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/vr/ - Retro Games

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6293873 No.6293873 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6286767

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.6293874

=== NEWS ===

[3-28] Mr Friendly got an update

[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

=== PREVIOUS ===



>> No.6293914

why is he called Benellus anyway?

>> No.6293919
File: 6 KB, 199x181, 1523576366255.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6293921

Benelli is a gun company known for their shotguns.


>> No.6293932

>Unfinished beta state with no update since release

>> No.6294007 [SPOILER] 
File: 32 KB, 184x184, 1585373195968.jpg [View same] [iqdb] [saucenao] [google] [report]

Hell is said to be full of fire and brimstone.
Brimstone is another name for Sulfur.
Sulfer, when burned has a blue flame and melts blood red.

Fireblu confirmed real

>> No.6294035
File: 1013 KB, 1150x614, HaeoaH.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6294039

this part fucking killed me

>> No.6294053
File: 1.08 MB, 600x609, WeeW.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6294057

thank you for this

>> No.6294090

i dont get it
what am i missing here

>> No.6294104

An imp has fallen into the water in Doom City

>> No.6294125

A silly doom animation was made last month, it's getting traction now.


>> No.6294157

To the dude who make Cool Skies, here's a demo for the new MAP04.


Bridge fight is a little more interesting now for sure. Unfortunately the mix of spiders and HKs makes for another easy infighting combo, moreso because spiders constantly fire as long as you're in sight no matter how far away you are, so I can stand on the other side of the bridge and let the spiders gun down most of the HKs. The "cooling tower" fight is now actually a fight, specters were a good choice.

I didn't record MAP03 because you said the only thing you changed was the silent teleport.

>> No.6294160

>go on youtube to look this up
>its already on my front page recommendations
That youtube algorithm is something.

>> No.6294212

Why did I laugh at this ridiculous shit? Pretty well done in GzDoom though, I guess.

>> No.6294260
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]

Alright, I want to make sure I don't forget about this later so it's SCREENSHOT SATURDAY. WHAT HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? LET'S SEE IT.

>> No.6294270
File: 375 KB, 720x360, So anyways I started zapping.webm [View same] [iqdb] [saucenao] [google] [report]

Got the Crissword's default attack in

>> No.6294293

more amazing than it has any right to be
> channel
oh look, there's more


>> No.6294301
File: 389 KB, 816x639, welder mask.png [View same] [iqdb] [saucenao] [google] [report]

I took took previous map I made and am turning it partially hellish to use as a later map after Doomguy has been tricked and evicted from Hell.

It isn't going as well as I hoped but some of the visuals are amusing.

>> No.6294303

I'm having an issue with Smooth Doom. The imps' fireballs aren't appearing properly. They kind of flash in and out as they travel for some reason. I don't know if I accidentally fucked up one of the settings or what.

>> No.6294314

I forgot to mention it's paired with Nash.

>> No.6294336
File: 1.85 MB, 1920x1080, Screenshot_Doom_20200328_101503.png [View same] [iqdb] [saucenao] [google] [report]

Magikus 2 is basically on hiatus because of the Covid crisis, (I still have a few sprites to add and monsters to code though to keep me busy) so I've spent much of confined time preparing a surprise for the kids. Just before confinement begun, I brought my collection of nerf guns at the day care center and we had a huge battle with all the kids. They freaking loved it so I'm making a quick "nerf themed mod" for them. I'm limited to the 4 guns I currently have on hand (I left most of them at work) but I might sneakily go to the center and pick my collection up to add more.

>> No.6294346

One thing I find interesting is that there is one secret area I thought was so obvious I didn't even wanted to even make a secret, and yet neither you nor my other playtester had found it.

Anyway, I walled off arachnos in the right room, like I was supposed to in the first place (I swear, I never learn), and I replaced HKs with spiders as well - at least now they do their intended function of not letting the player off the bridge (a little too well, as their area denial fucking denies entire bridge, so making ammo runs is extremely dangerous now), and while they are easier to make them infight with cacos, speeding up the caco fight is not a bad thing, I feel cacos outstay their welcome.

With that being said, I stop any further work on MAP04, I worked too long on it anyway. MAP05 or bust.

>> No.6294357

You're a righteous lad, anon. Kids need the fun of toy weapons.

>> No.6294367

Just finished Episode 1 of Doom for the first time ever. The map progression is incredible, e1m6 was probably my favourite. What a fun ending though. I thought the red was lava and kept dying until I tried running to one of the edges to get some ammo and realised the trick.

>tfw you find a hidden “whole map reveal”

>> No.6294387

Just finished Community Chest 1, and Jesus Christ the amount of figuring out where the fuck I had to go was driving me insane.

>> No.6294392
File: 202 KB, 800x976, 172143-nerf-arena-blast-windows-front-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks for reminding me about this.


>> No.6294398

Heh, strangely, I'm going for a far more realistic approach (more boring too, I guess), it's not the hideous destructor of nerf mods... But that's kind of what I'm going for. I spent a few hours trying to get the specs of each nerf dart pretty much (average velocity, range and so on...)

>> No.6294413

Keep going. There's some people who don't care much for E2, but I disagree, I think it's the strongest part of the original game.

>> No.6294415

I had this instead of Quake 3 and UT.

>> No.6294432

This looks like the kind of game I would have loved as a kid to the point I would have pains of longing for some kind of kickass real life arena. I kinda forgot how much I wanted videogames to be real life when I was little haha.

>> No.6294435
File: 511 KB, 1205x766, profuse bleeding.png [View same] [iqdb] [saucenao] [google] [report]

>realize you'll never be able to live up to the expectations set out
>have to combine not one, but two entire fucking series
may the maykrs smite me.

>> No.6294436

>it's not saturday so there's no screenshot saturday post to respond to-
>realize I haven't slept in 32 hours

>> No.6294438

Come to bed, anon.

>> No.6294441
File: 2.08 MB, 1920x1080, Screenshot_Doom_20200328_115347.png [View same] [iqdb] [saucenao] [google] [report]

Also, here's the weapon for Magikus 2 level 2 ; a bottle of "magic sauce"

Kids come up with some wacky shit.

>> No.6294443
File: 1.64 MB, 1280x720, unknown.png [View same] [iqdb] [saucenao] [google] [report]

Aaaaand it's up: https://www.youtube.com/watch?v=NjR_Os9HtPQ

Now it's up to the audience, time will tell if this whole scheme bears fruit.
Stay safe anons.

>> No.6294446

fuck off insomnia fuels me

>> No.6294447

anon men who sleep less than 5 hours a day have smaller ballsacks on average.
I wish I was joking.

>> No.6294452

>"You don't have to be born with the capability of modding doom! Anybody can learn it!"
>borderline impossible to even do anything for ol' average joe
>modders: "please allow us to introduce ourselves we're lunatics of no wealth or fame, been here for a long long year, factual wizards of our game."

>> No.6294454

what's the problem then?
sex is for npcs.

>> No.6294460
File: 29 KB, 376x960, 91288654_2784708621614037_2399283175244169216_n.jpg [View same] [iqdb] [saucenao] [google] [report]

>please allow us to introduce ourselves we're lunatics of no wealth or fame, been here for a long long year, factual wizards of our game.

That sounds exactly like something Tex would say on-character.

>> No.6294493

Modding is absolutely sorcery and anybody who does it is an IRL wizard with actual magical powers.

>> No.6294498

so if you get a gf you can't mod anymore?

>> No.6294501
File: 694 KB, 500x300, rainman.gif [View same] [iqdb] [saucenao] [google] [report]

I must be some kind of brain damaged wild mage then, because I just barely know what to do, and sometimes shit just doesn't work like it ought to for no apparent reason at all.
All I know is Decorate (barely), ZScript and ACS are far outside my reach.

>> No.6294523
File: 315 KB, 1280x1024, Screenshot_Doom_20200324_221747.png [View same] [iqdb] [saucenao] [google] [report]

Dear amazing feedback anon,

I beseech thee - bless me again with your wisdom. I've made the changes suggested, and then some.

Anyone else who wants to - it's a map I made that uses a lowering nukage floor to pressure you to explore quickly. The placement of the switches that lower the floor mean it plays differently depending on the routes you take.

Map05 in this set: https://www.doomworld.com/forum/topic/97994-fresh-meat-wip-maps01-05-updated-28032020/

>> No.6294530

>just barely know what to do, and sometimes shit just doesn't work like it ought to for no apparent reason at all

So basically a Wild Mage

>> No.6294540

Yeah, except Beamdog doesn't foist me onto unwilling parties where I'll ruin things.

>> No.6294548
File: 644 KB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google] [report]

map01, there's some fuckery with the wall when up in this secret. using recent gz.

>> No.6294556


>> No.6294564

What is the best looking renderer for Half-Life 1? Any settings I should be aware of like texture filtering? Steam or WON? This shit is 10x more convoluted than Quake or Doom was honestly from all the info I've looked through.

>> No.6294569
File: 21 KB, 654x603, mekyr.png [View same] [iqdb] [saucenao] [google] [report]

I could provide more if you losers really wanted it.
Kar en tuk, lords of slaughter.

>> No.6294596

Use Xash3D with the WON version updated to or whatever the newest WON is, with music in MP3 format and Blue Shift Unlocked.

Just look it all up and read the manuals. Should be easy as long as you don't own consoles that made your brain atrophy.

I guess ripping the tracks to MP3 might be hard. I had to look up some old forum posts about what specific type of MP3 tags HL supports. But again, it's doable as long as you're not a braindead console owner.

>> No.6294606

>try out new NTMAI update
>alternate weapon set with clashing spritework
>BFG is now Duke's shrinker but recolored
>rocket launcher now looks worse and has a handle grip to make it seem like another bootleg Duke weapon
>opening a keycard door has the player stand still and raise up the key, which could fuck them over
>shotgun guys are still palette swapped zombiemen
>new chaingunner variant which is just another zombie swap
>revenants now have jetpacks just like in the other umpteen mods that do it, they can clip out of cages like in MAP29
it's a good thing I've kept backups of the older versions, I have a slight feeling that this mod will change into something I'll lose interest in

>> No.6294608

>shotgun guys are still palette swapped zombiemen
it makes sense though.
because otherwise they wouldn't feel like it comes from build
same thing as to why the hellknights have baron sounds also.

>> No.6294610

That Xash3D thing doesn't fuck with the gameplay or look forcefully? Gives me GZdoom vibes looking at the page.

>> No.6294614

Dude just play the steam version or whatever, the differences between versions are minimal.

>> No.6294615

Finished Eternal
It was... eh. The platforming was shit and the game was a bit too long for my liking. Also the story was retarded, these fantasy knights have no place in the series and I have no idea why they were made the focus.

>> No.6294618

It's certainly better than the shitty Steam version (which it also supports, btw) as long as you use the WON version.

But you sound like you own consoles, so maybe stay away.

>> No.6294627

Yeh you're probably right, I'm just gonna use WON on GoldSrc Package. Looking pretty spiffy with disabled texture filtering and gl_round_down 0.

>> No.6294628
File: 226 KB, 258x387, Heretic_game_cover.png [View same] [iqdb] [saucenao] [google] [report]

are you just going to ignore heretic and hexen, fuckface?

>> No.6294634

Yeah, I would've preferred if humanity, the thing you're trying to save, actually played a bigger role in the story. In fact, humanity, demons, and maybe angels or gods should've been all that there was. You could have the corrupted UAC squaring up against that ARC resistance, and have fellow marines being shown doing something other than standing around waiting for you to nab their plasma gun. But for whatever reason, they decided to make it a fantasy plot about Doomguy being taken in by a group of ancient knights or whatever who made him their leader and gave him mystical armor and a magic shotgun. Leave that stuff to actual fantasy, Doom always felt more of low-tech scifi.

>> No.6294638
File: 17 KB, 288x335, Hexenbox.jpg [View same] [iqdb] [saucenao] [google] [report]

You need to go back >>>/v/

>> No.6294639

do you seriously think doom and heretic/hexen are in the same series

>> No.6294640

Yes, but Hexen isn't Doom is it?

>> No.6294645

>dude these games that were also on the doom engine had fantasy themes so it's okay for doom itself to do it
that's as retarded as saying "Witchaven was on the same engine as Duke Nukem so it's okay if Duke dresses up in viking armor and snipes goblins with a bow"

>> No.6294647

quake 2 was on the same engine as kingpin so quake 3 should have had a trashy 90s crime style aesthetic

>> No.6294648

If William Shatner isn't chewing me out for killing those alien bastards who shot up my ride, this isn't a real Blood game.

>> No.6294651

love me some J.R.R.Tolkien games, such as Blood, FEAR and NOLF

>> No.6294652 [DELETED] 

shillernal bros...... how do we come back from this....

>> No.6294658
File: 146 KB, 1920x1080, 1235124.jpg [View same] [iqdb] [saucenao] [google] [report]

> anon tries to prove how clever he is by being a retard

>> No.6294694

I have a vulkan that I found out by a dumpster by work. It mostly works, but the reel that rotates the belt slips. I think I can fix it. Also a knockoff nerf shotgun by buzzbee toys I think?
Anyway. Lemme know if you want pics for more sprites. I may be able to swing that sometime.

>> No.6294703

>it's okay for doom itself to do it
It's okay to do it regardless. It's also okay that you don't like it.

>> No.6294706
File: 1.85 MB, 1920x1080, demoupdate.png [View same] [iqdb] [saucenao] [google] [report]

Just released an updated version of the first Golden Souls 3 Demo. Please let me know what you think!

Download on Zdoom: https://forum.zdoom.org/viewtopic.php?f=19&t=65056&p=1143855#p1143855


>> No.6294728

Well, the vulcan is a really neat design, if you took the pictures I'd use them for sure. But only if you've got free time on your hands. I don't really NEED more nerf guns. I own a lot of them, like 25 or something.

>> No.6294731

What's the best level editor for DOS?
I want to try to run one magicdosbox, to see what onscreen controls I can get setup and perhaps functioning to a suable state, if not practical.

>> No.6294735

Rollin in the nerf guns. When I go to take it apart I'll try to remember to snap some decent pics.

>> No.6294743

Noice, belt fed action for the nerf mod !

>> No.6294752

>WON version
excuse me, but what is this and where can i get it?

>> No.6294757

Heretic at least used Carmarck's D&D notes for inspiration, same as Doom. This is why the elves are descended from the Seraphim, and D'spiral was based on the BBEG Shalrath.

>> No.6294758

It's the OG retail version without whatever changes were made to it over time on Steam.

>> No.6294773

So, where can i get it now, even if its illegal? Torrents that i can find have steam version now

>> No.6294774

I played the game as a kid with my dad. Replaying it and just finished episode 3, some maps are insanely genius (in particular, episode 1 maps stand out for me).

Should I play episode 4? Can't remember, is it good?

Also any mod that doesn't denature the vanilla game (high resolution, ...) you guys would recommend? Or I am already good with the basic wad in vanilla GZDoom? I changed the musics for SC-55 rips from http://sc55.duke4.net already, so good

>> No.6294780

Smooth Doom just adds some animations and keeps everything about the same.

There are a handful of graphical and sound tweaks that you could try, but nothing specifically is coming to mind.

Maybe Nashgore if you want some more blood.

>> No.6294789

Episode 4 is pretty hard for the first few maps, but it's overall well made.
For mods, I would suggest Brightmaps, they highlight certain parts of certain textures and sprites so that they're brighter, even in the dark, so you get the eyes of Pinkies glowing a little in the dark, glow from the mouth of a caco, or the little diodes on some computer textures glowing as well.

Kinda like Duke Nukem 3D does for some things here and there. I think it looks neat as hell, give it a try and see if you like how it looks.

>> No.6294791

I personally really love the first two maps of E4. The rest is a bit forgettable.

You could also try Sigil, if you havent, it's a brand new mapset by Romero himself so it's quasi official.

>> No.6294804

>I personally really love the first two maps of E4
They're amazing, IMO. I think the rest of the maps are ok, but I do wish they kept going as hard as E4M1 and E4M2.

Sigil is good, on Ultra-Violence it's pretty punishing (which is admirable considering the more limited bestiary of the first game), so anon wouldn't have to feel bad about playing on Hurt Me Plenty.

>> No.6294806

Click the bong flag in the upper right corner and then download the 1998 cd image. The page also contains downloads for patches, just look at the numbers.

>> No.6294819

Use a mod loader to load all these together in GZDoom. If not using GZDoom you will need command lines.
Don't use Vanilla Smooth Weapons with Smooth Weapons Enhanced as they are both weapon animation mods and will conflict.
Don't use Perk's Hi-Res SFX with Sound Caulking as they are both sound mods and will conflict.


VANILLA-COMPATIBLE (works with all source ports, except maybe Chocolate Doom):
Vanilla Doom Smooth Weapons
> (don't use this with custom maps with custom monsters)
> https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapons/
Per Kristian's Hi-Res Doom Sound Effects
> https://www.perkristian.net/game_doom-sfx.shtml
Doom Minor Sprite Fixing Project
> https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v19-release-updated-12718/

Brightmaps Plus
> https://forum.zdoom.org/viewtopic.php?f=46&t=64299
Smooth Weapons Enhanced
> https://forum.zdoom.org/viewtopic.php?t=32628
Bolognese Gore mod unofficial update (fixes arch-vile bug)
> https://www.moddb.com/mods/brutal-doom/addons/bbgorenew
Simple Motion Blur
> https://forum.zdoom.org/viewtopic.php?f=103&t=62772
> https://forum.zdoom.org/viewtopic.php?t=54992
Steve's Flashlight Mod (change Display Mode/Hardware Render/ Sector Light Mode to Vanilla to get most out of this - but only do this for vanilla maps, for modern maps use Standard light)
> https://forum.zdoom.org/viewtopic.php?t=59429
> https://forum.zdoom.org/viewtopic.php?t=55413
Weapon Sway
> https://forum.zdoom.org/viewtopic.php?f=46&t=62634
Nostalgic Secret Sounds
> https://forum.zdoom.org/viewtopic.php?f=46&t=58283
Shader Tools (use bloom boost)
> https://forum.zdoom.org/viewtopic.php?f=103&t=59289

>> No.6294827

Thanks Tex, /v/ loves you and the BPL!

>> No.6294845
File: 43 KB, 500x500, 1557726564930.jpg [View same] [iqdb] [saucenao] [google] [report]

I replaced the hellknight sounds with the hellknight sounds from Doom64. Sounds so good

>> No.6294847


if anything hes old fart /tg/
I'm sad about /tg/ now

>> No.6294850

it isnt /v/ is /m/

>> No.6294872

I found a new way to find good WADs: go to Doomed SDA or DSD Archive and look for WADs that have had 3-digit demos submitted. Some like Scythe have 4-digits worth of demos

Also how do I play Perdition's Gate?

>> No.6294874

based video

>> No.6294894
File: 9 KB, 380x430, SREVB1E2.png [View same] [iqdb] [saucenao] [google] [report]

I love Colorful Doom, I think its one of the best gameplay mods out there. But my god, the cyan monsters are absolutely dogshit. They fly around at the speed of light, have lots of health, and have attacks that are way too powerful for how fast they are. Its a good thing you can turn them off but geeze, they are not balanced enemies at all.

>> No.6294931

I turned off all of those black/white/fireblu/whatever enemies. Doesn’t matter if I run CH with a slightly OP gameplay mod or full on Pillowblaster shit, they still wreck everything. It gets into DBZ power level territory where you have to balance the insane enemies with the ridiculous arsenal, and it becomes a game of “who’s going to oneshot who first.” It’s one of the main reasons I don’t like the gorillion Legendary Complex addons and will never touch Clusterfuck.

>> No.6294953
File: 31 KB, 760x478, 760px-Contrived_MS-DOS_logo.svg.png [View same] [iqdb] [saucenao] [google] [report]

Posting with an image for more noticeability. Any oldfags here familiar with older editing tools? I've used edmap and it's pretty decent, but I'm curious if there are better or more simplistic options out there

>> No.6294960

Why would you bother with all that old crap? Nodebuilders back then were notoriously unreliable and terrible.

>> No.6294972

So I can run it on my phone at work.
I might go with dmapedit as a test. It has nice large buttons.
It's just something to play with.

>> No.6295047
File: 12 KB, 149x133, powerup.png [View same] [iqdb] [saucenao] [google] [report]

1993+27... I am forgotten

>> No.6295049

Golden Souls 2 was one of my favorite FPS experiences of all time, can't wait for 3 but I'm saving myself until release.
Unless you want some feedback, I suppose.

>> No.6295052


I think the biggest thing is where the W/B/FB/C/A tiers spawn. Having them spawn in an area with room to actually maneuver they really aren't that bad, having them spawn in a tiny hallway or key closet can literally make a map unbeatable depending on what weapon set you are running.

But that just the madness you sign up for with CH

>> No.6295067

>powerup completely breaks the atmosphere and is only used in a couple of pitchblack encounters where it completely nullifies the gimmick of said encounter

>> No.6295079
File: 21 KB, 232x133, brownspidiespriteandnoitsnotapenis.png [View same] [iqdb] [saucenao] [google] [report]


A part of why they are optional and toggleable within the main mod itself, also why the brown tier monsters will be optional too after the beta is over is that these tiers dont really fit into the usual power levels and vary a lot with each monster

I try eliminate much of the annoyance factors to make some enemies more fair nowdays, which is why I have been tweaking many bouncing on wall ones and hitscans lately.

Cyans are gonna get some tweaks down in the line before the next version release to get out the beta stage, since I am aware they tend to get bit too ridiculous (like the shotties literally climbing the ceiling even tho Ive tried to tweak them several times to not do that) and how the ice shrapnel specially does too much damage like the earlier versions of the abyssal driplets.
I want to keep em mobile, but that has been a challenge to get right. It's hard to find the balance between walking simulator and duck hunt.

Its one of my main goals to keep this mod feel challenging but also fair, its a hard job due of the nature of monster randomizers really being map dependent on their difficulty + the combinations that can occur, so feedback and point outs to awkwardness and OPness is always welcome to me since a lot of the times, things dont work as intended or might seem to work but then not.

So feel free to rip into the monsters that are most BS, I have my list I check twice on monsters under microscope .
(just note; boss wise I plan to remake the BEES and the white arachnotron down the line cause they just turned out way too annoying and I know many would immediately say these two)

>> No.6295084
File: 1 KB, 25x25, PINSA0.png [View same] [iqdb] [saucenao] [google] [report]

Boo-hoo, cry me a river.

>> No.6295093
File: 1.33 MB, 543x398, output.webm [View same] [iqdb] [saucenao] [google] [report]

From the creator of Cool Skies! "Alabama Smith and Unfinished Heretic Mod"! Third attempt to attract attention!

So it's a gameplay mod I was making when learning ZScript. I had some plans to make it stand out, but then I went through paradigm shift and no longer want to finish it. So it's just a bog-standard weapon set (I cut some corners by replacing some weapons with throwable inventory items). Basically the only thing I liked in it was the tracers on unfinished elephant gun, and since I really didn't wanted to finish it, I instead applied it to every other firearm.

>> No.6295103
File: 42 KB, 938x724, 1585092857342.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone know what compatibility doom eternal is with its internal doom 1 and 2 engine? I want to replace doom 1 with exomoon and doom 2 with ancient aliens so i can autistically play them inside doom eternal.

>> No.6295112


thanks a lot anons, now playing episode 4 with
- Roland SC-55 musics
- smooth weapon enhanced
- brightmaps plus
- high res sounds

The high res sounds is a little bit disturbing right now as I'm so used to the original sounds that it is a little bit difficult to adapt to these new sounds... but the bright maps + smooth weapons... truly beautiful... especially when disabling any kind of linear filtering in gzdoom options

>> No.6295113

how do we fix the goggles, map, and invis?
goggles or automap give temporary wallhacks?

>> No.6295125

>what compatibility doom eternal is with its internal doom 1 and 2 engine
Butchered vanilla, most likely.

Speaking of that, is GPL license compatible with those shenanigans? I know you can't slap proprietary shit (such as Steam integration) on top of GZDoom, but can you use Doom code inside of proprietary product? Can we force Shitesda to open Doom Eternal source code?

>> No.6295130

Map does what it's supposed to.
Invis can copy that Heretic function where if you move slowly and carefully, enemies won't see you, as default for ZDoom.
I guess limited wallhack with a screen color on it could be interesting for the goggles.

>> No.6295136

>gameplay mod gives cool new functions to powerups
>never get to use them because mappers rarely bother to put these in

>> No.6295140
File: 44 KB, 500x400, tumblr_m4easafay31r95fgm.png [View same] [iqdb] [saucenao] [google] [report]

Like I said I love Colorful Doom and recommend it to everyone for a different experience, just hate the cyan baddies. But I trust that you will make the necessary tweaks and twerks to get them balanced as a fun but challenging enemy to encounter. Onward.

>> No.6295141

its vanilla doom with limits raised slightly (for NRFTL). so nothing boom will work

>> No.6295142

It feels like an offshoot from the Xbox port. Also there's the pill healthkits, so that probably helps in narrowing it down.

>> No.6295148
File: 64 KB, 300x300, doomed.png [View same] [iqdb] [saucenao] [google] [report]

>50k subs
>less than 2k views in 9 hours
the fuck did he do to anger the polish lady

>> No.6295150

I'll probably just use btsx then for doom 2
what are some good doom 1 limit removing wads?

>> No.6295153

The problem with night vision goggles is that they raise everything to max brightness instead of just raising them up like 64-96 units or so.
It destroys the lighting entirely.

>> No.6295159
File: 3 KB, 226x204, doot.png [View same] [iqdb] [saucenao] [google] [report]

EVERY Doom wad is now canon, confirmed by both eternal and 2016.
This includes Iwads, The sky may be, and even Terry wads.
So you know what they say....


>> No.6295162

I refuse that notion.

>> No.6295167

I mean it's a channel that's primarily focused on Space Station 13 content and stuff not even remotely related to doom.
It might have been a little foolish to have that video uploaded there and not on yours.

>> No.6295192

using new and fancy directional lights in GZdoom, make it into a battery-run flashlight


>> No.6295219
File: 268 KB, 546x546, 1584639107840.gif [View same] [iqdb] [saucenao] [google] [report]

I did take that into consideration, but my last two uploads took a couple days to even reach 1k, plus the other Doom videos I edited for Tex previously did from 6k to 8k.
Considering how well the Guncaster video did this is quite slower, I assume I'll be at 4k by the end of the weekend, I'm not sure.

But maybe you are right, perhaps the differences in audience could make up for the views.
I floated the idea of uploading it to BOTH channels, he says there is a risk I could get nuked because some dude clipped part of a video of his once, only to get taken down completely because the system decided it was a big no-no.
The worst part is that they never reinstated the channel even after he himself complained to youtube on behalf of the guy.

But maybe I could do like a V3 version and put it on my own channel.

>> No.6295220


whats the next color

>> No.6295228


Who actually said this? People keep on saying it but I actually don't know where it is from.

Did a dev just absently say it or is there some kinda of reveal in eternal that there are an infinite number of doomguys over an infinite number of universes (wads)

>> No.6295230

Anyone knows how to run DoomRPG on delta touch?

>> No.6295242
File: 373 KB, 1746x2464, 048.jpg [View same] [iqdb] [saucenao] [google] [report]

c0da makes it canon

>> No.6295252
File: 2.97 MB, 444x250, this makes my crucible the big crucible.gif [View same] [iqdb] [saucenao] [google] [report]

Can refuse it as much as you like.
In the end, Samuel did nothing wrong.

>> No.6295256 [DELETED] 

There's many codexes that outright state it. Not in those direct words; but there's more than one per. The first instance was the dimension-hopping being confirmed in 2016. I can't say all of them for Eternal as I don't and probably won't have it; but all the same, I'm convinced it's there, seeing as Samur and Samuel are the same entity.

>> No.6295279

Ooh, good to know. Thanks!

>> No.6295294

could have been in doom 3, honestly

>> No.6295330
File: 1.05 MB, 1033x1578, johnmueller_doom.jpg [View same] [iqdb] [saucenao] [google] [report]

Can you customize the difficulty in nblood yet?

>> No.6295353

what's the original source on this artwork?

>> No.6295359

quake 3 manual, art by john mueller.

>> No.6295372
File: 242 KB, 580x863, runningman.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a running man Doom mod? Or any wads based on Arnold Schwarzenneger movies?
Seems like Doom and some of those could be a good fit

>> No.6295397

Not that I know of, but I made a shitty Ahnold soundboard mod a few years ago.


>> No.6295398
File: 751 KB, 1280x1024, Screenshot_Doom_20200328_164132.png [View same] [iqdb] [saucenao] [google] [report]

eh, fuck it.
I've little better to do at the moment but enjoy my tea and watch some streams seeing as I've slowed the fuck down and prefer sandbox games these days. Eternal is just too quick for me.

So, provide me of what you'd like to see and I'll go grab it for ya.
totally adding the marauders and the abolisher as a bossfight, now that I've heard this and that making a new monster from scrach in the form of the Vul'kan'erul Sokar/Yeelon Maykr would be a real bitch. https://www.youtube.com/watch?v=LgyXeTiOo4E

>> No.6295403
File: 259 KB, 1367x852, DoomLauncher_2020-03-28_16-44-30.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else still using Doom Launcher in current year? I'm curious if better frontends have been made yer.

>> No.6295404

Also because "Kar en Tuk" is even more fucking powerful sounding than what it's a translation of.

>> No.6295407
File: 45 KB, 500x281, running-man-buzzsaw.jpg [View same] [iqdb] [saucenao] [google] [report]

I will fully emotionally support anyone who makes a Running Man mod. That's a seriously underrated movie, it revels in delightful 80s cheese in the best possible ways.

>> No.6295409

I use ZDL

>> No.6295410

I may download this. Do I simply press a button to spout one liners?

Id make it but I don't have the skill. Ive only ever made a few levels with vanilla textures

>> No.6295418

I already use ZDL from time to time too, but I really like being able to see actual images of the title art as I'm sorting through. I wish every frontend had screenshot support.

>> No.6295423

>Do I simply press a button to spout one liners?
It's for Zandronum, the one-liners are the taunts. Bots will use them freely.

>> No.6295426

woops i forgot to add Sound Calking to the GZDoom mods list, but oh well, it's the same as the hi-res sfx but now no monster or gun reuses the same sounds. you can also tweak the sounds to you liking in slade without any programming knowledge, for example i dislike the new chaingun sound in sound calking so i use the perk's hi-res version

only one i know of is sigil, use sigil_compat version i think, it replaces E3 instead of making a new E5

>> No.6295431

Hey sorry, been busy (read: asleep). I'll demo this soon.

>> No.6295439
File: 1.57 MB, 1920x1080, gze1.png [View same] [iqdb] [saucenao] [google] [report]

which brightmaps are you using? the ones that came with GZDoom? or the Brightmaps Plus mod?

Brightmaps Plus will replace the GZDoom default brightmaps. Use the bmplus_vanilla version if you are not using the Doom Sprite Fix mod, use the gmplus_spritefix version if you're are - and remember to use the bmplus_textures file regardless. All three come with the download

>> No.6295443
File: 702 KB, 1280x1024, Screenshot_Doom_20200328_170341.png [View same] [iqdb] [saucenao] [google] [report]

Ingame, if you'd like.
Lowered the bottom of the windows a bit and added a shonky faux raycasting via transparent 3d, so the player is a bit more aware that this map takes place above the Nevadan skyline.

>> No.6295450

Should I record the demos in GZDoom? will this not run in PrBoom?

>> No.6295485

"he had to split"

>> No.6295487
File: 19 KB, 180x245, Auditor_basic.png [View same] [iqdb] [saucenao] [google] [report]

if you havent figured it out I'm dead for ideas for the maps.
It should definitely play out like one would expect a Madness animation to be; so there IS going to be the odd cutscene but I hope they'll be considered enough to just give players a breather instead of interrupting things
Hopefully I can use this wad to tie Doom 64 to Doom 2016; Doubt the wad will be ready for Madness Day.
And remember:
Just do what comes natural.

>> No.6295503

GZdoom. He mentioned last thread that it's not Boom compatible.

>> No.6295520
File: 295 KB, 1920x1080, Screenshot_20200328-143047.png [View same] [iqdb] [saucenao] [google] [report]

Got something pretty usable here. Took a bit of finagling.
The onscreen buttons do everything necessary...
A adds an element
X deletes
B moves things
The nav things zoom in and out
Y flips normals
The target does a box select. I can tap for a single select.
I don't have an edit button set up, but I think I can do that easy enough with the mouse.

>> No.6295526

Oh. The arrows move the workspace. Of that wasn't clear.

>> No.6295530

This is masochistic, and I guarantee you, you won't last an hour with this setup, and will not make anything useful in this.
I tried.

>> No.6295545

First timer here. (Though I've amassed a huge experience in Doom over the years).

Do you think it's possible to beat original Doom campaigns on Ultra-Violent?

>> No.6295548

No, it's completely impossible.

>> No.6295550

Not possible, you die at the end of e1m8 due to a bug

>> No.6295557

Huh. So then my biggest question is: what the fuck is Nightmare? Like if the previous difficulty is unbeatable, what the fuck's Nightmare all about?

>> No.6295560

It's so hard you won't even beat the first level, don't bother trying.
John 2 added it in as a joke mode.

>> No.6295562
File: 206 KB, 220x220, we just don't know.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6295563

To tell you the truth, I'm not entirely sure anybody ever beat Ultimate Doom on Hurt Me Plenty. I guess SOMEONE must've dpme it, but I don't think there's a video record of that.

>> No.6295569

I'm pretty sure there's a record somewhere, but I will say that Final Doom is only beatable on Too Young To Die. At least as of today.

>> No.6295581

I made a level on my phone with a worse setup like 4 years ago.

>> No.6295651

Sorry if the following question is a dumb one (never made a WAD before.).
But if I wanted to make a WAD that has new levels and a slightly different Hud, with the most complex thing in the WAD being a change of music midway through a level, could that all be done in Doom Builder or would I need to use other tools as well?

>> No.6295653

You got memed on buddy.
UV is entirely beatable. That's not a bug. You're SUPPOSED to die at the end of E1M8

>> No.6295679
File: 228 KB, 1920x1080, 20200329083943_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm back again to complain about the Nocturnal missions, because what the FUCK is up with EP6FL1
The map is FILLED with long hallways with indents on each side and way too many quick-shot officers who'll take a chunk of your health off the second they spot you.
You can't even run to the other end to trigger them all and then safely funnel them, as they'll body block you too.

>> No.6295685 [DELETED] 
File: 319 KB, 898x790, D_7mb9hWwAAsyGx.png [View same] [iqdb] [saucenao] [google] [report]

>tfw to intelligent to use gameplay mods

>> No.6295686
File: 58 KB, 823x520, doomslayer5.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6295695
File: 151 KB, 377x600, 81LaN1y.png [View same] [iqdb] [saucenao] [google] [report]

>implying the complete opposite isn't true
lmfao brainlet

>> No.6295712

Ok, i'm making good progress by immediately backpedaling after inching forward, but it's a slow and unfun process.
You can't even lure them out with warning shots, they don't move or even make a noise to let you know they're there.

>> No.6295721

Yup remember that shit. I think that's where I ended up dropping the game. Not that it's hard per se just fucking tedious

>> No.6295723
File: 255 KB, 788x411, 1579927402961.png [View same] [iqdb] [saucenao] [google] [report]

The new Doom 64 levels are really nice.

>> No.6295737

>"to" intelligent
>too intelligent

>> No.6295741


>> No.6295751

Partial invisibility was of another era when people just didn't have the skills to dodge. Today it's still good against hitscanners and setups based around trying to get a bunch of infighting, but is otherwise a powerdown to make fighting projectile enemies harder, which is a valid use in its own right.

I guess that makes sense. I've never been particularly good about finding secrets because I lack the lateral thinking ability to make puzzle solving very fun.

>> No.6295754

i told you about the bullshit bro
it's gonna keep happening until i think E6L4, then you have a small break until E6L7, then it's back to bullshit for the finale

>> No.6295765

You sure did.
I should be able to push through it for one final episode though.
Then i'll probably take a small break and play something else before playing Spear of Destiny, just so I don't burn out on it.

>> No.6295770

How the fuck do I use .jar files?

>> No.6295779

what the fuck are you even asking you absolute dipshit

>> No.6295793

how do i post demos

>> No.6295796

on windows, associate with javaw.exe
on linux (and probably mac but i can't say for sure), run with java -jar filename.jar

>> No.6295812

>Look up the last DoomCon matches
>FFA in Odamex
>More than four players
>Fucking spawns marked with particles
Doom purism officially declared a meme and compet-n deprecated.

>> No.6295815

if you're asking about doom rpg, you need a j2me emulator for those, there's a windows one that i haven't tried and an android one i can confirm is good that you can find on fdroid

>> No.6295817

Why would you want to use Tilt++ or Motion Blur? Do you actively enjoy making yourself motion sick for no reason? The movements/effects are not even realistic, they're extremely exaggerated and unnecessary.

>> No.6295819

I can confirm that J2ME loader for android works great att running those types of games.
Not sure about PC tho

>> No.6295823

Have you ever dropped a wad?

>> No.6295829

while we're spoonfeeding you can find a shitton of j2me games to fuck around with here, including the elusive stalker mobile games, which i can confirm are total shit, much like the design of this site: http://dedomil.net/games/
while i'm at it, overtaker is an interesting j2me fps that would be a good inspiration for a gameplay mod imo, not retro although i think literally no one talks about these games anywhere

>> No.6295839

Thanks, guys!

>> No.6295849

What other J2ME games are worth looking into?
I found out about Doom RPG the other day, and downloading the 5 games in that style including the Wolfenstein 3D one and Orcs & Elves, but i've largely never played old mobile games

>> No.6295850
File: 16 KB, 800x600, 6679412.png [View same] [iqdb] [saucenao] [google] [report]

>still no UAC GF
Why even live, bros?

>> No.6295851

Here's my demo for the new MAP04, including an alternate playthrough where I take the other path (which I normally never did because it seemed more starved for ammo)


(please do not make fun of me for my attempts at 1337 hell knight boxing)
It's hard for me to talk about flow and readability now because I've beaten this map before so I know the score. It's funny you mentioned wanting to reduce the number of specters to keep me from shooting myself in the foot, because I did exactly that. Taking the eastern path seemed a bit weirder because it felt like I ended up skipping most of the western part (the marble staircase heading up to the ruins with the soulsphere) and the ruins themselves had more platforming - I ended up falling into a hole I wasn't sure I could get out of and had to run around through the nukage more than I would have otherwise because I messed up jumps. It seems like the western part changes if you take it second much more than the eastern part does if you take it second, making it feel like if you want the level at its "fullest," you should go west first.

>> No.6295860

not many desu, there's a kinda fun one based on cyberpunk, the XIII and splinter cell ones were pretty fun too, and there are some unique metal slug games, but the ones linked in the OP (doom rpg 1/2, wolfenstein rpg, orcs & elves 1/2) are pretty much the best there is, there are many decent puzzle games but they all have superior android/ios versions now

>> No.6295887 [SPOILER] 
File: 2.20 MB, 368x288, 1585443351775.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6295895
File: 890 KB, 2560x1440, Screenshot_Doom_20200328_233830.png [View same] [iqdb] [saucenao] [google] [report]

Been adding a health bar for boss monsters for my bloodborne mod.

>> No.6295915
File: 50 KB, 454x747, ESQdAQoWsAAhFou.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]

considering making it a bit lower res?

>> No.6295919

I'm pretty new to using mods, and I'm trying to figure out how to get this http://sc55.duke4.net music pack playing in my game using GZDoom. It's just FLAC files named by their respective maps. Total noob question but google isn't really helping.

>> No.6295925

Any game play changing elements? Trick weapons would be fun

>> No.6295929

Get a shader for chromatic aberration too

>> No.6295932

There's a mobile J2ME Loader for Android.

>> No.6295936

nvm, I'm retarded

>> No.6295951

yeah there's a ton of gameplay changes:

theres dodging, hunter tools and consumable items, weapon combos, parrying and visceral attacks. obviously the doom weapon sprites themselves are placeholders.

hah, now that would make it more authentic!

>> No.6295990
File: 2.69 MB, 1920x1080, hbnieq33s3y31.png [View same] [iqdb] [saucenao] [google] [report]

Are there any total conversion wads that just change the appearance and sound without touching the gameplay at all? Only one I could find is the simpsons one, the rest I found don't really change much.

>> No.6295991

And by appearance I mean everything. Textures, monsters, guns, etc.

>> No.6295998
File: 391 KB, 1080x2119, Sarge.jpg [View same] [iqdb] [saucenao] [google] [report]

I just booted up the Doom II RPG.
Is this canon??

>> No.6296015

I'm certain you'd have to use slade.

>> No.6296016

I think you could load freedoom/freedoom 2 as a pwad

>> No.6296036
File: 46 KB, 720x484, D1AECAE3-21FC-4273-8E88-534E5FD75BCE.jpg [View same] [iqdb] [saucenao] [google] [report]

Am I the only one who felt like shit for this guy?


>> No.6296042

he sounds like he's far too used to his situation and accepts it but still wants out.

>> No.6296043

Reminds me of the era of gmod videos from the early 10s (Ethiomod, Kitty0706, eltorro64rus, theTig3r42)
Really hoping Doom skits like this take off

>> No.6296046

Poor bastard

>> No.6296062

So, I started a run of Doom 2 on ultra violence. Continuous play, quicksaves allowed...

Mouse only.

So far, up to map 10, not too bad. Used speedrun tactics a couple of times, like skipping the monster triggers and the platform at the end of map 6, straferunning over to the yellow door. It's difficult but refreshing.

>> No.6296064

Wut. What's going on in the pastebin

>> No.6296065

bot lines for some samsara addon

>> No.6296070

How are you straferunning with mouse only? Do you have no turning?

>> No.6296074
File: 36 KB, 640x408, 1585447663.jpg [View same] [iqdb] [saucenao] [google] [report]

Is this canon?

>> No.6296082

Looks cool. I'm interested how are you getting the HUD to not look pixelated when texture filtering is off? I'm guessing you're using a shader or something for that and if so could you point me to where you found it?

>> No.6296114


>> No.6296124

Look closer, it's still pixelated just very high res compared to the vanilla assets.

>> No.6296139

Ah you're right, never mind then.

>> No.6296142
File: 89 KB, 353x332, 1580837891750.png [View same] [iqdb] [saucenao] [google] [report]

Playing Doom and Doom 64 on my Switch and loving it so far. My only question is do you have any tips for what to look out for in search of secrets? Or should I just HNG HNG every wall on sight?

>> No.6296146

use a guide
trust me

>> No.6296150

Misaligned textures are generally a good giveaway. 64's secrets are a lot more cryptic.

>> No.6296159

I have strafe bound to M2. I lock in my angle, hold M2, and then practically fling my mouse to the left or right to do straferunning "jumps"

It's actually pretty fucking hard to do when you can't maneuver without moving the mouse.

So my config is:
Mouse movement on.
Side button bound to Use.
M1 for fire.
M2 for strafe, which turns moving the mouse to the left and right into strafing respective directions.
Scroll wheel for weapons.

It actually makes dodging pretty tense because I have to hold M2 and move the mouse to do it. Nearly died to Mancubus fire on Map 7 because I forgot to hit M2 and just looked to my right, firing my rocket into my face and then getting hit by a mancubus.

>> No.6296160
File: 124 KB, 1920x1080, Deus Ex (01).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6296162

Anon is correct:

Use a guide. I missed the first secret level and like 99% of people will miss it too.

>> No.6296163
File: 104 KB, 1920x1080, Deus Ex (02).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6296168
File: 152 KB, 1920x1080, Deus Ex (03).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6296171
File: 136 KB, 1920x1080, Deus Ex (04).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6296172

Not that anon, but i'd really rather not use a guide for Doom, i'd rather try and learn how to play the game and enjoy it like that.
I can find a good amount of secrets in Wolfenstein 3D with a bit of guesswork, but there's no way I can find them all naturally without brute forcing every wall.

>> No.6296173

Is that a-
oh, gotcha.

>> No.6296174
File: 120 KB, 1920x1080, Deus Ex (05).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6296175

Here I recorded some demos.
> https://anonfile.com/p81ao1k0o7/fm05_zip
I got lost in the nukage last time but I never finished the map so I called my first run a 'blind' playthrough. Skill 2 was done right after that, but then I spent some time grinding. Pretty fun little map to grind. My best time on UV was 4:42. You should set a par time!

>> No.6296176
File: 102 KB, 1920x1080, Deus Ex (06).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6296182

can anyone tell me a rundown on doom x?
seems like a tc mod with new enemies and maps that people waited for more than a decade and the author last updated in 2016

>> No.6296183

Did you know? During the development of Deus Ex the developers didn't include the twin towers on the New York horizon because they were too tall. This means the twin towers are not present on the new york horizon skybox texture in Deus Ex, because they were too tall. Pretty wild huh? Deus Ex had textures that needed to fit into a limitation.

>> No.6296185

>The Chad Virgin

>> No.6296186

what about that one "encounter" doomguy had?

>> No.6296187

Its basically impossible to find all the Doom64 secrets naturally though. The game even goes so far as to trick the player into making some secrets completely unfindable.

>> No.6296189
File: 27 KB, 450x450, deluxe white american.jpg [View same] [iqdb] [saucenao] [google] [report]

>The name of that bread
Kek. Have another.

>> No.6296190

Misaligned textures, textures that subtly don't match their surroundings like being differently colored or breaking the pattern, the sound of doors opening seemingly out of nowhere that seems attached to certain places you move, areas that seem like somewhere you shouldn't go or make you think "I wonder if there's some way I can get out/over there", pressing walls when you do reach those places, decorations that seem suspiciously arranged by walls, hidden buttons out of reach that you can shoot, going back to places you've already been after pressing buttons. The communication of secrets is basically a language in itself, and you'll pick up on the patterns and signs that seem to accommodate them.

>> No.6296194

Impse doesn't count.

>> No.6296201

whoops I forgot, my -compatmode is set to MBF, I forgot to change it from when playing Eviternity. You will need to use the -compatmode 5 command or the demo might desync

You should make the Hellknight by the teleporters a Baron, maybe; if you do, add another rocket crate for skill 2/3. Maybe make it beatable on Nightmare by adding rockets to the secret safe-zone area (ammo is doubled on NM) and a mega-armor or combat armor and/or backpack+box of bullets. With a good enough secret area you should be able to beat this on Nightmare. Add a box of rockets by the yellow key and put an arch-vile in the exit switch room on UV LOL. Put at least one pain elemental on UV in one of those nooks that gets revealed when the slime levels go down.

It's pretty fun once you know your way around. Focus on decorating it now. Add some landmarks and different colored rocks some places, and glowing lights in some sectors. Make the switches much more prominent by selecting the big red/green switch. Change the amount of health and armor bonuses for each skill level - 8 health or armor bonuses in one string or pile on skill 2, 6 on skill 3, and 5 on skill 4

>> No.6296205

Re-asking this question in this thread, does anyone know what I'm doing wrong when I try to convert these PNGs to flats? They're all 64x64 and are not transparent, yet mostly appear as unknown.

>> No.6296215

Seconded. I'm looking forward more to Golden Souls 3 than I am for any AAA title.
Keep up the good work Batandy, you're a treasure.

>> No.6296235

Textures that are misaligned, or are slightly different from the rest of the room
Decorative objects that are suspiciously there, or break away from an established pattern in the room
Windows or platforms that show you a seemingly unreachable Item may also imply that a secret is nearby.

>> No.6296239

>tfw got zandronum to emulate vanilla doom 1:1
>set automap style to doom
>no sound interpolation
>8 bit sound
>use this shortcut
zandronum -iwad DOOM2.WAD +r_drawtrans 0 +cl_maxdecals 0 +cl_spreaddecals false +cl_missiledecals false +dmflags 1062535168 +dmflags2 4195328 +compatflags 270287100 +compatflags2 2 +zacompatflags 125701132 +zadmflags 41733 -warp 01 -skill 4 +vid_hw2d 0 +vid_hwaalines 0 +vid_renderer 0 +cl_rockettrails 0

>> No.6296252


>> No.6296339

Doomguy travels dimensions therefore every wad is canon is a bit of a reach.
It's like seeing that somebody owns a car and coming to the conclusion that he's done a roadtrip across the entire U.S.

>> No.6296408

What frame rate do monster animations play at?

>> No.6296410
File: 527 KB, 1389x1980, community_image_1377787085.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6296419

>Want to play through all these fantastic pwads i always hear about
>It takes me about 12 hours to get through 32 maps

>> No.6296442

Interesting info about the east/west preference. The west was designed first, so I wonder if that's subconsciously affected my choices.

>> No.6296469

It varies from monster to monster, and depends on what state theyre in. Doom's game logic runs at 35 tics per second, and monsters usually animate for 4-6 tics per frame.

>> No.6296485 [DELETED] 
File: 631 KB, 681x681, 1585265928166.png [View same] [iqdb] [saucenao] [google] [report]

>doomworld autist gets assblasted on /vr/

>doomworld autist steps in to defend his honor

>> No.6296497 [DELETED] 

No, not the java games, I mean this : https://forum.zdoom.org/viewtopic.php?f=19&t=63766

>> No.6296501

Are you talking in-game time or also taking into account reloads?

>> No.6296507
File: 840 KB, 1365x768, Screenshot_Doom_20200329_144859.png [View same] [iqdb] [saucenao] [google] [report]

Anyway, what's the deal with those huge cacoblobs? I've seen them in AAliens, I've seen them in BTSX, I've even seen them in my own WAD.

>> No.6296512

Hi, I haven't been here in years so sorry for the dumb question, but are TRON 2.0 or Serious Sam considered retro FPS's here yet, or no?

>> No.6296513

Big flocks of cacos are extremely dangerous, so it's no wonder map makers use them so often

>> No.6296514

No, I mean this mod: https://forum.zdoom.org/viewtopic.php?f=19&t=63766

>> No.6296524

Anything before the year 2000 is considered retro.

>> No.6296527

Yeah. The super secret exit in map01 pretty much requires preknowledge in order to even reach it.
Though considering Hectic unlocks a cheat menu if finished, I can understand why its so well hidden.

>> No.6296530

Oh, that still hasn't changed? Darn.
Feels so much harder to find anyone interested in playing an early2000s FPS than a 90s one, nowadays. Shame there aren't proper communities for it.

>> No.6296540

/vr/ likely won't allow early 00's consoles and games until after PS5 and Xbox Series X are already out. And that's if the mods are willing to extend the rules at all.

>> No.6296542

IIRC, even older wads like Eternal Doom liked using Cacos a lot.

>> No.6296552

play on hurt me plenty to blast thru em faster so you can find maps you wanna grind

>> No.6296575


>> No.6296578

Fireking says no cheating from btsx ep 2 is an example of a long slaughtermap done right

>> No.6296582

Alien Bastards

>> No.6296583

HEY! Use the correct terminology; a large group of Cacodemons is called "a blanket of Cacodemons"

>> No.6296590

When I was with my ex I pretty much couldn't get anything done. Then when we broke up three years ago, I felt empowered, like I could finally do everything (and boy I sure did).

Shit's not changed since hooking up with another Doom modder, so there's that.

>> No.6296596

Bit of a weird question, but, anyone here have a reference for the expensive computer that id ended up purchasing for compiling Quake maps quickly during development?

>> No.6296597
File: 21 KB, 558x272, itoldyoubro.jpg [View same] [iqdb] [saucenao] [google] [report]

You sure did

>> No.6296604
File: 35 KB, 1563x363, D.png [View same] [iqdb] [saucenao] [google] [report]

He doesn't need sex.

>> No.6296605
File: 7 KB, 1500x150, D2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6296608
File: 14 KB, 1200x200, D3.png [View same] [iqdb] [saucenao] [google] [report]

What else does he need?

>> No.6296615

Man, thank you for all the effort, but I'm hitting a roadblock getting the replays going. Once the replay starts, opening the command prompt ends the demo. I don't suppose you know a way to launch GZDoom with compatmode 5 enabled?

>> No.6296618

Do you mean the NEXTSTeP workstation? They developed Doom and Wolf3D on that thing as well.

>> No.6296620

Remind me, which mapset had you dual-wielding vanilla pistols?

>> No.6296624

deus vult 2?

>> No.6296626

No I don't, they had a server installed at some point to compile maps for them during Quake development.

>> No.6296629

Yep, that's it.

>> No.6296635

Has there ever been a multi-class gameplay mod that changes enemies depending on what class you've chosen?

>> No.6296639
File: 586 KB, 800x450, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6296660

Just got done watching the replays. I thought to myself: Here's someone who likes punching things. Got a chuckle out of me every time you were <50hp and punching your way through a line of imps.

I'm tempted to add in a teleporter in the nukage towards the end of the eastern route that'll send the player to the shooting-gallery island. The intention would be to minimise the punishment for falling off the gallery platforms, but on the flipside, the player might think that's the intended route, and bypass everything leading up to the rocket launcher. Tricky.

>> No.6296667

archive.org At least that's where I got WON HL1 GOTY Or was it Anyway, look up the numbers yourself.

And as I said, it has music as CD-DA tracks, but if you update the game to you can rip the music to mp3s, properly name the files, put them into a proper folder and it'll play. Just look it up. And it'll work in Xash3D too.

Sometimes you can see HL1 videos without music and people in the comments wonder what's wrong. Well, this is it.

>> No.6296669
File: 1.50 MB, 1920x1080, 558800_kelzad_kelzad-and-yeelon-staring-contest.png [View same] [iqdb] [saucenao] [google] [report]

Hust En Vitar
Kar En Tuk
Tu Te Exult!

>> No.6296679
File: 290 KB, 325x325, 12035972105.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6296686
File: 2.33 MB, 1816x1569, 1170654_seth-soxs_realm5.png [View same] [iqdb] [saucenao] [google] [report]

also incase you memers don't get the obsession over Yeelon Maykr for the doom stuff: his design is just fuckin' brilliant m8 and lends well to the game.
-The result of a possesion-type merger between August Huffman and Sokar, specifically selected because he was insane even by Madness standards.
-Motherfucker has a gradual power arc
-Scoliosis is cool
-Dude has crystal teeth bursting out of his face. That's really metal.
-Literally cannot die, even if he tried.
-Basically already a demon lord
-Missing an eye
-bitch just watch the series I don't do it justice.
It's genuinely surprising the two communities haven't shot the shit together more often seeing as the series would translate well into eachother
Nevada is like the lost Deimos base; floating above hell itself.

>> No.6296691
File: 100 KB, 1122x489, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Fuck it I am actually going to do it this time. Here I go.

>> No.6296692
File: 27 KB, 453x357, DXibvE2XcAAluxF.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6296693
File: 1.39 MB, 1920x1080, 2020-03-29 03-36-35.webm [View same] [iqdb] [saucenao] [google] [report]

Small update on the grav gun. Can now splatter monsters by throwing them fast into walls. Not sure how I'll balance the power consumption of this, since it's the chainsaw replacement.

>> No.6296697

How do you handle the collision with walls exactly? Are you checking the velocity and blocking geometry every tic?

>> No.6296703

Sweet jesus

>> No.6296707


>> No.6296708

I don't think so. I kinda hope thats Final Doomers next step

>> No.6296721

very nice

>> No.6296725

Make it have some sort of melee attack, killing enemies with it recharges Tractor Beam.
Tractor beam energy drains depending on how fast you thrash the target - i.e. gently moving from point A to point B should cost much lesss than flinging it from A to B, though if you throw a monster you obviously not gonna lead it with the beam all the way. Also maybe factor targets max HP/Mass into this too somehow.

>> No.6296752
File: 24 KB, 279x271, albano.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6296768
File: 748 KB, 1280x960, 1560269387188.png [View same] [iqdb] [saucenao] [google] [report]

I just read this

and to me it sounds like the official remaster may actually be the more autistic version of the game. Is this the first time that a publisher has put something out that is more accurate and more autistic than what fans have managed?

>> No.6296778

Aside from freelook and jumping, it wouldn't surprise me if those previous inaccuracies were just eating away at Kaiser and now he finally had a chance to fix them.

>> No.6296784

I set bBLASTED to true then use an inventory item and a WorldThingDamaged override. Override checks for item and does extra damage if found, item removes itself when bBLASTED no longer true.

Hm, something like that could work. I'm thinking that lifting a small target shouldn't cost anything, but yeeting them should cost more the faster you do it. A stun prod melee attack is an idea, I'll consider it. Could be a little imbalanced because the gun will use the same energy pool as at least one weapon and a bunch of powerups.

>> No.6296793

then make stun prod cost nothing, and "yeeting" cost energy, bc chainsaw replacement should cost nothing, unless fist replacement is alaready can fulfill OG chainsaw functions.

>> No.6296795


>> No.6296798

Are there any gameplay advantages to using fake 3D bridges in vanilla or do they just exist to look pretty?

>> No.6296804

what does bBlasted do? Cant seem to find a mention of it anywhere on the wiki
And there are no manuals. Or is there?

>> No.6296805

Makes stuff take damage when it bumps into a wall or another actor. It's used by the disc of repulsion in Hexen.

>> No.6296806 [DELETED] 

Honestly, the only thing in Eternal I really hate is the plot. It's like they were embaressed to have one in the first place, as it hops around everywhere.
It also makes no sense. The Sentinels don't belong in Doom and just got sillier the more we're told about them and the Maykrs feel like something out of the newer Halos.
Also, making Hayden into a fucking Maykr (the one who blessed Doomguy at that) and VEGA into the god-like AI they worship is a huge retcon and doesn't make any sense in the slightest.
The Icon of Sin fight was neat though, but they should have let you finish it with rockets to the brain.

>> No.6296807

You can make players go under them?

>> No.6296808

bBlasted is the zscript actor variable for the +BLASTED flag

>> No.6296809

where can I find info on it? Wiki shows nothing.

>> No.6296818


>> No.6296825

Credits go to two people who helped me with it who's names I'll refrain from mentioning ITT.

Yeah, if I do a stun prod mode then it won't cost anything. For the fist, I'll try to make some sort of laser rapier if I can figure out a truly nice way to do one.

>> No.6296851

Thoughts on the duke nukem AMC TC?

>> No.6296907

overcomplicated for no reason

>> No.6296931
File: 506 KB, 1920x1080, sunlust 2.png [View same] [iqdb] [saucenao] [google] [report]

This is getting ridiculous

>> No.6296949

So I will just let you know I heard Alice in Chains - Dirt album for the first time ever while playing Doom.

>> No.6296950

> flameboyant

>> No.6296951

More like flamebuoyant

>> No.6296961
File: 90 KB, 449x401, cf5593a6d86bcd51943c6a7930d15d0a4a2cf89a.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6296981
File: 19 KB, 63x67, 498374891674927105.gif [View same] [iqdb] [saucenao] [google] [report]

>try to boot up the new Doom 64 port on my ancient 2007 laptop I use for /vr/ games
>can't even launch it because the game uses a DX11/OpenGL 3.2 engine

>> No.6296986

Doom64Ex (the older unofficial port) might be able to run it.

>> No.6297061

>just watch it
How and where do I even start with it?

>> No.6297091
File: 37 KB, 656x752, 1581612422223.jpg [View same] [iqdb] [saucenao] [google] [report]

>wrong eye color
>wrong pixel ratio
why can't the artists ever get this right?

>> No.6297097
File: 22 KB, 620x202, file.png [View same] [iqdb] [saucenao] [google] [report]

yeah these specs are retarded

>> No.6297113
File: 13 KB, 455x447, 9zBrwvr_d.jpg [View same] [iqdb] [saucenao] [google] [report]

>You need to use Discord to get Embers of Armageddon mod
Why is it becoming a trend to gain a download of a fucking mod now?
You have Moddb,Zdoom Forums and Doomworld for fuck sake.

What a bunch of filthy cocksuckers.

>> No.6297135
File: 201 KB, 1200x2000, 1497645283648.jpg [View same] [iqdb] [saucenao] [google] [report]

>Wav files are now used for sfx playback instead of MIDI
What the fuck? MIDI's for sound effects? I've literally never heard of such a thing, that's just really ass-backwards.

>> No.6297142

I haven't even read any of the codex entries and I could still tell that the story was a rushed hackjob that felt like a soft reboot of 2016, a game which also felt like a reboot of the series. 2016 at least had a basic premise that you could understand if you just played the game and didn't collect all the lore. Now there's of this shit happening that I don't understand, like Doomguy having a floating hideout in space, characters who appear once and never again, characters who show up and barely do anything etc.

Doom will probably never get a classic oriented game again, if any more games are made at all, and if it does then it would probably be in 2035 or something and no one would care or remember anymore.

>> No.6297143

Give it a "cast time" dependent on the HP value of the target monster.

>> No.6297180

funny, i just asked this a few days ago
said he is keeping it that way until fully finished and finalized, as he considers it still wip
said he'll throw it on the forums and elsewhere once done

>> No.6297185

Me falling off the gallery was pure incompetence. No need to compensate for that. The only thing is that I got stuck somehow between the entry and exit teleporter which was a bit disorienting.

I have a compulsion to use zerks as much as possible if I get them because I want to conserve ammo for the moment I may need it. I'm sorta conditioned to instinctively believe that if I get a berserk, it's because I'm going to be starved for ammo.

>> No.6297190

I swear to Christ, I really wish secrets had never been a thing. I'm playing through Foggy Bogbottom in Arcade Dimensions right now and the map is amazing but I can't appreciate it because I keep stressing over the TWENTY FUCKING FIVE secrets in it. Please God stop doing this shit, I want to enjoy exploring and fighting, not stare at a 5/25 counter and hate myself for being stupid.

>> No.6297201
File: 258 KB, 1600x900, CHURCH.jpg [View same] [iqdb] [saucenao] [google] [report]

amc tc ep4 screenshot

>> No.6297235

I'm trying to play Quakespasm on Windows 10.
But it won't start.
How can I fix it?

>> No.6297238

I like this idea. Maybe even give them a pain state that has them struggling to walk away from you during the "windup" before they're completely at the weapon's mercy. Could make the duration needed go off of their mass to make it equally fitting.

>> No.6297241


>> No.6297248

Isn't Bogbottom considered the worst map in AD? And isn't there a rune or something that's needed to beat the game hidden away in a secret there?

>> No.6297249

I'm playing Quakespasm on Windows 10
And it starts
Nothing to fix here

Maybe provide some more specific info next time, hmm?

>> No.6297251

I think it should be enough that bigger monsters simply weight more, and so can't be dragged/thrown very easily.
I have been toying with the idea of giving them +MISSILEMORE and maybe even +FAST while your holding them. Like they get pissed off and start shooting really fast. Which will be really funny if you use them as a shield and they start infighting.

>> No.6297256

I don’t see how these two really compare, and I certainly don’t see the “old vs. new” aspect, but I’m sure this was made for shitposting purposes and you probably have an idea of what the majority vote will be anyway

>> No.6297259

bloat the mod
It could be so much better if things were cut away, than tacked on

>> No.6297265

I already found the secret rune, and after watching a 100% video up to where I am I've discovered I actually haven't missed a secret yet. I still fucking hate secrets though, they do nothing but introduce unneeded stress into gameplay. It's a fucking relief on the rare occasion I enter a map and see the secret counter at 0.

>> No.6297273

secrets are crutches for weaklings anyway
real men avoid these handouts entirely and restart the map upon accidentaly stumbling into one

>> No.6297278

Is he called Benellus because he uses Benelli shotguns?

>> No.6297293

it's a combination of the names ben and ellis but the creator was a dummy and left a typo

>> No.6297297
File: 1 KB, 88x45, M_DOOM.png [View same] [iqdb] [saucenao] [google] [report]

And so my mod is officially released.

>> No.6297312

i still remember hugo martin in some event in the end of february where he showcased battlemode and the master levels, saying they thought of a "doom universe" because other franchises just had them

>> No.6297334
File: 76 KB, 901x500, 1581906489160.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6297381

what program you use to play it?
also doom doesn't really take its canon/lore seriously. noone cares.
but doomguy is a descendant of BJ blazkowicz, that has been confirmed look it up on youtube and the like

>> No.6297404

What was the name of the mod that added PSX-style colored lighting to original Doom 1 and 2, but without the console simplifications?

The "Consolation Prize" one has simplified geometry and cut down monster count.

>> No.6297419


>> No.6297423

Really can't get behind the idea to replace Berserk Pack with Quad Damage, BP is usually placed with assumption that it has unlimited use on that level. Maybe you should implement Heretic-style inventory system in your mod?

>> No.6297427

I mean, i did put a CVar that makes the quad damage heal you like berserk if you really have to.

>> No.6297431 [DELETED] 

Imagine being so bad at your job that you have to steal designs and ideas from a modding community in order to put a commercial game together.
Haha, Doom Eternal is a piece of shit.

>> No.6297510

seomtimes i wish that was the case because a lot of mods and wads try to fit the setting, like unofficial sequels
i think the new art style and lore is because if they tried to make it feel closer to classic doom, someone would say they're stealing from mods
either that or just trendy art styles from modern games

>> No.6297576

Wow Hell Revealed 2 is a MASSIVE improvement over the first

>> No.6297589

yeah okay mark settle down, go back to work on your vietnam thing.

>> No.6297596

Is he actually trying to save and care for humanity


Just out to kill all demon's that exist for revenge of Daisy?

>> No.6297603


>> No.6297614

What version of HL1 do Quadrazid and the other major speed runners use? I thought it'd be Xash3D, but X3D seems really to be built for modders and mapmakers due to the expanded capabilities of it vs Goldsrc (shame and funny how nobody used it for those purposes in the end).

>> No.6297621

What happened to DAKKA? The website is dead and I can't find a download anywhere.

>> No.6297626


>> No.6297630

how are you opening the demos? command lines? after the -playdemo xxx command, type -compatmode 5. so your .bat file should look like:
> gzdoom -iwad doom2.wad -file freshmeat.wad -playdemo FreshMeat_skill4_03_442 -compatmode 5

i made em yesterday, im gonna rewatch my fastest time and try to beat it. remember when i said the level wasn't fun the first time i tried it? it's actually a pretty fun level to grind. getting all the secrets is hard because you have to go back across the level to the other side of the map again, which makes me wonder which side is best to start on. i was originally going for the health bonus side to grab the soulsphere, but now that i know where the soulphere is on the other side I can go there first too. I need to memorize the secrets so I know which side is best to start on. I did a run where I visited them all but it took 8.5 minutes

anyway, gameplay wise the level is solid, just focus on decorating it now

>> No.6297632

Shit dude I actually have it but my Doom folder is 20gb :(. I'll try to look.

>> No.6297636


>> No.6297637
File: 947 KB, 1920x1080, gzdoom 2020-03-29 11-35-52-396.png [View same] [iqdb] [saucenao] [google] [report]

Actually I guess I don't have it, but I have a Doom 64ifier if that intrigues.

>> No.6297641

Ah I guess it's just a me problem
Yup works in another browser, dang.

>> No.6297652

It risks still being exploitable by clicking and flicking tough monsters off ledges or onto inescapable boxes etc. even if you can't kill them outright.

>> No.6297658

is there a way to have colored-lighting-only version?
Also can you share whole folder?

>> No.6297664

I tried but couldnt really get into it cause theres too many new weapons & enemies, and they arent very well-designed. They should give you a choice to at least just play as Duke.

>> No.6297669
File: 746 KB, 1920x1080, gzdoom 2020-03-29 11-56-10-920.png [View same] [iqdb] [saucenao] [google] [report]

I use Smooth Doom for the D64 weapons and sounds. This is just the textures and lighting.

>> No.6297673

Dont play The Forgotten Sepulcher then. It has fucking 50 secrets, and theyre well-hidden. I looked up a walkthrough on youtube and the guy took like 6 hours or something to 100% it.

>> No.6297678
File: 1.65 MB, 3368x3176, ESOpzIDWAAAXdE-.jpg [View same] [iqdb] [saucenao] [google] [report]

It's best to start at MC7; where the series fully figures out it's identity and where it wants to go. The earlier episodes are good to get an idea of what's going on, but they're not mandatory seeing as shit's gone so crazy from there.
There's not really any story or lore, so it's not critical; but if you want something more in-depth; go with Kelzad's REALM ascended-fanon series (of which Yeelon/Sokar are from). Slower pacing but starts a series fresh with all the info we now know.
Keep in mind that this was heavily influenced by early internet culture and vice-versa.

>> No.6297679

I know. Worth it imo. That would be funny as well.

>> No.6297682
File: 114 KB, 2560x1440, AA Skybox fixed.png [View same] [iqdb] [saucenao] [google] [report]

Do any of you fine folks know where I could grep WWII G.I? It's the only build engine game I haven't played yet. Here's my Ancient Aliens wallpaper in return.

>> No.6297686

You're doing that to yourself.

Really? I enjoyed the map a lot, it was long as fuck, but I also enjoyed the hell out of it.

>> No.6297689
File: 1.00 MB, 720x360, This is bait.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6297691

do one where the sprite's a box of text reading "Half Life is a bad game"

>> No.6297692


>> No.6297693

>Check out channel
>The guy that made it is Czech
I feel a sense of nationalistic pride right now, not gonna lie.

>> No.6297696

how about throwing out (You)s

>> No.6297697
File: 259 KB, 1226x1500, ETRlYBwX0AIGZx6.jpg [View same] [iqdb] [saucenao] [google] [report]

Forgot to mention however; If you DO start at MC7, note that it was released way back in 2007. Madness Combat 11 was 2019. So it's worth a glare too.
As for REALM, shit's got the longest running airtime of ANY sub-series of Madness.
I say it's "extended canon" because despite being a fan animation; the original makers of the MC series have directly helped make it AND have had a lot of say with Kelzad on how to develop things; If there's any overlap with MC11, it's on purpose. https://www.youtube.com/watch?v=5dMKhtBsIyI

>> No.6297702


>> No.6297706

That's better than what I had, actually

>> No.6297737
File: 2.12 MB, 2560x1440, Shafted 3-28.png [View same] [iqdb] [saucenao] [google] [report]

I missed saturday, but fuck it. I'm doing some Blood modding at the moment, trying to finsish up this map here (https://www.youtube.com/watch?v=rpWFzdNSe94).

One of the weird aspects of MAPEDIT is how it renders overlaping sprites. Take a look at these girders, the sides and top have trouble rendering in places, depending on how the camera is oriented. This looks fine in game, however.

That orange light was done by sloping a floor and ceeling at the angle I wanted and then making it zero height. After you do that, hit 2 on one of the faces to make it bottomed swapped, allowing you to change the texture / pallete of each face. Build mapping takes an absolute eternity, mainly because every face and floor has to be manually shaded.

>> No.6297763

noob question, I got quake and quakespasm working but how do I get it to save the changes I make in the in-game menus like scaling size? When I close and reopen game it just resets everything back to default

>> No.6297767

You have to manually configure your settings in the CFG file.

>> No.6297774
File: 2.62 MB, 5000x2812, 1136386_krinkels_realm5artwork-jpg.jpg [View same] [iqdb] [saucenao] [google] [report]

The basic synopsis is thus:
-Takes place after Doom 64
-Meant to bridge the gap of Doom 64 and Doom 2016
-Meant to incorporate fluff of Doom 2016 and Doom Eternal into it's backround
-In Doom-Madness terms, Sokar/Yeelon is indeed the bastard-spawn of a previous Kahn Maykr and a Vul'kan'erul (hell's equivalent of a Maykr)
-Vul'kan'erul are a higher echelon of demon lords above even the Mother Demon and Icon; but they are not immediately part of the legions of demons that Doomguy has faced up to this point (they see the ones that you've fought as little more than rabble, Nevada and their REALM are their home turf); they were content with keeping Nevada to themselves.
-Except Sokar; which is going to be highly implied to be one of the ones prodding the demons to invade up to the point of Knee-Deep-In-The-Dead up to Doom 64
-Nevada itself was home to a teleportation experiment well before the events of the original DOOM; There is no state of nevada in DOOM as a result; the entire state has literally blinked out of that earth's existence; leaving a large geothermal borehole (this isn't important to the wad itself however)
-The Employers/Vul'kan'erul are mostly intrested in you because they actually have codices and legends of your coming well before you ever arrived on the outskirts of Hell; and think you're the best bet to deal with Sokar
-Sokar is however unable to be killed, as is Yeelon
-Vul'kan'erul are basically still the same bone-serpents/darkworm as their R.E.A.L.M. incarnations.
-More fluff I'm forgetting at this moment.

>> No.6297779

Anon the more i look at this
the more i wish you just made the map about just the madness stuff alone

alternatively just do what eternal does and make the all the lore stuff skippable from the very start.
Literally all this fluff feels like a fan fic. that tries too hard for itself.

>> No.6297792

This. Just make a Madness map.

>> No.6297795 [DELETED] 

You realize you're talking to S'Arais right? His autism knows no bounds, he won't listen and eventually he'll just melt down and get banned again. Don't waste your time.

>> No.6297798 [DELETED] 

The fat alien guy?

>> No.6297805
File: 1.84 MB, 2560x1440, Shafted 3-29.png [View same] [iqdb] [saucenao] [google] [report]

Those lights in the back looked kinda retarded, I replaced em with a lava chute.

>> No.6297816 [DELETED] 


>> No.6297831 [DELETED] 

>it's another "didn't actually bother looking at the previous builds when they were posted" post
Jesus fuck here we go again.
I already did all this.
Stop making immediate assumptions about absolutely everything I've worked on.

>> No.6297842 [DELETED] 
File: 784 KB, 540x304, tumblr_omdwnxl8Rp1tjh5d1o1_540.gif [View same] [iqdb] [saucenao] [google] [report]

Oh. I was hoping he just left for good last time.

>> No.6297843 [DELETED] 

aside from you; who cares?

>> No.6297845 [DELETED] 

Didn't intend to post that .gif, but ok, sure.

>> No.6297847 [DELETED] 

and here comes the chimpout

>> No.6297857
File: 570 KB, 1201x766, talk about doom faggot.png [View same] [iqdb] [saucenao] [google] [report]

Already have been. Several, infact. It's just easier to come up with those posts than it is to bash my head aimlessly on a wall until something happens.
thanks for cleaning up that bullshit

>> No.6297867

>tfw finally learned how to bait shamblers' melee attack reliably
Now the problem is closing the distance reliably. Or do you just take that first lightning bolt in stride?

>> No.6297876
File: 228 KB, 1204x764, every time it's some group of smug little shits who think they're any diffrent than me..png [View same] [iqdb] [saucenao] [google] [report]

The reoccurring problem across pretty much all of my works is the lack of competent direction; I've already stated time and time again what is necessary, but alas

>> No.6297881

Why don't you just use intermediary obstacles? You should be able to bait the lightning bolt or lure the shambler closer; and this is from somebody who barely played much past the first episode.

>> No.6297882

I'm impatient and they take their time coming to you. Sometimes their pathfinding fucks them over when they reach a door.

>> No.6297893
File: 775 KB, 1280x1024, Screenshot_Doom_20200317_220657.png [View same] [iqdb] [saucenao] [google] [report]

I can't personally think of any egregious examples; but I guess that's because Quake never really held my attention; the episodes past shareware are still sort of fundamentally same-y. The first episode really does seem like the best it had.
I guess I can understand the impatience but I don't think much can be done for that.
Suppose you will need to be patiently impatient.

>> No.6297898
File: 1.37 MB, 440x404, 1585450557503.gif [View same] [iqdb] [saucenao] [google] [report]

should I play Quake on Hard or Nightmare for first time? I'm good at FPS games but after doing some research seems like some people say hard is harder and some say nightmare is.

>> No.6297909
File: 742 KB, 1280x1024, Screenshot_Doom_20200319_155857.png [View same] [iqdb] [saucenao] [google] [report]

Look into the individual quirks of each mode; I think they're somewhat diffrent in functionality than just "harder than hard"

>> No.6297910

Hard, Nightmare seems to break the AI and turn them into turrets (Kinda like Nightmare in Doom)

>> No.6297913

That's a shame. I played Quake about 10 years ago and remember loving every bit of it. Going through it again for the first time since and now I'm loving it all over. I think there's something to be said about imagination filling in the blanks. They feel samey, but there's enough differences that I can ignore them and make up my own little stories.
Hard. Nightmare for a first time run will make you hate it.

>> No.6297931

For anyone not familiar, GetQuadS3 TDM tourney is live.


No frag limits, time limit of 20 minutes.

>> No.6297938

It doesn't break the AI, it just doubles the likelihood they have every tic to attack, so they fire FAR more often and move around less.

>> No.6297939
File: 2.64 MB, 1920x1080, wrath 2020-03-28 20-39-03-999.png [View same] [iqdb] [saucenao] [google] [report]

Also, if you at least dig the shareware levels, you must check out Wrath. Quake gameplay + Unreal environments.

>> No.6297943
File: 2.15 MB, 1920x1080, wrath 2020-03-28 21-03-23-590.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6297992
File: 565 KB, 1280x1024, Screenshot_Doom_20200319_173209.png [View same] [iqdb] [saucenao] [google] [report]

I might look into it sometime; though it'll probably be too much for my smoothbrain

>> No.6298017

So yes, their behavior of fucking moving is lessened to the point they're turrets, removing the possibility of being walled in and having to aim at moving targets (Which is what you do in these games). Wouldn't you say that's broken?

>> No.6298021

Given the AI is performing exactly as it is supposed to? No, I wouldn't use the word broken.

>> No.6298045

Oh, quit your exaggerations. Fiends, knights, death knights, etc. still force you to be quick on your feet. Then again you'd know this if you played the game.

>> No.6298047

Except I was talking about enemies that fire from a distance.
It is working as programmed, it is not a bug, however it reduces the gameplay quality by downgrading the enemies (that shoot projectiles) into turrets.

>> No.6298052
File: 1.44 MB, 1920x1080, directQ 2020-03-29 15-02-33-802.png [View same] [iqdb] [saucenao] [google] [report]

>Except I was talking about enemies that fire from a distance.
Like I said.
> Then again you'd know this if you played the game.
Ogres will attempt to move towards you when you're out of sight. If you close the distance for a shotgun blast, they'll switch over to melee like normal. You should spend more time playing video games than not.

>> No.6298063

Q1 Nightmare is nothing like Doom Nightmare, which is purposely unfair. It's more like UV fast.

>> No.6298092

>It's more like UV fast
It's exactly that. Seems like Id realized that fast monsters were fun but respawning not so much.

>> No.6298098
File: 396 KB, 317x597, EUQOFTxX0AAMz3e.png [View same] [iqdb] [saucenao] [google] [report]

wtf, I've been looking for this for a year. Thanks brother

>> No.6298113

>black hair
What a weird change

>> No.6298119

I finished Doom for the first time today, on UV, It definitely deserves the good reputation it has.

>> No.6298120

thought this was a tekken 7 header/icon thing
how hard is it to translate doomguy to hd?
at this point, an art style might be needed to make him look better

>> No.6298128

I have a confession, I've never played Doom unmodded, how important is it to have the pure experience?

>> No.6298134

on a scale of 1-10 how interested are you in playing unmodded doom?

>> No.6298136

Doesn't really matter. If you're interested, there are good vanilla sourceports. If you're not interested, there're other video games to play and more mods to play.

>> No.6298139
File: 510 KB, 1434x1264, EG1o-g8XkAAI6ZD.jfif.jpg [View same] [iqdb] [saucenao] [google] [report]

How modded are we talking? If its just shit like bright maps and smooth doom then honestly its not that big a deal

>> No.6298143

Quakespasm or Mark V for vanilla Quake 1?

>> No.6298145

>Doom shotgun
>Doom 2 super shotgun
>Duke Nukem 3D shotgun
>Doom 2016 super shotgun
Did I get it right?

>> No.6298148

3 is meant to be as close to Doom 3 as possbile but spot on otherwise

>> No.6298150

gameplay altering stuff to give the weapons and enemies a more fluid feel, be it things like D4T or even BD when I first started, map packs of course as well.

I don't feel a huge investment to playing the original, I feel like I've let the mods spoil me.

>> No.6298151

The Douk shotgun has a grip on the pump, and looks more like a super shorty.

>> No.6298154
File: 13 KB, 451x116, file.png [View same] [iqdb] [saucenao] [google] [report]

Try these guys out for size. Still modern and fluid but pretty accurate otherwise, just mess with Vanilla Essence's settings

>> No.6298156

>I don't feel a huge investment to playing the original, I feel like I've let the mods spoil me.
Don't worry about it then.
Mark V only has support for the MP3 soundtrack of Quake, which is noticeably worse than .wav, which Quakespasm has support for.

>> No.6298159
File: 617 KB, 1918x1079, Screenshot_Doom_20200329_235644.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6298160
File: 502 KB, 600x844, 1584643627338.jpg [View same] [iqdb] [saucenao] [google] [report]

if you don't feel like playing them then don't.

you should give blood a try if you haven't yet. its the greatest fps from that era imo.

>> No.6298163

Yeah, forgot about the vertical grip.

>> No.6298165


>> No.6298167
File: 52 KB, 700x1000, 1582590607976.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6298168
File: 2.75 MB, 1920x1080, Screenshot_Doom_20200329_164433.png [View same] [iqdb] [saucenao] [google] [report]

OK I've got more ideas - I know I said some of these before but I will list them all together to keep it organized:
1) First, pic related needs a plasma gun. There is plasma in the map, but no plasma gun. This ledge here is harder to get to than any secret area, so it makes sense to put the best gun here.

>> No.6298169

Blood plays better kinetically than Doom, but Doom has a more entertaining roster of enemies and attitude toward itself. People bemoan Barrels O' Fun, but the fact that it exists contributed to the energy and later generations of maps.

>> No.6298172

It's worth playing the original three episodes vanilla. Mods have spoiled me too, and I mostly play with mods, but I think the original gameplay genuinely still holds up fantastically, and the basis is why it's a very good kind of game to build so many mods around.
It'll make you appreciate what mods do even more, if anything.

>> No.6298173
File: 1.20 MB, 1920x1080, Screenshot_Doom_20200329_165450.png [View same] [iqdb] [saucenao] [google] [report]

2) Buff this secret area. Make it 4 total Medkits, and one box each of bullets, shotgun shells, and rockets.

>> No.6298175

I'm gonna disagree with the other replies. Vanilla Doom with original graphics at the original resolution and framerate is a special experience In My Opinion.

I ain't gonna try to talk you into it and honestly you might have spoiled yourself already so whatever.
Still might be worth checking out for fifteen minutes though just to get the baseline though.

>> No.6298187
File: 1.10 MB, 1920x1080, Screenshot_Doom_20200329_181300.png [View same] [iqdb] [saucenao] [google] [report]

3) There is currently no point in going to this secret area! Put a rad-suit in here and some medkits at least! Maybe add a box of rockets and\or replace the small energy cell with a large one.

>> No.6298193
File: 1.72 MB, 1920x1080, Screenshot_Doom_20200329_165626.png [View same] [iqdb] [saucenao] [google] [report]

4) Replace this backpack with a large energy cell! The backpack is currently useless in this level since you get it at the end. At least with the plasma, you can blast your way out on UV/Nightmare

>> No.6298220
File: 1.10 MB, 1920x1080, Screenshot_Doom_20200329_183135.png [View same] [iqdb] [saucenao] [google] [report]

5) Make this an invulnerability sphere. Like the anon said earlier, if you dunno your way around, this thing becomes a short-lived rad-suit, so it's only useful if you know how to use it. My reasoning is, it's better than the soulsphere, and helps the next encounter greatly, if you know how to use it

>> No.6298231
File: 2.67 MB, 1920x1080, Screenshot_Doom_20200329_183915.png [View same] [iqdb] [saucenao] [google] [report]

6) Replace this Hellknight with a Baron. I said earler to add more rockets on lower skills, but don't, it's all balanced as is since the rest of the level is already easier on lower skills

>> No.6298257
File: 274 KB, 1920x1080, Screenshot_Doom_20200329_182234.png [View same] [iqdb] [saucenao] [google] [report]

7) Put 5 individual rockets inside the room with the yellow key, and put an arch-vile in the exit-switch room.

I should mention, my reasoning for wanting to buff the secret areas is that, because almost all of them are only available once you can get the yellow key and exit, there is no point going to most of them. Making the goodies inside will reward you for going there, and make it easier to beat on Nightmare.

Btw, I beat it on Nightmare, pic related, but I did it with saves. I'm working on making a nightmare demo now. Like I said, it's a pretty fun little level to grind, just needs decoration, like in those alcoves where all the zombiemen/shotgunners/chaingunners are, the lights in those rooms should be glowing imo. Put very thin rocky ledges along the sides of the tunnels to give it a more 3-D look, but make 'em thin so they don't make the tunnels even more cramped, you already get blocked by hellknights and spectres as is; they are just for decoration. Maybe stalactites on the ceilings.

Also, use one of the spooky-textured switches as the switch texture! Like the lion or witch

>> No.6298269
File: 1.54 MB, 1280x720, shot014.png [View same] [iqdb] [saucenao] [google] [report]

I'm going all in with Turok mods now.
They're so good.

>> No.6298270

>3rd one is Doom 3's shotty
>You're in the woods hunting, suddenly a bear charges at you
>You fire off 5 shells at point blank range but they keep missing cus of the spread
>Bear kills you and you go "Alphuh, leeuuhh! Ughhhh..."

>> No.6298280

Link me sempai.

>> No.6298292


>> No.6298303
File: 6 KB, 576x300, crash clothed.png [View same] [iqdb] [saucenao] [google] [report]

Why is she so perfect, bros?

>> No.6298312


I've never finished Doom, played Doom2 to death, but every time I try to play Doom I keep feeling like I'm playing a shareware game with half the features missing after playing the full game.

>> No.6298316

You're missing out, the map design in Doom is usually much better than the sequel.

>> No.6298321

How can you say she's perfect when characters like Hunter exist in the same game,you helmet fag?

>> No.6298326
File: 59 KB, 480x498, 1503676535683.jpg [View same] [iqdb] [saucenao] [google] [report]

So for those who managed to play it.
What do you think about Embers of Armageddon?
I feel it's impressive how is compatible with every monster mod.

>> No.6298335

Why wouldn't I just play D4T?

>> No.6298336
File: 3.03 MB, 2560x1600, wallpaper_2560x1600_turok.jpg [View same] [iqdb] [saucenao] [google] [report]

I know Unreal is impressive and made history but I honestly found Turok superior in any way except the OST.

>> No.6298338
File: 2.82 MB, 720x540, flicker.webm [View same] [iqdb] [saucenao] [google] [report]

Does anyone know what might be causing this shadow flickering effect? or is it intended Quake behaviour? I'm using Quakespasm-Spiked

>> No.6298339


is there a download link that doesn't require you to jump through discord trash

>> No.6298345

id played on hard and so should you.

>> No.6298356


It's pretty much like D4T but has an upgrade shop and weapon switching is more versatile.
Also the glory kills work with every monster mod.

>> No.6298358

Thy Flesh Consumed on UV pistol starts is a real bitch huh?
Welp I'm gonna skip this and move onto Doom 2 and comeback after. Any tips otherwise for TFC and SIGIL in particular?
Should I UV pistol start Plutonia after them?

>> No.6298359

those are z-fighting brushes, one being a func_move so it is always drawn. They always flicker, it's a map bug labeled as DNF from id.

>> No.6298364

I recommend playing SIGIL before Doom 2, you're gonna miss the SSG and the extra baddies otherwise.

>> No.6298368

I have the same problem in my version of DirectQ, but have only seen it in two other places in Quake 1 w/DQ if that's any consolation. I found this:
Has a fix, but at the cost of revealing secrets. My Quakespasm non-spiked build doesn't have the flickering, nor does my DarkPlaces build.

>> No.6298369

Oh its not my first rodeo with classic Doom, I've completed them both continuous on HMP about a year back so going back to lacking the SSG and enemies doesn't bother me too much, its just for UV Pistol Starts in particular

>> No.6298372

If you don't like TFC on UVPS you won't like Sigil UVPS, and it's likely you won't like Plutonia UVPS. Sigil is basically TFC 2, and Plutonia takes the ball that TFC set up and dunks it. There's no way around just learning the levels, knowing your pro doom monster strats, and straight up gitting gud. You might as well just play them either continuous or on HMP-PS to get the lay of the land and the mindset needed to understand the maps and then give them another shot with UVPS. Otherwise, just dust your hands and either dive in or give up. They're fuckin hard, so there's no shame in dropping the difficulty or just accepting that they're not for you.

>> No.6298376
File: 100 KB, 480x480, happy.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks for the explanation

>> No.6298380

Fallout 1 and 2 but remade on the Quake 1&2 Engines respectively.

>> No.6298382

I like how the light looks there on the pillar. I dl'ed Spiked but I'm not seeing any advanced gfx options. What do?

>> No.6298383
File: 47 KB, 206x343, bone.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6298393

Others have said it but just to clarify, it is z-fighting. Its a map bug, not an engine bug (with the exception of winquake). Though there are ways to fix it, it usually introduces other little problems also. Best you can do is just ignore it and move on.

>> No.6298403

I've been trying to beat Turok ever since I was a kid and every time I give up a couple maps in. The level design is just so... meh, everything is so repetitive and level layouts aren't interesting at all, plus there's very little strategy in dealing with the enemies.

>> No.6298410

Hunter being perfect doesn't make Crash less perfect.

>> No.6298416

Is it possible to make a strategy RPG from the Doom, Quake, and Goldsrc Engines?

>> No.6298418

Anyone who played through Ion Fury can recommend it? Worth the 24 bucks or should I just pirate it? Seems a little pricey.

>> No.6298419

I actually really like the platforming for the most part.
I feel the difficult part,even in the remaster is the saving system.
Plus it requires a lot of searching even more in the sequel.

While Unreal has some great AI,the places feel way too empty and has even more backtracking.
Not saying it's bad though.

>> No.6298420

Yeah but compared to Hunter,she is.
Then you have Xan Kriegor from UT ,he's perfect.

>> No.6298421

Wait for it to go on sale.
It's pretty damn good but don't expect it to be Duke or Blood levels of quality.

>> No.6298424
File: 46 KB, 550x550, f8828d760e82b5bc1268f6651134fc3c[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Xan is just a robot. There are better robots in UT itself. UT has robots, Quake has Amazons.

>> No.6298432

>don't expect it to be Duke or Blood levels of quality.
How so? A lot of reviews on Steam seem to agree that there's no enemy variety and some of the later levels drag for too long. Is that true?

>> No.6298436

Haven't you been at this for like two years now?

>> No.6298437

try gamma 1.2 and contrast 1.5 or 1.6
haven't messed with other graphic cvars that much.

>> No.6298446

Yea I'll just ignore it, it's not that big of a deal.

>> No.6298448

Nice. Thanks.

>> No.6298449

Well,usually some people expected it to be on the same level just because it was a more advanced version of the Build engine.
It's surely the best looking one but doesn't compete with the Build trilogy.

>> No.6298479


played around with a few levels of valiant and was surprised how much it feels like doom16

>> No.6298490

It's arguably the best Doom 2016 based mod.

Zion- has some good sprites but overall feels sluggish
D4D-good but too cluttered with features(still in Alpha wtf?)
D4T-good combination of all the elements from new and classic
Argent-simplest one and pretty cool but lacks variety.
D4V-Cool way to replay Vanilla with older ports.

EOA can also be played with Doom 2016 monsters addon and has some new stuff that other mods don't have.

>> No.6298507

can i get some wad recommendations with difficulty on par with Doom 2 UV?

>> No.6298509


>> No.6298516

I like it more than the other Build games, but I definitely wouldn't recommend spending $25 on it relative to what other games you could get at the same price or lower.

>> No.6298518

I honest to god love it to death, and easily put it over Duke and Shadow Warrior. That said, it does feel very different than any of the other games in a way that some people who are looking for something particular in old school shooters don't like - weapons are largely just typical firearms, enemies generally go down pretty quickly but can also attack quickly ,and the maps are wide and filled with deathmatch style loops, making it feel a little bit more like if you took FEAR without the slow-mo and put it into an old school shooter context.

That said, there's no multi yet and the campaign is like 10 or so hours. There are some custom maps, but nothing compared to the volume of the other Build games. 24 may be a lot if you're not the kind of person who replays games.

>> No.6298520


>> No.6298524

It should be in the OP

>> No.6298530
File: 3.50 MB, 1921x1080, Ion Fury -.png [View same] [iqdb] [saucenao] [google] [report]

This too.

>> No.6298545
File: 2.59 MB, 1720x720, eggy.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on a new Quake 2 singleplayer map again.

Seems this lockdown thing has its benefits so far. I get a lot of spare time.

>> No.6298549

UAC Labs
A Gamarra tribute: Gamarra's destiny
Doomguy's Warzone
Doomguy's Warzone All Stars!
30,000 Levels
Hell Revealed 1943

>> No.6298617

get outta here

>> No.6298618

Is there a mod that has hit detection like brutal doom, but keeps the rest of the game vanilla?

>> No.6298635

the standalone brutal doom gore mod? bolognese, I think?

>> No.6298651
File: 110 KB, 560x428, 1581131580333.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6298654
File: 132 KB, 640x480, shaking the last drop out.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6298658
File: 33 KB, 106x166, 1521807710545.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6298687
File: 29 KB, 350x350, PLevdn7.gif [View same] [iqdb] [saucenao] [google] [report]

All WADs are technically canon (which would include HDoom), so they may have retconned Doomguy's virginity.

>> No.6298693
File: 7 KB, 106x118, 1579737701786.gif [View same] [iqdb] [saucenao] [google] [report]

anon please this is a blue board

>> No.6298712


>> No.6298716
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>> No.6298729


what one add the enteral stuff, i remeber seeing a video of someone fooling around with the ssg hook and the shoulder mounted flamer

>> No.6298730

does it keep the MP weapons, I kinda really love the Vortex Rifle

>> No.6298757
File: 531 KB, 1920x1080, doom03.png [View same] [iqdb] [saucenao] [google] [report]

>A wad where Doomguy shrinks himself and explores a Cyberdemon's colon is technically canon

>> No.6298764

I require more information.

>> No.6298794

Doomguy is actually a descendant of BJ Blazkowicz yes but his name is Flynn Taggart and he's a Corporal not a Sergeant.
Commander Keen is also in this bloodline somewhere.

The name Flynn Taggart is canon. He even uses it as a password in his fortress of Doom to protect his PC from snoopy snoopers because he knows nobody knows his real name except turbonerds.

>> No.6298806

He doesn’t know what sex is. He’s still technically a virgin because he didn’t know what he was doing to the demons

>> No.6298813

What if he impregnated one of those imps, wouldn't that be crazy haha.

>> No.6298825


>> No.6299043

Man, this is so cool!

>> No.6299045
File: 108 KB, 1600x900, HL.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6299047

Why do we all have to wear these ridiculous ties?

>> No.6299049

Do you know who are all the donuts?

>> No.6299051

Why are you asking me?

>> No.6299053

Hello, Gordon!

>> No.6299056

Oh we all walk the Wibberly-Wobberly walk
And we all talk the Wibberly-Wobberly talk
And all we all wear Wibberly-Wobberly ties
And we look at all the pretty girls with Wibberly-Wobberly eyes

>> No.6299057

great, now you summoned all the zoomies that watch wayneradiotv

>> No.6299063

Was actually quite fun until it inevitably turned into slaughter arenas.

>> No.6299192

Hello guys, what's your favorite Doomlike? :)

>> No.6299243

>modders dont need to eat

that's only kegan tho

>> No.6299276

No. Bolognese is just blood.
For hit detection you need "BD Monsters only" addon. It existed derived from an earlier version of BD, but was never updated.

>> No.6299294

Man, Doom II has one of the worst final boss fights ever. The idea of Cyber-Satan is really cool, but the encounter is utter shit.

>> No.6299302

I wish they had at least tried to use architecture for the Icon's face, instead of just a wall texture.

>> No.6299315

Does anyone have a recommendation for some BD compatible ambient music addon? There are some on ModDB but I'm not sure which one to choose.
Preferably something fitting the BD theme, something with a little more pep/speed/metal/grunge than the PSX soundtrack for example.
Currently using IDKFA - Doom Soundtrack, nice stuff.

Having a blast with this mod by the way, it's great fun to plow through the levels on the Power Fantasy difficulty.
No real challenge but you can just chainsaw through the hordes and be badass, it's a delight. It's been quite a while playing Doom as well,
I randomly started reading Masters of Doom, finished a little over the first half in a few hours and had the urge to install this g(a)em.
You probably all read it multiple times already and I don't have to tell what a neat book it is.

Anyway, I'm babbling. Just pretty excited to be excited about a game again.
I'll probably get a different Doom setup along the way, something a little more serious, slower and more atmospheric like the PSX port. But for now it's RIP'N'TEAR!

Radical thread by the way, seems people enjoy being here. I promise I won't shit it up with babbling like I do now.

>> No.6299317

It always bothered me people call it such an "iconic" boss to the point seeing a hint of it in nuDoom caused the internet to be flooded with clickbait. Did people seriously like that thing?

>> No.6299323

I liked how it was actually John Romero's head, something Eternal seriously lacked.

>> No.6299327

I mean from a visual standpoint it is quite a neat design, and Doom 2 is an iconic game so its final bossfight is bound to be something a lot of people reminisce about even if it wasn't a particularly good fight.

>> No.6299330

Imagine if you noclipped into the boss in Eternal and it was Todd Howard's head

>> No.6299334

Hugo Martin*

>> No.6299349
File: 2.72 MB, 1920x1080, wicked.png [View same] [iqdb] [saucenao] [google] [report]

actually, qs/qss/vkq all have fixes for this z-fighting, included as .ent files contained in quakespasm.pak. the fact that you're seeing this means you either have the .pak deleted, you're launching the game with "-fitz" flag, or something's going wrong somewhere

>> No.6299361

Ion Fury > Dusk

>> No.6299380
File: 403 KB, 720x718, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6299386
File: 25 KB, 1566x227, doom turning movement.png [View same] [iqdb] [saucenao] [google] [report]

Doom always had mouse turning at least though

>> No.6299413

It was updated. The newest one uses v21's enemies and blood.

>> No.6299465

One thing that always disappointed me was the absence of satanic, goat-looking enemies. Just a bunch of monsters with horns.

>> No.6299470

Barons are pretty goat-like

>> No.6299475

They look like bulldog gym bro cows.
Too fucking ripped. Slim humanoids with goat heads and maybe tits would've been creepy as hell.

>> No.6299485

So what the fuck is that thing under the magazine tube? Some kind of pry-bar? I've only ever seen it on Doom 3's shotgun, and then this thing.

>> No.6299486

Any mods that add or reskin existing enemies to be like this?

>> No.6299490

Looks like a folding grip

>> No.6299492

Looks like a solid piece to me, also it's not attached to the pump-slide, so that would be super awkward.

>> No.6299495
File: 1 KB, 250x140, Satyr.png [View same] [iqdb] [saucenao] [google] [report]

You will probably find a variant of the 667 Satyr in multiple mods with custom enemies.


No idea about titty monsters, though.

>> No.6299504

>Looks like a solid piece to me
Not really.

>it's not attached to the pump-slide, so that would be super awkward

>> No.6299518

Yeah. A lot of people don't consider that, even if the bossfight isn't all that good, he still looks cool as balls.

>> No.6299541
File: 123 KB, 800x600, 1974_55a0dc047fe5b.png [View same] [iqdb] [saucenao] [google] [report]

Oh boy, then you gotta love this hidden gem of a game. It also has claymation wizard dudes and hand-drawn axe executioners.

>> No.6299543
File: 4 KB, 149x103, 1570531849761.png [View same] [iqdb] [saucenao] [google] [report]

>and maybe tits

>> No.6299552
File: 295 KB, 869x623, 034.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6299570

Can any /k/ommandos identify the second from the bottom?

>> No.6299572

Very satanic.

>> No.6299575

Apparently it's https://www.mossberg.com/category/series/590-shockwave/

>> No.6299583

Thanks. I never would have guessed it was a 590.

>> No.6299606

female tits are satanic
goats are satanic

anthro goat tits = satanic^2

>> No.6299632
File: 616 KB, 3840x2160, Doom 64 PS4 Pro screenshot.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6299720

Dark Souls
its the Doom of ps3

>> No.6299742

Been playing the BTSX with the Final Doomer set and it's been really fun, but the fact that the rocket launcher shifts your view pitch down slightly after each use has been bugging me to no end.

>> No.6299753
File: 166 KB, 1102x819, rekkrd3tablet.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6299763

Legit thought that was gonna be an ancient tablet depicting impse before I clicked the thumbnail.

>> No.6299769

maybe next time

>> No.6299781

make the tablet like 6 times bigger, and the texture 6 times more detailed as well
otherwise its just pixel mush

>> No.6299793

Looks nice

>> No.6299804

I can't quite make out what it's supposed to be. A snake curled like an S?

>> No.6299808

For a second there I thought that was the penis tablet/statue from the first Doom book

>> No.6299818

6 times bigger is absurdly larger.
It does need cleaned up tho.

>> No.6299887
File: 63 KB, 642x362, 2020-03-30 19-26-15.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6299905
File: 558 KB, 696x444, doomguybatman.png [View same] [iqdb] [saucenao] [google] [report]

Holy glorykills, Batman!
Doomguy is Bruce Wayne!
The butts match.

>> No.6299917


>> No.6299943

which one?

>> No.6299951
File: 63 KB, 642x362, 2020-03-30 19-26-15A.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6299989
File: 189 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Really makes you think.

>> No.6300005


>> No.6300034

It's a tablet from DOOM 3

>> No.6300048

Am I still alive?

>> No.6300061

how many wads exist, that reimagine doom 2 levels into looking more like actual places while retaining elements of the art style or geometry?

>> No.6300078
File: 491 KB, 274x750, stupid and dead.png [View same] [iqdb] [saucenao] [google] [report]

Not for long.

>> No.6300083
File: 63 KB, 642x362, 2020-03-30 19-26-15AA.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6300087

What game is this?

>> No.6300096

Geez what a fag. I never found a DOS purist that wasn't cool about the way other people play, it's always people like you complaining of a stereotype that doesn't exist.

Let people enjoy the game the way they want, it doesn't matter if it's on DOS or on GZdoom.

Also wojak meme, fantastic.

>> No.6300104

>replying to wojak bait
Come on anon, you clearly know better than that.

>> No.6300106

Ликвидaтop, which translates to Liquidator.

>> No.6300137

Is it normal for Pinky to be unable to step off a two-way teleport (The kind where destination platform surrounded by teleporting linedefs)?

Other monsters seem to be doing fine, but Pinky seems to steer back.

>> No.6300139

Make sure if the pinky has to step down that there's enough space for him to fit on any of the steps.

>> No.6300152

I didn't know they need something like this. I've got several steps going down, each 8 units wide 8 units height difference. Is this not enough?

I'm pretty sure they walked down fine before I turned those platforms into teleporters (Used to be monsters just warped onto those platforms from a closet, now there's teleportation between platforms as well.

>> No.6300159

Yes, pinkies cannot step down or step up onto something smaller than their collision box. Try making the sizes of the steps bigger than a pinky and see what happens.

>> No.6300165

Well, that might be a problem because there's quite a lot of complex geometry around those pads. Is this only true for pinkies?

Does this mean I need 56 units wide steps? Do mancubi need even more?

>> No.6300168


>> No.6300171

When's new thread coming up?

>> No.6300174
File: 670 KB, 1024x576, Screenshot_Doom_20200330_025219.png [View same] [iqdb] [saucenao] [google] [report]

Alright I've played Embers of Armageddon with Brutal Doom monstersv21.
Here's what I noticed:
>SSG always gibs them
>Weapon feedback works when it's close
>When the zombiemen and shotgunners are screaming in pain with a missing arm/leg,you can do a glory kill on them

This is so good,it's like you can punish them some more.
So far it works wonderfully.

>> No.6300176

monsters wont walk anywhere where their collision box would hang above the ground more than 24 units (the default step height)

>> No.6300180

Is there a good doom 4 monsters pack?

>> No.6300190

So there must not be more than 24 units difference over the distance of 56 (For pinkie)? I can still have narrow steps as long as they are not too steep?

>> No.6300193

So far there's only one for EOA.

>> No.6300196


the ssg feels way too powerful in the version that was linked here. Was one shotting vanilla archivilles from quite a distance. I remember the ssg in doom16 being strong but not that strong.

>> No.6300198


>> No.6300208

It's really too OP.
Wish when the next version drops they tone it down a bit.
Really like the weapon switching though.

>> No.6300216
File: 362 KB, 816x639, slaughter map.png [View same] [iqdb] [saucenao] [google] [report]

So now my teleporter pads are a bit flatter, but everyone can walk down from them. This is fun. I might not be able to actually beat a room with 100 monsters in it, or decide on textures, but this is fun.

>> No.6300219

thanks for making this glorious mod

>> No.6300224

The only thing that is clashing right now with those textures is the blue sides for the steps. Either change them to something more natural looking or create a tech-styled platform to place the steps on, acting as a buffer between the natural ground and the teleporter steps.

>> No.6300229

It is a tech style platform. Though you don't see it quite well from this angle.

I suppose I can look for something more techy for steps. Right now it's a fairly neutral ceiling.

>> No.6300241

Apparently on brighter monitors you can see Romeros head in the black frames after the credits finish. Maybe a troll I wasnt able to see it

>> No.6300281
File: 422 KB, 1920x1080, 2020-03-30 22-40-07.webm [View same] [iqdb] [saucenao] [google] [report]

Hey dudes. Working on the rocket launcher replacement. It's WIP at the moment and I wouldn't mind suggestions/critique.

It will cycle faster. Automatic and salvo fire modes, and a dumbfire/laser guided setting.

>> No.6300285

> shoot middle one
> cycle forward by two
if your afraid of asymmetry, don't
look at sam's rotating rocket launcher
> but what about salvo fire 4 at once
pre-cycle once

>> No.6300286

The sprite for the weapon itself looks way too big for how tiny those rockets are. Maybe look at the serious sam rocket launcher for some inspiration since loading rockets in that rotational style is awesome.

>> No.6300295

cute micro rockets

>> No.6300297

Well, the idea is that it feeds new rockets into the holder or whatever from within the gun at the 6'clock position, so there's always 3 available if you decided to suddenly switch to salvo mode.
I can try to make them bigger. Will see what sprites there are to cut up for that.

>> No.6300346
File: 158 KB, 154x548, DORK.png [View same] [iqdb] [saucenao] [google] [report]

Out of all easter eggs in Eternal,this actually made me laugh.

>> No.6300352

I wanted to share video of my map. I've been talking earlier.

I'm not yet ready to publish the wad, the final part in particular could be better. But it's good fun.

>> No.6300389

We are on page ten and nobody made a new thread

>> No.6300469

do you not count as "somebody"?

>> No.6300474

Somebody is making a Terminator mod.

>> No.6300483

Holy crap, good work getting through on Nightmare, and thanks for all the feedback. You're right, some of those secrets are underwhelming. Some of them are there primarily to give the player access to places that they would otherwise be unable to reach once the floor level has lowered, which would potentially deny them resources. Others (like the backpack and cells) are there to support continuous play, if the player prefers that over pistol starts.

You're right, I'll beef up the rewards one some of the weaker secrets, and I'll consider adding a secret plasma gun. There's one in Map01 anyhow, and I'm intending to hand one to the player either in maps 6 or 7, so there wouldn't be much harm done.

Thanks again for playing. I'm glad you've enjoyed it.

>> No.6300501

Nobody made one until he did it, silly billy.

>> No.6300503

Oh, and a jump-scare archvile is maybe just a tad too evil for Map 05. I'm trying to pace the introduction of new enemies (among other things) as if the wad were intended for an absolute newcomer to Doom. Not that many exist, but that's the vibe I'm going for.

>> No.6300647

Did you ever watch those demos? I tested it briefly and I don't think you actually need to change the compatmode, default GZDoom should be fine.

I was gonna try to make a NM demo but beating it without saves proved to be too difficult. I think changing the hidden soulsphere to an invulnerability would do the trick because that's where I can't get past; changing it into a mega-sphere would be too overpowered I think.

Put SOMETHING in the exit room! At least one imp across all difficulties.

>> No.6300753

>Put SOMETHING in the exit room! At least one imp across all difficulties.
While nice, I'd hardly consider this a must do, plenty of great mapsets have exit rooms without surprise monsters.

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