[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 946 KB, 707x706, map25 - bloodfalls.png [View same] [iqdb] [saucenao] [google]
6347614 No.6347614 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6339764

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief)
https://imgur.com/a/wWS8zXz
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

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)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR


Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4

Launchers for Build Engine games
http://buildgamedosboxlaunchers.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
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/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS
https://pastebin.com/aiEgdB3K

>> No.6347617

=== NEWS ===

[4-17] Crispy Heretic is being maintained again
https://www.doomworld.com/forum/topic/67168-crispy-doom-580-update-apr-17-2020/?page=59&tab=comments#comment-2116114

[4-15] Cool Skies mini-episode 1 is officially released
https://www.doomworld.com/forum/topic/113043-cool-skies-mini-episode-1-release/

[4-14] New Chex Quest teased
https://twitter.com/ChexMix/status/1250109904058077184?s=19

[4-13] New mod for Blood: Trauma Therapy
https://www.moddb.com/mods/blood-trauma-therapy

[4-12] Anon shares new map, looking for feedback
https://mega.nz/file/3wQkRYaQ#Bef5au_79yvvU3rsBNNmYnoMmsSGJKtlZ2Et_wuXVX0

[4-11] Doom 4 Vanilla 3.1 released + MS-DOS Edition
https://www.doomworld.com/forum/topic/108725-doom-4-vanilla-v31-new-update-ms-dos-version-released/?page=26&tab=comments#comment-2113332

[4-9] Anon mirrors Realm667 website
https://pastebin.com/VsM6GjD6

[4-9] Sunder Map19 released
https://www.doomworld.com/forum/post/2111859

[4-9] National Videogame Museum 1:1 recreation in Doom
https://www.doomworld.com/forum/topic/113196-national-videogame-museum-wad/

[4-8] Anon map release, The Burning Wall
https://ufile.io/jzx5arsx

[4-8] Space Hunter updated to v1.2
https://combine-kegan.itch.io/space-hunter

[4-7] New Doom 64 map, Wretched
https://www.doomworld.com/forum/topic/113381-wretched-doom-64-custom-map/

[4-5] Raze 0.5.1 with all supported games. >>6314586
https://drive.google.com/open?id=1sZoTTV1m3yMq9QWch9Rc8AMmUgofpFkd

[4-5] Cerberon Plaguemaker, a new Quake 2 singleplayer map is here
http://quakeulf.suxos.org/3d/maps/cerberon.zip

[4-5] Doom 4 Vanilla 3.0 was released with Back to Saturn X compatibility
https://www.youtube.com/watch?v=KqBvoHiEbmk

[4-5] Dark Forces DeHacker updated to v1.1 with a lot of improvements:
http://df-21.net/

[4-5] Anon releases shitty Heretic mod:
https://forum.zdoom.org/viewtopic.php?f=43&t=68063

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6347627

>>6347040
>There is no better option imho.

would you say that TSPG is the best ever?

>> No.6347632

>>6347614
Duke 3D but its been modded to be backport and/or demake or fallout 3.

>> No.6347648

>>6347632
>It's time to kick ass and drink Nuka-Cola
>And this Nuka-Cola increases my raaaaads

>I'll rip the Tunnel Snakes' heads off and shit down their necks

>> No.6347661

does anyone still play Blood? I just recently got into retro FPS' and that's my fave one so far

>> No.6347674
File: 81 KB, 710x473, alfabetajuega-jefes-finales-23-280917.jpg [View same] [iqdb] [saucenao] [google]
6347674

Am I the only one who thinks that they were inspired by Turok 2's final boss for the Khan Maykr in Doom Eternal?
>Giant powerful being
>exposed brain
>can fly
>Highly advanced race
>Both create life

>> No.6347689

And then 100 revenants teleport in! xDDD

>> No.6347695
File: 2.77 MB, 512x512, AAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google]
6347695

>>6347689

>> No.6347705

>>6347674
> exposed brain
they started that in doom 1, and ramped it up in doom 2
(mastermind, arachnotron, final boss wall texture)

>> No.6347709

>>6347614
Arachnotrons are younger spider masterminds.

>> No.6347712

>>6347709
You're blowing my mind here

>> No.6347713

doom hud mod but all armor ammo and health values are represented as percentages on a piechart

>> No.6347716

>>6347709
Neither belong to the Doom's monster catalog desu. They look like Shadow Warrior leftovers.

>> No.6347725

5 best

Doom
Doom 2
Duke 3D
Blood
Shadow Warrior

maps are?

>> No.6347735

I made an invisible wall that blocks a swarm of monsters from coming in from an outdoor area, but why the fuck isn't it sound proof? The monsters still hear shots eventhough the wall is still up ...

>> No.6347742
File: 2 KB, 120x120, FACE1.png [View same] [iqdb] [saucenao] [google]
6347742

>Time to QUAKE® and bake, motherf*cker.
What did he mean by this?

>> No.6347747

>>6347735
Make sure the lines surrounding the perimeter of the area are tagged to be sound blocking

>> No.6347749

>>6347689
Don't forget the two Archviles at the back ;-)

>> No.6347752

>>6347747
Yeah, but if I do exactly that, when the wall goes down later, the monsters won't activate, because the line is still there to block the sound. So it's quite a problem.

>> No.6347757

I've always wanted to make a Doom 2 map where you eventually walk into a room full of chaingunners, and they're all in their own little closets and facing you in a way so you can't escape them, but about 1 or 2 seconds after you walk into what seems like certain death, all of the chaingunners are crushed a la MAP06.

>> No.6347763

>>6347757
Have the crushers activate if you continue holding forward.

>> No.6347769

>>6347757
Make them all shoot but then lower the floor under the player so they all kill each other in the crossfire

>> No.6347770

>>6347614
https://twitter.com/Xenaero/status/1250666625172295680

>> No.6347771

>>6347770
I don't get it

>> No.6347781

Anyone else think that full 32 level megawads that are just a single campaign get a bit tiring after a while?
I've noticed that I tend to gravitate more towards megawads like Scythe and Valiant, in that they're split into multiple smaller episodes that can each be enjoyed as their own thing thanks to some clearly defined stopping points with the use of death exits.
I also really appreciate BTSX for not replacing every single map and having a few monsterless hub maps here and there to break things apart.

>> No.6347784

>>6347770
nice

>> No.6347786
File: 20 KB, 112x112, 1567165239417.png [View same] [iqdb] [saucenao] [google]
6347786

>>6347781
I always play with pistol start so as far as I'm concerned every map is independent in every megawad.

>> No.6347789

>>6347781
32 levels are great for multiplayer survival sessions. Same with slaughtermaps.

Playing them in single player however can be tiring and repetitive. I think episode length wads with a strong unique theme are the way forward.

>> No.6347793

>>6347786
Its not so much the act of pistol starting, and more the fact that the megawad forces it is what I meant by clearly defined stopping point.
I tend to reset to pistol start if I die after an attempt at a saveless run of a level with gear from the previous.

>> No.6347796

>>6347705
Yeah but here is a combo of brain and wings,plus what anon also mentioned as well.
I don't mind though if that was intentional the Primagen is a cool boss.

>> No.6347798

>>6347713
so like Mario 64's health meter?

>> No.6347824

>>6347798
>pressing the use key while jumping backwards on stairs
>MMH-HOO! MMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMHMMH

>> No.6347848 [DELETED] 

Going to buy Doom Eternal in just a few minutes, lads. I have heard amazing things and it got lots of 9/10 and 10/10 review scores. Thoughts? Is it as based as they say?

>> No.6347854

>>6347848
>>>/v/

>> No.6347856

>>6347848
There's actually one underrated thing about it! People don't appreciate the fact that it's not retro, you faggot!

>> No.6347871

>>6347848
its fun

>> No.6347875

>>6347674

Probably took some inspiration since a large part of that fight doesn't come from the boss itself, but enviromental dangers that it creates.

>> No.6347882

>>6347856
>>6347854
>got filtered by the Chadrauder

kys

>> No.6347883

>>6347875
Yeah it was like the worst part of the fight.
Kinda weird when you compare the final boss of Turok 1 with Turok 2.
The former was just some Shao Khan looking dude who was also a cyborg.

Then again Turok 2008 had a far more forgettable villain who was just some elite soldier and wasn't even the final boss

>> No.6347890

>>6347882
Trying to uphold the board rules, nay, the entire point of this board, does not equate to my enjoyment of Eternal (which I did enjoy a lot)

>> No.6347907

>>6347890
>salty bitch got rekd hard

>> No.6347913

>>6347735
You need 2 sound-proof lines to block sound. Or a single sector that is actually solid.

If your wall really is a wall (Like a zero-height sector or just nothingness) you might've left two pieces on its side connected, if you drawn it through existing sector. I made this mistake on my first map and now I'm doing this on purpose.

>> No.6347921

>>6347769
Would this actually work? I'm not sure how would hitscanner react to doomguy suddenly disappearing from the sight.

It is a pretty amusing anti-trap that I might use - you see a room of chaingunners and try to pick them out one by one from the door. But if you actually go to the door, the floor drops down or you simply teleport. Maybe crush the gunners on the same action, for good measure.

>> No.6347923

>>6347709

Not exactly. They're variants. Clones with a lot of gene splicing done to them.

>> No.6347925

>>6347883

I can't really name a single good boss from Turoks. Those games shine when you get to kill groups of basic enemies with ridiculous weaponry. Not when you gotta aim for some giant monster's weak spots and hope it registers some amount of damage from it.

>> No.6347937

>>6347883
Of all things, why did they just randomly decide to reboot Turok?

inb4 another turok reboot is inevitable

>> No.6347947

>>6347937

I bet some idea guy convinced the rest of the team that the old games were bad and that HIS ideas were better and more suitable for "modern tastes". It was the era of "realistic nature setting with big burly dudes with even bigger guns".

>> No.6347979

>>6347937
You can lose a trademark if the IP is not in use for long enough.

>> No.6347991

>>6347925
I like most of them honestly. Bosses in FPS are never their strong point but that T-Rex with a laser eye in Turok 1 is great.

>>6347947
That's pretty much how most reboots start.
The problem with Turok 2008 is that is forgettable and all around the gunplay is mediocre which is heresy considering Turok games were known for its great weaponry.

They decided to take inspiration from Halo for the gameplay and they did a poor job ripping it off.

There's a guy chuckling a the name Turok which is ironic considering the fact everyone in that game had the most generic names in existence for a team

>> No.6348012

>>6347937
It was the era of the western market pumping out brown n' bloom military shooters, someone probably remembered the Turok IP and thought "we could turn this into a brown n' bloom shooter BUT WITH DINOSAURS"

>> No.6348015

>>6347854
>>6347856
Literal autism, he asked about a Doom game in a Doom thread, its not like he made a thread about it

>> No.6348020

>>6348012
I still can’t believe there were almost 2 decades of that shit. I’m not the biggest follower of modern games, but aside from maybe COD or Battlefield, I can’t think of any current shooters like that, which tells me the trend is finally over.

>> No.6348027
File: 1.66 MB, 2560x1440, ghouls and gargoyles.png [View same] [iqdb] [saucenao] [google]
6348027

>>6347617
Hey anon, do you want to play some more Blood? That's great, because I just finished my first Build Engine level! Shafted is basically two maps. A tight, frantic bloodbath map and a traditional singleplayer / co-op level. I'm going to try hosting a bloodbath server for it this weekend, so drop by and give it a go! More details about the maps creation in the "Readme / developer commentary" files.

http://blood.freeminded.de/index.php?section=maps&id=619

https://archive.org/details/Shafted

>> No.6348029

>>6347781
I've always felt Doom 64 did the right thing, in that its still 32 levels, but the main campaign is slightly shorter with 25 normal levels, 3 secret levels, 1 super secret level, and 3 bonus levels that require level select.

>> No.6348034

>>6348020
There are FPS games in that style that I enjoy (F.E.A.R., MOHAA, Rainbow Six, earlier CODs), it's just that a majority of them were mediocre to shit, to sometimes shovelware-tier. And if everyone's doing the same style, then it becomes grating.
Then there were the "Halo Killers" like Haze, Resistance, Killzone, Timeshift, that one game where you can elevate the ground, etc. They usually had some neat concepts that were marred by numerous issues and ended up being completely forgotten about.
Hopefully with Doom Eternal and maybe VR, the genre sees some big mixups.

>> No.6348038

>>6348034
I actually legitimately liked Resistance

>> No.6348053

>>6348034
The first two CODs had amazing campaigns. I miss them a lot.

>> No.6348073

>>6348034
>>6348038
That's the worst part of that era.
You have plenty of amazing games that got overshadowed by copycats.
Games like The Darkness,Timesplitters,F.E.A.R and many others offer so many unique concepts but ultimately got screwed over because they wanted a wider appeal.

Titanfall 2 might be one of the best FPS games in recent years but got overshadowed because of a poor marketing campaign.

At least they introduced plenty of great concepts which can be seen in a lof of Doom mods.So just like Doom,they may die as a franchise but people will still keep their legacy going in some way.

>> No.6348086
File: 2.37 MB, 534x398, 2020-04-17 20-54-44.webm [View same] [iqdb] [saucenao] [google]
6348086

Yeah, I bet I can get some chuckles out of this setup. Need to add some revernants and arch-viles into the final version.

>> No.6348089

>>6348073
>The Darkness
>Timesplitters
Can't believe I forgot these, Darkness was great mid-2000s cheesy edge, Timesplitters was a worthy continuation of GE and PD.
I've heard that Titanfall 2 is very good as well, it's just that no one talked about it because apparently it only got one trailer at E3, and the first game was multiplayer only. Also, the devs decided to make Apex Legends to hop on the battle royale trend, so Titanfall got left behind.

>> No.6348130

>>6348027
>>6347661
Hell yeah dude, keep an eye out for the bloodbath server

>> No.6348139

>>6348053
Except for Russian levels (aside from United Offensive).

>> No.6348148

>>6347749
I got the arches in the back
Revenants attached

>> No.6348163

>>6347771
Dancing pallbearers in Ghana are apparently common and some footage from a couple years ago set to technoshit became a meme recently.

>> No.6348176

>>6348089
Kinda like Quake did.
Devs saw that the multiplayer was so well liked that they decided to make a game dedicated to it despite having almost no connection with it as well.

About those two games,Timesplitters is making a slow comeback. Which makes me think that was also inspired by Chasm the Rift concept wise in terms of time traveling.

While The Darkness is pretty much stuck,the devs of 2 are focusing on Warframe and those from 1 now are making Wolfenstein games.
That's a shame because a third game could rival the likes of Doom Eternal if they know what they're doing.

>>6347725
>Doom
All from Episode 1 and the latter half of Episode 4
>Doom 2
Anything before the city levels
>Duke3D
Episode 1 and some from 3.
>Blood
First half of the game
>SW
Episode 3 felt the most consistent.

>> No.6348184

Is there any decent way to play Dark Forces in current year or should I just settle for the Steem version? (Which I already have from buying a bunch of star wars shit for pennies, before the cawing of not buying starts)

>> No.6348190

>>6347749
And chaingunners far away on ledges...

>> No.6348205
File: 21 KB, 641x397, 1565972394842.png [View same] [iqdb] [saucenao] [google]
6348205

>>6348027
Very nice

>> No.6348216

>>6347716
...are giant mechanical spiders part of any asian mythology?

>> No.6348219
File: 124 KB, 1396x941, d9 persp render.jpg [View same] [iqdb] [saucenao] [google]
6348219

Hey lads, I need some ideas for a plasma rifle replacement. Not really the looks, but how it works in the game - I have rapid firing explosive, beam, rail, grenade, shotgun attacks already and would like something different.

>> No.6348223

Imagine being filtered by the HECU marines.

>> No.6348224

>>6348219
Micro-missiles that arc randomly and go through the multiple enemies.

>> No.6348229

>>6348224
My rocket launcher replacement unfortunately already fires micro-missiles.

>> No.6348230

>>6348223
Imagine if you actually followed a rainbow to the end and there was a little green leprechaun guarding a pot of gold but he was butt naked and frothing at the mouth

>> No.6348236

>>6348229
What if they don't explode - that would help differentiate them? Alternatively, fire a disc that will return to sender after hitting a wall, hitting monsters on the way back.

>> No.6348240

>>6348230
???

>> No.6348248

>>6347627
I guess so. Actually. Dont want to miss it.

>> No.6348257
File: 130 KB, 989x1524, 1586654749498.png [View same] [iqdb] [saucenao] [google]
6348257

>> No.6348259

>>6348236
Piercing missiles with high/jittery spread? Yeah, that could absolutely work. Maybe with a warmup mechanic that makes fire rate increase and accuracy suffer at sustained full auto.

>> No.6348264

>>6348257
Pleased that RTCW got a fairly high score.

>> No.6348269

>>6348184
Not sure the best way, I played through dosbox and enjoyed it but I don't think I was ever able to cancel mouse movement

>> No.6348274

>>6348259
The way I imagined it:
>Take not of the location you are aiming at (Be it a thing or wall)
>Randomly select an angle, up to 45 degrees
>Send projectile at this angle, have it curve so it hits the spot

If you have enough space, it would conceivably make a fun crowd-control tool. Or maybe not. It does it my head, but lots of things seem like a good idea in my head.

>> No.6348280

>>6348257
TF2 being high shows the people that participated are either fake or not the type anyone should listen to.

>> No.6348282

>>6348219
arc lightning

>> No.6348292

>>6348257
>hexen that high
>above shit like ut99 and unreal and fucking doom 2
I liked hexen but that's just weird
is titanfall 2 even that good? I swear people were pretty quiet about it until apex came out and suddenly everyone and their mother were lamenting the death of the hidden gem titanfall 2 was.

>> No.6348294 [DELETED] 

>>6348280
cope

>> No.6348296

>>6348274
>>6348282
I could combine these. Curving (i'll do make curve only slightly, so it doesn't get impossible shooting around corners) that shoot off lightning arcs at nearby foes when they impact something. Starting to sound like a lot of fun!

Already got code and assets for lightning arcs, so that'll be easy.

>> No.6348321

I'm a little confused about all the DeHacked stuff. Some say I can just use it to create a file and then put it into WAD, will it work in any port? Will it work in Crispy etc.?

>> No.6348324

>>6348257
Could be worse, but not the best.

>> No.6348325
File: 610 KB, 1152x864, Dis_2.jpg [View same] [iqdb] [saucenao] [google]
6348325

>>6347614

>> No.6348337

>>6348240
Im just sharing another silly scenario to imagine bro

>> No.6348338
File: 438 KB, 620x437, thanksjohn.png [View same] [iqdb] [saucenao] [google]
6348338

Because I'm retarded, I've played and beaten Daikatana with the community patch. It was playable but dull with it, but without it I probably would have killed myself.

>> No.6348356

>>6348296
You can call it botbuster, because rockets that shoot lightnings seems like something to use against robots. But it will also be useful against demons.

>> No.6348380
File: 90 KB, 858x400, 1586307671701.jpg [View same] [iqdb] [saucenao] [google]
6348380

Remember that e2m2 is, by far, the best official map from Doom.

It does the best job of selling all of Doom's unique aesthetic and gameplay components in one package. It's exploratory, it's tense, the combat is fun and provides multiple options, there's a dungeon-crawling element while still remaining compact, it shows off the chaotic transition from a "grounded" base environment into Doom's unique interpretation of Hell, enemy placement is well-considered, etc. It's got it all, and yet it surprisingly coheres.

It have some nice exploratory nature, abstract semi-realism, little gimmicks and varied environments to keep the journey interesting, lots of free roaming enemies while the overall difficulty stays low, and you can choose whether to fight the monsters with conventional weapons or a berserk fist.
E2M2 is abstract in the way the best Doom levels are, but it has a fully realized sense of place. it actually feels like a functioning base of some kind of while also being an engaging experience that introduce strange elements into the mix - no small feat. the whole idea of a base overtaken by otherworldly and hellish elements is felt strongly the map - no ingame storytelling is needed. so many ideas are contained in what might initially seem to be a flat and boxy layout. it's like the level tells an entire story as you go through it (another thing you can feel very much in particular with episode 2 map 4 of Doom 1).

It also feels labyrinthine but in a way that is exciting and interesting to unpack, and not as complicated as it might look. the fact that the crate maze is a central feature of the level but you can largely bypass it because the map points you to the critical path by the berserk pak is also really brilliant. i'm glad this map, and Tom Hall as a designer, is finally getting the love it deserves from the Doom community. i think E3M7 is almost as brilliant of a moody puzzle-style map with its own very distinct way.

What do you guys think?

>> No.6348387

>>6348380
I hate that map. It's flat. The crates are boring and all look the same. There's nothing particularly interesting about it. 4/10

>> No.6348393

>>6348380
You can stop posting it, everyone already knows that.

>>6348387
Gay.

>> No.6348407

>>6348356
I will probably call it something very sciency. Haven't decided on the display names for all of guns yet, but they'll have to fit a cyberpunk-esque theme

>> No.6348413

>>6348321
Most ports support loading DEHACKED lumps from inside WADs. Chocolate Doom might not, and true vanilla needs a .DEH file that's used to patch the executable. You can just include the DEHACKED patch as a separate .DEH in addition to the lump in the WAD, to cover your bases. Ports that support the internal lump won't bitch about it if you load the external one redundantly. Boom and MBF added a few features to DEHACKED that Chocolate won't support, but Crispy will.

>> No.6348423

>>6348257
HLchads can't stop winning.

>> No.6348429

>>6347674
There's something else

>Clear the six Flesh Portals to unlock the ultimate weapon, the Nuke
>Clear the six Slayer Gates to unlock the ultimate weapon, the Unmaykr

>> No.6348446

>>6348216
Robo jurogumo?

>> No.6348473

>>6348292
The campaign is a godsend among the FPS genre that doesn't nowadays really pay much of an effort to a good singleplayer experience. I know it may sound weird to hear such praise for Titanfall 2, but
>Trust me.

>> No.6348479

>>6348292
Titanfall is one of the best shooters in the 2010s
But other than that, it's not even close to being really remarkable

>> No.6348494

>>6347709
they're her babies

>> No.6348507
File: 675 KB, 600x839, a8a.png [View same] [iqdb] [saucenao] [google]
6348507

>tfw no HDoom/Hearts of Demons crossover where you play as Baron-chan and lezdom the other demons

>> No.6348508

i've been playing through duke nukem 3d and it's scarier than doom imo. anyone else feel the same way? the music is much more atmospheric and the levels can be grosser and darker.

>> No.6348512

>>6348508
It's more realistic I guess. Don't see how either is scary, personally.

>> No.6348514

>>6348508
>i've been playing through duke nukem 3d and it's scarier and better than doom imo
FTFY

>> No.6348521

What's a good HUD mod that doesn't remove Doomguy's face?

>> No.6348534

>>6348507
Doomguy was no nervous shit, he still plowed that demon pussy. The thing is, he had no idea that was supposed to be sex, so he remained a virgin.

>> No.6348540

>>6348534
I think it'd be funnier if he was confident but oblivious.
Back of the knee, maybe

>> No.6348549

Do you know any good maps that only use one type of monsters? Maybe with a few exceptions, but the one you could reasonably say "This one is the arachnotron level" or something like this.

>> No.6348553
File: 1005 KB, 1920x1080, Screenshot_Doom_20200417_225340.png [View same] [iqdb] [saucenao] [google]
6348553

>>6348521
I like and use this one.
https://www.moddb.com/mods/brutal-doom/addons/brutal-doom-basic-hud

>> No.6348563

>>6348553
Anon someone's smeared vasoline all over your screen

>> No.6348565

>>6346571
doom incarnate?

>> No.6348572

>>6348540
what if he thought you had to make a sex hole by shooting one of the demons with the pistol and use that cus he's not aware of the anus or vagina and just assumed guns are a part of it

>> No.6348573

>>6348507
I never understood this. Like, Doomguy's a virgin, fine, whatever.

But not knowing what sex is? How? He's a grown ass man. The only way I could see that making sense is if the UAC just grew fully grown clone soldiers.

>> No.6348601

>>6348549
You're gonna love the 1monster megawad

>> No.6348618

>>6348563
I'm a kinky boy.

>> No.6348635
File: 614 KB, 640x600, 1536004637907.png [View same] [iqdb] [saucenao] [google]
6348635

>>6348257
>TF2 beat HL1

>> No.6348640

>>6348380
E3M7 is a map that suffers heavily from its placement in the episode. It's a tense, ammo-starved, almost survival horror experience of a map, but you only notice that on a pistol start. If you're playing continuous, as was the standard for casual play until very recently, you're absolutely loaded when you reach E3M7 and the map is just a barren hurtfloor maze with little to find and little to fight. It's a major letdown coming off the high intensity of E3M6 and E3M9.

I think E3 would benefit as a whole if M7 were moved to E3M2 and the rest of the maps were bumped up. E3M6 is more in line with E1M7 and E2M7 as a big dramatic finale before the boss map, and E3M9's gimmick would be even stronger if it came at the very end of the episode. Hell Keep doesn't give enough resources to break Limbo, and Slough of Despair is too cluttered for the early BFG to be a problem.

>> No.6348641

If I make the sector next to lift exactly 56 units tall, would that mean you can't back out of it once it stop moving?

>> No.6348678

>>6348641

If you mean you wouldn't be able to get off the lift, yes.

>> No.6348679
File: 3.43 MB, 307x543, 1587005574751.gif [View same] [iqdb] [saucenao] [google]
6348679

>>6348573
>But not knowing what sex is? How? He's a grown ass man
he sees sex as any normal human sees sex beteewen animals, over the night his life was reduced to only kill demons and whoever relates to them. Most problaby he forgot about other pleasures and now his life is a bloodbath

>> No.6348683

>>6348573
>But not knowing what sex is?
i think he means that he will never gonna have sex

>> No.6348685

>>6348325
man, that looks fucking rad

>> No.6348717

>>6348640
Limbo is good especial especially for the atmosphere

>> No.6348727
File: 88 KB, 750x766, IMG_20190217_233252.jpg [View same] [iqdb] [saucenao] [google]
6348727

>>6348257
>F.E.A.R in top 5
My nigga yeah

>>6348679
Makes sense,I always had an headcanon where he doesn't know what sex is because for all his life he was always distracted by weapons and sci-fi media,hence his ignorance on the subject.

That being said
>that pic

>> No.6348728

>>6348679
>the faint glow between her legs
goddamn.

>> No.6348772

>>6348257
>deus ex below Marathon infinity
>evolve that high
wat de fugg

>> No.6348792
File: 488 KB, 1920x1040, alignment.png [View same] [iqdb] [saucenao] [google]
6348792

What the fuck is up with my texture?

>> No.6348796

>>6348521
Fullscreen Statusbar Mod (for GZDoom)

Crispy Doom already comes with that option without the need to mod (not that you can mod it anyway)

>> No.6348797

>>6348792

>lower unpegged

>> No.6348806

>>6348797
Yes, it is. Wasn't it supposed to be drawn from the bottom?

>> No.6348808

>>6348792
use the arrow keys?

>> No.6348816

>>6348806

Use the arrow keys

>> No.6348827

>>6348816
>>6348808
Yes, I know about arrow keys. What confuses me is texture starting with offset, suggesting I don't know something about something.

>> No.6348849

>>6348792
Aim at it and press a and shift a

>> No.6348854

>>6348679
Better monsterification of a Caco than the HDoom version.

>> No.6348858

>>6348854
*monstergirlification

>> No.6348860

>>6348854
Would be damnably complicated to actually implement in-game though. Not at that level of detail, at least.

>> No.6348864

>>6348854
>>6348858
There's like only 3 monstergirl Cacos that are good or decent.
>This
>Cookie Demon
>Caco-Chan

The rest is either too weird or too monstrous where the artist had to shove their kinks.

>> No.6348915

>>6348864
Don't compare Cookie and C-chan to this atrocity

>> No.6348919
File: 10 KB, 225x225, mad.jpg [View same] [iqdb] [saucenao] [google]
6348919

How can I add a parameter to my Quake autoexec file telling the game that I DON'T WANT A FUCKING MESSAGEMODE BIND?

>> No.6348921

>>6348915
Shut it, this one's fine. The real atrocity is HDoom just choosing to have a girl sticking out of a regular Caco tomato body.

>> No.6348927

>>6348915
Yeah but that armor like parts are pretty cool.
It's alright.

>>6348921
I don't hate the creator of this mod but seriously wasn't there any other option to make an anime Caco without being ball of hair?
That's kinda nasty.

>> No.6348974

How many maps have been made for doom since 94?

>> No.6348978

>>6348854
Nah, she's not cute at all.

>> No.6348990

>>6348978
Speak for yourself, anon.

>> No.6349007
File: 494 KB, 1024x768, 1586299245123.png [View same] [iqdb] [saucenao] [google]
6349007

>>6348990
I'll concede that the H-Doom caco isn't cute either, but this is the only cute cacogirl.

>> No.6349009

>>6348974
2.

>> No.6349031

>>6349009
Millions

>> No.6349068
File: 30 KB, 350x333, 1585538633327.jpg [View same] [iqdb] [saucenao] [google]
6349068

>pages upon pages of nerds sperging out that someone would have the audacity to try and make a shitty freedom offshoot

>people actually start making stuff for the guy and helping him get the thing off the ground

my fucking sides

>> No.6349075

https://www.youtube.com/watch?v=UL5wsrKG3VY

>> No.6349116
File: 160 KB, 1200x1200, HELL LORD.png [View same] [iqdb] [saucenao] [google]
6349116

>>6349068
Can someone make a screenshot montage of >>6341140 and the responses? Put me in the screenshot pls. Include some of sergei's artwork as well

>> No.6349135

>>6349116

include the doomworld drama in it as well

>> No.6349175

>>6349135
>>6349116
jews dont want da man to stick it to in

>> No.6349181

>>6349135
>hire a lawyer

>> No.6349192

Newfag here. In the process of beating doom 1 pistol start UV (one playthrough of doom 2 was enough for me) and i know about stuff like alien vendetta, Memento Mori, etc. But what are some lesser known but still quality maps/wads/megawads youd show a newfag?

>> No.6349194

Did anybody rip Wolfstone yet?

>> No.6349213

>>6349116
You know, if he actually sticks to the simple cartoony doodles for the sprites in the same style as Square and similar mods, I would actually love to see this finished.

>> No.6349221

>>6349175
>stick it in man
gay

>> No.6349265

>>6349192
Kama Sutra. Vile Flesh.

>> No.6349294

>>6349194
At the very least an extractor was created it seems, looks like it can be playable in ECWolf.
https://bitbucket.org/ecwolf/wolfstoneextract/src/master/

>> No.6349301
File: 160 KB, 960x540, Dungeons & Demons 04.jpg [View same] [iqdb] [saucenao] [google]
6349301

>>6349192
> Scythe (2003) / Scythe 2 (2005) (each have 30 maps and 2 extra secret levels)
I recommend Scythe and Scythe 2 now, before you play any of the really modern stuff. Playing Scythe and Scythe 2 on Crispy Doom was among my favorite gaming experiences ever; I wish I could play them for the first time again.

Remember to read the accompanying text files - the author recommends you play episodes 1 and 2 of Scythe on UV, but turn it down to HMP on episode 3 because of the increase in difficulty.

> Preacher, 9 maps (2018) (plus 1 map with credits)
Preacher is currently my favorite WAD I've ever played. Play that on GLBoom+, or at least watch the demos on GLBoom before you start playing it on GZDoom, as GZDoom can't play Boom demos.

> Eviternity (2019) (32 maps)
This is a long one, but it's broken up into six 5-level-long episodes, plus maps 31 and 32 are not secret levels, you get sent there after map 15. These are THE best-looking maps that I am aware of. This was my favorite until I played Preacher. Play on GLBoom+ or GZDoom

> Hell Ground (2009) (7 maps)
This one was my favorite before I played Eviternity and Preacher. Play on GLBoom or GZDoom - if you use GZDoom, also load "hg_lights.pk3" for bright maps

>Going Down (2014) (30 maps plus 2 secret maps)
You're not going to want to pistol start UV this one, that's for sure. Your first playthrough should be a continuous playthrough on Hurt Me Plenty, or, if you're determined to pistol start the whole thing, play each map on skill 1 or skill 2 first before going to skill 3

>lesser known
If you specifically want some lesser known ones, play Doomer Boards Project 20: Dungeons & Demons, pic related. It's 8 short but difficult maps - play on skill 2 for your first playthrough

>> No.6349305

>>6349301
forgot to mention, play DBP20 in Crispy Doom!

>> No.6349315

>>6349192
200 & 300 minutes of /vr/.

>> No.6349339

I like the Doom gameplay, but I hate its aesthetic. I always prefer the wads that look nothing like original Doom, and I prefer the setting of Dook/SW.

>> No.6349340

>>6349339
Ok Jesus

>> No.6349345

>>6349213
>>6349116
That's just a russian troll from 2ch hk again

>> No.6349368

>>6349345
Vasyan? Any proof of this?

>> No.6349404

>>6349339
Hand over some of those wads at least. Are you talking about stuff like Deus Ex, or just alterations in architecture like Doom 2 Reloaded?

>> No.6349412
File: 2.78 MB, 960x540, 1576164562749.webm [View same] [iqdb] [saucenao] [google]
6349412

I'm going to take a guess and say this isn't how prboom's mouselook is supposed to handle at all

wat do

>> No.6349415

>>6349339
Yeah people give shit to Quake for being brown but its aesthetic is actually a lot more appealing than the drab tans of Doom

>> No.6349451

Anyone got obscure weapon mods for Doom they'd like to share?

>> No.6349462

>>6349415
That's more of a fault of Doom 2. The first game was quite more colorful.

>> No.6349472

>>6349451
SIREN. Not exactly obscure, just very old and comes with a monster pack attached.

>> No.6349490

>>6349412
first, disable vertical look and crosshair if you're gonna play doom

there are multiple solutions AFAIK. limit your GPU's framerate to match your monitor refresh rate (you might need to download a program to do so like Nvidia Inspector, I dunno about AMD), or turn on V-sync on the game's option menu, or go to mouse settings in control panel and disable "Enable Mouse Precision"

>> No.6349501
File: 13 KB, 256x128, RSKY2.png [View same] [iqdb] [saucenao] [google]
6349501

>>6349368
It's all in the nick
>Sir Gay
But it is most likely a different troll. Vasyan had a pathological phobia of "pooxels", as he called them, thus leading one-man crusade against sprites in Doom. Last time I checked retro-FPS threads 2ch hk, they were trying to move the thread back to /v/ after they were banished to /vg/, so village idiots were lying low.

>>6349462
I mean, what were they thinking, making the sky brown? Even fucking Freedoom pulled it off better.

>> No.6349523
File: 81 KB, 695x879, Screenshot_20200306-215123_Brave-01.jpg [View same] [iqdb] [saucenao] [google]
6349523

Finally got around to beating Doom II after putting it off since I was twelve. All I can say is:
FUCK The Factory
FUCK Downtown
FUCK Nirvana
FUCK The Catacombs
FUCK The Chasm
On the whole, a better experience than Ultimate Doom. The monster variety keeps the gameplay consistently fun, and the levels I don't like were bad in an interesting way, unlike in Ultimate Doom where the bad levels are usually just boring. Really cool to see how mappers have learned from the mistakes in Doom II, really makes me appreciate WAD's like AV, SiD, and BTSX.

>> No.6349538

>>6349523
Ultimate doom don't have bad levels anon, and >>6348380

>> No.6349540

>>6349490
happens with or without freelook
vsync does nothing
mouse precision is a global system setting and I don't wanna keep it on for everything else but I'll give that a spin
framecapping I haven't tried yet

I read online every SDL file is to blame for jittery mouselook since they don't perform well under win10 very much at all. but I can't attest to that because crispy doom works just fine and carrying those over doesn't fix it either

>> No.6349543

>>6349116
>chest mounted rocket launcher
hmm ok, maybe put a missle rack in his back that feeds into it
>>6349339
I use H2D4D2TP

>> No.6349547

>>6348280
>He doesn't like TF2

>> No.6349575

>>6349523
I like Catacombs. Easily among of the toughest uses of Chaingunners in Doom 2

>> No.6349581

>>6349472
Got any links/videos/pages? i can't find it.

>> No.6349615

>>6349581
It's not actually siren, it's SIRENS. It's at doomworld.

>> No.6349623
File: 61 KB, 3200x2000, EVnj4hKU8AASp4i.png [View same] [iqdb] [saucenao] [google]
6349623

What’s the best vanilla like monster and weapon wads that’s are compatible with pretty much every map set? Also best gore wad that doesn’t break shit either
Does Smooth Doom still break shit?

>> No.6349626
File: 136 KB, 466x486, 1498693595845.png [View same] [iqdb] [saucenao] [google]
6349626

>>6349538
Did you enjoy the complexity of Fortress of Mystery? Do long to play Slough of Despair? Those maps fuckin' blow.

>> No.6349630

>>6349623
Smooth Doom has this really strange problem where the BFG has unlimited ammo if smooth bob isn't enabled, but it'll work with almost anything you throw at it so long as it's vanilla.

>> No.6349632

what are the most underrated level texture combinations for environments?

>> No.6349636

>>6349632
Tech walls in Hell Levels, I always loved the idea that Hell just had technology because for all their savagery the demons were still advancing in tech despite their medieval flairs in aesthetics

>> No.6349661

so, Sigil proves that John Romero doesn't actually know how to do level design and thrived on his team

>> No.6349691
File: 17 KB, 128x128, FIREBLU01.thumb.gif.6002f53c81f7ed3337b578b5b59ad693.gif [View same] [iqdb] [saucenao] [google]
6349691

>>6349632
You know that one scrolling texture with the faces? That with anything. Maybe combine that with fire blue, then you'd have something truly hellish.

>> No.6349707

>>6348257
> all that spunk gargle weewee

>> No.6349712
File: 250 KB, 1920x1080, WRATH-Aeon-of-Ruin-feature.jpg [View same] [iqdb] [saucenao] [google]
6349712

Are you guys excited for WRATH?

>> No.6349724

>>6347781
>Anyone else think that full 32 level megawads that are just a single campaign get a bit tiring after a while?
I reckon the problem is that 32 level megawads aren't even a rare thing. There are so many, that quite a few of them come across as only having 32 levels out of obligation, leading to hit or miss results.
I try to be a bit more selective with Megawads before playing because of this.

>> No.6349726

>>6349661
Sigil was good, though.

>> No.6349741

>>6349691
Imagine those face textures but they're animated and scream in agony.

>> No.6349745
File: 1.98 MB, 4320x3240, shores of hell.png [View same] [iqdb] [saucenao] [google]
6349745

>>6349636
The Hellbase aesthetic of E2 was always my favorite.

>> No.6349750

>>6349632
Rocky/natural environments with Blood liquid.

>> No.6349757
File: 1.37 MB, 1527x648, temp.png [View same] [iqdb] [saucenao] [google]
6349757

I'll be at work for screenshot saturday.
this map is pretty much done. needs some skill level balancing.

>> No.6349767

>>6349712
I wish someone would turn it's save system into a mod for OG Doom. Limited user-placed saves with the customizability of Autoauto Save would be the ideal.
I've been playing Death Foretold, and been saving with every kill milestone I get, which is 33% 66% and 100% for people who haven't played it, and it's a great balance between saving without scumming. If I could have a mod to enforce that with other mods, that would be swell.

>> No.6349781

>>6349767
I think any alterations to the save system would require its own fork of a source port, rather than just being a simple mod.

>> No.6349792

>>6349781
Autoautosave has it's own save button, that doesn't go through GZDoom's "Would you like to save to this file?" text. This leads me to believe there's a way to save via scripting.
All you'd need to do is tie that to an item check, the items being given when you meet a requirement of some kind, and then take 1 of the item away after saving.

>> No.6349807

>>6349712
Yeah, its pretty good. Great art style and level design. Something about the combat feels off though. Like it just doesnt flow in a super fast and satisfying manner like our favorite retro FPS's do.

>> No.6349830

>>6349726
It was a boring repetitive slog, focused more on gotchas, and down right luck based challenges

>> No.6349865

>>6348772
And the first Marathon is higher than Quake and Doom 2, what the fuck indeed

>> No.6349875

>>6349865
I'm assuming its Destiny fans voting for the thing they recognize but never actually played

>> No.6349895

>>6348772
>>>evolve that high
this
what the shit

or did sarais spend an entire day samefagging/make alts to vote on it
only one i recall to even mention that shit a week after it was released

>> No.6349904

>>6348257
>Killzone on this list at all
jesus

>> No.6349908
File: 2.59 MB, 1908x2587, 20200415_031527.jpg [View same] [iqdb] [saucenao] [google]
6349908

Is the n64 controller the best way to play doom ?

>> No.6349975

>>6349908
the n64 controller isn't the best way to play anything.

>> No.6349981

>>6349975
>What is F-Zero X

>> No.6349991

>>6349830
>focused more on gotchas
>down right luck based challenges
Most of what Sigil throws at you is generally not that hard to react to, even blind. Only real gotcha/luck based scenario I can think of is the surprise Cyber in M9, which is the weakest map in the set anyhow.

>> No.6350004
File: 1.53 MB, 1170x1620, file.png [View same] [iqdb] [saucenao] [google]
6350004

Can anyone tell me what weapon mod is this?

>> No.6350007

>>6349908
No.

>>6349975
Wrong, Goldeneye 64.

>> No.6350014

>>6349538

>e2m3
>e2m7
>e2m9
>e3m3
>e3m9
>e4m4
>e4m9

>> No.6350017

>>6350004
That's Final Doomer.

>> No.6350085

>>6349975
>>6350007
So what is the best

>> No.6350086

>>6350085
Keyboard, or keyboard and mouse.

>> No.6350132

>>6350014
>e2m7
>e3m3
>bad

>> No.6350158

>>6350085
Mouse and keyboard, optionally mouse and joystick or something like that.

>>6350086
Keyboard only is never the best of anything for classic Doom.

>> No.6350162
File: 19 KB, 250x246, fredread.jpg [View same] [iqdb] [saucenao] [google]
6350162

>>6350014
>E2M7
>E3M3
>bad levels

>> No.6350165
File: 1.72 MB, 1920x1080, vkQuake 2020-04-18 01-39-58-932.png [View same] [iqdb] [saucenao] [google]
6350165

That was a helluva show. Too bad the dragon can only be cheesed to be defeated on Nightmare. Mission Pack 1 and 2 don't get enough praise around here. Both together are easily on par with Quake 1, even better in areas except perhaps mood.

>> No.6350195
File: 26 KB, 600x180, mother demon.jpg [View same] [iqdb] [saucenao] [google]
6350195

>Guys are we going to put archviles or revenants into Doom 64?
>Yes

>> No.6350206

Doom 64 is fucking great bros

I have nothing else to contribute other than the fact that I fucking love Doom 64

>> No.6350207
File: 32 KB, 320x200, NGRAPH.gif [View same] [iqdb] [saucenao] [google]
6350207

frick

>> No.6350209

>>6350206
the magic of aubrey hodges

>> No.6350226

>>6350206
I think I prefer Plutonia more, but out of the official OG Doom releases, I'd put it at least 2nd place.

>> No.6350236

Anyone with Zandronum welcome to join me now:
[TSPG] =- MSX -= Custerfuck Ragequit Club

>> No.6350263

>>6350209
> DANNY WON
> YEAAH

>> No.6350310

>>6350195
>>6350206
I love Doom 64 too, I just wish it had Revenants and Archviles, really the most fun enemies to fight. The homing missile traps in Doom 64 were a sad reminder of Revenants being gone.

>> No.6350365

>>6350263
What did he win?

>> No.6350459

>>6349412
Oh god finally someone else getting the exact same thing on their end. I'm not alone. I never figured out how to fix it.

>> No.6350484
File: 211 KB, 816x639, dickery.png [View same] [iqdb] [saucenao] [google]
6350484

So I played some Doom WADs and I went back and started making my first asshole room. It has no weapons and two mancubi, and behind them is a swarm of cacos behind them. And if you try to escape you need to flip a switch to open the doors, but it will also release the cacos from their elevation and they will start teleporting all around you. It's fun. People will hate me for this.

>> No.6350508

>>6347617
New Companion Mod by Skelegant:
Gholazon X
https://youtu.be/TVndBeUhuxw

>> No.6350550

>>6350310
If there was a source port for Doom 64 that was like ZDoom in that it allowed for extra monsters to be added via mods then we could see a new era of Doom mapping for D64

>> No.6350938

https://twitter.com/drpyspy/status/954441445183668225
Did he ever finish these?

>> No.6350949

>>6350938
It's really impressive when someone perfectly recreates the art style of CGI stuff. This looks exactly like what the boner would look like if he was actually in Doom 64.

>> No.6350951

>>6350004
The BTSX weapon pack from Final Doomer.

>> No.6350956

>>6350086
Goldeneye is surprisingly fun to play with a mouse and keyboard. The game is pretty fast and smooth on an emulator, in both framerate and gameplay. Not as fast as Doom or Quake ofc, but still.

>> No.6350961

When making DECORATE monsters, is it possible to make an enemy with a summoning abilitiy like the one from the IOS, except they still move around and have health?
I except the answer to be "no" if most of IOS's characteristics are coded in an "exclusive" way, like how map 15 is the one that can only have the secret level path.

>> No.6350974

>>6350938
I don't think so. It's sad too because it was so spot on.

>> No.6351026
File: 1.85 MB, 536x288, gzdoom_2020_03_15_03_41_29_363.webm [View same] [iqdb] [saucenao] [google]
6351026

>>6350961
You can use https://zdoom.org/wiki/A_PainAttack to spawn any other monster.

>> No.6351027

>>6350961
If you're making a Gzdoom mod you're not really going to care about coded limitations such as the ones you've mentioned, since you can just change them. I haven't tried making what you want to do, but I think it should be actually fairly simple using just summoning commands.

>> No.6351129

>>6351026
> recursive monsters
oh god why

>> No.6351152

> deckino live with UNM run

>> No.6351170

>>6351129
I always wanted a super Arch-vile that resurrects other Arch-viles. Or spawns them.

Multi-tier resurrection is my favourite video-game thing and it's barely ever happening.

>> No.6351259

>>6350961
Of course. The main problem is stopping the monster telefragging itself with its own cubes.

>> No.6351273

>>6351170
I've been toying around with joke mod that is monster equivalent of Extreme Weapons Pack. As in, I make subtle changes to the monsters that make them too dangerous and completely ruin everything. So far I came up with following:
- Zombies now have 100% accuracy
- Sergeant fire actual shotgun blasts
- Since chaingunners use shotgun sound instead of pistol sound for their gunshots, they also fire shotguns now
- Imps and barons have splash damage on their firebals
- Pinkies bite much faster now
- Hell Knights now have same amount of HP as Barons
- I thought I had a great idea for Lost Souls, but I just ended up turning them into The Hungry from DoomRLA
- Revenants no longer have melee attacks, they shoot even in close combat.
- Mancubi fire in random patterns
- Arachnotrons now have spread on their shots and higher ROF
- Pain elementals now can telefrag you with spawned Lost Souls
- Archviles can revive anything, including bosses and other Viles
- Cyberdemon fires homing missiles
- Arachnotron just fucks your shit up
- But absolute worst of them are Cacos: they now shoot fireballs out of their rear ends

Oh, and there's no more infighting.

>> No.6351284
File: 231 KB, 640x480, Screenshot_Doom_20200418_151211.png [View same] [iqdb] [saucenao] [google]
6351284

I don't get why people think the AV weaponset in Final Doomer is underpowered.I'm playing it right now and i haven't run into too much trouble.
The Shattergun feels a bit weird as the SSG, but other than that, solid set.

>> No.6351292

>>6351284
I have never touched Final Doomer, but I've played Alien Vendetta, and if the screenshot attached is very recent, you probably shouldn't expect MAP02 to be one of the hardest levels this wad has to offer.

>> No.6351293
File: 143 KB, 285x331, zombie rock.png [View same] [iqdb] [saucenao] [google]
6351293

>>6350206
Blessed post.

>> No.6351296

>>6350206
I agree immensely, i played the entirety of the lost episode and i loved it to bits!

>> No.6351301

>>6351293
Idk why but that image gives me early 2000s internet vibes

>> No.6351306

>>6351273
> mancubus reverted to beta projectile graphics
> as in, they now shoot revenant balls
> pinkies hit every 4 tics and make chainsaw sounds during their bite

>> No.6351336

>>6351292
I've went up to Bulls On Parade in previous sessions, this is my first one with the Final Doomer weapon set.

>> No.6351397
File: 164 KB, 640x480, Screenshot_Doom_20200418_160055.png [View same] [iqdb] [saucenao] [google]
6351397

The Grav-Staff takes down Pinkies with one hit, and Revenants with two. If only i paid attention to that "bane of melee enemies" part.

>> No.6351405
File: 47 KB, 639x609, 1575165542087.jpg [View same] [iqdb] [saucenao] [google]
6351405

>>6348257

>> No.6351409

>>6348679
> >>6351405
maybe I'll come next month

>> No.6351412

>>6351397
>The Grav-Staff takes down Pinkies with one hit, and Revenants with two
Only with Berserk.

>> No.6351413

>>6351284
The rocket launcher and plasma rifle equivalents don't have enough suppressing power to handle huge monster crowds, unlike their vanilla counterparts.

>> No.6351414

>>6349712
the ai is absolute trash

>> No.6351419

>>6350165
I just wish weapons like the laser cannon had become standard for Quake maps, like the SSG was for Doom pwads.

>> No.6351421

>>6349636

I like how Doom Eternal made the "hell combined with tech" theme work in the Cultist Base. Shamalessly evil architecture with massive skull decorations everywhere, rooms made of flesh growth, crushers just because, and shiny high tech shit.

>> No.6351428

>>6349712
Can't say I am. Level design is rather poor and I'm not a fan of the metroidvania-esque approach they seem to be going for. Gun feedback and Enemies need work too. The only thing the game really has going for it is nice visuals.

>> No.6351435

Oh no

>> No.6351439
File: 1.21 MB, 1920x1040, gzdoom_bL0eEdoMu8.png [View same] [iqdb] [saucenao] [google]
6351439

>>6351435

>> No.6351450

>>6351435
>>6351439
what

>> No.6351453

>>6351439
About time someone's managed to beat E4M1. Really impressive shit, man.

>> No.6351454

>>6351450
E4M2, duh.

>> No.6351456

>>6349757
Have you made an announcement for this project yet? Any info? That looks really neat.

>> No.6351458

>>6351439
HUD?

>> No.6351459

>>6349757
Oh, that's some beautiful architecture.

>> No.6351470

>>6351458
https://forum.zdoom.org/viewtopic.php?t=33079

>> No.6351474

I have never played quake before, is the steam version alright? or does it fuck anything up?

>> No.6351476

>>6351474
It's the original files, sans music which I don't think any modern digital distribution has. Replace the exe with vkquake, download the music files from the internet, and that's about it.

>> No.6351478

>>6350310
don't forget the cut enemies like the dogs, stronger cyberdemons and hr giger themed girl

>> No.6351479

>>6351476
Not that guy, but why specifically vkquake?

>> No.6351483

>>6351479
It's quakespasm with all of spiked improvements plus vulkan support so runs better than either.

>> No.6351485

>>6349757
is that a rekkr map?

>> No.6351495

>>6351474
You can get the game files WITH the music from the link in the OP. Just copy the folders (id1/rogue/hipnotic) into your Quakespasm folder. The link in the OP comes with an autoexec file in the id1 folder that automatically inputs a bunch of console commands everytime you start the game; delete it. Keep the original zip files in case you want to copy the game files again, like if you download Quake 1.5 or want to try a different source port like darkplaces

>> No.6351509
File: 117 KB, 1017x753, ziller.png [View same] [iqdb] [saucenao] [google]
6351509

Well I finally stopped being a dummy and got Zdoom running on my Linux machine. Should I feel like a dope for buying Doom1 on the Switch before that? (it is pretty comfy).

Now onto some fun WADs...

>> No.6351537

>>6351456
Yes. It's a new ep for REKKR.
>>6351485
Yes.
>>6351459
Thank you. I spent way too long on it. Next map will probably go faster. I hope.

>> No.6351589
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6351589

I forgot to post this before I went to bed but it's SCREENSHOT SATURDAY. WHAT'VE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? WE ALL HAVE A LOT OF FREE TIME ON OUR HANDS RIGHT NOW SO IT'S A GOOD TIME TO PRACTICE THIS SHIT.
REKKR Guy's already posted his stuff. So that's good

>> No.6351624
File: 440 KB, 400x500, 1585577255399.png [View same] [iqdb] [saucenao] [google]
6351624

>>6347614
playing Plutonia for the first time

when does it get fun?

>> No.6351637

>>6351624
It's not for everyone. If you're not having fun from the get-go you're not going to enjoy it later.

>> No.6351650
File: 287 KB, 720x540, ChocE1.png [View same] [iqdb] [saucenao] [google]
6351650

>>6351509
>Should I feel like a dope for buying Doom1 on the Switch before that?
You can still grind the original three episodes on Nightmare on the Switch. Since it's mobile you can take it anywhere. The episode 3 runs take about 13 minutes, episode 2 about 20, and episode 1 about 25 minutes, so if you need to kill some time somewhere you can play these. I made some walk-throughs to show people the best route to take to beat each episode with 0 deaths on Nightmare:
> https://www.youtube.com/watch?v=uRxzotZE738&list=PLlfDwf8fBlY9KTfXbzcuojNNqhFT8R1fs&index=2&t=0s
You will wanna memorize the route first, maybe by doing a deathless UV run first. It took me maybe 50 hours of grinding to achieve my first deathless NM run of episode 1, but then again I didn't have a walk-through to help me

>> No.6351685
File: 1.36 MB, 1920x1080, Screenshot_Doom_20200418_152651.png [View same] [iqdb] [saucenao] [google]
6351685

>>6351589
Do not disturb the fireblue-lith

>> No.6351686
File: 71 KB, 1365x768, Screenshot_Doom_20200419_040625.png [View same] [iqdb] [saucenao] [google]
6351686

>>6351589
I did a thing and it's horrible and I don't think I will go on with this thing.

>> No.6351693

>>6351509
The Switch port is a lot better now than it was at launch. You can even inject mapsets if you have CFW.

>> No.6351697

>>6351589
WELL SHIT I GUESS I HAVE TO POST THIS NOW

> uploading files from your IP range has been blocked due to abuse
> http://s1.webmshare.com/aMZM6.webm

(currently only works on the player)
a toggle for per-actor timescaling
you'll notice that the player movement, frames, and weapons all move slower, while the puffs and water move at normal speed
thats not a modified ssg either; 100% vanilla, baby

the final plan is to have it affect everything else except the player, to get that time slowing haste powerup thing going

>> No.6351703

>>6351685
Is this thing relevant somehow?

>> No.6351740

>>6351589
I'm currently taking a break to contribute stuff to Satanic Infestation. I like to make stuff, and it makes people seethe, so it's a win-win.

>> No.6351771

>>6351650
Do you think it's cheating if you do Nightmare without pistol start?

>> No.6351783
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google]
6351783

Did you guys know you can just type "Map *" into the console to just warp to whatever map you're currently on, clearing your inventory and doing a pistol start?
That means you could easily make a dedicated pistol start button with a custom bind.

>> No.6351795

>>6351783
>Did you guys know you can just type "Map *" into the console to just warp to whatever map you're currently on, clearing your inventory and doing a pistol start?
That's, like, GZDoom 101.

>That means you could easily make a dedicated pistol start button with a custom bind.
Okay, now you've got my attention.

>> No.6351809
File: 9 KB, 640x400, ask me about doom.png [View same] [iqdb] [saucenao] [google]
6351809

>>6351795
Yeah, for example I just made one using - on my keypad, so like

Bind KP- "Map *"

and now I can just reset the level and my inventory with a single keypress. This is such a small thing but I think it's really neat.

>> No.6351819

>>6351421
I love all the visual designs of DE's Levels, I only wish we could have seen more of Urdak, some different parts of it maybe, and maybe some more sane layouts

>> No.6351854

>>6351685
nice colors on the room

>> No.6351864

>>6351819
I hope they get crazier with level design like hell castles merged with uac space ships in space, non euclidean geometry or a fusion of different themes and worlds, like the universe is breaking apart and even the skyboxes are fused
said reality bending level being an excuse to bring back certain textures and stuff from other games to make the multiverse bending more fitting

>> No.6351872

>>6351864
No please, it's already cannibalized Quake far too much already. Leave that stuff for the (hopefully) inevitable new Quake singleplayer game.

>> No.6351875

>>6351872
>>6351864
> take inspiration of user made maps
> fight 4 simultaneous tyrants, without instakill weapons or trash enemies running around and in an open area

>> No.6351880

>>6351864
>>6351875
can they at least bring back proper infighting?

>> No.6351901

>>6350007
Mouse and keyboard is objectively the correct way to play GoldenEye

>> No.6351903

>>6351872
About 15 years too late with Doom 64.

>> No.6351909

>>6351903
More of a reason not to add salt to the wound, then.

>> No.6351910
File: 202 KB, 1024x750, Screenshot_Doom_20200418_195823.png [View same] [iqdb] [saucenao] [google]
6351910

Does anyone know how to set up a proper see through animated door in UMDF? It looks like shit when the texture has these black spaces when closed.

>> No.6351915

>>6351910
>UDMF

>> No.6351923

>>6351910
You can use 3D floors or you can use the old method that's been used since 1995. It's hard to explain but you raise the floor under the door by 1 unit, make sure the door itself is untextured (lower textures), and place midtextures on the middle part instead.

>> No.6351925

>>6351910
textures beed to be on a two-sided middle texture to use transparency. are you using the upper/lower texture?

>> No.6351928

How does Plutonia make its weird invisible bridges?

>> No.6351932

>>6351693
Yeah I had read about the bad things and then found out they were fixed. It's been a delight to play. I had to get used to the new controls, however. Now that I started playing on my computer I'm having to get used to playing with a mouse again. (is that the "preferred" way?)

>> No.6351941
File: 132 KB, 1024x750, Screenshot_Doom_20200418_203120.png [View same] [iqdb] [saucenao] [google]
6351941

>>6351923
>>6351925
Im using Action 14: Door_Animated, this is meant to be an old elevator traction door, it works fine, i only want it to be see trough when it's closed. I guess i could use the 3D floor/polyobject approach if there is no way to fix this issue.

>> No.6351948

>>6351909
I don't see why that should bother me.

>> No.6351949

>>6351941
Is that like a Strife animated midtexture door?

>> No.6351951

>>6351948
Good for you, I guess?

>> No.6351953
File: 1.24 MB, 1360x1512, shot002.png [View same] [iqdb] [saucenao] [google]
6351953

>>6351589
I'm making a map for Doom 64.

>>6351740
Based anon, I love how that project gets so much support in spite of all the hate on Doomworld

>>6351928
Weird self-referencing sector trickery.

>> No.6351960

>>6351949
yes it kinda is.

>> No.6351964

>>6351909
quake unashamedly nabbed several aspects from dooms design and what little it did introduce from a game design standpoint amounts to doom but with verticality. that series could die right now and nobody would ca- oh wait

>> No.6351975

>>6351932
Whoops, just noticed that was already talked about, nevermind.

>> No.6351983

>>6351783
Breddy ebin.

>> No.6351994

>>6351960
Why wouldn't it be see-through when closed? I don't understand the issue.

>> No.6352005

>>6351994
Nevermind I read the wiki page.

So anon you could do this with an acs script instead. Use line identification to give the linedef a tag. Then use the script to change the line blocking properties and the texture. This will work but needs a little extra work.

>> No.6352007
File: 311 KB, 450x360, 1464734154338.gif [View same] [iqdb] [saucenao] [google]
6352007

>>6348257
>Quake 2 not on the list

>> No.6352013

>>6350206
It's a chore. It has some nice levels towards the end but it's the very definition of "that part" most way through. It just doesn't compel me to play like the previous Dooms.

>> No.6352024

>>6352005
>Use line identification to give the linedef a tag
He's using UDMF, there's no need for Line_SetIdentification.

>> No.6352025

>>6352005
I see, thanks dude.

>> No.6352035

>>6351964
And then there's this faggot.

>> No.6352040

>>6347614
Why is the full true name of the site plebbit considered spam nowadays on many of the boards?

>> No.6352052

>>6351872
Quake and Doom's arsenals have always interchanged, I don't see why that would stop now.

>> No.6352054

>>6351910
yay Waxworks

>> No.6352060

>>6352052
It just would annoy me if Doom did the non-euclidean geometry, a hallmark of Lovecraftian settings, before a new Quake did. It would be too much.

>> No.6352074

>>6352060
I'm sure they'll do it if another Doom game is ever made. They already nabbed Quad, Haste, Slipgates, and various weapons for 2016 and Eternal. Doom seems to be the singleplayer-centric shooter while Quake is multiplayer. But Champions had a flawed premise, an even worse execution, and has been on life support for 3 years, so Doom is all there is now.

>> No.6352075

>>6349661
>>6349830
lmao filtered by UV

>> No.6352080

>>6352074
I'm quite sure it will happen for all the reasons you mentioned, I just wish it didn't have to be that way.

>> No.6352082

>>6349661
I'm so sorry anon here let me make a square box with 1000 revenants in Doom Builder to make you happy.

>> No.6352087

>>6352080
I feel that if they were to make a Quake singleplayer, specifically Quake 1, since that's what most fans want, the masses would complain "this is just nudoom but with an axe."
Now that I think about it, I don't really know what a modern SP Quake could do to really separate itself from the Doom reboots. Rocket jumps? Bunnyhopping? Bigger focus on mindfucking geometry?

>> No.6352097

>>6352087
>Bigger focus on mindfucking geometry?
And this is exactly why it would annoy me so much if a new Doom game were to nab this too.

>> No.6352116

>>6352060
>Now that I think about it, I don't really know what a modern SP Quake could do to really separate itself from the Doom reboots.
Dark Souls like level progression in an interconnected architecturally fucked up world could work.

>> No.6352125

>>6351953
>Based anon, I love how that project gets so much support in spite of all the hate on Doomworld
Thanks. Yeah, it made me angry that it got so much hate, so I decided to contribute. Yes, there's a large chance it won't get finished, but so what? At the very least, it's potentially a new pool of resources for other modders. There is literally no disadvantage to making it, yet people still seethe.

>D64 map.
Based. It looks really, really good. I especially like the top screenshot.

>> No.6352132

>>6351901
If you're a noob shitter, sure.

>> No.6352140

>>6351509
It's still portable Doom, you can rip and tear while on the shitter.

>> No.6352143

>>6351932
>>6351975
You can use a controller with analog sticks for playing with GzDoom. Hell, I do that and still use a mouse for freelook.

>> No.6352156

>>6352143
Is "stick for movement + mouse for aiming" the ultimate setup?

>> No.6352174
File: 219 KB, 315x404, 1586717195693.png [View same] [iqdb] [saucenao] [google]
6352174

why are so many megawads so fucking boring

>> No.6352206

>>6352140
Well since I'm working from home, I've been busy most days, but on one slow day I put that shit next to my computer in tabletop mode and finished a few levels. Was nice.

>> No.6352213

>>6352087
more focus on crushing atmosphere, and treating levels less as a string of arenas and more as puzzles to be solved or treacherous spaces to be unraveled
what I like about doom and quake is how it feels like a first person dungeon crawl, with how you're exploring the level, poking and prodding for a way out, and surviving whatever traps and ugly demon assholes it throws your way. nudoom barely does that, which leaves that option wide open for a potential nuquake, and I think a pure experience like that could land really well if done right.

wrath scratches that itch to some degree, but when I tried the first early access build, enemy AI seemed to get caught on things a lot and generally act janky, which took me out of it some. I don't know if that's been improved in later builds, but if not, I hope they do work on that, because otherwise the game is pretty ace.

>> No.6352231

>>6351953
Very nice. Are you using D64EX or the new port to test?

>> No.6352241

>he plays brutal doom
https://youtu.be/gFeSyTcanEQ?t=59

>> No.6352251
File: 116 KB, 1080x529, DXS38o7VAAAe7_E.jpg [View same] [iqdb] [saucenao] [google]
6352251

the great debate

>> No.6352291

>>6352251
Yknow what, I'm surprised that Turok isnt ever brought up in the context of Native American representation in general. Not to knock representation, but even the most hardcore whiners about it would've ideally at least brought it up once, especially the type that don't give a shit about gameplay being important.

>> No.6352292

>>6352174
Because there's so many to begin with.

>> No.6352296
File: 507 KB, 1200x1778, 1385245522302.jpg [View same] [iqdb] [saucenao] [google]
6352296

anyone here who bought the collector's edition for eternal willing to upload the soundtrack that just got released?

>> No.6352302

>>6351964
>nabbed several aspects from dooms design
Damn bro it's almost like they were made by the same company or something, that's fucking crazy.

>> No.6352303

>>6352296
Yeah bro here's your NuDoom music right here https://www.youtube.com/watch?v=9o3f8WgE1Tk

>> No.6352305
File: 14 KB, 545x104, 2020-04-18-232732_545x104_scrot.png [View same] [iqdb] [saucenao] [google]
6352305

>>6347614
https://www.youtube.com/watch?v=GXxGQP0a9Cs

>> No.6352306

>>6352303
haha nice one dude

>> No.6352307

>>6352251
I'd give it to 2 if its levels weren't so shit. I can't imagine anyone beating it without a guide back in the day.

>> No.6352309

>>6352241
i play whatever i want fuckface

>> No.6352314

>>6352303
gottem

>> No.6352331

>>6352302
That doesn't excuse the fact Quake literally stole the fucking super shotgun and made it worse you actual penis wrinkle. lick my left testicle

>> No.6352336

>>6352302
Okay so where's the fault in Doom taking elements from Quake, then?

>> No.6352352

>>6352331
I love when criticism against Quake is literally just some dude crying about "muh SSG"

>> No.6352356

>>6352331
Why can't you stop talking about genitals, anon?

>> No.6352359

>>6352251
Turok 2, obviously.

>>6352291
It's a great example of representation and works so well because it doesn't make a big deal about while at the same time it's kind of essential. It would be hard to make a Turok movie now without being pandering.

>> No.6352364

>>6352213
That's a rather vague breakdown. Doom already tried all those things you mentioned to varying degrees of effectiveness, even Eternal which tried to deviate from the 2016 arena>hallway formula in favor of more individual encounters and more traditional trap placements for most of its run. Sometimes design by committee or checking things off a list is what works best to help cull the ideation process, and in the case of Quake, there's just not enough there to salvage aside from the visuals. Doom was prone to withdraw some of that Quake energy in some shape or form at some point.

>> No.6352370

>>6352352
>>6352356
Ok so no rebuttal just as I suspected. have fun being wrong and dumb

>> No.6352380

>>6352370
Thanks, may you have all those testicles and penises you want, anon.

>> No.6352383

>>6348325
Makes me wonder why there is no definitive Doom conversion for Quake

>> No.6352392

>>6352331
Quake's combat is a totally different beast from Doom's though. The shotguns aren't even really the workhorse weapon, that'd be the explosives.

>> No.6352398
File: 476 KB, 1680x1050, eqNe04t.jpg [View same] [iqdb] [saucenao] [google]
6352398

I just played through Scythe for the first time. There were some really cool levels, but the last ten or so levels really didn't go over with me so well. I went through the first 2/3rds of the game without save scumming, but the slaughter maps, cyberdemons, and Sandy-esque maps really didn't do anything for me. I had to give up on the last level cause I just couldn't bare to save scum every 30 seconds and kill 800 monsters. Shame considering how cool the first 20 or so maps were.

Can anyone recommend some good megawads to play through for someone who hates slaughter/gigantic maps? I already played DTWID 1/2 and enjoyed the hell out of those. Wads that aren't too far from original doom level design would be cool.

Also is SIGIL good? I played the one map John Romero teased before release, and it took like 20 minutes to play through, albeit a fun 20 minutes.

>> No.6352401

>>6348380
its definitely memorable

>> No.6352406

>>6352380
I will thanks you have fun with that new quake title

>> No.6352415

>>6352398
Try the Rebirth by Vader.

>> No.6352442

>>6352406
I will, thanks.

>> No.6352451

>>6352398
Have you played Suspended in Dusk or Lunar Catastrophe?

>> No.6352469

>>6352156
To me it is, I love the smoothness and precision of moving with a proper analog stick (allowing for 360 angles and for variable speed), and I love the precision and speed of a good mouse.

To anyone who's played both first person shooters on PC, and on consoles, and know WASD+Mouse and dual analog sticks, I recommend trying it out. Play through a megawad or just Quake 1 with it and see how it's like.

>> No.6352473

>>6348380
great analysis

>> No.6352484
File: 685 KB, 1600x897, b.png [View same] [iqdb] [saucenao] [google]
6352484

Working on a Doom map for 3+ months now.

>> No.6352489

>>6352331
Doom and Quake handle shotguns completely differently, and there's nothing wrong with that.

>> No.6352490

so what features in eternal should be kept, what should be changed, and what should be left pu? in the process of a Demake?

>> No.6352492

>>6352398
Demonfear is pretty rad

>> No.6352498

>>6352484
Looks kind of nice. You can practically imagine the echo as you run around that marble room, and then the echo from the gunfire and explosions.

>> No.6352507

>>6352490
>leave out
tentacles
purple sticky goo floors
probably much of the platforming options unless you want to make new maps for it
>change
weapon mods and weapon availability, exactly how I cant say for sure.
>keep
weakpoints, that's an integral part of Eternal's Identity to be kept in, that however will mean lots of sprite work for things like damaged cannons and shit.

>> No.6352512

>>6352507
>weakpoints, that's an integral part of Eternal's Identity to be kept in, that however will mean lots of sprite work for things like damaged cannons and shit.
You know who to call

>> No.6352516

How come I can't find FKER anywhere?
Anybody got a download?

>> No.6352520

whats your favorite fan made monster?

in terms of visual design, I gotta give it to the Extermination Day Belphagor, fucking centaur barons, they just work

>> No.6352521

>>6352512
no I really don't

>> No.6352526
File: 6 KB, 199x181, 1586734361889.png [View same] [iqdb] [saucenao] [google]
6352526

>>6352087
>I don't really know what a modern SP Quake could do to really separate itself from the Doom reboots.
more HUH

>> No.6352534 [SPOILER] 
File: 37 KB, 617x617, 1587269251790.jpg [View same] [iqdb] [saucenao] [google]
6352534

>>6352521
I was in the process of google searching that one cheesy pic of Mark as a Terminator for the purposes of shitposting.

Then I found this.

>> No.6352538
File: 2 KB, 250x140, CacoLich.png [View same] [iqdb] [saucenao] [google]
6352538

>>6352520
I like the cacolich. Those red cyber pinkies are also pretty good.

>> No.6352539

>>6352213
I think you're right.

>> No.6352557

>>6352469
Do you still go extra fast when using a forward input + a strafe input? Also how do you SR50?

>>6352398
Watch a speedrun of map 30. You can just run to the end in like 30-60 seconds. Beat Scythe, anon. You can do it.

>>6352398
>>6352174
Play Preacher - but I warn you, nothing will ever be as fun afterwards. It's the epitome of Doom level design as far as I'm concerned

>> No.6352568

>>6352557
>Play Preacher - but I warn you, nothing will ever be as fun afterwards. It's the epitome of Doom level design as far as I'm concerned
It's great indeed, but I wish people also remembered that one of its plus points is the fact that you play as a fucking Blood cultist.

>> No.6352574

>>6352534
so marcos is one of those people whose neck just merges with his head, cool.

>> No.6352575

>>6352406
What's funny is Quake on nightmare genuinely plays like a bag of dicks. It sucks.

>> No.6352576

>>6352398
>save scumming
If you are relying on save-scumming to beat the levels, you have the difficulty too high. Turn it down to skill 2, do a pistol start, and beat the level with 0 saves. If you like the level, grind it on skill 3 and then 4. If not, move on to the next level, pistol starting with no saves, of course. I mean, what if you were playing Super Mario Bros and you were relying in mid-level saves to beat each level?

>> No.6352580

>>6352490
as immature as it is, add the between the legs weakpoint for barons from brutal doom, I found it both gratifying and useful

>> No.6352586

>>6352568
My favorite thing is the level design. I haven't found anything else like it. Big wide open maps - but it's not a big square, it's hallways and corridors and rooms and spaces filled with monsters, so you get punished for moving too fast and alerting everything, but at the same time you have to keep moving because ammo is spread out thinly across the level

>> No.6352598

>>6352580
Please no.

>> No.6352601

>>6352489
Quake's weapon balancing is out of the question. The fact they chose to go for 'Doom but 3D' instead of aiming a bit higher and pushing through with their original concept for an RPG game however, isn't.

>> No.6352603

>>6352534
So the rumors of the Brazilian Robbie Rotten are true!

>> No.6352613

>>6352575
I cant register the fact they intended for it to be a legit skill level. in my eyes its akin to classic doom's nightmare in that it is a joke in a different respect. but its not like the game doesn't have some stupid design choices in there already

>> No.6352636

>>6352534
he looks like Tyler1 but with hair

>> No.6352637

>>6352331
Quake's SSG is worse, because its not meant to be a high power weapon. Use the Nailguns and Explosives when dealing with tougher monsters.

>> No.6352642

>>6352398
From my experience (I used to do this like 10 years ago), saving every 30 seconds in high monster count levels only makes the experience far more tedious than it actually is.

>> No.6352650

>>6352331
Damn that's crazy, I just literally stole some crackers from pantry and ate them.

>> No.6352678

>>6352650
What kind were they?

>> No.6352683

>>6352598
I remember playing the SLE version and it saved my ass a few times in Thy Flesh consumed

>> No.6352712
File: 111 KB, 1024x768, zdoom_2010-06-23_01-01-45-96.jpg [View same] [iqdb] [saucenao] [google]
6352712

>>6352520
motherfucking flash wizard

>> No.6352714

>>6352712
Flesh*
also i forget to say that i love how strong they are on project brutality

>> No.6352717

>>6352520
i like when the screaming kamikaze zombies from serious sam pop up in doom wads

>> No.6352718

>>6352712
>that gun barrel

>> No.6352727

>>6352678
Some cream cheese captain's wafers.
I've also been playing 10 sectors and been enjoying it quite a bit. Minus there's now been multiple people that think "narrow cage + bunch of barons" is good level design.

>> No.6352728

civvie's next video will be about Thief (1998)

>> No.6352729
File: 1.75 MB, 614x743, 1427389888213.gif [View same] [iqdb] [saucenao] [google]
6352729

>>6352712
>>6352718
the gun barrel is fucking TILTED UPWARDS
CHRIST

>> No.6352739

>>6351419
The triple barrel laser gun? Yeah that thing is fucking cool. Used it way more than the lightning gun.

>> No.6352740

>>6352739
It was a great way of letting you use all those Enforcer cells without handing you something as powerful as the Thunderbolt so early.

>> No.6352759
File: 28 KB, 680x564, 6c3.jpg [View same] [iqdb] [saucenao] [google]
6352759

In modern times, is it safe to connect to quake 3 servers? I wanna play again, but heard it was way too vulnerable to hack attacks from a coworker. Is this true? Is there anything else I can do to secure myself if so?

>> No.6352819

>>6351589
One of my hard drives died this week. Lost all progress I did on my NERF doom mod.

Thankfully Magikus 1 & 2 werent on the same HD. That would've been soul crushing.
Still, I spent a lot of time on that NERF mod and I'm not sure I can muster the strength to start over.

>> No.6352825
File: 271 KB, 914x1912, EUyiV84XQAMvjJ0.jpg [View same] [iqdb] [saucenao] [google]
6352825

Where can I acquire the 2016 monster replacer wad? is it hidden on some discord bullshit?

>> No.6352826

>>6352825
https://www.moddb.com/mods/embers-of-armageddon/addons/eoa-doom-4-monsters-addon-16

>> No.6352828

Which is harder, Plutonia 2 or Plutonia: Revisited Community Project? Played through Plutonia with Death Foretold and I want to know which would be the next step up in difficulty.

>> No.6352830

>>6352819
This is why I save all my important work in directories within a dropbox/onebox folder, so they get automatically backed up to the internet. Also get an app like crystaldiskinfo to keep track of your hard drive's statistics, usually when it's gonna crap out you can tell in advance that way.

>> No.6352840

>>6352828
I've played the first couple levels of both, PRCP seemed a lot harder to me.

>> No.6352847

>>6352840
Plutonia 2 first it is then, thank you anon.

>> No.6352920

Fuck Dark Entries

>> No.6352921

>>6352830
Yeah, I know, I'm a dummy. I never looked into thee cloud saving things. I'm getting old, not keeping up with all this new shit.

>> No.6352924

>>6352576
Doom naturally supports saving during a level while Super Mario Bros doesn't. Not to defend save-scumming, but your stupid fucking rules on how one 'ought' to play a WAD is the reason why people think you're an autistic weirdo.

>> No.6352928

>>6352576
>I mean, what if you were playing Super Mario Bros and you were relying in mid-level saves to beat each level?
I mean, there are checkpoints...

>> No.6352936

>>6352830
>crystaldiskinfo
Actual botnet, there are way better programs out there that do the same thing but are FOSS

>> No.6352939

>>6352924
>is the reason why people think you're an autistic weirdo.
Wait is that anon supposed to be some specific person?

>> No.6352945

>>6352939
He embodies the average elitist faggot who thinks you didn't "rEaLlY pLaY dOoM" unless it was a UV fist start run on a fucking 486 barely able to load Lost Souls coming from a Pain Elemental while you can only turn with the arrow keys.
Put simply: a Fudd.

>> No.6352947

Imagine putting an arrow on your map so the players know where to go.

>> No.6352953

>>6352947
It’s for journos. And you can turn it off in the options.

>> No.6352965
File: 801 KB, 800x600, iron_liches.png [View same] [iqdb] [saucenao] [google]
6352965

As we all know, most of the Doom monster sprites were done by drawing over a model or some other RL photo
But how did Raven do things? How were the Heretic and Hexen monsters were done? For example Iron Liches look like they could very well be done from a 3D model, but how was a Golem or an Ettin made? As well as others.

>> No.6352967

>>6352936
crystaldiskinfo is FOSS and uses the MIT license...
https://github.com/hiyohiyo/CrystalDiskInfo

>> No.6352973

>>6352728
Is it a Pro?

>> No.6352976

Is Serious sam better played in short bursts or something? I started the first one recently and it's starting to become grating.

>> No.6352983

>>6352976
Depends on the person I guess. I like to play it for long periods as I like the different challenges they throw at you.

>> No.6352990

>>6352965
Some are handdrawn like the Golem and the Gargoyle. Some are edited 3D models.

>> No.6353002

https://www.youtube.com/watch?v=iLm6kImhTWc

>> No.6353014

>>6353002
sounds like shit as a midi
sounds like shit as original too

>> No.6353036 [DELETED] 
File: 53 KB, 298x356, 1464306768208.jpg [View same] [iqdb] [saucenao] [google]
6353036

>>6352924
It was an analogy to help explain how saving in the middle of a level ruins the fun. Your seething rage over an innocuous comment is proof you ARE an autistic weirdo.
>>6352945
>projecting this much

>> No.6353038

>>6353002
sounds amazing as a midi
sounds amazing as original too

>> No.6353039
File: 35 KB, 322x282, 1322099313566.png [View same] [iqdb] [saucenao] [google]
6353039

>>6352924
>>6352945
It was an analogy to help explain how saving in the middle of the level interrupts flow and spoils the fun. Your seething rage over an innocuous comment on the internet is proof you ARE the autistic weirdo you project others to be.

>> No.6353052

>>6353039
Pretty poor analogy considering Super Mario Bros levels are on average a LOT shorter than Doom levels, and are focused more on platforming challenges over combat. And on top of that, Some Mario games have checkpoints midway through the levels anyhow.

>> No.6353071

>>6353002
Sweet

>> No.6353072

I am contemplating either streaming or recording (and putting them on YouTube) playthroughs of shovelware wads from the OP. Is this a good idea, or is the niche already taken?

>> No.6353078

>>6353072
Which ones do you call "Shovelware"?

>> No.6353080

>>6353078
>Doom Shovelware
>https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR

>> No.6353094

>>6352712
What map/mod?

>> No.6353106

>>6353052
You also have limited lives until you get a game over and have to start the ENTIRE GAME over.
>inb4 more nit-picking

>> No.6353147
File: 362 KB, 488x488, Magic Rod spark shot 4.gif [View same] [iqdb] [saucenao] [google]
6353147

>>6351589
I'm late but I finally figured out what to do with the last attack for this weapon.

>> No.6353164

>>6353147
Looks sweet.

>> No.6353180

>anon's Checkpoint Charon map

I don't really know what I'd consider improving or changing, but I guess some words on it couldn't hurt?

It was a pretty challenging map on UV. Made it to the exit and found out there wasn't any exit level switch defined, but no worries.
My first playthrough ended with me dying because I ran out of ammo(made a fair attempt at punching stuff to death till I got more ammo, but I'm not that good). I had gone down the red key path first, which lead to not having quite enough for the blue key area later. I tried going down the blue key path first on my next run, finding out that I had a decent reserve of ammo remaining as I continued to the red key area. By the end of the level I was pretty low again, but I think that is fine. The health and armor situation was nicely balanced through the stage I think.
The cramped quarters of the blue area was kinda cool, imo. Admittedly, getting caught on something on the off occasion while trying to dodge a knight/revenant fireball was frustrating, but I'll chalk that up to me not being fully aware of the environment.

Overall, was pretty cool.

>> No.6353196

>>6353180
I guess wrong link has made it into the OP. I re-uploaded it soon after with a better exit. Also modified some things but I want to add a few more maps before I release the final version.

Where did you get stuck btw?

>> No.6353202
File: 178 KB, 1280x720, 3dmaze.jpg [View same] [iqdb] [saucenao] [google]
6353202

>>6351686
You could salvage it by making a map based on the 3D Maze screensaver. Maybe add some flying toaster Keens as well.

>> No.6353208
File: 23 KB, 313x277, so u want.png [View same] [iqdb] [saucenao] [google]
6353208

Not in a million years would I have imagined that this thing would reach 100k.

To whoever said that thing about keeping the clips at 15 secs or less, you made the whole video basically, considering that the original version was almost unwatchable.

>> No.6353227

>>6352650
You should jot that down man, that's good stand-up material.

>>6352976
It can turn pretty exhausting. It was a major let down considering all the shit I had seen people throw nudoom by the time I first tried it, only to realize it was the same arena>hallway design principle taken to the limit. Still a fun little game on its own I suppose, but I haven't come back to it since. Oh and I recently gave BFE a try and it was shit so avoid that.

>> No.6353236

Recommend me some Doom 2 wads that have more or less coherent architecture or urban levels which let you go inside the buildings. Something like certain levels in Hacx and Bloodspeed.

>> No.6353270

>>6353236
Hellbound

>> No.6353272

>>6353236
Neodoom

>> No.6353275

>>6353236
Lost Civilization

>> No.6353297

>>6349712
I like it and the blade opens new possibilities for map design. I think I'll come back to Trenchbroom when it releases.
Of course right now has some issues (mostly the AI doing weird things but I blame the level design, which doesn't manages the enemies well), but it's my cup of tea. I really dig the combat, even if the balance is kinda a mess.

>> No.6353301

>>6353270
>>6353272
>>6353275
Thanks

>> No.6353303

>>6353196
In one area where it felt a little too cramped is this set of three super narrow doorways around this glowing cylinder thing with four columns in the blue key area.
Navigating around them feels a little finicky. Sometimes, getting through the doors is easy enough, but the columns are immediately in front of them, catching you against the walls sometimes.
As I said, it's probably more about me not being more aware of the environment.

>> No.6353306

>>6353236
Monster Hunter Ltd., but it's more industrial than urban. Worth a try anyway.

>> No.6353313
File: 393 KB, 1280x720, 1461510953623.jpg [View same] [iqdb] [saucenao] [google]
6353313

I have bunch of map sketches for Quake but I don't have the will to do anything with them. Anyone is interested to fuck around with them? You could even make a mapjam.

>> No.6353324

Blow it out your ass!

>> No.6353331

>>6347770
nice stuff around that faggot
https://pbs.twimg.com/media/EVxK384XgAAiodw?format=jpg&name=large

>> No.6353339
File: 303 KB, 800x1162, 6pfy7.jpg [View same] [iqdb] [saucenao] [google]
6353339

What are some doom maps/map packs created around the player being able to jump?

>> No.6353345

>>6353339
Alfonzone. It's also (reasonably) mod friendly.

>> No.6353348

>>6353303
There's one place where I think it's legitimately awkward, where you can get stuck between computer and a closed door, so I'm going to leave the door open. The door thing is probably on you, it's not that narrow.

>> No.6353358

>>6352534
Chad boi

>> No.6353393

>>6353002
https://www.youtube.com/watch?v=5kRQyHz5M-c
This one is better in my opinion

>> No.6353397
File: 111 KB, 800x600, E3m1_start.png [View same] [iqdb] [saucenao] [google]
6353397

About to face the mastermind and finish Inferno. First time playing the full original (only played the shareware version as a kid).

I'll have to say with the exception of the first two levels, I think I like Shores of Hell more. I was expecting Inferno to be a little bit more... hellish.

>> No.6353441
File: 34 KB, 378x349, 15445473189370.png [View same] [iqdb] [saucenao] [google]
6353441

You've been sent to 1993, into the id office. With your power of hindsight, what you will tell them to change before release?

>> No.6353442

>doom 64 steam port somehow has more unskippable logo screens than eternal
>if you alt tab out the current one will finish playing but the next one won't start until you switch back into the game

christ

>> No.6353453

>>6353441
Tell them to force romero into making some levels for both episodes.

>> No.6353456

>>6353442
You can go into the games file and delete the logo's video.

By the way you can also load wads using -file "wad name" in the steam command prompt

>> No.6353458

>>6353397
Try the master levels next. I finished it the other day and was a big fan of the level design.

>> No.6353461

>>6353441
spend more time on ep 2 and 3
normalize some of the enemy healths and damage, making them less tanky and more deadly
reduce damage randomization in general
and add a second new weapon to the sequel and without making earlier weapons obsolete

>> No.6353464

>>6353442
-skipmovies

>> No.6353468

>>6353442
reminds me of this https://www.youtube.com/watch?v=W1ZtBCpo0eU

>> No.6353476

>>6353441
This >>6353453
also:
Tell them to put stuff like enemy stats and animation frame/action data into damn lumps, also make it possible to define additional new actors.

This would allow modders to do all sorts of crazy shit much sooner

>> No.6353478

>>6353456
>>6353464
thanks lads

also i am using a wad to uncensor the medikits, which also means achievements are disabled but eh

>> No.6353479

So I'm playing Back to Saturn X with D4T. It's awesome.

Any other great combinations you'd recommend.

>> No.6353481
File: 205 KB, 796x760, f5e.png [View same] [iqdb] [saucenao] [google]
6353481

>>6347742
I'm fixing to Quake and Bake myself, just went to dispensary yesterday and packing a fat bowl as we speak.

>> No.6353483

>>6353441
I say do everything the way you're doing it now lads, although Romero you MAY want to lay off the Blow and actually make some fucking maps for Doom 2 instead of partying so much, things don't end so well for you in that scenario.

Then I go to KFC with Miss Donna.

>> No.6353504

>>6352921
Drop box is p easy. It just acts like a directory on your computer and you drop shit into it.
Alternatively you could email the wad to yourself periodically.

That sucks though. Is the hard drive perma dead? If it's not making a grinding noise you might be able to save the data.

>> No.6353519

>>6353504
Is there a way to set it up in a way that it synchs the file any time it changes, but does not replace the old version, keeping all the old versions of the file, and does so automatically wwithout your involvvement?

>> No.6353520

>>6352976
I also tried that game recently and I just didn't really enjoy it as much as other older FPSes. After using all chaingun ammo and all rocket ammo and still having a shitload of kleers on me in a hallway where if I run out of space I die i just turned it off. It has its place in arena combat but it's not for me personally.

>> No.6353529

>>6353397

What would make it more hellish? It's literally evil castles, lava, brimstone, hell guts and dead people.

>> No.6353538

>>6352976
Skip The First Encounter and go straight for TSE. It's way more varied in encounter design and has nicer environments

>> No.6353542

>>6353236
Monster Hunter ltd parts 1 and 2

>> No.6353556

>>6353483
I'd KF her C

>> No.6353560

>>6353458
>play master levels next
Don't scare him away from Doom.

>> No.6353581

>>6353504
It keeps doing this clicking sound, I'm thinking the reading head is dead or something, that seems to be pretty common. Could be the PCB maybe, I've checked a few guides and tutorials but so far didnt find a solution. Apart from giving it to a data recovery agency, but it's damn pricey.

>> No.6353598

Doom is pretty cool.

>> No.6353604

>>6353598
a bold and controversial statement

>> No.6353617

>>6353147
Why is the staff part straight up? The perspective suffers from it.

>> No.6353623
File: 1.78 MB, 1127x1920, 1557257516813.jpg [View same] [iqdb] [saucenao] [google]
6353623

>>6347614
any good Megami Tensei wads?

>> No.6353625

Beat Doom 2 for the first time. UV Pistol Start run. Did it take anyone else forever to do this? I eventually caved and started saving once or twice a level after pain elementals kept showing up.

>> No.6353628

My brain. Was dumb and was trying to imagine a transformers wad, what would Doombot's altmode be?

>> No.6353641
File: 42 KB, 494x322, FOC-OptimusPrimetruckart.jpg [View same] [iqdb] [saucenao] [google]
6353641

>>6353628
Fist on wheels

>> No.6353642

>>6353441
Switch to Build for Doom 2

>> No.6353656

>>6353441
tell them to release the unused beta material around the same time Carmack releases the source code, so I can look at un-mirrored zombies sooner

>> No.6353663

How do you play megawads like Alien Vendetta or Scythe? Single segment, or pistol start each map? MAX, or any%? Do you stick to UV, or play on other difficulty levels as well? How often do you save?

>> No.6353685

>>6353628
TNT truck

>> No.6353687

>>6353663
I like to save once per level. If applicable, I'll stick to either HMP or UV for an episode. I generally play it straight through without pistol starts. Play ten maps of a megawad and see what works for you. There's no official way to play Doom.

>> No.6353693

>>6353441
tell them if midway ever makes a doom game for nintendo 64, let them keep the new enemies and mayan theme

>> No.6353695

>>6352305
IT IS A BIG FAT IMP IN A LITTLE COAT
IT IS A BIG FAT IMP IN A LITTLE COAT
IT IS A BIG FAT IMP IN A LITTLE COAT~

>> No.6353717

>>6353642
No point in that.

>>6353441
>add full pwad support out of the gate, so you don't have to patch over your iwad every time, you can just load your iwad normally and then your pwad on top of it
>make the Pistol fire twice as fast and using some of the unused frames for smoother animation, also use some of the other unused frames for a quick reload pause (2 seconds) every 10 to 15 shots (such as in DN3D), this makes the Pistol less unsatisfying and more useful, but still makes the Chaingun an important upgrade because it still fires faster and it doesn't have to stop and reload at all
>allow the game to be played without infinite actors (make it toggled on by default as a memory saving measure)
>add the ejecting casings feature which was pondered, but cut (just make it a toggle for performance, all it does is make casings or shotgun shells move over the screen when shooting bullet or shell weapon, don't make them linger anywhere)
>add slopes as a feature, as Carmack was pondering, even if none of the stock maps actually end up using it
>re-add some obviously missing linedef and sector functions which were cut out before release
>add silent teleporter functions
>add conveyor functions
>possibly add a brightmap kind of feature, if it can be done without bloating the filesize a lot, or introducing rigid limitations in palette usage

>> No.6353721

>>6353208
Congrats.

>> No.6353727

>>6353693
Better yet, tell them to spring for a larger cartridge to fit more of the monster types and a multiplayer mode, then actually retitle the game as Doom 64: Absolution, making sure to better advertise it as a new game, and not just a port.

>> No.6353759 [SPOILER] 
File: 891 KB, 500x275, 1587317986999.gif [View same] [iqdb] [saucenao] [google]
6353759

https://www.youtube.com/watch?v=6T_g6Cn7fl4

>> No.6353765
File: 11 KB, 389x315, 1538306988817.jpg [View same] [iqdb] [saucenao] [google]
6353765

>>6353039
>saving in the middle of the level interrupts flow
I don't think it does that at all. Saving mid-FIGHT? Absolutely fucks up the flow. DOOM is a game where the pacing ebbs back and forth though and you can get moments, even long ones extending to minutes if you're lost, where no enemies are active, and that's an easy spot to save without fuckingup pacing.
Also later Mario games specifically have checkpoints added for the sake of adding in that break, because it has no mid-level manual saves. If DOOM had checkpoints or places where the game autosaved then your argument would have more weight, but it expects the player to have the judgment of when it's appropriate to save.
>>6353106
>You also have limited lives until you get a game over and have to start the ENTIRE GAME over.
Not from Super Mario World onward. Even SMB3, prior to outright gaining a save system in the SNES port, let you start from the beginning of the world an infinite number of times, and with fortresses staying defeated between game overs allowing for shortcuts in the form of locked doors staying open, essentially having built-in "checkpoints" within the map itself..

>> No.6353767
File: 594 KB, 200x200, 1541361184893.gif [View same] [iqdb] [saucenao] [google]
6353767

>>6353759
>username is literally 〉〉GameHacKeR〈〈

>> No.6353768

>>6353625
I did UV pistol starts with saves. It didn't take too long: about a week and a half in the middle of March. Quarantine and Doom Eternal hype got me through. The Petersen levels were notably worse than McGee's or Romero's. Standout jerk maps were Tricks and Traps, The Pit, and Refueling Base. Wolfenstein was pretty bad too. I know a lot of people hate pistol starting The Chasm but I liked exploring for weapons. A lot of the sections you can skip in continuous play hold essential gear from a clean start.

>> No.6353770
File: 1.20 MB, 1440x1080, At Doom's Neighbourhood.jpg [View same] [iqdb] [saucenao] [google]
6353770

A friend posted the clean version of this, and that gave me some ideas.

>> No.6353779

>>6353481
>you stqpid sexy lizard

>> No.6353784

>>6353039
>literally no u: the argument
I accept your defeat.

>> No.6353793

>>6353768
I played Doom 2 on and off due to frustration from trying to keep up a no-save run. I saved after each level but Refueling Base and The Pit really bit away my motivation. Sounds like other people generally went through Doom 2 faster than me. At this point I might try a UV run with no pistol start, just have some fun with it.

>> No.6353798

>>6353770
springtime for Satan and Tartarus

>> No.6353823

>>6353770
>the corona virus is actually airborne demon DNA and the demons are the only ones that can go outside
>doomguy goes outside still naturally to kill said demons

>he doesnt have the coronavirus cus he just cures himself with health potions

>> No.6353827

Yo fellas, i somehow managed to turn off 3d floor rendering in GZDoom builder. They still show up in the game itself, but not in visual mode. Anyone know how to fix this?

>> No.6353838

>>6353827
Press tab.

>> No.6353848
File: 137 KB, 1300x930, ERViVNAUYAEEosG.jpg [View same] [iqdb] [saucenao] [google]
6353848

>>6353441
"you know, we should make some extra boss monsters, just in case if we make a sequel of the game. The cyberdemon and the Spider should be unique and we use them as normal enemies they would lost the mystic aura"
Cut to 1994
>"JUST PUT MECHA HITLER ON THE SUPERSECRET LEVEL, YOU LAZY FUCK"

>> No.6353857

>>6353838
thanks

>> No.6353874

>>6353759
Gotta say I never liked the look of idtech4. The shading makes it look really ugly and dead. idtech3's looks on the other hand were almost perfect.

>> No.6353892

>>6353848
what would the new bosses be like?

>> No.6353905

>>6353874
everything in that video is not the engine's fault

>> No.6353918
File: 4 KB, 275x183, images.jpg [View same] [iqdb] [saucenao] [google]
6353918

>>6353892
what about one of this boys?
give them a body and BAM, new boss

>> No.6353938

>>6353905
Yeah I know, I was just speaking in general since the video reminded me of it.

>> No.6353950

>>6353529
I don't know, I figured I would see a lot less tech stuff and more fleshy levels, more scary devil face decorations and more foreboding.

>>6353458
Was gonna move on to Thy Flesh Consumed.

>> No.6353957

Has anyone recorded a playthrough of 100 Minutes of /vr/?

>> No.6353968

>>6352990
do you have a source for that? not doubting just interested in reading about the development

>> No.6353972

>>6353957
Doesn't look like it. I don't even think anyone has recorded any demos beside the ones inside the wad.

>> No.6353980

>>6353848
This and give the Spider Mastermind the magic ability to paralyze the player, don't make the Doom 2, TNT, and Plutonia bosses the icons alone, add a new boss protecting the button that gives the player access to the brain so he can break the magic (either by exploding the icon or dismantling a totem) that makes the icon spawn monsters. Add Master Levels as an expansion of Doom 2 like an episode.

>> No.6354007

>>6353972
That's a shame. Maybe I'll do one. It would be a real shame for it to just be totally forgotten. It was fun mapping for it.

>> No.6354025

>>6353759
>Hangar took THAT LONG to load
Imagine the loading times for big levels like The Chasm or Spirit World.

>> No.6354029

>>6354025
Also wanna mention that they're playing on the easiest difficulty

>> No.6354032

>>6353441
Add something like a sniper rifle or another weapon that's good at range

>> No.6354036

>>6353441
do NOT hire sandy petersen

>> No.6354054

>>6353519
I don't believe so.

>> No.6354065

>>6354036
or train him better at least

>> No.6354069

>>6354065
>>6354036
didn't sandy also help with how hell looks like and the archvile?

>> No.6354094
File: 73 KB, 2559x1305, whatdo.png [View same] [iqdb] [saucenao] [google]
6354094

>>6348130
So I got the bloodbath server running with Meltdown, port forwarded and all that nonsense. The problem is when I launch the game with nblood, my friend on LAN gets the error "nblood source/blood/src/network.cpp(1350) packet error". The server works fine in DOSBox, but I really don't want to use that. If anyone knows how to fix this please let me know!

>> No.6354102
File: 1.78 MB, 1920x1080, now imagine his head just fucking flat like this, but on a normally proportioned body.png [View same] [iqdb] [saucenao] [google]
6354102

>>6353759

>> No.6354108

>>6353663
I play on HMP the first time around, if I like the wad I'll up the diff to UV. The rest depends on the wad, I'd never play Sunder saveless for example

>> No.6354114

>>6353759
>crosshair turns into mouse cursor on secret wall
What

>> No.6354117

>>6354007
Please do, and don't forget to post them here. Want to see how you handle my punching map.

>> No.6354120

>>6354007
I'm surprised it wasn't a complete megawad like the other two. Although, I understand 100 minutes is a pretty small amount of time to make anything playable.

>> No.6354123

>>6354036
Fuck no, just give him more time for his maps.

>> No.6354128

>>6354120
That was the main problem I think. an hour and 40 minutes to do everything is pretty limiting.
200 I think was the best of them, save a few early maps maybe. 300 was p good.

>> No.6354130
File: 283 KB, 816x639, Baals boutique.png [View same] [iqdb] [saucenao] [google]
6354130

Maybe I shouldn't have procrastinated on speedmapping until 3 hours before deadline lmao.

>> No.6354135

>>6354130
are you a bad enough dude to survive the SKULL CUBE

>> No.6354178

>>6354128
I preferred 300 myself, had more personality.

>> No.6354184

>>6354114
Buttons and shit in Doom 3 (which that mess uses as a base), were all touch-screen panels which you interacted with, you'd use your actual mouse to press on various buttons and interact with interfaces and menus, just like you could with regular office computers in the game.

He's just kind of made a crude setup where there's an invisible computer surface on the the door, with a big (invisible) menu button you click on to open it. This isn't just goofy as fuck, it would make any kind of originally hidden interaction painfully obvious, because you suddenly lower your weapon and see a mouse cursor on the secret door.

>> No.6354227

>>6354130
>Doomguy points to Mecca whenever he disembowels a demon

>> No.6354229

>>6353759

Why do remakes like this always have really shitty taste in every single aspect including the fucking music

>> No.6354293

>>6347617
> refracted reality download now avaliable
> https://www.doomworld.com/forum/topic/113801-release-refracted-reality-rc1/

>> No.6354294

>>6354229
russians.
their brains have been permanently warped by the Zone.

>> No.6354295
File: 759 KB, 1280x720, 2020-04-19 22-51-46.webm [View same] [iqdb] [saucenao] [google]
6354295

>>6351589
Sneak peak of the next gun, inspired by >>6348282
>>6348274

>> No.6354309
File: 163 KB, 96x141, muffled rattling.gif [View same] [iqdb] [saucenao] [google]
6354309

*peek

>> No.6354323

>>6354295
nani the fuck
rotating gyro rings and
rotating weapon sprite????

>> No.6354347

>>6354323
The gyro rings are a bunch of beam segment 3d model actors, and the rotating thing is an overlay with a rotation shader applied to it. Means rotation can't be controlled through scripting, except for copies of the sprite with shaders hard coded for other speeds (or static rotated offsets, or no shader at all for a still frame)

>> No.6354354

>>6354347
i thought it mightve been some of that screen.shape2d nonsense
looks trippy
reminds me of the doom 4 bfg ammo pickups

>> No.6354359

>>6354354
>i thought it mightve been some of that screen.shape2d nonsense
Could be done with that, or more efficiently with screen.drawline (means no texture though).

>> No.6354421

Man I am having tons of fun with Heretical Doom. I only wish it didn't allow picking up ammo when you're already full. I also kinda wish there was a quick and dirty way to convert some of my favorite regular doom wads into heretic monster replacements and play it there too.

>> No.6354453

>>6354227
>>6354130
goddamn it, I wanted to make a Mecca joke too.

>> No.6354456

>>6349707
/v/'s always liked Black Ops somewhat as far as Call of Duty goes, largely because they were better balanced, had more content, and Treyarch actually gave half a shit about the PC version to the point that Blops 1 and 3 had dedicated server browsers and mod tools. The others (MW1, 1, 2) were also considered "the good ones" before the series went to shit.

>> No.6354464

>>6354456
yeah well, they didn't enough of a shit though. Black Ops 1 ran abysmally bad on PC. In comparison, Modern Warfare 2 always ran super smooth. Fuck man I miss AlterIW so much.

>> No.6354483
File: 238 KB, 1086x550, 019.jpg [View same] [iqdb] [saucenao] [google]
6354483

>>6354464
Blops 1 ran alright eventually after patches, but I remember I couldn't run the damn thing on 800x600 windowed mode at one point cus that would crash it for some reason.

On a similar note, I remember /v/ actually giving a fair amount of praise for Advanced Warfare cus it did a lotta shit that was, more or less, different from other cod games before and to a degree even since, especially with mobility options. You could dash and slide I think, and you could actually bhop/strafejump in the MP as well, which was honestly really fun to me. That, and the fact that there was basically a lightning gun and a one-hit one-kill pistol that was more or less a handheld railgun, actually kinda made it more like an arena fps in some ways.

That and it looked really nice graphically and ran like a dream as well, especially compared to fuckin Ghosts which couldn't even run on my 970.

>> No.6354531
File: 3.15 MB, 1581x1035, 1541040538-668342390.png [View same] [iqdb] [saucenao] [google]
6354531

>>6352251
Turok 2.
While I agree the levels are confusing at times,it looks great to this day.
Turok 1 models didn't age that well.

Plus the OST is wonderful and so is the weapon arsenal. Which is arguably the best one in a FPS ever.

>>6352291
It's a good case of representation,same goes for the comics.
The culture is presented with respect and is well mixed with sci-fi aspects as well.
It helps that native americans are mostly great in fighting games.
Prey 2006 is what I would consider the true Turok successor but overall the culture is presented not as well as Turok does.

I admit that I was interested to native american culture after playing Turok 1 and 2,it's one of the series main appeals,which honestly without it feels lackluster.

Which happened,there was a Turok who wasn't native at all

>>6352359
There was a Turok animated movie and it was pretty good.
So yeah it can be done but those were other times.

>> No.6354556
File: 13 KB, 405x64, origins.png [View same] [iqdb] [saucenao] [google]
6354556

>>6353617
Probably because the original sprite was the same way. I just said "fuck it" and I'm rolling with it. I'm not about to go back and edit the 60 or so frames to adjust that. The bow and arrow kinda does this too.
I'm starting to wonder if no one bothered with perspective on most wand weapons because it wouldn't look as cool.

>> No.6354557

John Romero is about to make you his bitch.

>> No.6354568

>>6354036
>don't finish the game
good job anon, you did it

>> No.6354571 [DELETED] 

>>6354483
Advanced Warfare was the COD game that was in the future or something, right? I remember people bitching about it because it wasn't muh boots-on-the-ground setting that they'd experienced 20 times.

>> No.6354583

>>6354571
EXACTLY! It was baffling to me that some people hated AW's movement. I honestly don't understand why someone would prefer boots-on-ground movement over AW's that was honestly really engaging and just fucking fun. I guess you could argue it's cus AW's movement may have been to hard for codbabbies to utilize, but it wasn't that fucking hard at all to figure out or manage.

>> No.6354589

>>6354531
>spoilers
I wouldn't count that shit.

>> No.6354592

>>6354036
Completely brainless.

>> No.6354595

>>6353441
Make Romero work on the game past E1 so that Sandy doesn't have to make 2/3 of the maps while also learning how the tools work.

>> No.6354613

>>6354583
Considering that the overwhelming majority of current COD's fanbase are console players who are either prepubescent boys or trailerpark dwellers, it isn't surprising that they'd get upset when the annual rehash attempts to do anything new

>> No.6354628

>>6354464
In case you didn't know, there's something even better now. It's called iw4x.

>> No.6354637

>>6347614
Duke 3D but modded to be like Megaman X.

>> No.6354647
File: 83 KB, 672x985, Goebbels scowling at Jewish photographer.jpg [View same] [iqdb] [saucenao] [google]
6354647

>>6353784
Look at yourself sperg out because someone plays the game differently than you. You can't help but insult people who disagree with you. You ARE the elitist faggot that you claim to hate so much. You accuse others of what you yourself are doing. Here's your (You)

>> No.6354681

I just want to show my friends all these cool Doom mods but I have no idea how to stream GZDoom with mods and stuff.

>> No.6354685

>>6354681
OBS

>> No.6354702

>>6354685
Oh yeah I forgot about that. Here I was messing around with steam and that twitch broadcaster studio

>> No.6354706

>>6354685
What about Bandicam or DXtory, though?

>> No.6354726

>>6348974
Good question, I don't have a idea

>> No.6354731

>>6354531
>The handguard on this rifle
What the actual HECK.

>> No.6354735

>>6348974
Over nine thousand

>> No.6354747

>>6354117
Was that map01? Your map wasn't bad, but it seemed like a really weird choice to be the first map of the wad, with the bizarre music, tyson-style gameplay, and flesh theme.

>> No.6354750

>>6348974
I'm sure a script that could go through all the WADs on major sites and count the maps would be simple enough to make. I wonder if anyone did.

>> No.6354752

>>6354117
>don't forget to post them here
Sure thing, my dude. It'll probably be a week or so before I have the vids posted, though. I have other Doom related things to tend to in the mean time.

>> No.6354837

>>6353441
Make the gloves black.

>> No.6354865
File: 124 KB, 1200x1196, ENX7osnW4AE9a3I.jpg [View same] [iqdb] [saucenao] [google]
6354865

Give me good GM soundfonts for Doom.

>> No.6354873

What's a QoL PWAD for Doom? I've been playing Project Babel since I seen it brought up here a bit, but replacing the plasma gun with THAT is fucking heresy and I don't want to fuck with it anymore. DAMN shame, too.

>> No.6354875

>>6354873
I just use Smooth Doom and qtilt.

>> No.6354893

>>6354875
Never liked Smooth Doom. The animations are uncanny for me. Thanks, though.

I'd use NBTMAI but I hate those fucking uncanny explosions too.

>> No.6354940
File: 11 KB, 480x360, KJc6xic.jpg [View same] [iqdb] [saucenao] [google]
6354940

Made my first map.Any feedback would be welcome.

https://mega.nz/file/GZ1RSKpY#UQ1CCbPEzfRYQssh2SbHr9bOFKIJFREPpOz5--Aptqs

>> No.6354951

>>6353441
I would tell them that lost souls have no business having 100 health and that they need to cut that in half

>> No.6354963

>>6353236
Ironclad.

>> No.6354981

>>6354873
>>6354893
You're asking about qol addons, yet you're describing gameplay mods?

>> No.6354986

>>6354837
Was there ever an explanation for why the gloves look the way they do? It always came across as an error to me, like one of the artists meant to color them in but forgot about it before the game shipped. I could understand if they were supposed to be leather or something, but they’re the exact same color as the skin, which makes it look like doomguy has flesh tumors on his wrists.

>> No.6355005

NEW THREAD
>>6355002
>>6355002
>>6355002

>> No.6355013

>>6354986
They look visibly like gloves unless you're playing in Low Detail Mode or something. I think the gloves belonged to either Adrian Carmack or Kevin Cloud (it was his hands/arms, at any rate), they were some kind of soft brown leather.

>> No.6355084

>>6354647
>literal /pol/faggot who can't even remember whose side he's on during a autistic meltdown
You really can't make this shit up, huh?
If only your mom made a save-state before daddy nutted in her.

>> No.6355203

>>6354036
No