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6355002 No.6355002 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6347614

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


(or Quake, Duke, Marathon, Thief)
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
More /vr/ shooters
Doom Shovelware

Doom RPG series

Launchers for Build Engine games



Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/








>> No.6355004

=== NEWS ===

[4-19] Anon shares first map, Heavy March, looking for feedback

[4-19] Refracted Reality mapset now available for download

[4-18] New companion mod by Skelegant, Gholazon X

[4-17] Anon shares his first map for Blood, Shafted

[4-17] Crispy Heretic is being maintained again

[4-15] Cool Skies mini-episode 1 is officially released

[4-14] New Chex Quest teased

[4-13] New mod for Blood: Trauma Therapy

[4-12] Anon shares new map, looking for feedback

[4-11] Doom 4 Vanilla 3.1 released + MS-DOS Edition

[4-9] Anon mirrors Realm667 website

[4-9] Sunder Map19 released

[4-9] National Videogame Museum 1:1 recreation in Doom

[4-8] Anon map release, The Burning Wall

[4-8] Space Hunter updated to v1.2

[4-7] New Doom 64 map, Wretched

=== PREVIOUS ===



>> No.6355014
File: 124 KB, 1200x1196, ENX7osnW4AE9a3I.jpg [View same] [iqdb] [saucenao] [google] [report]

Post good soundfonts for Doom

>> No.6355021
File: 831 KB, 1200x1200, a0659614929_10[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Is this mapset any good?

>> No.6355035

Doom 64 should be about 10 maps shorter

>> No.6355048

Is idmap01 a good deathmatch level?

>> No.6355059

So Doom 64 without the new episode?

>> No.6355061
File: 348 KB, 781x750, 1395436991682.jpg [View same] [iqdb] [saucenao] [google] [report]

I stopped playing after I reached that Cacoroom and fell down into a pit I couldn't get out of unless I forced myself to jump. Your map is shit, just straight up shit. Like straight out of D!Zone shit. It's not 1995 anymore, you have Doom Builder 2 (and more advanced versions), an editor with a visual mode that let's you actually LOOK at what you're building: what you've made is just a long empty hallway, with only one texture on the wall for each area, no use of brightness sectors, everything looks like an oversized rectangle room - theme park with the occasional monster. THE only thing that was sort of good was the stairway with 2 revenants each waiting, because the architecture in that specific area was better and felt more alive, however even that section was repeating itself unnecessarily, and of course because of bad texturing it looked terrible.

TLDR, start from scratch and look at how maps are built in Doom, TNT or Plutonia.

>> No.6355069

Is American Mc Gee a poor mapper?

>> No.6355071

doom2 map01? not really, cause its mostly linear with no alternate paths/escape routes. dwango5 map01 adapts it for better dm play

>> No.6355072
File: 51 KB, 370x351, 1582170077539.jpg [View same] [iqdb] [saucenao] [google] [report]

>Your map is shit, just straight up shit. Like straight out of D!Zone shit. It's not 1995 anymore

>> No.6355078

Yes, he was always shit

>> No.6355107

Now tell us how you REALLY feel, anon.

>> No.6355120
File: 1.10 MB, 1920x1080, Screenshot_Doom_20200419_224650.png [View same] [iqdb] [saucenao] [google] [report]

Just tried it myself. It almost felt like a map lifted from Mock 2, especially with this section with all the moving platforms.

>> No.6355123


>> No.6355131

why does the music in duke megaton edition sound better than in eduke32? i even have that sc 55 soundfont playing

>> No.6355139
File: 583 KB, 1920x1200, file.png [View same] [iqdb] [saucenao] [google] [report]

>decided to make a small pack of wads for a friend
>a few days later I'm balls deep into this shit, making screens for every wad, checking load orders and all that jazz
>pack is already 10 gigs
>no end in sight, still got a fuckton of wads to sort
Good thing I'm enjoying it.

>> No.6355140 [DELETED] 

Is he right?

>> No.6355143

also how the hell is this wad 4mb, i don't get it.

>> No.6355149 [DELETED] 

Honestly i thought dark forces 2 was one of the most boring fps games i've played. i really don't know what it is but i think it's the enviroments and the guns and enemies and music that are just bland and uninteresting and the gameplay just doesn't have any oomph to it.

Half life is fun to play for me not even because of how it's narrative is bound to it's gameplay but the guns pack a punch and the enemies are really fun to fight and there's such atmosphere to the game that isn't even present in it's sequels.

>> No.6355168

Hey,thanks for the feedback.Yeah I agree its a bloated mess.Gonna try to make some smaller maps and work from there since with this one I just threw shit together hoping it would stick,and it just ended up being a pile of shit.

>> No.6355186
File: 11 KB, 398x383, what the hell anon.png [View same] [iqdb] [saucenao] [google] [report]

I just opened the map in doombuilder to find a ridiculous amount of sectors and linedefs. A whopping 3.58mb comes from the UDMF textmap that contains over 300,000 lines of data for each of the map's things, linedefs, and sectors.

>> No.6355206

while we are at it, is there a way to sort by filesize in SLADE? It doesn't seem to do anything when I click on size.

>> No.6355210

>It doesn't seem to do anything when I click on size.
Works on my machine.

>> No.6355226

Is it me or are the lost souls in Doom 64 way more dickish

>> No.6355230 [DELETED] 

FUCK OFF to /v/eddit
Hl ruined the fps genre.
Every other major fps was better.
You are too stupid to handle exploration and non linear level design.

>> No.6355231 [DELETED] 

ok alf

>> No.6355238 [DELETED] 


Half Life 1 really wasn't that much more linear than Doom 1

>> No.6355241

Don't respond to the half life guy

>> No.6355251 [DELETED] 

Explain how hl improved gaming then.

>> No.6355252

No, you're right, they're more aggressive to make up for their reduced health. Just wait until you have to deal with 64's take on the Pain Elemental.

>> No.6355253

No, he's excellent.

>> No.6355254 [DELETED] 
File: 46 KB, 470x550, 1585046614760.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm sad this isn't a real mod

>> No.6355257 [DELETED] 

It was a step back from Doom.

>> No.6355258
File: 292 KB, 600x633, cacodemon comp reaction.png [View same] [iqdb] [saucenao] [google] [report]

>Totally forgot I beat Plutonia (I've only done it once)
>Begin HMP playthrough under the impression that I've only ever played about half the iwad in the past, with the intention to play it again on UV following my completion of the levels
>Get about halfway
>Yeah, these maps are still familiar
>Get to about map 20
>Wow, I must have gotten far on my first try with this wad.
>Get to about map 25
>Why didn't I just finish it the first time?
>Get to map 29
>Recognize it instantly
>Make sudden realization that I have indeed completed Plutonia in the past.
>Realize it was likely on UV
>Realize I'm having early onset of Alzheimer's.
Dudes what is wrong with me. Has this ever happened to any of you? I'm less than 30.

>> No.6355259 [DELETED] 

Stop calling him Alf! Alf actually ate pussy.

>> No.6355261

I thought that part was goofy as fuck, It would have been even funnier if he didn't mute those sectors and left in all the lift noises. It was like playing doom on one of those toys that leaves an imprint of your hand when you press on it. That shit cracked me up, great job to whoever made it.

>> No.6355268 [DELETED] 

>FUCK OFF to /v/eddit
You're acting just like them, though.

>> No.6355270

Straight out of D!Zone should be a community project.

>> No.6355276

Share it with us when your done.

>> No.6355284 [DELETED] 

i like most of the classic fps though

>> No.6355301 [DELETED] 

You like hl1 so it's very unlikely.

>> No.6355306

What is D!Zone and what maps straight out of it would be like? I'm only now re-discovering Doom so I don't know much history.

>> No.6355307
File: 5 KB, 170x170, icon.jpg [View same] [iqdb] [saucenao] [google] [report]

Why do we all have to read these RIDICULOUS posts?

>> No.6355309
File: 678 KB, 600x654, 1560677790061.png [View same] [iqdb] [saucenao] [google] [report]

What is the recommended way to play System Shock 1 on Linux nowadays?

I've never played the game, and I'm aware there's the original released on GOG, the Enhanced Edition, and the Shockolate project. I also know that there's mods for mouselook/more sane default keybinds.

>> No.6355316


>> No.6355326

How do you all match gameplay mods and maps?

Do you play through every weapon set through the vanilla maps? Likewise, do you run through all megawads with vanilla weapons?

I've mostly played only vanilla and Brutal Doom and I'm trying to branch out.

>> No.6355334

If it's your first time with a mapset, always play it vanilla first.

Only bust out the gameplay mods for afterwards. I like Hideous Destructor personally, but it's not everyone's cup of tea.

>> No.6355341

Oh, this hurts. I would never be able to make something like this. Not on purpose anyway.

>> No.6355348

If the mapset is vanilla or boom, I'll play it as intended, but if it's one I really like or if it's GZD only, then there's a chance I'll run through it again, modded.
If a new gameplay mod catches my interest, I'll usually IDKFA on Entryway and fuck around with the new things, and if holds my attention, I'll go back to a megawad that I haven't touched in a while with it. Very rarely do I try out new maps with mods, and it's usually only when many people recommend it or if it's designed for one. I played through Diabolus Ex for the first time with Hideous Destructor, and I went through Brotherhood of Ruin with GMOTA.

>> No.6355362

>look in comments
>"l-let's see you do better"
i think i know who made that map

>> No.6355363 [DELETED] 

I started it I think maybe 2 years ago and haven't beaten it while I had no issue with the 1st dark forces which I enjoyed a lot. In someways I was still impressed by df2's levels being bigger than I expected and all and posing challenge but df1 just did it more for me, and the sprite work is better than the models. I will get around to beating it sometime, since I want to get to outcast.

>> No.6355365

What did people use in the past to make maps? Was it really harder to make a good map back then?

>> No.6355372 [DELETED] 

You have to be delusional to think that hl1 is better df2, blood or even unreal.

>> No.6355376

Hes asking about this: https://doomwiki.org/wiki/Id_Map01

>> No.6355378


desu aside from not having an exit this is far from the worst thing I've ever seen.

>> No.6355379


Fuck off somewhere else already

>> No.6355382

Has anyone ever made a good level where you not only need to fight monsters but protect a voodoo doll from them?

>> No.6355385 [DELETED] 

Keep defending linear levels.

>> No.6355387

How would this even work? Is the voodoo doll a stationary object or something.

>> No.6355389

I don't really make any rules for myself, but I have enough technical knowledge to not hold a mapset responsible if a gameplay mod breaks something. Going into maps blind with Hideous Destructor is a totally different experience from knowing all the traps and encounters in advance. Project MSX and GMOTA are also decent for blind runs, but most other gameplay mods don't have the necessary depth of play and are better used for revisiting maps you've played before.

>> No.6355395

To be fair, I do like those games better than HL.

>> No.6355398

I was imagining putting a doll behind impassable, non-transparent but shootable walls (Using mid-texture on two-sided line) in the room and somehow releasing you and the enemies nearby.

I just got this idea and was wondering if anyone managed to do anything good with it.

>> No.6355404 [DELETED] 

Too bad most normalfags think otherwise.

>> No.6355416

Map07 in Valiant has you protecting Mancubus from other monster - if he dies, three hundred Archviles teleport in.

>> No.6355441
File: 261 KB, 500x500, breathing.png [View same] [iqdb] [saucenao] [google] [report]

>three hundred Archviles teleport in

>> No.6355458 [DELETED] 

There is a good reason why there are hl threads only on /v/.

>> No.6355467

IMO, he was just average. Nothing explicitly bad about any of his levels, but nothing really stood out as amazing either. Even Inmost Dens and Hell Beneath, which are his best levels, are still behind Romero's maps IMO.

>> No.6355469

Hes exaggerating a bit. But it still does teleport over a dozen of them.

>> No.6355478 [DELETED] 

Lets be honest.
What concepts hl brought to gaming?
Where's the positive influence?
Mods are not an answer.

>> No.6355482 [DELETED] 
File: 34 KB, 769x733, 751.png [View same] [iqdb] [saucenao] [google] [report]

Roach AI

>> No.6355493 [DELETED] 

it was fun

>> No.6355507 [DELETED] 

Linear levels do exist in Doom, anon.

>> No.6355519 [DELETED] 

"Mods are not the answer" kinda makes sense since Doom and Quake already did that shit.
I'd say the "no cutscenes, camera never leaves the protagonist's view" style, which was pretty unusual at the time. You could argue it led to "cinematic" ultra-linear FPS with scripted explosions and whatnot becoming the norm, but I think designers learning to integrate that stuff with the gameplay instead of bouncing to a cutscene was a positive innovation, even if it became kind of a crutch later on.

>> No.6355578

use the Shockolate project

>> No.6355580 [DELETED] 

I have to agree, I still really like when cutscenes are integrated with the gameplay, Half-life did this mostly seamlessly. Nowadays, even when cutscenes are part of the gameplay, they tend to find ways to strip you of control regularly like "oh an explosion knocked your character to the ground, better wait for him to look around at the chaos for a solid minute while he laboriously stands up".
Also, Half-life wasn't all that linear, there's a lot of nooks and crannies to explore and usually more than one way to approach a big fight.

>> No.6355676

So is there a list of /vr/ maintained servers to play multi on?

>> No.6355689

Is there a way to play PrBoom+ in 4:3 aspect ratio and fullscreen with black bars instead of the screen stretching? I'm looking through the options and can't find anything to force the aspect ratio.

>> No.6355761

If you have an nvidia card, you should be able to force aspect ratio in the driver settings, so that resolutions don't stretch to fullscreen.
Dunno if amd drivers have this option (never used amd)

>> No.6355829

Writing my thoughts on this as I go through. Not going to focus on textures or detailing (unless I have something specific I want to talk about in terms of guiding the player) because I think an ugly but well-laid-out map is a lot more valuable than an aesthetically polished but unfun to play map.

The beginning is really square and empty. I feel there's a ton of filler space without even a zero-threat monster to quickly axe and keep the player's attention.

I went down the path with the blue room first. The "maze" with the yellow keycard feels really awkward and just exists to waste time. You actually could've done something neat with it (not original mind you) if you boobytrapped the yellow keycard so the walls of the maze would lower revealing monsters after you grabbed it, but as is you fight a few non-threatening monsters, grab the key, and have to backtrack. One tip I can give you about pain elementals is the danger aspect of them only applies when there's line-of-sight between it and you; you generally want there to be some distance between them so they have time to pop off at least one lost soul or more unless the player is really proactive and stunlocks them/closes the distance. When you're right next to a pain elemental they can't produce lost souls or attack you in any way. In this section of your level, you only see the pain elemental when it's already so close to you that it won't be able to do anything, and you can just chainsaw it to death without any risk. If you, by comparison, made that room with the keycard empty, lowered the walls, and then a reasonable distance away there was a pain elemental and maybe a couple imps or zombiemen to add an additional threat—mixing high- and low-priority targets is a way to make combat encounters feel more dynamic and force the player to think, even if just on instinct, who they need to deal with first—then the maze would have more of a purpose.

>> No.6355831

I also think the arachnotron room is a bit confusing; I assumed there was something progression-related there and cleared it out only for it to just be there for the sake of the plasma gun. Having a side path with a weapon is not bad at ALL, but I think you could have done some aesthetic detailing, e.g. raised floor where the plasma gun is, to make it stand out as the "point" of the room. I also think the arachnotrons were used oddly here, the amount of cover really reduces them as threats. I never had to worry about more than one arachnotron being able to see me at once, which nullifies their danger factor; their nature as projectile-based turrets that can be stunlocked means they're most dangerous when you either have to deal with a group of them being able to see you, or when there's one/multiple at a relative distance while you have to deal with a more immediate threat like a hitscanner; the arachnotron, when focused on, is easy to deal with because of their high pain-stun chance; a shotgun blast is almost guaranteed to make them pause and a chaingun shuts them down entirely. It's when you can't deal with them immediately due to other monsters that they shine.

The room with the moving floors is not only really weird but it also breaks sound propagation so I can't hear the imps or fireballs (though that might be a GZDoom problem). That's not a good thing and you should really watch for that, unless it was fine in whatever port you tested the map in. It's good to say what port you used to make your map when asking for feedback just so people testing can use the same one. I have a similar mind about the red keycard as the yellow one; if the player needs to backtrack, something should change in the map when they grab the keycard to make the experience different. You could, as a basic example, have walls open up past the corner so when you go back there are new enemies waiting for you.

>> No.6355835

Does DRLA conflict with latest gzdoom? At first glance, there is no problem.

>> No.6355837
File: 471 KB, 1366x768, Screenshot_Doom_20200420_042354.png [View same] [iqdb] [saucenao] [google] [report]

The area with the narrow platforming while enemies rain down on you is a good IDEA, and with some better execution could work. I think the problem is just that the enemies all come from one direction and also from a distance, meaning they're really not likely to hit you. You could make this more interesting if there were imps on the sides as well, and if the arena was smaller (this applies to your entire map, smaller is better unless it's designed to be large with a specific combat purpose in mind; it both reduces wasted space and makes individual enemies more dangerous since they're more likely to attack while closer).

The area afterward is the prime example of said space making enemies less dangerous. I literally just ran past everything but the revenants because the space was so open. Remember that Doomguy is FAST, and if there isn't something making him fight then the player doesn't have to at all. The revenants on the stairs are actually a good example of stopping the player from just rushing through, but due to the sheer scale of the area I still didn't have to engage with a single one of those cacodemons or hell nobles.

The sewer area leading to the blue key is just bad. It is exceptionally bad and if that other anon didn't stop playing right before it I guarnatee the bulk of his post would be talking about that area. It's monotonous, overly long, you're best off just running past the enemies in the wide areas and the narrow part with the revenants was also monotonous. Easily the worst part of the map. Also nitpick, the exit looks like the entrance to a secret from this part of the map and when I went there only to find nothing I felt bad.

The ending area is a complete clusterfuck and just felt like you throwing enemies at the player without a thought. I won't comment on it much besides that but I really need to say, twelve pain elementals is a EXTREME AMOUNT of pain elementals, especially when they're spread out so far.

>> No.6355847
File: 696 KB, 2007x1304, 1584851451775.jpg [View same] [iqdb] [saucenao] [google] [report]

Closing thoughts; like the other anon said, I don't think you can really salvage this map. Don't get too disheartened though; everyone has to start somewhere, and it's fine to make mistakes while learning. Ask any artist or musician and they'll tell you they started out horrible and only learned through practice, and that's what this map is, practicing how to make them.

For general advice, I think the best thing I can say is think about what the function of enemies is, and how they complement the design of the room you're in when picking them. Play the vanilla IWADs, play as many custom maps as you can, and while you play think about what the map is throwing at you and why it's doing so. Plutonia is probably the best example out of the vanilla games of thinking critically about what monsters DO and how to best use them; the reason it's mocked as an orgy of chaingunners, revenants and archviles is because they all force the player to deal with them in specific, unique ways compared to most monsters, and many combat encounters are built around those methods and thus heavily use those monsters. Making smaller maps, even bite-sized maps, will help you get feedback and iterate your design philosophy much quicker.

You should feel good that you finished the map at all; most people never get that far. Don't be afraid of messing up because every mistake is a learning tool, and I hope to see your next attempt at mapping in a future thread.

>> No.6355904

> https://www.youtube.com/watch?v=SNkxg61qRps

>> No.6355935

Why? It already is technically shorter than Doom 2 despite both being 32 maps, thanks to having double the secret maps, and another three maps being features only.

>> No.6355939

I am bad at punching stuff, but map01 of 100 minutes of /vr/ was still fun.

>> No.6355950

When I decided to play the PSX TC of Ultimate DOOM, after noticing how much easier it is, I just started doing every level melee-only. Fighting barons with just berserk fists is fun when you get decent at it.

>> No.6355951

Quake 1.5 good or not? Some of the changes sound cool but not all of them.

>> No.6356076

It comes across as Brutal Quake to me. It adds a lot of the same features like grenades, kicking, more gore and dismemberment, along with needing a divisive sourceport to run and adding some questionable design choices.

Then again, I didn’t really play too much of it, so it could actually be quite good.

>> No.6356125

Man Deus Ex just drags on. Started losing interest after the naval ship and just finished the underwater base and it feels like this is going on forever.

>> No.6356147
File: 266 KB, 665x574, 1493326988207.png [View same] [iqdb] [saucenao] [google] [report]

>Play wad I'm sure I've never played before.
>First few maps don't ring any bells.
>Suddenly reach a map that makes me go "hey wait a fucking minute."

>> No.6356158

Speaking of illusions, I liked the non Euclidean geometry that was in some Duke levels. How was it done technically?

>> No.6356172
File: 26 KB, 384x239, 1584151372185.png [View same] [iqdb] [saucenao] [google] [report]

Thank you for the critique,will try to take it to heart and apply the design ideas you suggested and study some good map design.I think I moved with design from area to area after getting an idea for another area without really fleshing out the previous one. (The moving floors sound problem was because I silenced the sectors as to no have every tile make a sound as it moved up and down,but then it also silenced the imps.)

>> No.6356194
File: 595 KB, 720x360, It's scientifically proven that blue objects fly faster.webm [View same] [iqdb] [saucenao] [google] [report]

Got started on the boomerang and candle upgrades, then afterwards I can get the sword upgrades in.
I'm just glad the big art stuff is done, at this point it's all palette swaps from here on out.

>> No.6356198

Is swapping sprites around hard? I want to replace SS sprites with slime creatures from Chex Quest as a joke.

>> No.6356240
File: 599 KB, 1524x647, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Question for wad creators:

My gimmick in this map is elevators that use the 'platform raise wait lower' function. The start low, a player/monster steps onto them, they go up, wait, come back down.

I've got a couple of elevators that operate the same way, but they first need to be lowered with a switch in order to be used like the others (pic related). They're intended to be used as a shortcut to revisit a location once it's already been reached the hard way.

If the player walks over the 'platform raise wait lower' linedef before the switch has been flipped and the elevators lowered, they do nothing. This is good, because I don't wait to raise the player into the skybox. Problem is, the switch then doesn't affect them, rendering them useless.

Can anyone think of any solutions?

>> No.6356251

>When Romero wandered over to id's booth, [...].
>He pushed his way through the crowd to see the demo of Quake II. His face filled with yellow light as his jaw slackened. Colored lighting! Romero couldn't believe what he was seeing. The setting was a dungeonlike military level, but when the gamer fired his gun, the yellow blast of the ammunition cast a corresponding yellow glow as it sailed down the walls. It was subtle, but when Romero saw the dynamic colored lighting, it was a moment just like that one back at Softdisk when he saw Dangerous Dave in Copyright Infringement for the first time.
>"Holy f*ck," he muttered. Carmack had done it again.

This is from Masters of Doom. Quake 1 definitely had colored lighting. Is Romero a hack?

>> No.6356260

I just beat Doom 1 for Switch. It was my first ever experience with the series and I really liked it. The level design was great and the guns were cool.

But I believe it was just episode 1. How do I play episode 2, is it included in the Switch version? Or is episode 2 Doom 2?

>> No.6356267

I take it you are using Boom or something like this?

>> No.6356276

> have to ask other people to upload my files because uploading files is rangeblocked


> makes everything except the player 4X slower
> effectively making the player 4 times faster

oh and
its universal

>> No.6356289

Duke 3D but modded into a first-person Megaman X.

>> No.6356301


Sorry, should have clarified: Made in Doom Builder 2, using ZDoom in Hexen format. I'm considering moving it to Boom format due to Boom's popularity here.

>> No.6356315

Feels at least as powerful as invulnerability if not more so. But pretty cool you managed to do it.

>> No.6356316

As I read it, it's saying that he was impressed by the environmental lighting effect being created by the muzzle flash, rather than the pretty colours. That said, I haven't played Quake 2, so I don't know if it even does that.

>> No.6356321

Yes but Quake 1 has colored lighting from your projectiles and stuff as well.

>> No.6356332

The blaster lighting up an entire hallway, as it flies through, IS very pretty though.

>> No.6356342

That's the plan

>> No.6356343
File: 1.09 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

Q1 does not have any colored lighting
it's a feature of Q2/Daikatana that some fanmade ports later adopted (both projectiles and colored lightmaps)

>> No.6356346

Is there a way to tell if a gameplay mod is designed with mouselook in mind?

>> No.6356372

You know I could have sworn weapons had colored lighting but you're right I they don't. I think it must be the particle effects that tricked my memory.

>> No.6356391

Why use Shockolate over EE?

>> No.6356436 [DELETED] 

Bethesda fucked up Doom Eternal OST
Mixing was done by an amateur guy because they didn't want to pay Mick Gordon any extra.
Amateur guy fucked up the mixing, people are mad, Mick Gordon ragequit.


>> No.6356447

does the gun jump when you shoot it

>> No.6356461

what if gun crouch when you shoot it?

>> No.6356476

People used stuff like DEEPSEA. I can't remember it very well. I guess it was like Doombuilder except low res MS DOS and with only 2d mode.

It was harder to make an attractive or highly detailed map. Trying to align textures was a long manual process, so it was painstaking to do rooms in non-standard shapes or sizes

>> No.6356479

elaborate. is it mixed even worse than 2016's? is the standalone OST worse than in-game?

>> No.6356484

I enjoyed it quite a bit. It is something different, but it isn't The Way The Devs Intended.

>> No.6356494

Haven't heard anything about this. Post source, faggot

>> No.6356510
File: 2.24 MB, 480x258, 156105140.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6356534

not retro

>> No.6356537

Hi anyone know?

>> No.6356545

That's not consistent enough.

>> No.6356560
File: 123 KB, 1920x1080, 2020-04-20-091743_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Why are intermission screens like the ones used in valiant.wad not displayed on PRBoom+, and only work in ZDoom-based source ports?

Can PRB+ only do intermissions when they're used in the same places as Doom 2's / Doom 1's?

>> No.6356565

>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?
That's called subversioning, so what you want is SVN software. I've heard tortoisesvn recommended as good free svn software, not sure how hands-free it will be but it can be worth putting in the work to set it up.

>> No.6356576

You have to select each episode separately from the new game screen.

>> No.6356581

Latest releases of EE is for high end PC's, it won't work in old computers. Also Shockolate is free.

>> No.6356585

Probably need to load dehacked files.

>> No.6356589

>Shockolate is free
The game files aren't though, are they?

>> No.6356592

EE? High end PCs? By "high end" do you mean "was made within the last 10 years"?

>> No.6356601

Valiant already loads a lot of stuff through dehacked. if the menus/episode selects were done through it also, then I don't see why it wouldn't also work on PRB. It has to be something unique to GZDoom/Eternity engine, no?

>> No.6356602

Does anyone have any decent wallpapers of Arena shooter maps? Ideally Facing Worlds from UT

>> No.6356606


>> No.6356607
File: 3.41 MB, 1300x6971, U71eEFe.png [View same] [iqdb] [saucenao] [google] [report]

is this quake infograph still up to date?

>> No.6356613
File: 140 KB, 800x577, poster2.jpg [View same] [iqdb] [saucenao] [google] [report]

why are id bosses always mechanically so fucking shit compared to bosses from 2d japanese action games like Megaman and Contra?

>> No.6356620

Thanks I'll try that.

>> No.6356631
File: 3.24 MB, 1920x1080, kaahoo.png [View same] [iqdb] [saucenao] [google] [report]

can't vouch for the MP part, the rest seems fine

>> No.6356638

Is 'hurt me plenty' basically normal mode?

>> No.6356643

is quakespasm still the recommended source port over Darkplaces? sorry I don't follow this general too much.

>> No.6356645

You can get them easily from the net.

>> No.6356648

It was considered such for the base game, yes. Since you started on HMP, I suggest finishing all of Doom 1's episodes on it. Replaying on UV or moving on to Doom 2 on HMP after that will be a rewarding experience. Have fun anon. Most people would kill to experience the original games for the first time again.

>> No.6356649

Yes, ultraviolence is hard.

>> No.6356651


>> No.6356656

Over darkplaces? Sure. Otherwise there's several flavors of quakespasm to choose from, like quakespasm-spiked or vkquake.

>> No.6356662

Yeah but why argue that shockolate is free as a plus if you still gotta pirate the game. Seems a bit disingenuous to me.

>> No.6356673


>> No.6356686
File: 73 KB, 493x636, OldOne.jpg [View same] [iqdb] [saucenao] [google] [report]

are there any good Doom/Quake mods that add better bosses?

>> No.6356735

It me. I never understood how people could remember all the wads they've played. Hearing people talk like, "reminds me of map13 in Gogoroth - Reclaimation Stationship ZX75 I think it was called, where in the 7th room you get the rocket launcher and it teleports you to a close quarters pinky battle. It's only about a 23 minute level, small compared to the wads other 63 maps. 67 counting secret maps."
And I'm like"I played scythe 1 or 2, I don't remember which"

>> No.6356737

I tried Refracted Reality mapset but im getting a "Unable to load shader Rainbow" error, with GZDoom 4.3.3 on Arch linux, with an intel HD video card, i can play other wads/mods perfectly fine imo

>> No.6356750
File: 64 KB, 800x600, DETH_screenshot.png [View same] [iqdb] [saucenao] [google] [report]

IIRC, DETH were pretty popular in the 90's.

>> No.6356763
File: 80 KB, 614x565, 1515816070229.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some good obscure/not so obscure wads that were made before 2000?

>> No.6356779

>IDMAP01 gained some additional note, including mentions in game industry press, in mid-2017 when it was brought up by former members of id Software as part of their refutation of Tim Willits' claim of having invented the concept of deathmatch-only maps in first-person shooter games.
Lol, I remember that. I never understood why Willit's chose to die on that hill about him coming up with the idea of officially released deathmatch only matches when id themselves had already officially released this one and Tom Hall's Rise of the Triad included several deathmatch only maps long before Tim claimed he invented the idea during the development of Quake.

>> No.6356804

>why are apples not like oranges
gee bill

>> No.6356812
File: 84 KB, 1706x1079, Screenshot (140).png [View same] [iqdb] [saucenao] [google] [report]

>action game with good bosses
>action game with shit bosses

>> No.6356813

Lasts way too long

>> No.6356829

Technology still too limited, from the engine intricacies to what computers could handle. At the time Doom was released there had already been a decade of 2D action games, as opposed to a year or two of 3D FPS games. If you tried to have a boss like Contra's in a 3D game, even if a simplified version of any, it would cause computers to overheat. Most people could barely run Doom 1 without immense drops in framerate.
Also Id rushed Doom and Doom 2.

>> No.6356835

"Action" game is not a genre.

>> No.6356840

>Dudes what is wrong with me. Has this ever happened to any of you? I'm less than 30.
This is normal. The human brain isn't designed to remember useless information like the one time you beat Plutonia

>> No.6356854

start at 7:04
IMO one of the greatest bosses in history of action games, and it's all from a small relatively unknown game too.

>> No.6356882

just finished scythe in HMP, and it's unironically better than any of the base games
except for map28 and map29, fuck those

>> No.6356915

Doom 3 Mr. Smiley Head's Safari

>> No.6356932

What's the point of the section where it picks up the building?

>> No.6356940
File: 417 KB, 1024x576, Screenshot_Doom_20200419_224250.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6356954

Strain by one of the HacX devs was pretty fun for me. Didn't finish it though.

>> No.6356967

People used DEU very early on, DETH later and DeeP even later. When Windows rolled around, we got DoomEd, DoomCAD and WadAuthor, which is what I used a lot since I grew up on W95 more-so than DOS (I used DETH about half the time, though.)

These programs where awful to work with, constant crashing and zero streamlining to mapping such as having to trace lines around sectors to create new rooms. Moving around vectors/linedefs could break sectors entirely as well. Refactoring levels was almost impossible, was better to plan out the levels on paper ahead of time before you mapped them out.

DeuTex (DOS) and WinTex (Windows) were used to manage PWAD assets, but I didn't really touch those much myself, so I don't know a lot about them.

DeePSea was a later, like, early 2000's, and it had a 3D mode (I'm not sure if DeeP97 did, though.)

>> No.6356981
File: 430 KB, 1024x576, Screenshot_Doom_20200420_192709.png [View same] [iqdb] [saucenao] [google] [report]

Sin City Doom

>> No.6356992

I don’t know about him but I’m different.

>> No.6357007

This isn't making me feel better.

>> No.6357017


>> No.6357036
File: 65 KB, 628x479, Q2uB0t.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw Dark Engine will never go open source

>> No.6357037
File: 1.00 MB, 1280x1024, Screenshot_Doom_20200415_201653.png [View same] [iqdb] [saucenao] [google] [report]

Vos kit Losno Sagnan.
Vis tos Intenmnar.
Sis ketul Minkar'un.
Los Kallatom Tikshelgar Viskartos Dissaci

>> No.6357050

That is really fucking impressive. What is this, some indie game or something?

>> No.6357051

Im currently playing WNC12k DoomRPG-Rebalance
or doom rpg se
and have troubles getting new equipment. I dont find any weapons except for the regular doom 2 ones, i dont find any shield items or anything of worth honestly. I dont find shemes to build new weapons and farming quests doesnt level me up sufficently enough to buy new weapons from the trader. Any suggestions? I know this branch is supposed to be hard but not finding a single good weapon 4 hours in is just pain because everything scales so harsh i dont do any damage

>> No.6357052

He's trying to shake you out of it.

>> No.6357069

Intrusion 2 - an indie game on flash made by 1 russian guy.
Firtst one was a free Flash game with similar physics, but less impressive. Second one expands on every aspect.
Physics and interactions look very reminiscent of Cortex Command, but the gameplay is your regular run and gun.

You can play first one for free on sites like Kongregate
Demo of the first can ber played here http://www.intrusion2.com/demo.html
Or downloaded for free off the internets

>> No.6357094

I wouldn't say never. Whoever is working on NewDark might have the source.

>> No.6357098

That's dope.

>> No.6357105

Nu uh, really? Who did the mix? They should gave gotten Andrew Hulshult and Mick Gordon to both do the music.

>> No.6357112 [DELETED] 
File: 142 KB, 1125x1605, oprxuvzgqyt41.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6357124

Can you shoot yourself in the back of the head with your own rocket using this?

>> No.6357132

Because id worked in a completely different genre that was still in its infancy?
The Raven boys made some better bossfights on ids engines.

>> No.6357148

You can outrun your own rockets even at normal speeds, but projectiles can't collide with the actor that fired them.

>> No.6357149

To be honest as much as I liked Eternal I wouldn't mind if Doom just stopped all together as a franchise.
Maybe we will get some DLC or other stuff related to it but not a new game.
We got enough of it.
Better end it on a high note than suffer of franchise fatigue.

>> No.6357154

Thank God, maybe we can get some actual fucking music in these games now

>> No.6357167

never going to work together again because they're MOVING ONTO QUAKE! BRING ON THE NINE INCH NAILS, BAY-BEE!

>> No.6357174


The episode select screen is literally one of the first things you see when you boot up the game.

>Knee deep in the dead
>Shores of hell
>Thy flesh consumed

>> No.6357175

Fuck yes.

>> No.6357184

Well,that's just your opinion man.

I really want Trent to comeback for Quake.
As much as I like Mick's violence,his style is not harsh or crude like Trent.

Even if NIN doesn't compose the track,who would be another option?

>> No.6357197
File: 218 KB, 1000x1000, an.jpg [View same] [iqdb] [saucenao] [google] [report]

eh? doom4 soundtrack was already compressed to hell and back, I dunno what these idiots are on about, "original masterpiece in its uncompressed glory" lmao. I mean, there's always room to make it worse, but this reporting is stopping one step short of the realization that the soundtrack was already shit before bethesda compressed it further.

>> No.6357246

What would be the BFG of Quake? The Thunderbolt or the Quad Damage?

>> No.6357247

>scaled textures

>> No.6357251

They're talking about Eternal. The soundtrack is pretty fucking good but they wouldn't let Mick mix it.

>> No.6357252 [DELETED] 

Mick Gordon never worked for the classic games. Not /vr/

>> No.6357254 [DELETED] 
File: 82 KB, 494x470, 1578930210878.jpg [View same] [iqdb] [saucenao] [google] [report]

>Mick Gordon never worked for the classic games. Not /vr/

>> No.6357259 [DELETED] 

go back to /v/, brutal doomfag.

>> No.6357260

The thunderbolt. The BFG is a weapon, not a temporary powerup.

>> No.6357262 [DELETED] 

People asked about it so I answered, cry more faggot

>> No.6357263 [DELETED] 


>> No.6357274

wad review
Well-polished, pretty easy, only one memorable map (31). Good music choices / OST.

>> No.6357283

>Nu-male wojak
Come on mate,you destroyed what little credibility your reply had

I remember playing it a while ago.Only did the first maps but it was fun.

>> No.6357307

Wenn ist das Nunstück git und Slotermeyer? Ja! Beiherhund das Oder die Flipperwaldt gersput!

>> No.6357312

Is Moorhuhn any good?

>> No.6357313

He's better than Sandy

>> No.6357349

The only map I remember from it is the one that is just a long road. Wouldn't recommend the megawad overall because it's just boring.

>> No.6357356

Somehow, pistol starting Doom 2 is harder than I remember. Especially if you're like me and do a couple of royal fuck ups on MAP08, including having to kill both the cyberdemon and the barons, somehow allowing two barons to teleport to the pain elemental room, and completely forgetting where the chaingun was.

>> No.6357359

isnt the bfg not, in a way, temporary? you cant use it forever after all

>> No.6357370

*opens console*
*enters sv_infiniteammo true*

>> No.6357374

Don't get all philosophical on me now.

>> No.6357379

I bound controls so that I can play with just my mouse, works surprisingly well and comfortably.

>> No.6357386

It's tedious to say the least. Doom 2 maps beg you to save after map 10 or so. Heavy reliance on pain elementals, over 150+ monsters on many maps, and they're large as hell. I'm gonna do a no pistol start soon, hopefully get more fun out of Doom 2.

>> No.6357401

Sim City Doom where you fight Godzilla-sized Bowser as the final boss.

>> No.6357403

I just tried Chocolate Doom and played the first level like this, it does work pretty well. I remember playing Wolf3D like this with my dad back then.

>> No.6357424

fuck you
also you, yes i will

>> No.6357440

While the main Quake game is a mixed bag when it comes to shotgun starts, the expansions seem very well optimized for it. Would recommend.

>> No.6357446

a Sim City 2000 to Doom map converter could be fun

>> No.6357453
File: 35 KB, 560x600, Pontypool.jpg [View same] [iqdb] [saucenao] [google] [report]

>Wenn ist das Nunstück git und Slotermeyer? Ja! Beiherhund das Oder die Flipperwaldt gersput!

>> No.6357459
File: 19 KB, 400x400, thinking_pepe__by_patricioz_dc567y2-fullview.jpg [View same] [iqdb] [saucenao] [google] [report]

what's the worst doom 64 level?

>> No.6357461
File: 123 KB, 401x326, 1527290591085.png [View same] [iqdb] [saucenao] [google] [report]

>Google Earth to Doom map converter
>walking up to a poorly-auto modeled/sector converted closeup of two people caught on GE fuckin and pressing use over and over

>> No.6357465
File: 21 KB, 90x90, 166014.gif [View same] [iqdb] [saucenao] [google] [report]

>thinks he beat Doom
Have fun with the rest. I just finished Ep3 on the Switch, feels good to finally beat Doom.

I don't think I want to go through with Thy Flesh Consumed though after trying that first level...

>> No.6357470

Play Doom 2 then go back to Thy Flesh Consumed. Play Sigil after that. The result will be a better difficulty curve.

>> No.6357474

All of them.

>> No.6357478

all of them

>> No.6357479

I heard Doom 2 gets shitty with it's level design, no? I was gonna dink around with WADs or finally go get 2016 but if you say so...

>> No.6357480

We have Megaman 8-bit Deathmatch, but what about Megaman 16-bit Deathmatch with Characters from the X series?

>> No.6357485

The quality of design varies. Some maps are great while others are not. The good maps are better than Doom and the bad maps are worse than Doom. Play it once and decide what you think. I recommend against pistol starting on your first run, since some levels are horrible with it.

>> No.6357510

None of them.

>> No.6357528


y'all are breaking my heart over here

>> No.6357531

none of them

>> No.6357547

Wad review: 5till L1 Complex
Fantastic details, limited required encounters, a bit frustrating trying to figure out how to get over the 'wall'. Ran fine on glboom+ idk what half the complaints about FPS were about

Wouldn't ever play it again but it really showed how you can have lots of detail without a high-density of sectors.

>> No.6357549


>> No.6357554

how do we go about putting the doom wikia out of its miserable existence since wikia themselves won't let them do it

>> No.6357580

Are you talking about this one:
or this one:

>> No.6357615

wikia, not wiki
but now its changed its name to fandom
even they fucking know how shit their site is, with trying to distance themselves from their old name

>> No.6357621

They won't let you nuke a wiki. If you try they'll ban you and restore from backup.

>> No.6357657

What's the matter with it?

>> No.6357658

What exactly is wrong with fandom?

>> No.6357701

Bro fuck pistol start e4m6 this is harder than perfect hatred

>> No.6357704

>Switchfags so disconnected that their mind can't process the existence of an episode screen, and they think 1h30m long campaign could be a full game

>> No.6357708

I think I quit after level 17 or so. I got really tired of the switch-hunting, but at that point it wasn't as bad as the first episode. My bet would be a level from the first episode.

>> No.6357731

different genre and limitations
at least some titles were more experimental than others

>> No.6357736

e4m6 is the hardest stage from official Doom

>> No.6357741

How the fuck did I beat e4m2 and e4m6 on UV but I can't even scratch map03 in Plutonia on UV

>> No.6357749

Plutonia is hard, especially lightspeed, fuck that stage

>> No.6357754

What are some good single player class mods?

>> No.6357763

Five million ads for starters.
Also this.

>> No.6357813

hectic, fuck hectic

>> No.6357818

and and red objects are stronger

>> No.6357830

Map 03 is one of those stages where you just won't know how to deal with the traps without dying at least once.

None of them, but if I had to choose I'd say it's map 19.

And Doomwiki has better written, more detailed articles in general

>> No.6357870

>And Doomwiki has better written, more detailed articles in general
as someone who touched that shithole wikia, i've seen articles literally copypaste the text in codec entries and at least some stuff i don't recall on doomwiki
wikia appeals to the nerd consumer crowd and has a easy enough editor to spawn those cringy fan crossover/weegee and malleo wikis from kids, along with vandals and shitty ad placement
it's like a plague or a black hole you can't escape from the first search results

>> No.6357874

Not a fan of Outpost Omega, the first demon key level. Not that you asked, but my favorite is map 10, The Bleeding.

>> No.6357890

*D_RUNNIN starts playing*

>> No.6357895
File: 545 KB, 1920x1057, EWEUruMWoAA-oOF.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6357901
File: 316 KB, 1920x1057, EWEUruLWoAU0nz6.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6357908
File: 2 KB, 59x58, 61BAE42D-A9BC-4226-8917-126584078DAB.png [View same] [iqdb] [saucenao] [google] [report]

How fucked am I if I try to play DooM 1 in LZDoom and it still lags on me occasionally

>> No.6357930

Is there something specific going on when the lag happens? If I leave Doom running for too long it lags when something new appears because my hard drive needs to find a sound file or something.

>> No.6357938

I don't think you need ZDoom to run Doom 1 so consider a different port maybe?

>> No.6357943

Haven't really paid attention to it but no

I guess it's just when there's a lot of enemies on screen but by a lot i mean like 3 zombies

My PC is pretty shit to begin with but im kind of upset it can't even run doom right

>> No.6357949

I don't think it's possible to own a PC that can't run Doom in 2020 unless you raided an ancient tomb recently. But ZDoom uses some fancy shit that other ports do not.

>> No.6357961 [DELETED] 

I believe that no one who says that hl1 ruined fps can't over 18.

>> No.6357964
File: 844 KB, 728x886, Capture.png [View same] [iqdb] [saucenao] [google] [report]

>outdated information
>poorly copypasted articles from other places
>any moron is allowed to make edits and even their own pages, leading to autistic shit like YouTube Poop Death Battles or whatever
>almost no real moderation due to decentralization, meaning that the edits of said morons usually stay
>shit moderation means vandals usually get away with things
>wikia/fandom as a whole has a large amount of kids, who are inherently dumb
>constant popup ads
>multiple annoying ads in general
>people who run the network are major shitheels and will attempt to stop your attempts at removing pages, since this means less visitors
I'm pretty sure this one happened when the staff of doomwiki attempted to migrate to their new site, might be misremembering
>articles aren't as in-depth and usually only cover the surface, since the people who write them usually are surface-level fans
>a few articles about mapsets no one's heard about, written by the map authors themselves

Wikia sucks, but the droves of twits who use it cause it to always show up first whenever you look up a dedicated info site for something.

>> No.6357979

Also brutl shoehorned so much in tons of articles to the point that an inexperienced viewer might think it's official material.

>> No.6358024
File: 406 KB, 399x614, molymeme.png [View same] [iqdb] [saucenao] [google] [report]

>argumentum ad hominem, as usual
Not an argument

>> No.6358041

(i'm none of the fags above)
When I don't use save I just find myself playing so safe it becomes boring. So I don't see how saving mid-level could make the game unfun for someone. If anything, it opens multiple possibilities on how to tackle a fight.
I'm not gonna lose or win anything if I save, it's a video-game with no 'real' reward.
I sure hate wasting my time, though.

>> No.6358058

This just seems to me like an extension of the Reddit/Twitter/Bethesda discussion that has come up in this general numerous times: The “old guard” of the community and the “new blood” who have entered in recent years are very different people.

>> No.6358073

Also one other thing is the fandom sites run like dogshit on even remotely old systems. People running Doom are more likely to be using older computers so having a text website with higher system requirements than the game it plays is kinda dumb.

>> No.6358080

You had no coherent argument in the first place after your first one got blown the fuck out (SMB not having a built-in save function while Doom does, and 'spoiling the fun' being an entirely subjective premise) and you lost your shit because you couldn't handle a little ball busting sprinkled at the end. Given the context, I think your image makes this whole interaction all the more ironic.

>> No.6358086

woah fella that's a little to spoopy for me

>> No.6358091
File: 627 KB, 1232x1200, 1516774095791.jpg [View same] [iqdb] [saucenao] [google] [report]

This kills the molyfag

To keep things mildly on topic, is there still no better way to run Dark Forces on a modern machine than what's on current gaming storefronts?

>> No.6358094

That’s just modern websites in general. They don’t need to be small or efficient since a majority of computers and phones are able to run them, so the people who design them don’t bother spending extra time optimizing things, which leads to instances where a site or program is so badly made that it still ends up stuttering and causing issues anyway.

>> No.6358104

In addition to map editors themselves crashing, you also had to deal with nodebuilders, which back in the 90s were really shitty, VERY slow, and unreliable. A lot of the fine detail you started seeing done in the 2000s was just not possible to do with these earlier utilities.

>> No.6358108

some anon posted this a few threads ago but I forgot to test any of them out
> https://mega.nz/folder/NSAlQaZC#jE9K9dUSY70jLVO_gN8F0Q

Most of the time I use Mysung Kite. It's a 1gig soundfont so its higher quality sounds than any of the other ones I've tested.

Airfont 380 for metal MIDIs, such as the Now That's What I Call MIDI mod, or Doom episode 1, though you should ideally be using the boosted FLAC music packs for original Doom IWAD MIDIs
> http://sc55.duke4.net/games.php#doom
or the SC-55 soundfont if your source port can't run it, like Chocolate Doom

For retro MIDIs, like those of Hell Revealed 2, try the GZDoom soundfont, or the default Microsoft MIDI soundfont Microsoft GS Wavetable Synth, or SC-55, or the soundfont that comes with PrBoom TimGM6mb

Remember that you can play the soundfonts through different MIDI players and the sounds will sound the same but the mixing is different so it will sound different. You can test out FluidSynth that comes with PrBoom and GZDoom, or VirtualMIDISynth so you can use custom soundfonts with any source port. Generally speaking, VMS sounds better imo, but there are exceptions, and one very important exception is you want to use FluidSynth with the default PrBoom soundfont when playing Going Down because the MIDIs were specifically designed for that, similar to how OG Doom used the SC-55 soundfont.

You can change MIDI-player and soundfont mid-game when playing GZDoom, but to change the FluidSynth soundfont when playing PrBoom you have to exit game and edit the config file (snd_soundfont)

>> No.6358131
File: 36 KB, 778x512, gib.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6358150

i love half life.

>> No.6358183

>When I don't use save I just find myself playing so safe it becomes boring.
Try playing an actually difficult WAD like Preacher on UV. You will want to beat the level with pistol-start on skill 2 and skill 3 first before you attempt a pistol-start on UV, all no saves of course.

>You had no coherent argument in the first place after your first one got blown the fuck out (SMB not having a built-in save function while Doom does, and 'spoiling the fun' being an entirely subjective premise)
You're just talking shit. Imagine saving in the middle of a Mega Man stage. It doesn't matter if Mega Man came with a built-in save feature or not, that's not the point; the point is it's much more thrilling when you actually have to deal with the consequences of your mistakes instead of immediately reloading every time.
>you lost your shit
says the person who can't keep their cool and has to resort to name-calling

>> No.6358220

>waste of time
It's not a waste of time if you enjoy the game, anon. You get a much better "high" when you tackle a level (or episode) without saves. It could be a waste of time if it takes forever, in which case the challenge is probably too difficult for now, and you can come back to it once you've gotten better

>> No.6358257

IMO saveless runs are best reserved for maps you've already played, and want to self-impose an extra layer of challenge.
Blind runs, I prefer to allow myself 1-2 midlevel saves.

>> No.6358261

>It doesn't matter if Mega Man came with a built-in save feature or not, that's not the point
It IS the point, you dense motherfucker; do you think id software added a save feature to Doom just for fun? It gives you a developer-intended way of SAVING your progress in the middle of a level, compared to using something like save-states added by emulators - features NOT intended by the developers for use in normal gameplay.
It's not that I don't understand where you're coming from with building the game's tension by using little to no saves, but that is again an entirely subjective way of playing the game, and if someone wants to play on a higher skill level and utilize saves more frequently, then who are you to tell them how they ought to play like it's some kind of honoraburu bushido code?

>says the person who can't keep their cool and has to resort to name-calling
Says the guy passive-aggressively posting 9gag-tier reaction images. I'll agree to disagree on that one, however, even though you and I both know you're full of shit.

>> No.6358270


>> No.6358273

but mega man also has checkpoints

>> No.6358279
File: 40 KB, 256x256, disgusting noise.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6358341

Not yet, just finished adding Cacowards wads, now adding Top 100 Wads list and after that I'll start adding wads that community expected to be on Caco, but they weren't.

>> No.6358380

New to this Archvile thing. I thought the fire spell was suppose to scare the humans off. How come when I use it, sometimes they don't back down? Pretty terrifying when you're mid-cast and you hear them close the shotgun.

>> No.6358382

Running through the third Quake mission pack right now, Abyss of Pandemonium. Was there ever an official OST addon for this? I found a "remake" in DarkPlaces by someone on moddb that includes an OST, but it's fanmade.

>> No.6358393

You know what, I just rigged it up the OST for vkQuake. It's pretty good. Gonna use it.

>> No.6358397
File: 10 KB, 236x236, 1481236041516.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6358404
File: 205 KB, 1280x720, juggernaut-bitch.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw we already have the perfect live action Ranger

>> No.6358407

holy shit you're right

>> No.6358430

Does he HUH?

>> No.6358456

does D4T work well with Bolognese?

>> No.6358468


depends on if you decide to use pure beef or a mixture of pork and beef. D4T and pure beef bolognese may be a bit too rich for some peoples' tastes.

>> No.6358497 [DELETED] 

Just admit hl1 is one of the best fps.

>> No.6358514 [DELETED] 

I still prefer Dark Forces 2 over it.

>> No.6358517 [DELETED] 


>> No.6358519 [DELETED] 

That's like, your opinion, man.

>> No.6358525 [DELETED] 

He's right.

>> No.6358538 [DELETED] 

I am the person who wrote that post shitting on df2, and the man you responded to is not me

>> No.6358542

>[4-5] Raze 0.5.1 with all supported games

How is it? I haven't seen much discussion on it.

>> No.6358568 [DELETED] 


>> No.6358569

Who's harder, Plutonia or Sigil?

>> No.6358571 [DELETED] 

I am the person who wrote that post shitting on df2, and the man you responded to is me

>> No.6358574 [DELETED] 

Hl1 is a timeless classic unlike df2, blood, unreal and other meme shooters shilled here.

>> No.6358580 [DELETED] 

Good for you

>> No.6358584 [DELETED] 

ignore alf, he has alfzheimers

>> No.6358587 [DELETED] 

>praising hl
There is more hl threads than threads of those games.

>> No.6358590 [DELETED] 

Both sides have become annoying.

>> No.6358591 [DELETED] 

Muh both sides.
Cope hl1 is great.

>> No.6358597 [DELETED] 

Thanks for proving my point. Game is great. You are a faggot, though.

>> No.6358610 [DELETED] 

>>praising hl
alf doesn't have an actual opinion, he just shitposts for (You)s

>> No.6358618

Oh god it took me 10+ tries to beat back to saturn x e1m5 on uv. Am i bad?

>> No.6358621

Plutonia. It's usage of Chaingunners, Revenants, and Arch-viles is pretty intense.
Sigil has a few mean Cybers, but the challenge is mainly from having to deal with Cacos/Barons in tight spaces, which isn't too difficult most of the time.

>> No.6358632

It's a difference between
"any crackhead can come and shit in the pool and nobody cares, so any time you go to the pool there's guaranteed to be a turd in it"
"people care about the pool and don't let crackheads shhit in it"

>> No.6358638

Spliced Weeds - a version of WeedsGM with few instruments fixed.

>> No.6358715

I've been seeing a lot of talk about Preacher lately. Beat it a long time ago and it's pretty solid. Still it's funny seeing some people here talk about it every chance they get. The shilling is pathetically childish

>> No.6358716


>> No.6358717

games aren't a sport. How retarded do you have to be to train to beat a Doom level "properly" as you say

>> No.6358737
File: 8 KB, 246x250, 1538742141107s.jpg [View same] [iqdb] [saucenao] [google] [report]

We all made maps of our school/workplace right?
like its normal ok

>> No.6358760
File: 81 KB, 286x343, normal.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6358772

I've once found a CS map of my university at the uni LAN.
It was in a folder that only professors could write into

>> No.6358775


>> No.6358778

No, Quake.

>> No.6358780
File: 1.13 MB, 720x360, You probably shouldn't catch that, it's hot.webm [View same] [iqdb] [saucenao] [google] [report]

You're correct.

>> No.6358787

Probably with the engine feature that enabled rooms on top of each other.

>> No.6358789

If your PC is total garbage, like pre-2007, you can look for a 2008 version of ZDoom. I still have mine, I don't know why, but it runs so nice that I can even use it on Windows 98 Virtual Machines with no problems.

>> No.6358794

My house. Not my work. My dad made a map of his work that was pretty fun, but I can't find it. I can only find an early version of it on a floppy disk that isn't as fun.

>> No.6358804
File: 36 KB, 583x468, 1586824555059.jpg [View same] [iqdb] [saucenao] [google] [report]

>Dad and son play doom together

>> No.6358805

that's called progress, sweetie :)

>> No.6358823

I'm thinking I might make a map of the school\daycare for Magikus, as a secret level.

I don't see much wrong with it unless you start populating it with unarmed civilians.

>> No.6358835

>I've been seeing a lot of talk about Preacher lately.
It's the one guy talking about his new favorite wad.
>The shilling is pathetically childish
You know this stuff is free, right?

>> No.6358839
File: 1.41 MB, 1920x1080, honey.png [View same] [iqdb] [saucenao] [google] [report]

the filename

>> No.6358859

Stay determined, anon. Only first two levels and E4M6 are this brutal. Also, pistolstarting E4M2 is way easier than continuing straight after E4M1.

>> No.6358861

The new weapon variants in Quake Dissolution make weapon switching a real pain. Thank god Quake has instant switching though. It's something I wish more FPS games had.

>> No.6358905

Ion Fury is on it's way to consoles


>> No.6358909
File: 602 KB, 720x360, GIVE EM THE OL SPICY LADDER.webm [View same] [iqdb] [saucenao] [google] [report]

and the fire boomerang effects the other combos too.
This is probably the dumbest addition to the set but I think it's great.

>> No.6358912

its not about fear, its about respect
whatever you did prior made you lose all of it

and who the fuck gave flameboy wifi

>> No.6358918

I finished Dissolution of Eternity, it's quite nice. I found the later levels to be great, much better than base Quake.
How does Scourge of Armagon hold up compared to it? I kinda played this out of order.

>> No.6358921

EE also has some pretty nasty bugs remaining.

>> No.6358925


>> No.6358932

Some people like Scourge Of Armagon a lot better. Personally I think it was a bit of a slog for the first half, but then gets much better after that, on the other hand I've seen someone say that about Dissolution Of Eternity, which I didn't agree with.

>> No.6358947

I’d say they’re roughly equal, but most people tend to prefer one over the other.
I like Scourge’s new enemies and the multiple techbase levels strung together, but I don’t care for the new weapons too much.

>> No.6358950
File: 1.57 MB, 1920x1080, hip3m3.png [View same] [iqdb] [saucenao] [google] [report]

buncha people at func apparently consider hip2m2 a top3 map, so there's that

>> No.6358951

Pretty much this. I actually ended up liking both about as much, had a very good time.

>> No.6358995

are there any wads that replicate the kind of urban maps duke nukem had? I love the map design in duke but I prefer the monsters and weapons in doom

>> No.6359019

It's hard to make an urban area in Doom because Doom is flat.

>> No.6359035

Not really.

>> No.6359074
File: 142 KB, 796x944, EWIHyaPXgAEdL8-.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6359092
File: 22 KB, 400x400, 1579605228063.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't want to watch 46 minutes of the original Doom running in the id Tech 4 engine

>> No.6359123
File: 34 KB, 512x500, 5ccc46a72711f5883e05c296a85d1a8e4b62d921_hq.jpg [View same] [iqdb] [saucenao] [google] [report]


Jesus christ that looks fucking terrible.

>> No.6359126

>want to make just a short map that would take only a few days to build
>keep adding so much shit and ideas the map gets 30 minutes long and takes a month to finish

it's both a blessing and a curse

>> No.6359132

That's what happened to the second map I made and first I released, but I think it worked out well in the end.

>> No.6359139

Ridiculously slow news day.

>> No.6359143
File: 69 KB, 540x359, 1501034680737.jpg [View same] [iqdb] [saucenao] [google] [report]

Watch 46 minutes of the original Doom running in the id Tech 4 engine.

>> No.6359159

(Or just play it yourself)

>> No.6359174
File: 145 KB, 1280x720, zoombies.jpg [View same] [iqdb] [saucenao] [google] [report]

I will, anon. I started Doom II just to play around but I might go back and knock it out. Currently sucked in the Zombies Extreme Epidemic Edition WAD though and having a blast.

>pistolstarting E4M2 is way easier than continuing straight after E4M1
Why's that?

>> No.6359181

>Why's that?
You are very likely to have low HP and low ammo after E4M1. In fact, it could be so low that it may end up being nigh impossible for you to survive first 10 seconds. Pistol start ensures that you will be at full health and at least have some bullets instead of being close to death and with barely any ammo left.

>> No.6359183

Figured that was the case. Thanks. I may give it a whirl.

>> No.6359234

This has been done before with Doom Classic, why is this mod being treated like it's a whole new thing?

Maybe it's cus of Eternal.

>> No.6359236

>its not about fear, its about respect
>whatever you did prior made you lose all of it
I guess he got angry when I put a whole group of resurrected barons between me and him and tried to nuke him from a distance.
>Insists on respect and then uses insults
This is why we invade.

>> No.6359246

>original Doom running on the id Tech 4 engine.
How can they write a sentence this retarded? It's not like it's executing the code of original Doom. This is actually "original Doom running on the id Tech 4 engine":
Doom 3 doom terminal

>> No.6359260

>Copy and paste my search query instead of video link
Guess I'm a megatard. here: https://www.youtube.com/watch?v=PxLNIvuHj00

>> No.6359269
File: 931 KB, 1920x1080, vkQuake 2020-04-21 04-33-40-107.png [View same] [iqdb] [saucenao] [google] [report]

I recently played both of them back to back on Nightmare, and am making my way through the unofficial third Mission Pack, Abyss of Pandemonium right now. Dissolution felt very much so on the easier side until the second and third thirds. What with those really obvious "secrets" of 100+ health and red armor just out there in the open. But then the second and third thirds hit, and them the game became as exhilarating as the best parts of Scourge of Armagon. I think SoA is better, but more importantly I think Scourge and Dissolution should be played together so it makes up a five episode saga. When you look at it like that, it's one of the best expansion packs an FPS fan could ask for, easily matching up to the original Quake. Very easily. You could almost call it a sequel.

But fuck the final boss of Dissolution on Nightmare. Fuck it up the ass.

>> No.6359279

Why isn't thief 2 in the mega?

>> No.6359297

I'm going to start the Quake mission packs. Can I bind the new weapons to their own keys, or do I just have to scroll through?

>> No.6359302
File: 166 KB, 384x256, doom jones.gif [View same] [iqdb] [saucenao] [google] [report]

Okay, where is the wad that adds Doom 2 weapons and enemies into Doom 1 maps?

>> No.6359307

>Doom 2 weapons

>> No.6359312

That's PlayStation Doom. You can find a CD on eBay.

>> No.6359317

Gotta scroll buddy boy.

>> No.6359323

According to one post on Steam, the laser cannon is impulse 225, so I can at least bind that one.

>> No.6359331


>> No.6359343

That's because it already has its own number assigned if I recall.

>> No.6359347

My situation:
First map I've made - 3 days, that was 2013
Second map - Delayed over 6 years, actual work spent over 3 months and more. I just want to get over with this shit before I get hit by a car some day (or something) and never finish it.

>> No.6359365

Hilariously this would be impressive if it didn't look,sound, and likely play like complete ass.

>> No.6359393

Nothing those people could come up with could ever hold a candle to Slayer's Testament.

>> No.6359509

aside from hideous models, how are the two even related?

>> No.6359510
File: 305 KB, 600x335, IMG_20200421_155333.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6359526

Following HUH I tried to build the house I grew up in, I even did measurements and all that shit, but since it's a tiny shitty "don't call me barn" peasant's house from a hundred years ago, there is not a single right angle in that house and the further to the top you go the more everything deviates from each other. Also, rl sizes are too small for Quake and I didn't feel like recalculating everything.
I still would like to make a map of my village for CoD or something like that. It is nicely laid out, smaller than Kursk and you could do some shenanigans.

>> No.6359537

Currently it's just a premier gonna begin in 70 minutes from now.

>> No.6359546

Sigil's secret level midi is fucking emotional (in the second half). Awesome piece of music by Jimmy.

>> No.6359554
File: 1.63 MB, 1543x6138, Doom guide.png [View same] [iqdb] [saucenao] [google] [report]

Me an a friend want to play some Doom on LAN with Zandronum, what are some spicy mods / maps you would recommend?

>> No.6359556

I'll buy it if they come out with a physical version. No need to double dip on something that is digital-only.

>> No.6359568

Complex Invasion.

>> No.6359592

>the download for "complex-doom-invasion_0.99.7h.pk3" is 404'd

fuck man, that looked like a cool mod. Do you happen to have the files kicking around anon?

>> No.6359594
File: 20 KB, 212x410, 14948040927240.jpg [View same] [iqdb] [saucenao] [google] [report]

>Zadrotum will never catch up with JizzyDoom
>JizzyDoom will never have working multiplayer

>> No.6359597

Here's a good shorthand for you: Go to your Zandronum browser and look for any Complex Invasion server. Join it, and you'll download all the files. Then you can host your own with all the shit you downloaded. Ezpz.

>> No.6359612

>tfw i own Doom digitally on Steam, gog, and Bethesda.net

>> No.6359646

Is prboom-plus good for the vanilla experience?

>> No.6359649

That Ion Fury mapping sure took off huh?lol

>> No.6359664

GZDoom has working MP, but not convenient MP

>> No.6359668

That sure is not retro and also dogshit.

>> No.6359673

> zandro not up to date
> gzd cant do multiplayer
then where did those HD co-op videos come from
both of those statements can't be true, and we both know which of them is most true

>> No.6359675

Even GZDoom is good for the vanilla experience if you turn on software rendering, turn off mouselook, jump, crouch, and turn up autoaim. Otherwise yes PRBoom+ is totally acceptable.

>> No.6359679

Last time I tried it, it was a desync town. Were there any improvements lately?

>> No.6359680

What's wrong with Zandronum? I play that shit every day.

>> No.6359685

Thank you kind sir

>> No.6359686

Oh, I don't know, the fact that they are so many versions behind GZ, they don't even have ZScript?

>> No.6359687

What source port should I use for my first playthrought of Doom1/2/Final?

>> No.6359691

I dunno what that means but I got access to 100s upon hundreds of wads with Zandronum so it probably doesn't mean a whole lot. Is this one of those purist GZDoom vs Crispy gay shit that nobody but purists cares about?

>> No.6359693

Either prboom+ or crispy doom.

>> No.6359694

Choco, Crispy or PRBoom+, if you want true vanilla experience. GZDoom if you want modern conveniences such as mouse look (but you have to turn off the autoaim and texture filtering, otherwise you will become a huge faggot).

No, it's about the fact you can't play any modern game mods with it, aside from Keagan stuff.

>> No.6359695

I would recommend Crispy. You don't really need the fancy thing from GZ Doom and the likes.

>> No.6359696


>> No.6359702

I'll go with Crispy then. Thanks!

>> No.6359704

One more thing, where's the download directory for Zandronum? I can't find the pk3's.

>> No.6359713


>> No.6359721

The problem with Ion Fury is the enemy roster. It's so bland and generic that I have no desire to map for it. You've got guys who shoot and grunt "over here", annoying ass spiders, crossbow guys, zombies and other cybernetic dudes I already forgot about. The assets are great, but the gameplay is fairly shallow.

>> No.6359723

Build engine is retro. We've been over this a million times. Suck a dick faggot.

With your logic a Doom map made in 2020 wouldn't be retro. Eat shit and kill yourself.

>> No.6359726

What about the ghost dudes that explode. They're cool. And the beasts like those fuckers from Quake.

I guess an expansion with some new enemy and weapon types would do the game a world of good.

>> No.6359730

Thanks again matey

>> No.6359739
File: 3.50 MB, 1921x1080, Ion Fury -.png [View same] [iqdb] [saucenao] [google] [report]

I've heard that said a lot, but I think it's too many people comparing it to Doom and Duke. Fury is more in line with Blood and HL1, whose majority of interesting enemies are humans. I find HL1 and Blood's combat really satisfying, so Ion Fury was like riding a bike for me, hit scanners and all.

>> No.6359742

The AI is also fucking terrible. Some of the worst in any FPS I've played. They literally get stuck on walls or just stand still.

In doom or duke if you leave a room enemies will fucking follow you to try kill you. In Ion Fury they'll just stand there and not move.

>> No.6359748

Mapster32 sucks.

>> No.6359749

>With your logic a Doom map made in 2020 wouldn't be retro
What year did Doom come out?
What year did Ion Fury come out?

>> No.6359754

What year did id tech come out
What year did build engine come out

>> No.6359756
File: 254 KB, 1594x1594, Ion Maiden.jpg [View same] [iqdb] [saucenao] [google] [report]

Some are better about it than others i.e. shotgunners will pursue you, but crossbowmen tend to move side to side. But you're definitely misrepresenting the fact that many enemies in Fury are atop platforms or areas where they can't get down. If Doom were mapped like Ion Fury, enemies would act the same way: Attacking you from their perch. Now the counter to this would be
>Well why wasn't Ion Fury mapped better?
But I think that's an incorrect perspective/framing. E3M1, you have that narrow hallway of pinkies in a single file. Both Doom and Ion Fury are mapped to facilitate player challenge and enjoyment. Enemies don't pursue you much, but you should be moving in to kill them. Not watching them like some ornithologist.

>> No.6359758

Its not like there have been a ton of Duke 3D or Blood maps in comparison. The problem is their terrible editor they refuse to update to modern standards.

>> No.6359760

So, if Adventures of Square Episode 3 will come out, we are not allowed to discuss it here?

>> No.6359764

Just finished replaying both of them. I think SOA is now my favourite classic shooter. It's amazing, feels like Doom in Quake in terms of the speed and combat with none of the slowdowns of the original Quake levels. Even the music fits. It's brilliant and much better than Dissolution imo (which isn't bad either).

>> No.6359765
File: 6 KB, 103x36, LP9FCAS.png [View same] [iqdb] [saucenao] [google] [report]

Trailblazer 1.5 out

>> No.6359771

>It's amazing, feels like Doom in Quake in terms of the speed and combat
That's exactly how I felt.
>better than Dissolution
m8 who cares nobody discusses Ion Fury or Dusk or Wrath on /v/, or /vg/.
>Hmm where do I discuss these contemporary shooters clearly and unabashedly influenced by classic shooters?
>In the classic shooter thread? No way, fag!
Just tell him to ride your cock.

>> No.6359780

I think the ai problem might stem from the gigantic amount of sectors, that would explain why they get stuck in trim sectors. I'm really not sure though.

>> No.6359791

It doesn't help that Scourge has a better final boss so the ending sticks with you better. Still, Dissolution is nothing to sneeze at. The lava nails and multirockets allow for some nuttier enemy setups like with that fucking wraith dude who floats in the latter half of the game.

>> No.6359795

Is there a huge list of 90's FPS? I wanna see what there is to check out besides the top dozen classics

>> No.6359805
File: 1.10 MB, 400x224, tumblr_42f7a7dc9be1408ebc673083794a1307_3e48c906_540.gif [View same] [iqdb] [saucenao] [google] [report]

>every game is now retro because at least some facet of the engine can probably be traced back to pre-2000
Great, always wanted to be /v/ 2

>> No.6359806


Dig through that my man

>> No.6359816

>Facet of the engine
No. It's literally the same fucking engine. With limits removed. That's it.

You're acting retarded.

>> No.6359817

you seem like you're new to these threads, maybe fuck off back to /v/, eh tourist?

>> No.6359818

I got that same feeling but from DoE instead, because it has the crazy triple rocket launcher that makes combat faster.

>> No.6359819
File: 155 KB, 680x770, 1587494984965.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit please do. Will be waiting on it.

>> No.6359821

Read the post you replied to again.

>> No.6359827

>Two games is "every modern game"
Stop. It's two. Two games. One on build and one on Quake engine. That's it.

>> No.6359828

oh damn build engine is my favorite game
oh wait

>> No.6359829

Except nobody is doing that and nobody will because it would be absurd. Youre imagining negative scenarios to torture yourself.

>> No.6359834

>it's only two games
>it's only ten games
>it's only twenty games
>it's only every game

>> No.6359840
File: 131 KB, 1563x250, If Only There Was Some Sort Of Metric We Could Use That Easily And Compactly Defines What Is And Isnt Retro.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6359846


>> No.6359858

>Rules don't have exceptions

>> No.6359871

That is typically how rules work, yes.

>> No.6359874
File: 262 KB, 191x184, 1561941835914.gif [View same] [iqdb] [saucenao] [google] [report]

Ion fury is objectively the best build game. Its biggest flaw was not enough level theme variety

>> No.6359876

I want Ion Fury to go back to /v/ not because of its levels of retroness or not but because the IFIDF is absolutely insufferable as this thread has shown.

>> No.6359882
File: 7 KB, 106x118, 1547765619300.gif [View same] [iqdb] [saucenao] [google] [report]

god it hasn't been talked about in months, can you not suffer silently through a couple of basic acknowledgement posts and move on?
you don't fucking speak up about any of the other off-topic shitposting.
it's in a weird grey area. we've been over this. settle the fuck down.

>> No.6359893

Are you implying it isn't the typical spergy rules autists that plague this entire board not fucking things up?

>> No.6359902

>It's only two games
Isn't that more an argument to NOT post it.
Is your day really going to be that ruined because you have to post about two whole games on /v/?

>> No.6359908

Nah, it's still Douk. Ion Fury starts off strong but it doesn't have the enemy or weapon variety to make it a masterpiece.

>> No.6359915

All of its weapons are better than duke's in terms of impact and feel. The only real complaint is that they don't really have any gimmick weapons. All the enemies are solid without being complete bullshit and its level design in general has better flow than duke's in my eyes.

>> No.6359919

>you have to
considering every instance of IF discussion here ends up staying instead of being deleted proves otherwise
No one here discusses Will Rock or Battlefield because they’re released after 1999, on engines after 1999, and typically don’t work with 20th century hardware

>> No.6359920

Do people discuss things like serious sam and painkiller here since they resemble 90s shooters more?

>> No.6359931

both of those games are usually only mentioned in passing when making a comparison to the arena combat of Nudoom, which itself is a game that’s usually only mentioned in passing because it’s a reboot of the most discussed shooter here

>> No.6359938

fandom wikis are a fucking blight
all formatted for mobile, most of them have awful scrolling backgrounds
slow as fuck, images are all webp
compare pretty much any series that has a fandom wiki and a non-fandom one and the latter trumps the former every time
these are just the ones on the top of my head

>> No.6359940

I wonder if Painkiller will ever get a reboot? I remember it at least had a decent esports scene for a bit.

>> No.6359947

How do I keep windows from thinking crispysetup.exe is a virus and deleting it?

>> No.6359958

Dark Forces source port when?

That engine was impressive for the time.

>> No.6359960

Colorful hell and DoomKrakken's monster randomizer for Doom add new boss replacements as well as replacements for all the other monsters.

Arcane Dimensions and Quake 1.5 add new bosses in Quake as well as entire new levels.

>> No.6359962

it's annoying
I can lan with my brother with doom without much issue (at first, some longer games get real fucked for some reason)
Yet chex quest desyncs immediately every time.
Shit sux

>> No.6359968
File: 72 KB, 1039x874, index.jpg [View same] [iqdb] [saucenao] [google] [report]

What did you play on CacoTacoTuesday?

>> No.6359973

Even if I didn't know why fandom was shit, just comparing the front pages of the wikia for TES and UESP says enough. The latter looks much nicer, is clearly designed for PC, and gives a better impression. Also helps that it's got a similar layout to doomwiki, which means that it's either a standard site format or a sign of good taste. Guess I should be grateful that fans of classic Doom put care into what they do.

>> No.6359975

I think that should be perfectly playable. Are you running any mods?

>> No.6359978

That isn't until friday night

>> No.6359979

I really wish Wookieepedia wasn't a fandom site because I'm in a Star Wars tabletop game and looking for random shit between actions is fucking agony even with adblock out the ass.

>> No.6359990

A lot of this comes down to it being on Wikia, Wikipedia's commercialized as fuck network.
I can bear with these enough as I use adblock, and some of the bigger ones are usually very comprehensive at least, but anything modest is going to be sloppy as fuck.

>> No.6359992

I ran through E3M1 and E3M2 about ten times because they were so fun and I didn't really feel like progressing for now.

>> No.6359993
File: 400 KB, 1160x573, Screenshot_20200421_155720.png [View same] [iqdb] [saucenao] [google] [report]

The physical version has been out for almost a year

>> No.6359996

I thought Doom 3 was Id Tech 5?

>> No.6360007

Nice. I'm streaming Doom 1, Sigil, Plutonia, Doom 2, Doom 2016 and Eternal in order on YT. Played through E3M1 to E3M5 Today, pretty fun.

But Inferno has to be my least favourite original Episode.

>> No.6360015

Plutonia map 15. I expected it to be much harder since it got the reputation for being one of Plutonia's most difficult maps, but it was actually quite normal, I just needed to use cover well. Can't wait for map 32.

>> No.6360095

>its level design in general has better flow than duke's in my eyes.

Then check your optometrist, anon.

>> No.6360103

does anyone happen to have a scan of that "making of booklet"? I would love to read through it.

>> No.6360113

So I tried D4T with Bolognese, and I used the add on that makes sure the cacos and hell nobles bleed the right color, but the result seems to have also turned them, back to their vanilla style actors, is there a way to refine this?

>> No.6360115

Is there a Duke Nukem 3D equivalent of Freedom? Something like Freeduke?

>> No.6360129

Will there be another X00 Minutes of /vr/ in the near future?

>> No.6360137
File: 1.68 MB, 788x580, 2020042102021200-643A010CA88FC12A0B76DAC9BFD85440_2188 (1).webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6360156

Let's see that in the doom engine :)

>> No.6360158

Oh? Like which ones?

>> No.6360162


id Tech 4. RAGE was id Tech 5.

>> No.6360169

I like SoA, except for the bullshit deathtraps. The final boss makes id themselves look like amateurs.

>> No.6360179


>> No.6360197

Sure, why not. Should it be 400 minutes this time, or should we do another 100/200/300 minute challenge?

>> No.6360224

Why not do like a /vr/ mapset but without any speedmapping time restraints

>> No.6360226

iirc someone did something similar with MATH

>> No.6360230
File: 737 KB, 923x334, doom-64-bfg.png [View same] [iqdb] [saucenao] [google] [report]

Quick question, how does the D64 BFG work?

>> No.6360242

How about we do a Doom 64 level set? There's hardly any out there, and I think it could be cool.

>> No.6360245

let's be real anon, no one cares about doom 64
sure it was a nice novelty with spooky graphics/music but that's it

>> No.6360259
File: 374 KB, 1920x1200, file.png [View same] [iqdb] [saucenao] [google] [report]

Damn, 94 was rough. To replace sprites they had to use a tool that edited IWAD, inserted gifs and restored it after you are done playing. All of that just for this.
Packed those sprites into a separate wad for my modpack

>> No.6360261

doom 4's cacos and hell nobles bleed red though

>> No.6360271

Play it yourself then.

>> No.6360274

400 would be nice. There would probably be some pretty good maps that would come out of it. 200 is a more manageable chunk of time, but it may mean lower quality maps. I'm sure more anons will weigh in.
400 is a pretty good amount of time. There's a lot that can be accomplished with that. It's over 6 hours.

>> No.6360276

I don't know how to explain this, but I feel like idTech 6 and 7 show certain textures/lighting that are similar to 4's. Doom 2016 and Eternal had some flesh/skin textures and metal light reflections that really reminded me of how Doom 3 and Quake 4 handled them.

>> No.6360278

Yeah, pwad support was basically only levels, any graphics or stuff would require you to supply full sets of sprites; ergo if you wanted to reskin the Baron, you still had to either reskin everything else, OR, patch your new assets onto your iwad file, modifying it.

The source code release really made everything a million times easier.

>> No.6360284

I just found out the good news: after having their way with ZDoom, GZ and the madame (lol) are now laying their hands on Eduke32. I can't wait for the moment where I will be forced to buy a gaming laptop to play Build games (and be told to play the DOS version if I don't like the 'slight increase in hardware requirements' that is needed for the 'progress').

>> No.6360290

I like this idea, but I don't know how to map for D64. I think Slade can do it, but if not, that'll be a problem since DB is a pain to get running on Linux. Because D64 mapping knowledge isn't as common, I'd vote for no time limits if we go this route. I'll need time to get stuff figured out.

>> No.6360294

Well i think new textures were relatively simple, it was just sprites that were difficult.
Wow, graf is taking down the DOS originals and other sourceports to force everyone to use GZDoom and raze? Thats fucked up man, thanks for speaking up

>> No.6360295

Are they forking it? If not, I don't see the point given that EDuke32 is already pretty capable of producing some good eye candy.

>> No.6360301

Hi Graf/Rachel!

>> No.6360307

Not every wiki on wikia aka Fandom is equally shitty. Sure the ads are very often annoying nowadays. and the layout can be too much for some people. However, you can still find true information there from time to time.

>> No.6360310

WHO? I already know about Graf for sure but what?

>> No.6360317

>Not every pile of shit aka dung is equally shitty. Sure the flies are very often annoying nowadays. and the stench can be too much for some people. However, you can still find some nuts and corns there from time to time.

>> No.6360324

It's pretty much identical to mapping for regular doom, the main differences come from the lighting and the scripting. You need Doombuilder64, and I have no idea if it works with Linux.

>> No.6360325

Speak for yourself anon

Fuck yes, I'm already making one so I have this stuff pretty much figured out already, it's not much different from PC Doom mapping.

>> No.6360327


>> No.6360338

Nice but does this work for steam, and does quake spasm smooth out the frames of enemies? I didn't care about the occasionally big changes between sprites in doom, but as you said, quake is a whole new beast. Also does quakespasm work with steam?

>> No.6360348

Yes, and I wanted to correct that

>> No.6360350

99% of the time it's the loaded mods' fault. That, or someone done goofed and fucked up their load order. All people being on the same GZDoom version is also important. I've had desyncs happen due to players having different versions of the same IWAD. The possibilities are quite a few.

For what it's worth, Hideous Destructor folks regularly play MP in teams of at least 3 people and they haven't complained so far. GZDoom MP is pretty stable, to be fair. Like >>6359664 said, it's inconvenient, but works.

>> No.6360357
File: 23 KB, 798x407, 2cgkbe.jpg [View same] [iqdb] [saucenao] [google] [report]

>MFW reading that

>> No.6360380

Concern trolling admin over at Zdoom.org

>> No.6360385

I asked this before with quake but I'm stupid and need to know: does it work with steam?

>> No.6360391

then change the actors' blood values in slade, fgtmarkIV's mod is literally just giving blood values for vanilla monsters and that's overwriting the d4t ones, you should be able to change d4t itself to alter their blood

>> No.6360392

When Doom 2 came out, there was in interview with John Carmack where he talked about how there's a lot of people who think they've finished Doom after just playing the shareware.
In other words, it isn't new to Switch users. People have always been stupid.

>> No.6360395
File: 3.33 MB, 1920x1080, rrp_mfx.png [View same] [iqdb] [saucenao] [google] [report]

qs has animation smoothing on by default

for steam, just dump all qs stuff into the installation folder, then rename quakespasm.exe to winquake.exe
steam version does not include the soundtrack

>> No.6360405

That is sad about the music, but thank you nonetheless

>> No.6360417

Same as the classic one.

>> No.6360420

I have no idea man, you can get everything you need from the op links though. Playing Doom through a drm service sounds crappy.

>> No.6360425

Recently got back into trying to make maps again and it's really easy to underestimate just how much skill you need to have to do this. I'll be putting stuff together that seems okay and then when I actually try to play it, it's just retarded and isn't all that fun.

>> No.6360432

Just put 30 revenants in each room lmao.

Personally I have troubles placing monsters as well, that's why I rely on this thread.

>> No.6360434

Drm? Also it's the only way I could really think of

>> No.6360453

I have trouble with everything, really, not just monster placement. My shit sucks right now and I might just not be creative enough for this.

>> No.6360454

Mjolnir is impulse 226

>> No.6360465

Maybe try something like ludicruim
It's a wad that parodies the slaughter wad. It's unconventional from what I've seen, but looks fun. It could be your skill is in something like that. Basically try a joke wad but don't make it like a terry trap, or maybe ironically a slaughter wad.

>> No.6360473

It's almost time for dinner for me, so I'm gonna leave

>> No.6360521

bring me something

>> No.6360525

I want to make a map with a lot of teleporters. Anything I should keep in mind?

>> No.6360526

bon appetit

>> No.6360527
File: 355 KB, 608x699, blarf.png [View same] [iqdb] [saucenao] [google] [report]

>and it looks good

>> No.6360534

It should be fine, you just need DOOM2.WAD and Zandronum to play on LAN (port forwarding may be required). I just don't like the idea of launching Steam every time I play Doom, If it allowed you to easily join friends sessions that would be cool. I would copy the wad file to a different folder with all the components for doom multiplayer to bypass Steam.

>> No.6360537

And that's a good thing!

>> No.6360538

That mugshot looks like the fucking coomer

>> No.6360542

you also need doom seeker, forgot to mention

>> No.6360550

You think this was made by that same asshole who was pushing that "Doom remake" awhile back?

>> No.6360570

That Russian shitposter savant? Probably. His "Doom 4 Remake" still confuses me.
It looked like the typical, shitty Doomsday/Risen3D/JDoom fare with overly-plasticine textures and laughable models, and yet it got so much attention that game journo sites were reporting on it, the ModDB page was active, and places I'd never expect to see it, it showed up. Even when it got taken down, there were reports about it from those same sites, and it almost seemed like it was being spun into "Bethesda will no longer allow Doom mods," even though the reason it got taken down was because it contained the actual IWADs or something. Or maybe he took it down himself and somehow made up the whole Bethesda thing.
He even posted here, making weird photoshop pictures where his game had a physical copy that was being sold in Gamestop.
I heard the dude was from Russia's 2ch or something, and he either pissed off the people there or he had their support.

Whatever happened, it was fucking strange.

>> No.6360575

Also, one request I have would be to allow the use of the "Doom Textures for Doom II" pack on Realm667 (d1gfxd2.wad) so we have access to Doom 1 textures. I find that they're a great boon to map making.

>> No.6360576

*bone apple teeth

>> No.6360581


>> No.6360597

It would be more interesting than yet another mapset for Doom II.

>> No.6360623

For Thief 2:
Tafferpatch or T2Fix?
The pasta says the latter but the latter directs you to the former.

>> No.6360680
File: 44 KB, 614x206, Not Retro.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6360683

I read somewhere it was a coordinated troll op

>> No.6360690

Anybody here have any experience with Doom Legacy port? Specifically with music in it.
Does it support MP3 or OGG in latest versions?

Asking because I'm trying to get Phobia wad to run, but music doesn't start. Converting it to WAV helped, but obviously 350MB for a single wad is a bit much. No it doesn't run in any other port.

>> No.6360709
File: 29 KB, 400x400, 1330205511858.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember coming across an old DOS tool that converted Doom 1 WADs to Doom 2 compatible ones, complete with sprinkling in Doom 2 content. Got it to work with the Doom 1 IWAD and it did the job with one interesting quirk it put at least one Archvile in every level from what I remember

>> No.6360719

Only applies consoles and handheld game machines. Doesn't say anything about computer stuff.

>> No.6360720

I double dog dare you to go to the Diablo general and whine over there

>> No.6360730

I have zero clue how to do that

>> No.6360768

I'm sure if you pulled this in one of the Diablo/HoMM/Civ/Thief/DX threads you'd be laughed out

>> No.6360776

>Unreal 1
A tech demo but a really good one.
The OST and overall atmosphere are great,still stands out to this day.
>Unreal 2
Nothing that made Unreal 1 good and can't even stand on its own.

As much as I love UT,It's a damn shame the original SP part ended like that.

>> No.6360790

Do these upgrades replace automaps or radsuits?

>> No.6360796

Been wanting to play blood recently. Any good source ports for the game?

>> No.6360802

The boomerangs are chainsaw pickups. By default you'll start with the normal wooden boomerang in the off chance you play a WAD that doesn't have any chainsaws.

>> No.6360803

idgames archive wont accept wads with iwad assets

>> No.6360807

No, what I mean is what do these upgrades replace?

>> No.6360813

The worst part about Unreal 2 was the slow as fuck walking speed. I don't understand how all the old shooters since Doom got it right by letting you run fast but by the early 2000s everyone wanted to be a snail again.

>> No.6360814

Yeah, and that's what I said, the boomerangs replace chainsaws.

>> No.6360820

People here hate Fresh Supply, but I just played through on it and it seemed alright. I'm also not an autist though.

>> No.6360821

I've heard good things about BloodGDX. You may also consider Fresh Supply, though it has some issues stemming from Atari being cheapskates and only allowing one patch to the original broken game. I personally use Fresh Supply, since I've never been attached to the idiosyncrasies of the Build engine purists say are still not right in it.

>> No.6360835

normalfags want realism and familiarity, and having the movespeed of an obese cripple accurately captures the tactical prowess of the modern soldier

>> No.6360840

Which is why we call the fags

>> No.6360854

it could be argued that careful tip-toeing is something that is actually done, but that would probably apply more to Rainbow Six-esque games or those ones where you breach a compound or mansion, and being silent and precise is key
having a character geriatrically move around an open space is pointless, boring, and is a sure sign of consolitis

>> No.6360859

Oh ok i don't know what that means but I'll figure it out

>> No.6360861

Ah, right. Forgot about that. What a shame.

>> No.6360870

Fuck it, I won't include Phobia and its re-release in my pack at all. Not worth it.

>> No.6360947

Nblood, GDX and Fresh supply are the main ones. I'd pick nblood personally but fresh supply has made to order difficulty which is what I like to use when I play it.

>> No.6360959

It does but not as bad as 1, people just seem to forget everything except kditd and like five other levels

>> No.6360970
File: 859 KB, 1920x1080, Screenshot_Doom_20200422_040501.png [View same] [iqdb] [saucenao] [google] [report]

I can tell you how, it's easy as fuck.
For instance, for the baron:
Get SLADE and open D4T, navigate to decorate/monsters and open BaronOfHell.AED
In this text you can add a line 'bloodcolor' which you will then follow up with the rgb values you desire, for instance, the baron's green blood would have you enter:
BloodColor "00 64 00"

I'm a total amateur and have never tried this before by the way, took me about a min to figure it out, except i changed the imp's blood since i wanted to be able to quickly confirm it works.

>> No.6360975

What was the name of that wad that was like Brutal Doom but its totally not brutal doom?

>> No.6360989

Not bad, I'll have to look it up amd work out which values are which, I can even give the spiders blue blood.

Admittedly this is all a stopgap till a proper Doom eternal mod comes out

>> No.6361000

Project Brutality?

>> No.6361019

either what >>6361000 said or johnnydoom

>> No.6361023


Open console and enter...
For laser cannon:
>bind (whichever key you want to use) "impulse 225"
For Mjolnir:
>bind (whichever key you want to use) "impulse 226"

>> No.6361030

protip: mark's blood fixer should have the correct values in it

>> No.6361037

ah yes! that one. thanks yo
nice gonna check jhonnydoom.

Had been like 3 years of not playing Doom and I was looking for something fresh.

>> No.6361041

thanks, to be fair, I know much of his work is over rated, I still think it has merit despite his shitty attitude

>> No.6361047

What makes you choose Nblood over GDX?

>> No.6361063

What's burl tumd? Is it a tc or a smooth doom kind of thing?

>> No.6361069

parody mod of brutal doom that makes the attacks of you and your enemies more lethal

>> No.6361073

i prefer using a combo of nashgore and ugibs since i feel like the blood sprites he uses are too detailed and clash with doom's textures and, to be fair, mods that set blood color values already exist, personally i got the values from one i use that's called bloodfixer.wad
interested in that vietnam mod he's making though, the building destruction looks very cool
was made as kind of a response to brutal doom, it makes everything faster and hit harder, hasn't been updated in ages, but it's still very fun

>> No.6361085

Doom mod idea: Make weapons bob faster or slower depending on the tempo of the midi currently playing such that the weapon bobbing is a like a metronome in sync with the BPM.

>> No.6361090

>The ordinary Nailgun is slightly less effective against the Shambler, as it only takes 7 health points of damage instead of the usual 9.
Is this true?

>> No.6361107

where exactly in the text do I add the line?

>> No.6361115

I put it just before the line 'monster' which is under the 'speed' line, although i'm not sure if it matters.

>> No.6361161

apparently blue is BloodColor "00 00 50" had to look around for a bit but I think I did it, will test

>> No.6361171

What happens if the player stops?

>> No.6361173

There was definitely something unique about the music from the original composer of Unreal and Deus Ex.

>> No.6361181

nothing in the progs file suggests that, and testing it also suggests nothing of that nature
so wikia is bullshit, surprise

>> No.6361189

T2Fix. Tafferpatcher hasn't been updated in well over a year.

>> No.6361193

Thief 2 was basically the same engine as Thief 1, though.

>> No.6361210

I have never heard anything like that until now, and considering that there are people earlier in the thread discussing why wikia is shit, I wouldn't trust it either. There's maybe one or two other quake wikis and the one I know about doesn't list anything. I suppose your best bet is source code digging.

>> No.6361276

D4D OR D4T? Also what's the best way to play Shadow Warrior? I'm playing classic redux but the mouse controls like shit, and I've done all I can to tinker with it

>> No.6361337
File: 106 KB, 720x713, LUy0SCR.jpg [View same] [iqdb] [saucenao] [google] [report]

Think of a gameplay feature you want your level to focus on. Circle strafing? Infighting? Barrels? Cool. Then think up different ways to incentivise the player to use those mechanics.

E.g. you want them to circle strafe, so you put a bunch of imps on an island in the centre of a circular room, forcing the player to strafe around them. Jazz it up by adding some pinkies to chase the player around, and a teleporter the imps can use change their angle of attack.

Pic unrelated

>> No.6361398

>and I might just not be creative enough for this
You will get better at being creative the more you put into it and observe other peoples levels/art.

>> No.6361412
File: 121 KB, 1920x1080, 07714000.png [View same] [iqdb] [saucenao] [google] [report]

I have not toggled any eagle eye setting but there you have it. Could anyone pinpoint to what exactly causes zoomed in view in gzdoom?

>> No.6361423

Yeah really
deus ex is the first ost I downloaded and really listened to, I'd played games with really good music before but the way you play deus ex gives you a lot of opportunities to really enjoy the music in game

>> No.6361443 [DELETED] 

I remember this issue from years ago and the only way to fix it was configuration reset

>> No.6361456

so... it made the gibs green but not the blood thats strange

>> No.6361470


>> No.6361478

Based and Shellypilled.

>> No.6361481

The laser gun has its own button you dummy.

>> No.6361508

Somehow it happened to be set at 0. There was no menu setting so i had to use console and fix it with "fov" variable. Thanks

>> No.6361517

>The laser gun has its own button
No it doesn't, silly billy.

>> No.6361546
File: 2.45 MB, 2048x1100, HUUH4.png [View same] [iqdb] [saucenao] [google] [report]

I just fired up my vkQuake. Laser gun is 9, Mjolnir is 0.

>> No.6361562

NG always does 9 damage

>> No.6361590

I just fired up my Quakespasm, neither gun has an assigned key by default. Looks like it's something vkQuake fixes but not a standard feature.

>> No.6361598

How does Doom determine if enemies can hear you?

>> No.6361603
File: 388 KB, 680x813, clwon4u.gif [View same] [iqdb] [saucenao] [google] [report]

>Still using Quakespasm
vkQuake has the unlimited FPS of Quakespasm Spiked, along with native AA and AF. Get with the times, gramps.

>> No.6361612

And yes I'm aware vkQuake is a fork of QS.

>> No.6361616

>along with native AA and AF
I bet you play Doom with billinear filtering on the texture too you fucking faggot.

>> No.6361624

that was not the question
the question was whether those 2 guns have native binding
they are not
>but my one out of dozen sourceports give them bindings!
is a retarded argument

>> No.6361627
File: 803 KB, 815x815, dance.gif [View same] [iqdb] [saucenao] [google] [report]

>Bilinear filtering is the same as AF or AA
>Implying I'm not running gl_texturemode 1
You should really stop digging your grave any time now.
Suck his dick s'more, why don'tcha, yeah?

>> No.6361640

>posts Pepe
>goes full retard
Every time.

>> No.6361651

Even then, Quake works much better if you assign your weapons more convenient key binds that take maximum advantage of the instant weapon switching.

>> No.6361653

About to play Sigil, does the Buckethead soundtrack enhance the experience any more than the regular version?

>> No.6361656

when you make a sound alert, the alert will traverse all neighboring sectors recursively and alert any monsters in those sectors to you
if two sectors are vertically separated - that is to say, there's no air gap connecting the two sectors physically - the sound is blocked at that boundary
similarly, sound-blocking lines divide groups of sectors into sound regions, and only adjacent sound regions can hear each other
actual physical distance is irrelevant, as is being physically connected. if two completely separate sectors are joined together in the editor to be one sector, sound alerts will travel through that sector and propagate to both areas, despite being two separate areas physically.

>> No.6361660

Thank you kindly, anon.

>> No.6361661

Wait you actually think AF and tri/bi filtering is the same thing?

>> No.6361664

I bet you dont even know what AA is

>> No.6361684

Nah it was the other thing. Though the other comment didn't imply they were the same feature, just crimes of the same caliber, I think.

>> No.6361693

Burl Tumd is everything Juvenile Power Fantasy wanted to be but failed miserable at.

>> No.6361727

Admittedly it was silly to pass off one sourceports' bindings for all, and I should have specified in the first place. But denouncing AA and AF is just as silly. It makes Quake look really good. Not in a trilinear filtering "good" like GZDoom. Just good.

>> No.6361728
File: 216 KB, 500x500, 1586271683983.gif [View same] [iqdb] [saucenao] [google] [report]

Disregard this question, I suck cocks.
This soundtrack, however, does not. Damn, this is good.

>> No.6361830

I agree but that's just one level. There are worse deathtraps and annoying earthquakes in Dissolution.

>> No.6361845

Runs natively and therefore has better performance. Among other things.

>> No.6361848

Hey fellas, i was wondering if there is a simple script i can copy paste to make a few basic cameras work in my level. Basically i just want three cameras to switch between each other and than the gameplay starts. I was digging online, but i must be a complete brainlet, because i got none of it.

>> No.6361914

Eh. I like Jimmy's MIDIs for it better. Buckethead didn't actually make the tracks specifically for Sigil except for like one (the first one I think?). All the others were just from previous releases of his. So while they are good, they don't feel like they fit

>> No.6361929

>gl_texturemode 1
it's vid_filter in vkquake, and it doesn't even have an equivalent of GL_NEAREST, so way to prove yourself wrong, faggot

the bindings are set in the expansion's default.cfg, so whether they are set or not depends on how you launch it

>> No.6361951


New version of doom retro out

>> No.6361953

>when killing a caco takes three rockets

>> No.6361970

Jimmy's music wasn't new either.

>> No.6362014

>wasting rockets on cacos

>> No.6362017

See https://steamcommunity.com/sharedfiles/filedetails/?id=732999296
Tells you how to restore the soundtrack and other things.

>> No.6362018

Is it customary to record demos for your wads nowadays or is it pointless because ports?

>> No.6362030

>he's never experienced a sky-wide caco invasion

>> No.6362104

ancient aliens 2

>> No.6362158

Wad name?

>> No.6362169

Not them, but i believe it's the one that just came out, called Refracted Reality. You can find the link in the news post.

>> No.6362180

why does this exist
for what reason

>> No.6362189

Why the fuck do Vore projectiles track so aggressively?

>> No.6362191

It seems like it's trying to carve out the niche of boom-compatible crispy doom. I'd honestly consider using it if it didn't somehow manage to feel bad for some indescribable reason.

>> No.6362192
File: 1.09 MB, 1920x1080, gzdoom 2018-03-08 00-03-11-67.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6362218

Because fuck you.

>> No.6362249
File: 2.60 MB, 1920x1080, Screenshot_Doom_20200422_154859.png [View same] [iqdb] [saucenao] [google] [report]

My attempts at making a decent-looking platform continue to be thwarted by it not looking anywhere near decent.

>> No.6362250

I guess this is what you call a cacostrophe.

>> No.6362295
File: 1.99 MB, 1920x1080, contract_start.png [View same] [iqdb] [saucenao] [google] [report]

a circlestrafe counter, same as shambler's ranged attack and chthon's leading throws. a bit excessive on nightmare, but bhopping kinda makes it work regardless

>> No.6362297

You haven't drawn fetish art of it yet

>> No.6362331

The weapon stops too, but gets back in sync once the player begins to move again.

>> No.6362373

What is the purpose of this platform? Are there going to be enemies on it? Maybe make the corner sectors smaller and the floor on them a bit lower.

>> No.6362407

Monsters and teleport to take you to a different platform. Finding a way to climb on this platform is part of the challenge.

>> No.6362408

I think only the intermission and intro midis were new. Level midis were just stuff Jimmy had made for various scrapped projects that Romero thought sounded cool.

>> No.6362415
File: 424 KB, 514x836, 1515455113649.jpg [View same] [iqdb] [saucenao] [google] [report]

How the fuck do I use JFShadowWarrior? Do I need to compile the files somehow?

>> No.6362420

They were at least made for Doom.
Either way I agree with other Anon that they fit better.

>> No.6362434

Scratch that, I'm using Raze (unless any better options are suggested), but why is the mousewheel so fucky? Feels like I have to scroll it several times to select my next weapon, is that just a problem with Raze?

>> No.6362439

> vores
> literally trying to get their garbage in your face that you dont want

>> No.6362442

I don't know what's wrong with you people, the Buckethead soundtrack for SIGIL is fucking great.

>> No.6362443

It fits Doom about as well as brightmaps do.

>> No.6362446

At least I don't fit the mold of someone with bad opinions.

>> No.6362448

>no vore vore
the joke is right there
so why has nobody done it?

>> No.6362449

Oh, you don't like the Buckethead tracks either?

>> No.6362451

because youd like that wouldnt you

>> No.6362461

>implying you wouldn't like it
that's weird anon.
this is a one-off gag we're talking here

>> No.6362468

Also I don't think the fov actually changes when I put it to something other than 90, is this just Raze being janky or is it Shadow Warrior?

>> No.6362474

I just came here to say that "No End in Sight" is a piece of shit megawad and I hope the authors get cancer and die.

>> No.6362510

Yeah I gotta say, I really dig the midis myself. The Buckethead tracks are well produced, but I guess it's just not something I'd usually listen to.

>> No.6362525
File: 1.96 MB, 1920x1080, Screenshot_Doom_20200422_183505.png [View same] [iqdb] [saucenao] [google] [report]

This, I suppose is somewhat less of an eyesore.

>> No.6362534

Nice, maybe a wooden floor would be better for the parts where the torches are though, or at least something in the color of the dark metal below..

>> No.6362541

I definitely prefer Jimmy's midis, yeah. Probably helps that he's been actively making midis for the Doom community since 2007, so he's gotten pretty good at nailing the doom vibe.

>> No.6362545

No End in Sight is good, though.

>> No.6362553

I always thought this is the matching textures with the upper metal band.

>> No.6362581

Why? Too puzzley?

>> No.6362646

I was gonna say he looks like a Ferengi, but Coomer is better.

>> No.6362706

For real though,is that kind of atmospheric vibe that truly embrace the setting making it far more immersive.
Something that FPS games completely forgot at some point going for the boring usual orchestra epicness.

Half-Life,Unreal and Turok had all the right speed given the enviroment.
I don't mind a slow paced shooter but only when it goes for horror vibes and Unreal 2 is anything but a horror game.
In fact is arguably the most forgettable FPS of that era.

>> No.6362719

I deadass forgot that the coomer meme was a thing.

>> No.6362729

No, it isn't.

>> No.6362751
File: 60 KB, 340x504, RW_Tal'Set.jpg [View same] [iqdb] [saucenao] [google] [report]

Turok Rage Wars would've been amazing if it had some more open and well structured maps.
The weaponry was really good.

>> No.6362758 [SPOILER] 
File: 408 KB, 720x661, 1587575317856.png [View same] [iqdb] [saucenao] [google] [report]

I haven't.

>> No.6362778
File: 286 KB, 456x340, 1550709748803.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Turok 2
>On my way for the Primagen Keys
>Go to the The Death Marshes
>Decide to use the Cerebral Bore on those green cavemen creatures
>It doesn't work
>I assume it's a glitch
>Turns out the enemies are too dumb hence they don't have much brain to begin with

I love this game details,it arguably has the best death animations of that era.

>> No.6362818


nothing on sigil comes close to some thing like map32 in plutonia -


>> No.6362821


>> No.6363012

When I really get into a game and begin to really enjoy myself, it ends. All I can see in new releases is potential that will never be realized, but DOOM II managed to do so. I don't even like the game all that much, it just has decent enough gameplay and endless maps. Why can't this be done for Metal Gear Solid, Halo, Crysis or F.E.A.R?

>> No.6363030

the doom engine has been open source since '99 so that probably helped

>> No.6363031

Can anyone present me with a more comprehensive editing guide with slade only small post death spatters were recovered right, I cant seem to make the spray or the decals fit

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