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6286767 No.6286767 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6280145

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.6286771

Doomguy is a pretty cool guy.

>> No.6286772

=== NEWS ===

[3-24] Unreal Evolution, by the creator of GMDX, has just released:

[3-23] SiN remake in the works by 3DRealms and Nightdive:

[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

=== PREVIOUS ===



>> No.6286774

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.6286797
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.6286801

Kaiser explains the differences between Doom 64 EX 2.5 and the official NightDive/Bethesda release:

>> No.6286805

>I replaced every possessed soldier texture with a picture of a U
But why.

>> No.6286807

Coolguy is a pretty doom guy.

>> No.6286809

Any mods with an enemy that can heal itself by harvesting the player's health or heal nearby enemies?
I think Champions has at least one of this.
I was also thinking of mods with enemies that empower nearby enemies, probably in the mod above too.
Was thinking about the Buff Totems in Eternal and if anyone were to put them in a mod, since i can see MetaDoom making it a "level only" object.

>> No.6286817


>> No.6286820

Newbie here, been doing the UV pistol start run no savescum for Doom but Doom 2 is fucking relentless. Just finished The Pit with it's 200+ monsters, including pain elementals. Now the Refueling Base is even worse. Are the other 22 levels like this?

>> No.6286823

are pretty fun.

>> No.6286827

(Idea is humans in Dwarf Fortress are represented by U's, was using that concept)

>> No.6286828

combined with fast monsters breathe new life into the original Doom episodes.

>> No.6286830

Do you like pencil-thin bridges?

>> No.6286835
File: 234 KB, 1024x576, Screenshot_Doom_20200321_000515.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6286838

> rattle YE bones!

>> No.6286840
File: 16 KB, 189x397, candelabra_sprite650.jpg [View same] [iqdb] [saucenao] [google] [report]

Oopsie. Sorry about that Archvile explosion, bro.

>> No.6286841

eh kills domens and doesnt afraid of anything

>> No.6286861

I assume I need to learn to draw normally first in order to make good textures for Doom and Quake right?

>> No.6286878

Are there any wads made specifically for speedrunning in mind? I tried to do it on doom 2 but i suck ass

>> No.6286881

>Cyberdemon Mk II bouncing bomb
What was Yholl thinkiiiiiiing

>> No.6286886

the answer is pain

>> No.6286897

Yholl enjoys making monsters that're fucking evil.

>> No.6286920

Speedrunning is a matter of a lot of practice, one of the things you'll need besides just great familiarity with the maps in question, is to also just be skilled at the game.

Don't bother trying to beat world records as you start out, talented people have been whittling those times downs for decades. First you need to get a mind for planning out routes in maps (which means you need to play the maps, multiple times), to figure out what's the fastest methods, and also if there's any shortcuts or exploits you can put to use.

Second, you just need to be good, you need to know exactly how the monsters behave and how to best fight them in various situations, you need to know the weapons and items intimately and how to best use them. I suggest playing Plutonia on Hurt Me Plenty to get used to the levels and learn them, then give it a second go on Ultra-Violence to get a substantial challenge.
Clearing that, Doom and Doom 2 should feel pretty easy to you, and then you should be able to do runs on them. Again, don't bother with seeking out world records just yet, first of you should try to just beat the PAR times of each map, which you should probably be able to do just fine. After beating the PAR times, then you start dissecting the levels in your head and plan out how to do the level as fast as you can.

Then comes the repetition, you're going to have to practice speedrunning the maps over and over until you get better. Also Doom's RNG is fickle, so sometimes things won't pan out 100% like you planned, on odd occasion, this can actually be in your favor, but usually it's not, and it takes away time, maybe even ruining the run. You're going to be looking at besting your own best times over and over.

>> No.6286932
File: 266 KB, 1280x1024, Screenshot_Doom_20200324_221921.png [View same] [iqdb] [saucenao] [google] [report]

Hi anons. I made a map that uses a lowering floor level to change the way it plays depending on which route you choose to take first. Maybe you'd like to play it.

It's map 05 in this set: https://www.doomworld.com/forum/topic/97994-fresh-meat-wip-maps01-05-updated-24032020/

>> No.6286936

Funny I've played doom 1 and 2 countless time but I've never touched plutonia or TNT. Are those supposed to be the hardest ones in vanilla?

>> No.6286937


Only Plutonia, TNT is mostly boring

>> No.6286948

It kinda depends, safest bet for someone who can't draw so good is photo based textures. You just need to blend the tiling as best as you can.

>> No.6286951

The main issue for me is diving through the sheer number of monsters in one room, I can figure out how to fit through cracks with enough tries along with getting the feel of the fastest route, I guess the hardest part is when you have to bust through 50 shotgun guys with only a pistol left after barely scraping up 8 shells, i guess thats what i get for trying to emulate perfect UV runs like you mentioned, but regardless I will give plutonia a try then

>> No.6286953
File: 6 KB, 199x181, 1523576366255.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6286956

TNT is somewhat harder than Doom 2, Plutonia is much harder. Give them a try.

That's subjective, but I can see at least partially why one would think that. There's a lot of good and fun levels in TNT, but then there's some not so good ones and even some fucking bad ones.
Some maps are also fucking big, I personally enjoy that for the exploration and atmosphere, but I can also see why someone would find them tedious and long winding, some of the big maps have some bad sections too, where the map would have been better if they were deleted or overhauled.

>> No.6286960

There's parts of Doom speedrunning where you may have to fight, in which case putting in a small detour to grab some supplies is necessary for your route.

Speed is all well and good, but sometimes you need to remove obstacles.

>> No.6286963
File: 52 KB, 197x190, 8c347e5b9f49c52ed7598694af47d4c2dabb5ef6.png [View same] [iqdb] [saucenao] [google] [report]

Mr Friendly got an update

>> No.6286969
File: 3.51 MB, 1920x1080, Screenshot_Doom_20200324_223304.png [View same] [iqdb] [saucenao] [google] [report]

I would advise against playing any WADs doing UV pistol starts as your first play-through. Usually you want to crank up the difficulty once you find a map or set of maps that you really like and want to grind it. In my experience it's best to blast through maps on Hurt Me Plenty for your first play-through, so that you don't get bored and frustrated replaying something you don't like.

If you ever get bored, try Eviternity. It's sup I'm blasting through it on Hurt Me Plenty using plenty of saves, because virtually everything you do triggers a trap - sometimes you trigger a trap and try to run away and run into another trap. Pic related, it's the end of episode 3 on HMP

Or if you're hell-bent on doing UV pistol starts I recommend Scythe. It's known for having short and sweet maps. Don't be fooled by the first map, the difficulty keeps ramping up. It has three episodes and you might wanna turn down the difficulty to HMP on the third episode, the map author himself recommends it

>> No.6286970
File: 868 KB, 1920x1080, Screenshot_Heretic_20180625_122808.png [View same] [iqdb] [saucenao] [google] [report]

Exclusive Sneak Preview of "Alabama Smith and the Unfinished Gameplay Mod", which is a weapon/item replacement mod for Heretic. I am planning to finish one more gun and then shove it out the door (you can see unfinished version by giving/summoning "elephantgun").

>> No.6286972

Whoops, forgot link

>> No.6286975
File: 129 KB, 1920x1080, Screenshot_Doom_20200324_195523.png [View same] [iqdb] [saucenao] [google] [report]

woops, meant to type It's super comfy.

Not all maps are this long, this is an outlier

>> No.6287009

Just finished Hexen for the first time and I have to say it is a decisive game. I find the class based gameplay to be an interesting take on the Doom formula but the game has too many issues that keep me from wanting to replay it. What I would change is open up the levels some and add a few more enemies.

>> No.6287031


For GZDoom only:
IDKFAv2 (Doom 1's original music, performed by Andrew Hulshult)
> https://www.youtube.com/watch?v=AGK1dr-Ql0w

Doom Metal Vol 5 (music for Doom 1 and Doom 2 and TNT)
> https://www.moddb.com/mods/brutal-doom/downloads/doom-metal-soundtrack-mod-volume-5

For Crispy Doom and GZDoom:
Roland SC-55 Music Packs (all the original Doom 1, Doom 2, and Final Doom music recorded in lossless audio coded on an actual Roland synthesizer, like the one Bobby Prince used to compose the music. Download the boosted FLAC versions)
> http://sc55.duke4.net/games.php#doom
To use in GZDoom, load it like you would any other mod.
To use in Crispy Doom, unzip the files in your music-packs folder. Put the files directly in that folder. To find the music-packs folder, type %appdata% in your start menu and open the crispy-doom folder.

For GZDoom only:
Now That's What I Call MIDI (800 metal and other popular songs converted into MIDI format; you will be surprised what you hear on here!)
> https://forum.zdoom.org/viewtopic.php?f=46&t=54096
To use this to its fullest potential, I recommend you download a MIDI player called VirtualMIDISynth, and download the Airfont 380 soundfont to play the MIDIs through, it'll sound surprisingly like good metal. Sometimes the MIDIs can lead you to wan to listen to the original of songs you recognize

>> No.6287043
File: 26 KB, 312x750, 1584987328965.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6287071

>Doom Metal Vol 5

>> No.6287079
File: 74 KB, 916x692, huh.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6287097

Too bad SiN: Gold's update removed the 3D audio A3D and EAX support, they could've re-implemented it with something like OpenAL.
I really love using stuff like that and HRTF sounds great on my IEM earbuds or with 7.1 surround on my home cinema setup.
I just hope someone makes a Windows Spatial Sound implementation for OpenAL so these old EAX games can play in Dolby Atmos using ALchemy.

>> No.6287108

>use chainsaw in Eternal's Doom ports
>the sound effect piles up to infinity creating an ear rape symphony of chainsaw
>use super shotgun
>it makes door noises

>> No.6287110

That's the BFG edition for you.

>> No.6287112

Its kinda crazy how sound quality suddenly became a forgotten art over the years with all these modern re-releases stripping out all the audio.

>> No.6287119

speaking of music

to this day i don't know what the hell is the method used to get the music sounding like this
is it just a really good soundfont? where can i get it?

>> No.6287125

Though there are some exceptions like REmake 2, FFXV and Overwatch having Dolby Atmos, which sounds great.
And good sound quality seems to be coming back since Sony is hyping up 3D Audio for the PS5 and Microsoft has Spatial Audio.
I just want a way for Windows Spatial Sound (Dolby Atmos, DTS:X) on A3D, EAX, OpenAL and X3DAudio games.

>> No.6287129
File: 51 KB, 843x846, ERT68cmXsAA7VsN.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom Metal Vol 5 (music for Doom 1 and Doom 2 and TNT)
>TNT Music can only be played ingame if loaded with Brutal Doom v21 Gold and with the Map Enhancement System turned on.

>> No.6287132


>> No.6287134

Right? I'm playing BG2EE and they gutted out effects like echo in dungeons and shit. It's small, but it really does detract from the original atmosphere.

>> No.6287135


>> No.6287138

I imagine you could use dxr to simulate bounced sounds with great accuracy...

>> No.6287145

heavy reverb and sped up tempo. i dunno how to get the reverb THAT high but it sounds good. nor do i know how to speed up the tempo. probably an actual synthesizer

that sounds like the original SC-55 soundfont but with different percussion, maybe bass too

>> No.6287150 [DELETED] 

Wow... So this is the power of NuDoom...

>> No.6287154
File: 200 KB, 1400x788, doom64.jpg [View same] [iqdb] [saucenao] [google] [report]

Which is the better way to play Doom 64? N64 emulator using an XBox controller or the Steam version?

>> No.6287159

One of the Plutonia creators literally tells you to play on an easier difficulty if you think Plutonia is too hard

>> No.6287164

Steam version.
Don't emulate.
If you're dead set on playing the original N64 version, get an N64 and play with that controller.

>> No.6287171


>> No.6287181

Blame TEAM TNT for not changing track names on that that lazy PWAD that should have never been sold commercially.

>> No.6287202

Hissy > Daisy

>> No.6287208
File: 1.49 MB, 1885x1826, get doom motherfucker.jpg [View same] [iqdb] [saucenao] [google] [report]

Cacodemons are for bully. Dumb fucking tomatoes.

>> No.6287213

Will do, thanks Anon.

>> No.6287218

Which Blood source port should I use?

>> No.6287219

you might like Towers Of Chaos

>> No.6287225

Go for either BloodGDX or NBlood. Stay far away from Fresh Supply.
I swear, this question gets asked so much I wonder if it's a troll

>> No.6287226

What about Raze?

>> No.6287228

Oh, by the way, it is asked so much because it is not fucking covered anywhere in OP.

>> No.6287231

Raze still seems to be a work in progress, but it should be fine for playing Blood.

>> No.6287247


>> No.6287254

Doom64EX. It has texture filter options so you can get rid of the god forsaken linear filtering and use nearest instead. Plus, if I can remember correctly, you can look up and down

>> No.6287265

>if you don't wash your hands, I'm gonna wash mine... IN YOUR BLOOD
Wouldn't it make you more susceptible to infection?

>> No.6287270

It's okay, he's wearing his special boots.

>> No.6287271

Just finished playing all 5 episodes of doom with pistol start on UV. Never done pistol start before and it was certainly a totally different experience. I had a blast. Should I move on to plutionia and TNT or maybe try pistol start on doom 2 now?

>> No.6287280

Doom 2 seems to be the next logical step.

>> No.6287282

Looks like this isn't Boom compatible, which is a bummer. Do you want a demo in the latest GZ?

>> No.6287284

Final Doom is called "Final Doom" for a reason.

>> No.6287295

It was developed as a pwad and using the default names is the only way it works, it's the same with Plutonia. If anyone was going to change the name of the internal files for the Doom95 executable, it would have been them, but why would they go through the effort when it already works?

>> No.6287302
File: 36 KB, 642x507, interface.png [View same] [iqdb] [saucenao] [google] [report]

This interface for Memento Mori 2's info is adorable

>> No.6287304
File: 512 KB, 1366x768, 1574154237598.png [View same] [iqdb] [saucenao] [google] [report]

this is bullshit

>> No.6287309

Should I upload my first wad to Doomworld and if so at what point? Should I make several maps or just one should be fine?

>> No.6287312


Yes please, that'd be amazing. It's hard to act as both designer and playtester, so any feedback would be great.

>> No.6287314

Definitely upload the first. The early feedback is valuable, and helps you spot errors and avoid repeating mistakes.

>> No.6287372
File: 287 KB, 720x540, ChocE1.png [View same] [iqdb] [saucenao] [google] [report]

I'd say go for some custom maps. I've never been a fan of D2 or Final Doom, and I wouldn't want you to get burned out playing maps you don't like. If you're determined to keep trying out pistol-start UV, go for Scythe next. It has 3 episodes - switch to Hurt Me Plenty on the final episode, like the map author suggests, especially if you're doing pistol starts.

If you wanna try something different, try beating the first three episodes on Nightmare! You have to run through the maps because monsters respawn randomly. I made some walk-throughs
>E1 https://youtu.be/uRxzotZE738
>E2 https://youtu.be/TyCJPTKvGsk
>E3 https://youtu.be/dTonXLJ9UXE

>> No.6287374
File: 3.39 MB, 1920x1080, Screenshot_Doom_20200324_223316.png [View same] [iqdb] [saucenao] [google] [report]

Try Eviternity, it is stunning

>> No.6287375

>If you wanna try something different, try beating the first three episodes on Nightmare! You have to run through the maps because monsters respawn randomly. I made some walk-throughs
If that proves to be too punishing, doing a run with the fast monsters parameter on is also an option.

>> No.6287376

why would they go through the effort when it already works?

By that logic id could had used ExMx map format for Doom 2. It would have worked perfectly.
Stop trying to justify Team TNT's laziness.
Final Doom sucks, there is no rational way to defend it.

>> No.6287389

what is the default behaviour of vanilla doom when picking up new weapons? switch on pickup or no switch.

>> No.6287412

Switch on pickup.

>> No.6287432

So I haven't actually used a GZDoom version newer then about 3.5.x or so and I've noticed now that current GZDoom is no longer potato friendly at all. I'm guessing I gotta use this LZDoom if I want some kind of smooth gameplay on a potato PC then right?

>> No.6287449
File: 5 KB, 210x88, file.png [View same] [iqdb] [saucenao] [google] [report]

I decided to updated the rocket sprite
Now it has a shine also, but i am keeping the old one for those who want to use that!

>> No.6287451

In case you ran into a performance issue after a Windows 10 upgrade like me, make sure your drivers are up to date as the default drivers that it may reset to (in my case for integrated Intel graphics) often have bugs in relationship to OpenGL. (It may also affect software rendering as current versions of GZDoom still use OpenGL for accelerated 2D drawing.)
Otherwise, LZDoom is in fact more suited to slower computers. If you don't want to run mods that depend on ZDoom features, a simpler source port like PrBoom+ is also an option.

>> No.6287454

Youve set the type as "graphic" - look in the list on the left. You need to set it as Sprite. There's a field at the bottom. Dont forget offsets either!

>> No.6287460

When I mean potato I mean potato, like my OpenGL driver only goes up to 2.x.
Also I tried the OpenGL mode in LZDoom and a bunch of the textures are just white for some reason, so I guess I'm either sticking with my older GZDoom versions that still work fine or software mode in LZDoom.

>> No.6287481 [DELETED] 
File: 32 KB, 526x370, ik4d2mpi1fo41.jpg [View same] [iqdb] [saucenao] [google] [report]

Can you believe it? I just got a two-day ban for posting this gem. Boy, our jannie sure is dum-dum, he still believes in bans.

>> No.6287519

So I've beaten mostly all the "main" official Doom games which I guess makes me a hardcore FPS player, but I am curious: have anybody ever beaten any of the official Doom games on Ultra-Violent? Or is it just a joke difficulty?

>> No.6287523

>We can finally have the one true DoomRL experience

make it compatible with DoomRLA pretty please

>> No.6287528

technically you should feel bad since insulting you for playing on easy is a feature of classic FPS games

however there is no shame on playing on HMP because jesus Sunlust is balls to the wall cbt

>> No.6287541
File: 2.80 MB, 540x270, 1583081890677.gif [View same] [iqdb] [saucenao] [google] [report]

how do i nick the summoner from D4Vanilla? I want to make a monster replacer and thieve a couple of nice monsters from various wads i like.

>> No.6287543
File: 7 KB, 239x87, file.png [View same] [iqdb] [saucenao] [google] [report]

Updated it again, this time i added the batteries, and as a bonus...

>> No.6287546
File: 5 KB, 32x36, bigBattery.gif [View same] [iqdb] [saucenao] [google] [report]

Here is an animated version!

>> No.6287552


Doesn't surprise me consider how much butthurt is had whenever you point out that delusionary frivolousness of the elitist hivemind of "The One True Way to Play Doom" vs playing what you find fun

>> No.6287553
File: 15 KB, 347x106, 1357484008407.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6287564


>> No.6287581
File: 596 KB, 1520x825, Screenshot_Doom_20200325_191214.png [View same] [iqdb] [saucenao] [google] [report]

Decided to bite the bullet and post my WAD without fifth map. I still need to solve the mystery of PNAMES lump.

>> No.6287658

Did you place all your sprites between S_START and S_END lumps?

>> No.6287661

Try Doom64EX

>> No.6287719
File: 473 KB, 1920x1080, Screenshot_Doom_20200325_224722.png [View same] [iqdb] [saucenao] [google] [report]


cool maps, map02 was my favorite, look forward for map05. I dislike your fireblu taste crate colors

also fix

>> No.6287725

Some have claimed to do so but they soon disappear when you ask for proof.

>> No.6287730

Is this a joke post?
Ultimate Doom (including episode 4) and Doom II are perfectly finishable on UV
You're probably thinking of Nightmare! difficulty

>> No.6287750
File: 181 KB, 769x620, Безымянный.png [View same] [iqdb] [saucenao] [google] [report]

Done. Also fixed some door side textures while I were at it. Fireblu crates are plot-important and therefore they will stay.

>> No.6287769

> played NRFT long time ago
> forgot where I was and don't wanna replay levels I finished
> IDCLEV but eventually it just puts me in Doom 2 city levels
So... what the fuck is going on?

>> No.6287774

NRFT is only nine levels, if I remember right. And since you're on Doom2 iwad, IDCLEV just takes you to the corresponding maps.

>> No.6287779

I see. How do I choose a level WITHIN NRFT?

>> No.6287782

out of those two steam is better

>> No.6287824

pick a map between and including 1 and 9

>> No.6287835

It still begins a Doom II level

>> No.6287836

Somebody recommended some port of Blood for authentic experience in the previous thread. Could you remind me what was it called?

>> No.6287839

It's amazing how he's still got it. His voice is still good. Randy is a damn villain for not doing something with Duke. Then again I don't trust that guy to produce anything good these days. Damn shame.

>> No.6287848

Then it's simple. You're doing it wrong.

>> No.6287850

If you're using gzdoom, try putting
>map level01
in console. My copy of nerve.wad has NRFTL maps as level01-09 instead of map01-09 for some reason.

>> No.6287852
File: 299 KB, 649x577, silly cunt.png [View same] [iqdb] [saucenao] [google] [report]

Anyone got a hold of the Lost Levels that's compatible with Doom 64 EX yet? There's nothing in the OP links at the moment.

>> No.6287853

It did that on the 360 port as well.

>> No.6287862

>You should have been self isolating from birth

>> No.6287923

I second all of this.

Eviternity is one of the best doom wads ever made imho.

Did you like the 2 secret maps, anon? I finished the second one and then set eviternity down. They were very impressive. Ill probably go back to it soon.

>> No.6287985

Sweet, it works. I tried using the patch from Doomed SDA but it didn't work
> http://doomedsda.us/wad1331.html

>> No.6287986

So engines that use sectors are easier to make maps for, even the ones that can do stuff like room over room?

>> No.6287995

No, true 3D engines are easier. At least old ones before things got too complicated.

>> No.6288008

Does Doom 64 have room over room functionality or is it using stuff like portals to mimic it? I noticed in the first secret level there's a bridge that goes over a hallway and it looks like real room over room especially with the map open.

>> No.6288015


>> No.6288021


I thought Quake didn't get many maps made for it because even with TrenchBroom, maps are so much more complex and time consuming to make by nature?

>> No.6288024

Currently the map is not fun. Even on Hurt Me Plenty I just get lost and run out of rad-suit and get worn down by all of the hit-scanners.

If you want all the health kits all grouped together in one place, then reduce the number of hit-scanners. Otherwise introduce a lot more health pick-ups. Add health and armor bonuses to mark the intended path, or to at least let the player know where they've been

>> No.6288095

Weapon update recommendations for D1/D2:

Pistol updated with silencer (no monster alarm) then to sniper gun (ultra precise shooting with 2x ammo but 3x damage, same rate)

New grenade launcher with bouncing grenades (rocket launcher ammo)

Monster catches fire from chaingun.

>> No.6288117

you could just... look at the old thread in the archive.

>> No.6288130

No. That's the port they tucked into Doom Eternal, probably with minimal testing.

>> No.6288142

They should have, Doom 2 would have benefited from episodic division, it would probably have paced better.
Also fuck you, kid, Final Doom is great, maybe you don't like TNT but Plutonia is objectively excellent.

>> No.6288149

Very nice. You should make brightmaps for the cell pickups.

>> No.6288165

>Plutonia is objectively excellent.
MAP11 RUINS IT. It is overrated garbage and TNT is underrated gold.

>> No.6288176
File: 5 KB, 245x280, 1580876039780.jpg [View same] [iqdb] [saucenao] [google] [report]

Map 11 is FLAWLESS!
(TNT is underrated tho)

>> No.6288206

>Stay far away from Fresh Supply.

>> No.6288207

I haven't mapped for Quake but I used to map for HL, it's literally retard-proof. Just plop in basic shapes, texture them, and hit compile. Compare that to the teleporting bullshit you need to do in Doom just to simulate room over room. Quake doesn't get maps because it's just not that great as a game, also maps are first and foremost architectural porn so they've got a lot more detailing in them.

>> No.6288208

2d engines are way easier to map for. It's the difference between drawing on grid paper and building with legos. Just look how many Doom maps there are compared to Quake.
And if Build had a modernized editor there would probably be a similar amount.
I dont remember the exact technology, but its just a rendering hack that makes the ceiling texture stop at a certain point, making it appear like there's space above it.

>> No.6288221
File: 67 KB, 800x600, doomG.jpg [View same] [iqdb] [saucenao] [google] [report]

Recently I realized I find FPS games more enjoyable when played without a crosshair. In a way, the crosshair intrudes on the sense of being "in the game" and the immersion, in true meaning of that word. The omnipresent floating image stands in-between as a reminder of playing a game which creates this sort of a disconnect.
I also found that its absence has minimal impact on my aim, since all you have to do is learn to shoot at the center of your screen. No need for a dot or a circle to remind me of that. Though I must admit there's some sense of satisfaction that comes from nailing a shot without a visual helper.

I'm not trying to look down on people or present myself as superior for not using this feature, just felt like typing it out and asking if someone else feels in similar way?

>> No.6288224

I always wondered what that toy was. Also what they used for the BFG.

>> No.6288227


because it's using a different engine that they throw Blood assets and stuff into and not the Blood engine, BloodGDX and nBlood are built off the original source code and run exactly like the original game, only difference being BloodGDX uses Java and nBlood uses C or C++ so it's not running it in a java virtual machine, personally, I think nBlood has made BloodGDX obsolete, but there might still be reasons to use BloodGDX, if you're unsure just go with nBlood desu

>> No.6288229

Having extra immersion is pointless for most old shooters. It just comes down to personal preference.

>> No.6288230

yeah i've started doing this for most games after I tried it with stalker and enjoyed it
It's more difficult for games without ADS for me though so I still go with crosshairs for stuff like arena shooters

>> No.6288231

Here's a couple runs in UV, haven't beaten it yet. Ended up in a position on my second run where I had no idea where to go and had no radsuits.


The idea is cute, but there are moments where progression is unclear - other than the end, there's a point close to where I died where I jumped into a pit to raise the nukage twice, but didn't realize that there were two buttons because the other one was hidden in a hole that the player runs past when they jump into that pit. I can tell you that I would never have guessed that I was in control of how the map was developing if you hadn't told me beforehand, which makes me wonder if the effort was worth it to have such a modular level. Combat itself is alright - the chainsaw does a lot for the close quarters clumps. I am very reticent to engage in any fighting while in the nukage even if I know there are multiple radsuits clumped together because I have no idea how long I'll be running around in nukage, making me worried that I'll somehow run out of suits. The secret for the invuln was cute, though I'm not really sure what good the invuln is because the level's design makes it seem more like a radsuit with less time. A soulsphere may be a better reward given how spaced out health is in the map. I'll give it another go in a little while.

>> No.6288235

I'll demo this in a little while.

>> No.6288237

There's only a couple ports: GDX and NBlood. GDX is probably what they're talking about because it's demo compatible.

>> No.6288242

Microsoft are cunts for killing hardware accelerated audio but if Creative hadn't sued all of their competitors to death perhaps this 15 year drought of real time audio technology wouldn't have happened.
Literally the only place where good 3D audio processing is happening is VR. I suppose that's something we can thank Carmack for.

>> No.6288276

> After all these YEARS there is STILL no Mega Man 8-Bit DeathMatch in OP pic in "total conversions" OR "historical shit"
How crazy is that? I mean if there's ONE total conversion worth mentioning SURELY it would be MM8BDM.

It's a super fun game that could really help the spread that mention in OP pic could provide.

>> No.6288291


>> No.6288293

> nBlood
Alright so I downloaded this motherfucker. Now it asks me a bunch of game files I guess. WHERE THE FUCK DO I GET THEM? Can't find it on the internet.

>> No.6288302

Do you have Blood?

>> No.6288304

You mean you cant find a pirated copy of Blood anywhere on the internet? Is that what youre fucking saying? Its nowhere to be found?
God damn how are people so incapable of simple installations like this.

>> No.6288309

It's also harder to make more custom things for it. In Doom, to make a new enemy, you just need to do know how to do pixel art, even if behaviors are the same.

>> No.6288310

I know how to install it alright, I can't find THE DAMN COPY! I am downloading some zip at the moment but who knows man. Probably some switch and bait shit.

>> No.6288323

/v/-tards can't read, they only do what they're told, or not told, depending on the current zeitgeist.
the OP will always be useless and unnecessary.

>> No.6288352

Okay I fucking give up. Shit doesn't contain what the nBlood wants from me. Jesus I hate this software shit...

>> No.6288376

lol christ man just torrent it. took me about 5 minutes to download it, unzip it, unzip nblood and begin playing

>> No.6288378
File: 142 KB, 820x627, 1578095538904.jpg [View same] [iqdb] [saucenao] [google] [report]

Very good point. I always did that with Chocolate Doom (it has no crosshair) and Crispy Doom (it's crosshairs are hideous) but I never thought to do that with the GZDoom crosshairs - I guess I got distracted by how customizeable they look and how good they look, but I never stopped to think if I should even be using them. I'm in the middle of an Eviternity playthrough so I will try it now

>> No.6288389
File: 106 KB, 623x960, 1585157605744.jpg [View same] [iqdb] [saucenao] [google] [report]

>576 mb
What am I in for?

>> No.6288397

Next time the picture gets updated I would suggest to whoever is making it to add MM8BDM.

>> No.6288405

Thank you. From the whole community.
Although honestly it's enough reason to update it as is.

>> No.6288407
File: 75 KB, 835x470, buildgdx.png [View same] [iqdb] [saucenao] [google] [report]

>BloodGDX obsolete
What makes nBlood better? I never tried it but then again I found the hit-scanners in Blood pretty obnoxious so I've been doing other playthroughs. In the links in the OP there's more stuff than you can play in years if you include custom Doom maps so I tried other games.

The Build GDX program is bretty cool desu, you can run a few different games on it, pic related. I only use it for Blood and douk, though desu I use EDuke32 more because it can run this digital music pack:
> http://sc55.duke4.net/games.php

There is a charm, though, of playing it closer to the original like, like this old video of a good run, performed in DOSBox,
and BuildGDX does look more "authentic" than EDuke32, but again, it can't play the amazing music packs.

The dev is working on making it be able to run Shadow Warrior, which I'm pretty excited about. I imagine it will be much better than the Classic Redux port

>> No.6288413

Well it's not on piratebay so... Could you provide a link?

>> No.6288414

Make a copy-pasta and post it once in every one of these threads

>> No.6288419

Is jumping and crouching disabled on SIGIL?

>> No.6288423

Look for Blood in one of these links in the OP
> Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
I think the one you want is One Unit Whole Blood (has all the official expansions)

>> No.6288426

So is their a list of /vr/ approved boomer shooters. I know ion Fury is in the mega but I want to try a few others

>> No.6288427
File: 12 KB, 599x470, mad duck.png [View same] [iqdb] [saucenao] [google] [report]

>Me, a demon, just chilling in a corner
>I can hear Doomguy killing all of my friends
>Things quiet down, I let out a sign of relief as he's aparently nearing the exit
>Apparently, he hears me and my faint demon snarl from across the map
>I hear a shotgun being cocked, heavy breathing, and heavy foosteps approaching

Bros... Not like this...

>> No.6288428

No, but it's intended to be played without either.

>> No.6288429
File: 69 KB, 903x508, read.jpg [View same] [iqdb] [saucenao] [google] [report]

Literally read the OP post, you know, the one with the massive attention-grabbing wall of text

>> No.6288432

Yes. It shouldn't matter anyway since you can enable\disable it in your port

>> No.6288434

piratebay has been dead for a decade
what you can see now is a rotten cadaver dressed up to show to the crowd

>> No.6288435


SIGIL isn't a game, it's a levelpack, you load it into a doom engine, most doom engines have crouching and jumping disabled by default

>> No.6288439

bunch of music in WAV format i presume

others are on the mega too

>> No.6288442

Sorry I meant newer ones. I know dusk and ion are there I just want to know some others to try and support

>> No.6288445


I was just wondering since Im using gzdoom and jumping works on base doom 1 and 2 but not here. Was wondering if anything went wrong but I guess it's normal. I dont use it unless Im playing with mods anyway.

>> No.6288448

General rule of thumb is if you're playing Doom, keep your finger off the jump key. Though there's a few .wads that actually require it, if it's needed it'll be mentioned in the readme.txt that comes with it usually

>> No.6288451

Okay so I installed the thing, then launched it and it just works. So how is nBlood better than this DOS thing in One Unit Whole Blood zip anyway?

>> No.6288453


I'm gonna give you a suggestion, and people may not agree with me, but here's my suggestion

If it doesn't need ZDoom, use Crispy Doom, if it needs Boom compatibility, use Doom Retro, only if you really want to fiddle around with visuals and play in 4k and other stuff should you use ZDoom, or if you're playing ZDoom mods of course, just install Crispy Doom and play it with that

>> No.6288454

For zdoom, wads can disable crouching/jumping if theyre not balanced for it. Sounds like thats what sigil did. You can reenable it in gameplay options if you really want though.
I mean, compare them and see. Better resolution, widescreen, better mouselook, better framerates, everything.

>> No.6288457


It runs natively on Windows so you're not using DOSBox, which has numerous benefits, including performance, but also you can set the game to whatever resolution you want and use multiple renderers, so you can use hardware acceleration OpenGL and stuff

Open nBlood, set it to your native resolution, go into the brightness settings, take the brightness down one step and move the gamma up one step (same thing you should do with Quake) and like the other anon says, better mouselook too

>> No.6288458

> mouselook
Fuck that. Defeats the entire point of authenticity.

>> No.6288462


You use mouselook in Build engine games dude, the only problem is the mouselook in Build sucks, the game can't move the mouse diagonally, only one step horizontal, one step up, one step right, one step up, etc.

>> No.6288469

New maps have crouching enabled or disabled in the MAPINFO. Doom.wad came out before that was even a thing so it doesn't have it disabled, so you need to manually disable it

>> No.6288473

DOSBox has a game-breaking bug where if you play on the easiest difficulty setting and load a game, enemy damage is tripled, dealing more damage than in the hardest difficulty, and if you play on the hardest difficulty and load a game the damage is halved, matching the damage of easy IIRC. It won't affect you in the middle difficulty though. Mouse aim is also fucked in the DOS version

>> No.6288474

Cool. I think Ill try Scythe.

>> No.6288483 [DELETED] 

So, anyone have some news on any in-progress Doom Eternal mods?
I know it's pretty damn early on so at most we'd get unfinished weapons, but I'm still interested

>> No.6288496

Well I executed nBlood and when I look up or down the whole thing is fucking twisted and doesn't look normal. How do I fix that?

>> No.6288537
File: 954 KB, 900x582, DOOM-64-Logo-Gaming-Cypher.png [View same] [iqdb] [saucenao] [google] [report]


Here's DOOM64.WAD from the new re-release. I don't know if it can be ran with 64EX, the updated engine might have some changes which make it incompatible.
Whoever runs the MEGA folders can put this in there.
I didn't go through every single lump to see if there were any minute differences, but here's the obvious stuff I noticed:
>size is 14 MB as opposed to 8
>health packs and berserk have had their red crosses turned to blue, and the health pack is more black than brown now
>new levels
>demos that play when AFK at the main menu

>> No.6288573

Quakeheads help me out? Quakespasm, the nailguns nails don't align with the barrels at high FOVs. Darkplaces, the muzzleflash bounces back and forth between the barrels and it looks silly as sin. I'm looking to get into Arcane Dimensions but these are really deterring me.

>> No.6288575


Thanks for the feedback. Looks like I've got some tweaking to do.

>> No.6288579

Any way to get the weapons and gore from brutal doom without the difficulty "rebalancing"

>> No.6288584

Brutal Doom comes with a traditional mode.

>> No.6288603

Hey how to turn off retard perspective when looking down or up in nBlood?

>> No.6288606

Don't look up or down

>> No.6288608

There's the old bMouse fix or Build Mouse Fix v1.1 from [email protected] for that though...

>> No.6288610

purist? i cant use the new weapons there. As far as I understand he did a damage rebalance for the difficulty levels which is why he has easier versions of them as well. Just want the traditional difficulties with random damage.

>> No.6288617

The default mode in g/zdoom is to allow jumping unless the map or map pack contains a text file called "mapinfo" that specifies that jumping should not be allowed. Some mapsets in the boom format not primarily intended to be played with g/zdoom contain this (it won't interfere with any other engines that don't support mapinfo) to give a hint to users of those engines they're not supposed to be able to jump. It can be overridden if you want though.

>> No.6288627

opengl renderer

>> No.6288628

here's a fix for the nails
as for DP, I don't know, that thing is all sorts of fucked up

>> No.6288637


Wolfenstein 3D
Terminator: Future Shock
Duke Nukem 3D


No One Lives Forever
Aliens vs Predator
Deus Ex
Quake 2
System Shock 2

>> No.6288651

Unfortunately that didn't work. Thanks, though.

>> No.6288659

If you mean the world looks distorted when you look up or down, change the renderer to "Polymost" in the display setup.

>> No.6288668
File: 180 KB, 640x480, iu[1].png [View same] [iqdb] [saucenao] [google] [report]

The 64 chaingun feels very nice to shoot

>> No.6288674

I'm starting a DOOM 64 run (the steam release for Eternal), but Ive never played any of the classics past HMP. What can I expect? I wanna do Nightmare at some point, but I heard it was more of a meme difficulty than anything.

>> No.6288683

Nightmare is straight up unbeatable past level 2 I think. I've been playing Doom for 25 years now and to be honest I still can't beat first level on Ultra Violent. So yeah, HMP is not that bad.

>> No.6288719

That *is* the normal. What you want is the superior not-normal of true 3D

>> No.6288727

do i need to load both patches in brutal doom to get it up to date or running the last one is enough?

>> No.6288750

>I wanna do Nightmare at some point
Does Doom64 even have Nightmare? I have Doom64EX and it does
>I heard it was more of a meme difficulty than anything
It was originally intended as a joke because some players complained that UV was too easy; none of the levels were ever designed to be beaten in Nightmare but people have figured out how. I made some walk-throughs on how to beat the first three episodes on NM >>6287372

>I've been playing Doom for 25 years now and to be honest I still can't beat first level on Ultra Violent

>> No.6288756

Fuck I meant to say Doom64EX does NOT have Nightmare, meaning it doesn't have fast respawning monsters

>> No.6288769

OG Doom 64 does not have Nightmare.

>> No.6288792

It's not very traditional, to be honest. You can even still chuck grenades.

>> No.6288795

Darkplaces looks silly as sin in general.

>> No.6288798

Then don't use the grenades.

>> No.6288807
File: 1.26 MB, 1920x1080, darkplaces 2020-03-22 17-05-08-896.png [View same] [iqdb] [saucenao] [google] [report]

Bumping this again since >>6288628 didn't work. Or maybe I installed it incorrectly? I dropped both files into id1 and renamed pakx accordingly, but no dice.
I like it for Quake 1.5

>> No.6288816

>just don't use feature mod is balanced around
That has always been a pretty bad argument.

>> No.6288817

That nail fixer is probably made with Quakespasm in mind.

>> No.6288819

Add a trail of armor bonuses in the slime so the player will know where they've already been, and add health pick-ups on the dry ground for the same reason. The green glow of armor will match the slime nicely and the health will glow blue on the ground. Maybe make the armor bonuses in piles in the corners and the health pickups light up the intended path

>> No.6288823

>silly as sin
Petition for someone to make a Doom mod where all the monsters, textures, weapons and sounds are replaced with wacky and zany bullshit

>> No.6288824

Except all the Brutal monsters are piss easy even on UV with Purist weapons and you easily ignore by getting rid of the button it used for.

>> No.6288826

Playing Doom RPG I and II on my phone with a Java emulator and they're fucking awesome. What does /vr/ think of them? Is the stuff from Wolfenstein RPG one about the Harbinger of Doom canon?

I like how it adds to the world in believeable ways, even little things like the short 3D intro scene to Doom II RPG that shows a view from the cockpit of your dropship and you landing in a hangar on the base. It looks believeable for the Doom universe.

>> No.6288827

change your FOV back to normal if the nails are only messed up with it turned up

>> No.6288830

I wish Quake III had a story campaign or even if there was a mod that added one.

>> No.6288831

also replace the rocket ammo secret in the start with a bezerk, bezerk is actually better melee than chainsaw and you could maybe use it on the zombies lol

>> No.6288834
File: 1.61 MB, 1920x1080, quakespasm 2020-03-25 15-47-25-001.png [View same] [iqdb] [saucenao] [google] [report]

Nono I was definitely using Quakespasm.
Default fov in this screenshot. Origin of the nail is above and behind the barrel.

>> No.6288835

Touche. Headshots really trivialize a lot of encounters. Still, never been a fan of the "just don't use feature game comes with" argument.

>> No.6288838

Is there any mod or collection of mods that pretty up vanilla doom like Dead Marine? You know, more SFX for pickups and enemies, better feedback for the guns, no gameplay changes.

>> No.6288839

Just set up matches and make up a reason on why they're fighting.

>> No.6288842

Lol yeah I have done that before when I played it when it came out in high school. I didn't have fast enough internet to play well online so I just player the tournament ladder single player mode it had alot, usually as Doomguy

>> No.6288845

The weird thing is when firing up Arcane Dimensions, this issue is nonexistent. Maybe I'll just use Darkplaces for Q1 and the mission packs and QS for AD. Gonna bump one more time later just to see.

>> No.6288847

I don't, but I could imagine how someone could feel that way.

>> No.6288854
File: 719 KB, 2931x1527, bfg creatoy.jpg [View same] [iqdb] [saucenao] [google] [report]

Creatoy Roargun, turned sideways, mirrored, and with the muzzle of the Plasma Rifle replacing the original barrels.

>> No.6288861

It does. You just need to beat Hectic for it to unlock.

>> No.6288867 [DELETED] 

have sex

>> No.6288874 [DELETED] 

How naughty.

>> No.6288878

Vanilla Smooth Weapons
Perk's Hi-Res SFX
Doom Minor Sprite Fixing Project (use the dehacked file as well)

Here's an example of them in action-
> https://youtu.be/TyCJPTKvGsk

Ah you're right! Ty anon

>> No.6288880

Any mod that restores the camo color of the original?

>> No.6288881

All that and no shell casings goddammit. Not the anon you were replying to btw.

>> No.6288893

In D4V why are all acid lava and lava acid?

>> No.6288905

Can someone advice me on how wide should be a door for a mancubus to be able to walk through reliably? Or any monster in relation to its size, for that matter.

Because they do seem to wander into walls too much.

>> No.6288907

is the comic still in doom 2 rpg or was it ever there?

>> No.6288914

was a thing in some 2016 levels where uac had lava and hell had acid
still weird
also weirder that the "portrait" stones textures are just random models of a baron instead of just his face

>> No.6288917


>> No.6288927

Just remove the flats from the wad file, all it does is confuse (since some wads may have damaging lava and safe acid).

>> No.6288928

Save Hex

>> No.6288929

The toy iD used had the desert tan color, the green camo pattern is a later iteration of it. If you wanted a camo pattern on the plasma rifle, you could try to make it yourself.

>> No.6288938

Appreciated, but it has no kickback for the heavy guns, no shell casings as pointed out by the other anon, no unique monster sounds from Doom64.

>> No.6288945

I extracted the new Doom 64 levels and put them in a .wad if anyone wants it. Will upload if there is interest. They seem to run fine in Doom 64 EX.

>> No.6288946

How do I do that?

>> No.6288953

> doom novel cover art stained glass window

>> No.6288982

Sure, why not.

>> No.6288990

Download a program called Slade to edit the .wad files. It's actually very intuitive to use, even if you have 0 programming/modding experience. Just look for the textures you don't want and delete them from d4v.wad. I would save your modified version as a different file in case you ever want the original file back

You said vanilla so I thought you said vanilla-compatible. For unique monster sounds use Sound Calking, only works in GZDoom. If you don't like the chaingun sound you can change it in Slade

>> No.6288998

>Did you like the 2 secret maps
I haven't played 'em, I probably totally missed 'em. I'm on my first blind playthrough. I'm on the firs heaven map. It's funny because just today I was thinking "You know, it'd be cool if there was a map with only rocket launcher ammo."

>> No.6289000


>> No.6289015

anyone tried this?

>> No.6289025

Weird! Im not sure what happened. I finished episode 3 and then it took me straight to the two secret maps - I didnt really do anything special, I just called them secret cuz they dont fall cleanly into any of the different episodes.

>> No.6289036
File: 105 KB, 640x480, Ion_Fury_(PC)_02.png [View same] [iqdb] [saucenao] [google] [report]

Ion Fury and WRATH are /vr/ games, right? They run on /vr/ engines

>> No.6289039

They exist in a weird gray area and I'm sure some people are gonna bitch about it. I don't mind, personally.

>> No.6289043

> what is basically an exit message on the difficulty tooltip

>> No.6289047

Wasn't there a game that uninstalled itself if you selected easy mode?

>> No.6289053

Just talk about them if you want without spamming it. Ignore autists who try to start shit while not being an autist yourself.

>> No.6289056

Yeah. If they didn't count it'd be the same as saying modern engines and mods like Ashes 2063 didn't count.

>> No.6289062


>> No.6289084
File: 36 KB, 479x492, 1494385147027.jpg [View same] [iqdb] [saucenao] [google] [report]

It was Wrath, I remember the patch notes for the patch that added that feature, but I think it was fake cus I tried making a new game on easy mode to see if it was real, but it just played normally. Still funny cus the note was pasted literally right in the middle of all the other notes that were actually real so it caught me off guard.

>> No.6289090
File: 1.90 MB, 1920x1080, quakespasm 2020-03-25 14-24-20-321.png [View same] [iqdb] [saucenao] [google] [report]

Last bump. Darkplaces muzzleflash bounces back and forth between the barrels of the nailgun. Quakespasm nails come out from above and behind the gun. Fix didn't work.

>> No.6289108

One thing that always annoyed me about Darkplaces (which I dont use other than Quake 1.5 anyway) is the weapon bopping is changed from the vanilla front and back motion to just a boring side to side. The original made the weapons' movement flow better personally, and DP's just looks bland. And honestly, I don't even see the point cus you can't even change it to the vanilla bopping at all, and it just seems like a really unnecessary thing to change for a source port.

>> No.6289109

just use quakespasm and deal with it

>> No.6289131

Oh, I've been doing it one episode at a time, and it is possible that I simply exited the game or started a new game once I was in the map done screen for map 15. I wanted the total timer to show me the episode time. I'm stuck on map 21 so I might as well try maps 31 and 32. I'll prob do pistol start HMP

>> No.6289185
File: 1.95 MB, 1920x1080, quakespasm 2020-03-25 18-48-11-614.png [View same] [iqdb] [saucenao] [google] [report]

Yeah the side to side also annoys me about Darkplaces. That's why I wanted to get Quakespasm to function. DP will be for 1.5.
Never settle for mediocrity, anon. I found fixes for the nailgun for Quake and its mission packs in some GOG thread from five years ago.
Mirroring them so they never get lost.

>> No.6289193

Is there a mod that removes the randomized damage from weapons and enemies?

>> No.6289232

>Mirroring them so they never get lost.
Thank you anon.

>> No.6289278

I always hear people talk about using the other sourceports for the vanilla experience. Does it really matter if i use zdoom vs crispy gameplay wise?

>> No.6289280

If you're playing casually, the sourceport you choose doesn't matter and it's all up to preference.

>> No.6289283

Using ZDoom-based ports is fine, take note that stuff like crouching and jumping aren't part of the original game.

>> No.6289297

It's mostly that ZDoom stuff has crouching, jumping, and Y-axis mouselook. Just download GZDoom and disable these things and you'll be groovy. There are lesser things that people are pedants about like hardware lighting vs software, but unless you're recording a demo don't worry about that.

>> No.6289338

Here's a demo where I end up beating it. I forgot to record some of my other playthroughs, sorry.

I got lost by the end because I didn't realize that I forgot to hit the button at the top of the marble section by the invuln, and also forgot that there was a button there at all. Getting lost in a nukage maze is a tough prospect to accept, especially because I'm staring at the automap while doing it.


>> No.6289349

Kind of fits in doom/build/duke threads, but stand-alone thread around the game might not fly cause it opens the floodgates.
but also what >>6289053 said, you guys tend to ask if it's ok all the time but never even talk about it.

>> No.6289352
File: 33 KB, 520x390, crow.jpg [View same] [iqdb] [saucenao] [google] [report]

how ya'll doin

>> No.6289356
File: 1.05 MB, 1366x768, Screenshot_Doom_20200325_223910.png [View same] [iqdb] [saucenao] [google] [report]

wtf who added these borders in my screen??

>> No.6289363

Even outside of freelook, crouching, and jumping, there are a lot of subtle things that Zdoom gets wrong or doesn't do by default that can make really big differences when playing classic maps. The biggest things are infinite height monsters and lost soul limits: Zdoom turns off infinite height by default, meaning that you're able to run under and over monsters, which is not how the game was originally designed, and thus not how maps were made, meaning that flying monsters intended to box the player in like cacos or lost souls are heavily nerfed. It also turns lost soul limits off by default, means that pain elementals can burp out infinite lost souls, which can get real fucked up real fast in a way that wasn't intended by mapmakers.

There are other things like melee attacking being much more generous in Zdoom compared to more accurate ports, and specters actually being hard to see in Crispy/Choco vs Zdoom.

The Doom police will not kick in your door and arrest you for crimes against video games if you play with Zdoom, but it can be worth trying to play in Crispy or even PRBoom with proper compflags to see if you like it. I've started to get more interested in authenticity and now I haven't opened GZDoom in maybe a year except to record demos.

>> No.6289372
File: 2.02 MB, 1920x1080, nyar.png [View same] [iqdb] [saucenao] [google] [report]

muzzleflash bounces because of animation interpolation. you can disable it with "r_lerpmodels 0". unlike qs, darkplaces lacks model-specific lerp crutches.
alternatively, use a model replacer that is designed with interpolation in mind (such as AD weapons). search for authentic model replacers, I don't have a link on hand.

nail position fixes have been posted, but keep in mind that these are done in progs.dat - meaning they essentially replace any other mods you might want running (such as Quoth). basically, the fix only works on vanilla maps. AD has the fix applied in its own progs.

DP has cvars to deal with weapon bob, cl_bobmodel*. should be possible to restore the classic phallic look

>> No.6289408

Darkplaces does that because it has model interpolation. Quake wasn't designed with it and the muzzle just teleports back and forth when the nail gun is firing, which is fine normally but model interpolation makes it look bizarre.

>> No.6289413

Everything in >>6288637
Shadow Warrior
Rise of the Triad
Goldeneye and Perfect Dark though I'm sure someone will hate on them

>> No.6289458


>> No.6289473


Thanks for the tips and the replays. I'll make some corrections and see if I can make the whole thing easier to navigate.

I'm considering upping the overall brightness by a notch or two, in addition to the other suggestions. Reckon that'd make things a little more player friendly?

>> No.6289485 [DELETED] 


>> No.6289491

what dat

>> No.6289495

Oh wow someone with a folded arms avatar has an opinion

>> No.6289508

Any clue why I don't seem to be able to swap weapons when I have both Smooth Doom and Doom Expanded Final (1.6) enabled?

>> No.6289510

No really that is gorgeous what is that? Quoth? Arcane?

>> No.6289514

What are your favourite mods/maps to play with DAKKA?

>> No.6289520

ok alf

>> No.6289525
File: 2.50 MB, 1920x1080, jam3.png [View same] [iqdb] [saucenao] [google] [report]

coulda typed nyar on quaddicted in the time it took to make two posts

>> No.6289527

Isn't that the guy who always has negative reviews of old shooters?

>> No.6289528

wow thanks cynical youtuber!

>> No.6289531

Anything with the DoomRLA monsters pack set to armageddon.

>> No.6289532

based ty

>> No.6289548

I've been having fun playing Wolfenstein 3d for the first time, and enjoy the first 3 episodes, but episode 4 is starting to get frustrating.
The maps are getting way more maze like, and they're filling them with tons of Officers and bigger groups now.

>> No.6289553

>Monsters can now trigger the dart traps in even simpler
Yeah I was pretty confused with that. I also found a weird thing in The 3rd level, Main Engineering, there's a soulsphere that if you don't go to collect it is replaced by a key, but instead they both appear instead of the key replacing it

>> No.6289561
File: 17 KB, 74x97, 1584471412887.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6289568

Ah I didn't know that about interpolation, or the bobmodel. I'll have to give DP another look's see, then. And yeah, I wouldn't apply it willy nilly to other mods with their own fixes. Good looking out.

>> No.6289576

That's The Nocturnal Missions to you.
I told you to not play them, this is what they're like, and they're only going to get worse.

>> No.6289579
File: 35 KB, 480x320, IMG_0283.PNG (1).png [View same] [iqdb] [saucenao] [google] [report]

It doesn't come with it, or if it does its in the higher res iOS only version I've never tried.

Anyone know where to find the Doom II RPG tie-in comic? This is the cover apparently and some black and white comic art comes up if you google it.

>> No.6289585
File: 279 KB, 740x429, WCCFdoom64.jpg [View same] [iqdb] [saucenao] [google] [report]

I have a fixed wad here, restores classic medkits, and also it fixes some graphical bugs.

Rocket Launcher, Chaingun and Unmaker have some fucked up offsets causing lines and seams, I fixed them.
files.catbox . moe/w0hn2d.WAD

Just rename the wad to what it should be, and it should work, if there's any issues let me know.

>> No.6289590 [DELETED] 
File: 264 KB, 712x845, fastboat.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6289595

Episode 5 scales back considerably and I think is the best episode overall. And while the slog required to reach it is brutal, E6M6 is the single best level in the game.

>> No.6289620 [DELETED] 

2003, not retro

>> No.6289631

I don't think i've posted in here about it before, so I think you told someone else.
I ended up beating Ep 4, but those last few levels were a pain.

Sounds like I'll at least try the other two, but worst case i'll just move on to Spear of Destiny

>> No.6289632


>> No.6289643

Hey man so I was fiddling with "r_lerpmodels 0" and it fucks with all model interpolation, so enemies and such move around like glquake and it ain't pretty. Any ideas?

>> No.6289661
File: 2.72 MB, 1920x1080, ne_ruins.png [View same] [iqdb] [saucenao] [google] [report]

well, that's what it does, what other ideas do you expect? quakespasm does the same if you set "r_lerpmodels 2". on lerp 1 quakespasm specifically skips muzzle flashes

like I said, if you simultaneously want DP, model lerp and decent muzzle flashes, you should seek model replacers. there's one called "guns of okayishness", it's the one used by AD.

>> No.6289663

>Doomguy goes to hell
>Meets a race of warrior badasses and gets his own ghost dog
>Quakeguy goes to another dimension
>Is force to fight overdesigned freaks for eternity

>> No.6289667

meant qs does the same with muzzle flash at 2. at 0 the smoothing is disabled, obviously

>> No.6289674

I didn't have much of a problem with visibility. The specters can really sneak up on you in the dark, but the only way to make specters tough is making shit dark, so you're using them correctly. The darkness of the caves is part of the charm of the map because of the contrast of the fully lit sections that you have to explore. The lit places are to be searched; the dark places are to be endured.

I think the main thing is just pathfinding, especially in certain areas like where to go after the big imp and hell knight rocket launcher shooting gallery, and maybe some people would like less stinginess with the health (I understood what you were going for eventually with the "survive the dark of the caves to replenish in the light"). Mazes are tough, and hurtfloor mazes are real fuckers if you can't quickly figure out what's going on.

>> No.6289680

Aside from an addon for Embers of Armageddon, are there any other wads that give the SSG the Meat Hook?

>> No.6289698

What are the good 2016/Eternal inspired mods and maps to go along with them? I know Death Foretold, but I thought there were some others too.

>> No.6289716

Embers of Armageddon is more accurate than D4T, but as far as I remember it doesn't have the multiplayer weapons. Also no monsters, though that may be a pro if you prefer that, and apparently there is a monsters add-on, saw someone on a stream using it.
Sadly you'll probably have to get this stuff by popping into their Discord, they don't have a moddb page or anything to my knowledge.

>> No.6289719

Oh, forgot to add in more.
Argent is great if you want weapons only without a full on progression system.
D4V isn't exactly trying to be accurate but it is still fun. Also if you know how to do it, you can bind a key to switching between the default and extra weapons on the fly, rather than having to use the menus to do so.

>> No.6289721

>its a brutal babby thinks all of Doom and Doom II's OST was heavy metal or thrash metal episode

>> No.6289725

The Sky May Be. Maybe Extreme Weapons Pack, but that's more of a novelty.
SiN and Turok 1 & 2 as well.

>> No.6289727

This is why I would prefer centered weapons in all games that dont have some kind of aim down sights mechanic. Im not a fan of the very idea of lining up a fucking dot or cross over a target

>> No.6289728


>> No.6289736
File: 46 KB, 470x550, 1585046614760.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6289741
File: 37 KB, 320x200, EUAvOUUU8AEp9lX.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6289743

D4V is a good mod. It's completely vanilla-compatible so it even runs in Chocolate Doom, and if you run it in GZDoom it comes with brightmaps as well. If you haven't played Sigil yet you should play D4V with Sigil on Crispy Doom, that was one of my favorite retro gaming experiences

>> No.6289748

I believe D4Vanilla figured out how to do fake brightmaps for vanilla as well.

>> No.6289757

Found two versions, one that didn't work and lead me on a wild goose chase for various other weapon packs with their own issues, finally wound up at one from July of 2016 that works. Thanks man.

>> No.6289762

Thanks for mentioning it, stuff like this is useful for video covers and whatnot.

>> No.6289770
File: 86 KB, 204x318, bringthepain.png [View same] [iqdb] [saucenao] [google] [report]

That was pretty cool, thank you.

>> No.6289775
File: 75 KB, 874x1047, EORV9EPWAAA7I8P.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6289793


I quite like Ion Fury, it feels like Blood without being as good but that's fine, since Blood is perfect, it maintains the weapon diversity that makes Build games so fun but it's also stupidly beautiful and detailed

>> No.6289812

I like Ion Fury probably quite a bit more than Blood. Same adrenaline action with more detailed environments.

>> No.6289828

My enjoyment of Going Down has dropped significantly after playing through maps 18, 19 and 20. Map 21 is one of those "I hope you know where to run because if you don't you're going to get caught and die lmao." It seriously feels like these maps are being made by someone else with a different but still sorta similar mindset on how to design maps.

>> No.6289862
File: 91 KB, 560x800, Lucy.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6289871


>5'10 and 170

Looks like she weighs a bit more than that

>> No.6289887


>> No.6289891

That's a nice looking plasma gun.

>> No.6289913

Who wrote this? Lucy with the muscle mass she probably has is easily pushing 300. Which is whatever that’s not important I just don’t understand why someone would think 170lbs is big like that. My wife is 5,3 and 170 and is pretty fucking hot. This is just ridiculous

>> No.6289915

It was a different time where obesity wasn't so commonplace and this kind of weight was considered overdoing it

>> No.6289916
File: 52 KB, 390x389, none.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6289918

He sent his hair back to the people...in a body bag.

>> No.6289923

That’s a bit disingenuous of you. The obesity epidemic started in the late 60s.

>> No.6289925

I'm looking for level design advice, just anything you can throw at me.
Game is Sven Co-Op
Environment is lab/secret facility undergoing an alien invasion
Already mapped the infiltration via waste disposal sewer part

>> No.6289945

New NTMAI update

>> No.6289950

How does it feel to be around 40 years of age?

>> No.6289951


func_vehicle everywhere

>> No.6289952

Are bosses immune to splash damage in this mod?

>> No.6289954

Is the explosion sprite gone yet?
>Check trailer and it isn't

>> No.6289957

func_vehicle. func_vehicle 2020

>> No.6289963

Mirroring this as well.
For Darkplaces nailgun interpolation issues. Use in conjunction with the nailgun alignment fix:

>> No.6289967

> funk vee hekel, funk vee hekel

>> No.6289972


labs should have experimental func_vehicles (hover boards, power loaders, segways)
alien sections should have their own alien looking func_vehicles
parking lot outside labs should have serveral func_vehicles
every office chair should be a func_vehicle
every hallway should have roomba or cleaning cart that is a func_vehicle
every warehouse or crate room should have a forklift that is a func_vehicle
last map is you racing func_vehicles around a giant cern cyclotron (this can be a func_tracktrain but highly discouraged)

>> No.6289973

Where do I go after Doom I and II? Final, Ultimate, 64?
And then what? Wolfenstein, Duke? Do you have any 'preferred' order?

>> No.6289974

I hate that stumpy SSG.

>> No.6289975

No rest for the living and SIGIL.

>> No.6289976

Did you do Thy Flesh Consumed? If yes, SIGIL, and then Eviternity.

>> No.6289979

There isn't a func_vehicle in Sven

>> No.6289981


>> No.6289983


>> No.6289987

Sven_Viking has forsaken us
I already have a func_tracktrain at the start of the map though

>> No.6289990

Some verticality would be nice. Most Sven Co-op maps are entirely horizontal. Play Minerva: Metastasis to get some ideas.

>> No.6289992


>> No.6289993

The art direction of the alt loadout is all over the place

I think thats the sawn-off thats part of the alt-loadout.

>> No.6290004
File: 1.97 MB, 1366x768, Screenshot_Doom_20151202_133714_FotoSketcher.png [View same] [iqdb] [saucenao] [google] [report]

you forgot the retrowave music pack.


>> No.6290009

NowThat'sWhatICallMIDI is a pack that comes with 300 MIDIfied rock tracks that shuffle while you play. The 300 track version you can only get by downloading Demonsteele
but then it's just a matter of taking it and loading it with whatever you want.

Somebody made an unofficial expansion to 800 songs after Terminus abandoned Demonsteele

>> No.6290014

Is Sunlust not compatible with Crispy Doom? I can't open the entrance.

>> No.6290019
File: 255 KB, 1920x1080, disgust.jpg [View same] [iqdb] [saucenao] [google] [report]

>>health packs and berserk have had their red crosses turned to blue, and the health pack is more black than brown now
Will there ever be another unaltered classic doom release? Better than pills, I guess.

>> No.6290021

Sunlust requires a boom compatible source port
Crispy Doom is limit removing.

>> No.6290025

Well damn. I was starting to really get into Crispy Doom. PRBoom+ it is.

>> No.6290026

It's a Boom wad.

>> No.6290030

Thanks to the Red Cross, no.

>> No.6290032

Not as long as the Red Cross keep being colossal shitbags. At least the Nazis made it through this wave of porting, even if their alert sound was altered.

>> No.6290049

In terms of classic Dooms, I'd say ideal is Doom 1 Eps 1-4, Sigil, Doom 2, Final Doom, then 64. 1 and Sigil before 2 just because it can be hard for some people to go back to an SSG-less game. No reason you can't play Duke or any other retro shooter on the side.

>> No.6290090
File: 385 KB, 1280x800, Screenshot_Doom_20200326_232549.png [View same] [iqdb] [saucenao] [google] [report]


there is doomhack

>> No.6290108

Why did you put spaces in the catbox file name?

>> No.6290113

I think he thought you can't post links on 4chan, but you certainly can.

>> No.6290127

Doesn't hurt to play it safe. The spam filter can be a fickle bitch.

>> No.6290134
File: 95 KB, 381x381, 1541114132272.jpg [View same] [iqdb] [saucenao] [google] [report]

I think I said this ages ago, and I could be wrong, but I always thought it was weird that Duke Nukem 3D was never really seen as a "fast" FPS to others. It certainly is, as is the case with other FPS of the era, but I think most people associated Duke 3D with Duke's one liners and how bad ass he is. Rightfully so, but I don't remember anyone online or otherwise talking about Duke 3D beyond that.

>> No.6290142
File: 112 KB, 800x1008, 583c9e6a44b51e61b5abaa2458749115.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking based, thank you anon.

This seems to follow the three playable characters in Doom II RPG, some chick, a scientist guy and Sarge, basically Doomguy. I haven't played with anyone but him.

Have some cool but (mostly) unrelated art

>> No.6290143
File: 53 KB, 420x420, let me in bro im a fairy.png [View same] [iqdb] [saucenao] [google] [report]

This is killing me

>> No.6290154

i dunno man
sarge looks more like, well, sarge

>> No.6290169
File: 25 KB, 398x500, 1525804807237.jpg [View same] [iqdb] [saucenao] [google] [report]

What FOV do you play your retro FPS on, /doom/?

>> No.6290205

I have a widescreen monitor and use fov 100, aka a "real fov" of 115.63.

>> No.6290236

I still play Sven daily so here are some things I notice.
>the average player has mental capacity of a shovel
>meaning that they will give up and rtv if they cannot solve a puzzle in less than 10 seconds
>try to sparingly use doors as trying to funnel 12 idiots through a narrow space is annoying
>wave based combat gets tiring on replays

>> No.6290241

>I still play Sven daily
How? Last I played it was some weird RPG server, the HL1 campaign, and smaller servers playing stock Sven maps.

>> No.6290273


>> No.6290291

Misfire's RPG server has a rather large map rotation, also I incorrectly said daily. I played just about every day last year but that started slowing down back in December.

>> No.6290351

I prefer Crispy Doom and GZDoom because they both come with brightmaps

How do I use this?

>> No.6290373

>How do I use this?
You're using Darkplaces? Go to the goo_29.07.2016.7z folder, extract pak3 to your id1 folder. Then download the nailgun fixes, grab the one for id1, and extract pak2 to id1. Then just run Darkplaces and you're golden.

>> No.6290391

And if you want to use it with the Mission Packs, extract the Guns of Okayishness pak3 to hipnotic or rogue, and rename it to pak1 since the default pak in the mission packs starts with 0. Then take the rogue or hipnotic nailgun fix pak and extract it to the corresponding folder. I think the hipnotic fix, for instance, is named pak1, so you'd name it pak2 or whatever the next number would be.

>> No.6290394
File: 156 KB, 736x1085, 7b06dafa54a946f296fdc60cb43db2cc.jpg [View same] [iqdb] [saucenao] [google] [report]

lol I know right
I really like art from that period that isn't official, or at least looks like it is like this pic, which I think is contemporary art from someone online.

I recently heard for the first time is that in the early days of Doom, retailers were making their own boxes and cover art for the Doom shareware episode because there was no box art for it. Some were what you expect, slapped together with a screenshot on the cover, but supposedly others was actual artwork or whatever the retailer had done for it. Anyone know if this is true and if so have any examples of this kind of stuff? Did that also happen with the Wolf3D shareware?

Another cool piece of art from a deviantart user.

>> No.6290398

*by this pic in the beginning of post I'm referring to this one >>6290142 if that's not clear. It looks like the type of art you mightly have actually seen during that period, whereas the one in above post is awesome but clearly more modern

>> No.6290438
File: 2.73 MB, 1920x1080, chapters.png [View same] [iqdb] [saucenao] [google] [report]

fwiw, last released version is 2.0 (october 2016), comes in two compatibility versions. dl here: https://drive.google.com/file/d/0B9DxOfPvG2G1NC15bnVkRjlmY0U/view

>> No.6290439

Ty anon, here's a (You).

How do I fix the text/HUD in DarkPlaces being stretched out horizontally? It's fine in Quakespasm

>> No.6290454

Thanks very much.

Set your desired resolution first.

>> No.6290460

What's the best gore mod for doom besides Brutal Doom?

>> No.6290467

Project Brutality.

>> No.6290475

>Doom Slayer

>> No.6290490
File: 2.02 MB, 1920x1080, D4V+Hardware_renderer+Gore_mod+640x400_resolution.png [View same] [iqdb] [saucenao] [google] [report]

Should I put my different Quake source ports in different folders? I know that means I'd need to copy the game files again, but whenever I switch from Quakespasm to DarkPlaces, my configuration settings get reset. I'm thinking I'll have a folder for the latest version of Quakespasm, one for the lastest DarkPlaces, and one for Quake 1.5 since it runs on a specific version of DP

If you want just a gore mod that runs with other things theres Nashgore and Bolognese Gore mod. If you download Bolognese, beware, there is a bug where if an arch-vile resurrects a gibbed enemy the enemy comes back invisible. Use this version that fixes that bug
>Bolognese Gore mod unofficial update - https://www.moddb.com/mods/brutal-doom/addons/bbgorenew

>> No.6290492

>your Doomguy has evolved into DoomSlayer

>> No.6290493 [SPOILER] 
File: 7 KB, 225x225, 1585247119458.jpg [View same] [iqdb] [saucenao] [google] [report]


Doomed Marine

>> No.6290496

Duki nuki

>> No.6290498
File: 1014 KB, 1920x1080, whatamess.png [View same] [iqdb] [saucenao] [google] [report]

an older, less intrusive Brutal Doom with better decals
also my own personal trial'n'error BD rig

>> No.6290509

>Should I put my different Quake source ports in different folders?
That's what I do because of that resetting of config shtuff.
What version?

>> No.6290520
File: 20 KB, 339x721, doomfolder.png [View same] [iqdb] [saucenao] [google] [report]

I'll reorganize everything now then. I learned my lesson and I keep a copy of any .zip file I download in case I need to re-extract it, like the id1 folder for example

>> No.6290529
File: 3 KB, 131x179, clusterfuck.png [View same] [iqdb] [saucenao] [google] [report]

>I know that means I'd need to copy the game files again
not true actually, but you're gonna need some autism to rig it up. see pic related, batch files have something to the effect of "quakespasm\quakespasm.exe -game some_mod -width 1920 -height 1080 +exec ..\quakespasm.cfg"
not all ports play nice with this though, DP needs to have the config actually copied over I think

also I'm simplifying things, I actually first set the mod in the separate .bat, then do "-mod %mod%" as actual launch command. like I said, autism for days, but you seem to be doing roughly the same with batch files already

>> No.6290530

120. More vision, why not?
Only exception is Quake (ironically) because the weapon models look horrible at higher than 100.

>> No.6290531 [DELETED] 


>> No.6290535 [DELETED] 


>> No.6290538


>> No.6290540

>green on the plasma gun

>> No.6290542
File: 1.24 MB, 1920x1080, tnt.png [View same] [iqdb] [saucenao] [google] [report]

screenshot is my own thingy, v17-18 were pretty alright I think, aside from insta-death bugs

>> No.6290552
File: 3.16 MB, 1920x1080, gzE3nm.png [View same] [iqdb] [saucenao] [google] [report]

I know the important Doom command line parameters, they are simple, but I dunno the Quake ones yet. Maybe for now I will just copy the game files and once I have more experience with Quake I'll be able to organize everything without having to copy the maps over and over

>> No.6290563
File: 2.13 MB, 1920x1080, rubicon2.png [View same] [iqdb] [saucenao] [google] [report]

"-exec" is the same as "-config" for Doom, then you just supply a config file. this mostly needs batch knowledge, not anything game-specific

>> No.6290613

Who is the best monster to put in a labyrinth? Except Arch-vile because that was already done.

I'm thinking mancubi teleporting behind you every time they try to move.

>> No.6290619

Can't go wrong with specters. Hell Knights would also work. In fact I think they would be better as they closely resemble a minotaur and fit with the labyrinth theme.

>> No.6290628

Yes, knights are much more agile and can actually fit into most doors.

I kinda just wanted mancubi, because I wanted to call a map "Glutton for Punishment"

>> No.6290630

Finished Quake 2 just now. The final boss was a joke and the game had a bunch of little annoyances that piled up. Not a big fan.

>> No.6290631

My favorite trick is when a monster teleports in only to quickly teleport away due to another teleport linedef. Nice little spook to catch people off guard.

>> No.6290634

I remember it was significantly more challenging when I was going keyboard only. Kinda the same thing as cyberdemon. Very susceptible to circle-strafing, pretty deadly if you can't do it.

>> No.6290638

Do monsters get crushed if they teleport under ceiling too low? It doesn't seem likely, but I got a feeling I saw monster die for no particular reason after teleporting.

>> No.6290640

Yeah but that soundtrack.

>> No.6290680 [DELETED] 

>Be Randy
>Develops ZDoom to add as many customization options as possible to the Doom engine
>Fast forward 20 years
>Become tranny
>Being a tranny is literally the customization of your own body
>Map makers (e.g. Esselfortium) and modders turns out to be s.o.y or downright tranny themselves
>All of them secretly hates themselves
>All of them rides the SJW bullshit
>All of them are control freaks
Trannies and SJWs are just a type of control freaks, feels good to be a Chad player and not a Virgin/Tranny/Cuck mod maker.

>> No.6290694

how do you get past "UT stats tracker required" for UT99 and 2k4 servers that say you need to login to your stats profile despite the servers for it being offline?

>> No.6290702

Still better than Quake 1 bosses, at least you had to shoot it

>> No.6290713

Arcane Dimensions may as well be the true Quake 1 at this point.

>> No.6290725
File: 256 KB, 500x375, 1570981294254.png [View same] [iqdb] [saucenao] [google] [report]

I'm starting to think it is the Brutal Doom of the Quake community: mostly attracts faggots and zoomers with no actual love for the original game.

>> No.6290729
File: 69 KB, 1080x1089, EOfViixU4AMLDx2.jpg [View same] [iqdb] [saucenao] [google] [report]

if people keep saying this, maybe AD will finally enjoy the same pushback Brutal Doom got
it's fine, but it lacks the cold sinister vibe, and the balance is all outta whack

>> No.6290736

Sorry you have shit taste, anon.

>> No.6290740

God, can you please all shut up, these opinions are insipid.

>> No.6290743

How long to play through everything in the OP? Mainly interested in Doom, Wolfenstein and Duke

>> No.6290745

Depends on how good you are at navigating old FPS levels, and how thorough you are in finding secrets.

>> No.6290749

AD is just a mod that exists. People make maps for other progs all the time.
No way, because 1. it didn't market itself as heavily and doesn't put all its chips on being edgy and 2. Sock is a normal person without delusions unlike Mark

>> No.6290751

Sage wisdom. The replays really helped me identify places where I could see you getting lost or confused, and I enjoyed watching you figure out where to best spend your rockets.

I'll add in some armour bonuses to to help imply the intended path, and I think I'll remove the second shoot-switch that raises the nukage level and just have the one. It'll mean the players using freelook can hit it without going in there, but eh, then they'll get swarmed by the enemies surrounding it. I'll swap out some of those invulns for soulsperes too - you're right, health will be far more valuable.

I think I need to do something to make the switch at the end of the tall temple route more obvious. It hurt my soul when you went past without pressing it. I think I might reposition it and add a hell knight to both guard it and help draw attention.

Thanks again for your input. I'll be sure and post up the amended version.

>> No.6290752

t. fence sitter

>> No.6290753

>I know that means I'd need to copy the game files again,
just use symlinks or shortcuts my dude

>> No.6290760
File: 104 KB, 1200x675, EUCR0D7U8AIdcDH.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6290763

Can you post these?

>> No.6290773

it's as relephant as Doom merch, I don't see why he couldn't.

>> No.6290779

I should have specified. I wanted him to post the patterns.

>> No.6290782

zoom zoom zoom

>> No.6290798

Never said AD is bad. Just attracts bad people.

>> No.6290813

Pretty good I'd say

>> No.6290837
File: 120 KB, 1075x789, 2020-03-26 16.39.27.jpg [View same] [iqdb] [saucenao] [google] [report]

Anon who is playing through Doom RPG I and II for the first time here, I just found a promotional trailer for Doom RPG from 2005.

It's actually pretty cool, crazy to see a trailer like this for a fucking Java mobile game. They admittedly make it look like it plays more like traditional Doom than it actually does:


>> No.6290841
File: 16 KB, 640x480, Eternal_Doom_title.png [View same] [iqdb] [saucenao] [google] [report]

Eternal Doom's pretty good for an early megawad but I don't know why suddenly everybody's talking about, lads.

>> No.6290842

Then how have you never played these before?

>> No.6290845

Boomer joke

>> No.6290864

It's a good one though.

>> No.6290913


>> No.6291015
File: 7 KB, 106x118, 1579737701786.gif [View same] [iqdb] [saucenao] [google] [report]

why are cultist screams so

>> No.6291016

>I'll add in some armour bonuses to to help imply the intended path
No no use the armor bonuses in the slime - they glow green with brightmaps. Use the health potions for the intended path

>The replays really helped me identify places where I could see you getting lost or confused
I'll wait for you to post a new version before trying to replay it again so I can record a demo of a first-time playthrough

>> No.6291042

I get it, it's funny because it's actually pretty boring.

>> No.6291043

in case i wasn't clear, the point of the armor bonuses in the slime is to indicate to a player a place they've already been. put like a string or row of them in a corner like eviternity does. doesnt need to be a lot, maybe 5-8

>> No.6291092
File: 79 KB, 736x887, lotsawads.png [View same] [iqdb] [saucenao] [google] [report]

Years, if you include custom maps. Pic related I downloaded mainly based on Cacoward recommendations. Most of these are 32 level map sets - the same amount of levels in Doom1 and Doom2

>> No.6291120

metadoom and tnt revilution

>> No.6291126


>> No.6291129

why did they pick such a long song for the first Doom 2 level? especially since the best part is the latter half?

>> No.6291138

Take Half life out and it's perfect.

>> No.6291143
File: 63 KB, 290x284, 1367211538977.png [View same] [iqdb] [saucenao] [google] [report]

i can hear it so clearly

>> No.6291165

i feel like that there aren't enough divas in the quake modding scene for something like that to happen.

and if there was all the heat would be proabably be directed at something like quake 1.5 because purists are on the spectrum.

>> No.6291179

renamed it to doom64.wad and ex says "W_GetNumForName: G_START not found!"
also tried launching it as a pwad but it says it cant load the file

>> No.6291194

are you running it through doom64ex?

>> No.6291212

I can't beat Hell Revealed ;__;

>> No.6291219

I did but like 10 years ago, maybe even more. Now I'm looking to get back into them cause I barely remember a single thing

>> No.6291220

yes indeed, latest download from his wordpress + the dinwos 10 dll patch

>> No.6291221
File: 27 KB, 600x399, x9q0ca8saiyx.jpg [View same] [iqdb] [saucenao] [google] [report]

>Speed of Doom turns 10 in 2 days

>> No.6291254 [SPOILER] 
File: 17 KB, 210x240, 1585271365767.jpg [View same] [iqdb] [saucenao] [google] [report]

how revealing of you, anon

>> No.6291259
File: 6 KB, 197x249, ..jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6291278


we hate this

>> No.6291298

download some demos from doomed sda to help

>> No.6291302

Because it's damn satisfying to hear that pseudo latin gibberish give way to one long pained crescendo after pumping both barrels into the bastards. Even more satisfying is when you set them on fire and they switch to english in a panic.

>> No.6291303


>> No.6291306
File: 2.67 MB, 640x360, siegeb2.webm [View same] [iqdb] [saucenao] [google] [report]

I read this in gollum's voice for some reason.

>> No.6291309

>That transition at the end of map 26 of Going Down
wow that really caught me off guard.

>> No.6291315


>> No.6291321

what is this?

>> No.6291324
File: 146 KB, 340x307, Caleb-e1412959895583.png [View same] [iqdb] [saucenao] [google] [report]

Miramax this.

>> No.6291325

WGRealms: Siege Breaker

>> No.6291331


>> No.6291371

I feel fucking stupid asking this, but I'm new to doom modding and can't figure this one thing out. I've seen videos and pictures of people's menu text be in a smaller size and not super pixelated, and I can not for the life figure how to change it. Can't find an option for it, and I can't find any sort mod that changes the menu text size either.

>> No.6291372

WON HL> PS2/ Dreamcast HL> Steam HL >Source

>> No.6291379

Sorry, I totally forgot about my promise to demo these. Here's my FDAs for the levels (didn't beat 4 yet):

Man this shit is adorable. The cheesy midi covers, the cheesy advertisements, the cheesy little cars and boats, all this late-90s-fabulous cheeseball shit is great. Pretty easy stuff for the most part: ambushes that are very easy to run away from or preempt, some moments where a crowd of enemies is easily stuffed or baited into thinning itself through infighting, but little moments of trickiness that kept the blood pumping a bit. There's a condensed Scythe-like feeling in just how simple the first map is and the slight progression upward in complexity until you hit the more slaughtery end, and it felt like a fun little journey. Your silent teleports were a valiant effort, but they're extremely disorienting in a way that makes the map feel broken, especially the one on the third map, and I ended up needing to use the automap to figure out what the hell was going on. I'm interested to give the 4th map another shot given that I died from a self-inflicted rocket, but the way the fight started to ramp up at the end got me legitimately excited. This is some cute, competent stuff.

Thanks for making these maps.

>> No.6291403

Petition to make a Doom equivalent to Cursed Halo.

>> No.6291451

Which wad has the best MAP07?

>> No.6291452
File: 83 KB, 343x400, old school kahn maykr.jpg [View same] [iqdb] [saucenao] [google] [report]

This is what i almost had in mind when thinking of an "old school"/more angelic looking/Eviternity Kahn Maykr aka Angel Mastermind.
>Looks like a typical humanoid angel statue, even if she can still be creepy
>Humanoid face inspired by that cut 64 monster
>Made of old iron or steel
>Golden feather wings
>Brain resembles a pope hat
>Golden ring/halo connecting head and brain/hat
>Gameplay: maybe similar to how she is in Eternal but with psychokinesis to parallel the SMM's hitscan
>Story: she betrays Heaven and teams up with Hell. may or may not be backstabbed by Hell for being dumb enough to trust them in the first place
Basically to fit that hypothetical "old Doom Heaven" idea.
Not an artist, so this is what i got.
May or may not inspire someone to do it better.

>> No.6291459

makes a decent reason to have angelic enemies while keeping the more retro doom angle with heaven as still the good guys. personally while I'm not really against it in fiction, its become rather cliche to just go "Heaven is evil too"

>> No.6291467

Doom EXP

>> No.6291470

I also imagine that in a Doom 3 sort of scenario where even aliens got fucked, Heaven being corrupted by Hell would make sense too.

>> No.6291471

is there a mod for doom that makes headshots deal more damage to enemies than shots to the other parts of the body? (besides brutal doom)

>> No.6291478
File: 115 KB, 600x1170, d133mmu-a974c6b2-ed8b-4707-9e5d-c8aeeac67ef9.jpg [View same] [iqdb] [saucenao] [google] [report]

source is kramwartap

>> No.6291486


Ya, I'm with you. I've used health and armour bonuses in map 2 of that set as a means of indicating whether or not intersections and dead-ends in a crate maze have already been traversed.

I'll use lines of them in the nukage to imply the most direct paths through. I can't assume the player will necessarily have brightmaps enabled, so I'll try to space them close enough together that they can be followed even in the dark.

I think I'll be a tad more sparing with the spectres after the opening area, partially to make navigation easier, partially because I noticed them fucking with the autoaim when you were trying to shoot rockets at more distant targets, and I don't want players blowing themselves up because of those shenanigans.

>> No.6291513

>"Heaven is evil too" is a cliche
I don't think I've ever seen any other work of fiction other than Eternal use that idea. Not to say "ETERNAL DID IT FURST UHHNGG" of course. What are some examples of this trope?

>> No.6291518

I often see JRPGs use the heaven/god is evil trope.

>> No.6291525


as you can see its a long list

>> No.6291529

I meant heaven specifically, but I suppose it and God can be interchangeable to a degree.

>> No.6291532

more generalized https://tvtropes.org/pmwiki/pmwiki.php/LightIsNotGood/VideoGames

>> No.6291536


>> No.6291590
File: 431 KB, 1366x768, Screenshot_Doom_20200327_003853.png [View same] [iqdb] [saucenao] [google] [report]

Ah, bless you guys. I was having trouble just finding the basic ass wads for Doom 1 and 2 for my new laptop. I can always count on 4chan desu senpai.

Does Bethesda own the rights to Doom now or some shit? Who's being so jewish with the old wads that are nearly public domain at this point?

>> No.6291591

Zenimax, the parent company of Bethesda, owns id and Doom.

>> No.6291602

Thanks for playing! Yes, silent teleporters came out pretty bad, I am going to try to unfuck them, or, failing that, replace them with regular ones. As for Scythe comparison - yes, I really like Scythe2 and I think that Doom needs more mapsets with shorter maps.

>> No.6291605

It's for the official release, not EX. Also I want to say that I hope the GZDoom people see about support due to the new port. I am interested in 64 mapping.

>> No.6291648

guys i like doom

>> No.6291649

You don't say

>> No.6291684

>no actual love for the original game.
but AD isn't that much different, it just adds a few new weapons, optionally makes shotguns fire projectiles and remakes of monsters that already existed in Quoth and other mapper resources
the AD maps are plenty moody I have no idea what you're on about

>> No.6291689

Doom64EX has things that the re-release doesn't. It's just brand name shitters defending the port.

>> No.6291727

And here I thought people hated Brutal Doom because it is a n over top gameplay mod and not just because it was popular. Guess we should also hate Scyth or whatever WAD is extremely popular because everyone recommends it like AD. Based contrarians.

>> No.6291730

I can think of a dozen JRPGs which do it.

Dude! Me too!

>> No.6291743

Am I going crazy, or was there a conversion of Doom64's levels to a normal megawad so that you could play them without the artstyle?

>> No.6291748

>Teen me
uggh, fat chick
>mid 30s me
Mmmf thicc

>> No.6291750
File: 299 KB, 1520x825, Screenshot_Doom_20200327_130837.png [View same] [iqdb] [saucenao] [google] [report]

Okay, I unfucked both teleports. The one on MAP03 gave me some trouble, until I decided just to scrap that ugly staircase, but the one on MAP04 was really easy - turns out, I was just overthinking the whole thing.

>> No.6291753


"Doom 64 for Doom II"

>> No.6291759


Here's the demo where I beat it. The battle at the big bridge was kinda fun, especially when the cacos started teleporting behind me to do a pincer from the back, but it was pretty easy to shepherd them and then slide around to have them all facing me in one direction and then keep throwing rockets downstream without thinking about much. The big gobs of enemies are sort of meaningless because there isn't anything to think about when dealing with them - the pack of shotgunners in the cargo ship of MAP02 go down in a couple SSG blasts, the imp/pinky fuckfest at the start of MAP04 is completely undermined by just circlestrafing, the rooms full of imps and HKs after the bridge fight are just wiped out by the RL (though I guess it is a little satisfying watching them helplessly melt, like popping bubble wrap). It's a fun little spectacle to see, but gameplay-wise it doesn't have much to "do".

Yeah, I agree about more short maps. I never really understood why modern mapping has gone the way of making maps real fuckin long. I love just hopping into a tight, elegant map with a pistol start and learning how to finish it in one go. I guess my love for arcade games translates over to what kind of Doom experiences I like.

>> No.6291761
File: 672 KB, 1920x1080, Screenshot_Doom_20200327_025025.png [View same] [iqdb] [saucenao] [google] [report]

La la la

it's all around the world

>> No.6291771

There's Doom64 For Doom 2, which is Doom 64's levels reimagined for vanilla Doom 2. It's quite well done. There's a few things which you won't get of course, but they fill in the blanks as best they can, some of the solutions are rather clever.

>> No.6291797

>cacos started teleporting behind me to do a pincer from the back
This one I made almost by accident - I had to make three sections of the bridge near the truck impassable, and so I put the teleport on the other side so that the cacos would not get stuck there, and to force the player out of the tunnel. I think I need to funnel more cacos in there.
>the pack of shotgunners in the cargo ship of MAP02 go down in a couple SSG blasts
Yep, they're pretty much a walking ammo dispensers at that point. I did learned some valuable lessons making that map - for example, crate maze originally contained large wads of pinkies, but I realized that fighting them is a slog even with berserk pack, so I instead put in some monster closets right next to the player.
>the imp/pinky fuckfest at the start of MAP04 is completely undermined by just circlestrafing
I kinda fucked up in there - in one of the iterations, imps near the exit were walled off by monster-blocking linedefs, but for some reason I removed side walls later. I think I will bring that back, and add another mob of walled-off imps on the other side, and replace pinkies with a few spectres.
>rooms full of imps and HKs after the bridge fight are just wiped out by the RL
I will probably experiment with mancubi and arachnotrons in that encounter.

>> No.6291825

Incidentally, are the demos useful at all, or should I not bother?

>> No.6291826

Extremely useful. I caught at least two texture fuck-ups from a MAP03 demo alone.

>> No.6291887
File: 11 KB, 627x1011, Plutonia_MAP07_map.png [View same] [iqdb] [saucenao] [google] [report]

Not to just repeat Evolution of the WAD, but Plutonia's is very good, especially on a pistol start. Under the gun the moment you spawn, needing to very quickly try to take whatever tiny cover you can from the mancubuses while getting peppered from the parapets all around you. The way it unfolds outward, starting from the tightest, highest pressure point and then revealing more space to breathe is an interesting dynamic compared to the "here's the mancubuses, now here's the arachnatrons" of normal Dead Simple.

>> No.6291905
File: 465 KB, 1520x825, Screenshot_Doom_20200327_154250.png [View same] [iqdb] [saucenao] [google] [report]

Definitely Valiant.

>> No.6291956
File: 1.20 MB, 3304x1162, sorry for crop im drun.png [View same] [iqdb] [saucenao] [google] [report]

Am I wrong for preferring the lighting on the right?

>> No.6291961

In GZDoom:
HUD options->scaling options
Adjust to your liking. I usually set it to x2

Most other ports scale default 320x200 interface up to full screen which some times can be as much as x4-x6

>> No.6291984

I read a quite a few fantasy books (mostly russian) where it is revealed that Heaven (light, "good" gods) is using Hell (dark "evil" gods/monsters) to scare humans into submission and worship. In some "ligh" and "dark" are in cahoots about the whole situation. In others they aren't, but "dark" is still used to "Light"'s advantage.

One particular (second in Archmage series) came out in 2001 spoofs the whole thing - there Inanna - a sumerian goddes manages to get a different world under her thrall by using emanations from a seald-off "Ancient One". Emanations create monsters and Inanna fostered an order of paladins to fight monsters, inspire believers, and garner complete trust of the populace. When aforementioned Dark One begins to awaken for real, she panics and calls the titular Archmage to deal with it, promising him to give control over her Paladins in return. Paladins refer to him as "saint" since he was chosen by their goddess, but he's pretty much an anti-hero (also openly racist/prejudiced against many things since he was born in ancient Sumer ~5000 years ago). Paladins let pretty much any of his behaviour slide and hold his words as absolute truth regardless of what he does, because their goddess said so.

Another one is Lit-RPG/popadanets (russian analogue of Isekai that is prominent since '90s), where Heroes are periodically summoned into the world, improve, level up and gather artifacts... Only to get "harvested" or brainwashed into unbreakable slavery when they reach a certain point, so that the highest bidder could buy their overpowered skills and abilities for themselves. The "light" side is pretty much "farming" heroes, using "demons" and "monsters" as a hero-fuel. MC gets lucky when his summoning ritual is botched and he is summoned to another place leading "Light" to believe the ritual failed completely. So he gets to look at situation from the "light" side. There's a lot of grimdark shit in there.

Plot of Eternal is nothing unusual.

>> No.6291986
File: 598 KB, 1520x825, Screenshot_Doom_20200327_173518.png [View same] [iqdb] [saucenao] [google] [report]

>fantasy books (mostly russian
Фy блядь, фy нaхyй! Иди пoд cтpyю мoйcя!

>> No.6291990

>nearly public domain
Lol the time for works to enter public domain is like 90 years, Doom isn't even close.

>> No.6291991

Я вooбщe вceядный, нo хopoшиe книги oт шиpпoтpeбa oтличaю. Пpocтo хopoших книг нa тeмy нeт, ибo к штaмпy yбитoмy в гoвнo шиpпoтpeбoм нopмaльныe aвтopы нe пpикacaютcя.
A тaк - PПГшныe штaмпы пpo злoe дoбpo в PПГ книгe, ничeгo yдивитeльнoгo

>> No.6291992

Never ever, while there's Disney. The PubDom would be moved onwards forever.

>> No.6292013

Luminous Arc

>> No.6292060
File: 105 KB, 600x1323, 3d2.jpg [View same] [iqdb] [saucenao] [google] [report]

So I made some serious fixes, mostly as excuse to bump my extremely popular thread on Doomworld.

I limited the imp movement in cooling tower (yes, it's a cooling tower, look up) encounter, and drastically cut the number of pinkies. For bridge encounter, I replaced bubble-wrap imps and HKs with arachnotrons - they are not as bullet spongy, but way more aggressive. As another small touch, I teleport more cacos into tunnel, and I moved the backpack into super-secret area, so that the player will be forced to go on the bridge more often (unless he's been secret hunting, of course). Gotta say, speedrunning it was a bitch.

>> No.6292073

The new rerelease is basically a more vanilla-accurate version of 64EX, seeing as how it was made by the same guy. The only difference is that it uses the default European brightness setting, which can be reverted to NTSC levels by moving it all the way down. It also has bilinear filtering turned on by default.
That said, EX has functioning (hardly) multiplayer, is able to be ran without Steam's DRM, gives the player the ability to jump and freelook if you care about that, uses the uncensored health packs, and also has some goofy things like Turok's wireframe mode.
But if you care about authenticity, I'd say just wait and see if there's a GOG release.

>> No.6292098
File: 654 KB, 512x499, file.png [View same] [iqdb] [saucenao] [google] [report]

hello speak english

>> No.6292123

Use a translator faggot, english is just one random language out of so many.

>> No.6292126

Are there any youtubers who play/review random recently made wads as they come on doomworld and the like? I don't have energy to play this days but I'm curious what people make?

>> No.6292146

You know, this new lore about Hell absorbing other dimensions and stuff. Since I were a kid, I thought that Hell works that way all because of the Spirit World from Doom 2. I thought that it's a different dimension that got conquered and turned more hellish.

>> No.6292167

Honestly the oldest example I can think of in terms of horror/sci-fi is Devilman

>> No.6292227


>> No.6292237

Awesome, I needed a phone case design.

>> No.6292239

it looks like the gamma is turned way up in prboom. go to prboom-plus.cfg and change "usegamma" from 3 to 0

This guy made a thread on Doomworld offering any and all mapmakers to playtest their WADs and upload the videos so they could see. You can probably find the thread again by searching Austinado
> https://www.youtube.com/channel/UCafebRVD3ls3eGrYYgtu4ZQ/videos

>> No.6292337

i bet you suck at quake 2

>> No.6292389

It reminds me of maps from the 2000s. Really digging it. Looks like it's time to redownload GZDoom.

>> No.6292446

How difficult would it be to implement enemy breakpoints like Eternal has in classic doom?

>> No.6292478
File: 31 KB, 1119x599, slade.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know what I'm doing wrong here? I'm trying to convert the flats extracted from Doom 64, but after conversion, most of them turn into unknown files.

>> No.6292482

In real life soldiers are trained to hold their guns like in doom when doing close quarters/room to room combat, so believe it or not it's actually more realistic too
Reason being you don't need to look down the sights when your targets are a few feet in front of you, so reaction time is more important

>> No.6292526

No, you don't hold them like in Doom. Point shooting from a first person perspective will have the gun offset a bit to the side, because you're not putting your eye directly in line with it.

>> No.6292531

The crosshair is a stand-in for proprioception

>> No.6292537

Shut the fuck up boomer

>> No.6292541

They REALLY made cultists super satisfying as enemies. When I first played Blood I was immediately reminded of enemies from Max Payne 1. Just really entertaining to fight and kill. Man I love Blood.

>> No.6292556

Many tend to say they're a pain in the ass but unlike the Evil Ninjas in Shadow Warrior they're actually satisfying to kill.
Plus they don't have a bullshit variation like the Shadow Ninjas

>> No.6292557
File: 647 KB, 1366x768, Screenshot_Doom_20200327_181403.png [View same] [iqdb] [saucenao] [google] [report]

Probably my last update to MurderDrive
this one is mostly makes it so that giving weapons or all gives you the also the upgrades instead of just the weapons, i am considering looking up how to make custom commands before releasing the mod in the zdoom forums.

please any issue you can report with this aside from the fists getting on the way when you cheat to get all the weapons

>> No.6292564

So what are people's opinions of Scourge of Armagon and Dissolution of Eternity? I thought they both had some pretty interesting maps and ideas. Like the penultimate map for SoA is a fun slaughter, albeit too corridor. Gremlins were a funny type of enemy, especially if they took you by surprise.

Stuff like the lava nails were weird, and the multirockets were so good there was no reason to not use them over regular rockets. But the dragon boss was pretty cool.

>> No.6292581

Shin Megami Tensei does it too. Though it's more upfront about how it's not so much Good vs Evil, but rather an axis of Law vs Chaos alignments and Dark vs Light tendencies. Dark being entities reviled in their belief system and Light refers to entities that are worshiped.

>> No.6292604
File: 189 KB, 640x480, sunlust.png [View same] [iqdb] [saucenao] [google] [report]

I can't get past this part

>> No.6292613

The general consensus is that Scourge of Armagon is great and Dissolution of Eternity is lackluster. Personally it's been too long since I played them for me to give an opinion.

>> No.6292617

How do I get into Brutal Doom? I am an OG Boomer Doomer and I just feel like trying OG doom with a new coat of gameplay after finishing Eternal.

>> No.6292649

You make sure hole is big enough (remove some planks if it's not), take a deep breath, close your eyes pinch your nose and then jump. Wait, you said "get into Brutal Doom", not "dive into the old outhouse"? I confuse those two things a lot.

>> No.6292654

Do all map makers expect you to save scum every few minutes? I'm pretty new to doom stuff and enjoy it, but I always come across bullshit traps that you're almost certain to die to.

>> No.6292663

man, i just wanna play something different. I have like 1000 hours of default doom. I don't care about opinions.

As you grow up you'll learn that offering useless opinions instead of information when it's asked for is universally reviled. Or you won't learn it-- many people on 4chan clearly don't.

>> No.6292667

Maybe. Some just don't have good sense of measure. Maybe they made stages separately so it's like savescumming for them. Maybe it's just for Doom gods. Or maybe the map is just bad.

>> No.6292670
File: 321 KB, 500x512, 1559727211963.png [View same] [iqdb] [saucenao] [google] [report]

you download it

>> No.6292672

>two people's opinions = the opinion of the entire community

>> No.6292681

There are far too many maps out there to worry about savescumming.
They're just retards. Ignore them.

>> No.6292682

[this has been blocked by nintendo, who claimed it on copyright grounds]

>> No.6292693

You get the Nashgore mod and something like Smooth Doom, D4T, Meta Doom or Complex Doom. Alternatively go with Project Brutality or Beautiful Doom. If you want something really different and refreshing, try Hideous Destructor.

>> No.6292695
File: 384 KB, 1366x768, Screenshot_Doom_20200327_113433.png [View same] [iqdb] [saucenao] [google] [report]


project brutality is better in all "brutal" aspects

>> No.6292701

The only difference is the gamma. You can change it with F11.
Also your HUD aspect ratio is stretched in both sourceports.

>> No.6292707

Dead Marine

>> No.6292712

There's also a lack of the original Doom's software's lighting mechanics in GZDoom's hardware mode. That becomes more apparent with a gamma correction of 0.

>> No.6292718

Take a look at other mods then. Brutal Doom doesn't offer anything new compared to what you've been playing between Doom Eternal and old doom.

>> No.6292721
File: 41 KB, 609x115, opera_qgRVLeywYC.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6292735

Yes. Exactly the same here, better immersion and more satisfaction.

If you enjoyed crosshair free STALKER, you should take the leap in Doom too, enable free mouselook, disable autoaim and of course no crosshair. Shotgunning has never been so much fun.

>> No.6292739

Seconding Project Brutality, but only this version until their new one gets released.

>> No.6292754 [DELETED] 
File: 1.60 MB, 1366x768, Screenshot_Doom_20200327_115319.png [View same] [iqdb] [saucenao] [google] [report]

of course violent barney wants her picture taken by the flamewall

>> No.6292796 [DELETED] 

Are we supposed to know what any of this fucking means?

>> No.6292816

I heard Pinkies have trouble navigating narrow passages. How wide do they need to be for pinkie to fit?

>> No.6292853

So the only stuff that's been touched is MAP03 and 04? I'll record a couple new demos.

>> No.6292858

>I heard Pinkies have trouble navigating narrow passages
on the contrary, their pathing is remarkably accurate
>How wide do they need to be for pinkie to fit?
40 units iirc

>> No.6292870

I thought project brutality was the same developer?

>> No.6292874

They are pretty good at narrow spaces. Mancubi, on the other hand, are pain in the ass to accomodate.

Yep, and nothing game-changing in MAP03, just fixed silent teleporters.

>> No.6292878

>Mancubi, on the other hand, are pain in the ass to accomodate.
I want to make monster-only teleports for mancubi to make them zap behind player whenever they try to walk towards him. I'm planning a very frustraing map.

>> No.6292894
File: 1.13 MB, 1366x768, Screenshot_Doom_20200327_113755.png [View same] [iqdb] [saucenao] [google] [report]


BD is a made by one autist named SGT mark iv

PB is a fork of bd & consolidated project from many people led by pa1nkiller.

marky mark tried to cry plagiarism & when that failed, PB builds went into lockdown in discord under nda.

>> No.6292906

>my own personal trial'n'error BD rig
>my own thingy
Pls share. I want your thingy.

>> No.6292920

They recently opened up their latest github builds for public play.

>> No.6292931

Seconding. Decals are nice.

>> No.6292946

They expect you to be good and have strong situational awareness by constantly being aware of entrances and exits, ammo, and how the enemies work so that moment walls come down or you hear a teleporter, you can immediately assess the situation and either find cover or know what enemies to prioritize so you can get some breathing room. The better you get at the game, the easier it is to be good on your toes, and the less you'll need to save.

>> No.6292959

I try to limit my saves to when I grab keys.

>> No.6292963
File: 68 KB, 600x600, IMG_20190226_142305.jpg [View same] [iqdb] [saucenao] [google] [report]

So what do you think of Nobody Told me about Id mod?
I really like it but the alt weapon set needs more consistent sprites and honestly I don't want it to become a BD lite.
It's great that you can fight the monsters with any gameplay mod.

>> No.6292964

This is one of the reasons why I am such a proponent of short maps - I'd rather not save the game at all.

>> No.6292979

Is there monster who is respected less than a Baron? Let that sink in - in Eviternity they went and replaced him, like he's a fucking Commander Keen. You can't get any lower than that.

>> No.6292981

Please someone leak the Macinstosh port of HL.

>> No.6292982

Yeah, I agree with the alt weapon set. I was kinda hoping he'd finish pokishing the OG set beforw adding another.
Using it with Doom 2 Re-Build-t is like playing a """"real"""" sequel to Doom

>> No.6292989

are the maykers really angels though? the codexs seem to imply they're just aliens that LARP as angels as a means to get people to believe them.

>> No.6292993

It's like a Hell Knight, but more tedious. What did they replace him with?

>> No.6292998

Cyberbaron, who shoots rockets and then chaingun.

>> No.6293002

>What did they replace him with?
Cyber-baron, has cyberdemon's rockets + hitscan chaingun

>> No.6293004

thought the codex said they inspired religious accross galaxies, meaning christianity and shit was made by mankind after seeing maykrs i guess
and vega is apparently god or something

>> No.6293041

Is there any way to make maps work with DoomRL or is DoomRL only going to work with Doom 2?

>> No.6293063

From what I read from the Doom Eternal leaker who used to post of /v/ (and definitely was legit as most all he said ended up being true), he said they went with "Heaven" being so weird and alien as a way to avoid controversy or potentially offending customers that would translate to lost sales, whether religious people or atheists

>> No.6293067

Damn, based and neatpilled. Finds like this are always fun and should definitely be backed up for posterity.

>> No.6293069

Everything regarding Doomguy and the plot was way off though. Also weren't there like three different ones at once?

>> No.6293097
File: 51 KB, 382x245, cross.png [View same] [iqdb] [saucenao] [google] [report]

that sounds dumb and almost an opposite to classic id

>> No.6293125

If you're still stuck, focus the ones the back

>> No.6293143

The lore snippets say they're responsible for influencing the religions of civilizations for millions of years. Effectively, they are angels.

There is still boatloads of Satanic imagery in the new Doom.

>> No.6293146

There were multiple ones yes, the posts I remember reading were pretty close on plot but not 100% but were almost completely accurate on everything else

>> No.6293149

in the same way the vorlons were angels, they played at the imagery, but they aren't the real thing

>> No.6293151
File: 312 KB, 816x639, welder mask.png [View same] [iqdb] [saucenao] [google] [report]

Well, this metal thing looks kinda dumb.

>> No.6293152

The Satanic Hell shit is a staple of the series but a Christian or any other Heaven has never been portrayed before. Also you have to remember it would be Bethesda who would be concerned with this, not necessarily id.

>> No.6293156
File: 109 KB, 640x480, 2310_screenshots_2013-05-28_00001.jpg [View same] [iqdb] [saucenao] [google] [report]

From an interview with Romero (https://web.archive.org/web/20080219185308/http://www.quakeexpo.com/interview_romero.php?page=2):

scar3crow: Why does Quake have nailguns rather than machineguns?
John Romero: Because it's different... I think it came out of the fact that we had a huge Jesus mural on the wall so we thought it would be funny to just blast the nails into him.

>> No.6293158

>the codexs seem to imply they're just aliens that LARP as angels
They're both. They're aliens, and at the same time they're what many civilizations have based their religious beliefs around. So they are angels, but in Doom's case it turns out angels are actually a higher race of beings from another dimension.

>> No.6293160

Classic id and current day id are not the same thing.

>> No.6293195
File: 425 KB, 1920x1080, EEe6861XsAIGOkZ.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6293212

This TC deserves more love.
It's very fun to play

>> No.6293219

It looks cool as fuck. Siege Breaker is it?

>> No.6293223

Day 5 or so of being stuck making the same room. Perhaps I should add extra stairs for monsters from below to be able to reach upper ramps more easily?


>> No.6293239
File: 338 KB, 538x572, 1528497249760.gif [View same] [iqdb] [saucenao] [google] [report]

I read that as "Day 5 or so of being stuck in the same room," as a commentary on the Corona Virus.

>> No.6293242

I've been stuck in the same room for 20 years now.

>> No.6293271
File: 62 KB, 654x654, jnsq.jpg [View same] [iqdb] [saucenao] [google] [report]

there's a buncha salt-to-taste stuff though

>> No.6293310

first about the literary taste being shit
respons is that no author of good litterature would touch such cliched topic, so only examples are from cheapest, shittiest pulp-fantasy where it is prominent

which says bit about the quality of Eternal's supposed "deepest lore" they promised us. Expect expansions/DLCs/Sequels to sink down further in quality.

>> No.6293349


>> No.6293365
File: 324 KB, 1280x1584, 1575847309712.jpg [View same] [iqdb] [saucenao] [google] [report]

I have Shadow Warrior Complete via GOG. While the default controls are slightly similar to DUKE 3D, the intro stage feels like murder to me on almost any difficulty setting. Plus, there is no way to change the keyboard input on Complete! And who's idea was it to have the first level start on a boat?

>> No.6293410

I forgot to mention that Johnny Doom is also neat

>> No.6293416

Valiant replaced both hell nobles, even.

>> No.6293430 [DELETED] 
File: 31 KB, 369x369, 1562493980177.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone here have the DRM free exe for eternal? I actually bought it but it won't launch and just want to see if it will start without the denuvo cancer exe it came with

>> No.6293441

Why are you starting with the second episode?

>> No.6293453

theres probably a separate setup program to configure controls

>> No.6293550

Still Sandy didn't mind much.
>"Hey, you ok with putting Jesus on the wall?"
>"Sure, I love Jesus!"
Think the only thing he objected to there was using the Jesus texture as a floor switch.

>> No.6293552
File: 150 KB, 708x1010, 1585267956730.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6293572
File: 511 KB, 720x360, Zap animation.webm [View same] [iqdb] [saucenao] [google] [report]

Pretty happy with this so far, I'll be working on the zap bolt projectiles next, and I'm gonna try to either rip or replicate the firing sound from the cartoon

>> No.6293604

Barons and Hell Knights are pretty lackluster monsters in general. They don't have anything to make them stand out from the rest of the projectile chucking monsters, aside from having high health.

>> No.6293609

That looks dope. Dunno what the material source is but it looks satisfying to shoot.

>> No.6293612

They're essentially just beefy Imps.

>> No.6293613
File: 26 KB, 485x352, 12043eb9dc2318e53a2da7f0d8e509d2e830fdb8_hq.jpg [View same] [iqdb] [saucenao] [google] [report]

It's the Crissword from the Zelda cartoon, I think it'll work well as a chaingun tier weapon for this set, Link used it like a gun in the show.

>> No.6293630

They do hurt more, hit harder in melee, hit harder with their projectiles. But yeah, they're really just Giga Imps.

>> No.6293636
File: 59 KB, 200x200, lenny_anticipation.gif [View same] [iqdb] [saucenao] [google] [report]

Is there a Castlevania-like mod/episode for Blood?
Doesn't have to be similar to Castlevania: Simon's Destiny but I feel Blood is better fitted for making a CV episode with it's art design and atmosphere.

>> No.6293669
File: 2.33 MB, 1920x1080, Screenshot_Doom_20200327_213048.png [View same] [iqdb] [saucenao] [google] [report]

>this boss
what the fuck

>> No.6293683
File: 515 KB, 1918x1079, NiceCrop.jpg [View same] [iqdb] [saucenao] [google] [report]

>The steam page for Shogo has a blatantly poorly cropped video for the preview

Poor Shogo can't ever catch a break

>> No.6293740

which wad?

>> No.6293778
File: 2.25 MB, 1920x1080, Screenshot_Doom_20200318_120758.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6293781
File: 1023 KB, 1018x761, GreatAgitator.webm [View same] [iqdb] [saucenao] [google] [report]

I had completely forgotten this thing I made way way back

>> No.6293805

shoot it with a plasma gun

>> No.6293812

gotta love how it's the monolith sale right now but shogo and blood aren't included

>> No.6293827

Make him rapid fire two lost souls from his shoulder canons.

>> No.6293859

There was a wad I played a while back that had a similarly giant revenant as the final boss. Can't recall the name, but I remember that it was glorious.

>> No.6293861
File: 361 KB, 473x675, 1442519206002.png [View same] [iqdb] [saucenao] [google] [report]

>"honestly I don't want it to become a BD lite".
>outside of gore BD is basically doom with is basically doom with elements of duke 3D & COD

>> No.6293880



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