't 100% authentic (but the approximation is fine IMO). Make sure to turn off the Bilinear blur filter.

Zandronum: GzDoom fork which supports client side multiplayer, because GzDoom's own multiplayer is ridiculously clunky, unreliable, and user unfriendly, it's however quite behind GzDoom's codebase, so it supports advanced stuff like Decorate and ACS, but it doesn't have any support at all for the REALLY advanced stuff GzDoom can do such as ZScript.
This port replaced SkullTag, which was doing the same thing.

>> No.6282854

w-what about doomsday

>> No.6282856


>> No.6282858

Some graphics options. Its big deal back in the day was that it supports ridiculously hideous looking 3D models for replacing sprites.
These days, you can put those ugly-ass 3D models in GzDoom instead, if you really want to.

>> No.6282860

Insanely bad UI

>> No.6282931 [DELETED] 

The master levels. Arc Complex is so fucking good.

>> No.6282932

it's more accurate to say that zandronum is the name skulltag goes by now
as I remember it: the guy who originally made skulltag fell more and more out of touch with it, a new dev took lead over that time, the original guy both failed to do proper upkeep of the servers and refused to let anyone else do it, retarded internet drama ensued, and the port got rebranded zandronum to get away from all of that

>> No.6282950
File: 56 KB, 1024x768, DOOM0277.png [View same] [iqdb] [saucenao] [google] [report]

Thanks anon. I've been taking precautions and the local area hasn't had any confirmed cases yet so I might be fine.
Requiem is pretty impressive so far to stay on topic. I love all the fake 3D bridges where you can hear the sectors move each time you get near one, it's cute while still being really cool for vanilla. It's kind of weird how several levels in the megawad are based on earlier, previously released levels (that I recognize because I've been playing through the 2003 Top 100 WADs in order) with slight changes. That one level with the caves and elevators is a lot better in this wad than it was in Dystopia 3, though, really shows how the mapper improved on a technical level since the original was clunky as hell while the remade version is fucking smooth.

>> No.6282951 [DELETED] 

That Ben 10 looking piece of shit they tried to pass for a mancubus design was a complete travesty and just looking at it is enough to disgust and anger me simultaneously. No other design in the game does this except for the hell guards and the Cyberdemon to an extent.

I didn't care for the other designs save for the revenant and baron. Every other design iteration in Eternal is way more memorable. The way you can eye the fear and anger on their faces each time is great.

>> No.6282978 [DELETED] 

If dbthanatos is still part of the community, it would be cool to see him do an Eternal mod, call it E4T or something. Then that way someone can just make a Lite version of it that only adds in the new arsenal.
I really want to like Eternal, the new weapons look cool and I feel they did the classic enemies justice for the most part, but playing it feels so weird. The game feels at odds with itself, and it feels taped together.

>> No.6282981
File: 4 KB, 114x138, F94C8B79-0C58-4C89-A517-5F4969A39B3C.jpg [View same] [iqdb] [saucenao] [google] [report]

Can anyone join my shitty zandronum server real quick?

>> No.6282985 [DELETED] 

>zombies were all much more menacing,
This can't be a real opinion. 2016s zombies were absolutely the worst designs in the series

>> No.6282990

It has the UnmakEr, not the UnmakYr
Think MetaDoom will combine them into a Hell and Heaven combination weapon? I think that would be pretty damn cool

>> No.6282992

Bumping my question from earlier. Was there ever a VR version/demo of Dark Forces in the 90s, or did I hallucinate that? Has there ever been a sourceport of Dark Forces or a way for me to play it in VR now?

Something about playing these old 2.5D games in VR is really comfy.

>> No.6283000

>If dbthanatos is still part of the community
Why are you saying it like that? Has he expressed dissatisfaction with the community or something?

>> No.6283006 [DELETED] 

Doom Canon is a bigger mess now than ever. Doom 2 no longer has the icon of sin dying. Doom guy just shoots him a few times and then leaves. Which some how kills it but doesn't. And now icon is only as tall as a sky scraper instead of miles long. It's bizarre.

They also heavily imply Doom guy is the Marine in doom 3. How does that even work? He's specifically called Doom Marine in one set of dialog, but then he's also implied to be God in several places.

Eternal reminded me of duke forever. It tried so hard to be badass whole functionally shit. It's like hey remember my good games I'm so badass for them and now I can't punch a zombie to death and I better run away to find something weaker to kill because this big thing kills me. Eternal will go down as doom 76 unless they patch the shit out of it.

>> No.6283009

I haven’t really seen him anywhere since he decided to quit D4D and start the T version. He might have just taken a big break after taking on a project of that size, but you never know. People in communities like this could just decide to vanish one day.

>> No.6283012 [DELETED] 
File: 222 KB, 449x401, 1552073198742.png [View same] [iqdb] [saucenao] [google] [report]

>he gives this much of a shit about doom's canon

it's a video game dude lmao just shoot the demons

>> No.6283013 [DELETED] 
File: 291 KB, 449x401, laughing imps.png [View same] [iqdb] [saucenao] [google] [report]

>your entire post
The difference between DNF and Eternal is while Eternal's story is stupid and should be ignored, it's still a damn fun game. Also stop talking about Eternal on /vr/ you dongus

>> No.6283015 [DELETED] 


>> No.6283016
File: 78 KB, 640x400, e4m2.gif [View same] [iqdb] [saucenao] [google] [report]

Whenever I'm feeling kinda aimless or empty I find myself hopping into E4M2 on UV. Are there maps you guys like to go back to for comfort?

>> No.6283024 [DELETED] 

Completely agree. Some of the updated designs looked great and really fit the art style. The new original mancubus looks shit. He's just a fat ugly fuck who walks way too fast for his weight now. He has no personality and no charm. Why this fat fuck can rocket jump I have no idea. The 16 one looked great, he has a huge smile on his face like he's having a great time killing people. Tubby feels like he's just there to make the damage system more visible on a larger target.

Any one claiming ben10 designs has to be jokingm look at the new Baron. Half the new enemies look like a 12 year old took an old enemy and said what if I put knives on its hands. What if I made a skeleton with a big axe or a mace? They're terrible and look goofy. Doom 16 kept the horror element. 16 looks like gears of war and a pinball machine fucked.

>> No.6283026 [DELETED] 

If you hadn't noticed were discussing dooms story in the classic games and comparing it to the newer one which continued it.

>I enjoy being forced to watch cut scenes because my super shotgun has less ammo at full upgrades than you get from one pack of shells in the original games.
Nice reaction image.

Doomrpg is the true canon doom timeline now

>> No.6283027

also that's what it functionally is, literally would be a reskin

>> No.6283029 [DELETED] 

What I'm noticing is you caring way too much about the inner workings of a story probably thought up on the fly while taking a shit during a lunch break for a series outside of one game where story barely if not at all mattered.

>> No.6283030 [DELETED] 

The UnmakEr fires lasers, the UnmakYr fires projectiles in a spread. You could totally have both as different firing modes.

>> No.6283031 [DELETED] 

The unmayker fucking sucks compared to the bfg

>> No.6283036

I notice that you have nothing of value to say so shouldn't waste s perfectly good post on your bullshit. No one cares about the doom story but it's interesting when it becomes such a train wreck you want to look at it. Like the room and troll 2. When you fuck up so bad people want to know why.

How can doom 1 2 3 and 64 all be the same doom guy? How does 3 look if a raging maniac turns up on day one?

>> No.6283038
File: 2 KB, 120x120, HUH.png [View same] [iqdb] [saucenao] [google] [report]

Thunderbolt > BFG and Unmaker and Unmakyr

>> No.6283039

Swap BFG with Unmaker on that list and you got it. Unmaker with 3 keys is stupidly ammo efficient for how much damage it does.

>> No.6283041

I was placing the Doom guns in the same level. Which is below the Thunderbolt.

>> No.6283043
File: 19 KB, 338x314, rr.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh my bad, I didn't notice that. I haven't slept in days.

>> No.6283054

I'm glad that Revenant is still wearing his red pants!

>> No.6283075

He even has a boner.

>> No.6283083

And that's why you don't wear yoga pants as a man.

>> No.6283095

Bethid shot at Doom until it dies
and it died
what do

>> No.6283097

Aesthetic mostly. The Grenades are OP as shit but the Engineer's EMP is really satisfying and there is no TF2 equivalent

>> No.6283143

Is Sin Gold worth picking up?

>> No.6283158

still same mod as usual, I'm adding mouse support to the menus because someone kept asking

>> No.6283159


>> No.6283181

Something like that. Didn't they ditch a lot of the Skulltag assets like the maps, and new weapons and items?

>> No.6283185

I had SiN in my gog library and it got upgraded to Gold. Bretty gewd.

>> No.6283212

I solve the whole canon issue by separating it into three:
>Classic Dooms, 1, 2, either of the Finals and then any possible PWad fitting somewhere in here or afterwards, Sigil and No Rest For The Living is in there too somewhere
>Doom 3, Resurrection Of Evil
>Doom 64, Doom 4, Doom Eternal

>> No.6283214

TNT desu

>> No.6283221

SiN remake in the works by 3DRealms and Nightdive

So whats the deal with all this SiN love? I guess this is one of the unnanounced 3DR games

>> No.6283224
File: 593 KB, 1080x2340, Screenshot_20200323-124207_Twitter.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6283228

"proper remake" as in a HD texture pack over old models and levels
or a complete remake like Resident Evils?

>> No.6283229 [DELETED] 

playing Doom Eternal just makes me wish Golden Souls 3 was out

>> No.6283230

Since they just did Gold and 3DR are involved, I assume full on remake on the KEX engine

>> No.6283232


Janky af source port

>> No.6283235

Isnt kex just 2.5 D?

>> No.6283238

Sasuga Bethesda

>> No.6283240

Someone confused the open and close sounds for the super shotgun and the fast doors.

This would be iD themselves.

>> No.6283332

Nah. Turok 2 runs on Kex engine.

>> No.6283335

No. The Turok and Forsaken remasters are all Kex.

>> No.6283353 [DELETED] 

I'm going to go cards on the table, I like the 16 revenants with their glazed haunting eyes better then the eternal ones, zombies are a mixed bag, the 16 ones are more visually disturbing to look at but the eternal ones are more expressive, definently prefer the tyrant to 16s cyberdemon, but I didnt dislike the Cyberdemon. I legit like both versions of the mancubus in 16 better, I just really dig the look of the all organic one and the UAV cyber, the distinction is kinda lost in eternal in the shuffle of making it look more like its classic self, the eternal caco is a strait upgrade over 16.

I wish they had reimagined some D3 enemies like the Vagary the vulgar, the wraith and the maladict.

I dont actively dislike any of the designs in either game, I just think some are better and wouldn't mind them just, adding them all as visually distinct designs per certain levels.

>> No.6283358
File: 1.57 MB, 1500x783, tex.png [View same] [iqdb] [saucenao] [google] [report]

Well first version of the new video is done.


This is the first time I share a WIP of a Tex video here actually, but since I'm prone to fuckups the more feedback the better.

I was stuck for a couple of days, so yesterday I finally powered though it, I certainly feel like the quality suffers as it goes along I'd like to think its mostly because of me editing till 1:30 AM.
As usual, I'm open to suggestions, theres always room to do some reworking.

I need to find a better workflow, it always starts with things going smoothly at firsts, only to get stuck, do nothing for the next couple of days and then going all-in in a mad race to the finish line.

>> No.6283362
File: 951 KB, 500x375, berserk_pack.gif [View same] [iqdb] [saucenao] [google] [report]

I know the in-game Doom ports are an Easter egg, but its so botched that it makes me sad. Blurry entity movement, no automap and the enemy behaviour seems off. I wouldn't be surprised if it wasn't a source port at all. Oh, and if you want your ears to bleed, try manually tapping the chainsaw.

>> No.6283363

maps 1-7 of doom 2
inferno in general
deus vult 2 with a pillowblaster mod

>> No.6283393
File: 120 KB, 800x967, sin.jpg [View same] [iqdb] [saucenao] [google] [report]

SiN Remake confirmed. Busy year for 3DRealms and Nightdive...


>> No.6283426
File: 328 KB, 1024x768, Doomguy 3.png [View same] [iqdb] [saucenao] [google] [report]

You lose some,you gain some.
>Quake doesn't have the Robo Chad like Xan Kriegor

I see you're a man of culture though,Hunter is the top material in Quake 3,if you picked Crash then you're a coward.

I can see why people would like Quake 3 more,it has a more basic set of weapons and its aesthetic is cool as hell. The movement is still really good but the OST is meh.
I still feel UT is superior,too bad Epic fucked over the fans to focus on Fortnite.

>> No.6283429
File: 46 KB, 680x926, 95c.jpg [View same] [iqdb] [saucenao] [google] [report]

2020 sure seems a good year for classic shooter fans.
First Doom Eternal proves that the franchise still got it and now Sin is getting a remake.
Now if only Greasy Bastard and bitch ass Atari could leave the Duke and Caleb to someone else.

>> No.6283436
File: 12 KB, 225x225, images.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6283440

All of it, or any particular maps? What do you like about them?

What makes you go back to Inferno?

>> No.6283448

>Is there anything like Doom 4 Vanilla only for Doom 3? I know the gameplay is totally different so a lot of liberties would need to be made, but some kind of Doom 3 The Way Id Did TC project would be really neat.

>> No.6283452

You misspelt melee several times, I also noticed you must have autoaim enabled because the spread for Doomslayer's Thunderbuss is all fucked, same thing with the whiplash shotgun's altfire in Combined_Arms. Oh and you CAN upgrade your missiles in Space Hunter, the rocket launcher tier pickup makes them blow up extra hard if the fly for a bit. Other than that I think this is excellent.

If you need any footage of what I've been working on for this Combined_Arms update, lemme know.
You tell Tex I said thank you for doing that intro bit

>> No.6283454

from what i remember hearing, he may take a while because he wasn't a fan of the arcade presentation

>> No.6283456

>Think MetaDoom will combine them into a Hell and Heaven combination weapon? I think that would be pretty damn cool
God, that reminds me of how weird Urdak is in Doom, when we've had shit like the holy water pistol
If id's games were really connected, it would contradict when BJ took the Holy Lance and the portraits of Jesus Christ in Quake

>> No.6283459

i think it's safe to say doom as a series is imcompatible with "lore" and the fact that a "multiverse" of timelines and universes is how you justify slayer and dg being the same shows this
you're already "expanding" doom by adding to the gameplay, art direction or even story moments like in cutscenes and events but "deep lore" doesn't work for a series like this

>> No.6283460


>What makes you go back to Inferno?
I really like the midi versions of mouth for war (untitled) and behind the crooked cross (deep into the code). e3m1 is so fun to me, and warrens. it's just a really fun episode to me, even with the annoying parts.

>> No.6283467
File: 214 KB, 1920x1080, Deus Ex computer room.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6283468

I'm still trying to fucking get the goddamn updated version of Sin Gold from GOG. I found an upload on a site that will go nameless, but it was just literally a reupload of the older version with none of the "updates".

>> No.6283476

I take a broad strokes approche, if you want to have both normal heaven and Urdak, just say the makyrs are pretenders to the true heaven. This holds up well with how they dont look angelic at all under their armor. If you want to keep focused to urdak maybe the Seraphim wasnt the only rogue agent helping humanity.

>> No.6283485

>You misspelt melee several times

>I also noticed you must have autoaim enabled because the spread for Doomslayer's Thunderbuss is all fucked, same thing with the whiplash shotgun's altfire in Combined_Arms.
aw fuck, I sometimes forget to change that when I switch GZDoom versions

>Oh and you CAN upgrade your missiles in Space Hunter, the rocket launcher tier pickup makes them blow up extra hard if the fly for a bit.
yeah not sure why I forgot about that, you think I should mention the other weapon or leave it ambiguous as it is?

If you can record some clear footage I would love to include it, not sure if you have shadowplay but in my experience GZDoom doesn't play nice with OBS unless you tweak the settings a bit.
I'll be sure to tell him.

>> No.6283490

Leaving it ambiguous for the other weapon upgrades is fine, and yeah I can record some video easily, you've seen all the footage I record for my twitter shit, just gimme the resolution size you record Doom at for your videos and I'll record some footage of the Tech Monk and some Past-Linked stuff.

>> No.6283498
File: 77 KB, 900x900, ETcAz5aXQAAzaQ8.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm mostly worried about the bitrate, but sure

hopefully we will get this out today or tomorrow

>> No.6283529

Inferno's just so weird that "love it or hate it" is a pretty apt descriptor: if you're down for weirdness, there's nothing else like it in stock Doom or Doom 2. Warrens in particular is a really fun map, though - I really like core idea of it being a "variation on a theme," and it gets exciting by the end. I think I'm gonna go play it now, as a matter of fact.

>> No.6283535
File: 13 KB, 353x459, 1493763965972.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a question: do you guys leave autoaim on or turn it off? I understand some might for the sake of staying true to vanilla Doom, but I personally turn it off cus it'd make it a little easy for my taste.

>> No.6283536

>it'd make it a little easy
"It" being autoaim and leaving it on, that is.

>> No.6283540

Off since I'm using mouselook. If not, I would obviously have it on to be able to shoot monsters above me.

>> No.6283542

>All of it, or any particular maps? What do you like about them?
I like most of it, there's a couple of weak and even pretty bad maps, but its mostly solid.
Mill is one I like a lot, because it has a great atmosphere.

>> No.6283550

What got deleted?

>> No.6283554
File: 260 KB, 1280x720, Screenshot_Doom_20190822_114344.png [View same] [iqdb] [saucenao] [google] [report]

>freelook on
>auto-aim off
>crosshair on

>> No.6283567
File: 221 KB, 1203x800, tumblr_o32pprykyd1rcn5zto1_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Autoaim is how the game is designed. It's easier to play it without if you're using freelook because you can always put your shot exactly where you want it to go at any distance, and you can also choose which targets you want to prioritize. Autoaim requires a minimum distance to lock on, and it only prioritizes the closest target, meaning that you can not only be shot at by enemies that you can't shoot back, but your shots may not go where you want them to because of autoaim taking over.
A lot of Plutonia has examples of the first part (which is why you have jokes like pic related), and an example of the second is when you're heading over to the side cave after getting the first key in E4M2. There are spectres and a Baron that are below a small cliff you have to jump down, but if you try to shoot them with the rocket launcher, the autoaim will just blow your foot off because that's the shortest path to them.
Thus, part of the challenge is wrangling with the autoaim, forcing yourself to get dangerously close to an enemy so it can lock on and switching to safer weapons to not face unforeseen consequences. Freelook trivializes both.

>> No.6283570
File: 869 KB, 1920x1080, 1573856907330.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6283571

This, but keep center view key.

>> No.6283589

maybe use desuarchive to see it

>> No.6283614

Mildly annoying I cant talk about the latest release more as a source of inspiration for later mods

>> No.6283616

Give it a few weeks or so, they're on high alert at the moment. It was like this when Doom 4 came out too because the threads got fucking clogged up with modern game discussion.

>> No.6283619

It'll cool down in a month or so.

>> No.6283624

Fair enough, always a bit tricky with an ongoing

>> No.6283658
File: 2.04 MB, 480x480, 1582783536458.gif [View same] [iqdb] [saucenao] [google] [report]

>/vr/ hates Brutal Doom
>/v/ loves Quake 1.5

What am i missing?

>> No.6283662

an r

>> No.6283663

I like this gif

>> No.6283665

quake 1.5 is actually pretty damn impressive
it runs like shit for the though

>> No.6283671

What are the best options for relatively vanilla Doom in 1080p? I hate fiddling around with GZDoom to get the settings right and PrBoom+ is good but it feels too bright and the mouse sensitivity doesn't feel right, any other options? Almost like Crispy Doom but 1080p kinda thing

>> No.6283675

prboom is too bright by default for some reason, you can change it pretty easily, i forget how though lol

>> No.6283686

I don't like 1.5. Too many sticky grenades.

>> No.6283690

Chocolate Doom?

>> No.6283693


1080p, as in internal res, not output res, also 60fps and such

>> No.6283701

Try Doom Retro.

>> No.6283714

Play around with the brightness and contrast settings in PrBoom+

>> No.6283715


oh crispy and doom retro have widescreen modes, weird, I did not know this

>> No.6283716

I tried GZ DoomVR and I felt great at first but eventually it made me feel very fucking sick and I cant look at cacos anymore

>> No.6283720 [SPOILER] 
File: 26 KB, 312x750, 1584987328965.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6283721

Quake 1.5 and Brutal Doom aren't comparable, Quake 1.5 is just the flashiest Quake 1 mod.
It's like comparing Cinematic Mod to MMod for HL2

>> No.6283727

I'm weird in that I leave it on with freelook enabled.

>> No.6283745

Quake 1.5 at least is just an overhaul to the original and it does some things better.
While it is unbalanced at times,at least it was never considered as the way to play Quake.

BD added way too much shit and most of those things were unpolished.

>> No.6283754

Doom 64 leveldesign is garbage. Just randomly generated rooms without any craftsmanship or sense of place.

>> No.6283756

>mouse sensitivity doesn't feel right
Open Control Panel, change mouse settings, de-select "Enhance Pointer Precision"
> https://www.doomworld.com/vb/doom-speed-demos/52742-concerning-mouse-acceleration-in-vista-7/

>prboom is too bright by default
Open prboom-plus.cfg, press "Ctrl F" to open find, type "gamma," change "usegamma" to 0 (the default is 3 for some reason)

>crispy and doom retro have widescreen modes
Yes, I would recommend Crispy Doom because it has a lot of options no other source port has, like a red dot laser crosshair ("projected crosshair"), weapon recoil pitch (screen shakes when you shoot, shakes a LOT when shooting rockets, it looks lit). GZDoom and Crispy Doom are the only source ports I know of that come with a brightmaps option (certain items/textures emit light). Crispy Doom is made from Chocolate Doom so if you turn all the options off it looks identical to Chocolate Doom. The only advantages PrBoom+ has is it can play Boom-compatible maps (Crispy Doom is a limit-removing port, not a Boom-compatible port; Chocolate is vanilla only) and it has true 1080 resolution. So if you want to play Boom-compatible maps, use either PrBoom+ or GZDoom; I would recommend GZDoom because of how good brightmaps look, especially the Brightmaps Plus mod.

Here are some mods for you to use in Crispy Doom to make it look even 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/

>> No.6283758


You need to use command lines to use mods in Crispy Doom. Move all the files directly into your Crispy Doom folder and create a new text document called "Doom 1993" or whatever, change the extension to a .bat file, and edit it, and copy-paste this inside, without the >
>crispy-doom -iwad doom.wad -file d1spfx19.wad vsmooth.wad pk_doom_sfx_20120224.wad -deh D1DEHFIX.DEH

Also, unzip this file into your Crispy Doom music-packs folder for the best Doom music there is
Roland SC-55 Music Pack - http://sc55.duke4.net/games.php#doom
To find the music packs folder, type %appdata% in your start menu and open the Crispy Doom folder. Put the music files directly into that folder. To use the music pack with GZDoom, simply open the .zip file with GZDoom by including it in your mod load order

>> No.6283765

Seems to me you're just angrily brushing off the fact you got proven wrong on something that was awfully evident since day fucking 1. The fact you have D3 in that list kinda lets out you don't know what you're on about either.

>> No.6283771

Final Doomer has some of the most creative weapons I've seen in a mod in years.

The Back to Saturn X weaponset is easily my favorite scifi weaponset for doom, if not one of my favorite doom weaponsets period. (A big part of that is the reflect shotgun and the chaingun replacement though ngl)

>> No.6283775

Call me autistic, but I can just sense that this is the same poster that always complains about neon colored Doom wads and thinks Sigil is the greatest wad ever. Same nonsensical ESL typing style.

>> No.6283776

It's probably the same idiot that bitches about Golden Souls 2, only one little sperglet keeps commenting about "leveldesign" specifically, as one word.

>> No.6283786 [DELETED] 


>> No.6283789
File: 300 KB, 816x639, poor man's oddyssey.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys, remember Odyssey of Noises and how cool it was? Me too, lol.

>> No.6283793


I have a better idea

Crispy for official/vanilla stuff, Doom Retro with vanilla mode for Boom stuff, this is how I used to do it but only difference is I'm actually going to use the widescreen modes and 60fps in both

>> No.6283797

Are the weaponsets OP?

>> No.6283798

Doom Retro is boom compatible?
can you turn off infinite height?

>> No.6283803

They are stronger than vanilla, but I wouldn't call them OP because Colourful Hell kicked my ass with them.

>> No.6283804

yes and I believe so

>> No.6283820
File: 287 KB, 720x540, ChocE1.png [View same] [iqdb] [saucenao] [google] [report]

>Whenever I'm feeling kinda aimless or empty I find myself hopping into E4M2 on UV. Are there maps you guys like to go back to for comfort?
I like attempting deathless runs of the original 3 episodes on Nightmare difficulty, or doing deathless runs of douk episode 1 on Damn I'm Good, though I admit it's mainly because I have the routes memorized. I am branching out and working on memorizing more runs so I have more comfy runs to go back to - I hate the feeling of wandering around in a new map feeling lost; it's so much more fun to blast through routes you have memorized while dealing with respawning monsters. I don't speedrun, but now I can appreciate how speedrunners can grind the same things for hours - doing long perfect runs gives you a high that first play-throughs can't match.

I recorded some walkthrough demos and posted them on youtube (see >>6282634), so I can finally say I am done with the original three episodes; I originally secured my first deathless runs 2 months ago, and recently I played almost all day for several days recording these demos, so I can finally say I am burned out on the original 3 Doom episodes. I can't record episode-long douk demos, so I have to record live playing which will eat up a lot more hard-drive space, but that's the next video I need to record. I already have an episode 1 route, I was working on memorizing E2 but I wanted to create these walkthrough vids first

>> No.6283824

the guy you are replying to, but it depends on the mapset desu.
The pistols having infinite ammo is the closest I'd say but they're only SLIGHTLY better than most of the vanilla sets.
The back to saturn X set gets a non-hitscan pistol with a chargeup that can 1 shot an imp if fully charged.
This is balanced though by the SSG replacement being basically a glorified forcepush with zero range.

Playing Doomed in space on a harder difficulty as the earlier levels were a bit easy with the infinite ammo pistol, at least until cacodemons show up.

They are slightly better than vanilla but I wouldn't say they're completely OP.

The closest they come to OP is the Back to Saturn X rocket launcher doesn't have self-damage, but I swear it does slightly less damage than stock.

>> No.6283835
File: 500 KB, 987x766, 1470928070928.png [View same] [iqdb] [saucenao] [google] [report]

> I personally turn it off cus it'd make it a little easy for my taste.
Doom's autoaim does not lock on horizontally. It only adjusts your aim vertically so you can hit monsters above or below you. The only exception is projectile weapons, but this doesn't actually help because you can't lead moving targets, or you end up shooting the wall because it locks on to the wrong monster.

>> No.6283852

how do you enable vanilla mode?

>> No.6283859
File: 26 KB, 457x480, 1566300254864.jpg [View same] [iqdb] [saucenao] [google] [report]

Fair point, actually. I know it only works vertically but I just always assumed Doom would be easier with autoaim on cus of autoaim as a concept in games (in Doom's case though I know that it was implemented cus mouselook wasn't a thing yet). That, and using freelook to look up and down and all around has more of a "flow" to it when I play doom as opposed to looking left and right, not that Doom isn't fun to me with the latter.

Now that I think about it, maybe it's cus I dont usually play Doom without it enabled, but when I do it doesn't really feel that hard to play cus I can usually tell right away if an enemy is right in front of my line of fire. That, and freelook in general just feels more natural to me cus I basically treat Doom like a twitch shooter to a degree.

>> No.6283864


open the console, type "vanilla", but it's so vanilla it'll also reset the keybinds and force the game to display in 320x200, I know you can fix the keybinds I just don't remember how

>> No.6283869

Not my cup of tea really
I just wanted the game to behave like vanilla/prboom minus infinite height, just basically crispy but with Boom support

I guess stock Doom retro with some minor tweaks on the cfg is fine as it is

>> No.6283871

I love the look of brightmaps so I use Crispy or GZ. Also you can use the FLAC music packs with Crispy or GZ http://sc55.duke4.net/games.php#doom
I also love how customizeable music is in GZDoom - you can download a ton of soundfonts and test out if they sound better in GZDoom's FluidSynth or with the downloadable MIDI player VirtualMIDISynth. For example you can replicate how music sounds in PrBoom/GLBoom by using the default PrBoom soundfont inside of GZDoom's FluidSynth - listen to maps 20 and 21 of Going Down like that, it sounds AMAZING. And like I said you can also use the digital music packs for the original Doom games. Or you can use the Airfont 380 soundfont with VirtualMIDISynth while listening to NowThatsWhatICallMIDI.pk3, it's kino

>> No.6283872


this is the best idea

>> No.6283875
File: 362 KB, 1920x1080, btsx_in_doom_eternal.jpg [View same] [iqdb] [saucenao] [google] [report]

As it turns out it's a sourceport. I decided to have a bit of fun and got Back to Saturn X Episode 1 working on it. Strangely I couldn't get MIDI or MUS to work, so I'm guessing it's reading those from outside the wad itself.

I also managed to screenshot a ghosting effect too. I'm not sure if this is intended or not.

Here's how you do it:

1. Get SLADE
2. Get Whatever PWAD you want to play (e.g. Back to Saturn X Episode 1)
3. Navigate to "Doom_Eternal_Install_Location/base/classicmaps"
4. Make a backup of "DOOM2.WAD". Copy it somewhere, rename it with another file extension, whatever.
5. Open "DOOM2.WAD" in Slade.
6. Open whatever other PWAD in Slade.
7. Copy all files from the PWAD into "DOOM2.WAD". This might take a while.
8. Open Doom Eternal, go to your campaign and go to the main hub.
9. Go to the computer by going down the staircase and move past big glowing disk thing and opening the door there.
10. Use the computer.
11. Select the box on the right.
11a. If you haven't already done this, select the right open and enter "flynntaggart" as the code.
12. If you've done it correctly, you should see a custom title screen. Press New Game, and hopefully you'll start on a map that isn't Entryway.

Thank you for reading my port report.

>> No.6283881

what are the best WADs that make Doom super punishing and trial and error, ala Blood?

>> No.6283890

Alien Vendetta on UVfast probably.

>> No.6283893

I'm uploading a folder of footage right now but fair warning, it's fucking xbox huge at about a gig in size, so it'll take awhile.

>> No.6283895
File: 2.93 MB, 640x480, lockon.webm [View same] [iqdb] [saucenao] [google] [report]

it does lock on horizontally, but to a smaller degree

>> No.6283909

shouldn't be no problem, thankfully we don't have data caps around here

>> No.6283910


This is a good rec, I think of all the Doom WADs I played Alien Vendetta was probably my favorite, anything else I should check out?

>> No.6283912

Actually fuck that I'm gonna crunch these down into webms, the quality might drop a little but at least it won't take 8 fucking hours to upload on my end.

>> No.6283919 [DELETED] 
File: 1.42 MB, 640x480, lockon2.webm [View same] [iqdb] [saucenao] [google] [report]

actually that was a bad webm, I looked closer and saw that the bulletpuffs were still going straight
the horizontal autoaim is strong on projectiles though

>> No.6283925

Anything advertised as hard but on Nightmare

>> No.6283929


the respawning stuff is fake and gay tho and I don't want to deal with that, should I just take every hard WAD and do UV -fast?

>> No.6283932
File: 2.13 MB, 640x480, lockon2.webm [View same] [iqdb] [saucenao] [google] [report]

>>6283895 (You)
actually that was a bad webm, I looked closer and saw that the bulletpuffs were still going straight
the horizontal autoaim is strong on projectiles though
(reupload because I forgot to turn on two-pass encoding and the webm looked hideous)

>> No.6283937

Its legit as fuck if you get used to it, it's a great way to pressure you for time, it makes combat stupidly intense and it forces you to race for the exit, but the fast and respawning monsters won't always let you pass, so you have to fight.

>> No.6283968
File: 509 KB, 960x540, crispE1.png [View same] [iqdb] [saucenao] [google] [report]

you need to have your routes memorized for playing Nightmare, and even then, some maps aren't possible with it. check out this nightmare run I just uploaded :) >>6282634

>> No.6283975

>Open prboom-plus.cfg, press "Ctrl F" to open find, type "gamma," change "usegamma" to 0 (the default is 3 for some reason)
It almost seems like a tradition that in order to make a Doom source port you need to fuck up the lighting.

>> No.6283984

>some maps aren't possible with it
People thought TNT's "Stronghold" was impossible on Nightmare for many years, but eventually some people did it.
Here's one guy's run: https://www.youtube.com/watch?v=qvMk1VOfWEI

Nightmare is just really fucking hard on the iwad maps, but it's not impossible.

>> No.6283996

Wow, that's intense. And they say TNT isn't good (Addmittedly, I myself have given up on Metal)

I hope some day somebody would play a map I made on Nightmare, and it will give them cancer with all the re-visitng of rooms.

>> No.6284004

They confirmed it isn't any of the unannounced games. BTW, it seems one of them will be Gunman Chronicles remaster

>> No.6284010
File: 122 KB, 400x378, Let's look in this closet.png [View same] [iqdb] [saucenao] [google] [report]

Metal is pretty terrible, but there's still good maps left after that. Just noclip to the exit and play the next maps.

And yeah, Final Doom is stupidly intense on Nightmare, as it should be. Exactly one person ever has done a single segment Nightmare speedrun of Plutonia:

>> No.6284026
File: 32 KB, 400x378, tesolc siht ni kool s'teL.png [View same] [iqdb] [saucenao] [google] [report]

Some things to keep in mind:
>1, ZeroMaster is a seriously good Doom speedrunner
>2, and still in his own words: "I can not believe the luck I got here, amazing."
>3, he's almost certainly fucking wired, you can see him flub here and there, but he's good enough at the game that he also can roll with fuckups
>4, he obviously knows the levels by heart and have done speedruns on them before, they're familiar territory to him
>5, there's tactics which with normal gameplay would seem unorthodox, such as waiting to kill certain monsters, or hurting them a bunch but waiting to kill them later so he can immediately get them out of the way on his return trip
So there's a *lot* of skill involved, but there's also noticeable elements of luck and even some memorization. The RNG table just ruins your speedrun sometimes.

>> No.6284029

I gotta say, I really do wanna see some of the new environments in classic tiles, a retro style urdak would be a sight to behold

>> No.6284030

>that marine with godmode and a BFG


>> No.6284035

>that pic
>The MoP experience

>> No.6284048

Hideous Destructor, if you're a real masochist.

>> No.6284053

Go back to rebbit faggot

>> No.6284058

That just adds Doom3 monsters and weapons, doesn’t it?

>> No.6284061
File: 97 KB, 549x563, intradesting.jpg [View same] [iqdb] [saucenao] [google] [report]

how u do dis?

also i think the best give-away that autoaim doesnt affect horizontal aim is by looking at the shotgun, especially how you can kill 2 zombies by aiming in between them. i also read that on the wiki iirc

>> No.6284068

it crashes on my pirated copy, probably didn't include the files or whatever

>> No.6284075

Funny to see them reference that.

>> No.6284084

i meant to say, i read on the wiki that autoaim is only vertical

>> No.6284108

I was hoping for more but I'll take what I can get, thanks fellas

>> No.6284112

i feel like it's referenced more than once but i can't remember and i've been pretty fucking drunk the whole time i've been playing eternal so i likely imagined it
good time to be quarantined at least

>> No.6284121


>> No.6284135


He's also mentioned on the book shelf, some joke about being retconned lmao

>> No.6284141

ah yeah, that's where i saw it
overall i'm enjoying the new game now that i'm quite far into it, not gonna say anything more since this is a thread for old fps

>> No.6284147
File: 2.10 MB, 434x324, marble proper.webm [View same] [iqdb] [saucenao] [google] [report]

I wanted to show off a room I made, but I have zero experience with capturing and editing videos. I only managed to capture my worst attempt, but by now I'm too frustrated to not post it.

>> No.6284149


this is basically what I want but in WAD form as opposed to a mod, does that exist? I love tactical shooters and that's how Blood feels to me lol

>> No.6284157

you want hideous destructor gameplay but not a gameplay mod? why not just play hd?

>> No.6284161


I want super punishing methodical gameplay, that's why I make the Blood comparison, hard Doom maps always feel more rip and tear than they do careful planned entry, if that makes sense

>> No.6284167

Do you guys play WADS vanilla the first time through?

>> No.6284169

i remember there being weapons and the grenade as a inventory item
i wanna see remake of hell levels but with a heaven twist to it, so the upside down crosses are normal catholic crosses and shit
the "what if" classic doom heaven, there's probably a post in doomworld describing it

>> No.6284170

I still play on keyboard only, with arrows for authentic experience. WASD and mouse just feels wrong.

>> No.6284175

>super punishing methodical gameplay
HD has that, vanilla doom's main tools are geared towards ripping and tearing, there's a reason slaughterwads are called slaughterwads and not carefullydispatchofeverymonsterwhilefearingforyourlifewads

>> No.6284176

I'm about halfway through my first playthrough of Memento Mori. The levels are, for the most part, really fun and feel like they're just the right length, but some glitches are making me sad, like the wall rising too high in Map15 making it impossible to get the secret exit

>> No.6284180

>i remember there being weapons and the grenade as a inventory item
fuck i misread your post

>> No.6284182
File: 96 KB, 615x593, 1560001173522.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6284219

>When you accidentally make a linedef with action 1 and tag 0

That was weird experience. Where did the hallway go?

>> No.6284237

The new Earth props and objects could inspire some Hell on Earth maps too

>> No.6284250
File: 102 KB, 1300x866, 1478431551368.jpg [View same] [iqdb] [saucenao] [google] [report]

Decided to just compress the raw .avis down into MP4s, video quality is about the same and it went from 1.61 gb to 204 mb which is WAY better.
Plus you can't open .webms in Vegas so I'm not sure what the fuck I was thinking with that idea. Still, here's the footage, it's not much, though I'll trust you to know when to cut off these clips to make sure shit flows good.


There you go

>> No.6284258

Best difficulty to play these games at? Is ultra violence available immediately

>> No.6284263

UV usually provides the best reasonable challenge but if you're just starting out don't worry about playing on HMP.
Make sure you know your monster mashing strats though, this anon posted it:


>> No.6284276


any other mods like that then? Without turning the game into full blown SWAT 4?

>> No.6284279

you can tweak HD to your liking since it has pretty heavily customizable settings, there's an addon called ugly as sin that lets you tune other shit too
also funny that you mention swat, there's a swat mod that works sorta like a less intense hideous destructor, so that might be what you're looking for

>> No.6284285


link? I appreciate it, maybe I should just play Blood maps instead

>> No.6284289

E1, E2, and E3 aren't particularly rough on UV, arguably easy, but most of us here know the maps like the back of our hands, so of course we say that. If you have even just a little familiarity with older FPS, you should be able to pull through just fine.
E4 goes hard as fuck on UV for the first few maps.
Doom 2 does raise the bar overall, but if you could do the first three episodes on UV, you should manage Doom 2 just fine, it's nowhere near as hard as E4.

Final Doom was designed to be a greater challenge overall, TNT is harder than Doom 2 on UV, while Plutonia, like E4, goes hard as fuck on UV. Unless you feel confident in your skills, I would suggest to maybe play Plutonia on HMP the first time.

>> No.6284290

neat! the length is more than enough since I almost never use clips that are longer than 15 seconds, and the quality is perfect

thank you my mans

>> No.6284291

>this video is 10 years old now

>> No.6284292

>Map 14 of Eviternity
>Fun stops
Honestly not a fan of sections in FPS games where they put you in small arenas and spawn in hundreds of mobs. Is the rest of the WAD going to do this?

>> No.6284293

rottking is my personal hero
and his taste in lewds is superb I might add

>> No.6284294


nah even as a kid I didn't find E1-3 very hard, I realized today I can't even go back and play Doom bc it's too easy

>> No.6284295

>I should just play Blood maps instead
you should check out death wish at least if you haven't yet, heard good things about french meat too
there's some cool blood mods for doom too
also here's the mod:

>> No.6284302
File: 38 KB, 616x353, capsule_616x353.jpg [View same] [iqdb] [saucenao] [google] [report]

how do i get good at this game

>> No.6284308

Use the grenade launcher a lot. Sword is good too. When you see training dummies, punch the shit out of them to get your HP back

>> No.6284312

HD is pretty adjustable, and has many addons, as said, the original three episodes are actually pretty readily playable too, which isn't necessarily the case with every mapset.

>> No.6284314

The grenade launcher is extremely useful, but you practically MUST fire it around corners. Otherwise the extreme splash damage will likely damage you as much as the enemies.
Also, the smoke bomb is OP and makes all the enemies too confused to attack you.

>> No.6284315

Then you *absolutely* want to give Plutonia a try on UV, it might be exactly what you're looking for.

>> No.6284319


I never said I needed my asshole turn asunder anon

>> No.6284325

Make up your mind, man.

>> No.6284329

I think the gameplay could be better. Right now it seems rather "cramped".

>> No.6284367
File: 969 KB, 1920x1026, Sin título.png [View same] [iqdb] [saucenao] [google] [report]

>no background music on the clips

It is the smallest things really, this sequence almost edits itself. I don't have to do shit!

>> No.6284371

I've made a few trailers to know it makes things easier when you don't use background music.

>> No.6284376

What is the difference between Doom SDA and DooMed SDA?

>> No.6284382

Yes. I'm not interested in gameplay mods. I use mods that make the game look and sound better, though. Vanilla Smooth Weapons / Perk's Hi-Res SFX / Doom Minor Sprite Fixing Project all are vanilla-compatible and you can playback classic demos with them and they won't desync. If I'm playing GZDoom I'll add a lot more stuff but again it's all cosmetic

>> No.6284384

Yeah I really should start doing that more often, most of the time I forget because I have something else running in the background anyways.

>> No.6284386

Infinite height is a design mistake not a feature. Change my mind.

>> No.6284391
File: 847 KB, 1920x1080, 20200324100111_1.jpg [View same] [iqdb] [saucenao] [google] [report]

What source ports do you guys like to use for doom?

>> No.6284392

why? its true

>> No.6284394

That's like saying the super shotgun not being in Doom 1 was a mistake.

>> No.6284395

glad to hear it's fun, i downloaded it, along with a bunch of other classic WADs to play on Chocolate or Crispy Doom. I recently played Rebirth because James Paddock made some MIDIs for it ( http://jamespaddockmusic.com/doom/rebirth-midi-pack/ ), and I was trying to play it on UV with zero mid-level saves and was hating it, but once I started allowing myself to use midlevel saves I really started to enjoy it. I wanna try again with 0 midlevel saves now that I know where all the traps are but I have too many maps to try. The MIDIs are amazing; I used VirtualMIDISynth with the Airfont 380 soundfont for it. Map16 was my favorite but that could be just because that was also my favorite custom MIDI

>> No.6284403


it's not a feature, who argues this, it gets included in modern source ports for compatibility, who hurt you anon

>> No.6284412

Yes. And?

>> No.6284413

I can't find any info on this, what Quake source ports are written in C? not C++ but C

>> No.6284416

So I just beat E1 on UV and it was disappointingly easy, should I switch to Nightmare? Obviously, I didn't collect every secret but still, I died like twice, and once was by my own hand when I wanted to see if a radioactive pool had a secret (it didn't, and I couldn't get out).
But, more than the difficulty I am bothered by the music. The first 'level' (idk what it's called, that very short one at the beginning) had AMAZING music
But these last few burned me out, I thought I'd be playing this all night long but I think I'll go to sleep and rest my brain. What do you think of the music?

>> No.6284420

Crispy Doom and GZDoom. Crispy for vanilla and limit-removing maps, and GZDoom for everything else. These two source ports come with brightmaps options (certain items/textures emit light) which look great. Here are some vids if you want to see what they look like
>Crispy https://youtu.be/TyCJPTKvGsk
>GZDoom https://youtu.be/PVpU3Teyi1g

>> No.6284421

Nightmare is a pain in the ass, if you're genuinely craving a challenge look into setting UV with -fast monsters enabled, but episode one is pretty damn easy, Doom 1 in general is pretty easy compared to a lot of .WADs nowadays.
and I've always been fond of the soundtrack in Doom 1 and 2

>> No.6284431

I thought Crispy couldn't play limit-removing maps?

>> No.6284435


it can do limit-removing it just can't do Boom, I think it has support for BEX though

>> No.6284438

Yeah, I was hoping for something that takes the general level flow of Doom 3 (once the game gets started) and deconstructed it onto Doom 2.
There was a mod called Doom 2.5 that was going to be like that but it seems to have just never gotten off the ground.

I’ve never made a Doom map before but I guess I could try instead of whining for other people to do it, it just feels like a massive undertaking.

>> No.6284440

is crispy still updated?

>> No.6284441
File: 64 KB, 677x499, IMG_20200310_114858.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6284443


>> No.6284448
File: 19 KB, 442x705, music-packs.png [View same] [iqdb] [saucenao] [google] [report]

>So I just beat E1 on UV and it was disappointingly easy, should I switch to Nightmare?
No, Nightmare is only for if you already have your routes memorized, as monsters are much faster and will respawn randomly after dying, anywhere from 20 seconds to 5+ minutes. See these videos for examples of Nightmare runs. There are download links to the cosmetics mods used in the video descriptions
>Crispy https://youtu.be/TyCJPTKvGsk
>GZDoom https://youtu.be/PVpU3Teyi1g

As for the music, you can download this digital music pack for use with Crispy Doom or GZDoom - it's the original game music played on an actual Roland CM-500 MIDI Synthesizer with the same soundfont the music composer used when making the music
> http://sc55.duke4.net/games.php#doom
To use this in GZDoom, simply open the .zip file with GZDoom. To use this in Crispy Doom, you need to unzip the file into your Crispy Doom music packs folder and move the files directly into the music packs folder, it will look like pic related (ignore the extra folders I created). To locate the music packs folder, type %appdata% in your start menu and find the Crispy Doom folder

Almost forgot, you can also use a soundtrack called IDKFAv2 but it only works in GZDoom, again, link is in the video description

>> No.6284450

Nightmare ups the challenge considerably, give it a try and see. If it's too much, try just playing on UVfast.

>> No.6284452

oh yea baby, crispy doom got updated recently and now can do widescreen rendering, see the video I linked

>> No.6284461

I forgot, another music option you can use is to download a MIDI player called VirtualMIDISynth, and use a soundfont called Airfont 380. It sounds like actual metal music, though the digital music pack still sounds the best for the original game music since it's lossless audio codec. You can still use the metal music soundfont for other custom WADs

>> No.6284469

I don't like Quake 1.5, it looks like vasyanware

>> No.6284479
File: 307 KB, 1449x816, hydroponics.jpg [View same] [iqdb] [saucenao] [google] [report]

>dumb entry cutscene
>ugly tiles
>doors behind doors behind doors
>minecraft reference
>requiem for a dream bgm
>more claustrophobic than SIGIL
>ugly level design at odds with KDinT and why its mapping is so acclaimed
>two barons of hell in a cramped room with retarded decoration

Why are people liking this pile of shit already? It's like the 13 years old future school shooter's first attempt at making an Xtreme corridor shooter map. And aren't the Barons in E1 supposed to only show up in the last level for dramatic effect?

>> No.6284560
File: 1.37 MB, 440x404, 1565266510076.gif [View same] [iqdb] [saucenao] [google] [report]

I always mean to give TNT a fair shake because of how much I liked Plutonia, but I just always end up flaring out from being bored, which makes later playthroughs that much harder because I'm starting from the same boring start. But maybe I should just try skipping past the first few and give it a fairer shake.

I only play stuff vanilla. I have almost entirely lost interest in gameplay mods except for Scoredoom, which is still fundamentally vanilla gameplay outside of the scoring metagame.

It is what it is, like any other arbitrary game mechanic. It may not have been intended when the engine was being made, but every Boom compatible level is designed assuming it, so if you play without it you're not getting the real experience. The start of E4M2 is a straight joke if you're able to run underneath cacos.

Over time I have grown increasingly more purist in perspective, so I went from GZ to Prboom to PRB with proper complevel to Crispy. That said, I'm having trouble loading Plutonia 2's DEH file in Crispy, so I've been playing it in PR.

It does get harder, but it never gets hard. UV-fast can make a big difference if you're really not feeling it, but before you try that, I strongly recommend you try pistol starting. All of the levels were designed and tested around pistol starting, and Sandy Peterson admits that Doom 1 is too easy because they forgot to consider that players will carry their weapons and items over. The levels take on an extremely different feeling when you start out outgunned and forced to earn a foothold before you can start pushing back.

>> No.6284575

Oh my god i fucking hate the build editor (including mapster32). How can build autists expect anyone without years of memorization to put up with all this tedious, arcane bullshit.

>> No.6284582

Wish every retro game was as easy to map for as Doom and Quake.
TrenchBroom is a blessing yo.

>> No.6284585

I wonder if Quake 1, 2, 3, Heretic, Hexen and Hexen 2 have any cut content that has been found?

>> No.6284586

There's a little bit of cut content with Quake 1 that's known.

>> No.6284589

Looks nice, anon. Thanks for going to the effort of making a gameplay video.

>> No.6284591
File: 414 KB, 711x475, Cacoarms.png [View same] [iqdb] [saucenao] [google] [report]

Literally all of No Rest For The Living

>> No.6284593

I thought Zandronum was a ZDoom fork, not GZDoom. Or did they change bases?

>> No.6284594

For Quake there's Qtest which had a good amount of scrapped content.
For Hexen, all i know if is it includes some map definitions for levels not present in the game. Oh and they changed the Yorick statue from holding a skull to being headless.

>> No.6284598

It's been a GZDoom fork since old versions of Skulltag.

>> No.6284602

What's Wolfenstein like compared to Doom?

>> No.6284605

Playing through Hexen and I just finished the third hub. The game is fun but the level design could be better, too many narrow corridors and back tracking for my taste. Would like to see a project that opens up some of the levels.

>> No.6284607

No verticality, more mazelike and all weapons are varying flavors of hitscan

>> No.6284608
File: 890 KB, 1920x1080, Screenshot__20200318_060610.png [View same] [iqdb] [saucenao] [google] [report]

multiple versions of every single one since you can easily switch with zdl anyway
gzdoom mostly since i'm a cancerous gameplay mod fag

>> No.6284612

>making custom sprites for enemies
>some of the sprites for the sergeant don't replace for some reason
(using BFG edition Doom 2 wad)

>> No.6284616
File: 2.67 MB, 720x405, SiN Gold Elexis.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6284618
File: 927 KB, 1920x1080, Screenshot_Doom_20190430_011652.png [View same] [iqdb] [saucenao] [google] [report]

i don't even know what this mapset is but chainworm kommando has a good minecraft reference even though i'm not a fan of that game, whole map is a trip

>> No.6284620
File: 1.76 MB, 950x496, SiN Gold gameplay.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6284621

Is this Doom in the Source engine? How?

>> No.6284624

Quite simplistic and barebones, though it has some charm in its cartoony style and vestigial arcade elements.
Give the shareware episode a try and see if you enjoy it, my opinion is that the game is best enjoyed by only doing like one level a day, and to not play the Nocturnal Missions.

>> No.6284625
File: 688 KB, 950x496, SiN Gold more gameplay.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6284627


weirdly enjoyable, its upfront simplicity and life system make playing it super fun since score pickups actually mean something, meaning secrets are extra important

>> No.6284628

It's effectively a dungeon crawler with guns.

>> No.6284631
File: 429 KB, 1920x1080, Screenshot_Doom_20190621_013400.png [View same] [iqdb] [saucenao] [google] [report]

also tell me what mapset this is because i'm a fan of super shitty wads

>> No.6284650

Weak bait.

>> No.6284651

The chaingun actually feels like a minigun. Dunno why they dropped the ball in Doom.

>> No.6284652

Are the commercial mappacks on archive.org worth checking out? I know they were all bundles of free maps made without the creators’ permissions, but the idea of playing old random maps made in the 90s on shuffle sounds fun to me.

>> No.6284653

Looks like something form Deus Ex or 1998 Unreal.

>> No.6284656

>[3-19] Anon finishes Boom mapset
This is pretty fucking good. If you're reading this, anon, good job.

>> No.6284657

Hitscanners are a lot more dangerous than in Doom, with their damage increasing exponentially the closer they are to you. Even the most basic Nazi guards can kill you in a couple of hits at point blank.

>> No.6284669

Because that tier goes to the Plasmarifle. The Chaingun's job is to be an automatic weapon with common ammo, they just chose a Gatling style appearance because it would look cool and interesting.

>> No.6284687
File: 674 KB, 1920x1080, 20200324105108_1.jpg [View same] [iqdb] [saucenao] [google] [report]

it's just gzdoom bro

>> No.6284694

thanks randy

>> No.6284709
File: 1.64 MB, 1280x720, unknown (1).png [View same] [iqdb] [saucenao] [google] [report]

Aaaand sent.

Now we wait.

>> No.6284720

I assume you mean uploaded to youtube?

>> No.6284723 [DELETED] 

i'm actually enjoying doom 2016

>> No.6284724 [DELETED] 

It's fun, Eternal is funner. But neither are /vr/.

>> No.6284727 [DELETED] 

That's fine. The game you aren't apparently allowed to enjoy right now is Eternal.

>> No.6284736

Garry's mod has this ability.
Look up gmDoom.

>> No.6284738

do any mods add the D3 Grabber and do they work well?

>> No.6284739
File: 58 KB, 512x512, uploads_addons_gmdoom.jpg [View same] [iqdb] [saucenao] [google] [report]

That's not, but this is:

>> No.6284741

That system shock doom mod is doing something like that. The mad man

>> No.6284757

No, you'll be hard-pressed to find any mods that focus on demaking Doom 3 content. It's even harder to find any that are actually good.

>> No.6284767

pity, there are some key bits I wanna see, the commando's the Vagary, the Funky Caco, the Guardian, the Maledict, the Grabber, the artifact and the companion drone

>> No.6284782

Metadoom is the only quality mod I can think of that has Doom 3 stuff and does it fairly well, but it's simply because the mod is a tribute to every Doom game. It's got the pinkies, the ZSec soldiers, the rocket launcher and the soulcube.
Any mod that focuses solely on adding the arsenal and monsters is likely some amateurish 10+ year old WAD file filled with raw screenrips, stuffed away in some corner of ModDB.

>> No.6284809

once more, pity

>> No.6284824

Reminder that Aubrey Hodge's soundtrack for Doom PS1 is on spotify

>> No.6284854

Crispy DOOM whenever I can. I play with most added features turned off, but use it over Chocolate mainly so I don't have to switch between multiple ports between vanilla and limit-removing levels, and because some vanilla-intended maps still overflow due to bad mapping.

>> No.6284869

final doomer needs a doom64 pack

>> No.6284875

What kind of features and traits could you imagine for that weaponset?

>> No.6284890

a strong chainsaw, rapid fire chaingun and of course the unmaker
the pistol it's allready perfect on D64 same for the rest

>> No.6284912

I don't see what else you could do besides making the chainsaw stronger, seeing as it has two blades.
The vanilla 64 chaingun fires a bit faster I think, the shotguns may be faster too due to lack of reload animations, but that could be negated if the creator decides to add in those custom sprites based off the classic reload, the plasma gun fires a bit slower, and then there's the Unmaker.
It doesn't seem too worthy of having an entirely new class, it seems more like "Vanilla FD Doomguy but with slightly different properties and a beefed up red plasma gun."
As a matter of fact, I think the Samsara Extra Heroes mod adds in 64guy and he functions exactly like what I've described.

>> No.6284923

A fully upgraded Unmaker is more of a BFG replacement.

>> No.6284946

you can always get creative and make a bunch of imaginative weapons
i don't know, corrupted, flesh weapons, like the unmaker

>> No.6284973

Yeah, Yholl and co. are not the kind of guys who would do simple reskins for Final Doomer. If they ever do a D64 weaponset at all, it would probably introduce a bunch of imaginative changes.

>> No.6284979

Well at that point it goes from a vanilla reskin to its own thing, and the whole reason Final Doomer exists is to create unique weapon sets for famous megawads. Having a class based around demonic firearms in the "Midway style" would be neat, but I can't recall any notable megawads that use D64 assets.

>> No.6285000

Yes, and they also need a Doom 3 pack, and probably a Doom RPG pack as well, and SNES pack as well.

>> No.6285002

More like the Hell is punishing his mind to do those things like H-Doom and the imp-tan, but yeah, Doomguy is still virgin.

>> No.6285008

Clock Tower mod when?

>> No.6285009

Any wads/weapon packs with a similar mechanic to Eternal's meathook?

>> No.6285014

Go to "DoomEternal/base", create a folder called "classicwads" and add both games IWADs as "DOOM.WAD" and "DOOM2.WAD" respectively.

>> No.6285015 [SPOILER] 
File: 35 KB, 320x307, 1585031405897.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6285032

There's a mod called Embers of Armageddon, I don't know if it's out yet, but it's basically D4D but with some Eternal features like the meathook.
Apparently D4D itself is going to become a sort of DE4D hybrid in the future, so look out for that too.

Speaking of new releases, Doom 64 got an official port, does anyone know how the new levels are accessed?

>> No.6285038

> DE4D
> dead

>> No.6285054

May as well be.
Mod lost its focus the moment that new guy took charge.
The last time I played with it, there were a bunch of strange additions that weren't even in D2016, like triple jumps and map-clearing BFG mods, along with ridiculous shit like akimbo with any weapon, and a chaingun mode that would make the screen spin around whenever you fired. The moment the first Eternal trailer was shown at Quakecon, D4D had it's grenade system replaced with the shoulder launcher, and I don't know if that was ever reverted. Now he's said that the idea is to merge both of the new games together, which feels like a horrible plan.

I'm pretty sure this new guy also made a D4D specific addon at one point that let you play as a giantess MLP character who steps on enemies, I think that should've been enough for concern.

>> No.6285125

friendly reminder to turn off texture filtering :-)

>> No.6285128

>Unreal included in the MEGA but not UT99

>> No.6285130

I switched to Crispy Doom after I found out it has bugs GZDoom doesn't. And my settings in GZDoom is so fucked I don't even know where to start, I only used it because I couldn't record Crispy Doom.

>> No.6285132

whats the name of that survival horror mod where the picture of a little girl takes up almost half the screen

>> No.6285135

Can you recreate this in 4k?

>> No.6285136
File: 1 KB, 100x96, SHRKM0.png [View same] [iqdb] [saucenao] [google] [report]

is there anything similar to pol.wad?

>> No.6285139

There's a wad I remember finding on a random Zandronum server where you play as Moonman, Ben Garrison and Mechahitler but I think it's just cosmetic changes and no gameplay alterations.

>> No.6285140

Just realized you might have been asking in the sense of "other board-based wads" in which case the answer is no. pol.wad came about as part of a site-wide attempt at making board-based wads but pol.wad was the only one to actually get finished.

>> No.6285141

Are you talking about this?

>> No.6285162

Am I eligible to participate in speedrunning the Doom games if I buy the rerealeses or?

>> No.6285167

As long as you have the WAD files for Doom and a vanilla compatible sourceport, you should be fine.

>> No.6285170
File: 12 KB, 579x102, file.png [View same] [iqdb] [saucenao] [google] [report]

Speedrunning only requires using a source port which can record and playback vanilla demos (PrBoom+ I think is the most "advanced" port that's speedrun-compatible); if you buy a rerelease you can just take the wad you bought and run it in a source port that fits. You also don't even need to buy it; OP has a download for every half-worthwhile FPS game released in the '90s. None of the original devs make a cent from purchasing the game so if you're only buying it to support the devs you don't need to worry.

>> No.6285171

You said a few words I don't know the meaning of, could you explain the criteria like I'm a retard? Google's just confusing me

>> No.6285174

New to the Doom speedrunning scene here but I'll help. The versions of doom included with things like Doom 3 BFG edition are slightly modified versions of the main game's WAD files. The OP has the original WAD files that are used for "vanilla" speedrunning. A source port is the program you use to run the game and record demo files, which record your inputs and play them back instead of having to record your screen. Doomworld recommends using prboom or crispy doom with compatibility settings set to the appropriate levels.
I know that sounds like a lot, but here's a video explaining how to record demos
And here's just some guidelines for setting up certain parameters

>> No.6285179

Thank you!

>> No.6285185
File: 460 KB, 700x466, 5000.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6285186

This joke somehow lowers in quality and image resolution everytime it's posted

>> No.6285190

Yeah soon enough it won't be able to even leave its house.

>> No.6285201
File: 35 KB, 700x466, good joke.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6285203
File: 32 KB, 436x284, uknown-1.png [View same] [iqdb] [saucenao] [google] [report]

Look at this funny wad isn't that cool my fellow doom guys

>> No.6285205
File: 589 KB, 1520x825, Screenshot_Doom_20200324_171633.png [View same] [iqdb] [saucenao] [google] [report]

I am getting extremely political in the wad I am making right now.

>> No.6285207

I know there's the mod where you cough on enemies and infect them, but what is this?

>> No.6285209

t. Redneckerz

>> No.6285212


>> No.6285226
File: 2.09 MB, 120x120, very tiny webm.webm [View same] [iqdb] [saucenao] [google] [report]

I made a few adjustments to the room I was showing yesterday, and I don't die this embarassingly (But I still do). I still haven't figured out enough about webm, so I made a webm for ants. But I think it's fun enough.

Where's the arachnotron that teleported away gone though? Did I telefrag it?

>> No.6285263

How do i enable cheats on TSPG?

>> No.6285269

I sent it to Tex, should be up as soon as he sees it.

>> No.6285295

It's Hydroponics Lab, a transition map from DOOM:One that leads to Phobos Lab. It was bundled with Brutal Doom so I played both when I wanted to try it.
It's garbage that boasts upon connecting all maps and getting rid of completion screens while adding badly made cover shooter transition cramped maps with Barons. The fact it's bundled with Brutal Doom is a showcase of everything wrong with zoom modded Doom, a package all-in-one.

A playthrough of this one particular map https://www.youtube.com/watch?v=vuqDGsZnlqU

>> No.6285301

Personally, I got tired of being edgy around ten years ago. You're not forced to choose between being a funnay sperglord or a twitter drama queen who just remembered they have gramps now that their existence can reap likes and shares for free

>> No.6285317

>You're not forced to choose between being a funnay sperglord or a twitter drama queen
And yet you chose to be latter.

>> No.6285330

damn, I failed the leejun test

>> No.6285337

You don't have to be edgy to have a sense of humor, you know.

>> No.6285340
File: 394 KB, 530x616, unknown.png [View same] [iqdb] [saucenao] [google] [report]

Ok, I just talked to him, he says it will do better on a saturday, and I trust his judgement, plus It will give me some time to fix a couple other things.

See you then boyos.

>> No.6285354
File: 34 KB, 474x244, 0094_13.gif [View same] [iqdb] [saucenao] [google] [report]

Why does old FPS games hate tutorials so much?

>> No.6285360

Because old games had physical manuals you were expected to read. With the digital age we don't need those anymore and just build them into the game.

>> No.6285362

Who's being edgy?

>> No.6285363

What a big baby.

>> No.6285368

Weren't those manuals mostly just key bindings, lore and how to deal with technical issues?

>> No.6285369
File: 1005 KB, 1262x624, ebin.png [View same] [iqdb] [saucenao] [google] [report]

That post just replied to a "if you don't laff you're a moralfag" post. I don't mind dumb jokes for the sake of being dumb, being the 1% flu, AIDS or the Black Plague. But I feel all "jokes" these days have some post-ironic connotation where it's less about laughing and more about seeking attention.
It's less like Daisy and more like Isabelle. So random!
So yeah, you can laugh all the way you want at whatever, just don't throw a
>nooo you can't
post at whoever doesn't feel like chuckling for whatever reason.

dat big boy >>6285363 he's not a baby.

>> No.6285374

>That post just replied to a "if you don't laff you're a moralfag" post. I don't mind dumb jokes for the sake of being dumb, being the 1% flu, AIDS or the Black Plague. But I feel all "jokes" these days have some post-ironic connotation where it's less about laughing and more about seeking attention.
That post just replied to a "if you don't laff you're a moralfag" post. I don't mind dumb jokes for the sake of being dumb, being the 1% flu, AIDS or the Black Plague. But I feel all "jokes" these days have some post-ironic connotation where it's less about laughing and more about seeking attention.
>It's less like Daisy and more like Isabelle. So random!
You're reading far too much into this. Are you alright?
So yeah, you can laugh all the way you want at whatever, just don't throw a

>nooo you can't
That post was most likely just referencing the ZDoom thread where people overreacted in a quite silly way, which didn't happen in other places like Doomworld.

But yeah, don't be a big baby about it. People are just having fun here and you're suddenly acting like some bizarre morality police.

>> No.6285376

Really, man? Are you really going to do this?

>> No.6285383

Coronacacos and toilet paper, truly the edge of dark comedy. Hide yo kids!

>> No.6285414

That's what tutorials are, isn't it? You get controls explained to you and maybe an advice to two given.

>> No.6285489
File: 1.15 MB, 1920x1080, Screenshot_Doom_20200324_175830.png [View same] [iqdb] [saucenao] [google] [report]

O, fuck.

>> No.6285490
File: 716 KB, 512x512, AAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6285501

The Bonerverse.

>> No.6285528

Anyone remember this old edutainment game?
3D Body Adventure?
Sorta Wolfenstein type game. Not good, but something like that in Doom might be kinda fun. With a similar premise I mean. You need to go kill viruses in a person before they spread.
Come up with a fun story, like they're being dethawed in the future from suspended animation and you need to kill the infections in them before they can be revived.

Each level can introduce a new disease, with a backstory on it... Some might multiply if they overtake other cells...


>> No.6285531

forgot link

>> No.6285540

Like, a microscopic Doomguy fighting off germs? Might be interesting, yeah.

>> No.6285558
File: 288 KB, 700x597, 15444699374770.jpg [View same] [iqdb] [saucenao] [google] [report]

Levels based on different body parts? And your weapons are medicines, and you must be careful not to damage the organism in the process too much (for example, you're in the intestines, and you should make sure you don't kill too much microbiota).

>> No.6285561

Yes. All of that is a good idea.

>> No.6285592
File: 122 KB, 592x650, 0ca.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Shadow Warrior Redux
>It's tougher than Blood but whatever
>Certain parts feel downright impossible to figure out unless you try anything imaginable to proceed

I like the game but fuck there's some serious dead moments where it feels you're forced to follow a guide.

>> No.6285601

And btw fuck the Shadow Ninjas,they're the worst.

>> No.6285608

Just play on easy mode.

>> No.6285613

The difficulty is not the issue for me,is navigate the map.
Certain parts are really not clear.

>> No.6285616

Is Redux just a port of original? I think I played it, didn't seem that hard to navigate except in a few questionable locations.

>> No.6285617

Whose idea was it to have enemies in designated rooms only in the Doom reboot? Shit gets stale superfast, in the classics you aways had to be alert, here it's all indicated by the music, you don't have to strategise or adapt at all
Are there any modern games like classic doom, is it ok if I ask that here?

>> No.6285634
File: 4 KB, 179x82, file.png [View same] [iqdb] [saucenao] [google] [report]

Murder Drive anon here
Been trying to make to some sprites in the style of metal slug for the mod
I used the ones on the bottom
some people say that the sprites are just the vanilla ones just lurching over, and while i agree i am really not in the mood to change em, but hey if you want you are free to use em.

>> No.6285635

They look nicely cartoony, reminds me of Worms 2.

>> No.6285637

Quite charming, I like them!

>> No.6285639


>> No.6285704

Going to make a map where when you're halfway through a hallway a door will open behind you revealing chaingunners. Hopefully no one has done this before.

>> No.6285708

I want to stream some Doom but GZDoom and ZDoom framerates are horrid when streaming with OBS. My PC is good enough to play, not so much to stream it. Any tips or sourceports to stream Doom decently?

>> No.6285715

Anyone got a link to HDoom? Can't seem to find it online anymore.

>> No.6285726

Yeah i found the level design often-confusing as well, too many mandatory secrets. I think the issue is with all the engine's capabilities they wanted to be as creative as they could with progression (rather than simple key hunts), but they didnt make things clear enough for the player.

>> No.6285728

try PrBoom+

>> No.6285736
File: 32 KB, 1278x725, Безымянный.png [View same] [iqdb] [saucenao] [google] [report]

God fucking dammit, I've made NuDoom map.

>> No.6285739

Check his newgrounds account.

>> No.6285741

My map is more original, you walk into a teleport line and reappear in a room surrounded by chaingunners.

>> No.6285743

Awesome, thanks!

>> No.6285747

Thanks mate, will give it a try. Hopefully I'll replace my potato notebook this year.

>> No.6285758

No shame in making a linear map. I still struggle to stay focused and make a linear map, myself.

Are those cars?

>> No.6285793

Doom but sci-fi but not Quake?

>> No.6285801

I'm sure there's Ailen wads out there

>> No.6285808


>> No.6285812

Hard Reset?

>> No.6285815

is Doom not scifi already?

>> No.6285818


>> No.6285824

Those are trucks.

>> No.6285834

>mars base
>plasma/energy weapons
>not sci-fi

>> No.6285842

Those alone don't make a sci-fi or is Wolfenstein Sci-fi because Hitler appeared in a mech?

>> No.6285853

Yes actually. What do you think the definition of science fiction is? If the game has mechas and laser guns it's science fiction.

>> No.6285857

Wolfenstein isn't centered around those elements, it's mostly about shooting nazis, though one could make an argument that it's sci-fi ish. On another hand the fact that Doom takes place on Mars makes it automatically sci-fi.

>> No.6285867

that gives me an idea for a level that'd be just lost souls and revenants.

>> No.6285882

dodge, jump and retreat constantly like a fucking ninja should
use yr explosives judiciously.

>> No.6286102

Add some branching paths and side areas and stuff.

>> No.6286118

Yes, actually. Doom is very much sci-fi with all the space travel and plasma weapons.

>> No.6286124

Do people still make Terry traps this days? It's so weird stumbling upon videos of juvenile maps to boomer games.

>> No.6286173

Can you give examples of FPS games which need tutorials? Maybe it's my biased viewpoint as an adult but most old FPS games are pretty self-explanatory "run around and shoot at them until they die" affairs.

>> No.6286185
File: 1.26 MB, 1920x1080, quake2xp 2019-12-31 18-16-10.jpg [View same] [iqdb] [saucenao] [google] [report]

The previous screenshots has shown that they were using Quake2XP
Kex struggles with HD stuff unlike modified Idtech2

>> No.6286193

Yeah, that's pretty much why they eventually figured out they can put some prompts on screen when you first need to perform action. Actual tutorial level was an awkward phase.

>> No.6286196


>> No.6286337

Anyone here play the old PC FPSs like Doom1/2/3 and Quake1/2/3/(4?) on Switch? Anyone know if they can be played on normal Doom/Quake servers? (And what server software is the best for either game)
It would be fun to play the old Quake MP level set with you guys if anyone is interested?

>> No.6286372
File: 400 KB, 488x519, 1571430621790.gif [View same] [iqdb] [saucenao] [google] [report]

>the colored marine corpses feature is not separate from the colored blood/gibbed corpses in crispy doom
>you're forced to use either both or neither

>> No.6286374

Wolfenstein 3D also had mutants so yeah. Other following Wolfenstein games also had their weird tech mixed with occult stuff.
You could put aliens in the Wolfeinstein series and they would fit, IMO.
...As long as you don't stray too far from World War 2.

>> No.6286379

>hand held plasma weapons
>space marines killing an invading species
>dimension hopping
>super adrenaline that makes you punch so hard that enemies explode
>space stations full of high tech computers
>developers directly influenced by dungeons and dragons, evil dead, and aliens

Bruh. It's about as sci fi as you can fucking get.

>> No.6286389

It's very lived in sci-fi, with a lot of just old-ass shit lying around, such as what seems to be a whole lot of old sawed off hunting shotguns, but it's sci-fi nonetheless.
I really love how it's the future and you're in space, but shit's run down and stocked with all this obsolescent equipment and gear.

>> No.6286395
File: 18 KB, 240x240, good boy .gif [View same] [iqdb] [saucenao] [google] [report]

i overdosed on the TEXTURES editor

>> No.6286410

Unreal Evolution, by the creator of GMDX, has just released

>> No.6286445

A nudoom (eternal) map would be a quake map. that would be shit.

>> No.6286527

You're not planning on giving him rotations, are you?

>> No.6286528

Anyone got a link to Wolfenstein 3D and Spear of Destiny bundled with DOSbox like the GOG versions?

>> No.6286546

Can't afford Doom Eternal right now, but I got the re-release of Doom 64 and I'm playing through it and the Doom and Wolfenstein Java RPGs for the first time right now (Playing the RPGs on my phone with J2ME Loader) Both are quite based, so I'm having my own fun during this current Doom hype in the mainstream.

>> No.6286560
File: 1.75 MB, 1920x1080, crispE3.png [View same] [iqdb] [saucenao] [google] [report]

What music do you listen to when you get tired of Doom MIDIs?

I was fine with Eviternity's MIDIs until map19 started taking over an hour to complete. I recently discovered Master Boot Record:
> https://www.youtube.com/watch?v=ZzGVOjc3Dig

and I usually listen to Filmmaker when I am grinding Nightmare runs:
> https://www.youtube.com/watch?v=C9pk7bsfh58&list=UU5ZmfGdrVB1FZpBChWx61Hg&index=3

>> No.6286561

This probably gets asked a lot, but what's your favorite Quake source port? The OP suggests darkplaces but I am wondering how up to date that is.

>> No.6286562


>> No.6286564


>> No.6286569

Are there no links to Wolf 3D in the OP? Isn't it freeware nowadays?

>> No.6286578

Game soundtracks or whatever Winamp plays at random, ranging from Be'lakor to Lil Wayne to Sandu Ciorba. I've blasted demons to almost every major genre out there.

>> No.6286581

Speaking of, is fanmade GMDX10 good?

>> No.6286582

It's owned by Bethesda, why would it be freeware? I think they gave it away for free for a limited time once but otherwise they still sell it.

>> No.6286601

Well can anyone help an anon out with a link?

>> No.6286602

>Be'lakor to Lil Wayne to Sandu Ciorba
Gay, you either listen to the original music or remakes of it like Andrew Hulshults stuff or early black metal like Immortal, Emperor, Mayhem and Burzum. Black metal made in a similar style is acceptable.

>> No.6286607

just get this


download as zip and load it with gzdoom

>> No.6286618
File: 657 KB, 1656x1684, FUCK1.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to do a texture replacement mod (ASCII Doom), I replaced every possessed soldier texture with a picture of a U, yet in game the texture only shows up for a few of it's frames (The Cacodemon works perfectly). WTF am I doing wrong

Also yes my idea is shit but I wanna do it

>> No.6286624

I actually do have a couple of Andrew Hulshult's remakes in the playlist, and they play occasionally.

>> No.6286646

>The OP suggests darkplaces
Where the fuck does it do that? Last I checked it SPECIFICALLY RECOMMENDED AGAINST IT.

>> No.6286652

That's a Doom TC

>> No.6286664

Did you even read the OP?
>Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)

>> No.6286665

That was a good ass set of maps. What makes you go back to them?

>> No.6286668

Quakespasm is my choice, though you gotta make sure to tweak the options to get it just right, turning off the blurfilters and stuff. Only drawback is that a lot of stuff isn't ready to set up in the options menu, you gotta edit the config file.

If you want to, I can upload my config file, and you can just put that in your id1 folder (and copy it to the folder of whatever expansion/mapset you might play). It's set up to play the demo loops too.

>> No.6286669

People have this weird belief that hard sci-fi is the only type of sci-fi that exists.

>> No.6286673

Not that anon, but do so please. I want to see how other anons play their Quake.

>> No.6286676

Or maybe wait a bit until the next thread comes in, this one's about to pop.

>> No.6286691

In there

>> No.6286698

Whoever wrote that is retarded. Use the Quake pastebin a few lines down instead.

>> No.6286702

>Q - I wanna play the good ol' QUAKE! How do I do that?
>A - Well, you have several options here as well.
>1. For Singleplayer, use Darkplaces
Wait what the fuck? How did that end up there?

>> No.6286712

Better follow this one:

>> No.6286730

I want to play your shitty idea

>> No.6286739

>SNES pack as well.
so... doomguy pack but with fart sounds?

>> No.6286742

>so... doomguy pack but with fart sounds?
that's the 32x doom

>> No.6286758

What's the glitch?

>> No.6286765

You can carefully grab the mega health without falling into the pit. It breaks the scripting on the map and you can grab the red and blue keys no problem.
You can still do it in the remaster, but it's much more finicky because they pushed the item back a tiny bit.

>> No.6286769

New thread

>> No.6286770

I'll just repost it in the next thread too in case you miss it.
Save as config.cfg

I play with a gamepad in my left hand, to combine analog stick movement with mouse freelook, so I don't think I have WASD bound here, but that's one of those things you can easily just set up in the options menu.

>> No.6286882

Nice fucking find man, I'm firing this up.

>> No.6287078

Nah, even I have limits.

You need to set the Sprite namespace for them down there at the bottom.

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