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/vr/ - Retro Games


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6398004 No.6398004 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6390085

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

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

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

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

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR


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

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.6398005

=== NEWS ===

[5-2] Anon shares his newfag-friendly pack of Doom mods
>>6391483

[5-2] ZCode, a language intended to replace Decorate (?)
https://www.doomworld.com/forum/topic/114119-the-zdcode-booth/

[5-2] "ClusterBloom is a compendium of rare maps with the craziest ideas you'll see in your whole life"
https://www.moddb.com/mods/clusterbloom/downloads/clusterbloom-ver1-667?fbclid=IwAR3-cvF7li4clqcfaG4501TJOKoXLrmPGjuT7QnW_1dJz-66sFhJfx8mii0

[5-1] Austerity v3.0 RC1
https://forum.zdoom.org/viewtopic.php?t=68428&p=1149505#p1149505


[5-1] DBP23: Evil Egypt released
https://www.doomworld.com/forum/topic/114095-dbp23-evil-egypt/

[4-28] Anon shares a map, Sundered Citadel
https://mega.nz/file/ZnYiHKBa#6ZWeaLgeplVO6PgCGmsPOL8_HyV1sSEETi8uCfb_VNo

[4-28] A new YouTube channel about mapping in Trenchbroom
https://www.youtube.com/channel/UCMkmAYBVLAC9jGIUD4LjacA

[4-28] Further work on a Doom port/remake on the Amiga 500
https://www.youtube.com/watch?v=DvRxpxVRdEg

[4-28] More Quake Champions rips, guns
https://knockout.chat/thread/9182

[4-25] Anon releases Desolate, a Doom 64 Map (updated link)
https://www.dropbox.com/s/4i01os0bbby9ayz/Desolate%20v1.1%20for%20real%20this%20time.7z?dl=0

[4-24] Anon shares a map, Funny Towers
https://mega.nz/file/lA9ljB7B#kSBT3dW8CEsoyzVncKHwjDnkX0mBXPfxmERDlmxRylU

[4-24] Anon converts a few midi tracks using various soundfont banks
>>6369212

[4-22] Doom Retro updated to version 3.5.5
https://www.doomretro.com/

[4-21] Trailblazer 1.5 is out
https://forum.zdoom.org/viewtopic.php?f=43&t=47494&p=1148021#p1148021

[4-19] Anon shares first map, Heavy March, looking for feedback
https://mega.nz/file/GZ1RSKpY#UQ1CCbPEzfRYQssh2SbHr9bOFKIJFREPpOz5--Aptqs

[4-19] Refracted Reality mapset now available for download
https://www.doomworld.com/forum/topic/113801-release-refracted-reality-rc1/

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6398015

Quake is the real Doom 3.

>> No.6398036

>>6398015
Quake 2 is the real Doom Eternal.

>> No.6398037
File: 2.90 MB, 1280x720, bullying.webm [View same] [iqdb] [saucenao] [google]
6398037

>> No.6398038

Is the Unmaker in 64 just better than the Plasma Rifle? It seems that each shot hits harder and uses the same amount of ammo. I assume when I get more demon keys, it will use more ammo since it fires more projectiles, so maybe that's what will make the plasma gun better in some situations.

>> No.6398042

>>6398015
Quake isn't real.

>> No.6398046

>>6398036
>>6398015
Shadow Warrior is the real Blood 2

>>6398042
t. shub niggurath

>> No.6398047

>>6398042
But what about Unreal?

>> No.6398050

>>6398038
Pretty much, yes. With the keys it will deal many times its normal damage and, I think, each key also makes it cost one extra ammo per shot. The lasers go through enemies so it's better for fast crowd control than plasma. It's especially useful against Pain Elementals that hide behind Lost Souls.

>> No.6398057

>>6398004
https://www.youtube.com/watch?v=ldA2nziqPqs
how does this even exist

>> No.6398069

>>6398038
I guess the only advantage of Plasma Rifle is that it's faster than base Unmaker (a bit ironic considering they made Plasma Rifle slower in Doom 64). Upgraded Unmaker honestly breaks the weapon balance and just outclasses the other cell weapons, with the max Unmaker making the BFG look weak.

>> No.6398071

>>6398047
it's in the name, anon

>> No.6398082

>>6398038
The only time the plasma gun is useful is when you don’t have the BFG and you don’t have any demon keys yet. Once the Unmaker gets upgraded in any capacity, it instantly outclasses the plasma gun.
Actually, the Unmaker outclasses both of the other cell weapons when fully upgraded, which I guess is the reward for finding the secret levels.

>> No.6398085
File: 46 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
6398085

>>6398004
I made this for some friends to show the difference in speed between normal movement, SR40, and SR50 by racing against a fired rocket. Figured I might as well post it here because it was fun to make.

https://streamable.com/xc4iug

>> No.6398105

>>6398057
Putting aside the cheesy and somewhat trashy aesthetic of this mod, if this came out back in the day people would piss their pants and it would become a cult classic.

If you haven't seen it there's also this https://www.youtube.com/watch?v=Ntc-DrD4LNY

>> No.6398113

>>6398105
I don't see the appeal of this one, having to do big flashy combos for the most basic of zombiemen is gonna turn almost every WAD into a slog.

>> No.6398121

So I decided to go back to basics and replay Doom 2 with no saves which produced a rather oddly-named "doom2nosave" savegame, and I've made following observations:
1. Doom 2 is not as brown and ugly as I remember. I'm no fan of hell aesthetic but Spirit World was rather good looking. Also I realized that I actually like city maps, but I suspect it's the case of nostalgia goggles.
2. Challenge was achieved not through sheer number of monsters, but through fiendishly clever monster placement. This is one lesson I learned when making my own maps.
3. Once I got BFG, I only pulled out plasma rifle when I missed BFG key. I was reluctant to use plasma rifle because BFG was too good, and as a result I almost never had shortage of BFG food when I needed it, which made gameplay a lot less easier. Archviles are lot less scarier when you can melt them in one shot. Maybe if there was no BFG, we wouldn't have needed all those giant slaughterfests to challenge the player?

>> No.6398127

>>6398113
I think it needs its own monster mod and levels to really shine.

>> No.6398143

The level geometry is done and now I need to place the monsters, monster teleporters and do something about the long veiny corridor. Mancubus raising from under the water in your face will never not be funny.

>> No.6398159

>>6398037
noooooooo

>> No.6398173

>>6398037
:(

>> No.6398185

>>6398037
The only thing being bullied here is my retinas by this shitty smear filter.

>> No.6398189

>>6398185
And also the vertical mouselook

>> No.6398201

Daily reminder that Tom is king and his maps with sandy are the best ones from doom.

>> No.6398218

So mad that Nash took down the nashgore github. I still have a .pk3 with the universal gibable corpses, but it lacks other new features he added recently.

>> No.6398224
File: 252 KB, 2043x400, ultra good design and atmosphere.jpg [View same] [iqdb] [saucenao] [google]
6398224

>>6398201
Forgot the pic

>> No.6398240
File: 365 KB, 1920x1080, Hangar - The Ultimate DOOM.jpg [View same] [iqdb] [saucenao] [google]
6398240

>>6398185
Apparently this one is hq

>> No.6398249

>>6398218
Email him and ask him why.

>> No.6398250

Does Software mode of HL1 WON work in Windows 10?

>> No.6398256

>>6398249
>Project relicensing for the new version is in progress, Gtihub repo will be back after the official release of v1.1

>> No.6398267

>>6398105
I want to take a look at how he did that
and modify it to make ratchet and clank

>> No.6398290

>>6398042

You're not real

>> No.6398294

https://www.youtube.com/watch?v=H9lshHIpdi0

>> No.6398301

>>6398185
>complaining about how people like their game to look
this /v/-tier

>> No.6398303
File: 44 KB, 194x256, quality.png [View same] [iqdb] [saucenao] [google]
6398303

>>6398294

>> No.6398306

>>6398294
Is it really that hard for a big project like BD to get some idiotic artist to do sprite work for free? Christ.

>> No.6398318

>>6398306
Considering how much of a piece of shit Mark is, it's no wonder he gets the bottom of the barrel artists.

>> No.6398340

>>6398294
This is fake, right?

>> No.6398358

>>6398303
This... This is just Bruce Willis with his eyes painted over in paint.

>> No.6398360

>>6398224
Bland maps that don't use enough of Doom's technical capabilities. They need more height variation and outdoor areas.

>> No.6398362

>>6398004
>There is crispy Doom but no Crispy Quake

>> No.6398368
File: 100 KB, 288x297, Screenshot_20200504-163229_1.png [View same] [iqdb] [saucenao] [google]
6398368

>>6398294

>> No.6398375

>>6398362
Mark V WinQuake is the closest you'll get.

>> No.6398376

>>6398368
S e a m l e s s

>> No.6398381
File: 121 KB, 373x352, Screenshot_20200504-163251_1.png [View same] [iqdb] [saucenao] [google]
6398381

>>6398294
Cory in the house?

>> No.6398384

>>6398360
damn those maps didn't use a 128 height elevator I guess they really were shit.

>> No.6398403

>>6398004
https://www.youtube.com/watch?v=1icgXmbBR_k

>> No.6398418

>>6398403
>texture filtering on

>> No.6398425

>>6398418
Well it is meant to deform the game.

>> No.6398429

>>6398403
Pretty cool except the texture filtering. But yeah this allows for some truly creepy dynamic levels.

>> No.6398430

>>6398403
this will probably screw up map triggers on more complicated maps.

>> No.6398440

>>6398430
Some of the maps shown seem to get sectors broken, but otherwise relations should not be affected by moving vertices.

>> No.6398462

>>6398358
Prove it in a court of law, or give mark your money.

>> No.6398471

>>6398403
Imagine playing Going Down with this.

>> No.6398472
File: 169 KB, 600x600, 1586268775548.gif [View same] [iqdb] [saucenao] [google]
6398472

where is this from?

>> No.6398482

>>6398472
It's from Uranus Experiment.

>> No.6398505

>>6398482
rude

>> No.6398520
File: 15 KB, 391x384, FireShot Screen Capture #1127 - 'Animaniacs - E 4 - Hooked on a Ceiling - Goodfeathers The Beginning - Vídeo Dailymotion' - www_dailymotion_com_video_x5r8yps.jpg [View same] [iqdb] [saucenao] [google]
6398520

I love the quake franchise

except quake 2

fuck you quake 2

>> No.6398521

Is there a master levels launcher for chocolate/crispy doom yet?

>> No.6398526
File: 42 KB, 623x623, EFcG4y3XoAA-Gvz.jpg [View same] [iqdb] [saucenao] [google]
6398526

>>6398482
I needed the money okay?
I was young and foolish too!

>> No.6398527

>>6398520
You take that back, fagbag.

>> No.6398530

>>6398520
Quake 2 doesn't love you either. Fuck you.

>> No.6398538
File: 13 KB, 480x412, 1551477194523.jpg [View same] [iqdb] [saucenao] [google]
6398538

>>6398527
>>6398530
Fuck Quake 2 and Fuck you 2

>> No.6398542

>>6398538
Go back to playing Quake 3

>> No.6398546

>>6398520
Even Quake Champions?

>> No.6398548

>>6398403
Holy shit, thats wild.
Would be interesting to see more sane applications of this tech, like maps using it to move sectors in ways not possible with polyobjects.

>> No.6398549
File: 87 KB, 1024x925, 1585387897284.jpg [View same] [iqdb] [saucenao] [google]
6398549

>>6398546
Yes
>>6398542
Yes

>> No.6398563

>>6394541
>He didn't come up with the weapons but he's responsible for the BFG firing a single projectile and stopping them from removing the shotgun
Is there a source anywhere for them planning to remove the shotgun? I've never heard that one before.

>> No.6398583

>>6398520
Quake 2 feels embarrassingly easy on every difficulty and lacks the tension filled combat Quake 1 had.
But IDK it depends on what you think of Doom 3 since Quake 2 and Doom 3 are basically the same game

>> No.6398584

>>6398583
Doom 3 had more things going on

Quake 2 feels like a sloppy unfinished demo

The most interesting thing are the credits easter egg

>> No.6398589

Quake 2 is actually good.

>> No.6398593

>>6398589
*shit

>> No.6398595

https://www.youtube.com/watch?v=lajeh5yb1jM

>> No.6398597 [DELETED] 

>>6398593
cope

>> No.6398618

>>6398240
Lookin' good

>> No.6398656

Anyone have that one reaction image of Doomguy walking towards an imp with "Lord Forgive me I am back on my bullshit" written on it?

>> No.6398725

>>6398482
what, I didn't even get paid

>> No.6398751

Playthrough videos of Map07 and Map08 of 100 minutes of /vr/ are up.
https://youtu.be/f25TlINS7-Q
https://youtu.be/YGDcNGZIKaU

>> No.6398775
File: 257 KB, 700x394, Tupog.png [View same] [iqdb] [saucenao] [google]
6398775

>Plays some relaxing Native American music
>Decide to play it at 2x speed
>Now it sounds like Turok music
>MFW

>> No.6398791 [DELETED] 

>>6398593
cringe

>> No.6398793
File: 8 KB, 348x145, download (2).jpg [View same] [iqdb] [saucenao] [google]
6398793

Speaking of Turok,I miss that anon posting about that Turok mod for Doom.

>> No.6398807
File: 15 KB, 300x294, IMG_20190415_152350.jpg [View same] [iqdb] [saucenao] [google]
6398807

https://www.youtube.com/watch?v=1icgXmbBR_k

>> No.6398810

>>6398751
Cool.

>> No.6398816

>>6398810
Thanks. I've already recorded the rest of the wad. Considering doing a 200 minutes of /vr/ playthrough next.

>> No.6398817

>>6398807
Slow and blind

>> No.6398819

Quake 2 good

>> No.6398826

>>6398819
I'd kill you with my bare hands if there wasn't a screen between us.

>> No.6398837

>>6398817
???

>> No.6398860

>play ashes 2063
>enjoying it
>beat it
>feel empty inside
Well that was a bit flaccid. I tried playing it on survival hard but i didnt notice any difference so i stopped. Now i need more like this.

>> No.6398863

>>6398472
Unused doom64 sprite

>> No.6398874

>>6398189
There's nothing wrong with vertical mouselook.

>>6398403
That's just insane, it's in realtime and everything. I can imagine a million different applications for this, if it could be made to work with 3D floors and slopes, then I could imagine a million more.

>> No.6398910

>>6398472
SgtMarkIV, suprisingly
https://twitter.com/BrutalDoomGuy/status/1243830092809240578?s=19
https://twitter.com/BrutalDoomGuy/status/1243773541797036033?s=19

>> No.6398934

>The practice of selling mods has since become entrenched and accepted in all gaming communities
What the fuck did the editor of the Doom wiki mean by this?

>> No.6398937

>>6398472
>>6398910
hot damn

>> No.6398940

>>6398910
Dang, not too shabby.

>> No.6398950

>>6398910
He's capable of making that yet ends up with this shit?
>>6398303
>>6398368
>>6398381

>> No.6398951
File: 51 KB, 1593x609, mordeth directory.png [View same] [iqdb] [saucenao] [google]
6398951

I'm new to playing wads and I'm wondering what do you do with these pcx files. Do you just drag them into GZdoom like any other wad file?

>> No.6398964

>>6398950
I think that's a fan-made addon

>> No.6398965

>>6398951
They're picture files, anon.

>> No.6398970

>>6398816
I'd watch it.

>> No.6398982

Are the doom 64 lost levels any good

>> No.6398996

>>6398982
Yes. Better than the main campaign, even.

>> No.6399001

>learned how to speedrun E1 UV-fast
>now its not fun anymore
guys I ruined the magic how do I get it back

>> No.6399034

>>6399001

Don't play E1 for a really long time.

Speedrunning ruined super metroid for me for a while as well

>> No.6399050

>>6398982
Yeah, I'd say they're worth your time

>> No.6399067
File: 241 KB, 1600x900, 1562377436987.png [View same] [iqdb] [saucenao] [google]
6399067

Is plutonia 2 supposed to look like this?

>> No.6399068

>>6398934
Yeah what the hell, that's not true. Some may have "accepted" it, but people are still largely against it. Could you link the page you were reading?

>> No.6399076

>>6399067
No. Did you load it with the Doom II iwad instead of Plutonia?

>> No.6399079

>>6399076
Silly me, that fixed it. Thanks!

>> No.6399080

>>6399068
https://doomwiki.org/wiki/TeamTNT

>> No.6399091

>>6399001
Replay it with a gameplay mod or monster replacement. change up the music you listen to while you play. Kill em all by metallica works pretty well for Doom 1

>> No.6399103

>>6399091
Perhaps a texture replacement mod too.

>> No.6399140

>>6399080
what the astroturf

>> No.6399180

>>6399080
Oh wow.

>> No.6399184

>>6399080
I thought this was supposed to be the good wiki

>> No.6399191

>>6399184
The "bad" wiki actually has the article written as
>The practice of selling mods is still a heated argument for some players and communities.
Really makes you think.

>> No.6399203

>>6399191
To be fair, that's still not as bad as the one in the doomwiki.

>> No.6399204

>>6399203
That's exactly the point I'm making anon.

>> No.6399212

>>6399191
Looking through the edit history, the contoversy part was written back in 2007 by the user Adam Williamson. Seems like it's this guy https://doomwiki.org/wiki/Adam_Williamson..

>> No.6399221

>>6399212
>2007
That shit was even less true then than it is now.

>> No.6399236

are there any compelling reasons to switch from gzdoom builder to ultimate doom builder

>> No.6399239

>>6399236
The latter is in active development.

>> No.6399250

>>6398583
>Quake 2 feels embarrassingly easy on every difficulty and lacks the tension filled combat Quake 1 had.
Play the mission packs then.

>> No.6399256

>>6398593
*your opinion is shit

>>6398826
Ew, don't want to get all dirty from those Doritos-smeared hands

>> No.6399260

>>6399256
Gonna slap you with my cum socks.

>> No.6399284

I want to stick my head into sopping wet cyberdemon pussy.

>> No.6399294

>>6399284
Do they even have a pussy?

>> No.6399298

rip and tear

>> No.6399305
File: 19 KB, 420x420, s897ds89d7s.jpg [View same] [iqdb] [saucenao] [google]
6399305

thoughts?

>> No.6399313

>>6399294
Assuming the hdoom intermission screen is to be believed, yes.

>> No.6399328
File: 166 KB, 1055x1080, high intensity.png [View same] [iqdb] [saucenao] [google]
6399328

>>6399305

>> No.6399340

>>6399305
Cute mouth. Too bad about the toothy blue vagina.

>> No.6399364

>>6399305

p r o b l e m a t i c

>> No.6399368

>>6399239

Features? Workflow improvements?

>> No.6399410

>>6399368
At the very least I have noticed it crashes a lot less. GZDoom Builder is an abandoned project, so any bad bugs it has, you're pretty much stuck with them.

>> No.6399420

>>6399368
GZDB is 3 years old, while UDB is constantly updated and way more stable. Recently it has gotten a lot of feature support for working with 3d slopes. You have little reason to keep using GZDB which is more prone to crashes, especially when the UI is the same and you loose nothing by switching to UDB.

>> No.6399448

>>6399305
my thoughts? you're asking for my thoughts? i think that in a just society your hands should have been cut off for making this post.

>> No.6399456

>>6398368
Please don't bully Arnold.
He's my childhood hero.

>> No.6399457
File: 26 KB, 680x447, mynig.jpg [View same] [iqdb] [saucenao] [google]
6399457

>>6399448
We need more people like this.

>> No.6399497
File: 79 KB, 900x1000, 1566726533049.jpg [View same] [iqdb] [saucenao] [google]
6399497

>>6398656

>> No.6399529 [DELETED] 

>>6398218
He took it down because he's doing overhauls. I forgot the exact reason but this one has nothing to do with salt.

>> No.6399563

>Doom 64
>Map 20 music
I really hate this in a good way

>> No.6399567

>>6398121
>Also I realized that I actually like city maps, but I suspect it's the case of nostalgia goggles.
How can that be the case if you thought you hated them? That's not how nostalgia goggles work.

>> No.6399581 [DELETED] 

>>6398934
>>6399080
Looks like someone removed it a few months ago, and their version is still pending

>> No.6399584
File: 360 KB, 500x391, reaction (80).gif [View same] [iqdb] [saucenao] [google]
6399584

>>6398520
I love the Quake franchise

Including Quake 2

I love you Quake 2

>> No.6399587

>>6399584
Cute sprite, is it from some game?

>> No.6399593

>>6399587
it's from Metal Slug 3

>> No.6399595
File: 85 KB, 80x80, reaction (79).gif [View same] [iqdb] [saucenao] [google]
6399595

>>6399587

>> No.6399609

>>6399587
)>

>> No.6399626
File: 509 KB, 444x613, test.gif [View same] [iqdb] [saucenao] [google]
6399626

>>6398520
>>6399584
If it wasn't for Quake 2 I probably wouldnt have found this plugin player model that I still obsess over so thanks Quake 2, I guess.

>> No.6399656

>>6399584
One day I'll find you walking down the street and I'll make sure that no one will recognize your corpse.

>> No.6399673
File: 51 KB, 500x375, dNqdqOK.jpg [View same] [iqdb] [saucenao] [google]
6399673

>>6399656
t.

>> No.6399676
File: 27 KB, 600x542, A_Monkey.jpg [View same] [iqdb] [saucenao] [google]
6399676

>>6399595


>>6399626
I wonder who made it.

>> No.6399679
File: 5 KB, 200x200, slug (2).gif [View same] [iqdb] [saucenao] [google]
6399679

>>6399656
That's mean anon, i just enjoy games for what they are :(

>> No.6399680
File: 754 KB, 740x418, S83uYbj.gif [View same] [iqdb] [saucenao] [google]
6399680

Finished the first episode of Brutal Wolfenstein.
All around I really enjoyed it.
Too bad it was discontinued. What do you think about the mod,/vr/?

>> No.6399685

>>6399626
link to the model?
I know it was adapted for Doom.

>> No.6399686

>>6399679
Be patient, he has autism.

>> No.6399690
File: 37 KB, 256x256, slug (145).gif [View same] [iqdb] [saucenao] [google]
6399690

>>6399676

>> No.6399703

>>6399685
I can only find the basic model and skins over on the tastyspleen site, most of the quake 2 resources from ages ago are long dead. Tastyspleen has a small amount of servers that I think still runs quake 2 servers today so they keep an archive of stuff, including player models around.

>> No.6399715

>>6399703
I've seen someone using this model as a player skin in Doom - they posted screenshots

>> No.6399718

>>6399584
>>6399679
(Is that Fiorina "Germ" Germi?)

>> No.6399735

>>6399718
Yup

>> No.6399739

>>6399718
That's best girl, yes.

>> No.6399748

>>6399679
Let's see how you enjoy them without your fingers.

>> No.6399754
File: 2 KB, 55x41, slug (143).gif [View same] [iqdb] [saucenao] [google]
6399754

>>6399748
i'll use my feet ya dumbo.

>> No.6399759

>>6399754
You should standardize the resolution of your gifs. At least make these very tiny ones bigger.

>> No.6399764
File: 47 KB, 600x817, 465.jpg [View same] [iqdb] [saucenao] [google]
6399764

>>6399748
t.

>> No.6399786

>>6398362
Could always use r_scale in quakespasm for the look.

>> No.6399792

>>6399679
...I also like Quake 2. It's not the best Id game out there, but it's fun.
I guess it's mostly nostalgia, but I played it way too much during high school IT classes.

>> No.6399794

I always liked Quake II's blaster. Fuck you.

>> No.6399796

>>6399739
that's not how you spell "target practice"

>> No.6399797

>>6399794
I like the design but mechanically it was pretty lousy, low damage, low speed.

>> No.6399802

>>6399792
I feel most people overlook the multiplayer, despite the fact that Quake 1 was mostly popular because of it. I feel like Q2 was designed with multiplayer in mind.

>> No.6399804

>>6399794
Apparently id developers liked it too, because the concept of the infinite ammo energy blaster stuck in one way or another in various following games.

>>6399797
Good. Infinite ammo weapons that are too strong lend themselves to boring cheesing gameplay.

>> No.6399807

>>6399802
>I feel like Q2 was designed with multiplayer in mind.
It was, and it was also a lot more balanced than Quake 1.

>> No.6399808

Why were new music tracks made for TNT but not Plutonia?

>> No.6399812

>>6399808
Plutonia doesn't deserve it

>> No.6399815

>>6399808
TNT needed something to look good next to it.

>> No.6399820

>>6399804
you say that but because of how slow and weak the blaster is, it encourages the boring cheese strats because you're better off hanging as far back as you can behind cover, slowly plugging away at stuff.
The problem is it goes too far into utterly useless territory where you're absurdly vulnerable using the blaster. You'd be better off with a melee weapon.

>> No.6399823

>>6399820
>it encourages the boring cheese strats
that's entirely on the end user

>> No.6399824

>>6399823
It's better to design a weapon to not even have the temptation in the first place.

>> No.6399841

>>6399820
>The problem is it goes too far into utterly useless territory where you're absurdly vulnerable using the blaster.
That's the thing, it discourages cheesing everything with an infinite ammo weapon.

>> No.6399846

>>6399824
You always gonna have that though
In vanilla Doom it is very rare that you are prevented from hugging the corner and slowly shotgunning things from afar.
And shotgun ammo there might as well be infinite. I quite literally can't remember any time I've run out of shells.

>> No.6399880
File: 1.52 MB, 1843x1041, file.png [View same] [iqdb] [saucenao] [google]
6399880

>> No.6399965
File: 1.61 MB, 1845x1041, file.png [View same] [iqdb] [saucenao] [google]
6399965

>> No.6399975

>>6398934
I'm glad I'm not the only one who saw this and felt completely baffled by its inclusion in the article. I have to assume a Bethesda shill added it.

>> No.6399991
File: 1.29 MB, 1843x1041, file.png [View same] [iqdb] [saucenao] [google]
6399991

>> No.6399992

>>6399846
>I quite literally can't remember any time I've run out of shells.
Do you play continuous or pistol start? I've ran out of shells quite a few times pistol starting; some maps really starve you of ammo and you need to hit all your shots which means getting closer.

>> No.6399997
File: 241 KB, 1334x1122, Screenshot 2020-05-05 at 12.44.24.png [View same] [iqdb] [saucenao] [google]
6399997

https://www.doomworld.com/forum/topic/113234-satanic-infestation-open-and-public-domain-iwad-project-current-version-v004/?page=11

>> No.6399998

>>6399808
TNT was in development longer than Plutonia and had a much larger team. Plutonia had two level designers working for four months and that's it (I don't know if one of the Casalis did the textures or if someone else did them without credit, I can't find any info on it).

>> No.6400009

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

>> No.6400018

>>6399808
TNT was made by a large team of people, including some music composers.
Plutonia was made by just two mappers.

>> No.6400040

>>6399997
I think it's funny that some of the veterans of doomworld are actually level-headed and calling out people for bullying and insults.

>> No.6400091

>>6399997
These people should fuck right off. Dude's just happy working on his little project, it's literally not hurting anyone. Some people just love to power trip, I guess.

>> No.6400093
File: 16 KB, 400x293, 1051057.jpg [View same] [iqdb] [saucenao] [google]
6400093

>>6399807
>It was, and it was also a lot more balanced than Quake 1.
Not so fast.

Playing Quake 2 multiplayer makes you realize that almost every single change in Quake 3 was a result of them trying to balance the railgun.

>> No.6400095

>>6400093
Was railgun that powerful in Q2 multiplayer? I don't think I ever got a chance to play it.

>> No.6400118

>>6400091
>>6400040
it's no better than >>6394674

>> No.6400121

Is there an RPG mod for Doom that allows for export/import of the characters for continuous play with same character across different wads?

>> No.6400126
File: 598 KB, 1080x1632, 20200505_090007.jpg [View same] [iqdb] [saucenao] [google]
6400126

>>6399997
Yea but they shut the fuck up after this. One actually started to help instead of running his mouth.

>> No.6400145

>>6400121
If I remember correctly, if you use DoomRPG, you can go to it's hub/store map, save, and then change your map wad and load to play on a new mapset.

>> No.6400151

>>6400095
have you played any quake multiplayer with a railgun?
sniping weapons in multiplayer shooters was a mistake
losing most of your stack if not outright dying because someone peeked a corner from a mile away makes for frustrating gameplay

>> No.6400173

>>6400095
It dealt an even 100 damage no questions asked at any range, always accurate. If the enemy was far away there was very little you could do to stop them.

>> No.6400175

>>6398819
Quake 2 is pretty good.

>> No.6400198

>>6400151
>losing most of your stack if not outright dying because someone peeked a corner from a mile away makes for frustrating gameplay
This especially sucks in Quake 2 because of how little healthpacks will heal you for compared to other games. So you get tagged by the rail at long range, and now it takes twenty thousand years to collect enough health and armor to survive another shot from the railgun.

>> No.6400204

>>6399001
Play E1 with Hideous Destructor

>> No.6400210

>>6398403
Tried this. It's pretty neat, though some levels can very easily become an unplayable mess.

>> No.6400264

>>6400175
Don't worry, you'll have a lot of time to play it while bedridden in a hospital.

>> No.6400274
File: 119 KB, 640x480, The Dark Claw.png [View same] [iqdb] [saucenao] [google]
6400274

>> No.6400283

>>6399991
>>6399965
>>6399880
looks neat, what is it?

>> No.6400287

>>6400274
It's not that dark.

>> No.6400293

>>6400283
DAKKA mod+ Lost Civilisation mapset

>> No.6400310
File: 73 KB, 460x215, file.png [View same] [iqdb] [saucenao] [google]
6400310

>>6400274
I initially interpreted this sprite as a red Commander Video doing a faceplant.

>> No.6400318

>>6400264
You should probably chill.

>> No.6400358

>>6400204
I hate you autists for getting me into HD. I hate every second i spend with it, but i also return to it every single day. I guess it's better than my longtime obsession with Arma, i would spend 15 hours a day literally just driving a truck back and forth.

>> No.6400362
File: 3 KB, 45x38, slug (7).gif [View same] [iqdb] [saucenao] [google]
6400362

>>6400264

>> No.6400381

Eviternity is vastly overrated. The entire wad could have been compressed into a 9 level wad.

>> No.6400423

>>6400381
Eviternity is vastly underrated. The entire wad could have been expanded into a 3 full blown megawads

>> No.6400427

>>6398964
Yeah, those are too memetic to be real. I highly doubt that's actually his doing, I haven't seen that before.

>> No.6400429

>>6400381
More like, the entire wad could've been 6 separate minisode wads.
I really don't like megawads that try to ape Scythe 2's 5 map episode structure. I do like Scythe 2, mind you, but it just makes the whole thing feel like a collection of different smaller mapsets glued together, rather than having a cohesive theme or story to tie the whole megawad together.

>> No.6400432

>>6398964
>>6400427
>Replaces the grab sprites in Brutal Doom v21 open beta with different ones.
>This mod replaces the current sprites in Brutal Doom v21 open beta with different ones I have created using various resources all credited within the readme of the zip file. Currently only the Imp, Zombieman, Shotgun Guy, Chaingun Guy, and Player/Doomguy have grab sprites, I plan on creating grab sprites for the Zombie Scientist and Nazi later on.

>> No.6400435

>>6400432
So it is an addon by someone else then?

>> No.6400436

>>6400435
Pretty much, yes.

>> No.6400443

>>6398381
This one actually looks ok

>> No.6400449

>>6398381
lol blod looks more like a beard in this one

>> No.6400501

>>6398224
These maps (especially the latter) are a reason why i love the themes of episode 2

>> No.6400504

Can someone explain why I can walk under legs hanging from the ceiling but not other body parts?

>> No.6400521

https://www.youtube.com/watch?v=SSlu3W0tMyI

amiga wins again

>> No.6400527

>>6400521
What are some good Amiga FPS's anyway? Might as well play something other than Turrican 2.

>> No.6400539

Is Beautiful Doom /vr/ approved?

I'm new to Doom wads and the novelty kinda flew off for me with Brutal Doom, Beautiful feels more polished vanilla

>> No.6400542

>>6400539
It's fine enough, though I'm not too big on some of its changes. I prefer going with smooth doom alone.

>> No.6400551

>>6400542
tried finding the latest smooth doom but it always led to beautiful

>> No.6400569

>>6400539
>>6400542
>>6400551
Is it possible to get beautiful Doom's enemy projectiles and corresponding visual effects as a separate mod? I don't care for anything else in it, really.

>> No.6400585

>>6398294
>Bruce Willis and Arnold Schwarzenegger

>> No.6400587

>>6400551
https://drive.google.com/file/d/0B7UjVRGUGknva1pLemlSR1B2bk0/view

>>6400569
No idea, sorry. I believe it's an original by them unlike smooth doom.

>> No.6400613

hump yo mom

>> No.6400649

>>6400569
it should still be modular, but you need the master in the zip/rar

>> No.6400690

>>6400587
thanks

>> No.6400703

God damn I hate traps and tricks
up to that point the D2 is fine but after that it's an absolute mess. Shame the game has the best enemy roaster and weapons

>> No.6400750
File: 143 KB, 816x639, surreal blue.png [View same] [iqdb] [saucenao] [google]
6400750

This is getting a bit too surreal. Lack of hellish blue textures really hurts.

>> No.6400761

>>6400750
This somehow works really well, reminds me of Doom E2 aesthetics. The construction in the room where the blue key is is cool.

>> No.6400767
File: 111 KB, 614x768, bfsd4zxgcww41.jpg [View same] [iqdb] [saucenao] [google]
6400767

Hey guy srs question. When in the fuck did doomguy become doomslayer? I'm sure it goes back but I haven't heard anybody say anything other than "doomguy" before 2016 doom came out I believe I've been playing ports since about 2005 (aside from playing some doom a bit as a kid)


>>6398037
Holy shit those imps were pissed

>> No.6400768

>>6400703
I love Tricks & Traps, it's a great gimmick level.

>> No.6400769

>>6400767
I think this name is pretty much new Doom's invention.

>> No.6400776

>>6400767
Then you haven't played the new Dooms because Doom Slayer is the official name given to him in those games. Only in Eternal he gets called Doomguy by the resistance network, it's their nickname for him.

>> No.6400782

>>6400767
In 2016, with the reboot. Prior that he was called either the Doomguy, or canonically in Doom 3, the marine.

>> No.6400783

>>6400703
there are worse levels like The Factory and Downtown

>> No.6400784

>>6400750
Needs more FIREBLU
Joking aside, I could imagine that pool being part of some executive's office floor. I haven't seen many wads with classy areas with wallpaper, fountains, pillars, statues etc. Action Doom 2 is the only that comes to mind but that's barely Doom.

>> No.6400806

>>6400750
Not satanic enough
deploy hexagrams

>> No.6400813

>>6400806
This whole room is riddled with false floors hiding mancubi, I'm not adding any new sectors.
Would you be willing to settle for upside-down crosses?

>> No.6400817

>>6398910
>reuploaded version is the same gif upscaled
He doesn't have to do that for a gif to upload properly on Twitter, does he? I mean I know that Twitter is shit when it comes to uploading images (and shit in general), but surely Twitter gifs aren't THAT inherently compressed like the first version of the gif he posted.

>> No.6400823
File: 548 KB, 800x450, doomguy soccer.png [View same] [iqdb] [saucenao] [google]
6400823

>> No.6400829

>>6400813
>upside-down crosses
Like, Saint Peter's crosses? How are they satanic?

>> No.6400838

>>6400829
Ask whoever designed Deimos Anomaly.

>> No.6400839

>>6400817
It upscales it with shitty filter in any case to fit the column width.
In most cases it also converts it to GIFV whith bitrate dependant on resolution, which usually destroys pixel art.

>> No.6400859

>>6400829
Historically, they're not, but they've been used as such in gothic aesthetic for decades.

>> No.6400876

>>6398005

>>6398403

>> No.6400916

>>6399965
I like LC but the mishmash of aesthetics annoys me. Like you have a mostly good-looking Doom-style room then you've got a shitty photo-ripped plant, Wolfenstein-looking curtains, and a photo of a real person.

>> No.6400925

>>6400381
I want to like it due to the obvious amount of effort & skill put in it, but the annoying custom enemies, repetitive arenas, and poor framerates really put a sour taste in my mouth.

>> No.6400938

New update for Barely Breathing. an horror mod which is being made by a friend.

https://www.youtube.com/watch?v=h9wZq4Eglas

>> No.6400940

>>6400938

>>6398005

>> No.6400947

>>6400938
I like the gritty style of the sprite.
But is it me or is that Turok's hand?

>> No.6400962

>>6400947
Sincerely, i don't know.
i know that the weapon shown in the video it's based on the assault rifle from Kingpin: Life of crime, but for the hand template i don't know.

>> No.6400970
File: 61 KB, 300x300, Turok_2_Seeds_of_Evil_%289%29.png [View same] [iqdb] [saucenao] [google]
6400970

>>6400962
The thumb looked familiar,here it is.

>> No.6400996

>>6400829
Turning symbols upside-down can be seen as inverting their meaning.

For exanple, a pentagram is an ancient symbol of faith and healing. Turn it upside down and you have an icon of evil. It's the same with the cross. Of course there is the Saint Peter's cross which is also upside-down.

>> No.6401003

>>6400970
Indeed it looks very similar. maybe he used it as a reference.

>> No.6401059
File: 91 KB, 794x1102, fps family tree 7.png [View same] [iqdb] [saucenao] [google]
6401059

So apparently Crash might have been Doom Guy's lover, meaning Ranger and Chex Warrior were also decedents of Crash.

Why the fuck wasn't Chex Warrior in Q3, Live or Champions?

>> No.6401064

>>6401059
Explain.

>> No.6401071

>>6401059
I'm not even gonna ask why
*how* are you like this

>> No.6401076
File: 62 KB, 512x960, crash.jpg [View same] [iqdb] [saucenao] [google]
6401076

>>6401064
she was his commanding officer according to the Q3 manual. I only ever owned the Ultimate Quake edition which pretty much came with instructions for the three games but not a whole lot of lore like if I'd bought them by themselves.

>> No.6401084

>>6401076
What the fuck.

>> No.6401087

>>6401064
>>6401059
he's a gametheory cuck

>> No.6401109

>>6401076
don't forget to take your pills tomorrow

>> No.6401115

>>6401059
i am astounded by the sheer autism on display, but also pleased that someone remembers the Mortyr series.

>> No.6401124
File: 79 KB, 750x905, IMG_20190302_164104.jpg [View same] [iqdb] [saucenao] [google]
6401124

>>6401076
>>6401059
>A Crash Cuck

Because of people like you is why I dislike Crash immensely.
You motherfuckers are horny posers.

>> No.6401129

>>6401124
There's nothing wrong with being horny, but yeah, Crashposters are weird.

>> No.6401132

>>6401129
I know but whenever I see someone showing their love for Crash always seem to be weirdos,either memes or making fanarts.
Yes,arguably even more than Sorlag.

>> No.6401137
File: 75 KB, 462x462, bear.png [View same] [iqdb] [saucenao] [google]
6401137

>>6401087
I'm here because tonight we're going to uncover the roots and origin of some of /vr/s most notorious games.
>>6401129
>>6401124
Rash is basic anyway, Slash was always the better female.

>> No.6401138

>>6399250
I have and wasn't impressed, each relies on a crutch to up the difficulty by putting unfun turrets and shield robos.
It works to a small extent but ends up being even more tedious as a result

>> No.6401140

>>6401059
>no Phobos or Tank
shit tree

>> No.6401143

>>6401140
Every Quake 3 and UT character would have to be there if I put them, Crash and Malcom were the iconic/default characters for both games.

>> No.6401153

>>6401059
Where's Chasm Comrade?

>> No.6401172

That's it lads. I will release my map tomorrow no matter what, even if it still has veiny wall stretching across 3 rooms without interuptions.

>> No.6401182
File: 92 KB, 794x1102, fps family tree 9.png [View same] [iqdb] [saucenao] [google]
6401182

>>6401153
I thought I had him in there, he's in now

>> No.6401187

>>6401182
He should be between BJ and Duke.

>> No.6401197

Apparently the 1.1.1.0 WON version of Half Life has mp3 support but it was never implemented until it came to Steam.
There is a fan patch that fix this.
https://www.moddb.com/downloads/half-life-won-resolution-fov-mp3-patch..
For the people who wants to play hl music without a CD

>> No.6401201

>>6401182
why are mortyr guy and bj married

>> No.6401202
File: 93 KB, 801x1101, fps family tree 11.png [View same] [iqdb] [saucenao] [google]
6401202

>>6401187

>> No.6401205

>>6401201
They were only connected as likely cousins during ww2, don't have any line options other than solid arrow or dashed

>> No.6401210

>>6401137
>Slash was always the better female
Waifufags are gonna disagree with you.
Crash cucks are almost as bad as Samus Aran stans.

>> No.6401214

i have no fucking clue what you retards are talking about now but can we go back to talking about shooting things instead

>> No.6401223
File: 264 KB, 800x600, doom nfl.png [View same] [iqdb] [saucenao] [google]
6401223

>> No.6401229

Fuck, I haven't realized how much shit was published by GT Interactive. They had their finger pretty much in every FPS pie. Doom, Unreal, Build trilogy, even the fucking Chasm.

>> No.6401237

>>6401132
It's possible to be weirder than the weirdos who fetishize a giant alien lizard?

>>6399718
>>6399739
Weird way to spell Leona Heidern.

>> No.6401251

>>6401237
>It's possible to be weirder than the weirdos who fetishize a giant alien lizard?
When it starts devolving into obsession and you're horny for related posts to said character then yes.

>> No.6401256
File: 1.02 MB, 1020x667, the doom.png [View same] [iqdb] [saucenao] [google]
6401256

Does anyone else think Romero's Head On A Stick looks like Tommy Wiseau?

>> No.6401258

>>6401197
Oh hey this is neat. Thanks anon.

>> No.6401276
File: 1.22 MB, 653x904, 363.png [View same] [iqdb] [saucenao] [google]
6401276

>>6401256
https://www.youtube.com/watch?v=5PL_XbKhEcI

>> No.6401278

played through half of doom 2 a couple months ago because i didn't have internet. loved it. based boomer shooters

t. 23 year old zoomer

>> No.6401290

>>6401256
I recently realized that Elon Musk reminds me of that shot of Romero's head.

>> No.6401297

>>6401278
Play the rest of it, and Doom 1.
Also check out Quake and Duke Nukem 3D.

>> No.6401303

>>6401297
i formatted the drive with my save on it, but i wasn't on UV so it doesn't matter anyway. i'll probably try and play through on UV and see how it is.

my favorite map was tricks and traps, really memorable imo

>> No.6401304
File: 16 KB, 447x444, 1570333198814.jpg [View same] [iqdb] [saucenao] [google]
6401304

>>6401278

>> No.6401308
File: 32 KB, 430x500, 1587496872376.jpg [View same] [iqdb] [saucenao] [google]
6401308

>>6401304

>> No.6401323

>>6398004
I think Death Wish (Blood) is overrated. I didn't enjoy it, or at least not the first episode. Maps seem too gimmicky. The Thing inspired levels were cool though.
Also fate is cruel for leaving us with a perfect Crispy Doom, a still in development Crispy Heretic and no Crispy Hexen.

>> No.6401327

>>6401303
Doom/Doom 2 isn't a very long game, so that's no biggie. If you have any experience at all with older styles of shooters (health is a resource to find, there's a strong focus on mobility and maneuvering, ADS is non-existent outside of some games with sniper weapons, and you're given variously generous measures of explosive weapons), then it really shouldn't be particularly hard on UV.
Well, the bonus episode in Ultimate Doom is fairly tough on UV, at least in the beginning.

>>6401304
Gotta start somewhere, man.

>> No.6401343

>>6401323
The second episode gets better though.
It's set in space,the first map is long but jolly good fun.

I loved the SAW inspired map though.

>> No.6401345

something i like about hell in doom is how you can always find ways to associate certain props and textures with enemies, even if it's not intentional
and the overall concept of theme crossovers (hell bits on uac, uac bits on hell, hell on earth etc) could be linked to former humans
beings and worlds corrupted by hell, both seen in enemies and levels

>> No.6401351
File: 170 KB, 383x249, john.png [View same] [iqdb] [saucenao] [google]
6401351

>>6401256
sort of, but honestly I thought John Romero and John Travolta were the same person growing up

>> No.6401363

>>6401343
I mean, I'm still gonna finish it. Post Mortem is still my favourite episode though. The new enemies actually change up the gameplay a fair bit.

>> No.6401365

>>6401327
He could start by learning how to talk like an actual human being and try to spend less time on /v/.

>> No.6401368
File: 86 KB, 260x188, 1588183791583.png [View same] [iqdb] [saucenao] [google]
6401368

>>6398004
I posted this last thread but I still want to get more feedback from anons. I'm trying to fill out the gaps in this thread for WADs, from easiest to hardest
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/

I recently separated the BTSX entry into E1 and E2 as suggested, and moved Sunder up a tier due to the newer maps. I also have a list of unranked stuff at the bottom that I haven't gotten around to placing, would love suggestions on where to place those in the tiers.

This is what I have come up with so far:
https://pastebin.com/W0fLEbz3

>> No.6401372

>>6400093
It required more skill than the Q1 rocket launcher at least.

>> No.6401384
File: 1000 KB, 245x160, 2bm5.gif [View same] [iqdb] [saucenao] [google]
6401384

>>6401351
>Romero sees the engine Carmack just wrote

>> No.6401397

Funny how the motherdemon can go from borderline impossible to 5 second cakewalk depending on whether or not you have the demon keys

>> No.6401403

Thief: The Dark Project > The Metal Age
Thy Flesh Consumed is my favourite Doom Episode
Hexen>Heretic>Doom>Doom 2
I genuinely believe in all of this and I'm not trying to be a contrarian. I can also explain why. Anyone else feel the same way?

>> No.6401410

just downloaded doom haven't played it yet what are some good mods

>> No.6401421
File: 16 KB, 400x400, 3243242342323.jpg [View same] [iqdb] [saucenao] [google]
6401421

>>6401410
beautiful doom

>> No.6401430

>>6401410
brutal doom
Why the hell would you use mods for your first playthrough?

>> No.6401432

>>6401410
extreme weapons pack

>> No.6401439

Playthrough video of Map09 of 100 minutes of /vr/ is up. Spooky content warning.
https://youtube.com/watch?v=0ZkNl8QEdac

>> No.6401440

The best way to play the Ultimate Doom:
E1M1-E1M3
E1M9
E1M5-E1M7
E1M4b
E1M8b
E4M2
E4M6
E5M1-E5M9

>> No.6401442

>>6401410
play the game and then we can talk about mods.

>> No.6401443

>>6401410
I can never tell if these posts are bait (given there's an OP full of info on this) or genuine

>> No.6401447

>>6401443
Same

>> No.6401456

>>6401410
>>6401430
>>6401442
>>6401443
the op has been unchanged since 2014 so it's irrelevant, additionally ignore any jaded boomer getting you to play it without mods. if you're not playing it at the VERY LEAST with a sourceport that allows mouselook, 60+fps and widescreen support, you are hamstringing yourself.

>> No.6401463

>>6401456
>playing Doom with mouselook on your first time around
I don't care if the kid plays with on GZDoom with texture filtering on his first time, but come on man don't be this lame. Mouselook is only on for after you've experienced the original autoaim or playing gameplay mods

>> No.6401471

Is there a Duke Nukem 3d equivalent of Beautiful Doom?

>> No.6401475

>>6401471
DukeGooch32

>> No.6401478

>>6401368
I'll take a look at it later tonight or morning and post what I come up with

>> No.6401479

>>6401456
Now this is a tasty bait. How can I resist?

>> No.6401483

>>6401479
not bait, just my opinion
>>6401463
based and rationalpilled

>> No.6401489

>>6401443
they're not bait, people are actually just fucking stupid.
no one ever reads the OP, for even the simplest of questions.

>> No.6401505

>>6401456
You don't put fucking tabasco sauce in your food without tasting it first retard.

>> No.6401507

Does Dark Forces get any love around here?

>> No.6401509

>>6401456
>mouselook
>widescreen
You disgust me.

>> No.6401516

>>6401463
Mouselook on your first playthrough is fine, ZDoom and Doom Legacy have the most 90s feel to them

>> No.6401548

>>6401509
>>6401516
Widescreen is fine. Mouselook isn't.

>> No.6401560

>>6401507
Anon what do you mean with this question
If you want to talk about Dark Forces just talk about Dark Forces, why do you need to ask for approval beforehand

>> No.6401561

>>6401507
As much as we can with the tape-and-prayer ports we have for it.

>> No.6401564

>>6401561
I will never not be mad about this.

>> No.6401568

>>6401507
does it have any mods?

>> No.6401571

>>6401548
>>6401463
>>6401509
i basically exclusively play with mouselook and have been for years. tell me what's actually wrong with it, other than just letting you shoot at what you want to shoot at.

>> No.6401573

>>6401560
Sometimes you wanna get confirmation that other people exist who've played (insert game here) before you embarrass yourself on 4chan.

>> No.6401589

>>6401571
Using mouselook in maps that were not designed with it in mind is on the same level to jumping or crouching to skip progression. You could use the same argument of "oh well, I'm shooting where I want to shoot" with crouching and jumping. "I mean, it's a chest high wall! I should be able to jump there!" "I mean, it's a little hole, I should be able to crawl there!". Ok anon but you weren't meant to when the map was made, there's the reason why. You should only use moselook/jumping/crouching if the map was specifically designed for it in mind, or if you're using a gameplay mod

>> No.6401590

>>6401571
Wads like Plutonia have encounters that are based around Doom's autoaim range. While it doesn't make a huge difference, you are trivializing certain parts of levels.

>> No.6401591

Any good "class" style mods outside of final doomer and samsung or w/e

>> No.6401593

>>6401571
The maps weren't designed with it in mind and it makes some parts of certain levels trivial.

>> No.6401595

>>6401571
Game isn't designed for vertical mouselook, it's basically cheating in vanilla.

>> No.6401597

>>6401571
At that point I have to question why you're playing vanilla Doom at all and not just playing Quake or whatever. It sounds like that's what you actually want to be playing.

>> No.6401605

>>6401591
DoomRL Arsenal
GMOTA
Combined Arms

>> No.6401607
File: 13 KB, 1609x645, IMG_20200505_171236.png [View same] [iqdb] [saucenao] [google]
6401607

>> No.6401608

>>6401589
>shooting somewhere you want to shoot is tantamount to sequencebreaking
the pointless purist elitism and bigotry never ceases to amuse me

>> No.6401612

>>6401589
that's definitely fair, but the areas where it becomes outright abusive are a lot fewer, and unlike crouching or jumping it has pros which i personally consider to outweigh the cons.
especially for someone just getting into doom for the first time today, i don't think it's too preposterous to say that it's ok to play with mouselook. and horizontally locked mouselook is the best of both worlds, though it can feel a little uncomfortable at first.

>> No.6401618
File: 734 KB, 1024x576, Screenshot_Doom_20200506_000139.png [View same] [iqdb] [saucenao] [google]
6401618

>> No.6401620

>>6401368
Add chex quest under easy

>> No.6401621

>>6401597
>the only difference between quake and doom is mouselook
Ah yes. Definitely. Pat yourself on the back for that one.

>> No.6401628
File: 597 KB, 1024x576, Screenshot_Doom_20200506_000233.png [View same] [iqdb] [saucenao] [google]
6401628

>>6401618

>> No.6401632

>>6401608
Ok anon I'll bite. You're playing a map where there's hitscanners firing on you from outside auto-aim range. The mapmaker placed them in such a way where you CANNOT fire back on them because your autoaim won't lock on to them. You're FORCED to move forward or find another way through.

If you're using mouselook, there's nothing stopping you from plinking away at the threat from infinite range (because there's no dropoff or ballistics simulation in doom) and render them completely impotent.

>>6401612
By mouselook I don't mean using the mouse. That's fine. Romero himself recorded the demos in Doom back in 93 using a mouse to do horizontal looking. By mouselook I specifically mean being able to look up and down.

>> No.6401635

>>6401608
>bigotry
What the fuck are you even talking about.

>> No.6401637

>>6401612
>and horizontally locked mouselook is the best of both worlds
Nobody. Not a single person who says to not use mouselook. Means "don't aim with the mouse". They're talking about freelook and just using the wrong terminology.

>> No.6401642

>>6401637
yeah my bad I meant freelook here for example >>6401632

I'm even okay with using freelook to explore a level/do sightseeing, I just immediately turn it back off for combat.

>> No.6401647

what are some good doom WADS to start out with.
already played scythe

>> No.6401649 [DELETED] 
File: 74 KB, 1053x1120, 1587502244010.jpg [View same] [iqdb] [saucenao] [google]
6401649

https://www.youtube.com/watch?v=PRI2rTwvWfk

>> No.6401651

>>6401647
Ancient Aliens
Eviternity
Valiant

>> No.6401652

>>6401608
>You humour me greatly with your arrogance and contempt, a flood of accusations born from the poison of envy and smite of disrespect

>> No.6401654

>>6401647
have you read the op? just play the stuff in there.

>> No.6401668

>>6401649
>Basedjak
Opinion dismissed.

>> No.6401669

>>6401649
sieve 11 is based

>> No.6401686

>>6401595
there isn't any zoom/look down sights with verictal mouselook and with ZDoom at least it doesn't change the vertical aim different except maybe with rockets of which would auto lock to higher places anyway if there was an enemy. if mouse helps with anything it's turning and having strifing on your AD/arrow keys versus having to stretch your hands across the keyboard to strife. Jumping and Crouching however I will admit make the game easier but the original Doom had a (broken) mouselook built in.

>> No.6401689

>>6401668
>>6401669
what did he post?

>> No.6401691

>>6401689
ProDoom II

>> No.6401710

>>6401635
"Bigotry" isnt specifically related to "muh racism", The actual definition is "refusing to accept new ideas".

>> No.6401728

>>6401628
Am I the only one that doesn't like the aesthetic of nuDoom? I prefer crude wood/metal shotguns

>> No.6401729

>>6401710
>>6401635
Don't engage,remember what happened with one of the last threads.

>> No.6401734

>>6401710
That sure isn't what I was taught.

>> No.6401740

>>6401728
it tries to be overly futuristic when old doom felt more "contemporary"
when you think about it, the super shotgun fit the setting more in old doom than its new iteration fit 2016

>> No.6401741

>>6401710
>>6401734
I miss the days when I thought bigotry was just a funny word for mustache (bigote)

t. spic

>> No.6401748
File: 176 KB, 816x639, scull ceiling.png [View same] [iqdb] [saucenao] [google]
6401748

Should I replace sculls with guts? I didn't want to have a gut ceiling again, but such a large area of sculls looks kinda weird.

A lot of textures look weird up-close now after 3D graphics was invented.

>> No.6401752

>>6401748
try gzdoom, also install linux.

>> No.6401761

>>6401752
Nah, as long as I stay true to limit-removing ports, I have excuse to not learn anything truly advanced. Everyone will think I'm a purist and not just a lazy cunt.

>> No.6401763
File: 2.45 MB, 4134x4094, 1588704936917.jpg [View same] [iqdb] [saucenao] [google]
6401763

>>6398004
Hi, I'm new to doom and I got Gzdoom last week.
What "Super hard" levels/level packs would you recommend for someone looking for a challenge?

>> No.6401768

>>6401728
I don't like pretty much anything they've done with the new dooms.

>> No.6401772

>>6401763
Hello newfriend, take a look at my pastebin list at the bottom of this post
>>6401368

>> No.6401775

>>6401748
either way sounds like it would be pretty ugly. a skull or guts ceiling contrasts with the rest of the room. what are you going for? does it specifically have to be a gore ceiling, or would something sufficiently hellish work?

>> No.6401781

>>6401728
I'm not sure what are you talking about. I'll just reiterate that horizontal mouselook is fine, but vertical isn't in vanilla as it breaks the game a little. If one wants to play vanilla doom for the first time then he should only use horizontal look and that is all.

>> No.6401782

>>6401781
Ah damn, quoted the wrong post, meant for >>6401686

>> No.6401789

>>6401686
>the original Doom had a (broken) mouselook built in.
What the fuck is broken about vanilla Doom's mouselook?

>> No.6401806

>>6401775
I need something hellish, yes. At least something that isn't blue, because while I want this room to be themed around colour blue, I don't want the whole thing to be blue.

>> No.6401812

>>6401368
>>6401772
Thanks mate.

>> No.6401813

>>6401789
because Doom Guy would move forward and back with the mouse instead of only turn. My lazy ass would just nest in a blanket at our home computer 20 years ago and and play the game one handed but it was broke as shit.

>> No.6401815

>>6401728
New games go for this somewhat bland super futuristic look with a mix of fantasy. Even the demons appear more like aliens, though that might as well be the same thing depending on who you ask. Either way I prefer classic doom's more honest aesthetic and visuals, especially when it comes to weapons.

>> No.6401819

>>6401813
Oh right I forgot you had to use an external program to disable that in dos.

>> No.6401837

>>6401815
>Even the demons appear more like aliens
Chitinous carapaces everywhere. It's getting tiresome.

>> No.6401847

>>6401837
Eternal is a bit better in this regard, but 2016 was terrible. I hope all the different mods that try and emulate 2016 start to adopt the eternal artstyle

>> No.6401859
File: 2.47 MB, 1887x5906, Satanic Infestation 02.png [View same] [iqdb] [saucenao] [google]
6401859

>>6399997

>> No.6401872

>>6401815
What makes a demon look demonic, other than the usual goat pieces?

>> No.6401918
File: 1.96 MB, 1600x1551, 1532558177696.png [View same] [iqdb] [saucenao] [google]
6401918

>No End In Sight e1m3
>if you kill some specific imps you can't access the secret level
Why do people think this is a good idea?

>> No.6401927

>>6401410
>>6401763
https://pastebin.com/ahQKcKY8

>> No.6401949

>>6401410
hentai doom

>> No.6401960

>>6401872
i think it's less about looking demonic and just the fact the chitin thing is always added everywhere, like a recurring thing
even the archvile has it

>> No.6401972

>>6401421
Honestly one of the best mods.

>> No.6401989

>>6401918

I think you must be misunderstanding the setup. What you're describing is impossible to do in vanilla doom.

>> No.6401993

whats the consensus on Project Brutality 3.0?

>> No.6402018

>>6401076
>>6401059
Crash has an interesting chat AI. Anyone else try talking to her in Quake via chatbox?

>> No.6402026

>>6399497
Thanks, man.

>> No.6402048

>>6401872
That isn't as simple of a question to answer as it may seem. Though I guess one thing would be the explicitness of their unnatural and decrepit parts, at least for Doom. But the issue of the new designs is more that they add too much detail where it isn't really needed. Just compare the Cyber Demon and Tyrant. The redesigns in general look less scary and more "safe".

For all the problems Doom 3 had, at least it didn't disappoint in that department with its unsettling enemy designs. Hell, everything in that game has an air of uneasiness. I'm not saying D3's redesigns were particularly good, but at least the enemies looked like demons.

One thing I've noticed with modern games and media in general is that the more detailed and polished something looks, the less frightening it is. A monster doesn't need a dozen horns and teeth to look scary.

>> No.6402081

>>6402048
my theory on why stuff is overdesigned nowadays is because of desperation for creativity
artists are trying to make sure they suddenly reach something specific enough to go "see, this is iconic, if people look at this specific detail or shape, they'll associate it with this thing i made"
kinda like with music, where a lot of modern music sounds "noisy" as if we hit a limit with traditional melodies

>> No.6402090

>>6401763
Start with Plutonia.

>> No.6402103

>>6402081
That and there's a push to justify the increased graphical fidelity. Also in general the populace superficially perceives how, if there's "more" of something, than it must mean it's better.

I bet if you told one of these artists to redesign an animal like a dog for example, they'd give him another pair of legs, two tails, lizard scales, shark teeth and glowing eyes.

>> No.6402128

>>6401763
Master Levels on UV

>> No.6402143
File: 29 KB, 330x330, belphagor.jpg [View same] [iqdb] [saucenao] [google]
6402143

>>6401872
Look at some black, death, doom metal album covers pale vanilla/grey skin with a lot of dark grey bones and bright red blood around flesh exposed in odd places to catch you off guard and make me vomit internally while the pinkish red eyes stare into your soul and shred your ears with the tormenting sound you imagine by looking at the razer wire wrapped around their skin coming out of their bloody scars and sheed noises from their claws.

but yeah take inspiration from metal, listen to some Lord Mantis with your eyes closed in the dark and design what you envision, that's the thought process I'm sure Raven used to to design a lot of the demons in Heretic/Hexen.

>> No.6402152

>>6402143
doom still has some designs that could have been alien, like the archvile and spider brains
i guess that's part of how doom hell is
a mix of different stuff and more than meets the eye
a specific type of hell that decides to combine different things but still feel hellish
maybe it is some mix of fantasy and sci-fi but a more specific one

>> No.6402165
File: 974 KB, 1920x1080, gzdoom 2020-05-05 18-16-55-220.png [View same] [iqdb] [saucenao] [google]
6402165

>>6401993
You'll find no bigger fan of PB than I in these threads. I'm a huge proponent and fan of an older version of PB 3.0, the one from August 2017. It's still on the wadarchive. I think it's fucking fantastic, and I wasn't a fan of the direction the latest builds were heading into from the PB discord/github...until I tried the latest version. I have to say, I've got lots of fucking hours in that 2017 PB version, but the latest github version blows it out of the water in all ways, particularly optimization and weapon balancing. I've been running through Whitemare 2 on 2017 PB, and map15 just tanks my machine. I was pushing through, pushing through, but a particular battle gets unbearable. I made the switch to the latest github build, and fuuuuck me what an improvement. Absolutely wizadry. And then you have those aforementioned weapon balance changes which just tickle me pink i.e. the acid grenade launcher rounds are nowhere near as OP as they used to be, or the SSG having a quick reload to actually make it viable against draugers (black revenants). I was actually ready to move on from Project Brutality and just go straight Crispy Doom for a while, but this latest github build is everything I wanted improved from 2017 Project Brutality 3.0.

I will name a few downsides, one of which the devs told me he'd look into: Being unable to all four barrels for dual ssgs really stinks, since that was present in the 2017 build. That's gonna come in updates I was told. And secondly, the nailgun's primary fire sounds like such a little bitch. Sounds like a sewing machine. I just use the alternate harpoon fire instead.

>> No.6402179

>mapper uses a very busy texture and hides an extremely tiny switch in it
>mapper hides a secret in a random corner in a massive lava area with no radsuit on the map at all

>mapper hides a tiny switch in an extremely busy wall texture in a massive lava are with no radsuit at all, in a wad where damagefloors do double damage, and the switch opens up a wall at the very beginning of the map

Fucking Impie.

>> No.6402182

>>6402165
based
I really love it I either play this or Beautiful Doom. I enjoy playing it with D2 but the original maps are kinda trash to me compared to 1. Any suggestions that work well with PB for maps?

>> No.6402183

>>6402179
Forgot to add:

>the secret is just a medpack

>> No.6402185

>>6402152
Adrien Carmack did an excellent job designing the art for the games, monsters and textures because it was Mars, but it wasn't green adn blue ufos like Star Trek, and it was Hell with pentagrams and upside down crosses, but it was in no way a Christian game. He did a great industrial rustic punk thing with how everything was designed with a lot of mechanics and flesh all around the design sort of like a mix of H.R. Giger and Wayne Barlowe, with more blood. Exploring those two artists along with of course Zidzlaw Beksinski and Mariusz Lewandowski could give you some good inspiration for vivid hellish art that just tears you apart from the sight of it.

>> No.6402186

whats the best mod for Doom64? looking for something adding QOL shit like Beautiful Doom

>> No.6402192

>>6400126
This is why I fucking hate forums. Everything is about the identity of the poster, not the posts themselves. Everyone dogpiles on that dude for his amateur project and shits on him but runs away the moment someone with "clout" opposes them.

>> No.6402195

>>6402192
That's everywhere. Anon, that's just how people be

>> No.6402206

>>6402186
Doom 64 Retribution. GZDoom, adds in a bunch of flair like reload animations that resemble the ones from PC Doom/Doom 2 instead of the default jerk back animations, stuff like that.

https://www.moddb.com/mods/doom-64-retribution/downloads/doom-64-retribution-version-151

It also has an optional wad that modifies the zombieman sprite so he's holding a rifle. (By default in Doom64 the zombieman and shotgun guy look identical)

https://www.moddb.com/mods/doom-64-retribution/addons/fixed-zombieman

There's also Brutal Doom 64 but that diverges pretty damn heavily from the original game.

https://www.moddb.com/mods/brutal-doom-64

>> No.6402209

>>6402206
Forgot to note, the vast majority of stuff Retribution adds can be toggled in the options.

>> No.6402214

>>6401202
>Kyle Katarn
>Dad of Corvus
Excuse me what?

>> No.6402217

>>6401989
Imps open doors from the opposite side so you can get the red key. Those doors can't be opened from the player's side.

>> No.6402223

>>6401223
kek

>> No.6402224

>>6401202
>Point Man
>Somehow the son of Patrick Galloway
>Despite Point Man being a young man during the mid-2000s and Patrick being too old to concieve him
>Somehow Patrick fucked Alma and was involved in the Alma project despite being some fucking Irish dude fighting the supernatural in his ancestral home
>Chell is the daughter of Caleb despite Blood taking place during the 1940s and Portal being set in the future during the Seven Hour War
What the fuck am I reading?

>> No.6402231

>>6401642
>I'm even okay with using freelook to explore a level/do sightseeing

That can still be sequence breaking if you shoot at potential switches that way, IIRC Memento Mori has secret switches that you shouldn't be able to hit without being in the right spot.

>> No.6402232

>>6402217

Oh. In that case that's bullshit

>> No.6402236

>>6401918
>Reverie
>secret starts opened up at map start
>closes after 20 seconds and cannot be opened
>it's deep enough in the map that you can run to it but you would never see it if you are playing normally

Pure unfiltered dogshit.

>> No.6402245
File: 1 KB, 214x291, I AM ANGRY ANGRY ABOUT DEMONS.png [View same] [iqdb] [saucenao] [google]
6402245

>>6401607
Heh.

>> No.6402252
File: 4 KB, 96x96, smell no evil.png [View same] [iqdb] [saucenao] [google]
6402252

>>6401607
I did something similar to one of those years ago

>> No.6402258

>>6402214
unless an FPS took place prior to Heretic but after the events of Star Wars that's the only logical assumption
>>6402224
> Point Man
he's more so a decedent based on the studios and his targets being in the same group as Patrick's enemies
> Chell
The events of Aperture Science and making the Chell clones were around the 30s and 40s

>> No.6402260

>>6401837
>Chitinous carapaces
?

>> No.6402262

>>6401607
This reminds me of Mokeys Paradise or whatever that Wolf3D sprite fanart site was

>> No.6402265

Cyberdreams is bretty good

>> No.6402276
File: 2 KB, 192x248, Do my eyes deceive me.png [View same] [iqdb] [saucenao] [google]
6402276

>>6401607

>> No.6402278

>>6402258
>unless an FPS took place prior to Heretic but after the events of Star Wars that's the only logical assumption
Are you seriously going to tell me that the Halo and Star Wars Universe can coexist despite everything we know about the Forerunners and Precursors?
>he's more so a decedent based on the studios and his targets being in the same group as Patrick's enemies
That's a massive stretch considering Patrick's enemies are mainly his own family that have been possessed by demons. Point Man just fights his ghost psychic mother and his psychic brother, and not to mention, a name like Paxton Fettel doesn't sound Irish at all.
>Chell Clones
What are you on about?

>> No.6402287

>>6402206
thanks

>> No.6402301

>>6402278
Chell was the model test subject of Aperture Science, she was one of many because the one you play in the first one isn't the same as the one in the second. Caleb probably gave her to Cave Johnson and Caroline while he was off fighting vamps.

As far as the Halo universe, it is a galaxy far FAR away so probably.

>> No.6402308

Why didn't anyone tell me playing pistol start with no saves is so much more fun than save scumming your way through?

>> No.6402317

>>6402224
not retro but I always thought how it was weird how portal is supposed to take place in the half life universe but the endings to portal 1 and 2 dont really show that by having a relatively non-fucked up looking parking lot entry and a huge field of wheat respectively, almost like the combine didn't really come at all otherwise those environments would probably look way more fucked up

>> No.6402337

>>6402308
goes without saying

>> No.6402338
File: 398 KB, 480x238, (You).gif [View same] [iqdb] [saucenao] [google]
6402338

>>6402301
This is literally fan fiction and half of the characters on your list aren't even from /vr/ games any more, let alone /vr/-based franchises (I mean, Prey? Portal? Come on.)
I don't mind you getting creative, man - hell it can even be interesting when you think of the Keen-BJ-Doomguy lineage - but please know when to put a sock in it (or at least delegate it to /v/) and realize it's not only autistic, but at this point, borderline off-topic.
If you're pulling off some master shitpost take my (You), but I doubt you would go on for this long and to this depth if that were the case.

>> No.6402358
File: 1.31 MB, 1920x1080, gzdoom 2020-05-05 18-55-55-631.png [View same] [iqdb] [saucenao] [google]
6402358

>>6402182
I mentioned the Whitemare maps since I've been grinding against them for a while now. I really like the snowy wonderland feeling. You may want to consider disabling draugrs and beam revenants from the PB options menu for Whitemare 1, however. They make a particular room in map01 (pic related) nearly impossible without some good luck and skillful movement. It's doable to get past this room, but it's just much less of a headache without the draugrs/beam fucks.

>> No.6402362

>>6402338
everyone on that list is at least tied to a /vr/ shooter. there's a reason Price, Soap, Roland or any modern character that wasn't included to that list but otherewise everyone can be traced back to 1999 at the latest.

>> No.6402372

>>6398004
are there any TCs of Unreal?

>> No.6402378

Hello, I've gotten into Doom recently and while certainly I see the appeal I also have some concerns. What's with all the Satan stuff? Is this really appropriate or even necessary for a simple video game?

>> No.6402394

>>6402378
it's rad and badass, nothing about the game is religious and hell is just another dimension in the Doom games. The game was made by a bunch of metal heads in the early 90s so that explains the theme, if it really isn't your taste though you can play FreeDoom which is quality maps and the theme is more just scifi in general.

>> No.6402401

>>6402378
This. I highly recommend everyone in this thread take caution with their consumption of Doom related materials. It turned me into a satanist and it was only through the kindness of our lord and savior, and the help of my local congregation that I was able to free myself from Satan's clutches.

>> No.6402404

>>6402378
It’s a psyop by Jon Romeo to turn edgy highscoolers and loners into violent drug abusers, I’d recommend staying away. I’m only here for Blake Stone discussion anyways.

>> No.6402409

>>6402401
>>6402404

Thank you, it is very hard to make an informed decision as a consumer these days. I will stay away from Doom.

>> No.6402421
File: 325 KB, 512x512, aToastPootin.gif [View same] [iqdb] [saucenao] [google]
6402421

>>6402378
It was made by edgy (then) zoomers for edgy zoomers forevermore. pearl clutchers need not apply.

>> No.6402428

>>6402378
Just another trash game like Mortal Kombat that solely relies on shock value for appeal; gory gratuitous garbage that only appeals to adolescents who crossed their arms all their way through sunday school.

>> No.6402521

>>6399448
>>6399457
>>>/Saudi/

>> No.6402528

>>6402428
>t. Australian politician

>> No.6402542

Most WADs nowadays feel inauthentic because they are formulaically trying to force me to feel pleasure through "fun" encounters. I feel this is carries a dangerously hedonistic implication on the part of map designers that pleasure is the highest good and that wads are only to be judged on their "fun" factor rather than on any objective artistic merit. This sets us further on the path towards being unthinking, unfeeling robots who are programmed to do nothing but push a button for a hit of dopamine like rats in a science experiment.

>> No.6402547

>>6402542
haha super shotgun go boom chkchlok

>> No.6402562

For me its BigMacDavis.

>> No.6402597

>>6402547
>BigMacDavis
whats the general consensus on him anyway out of curiosity?

>> No.6402623

>>6402597
based

I really like watching him, it's comfy.

>> No.6402708

>>6398004
Mastermind is still the worst sprite in all of doom

>> No.6402710

>>6402708
Why

>> No.6402712

>>6402708

objectively bad taste and also objectively correct

>> No.6402759
File: 88 KB, 813x716, Безымянный.png [View same] [iqdb] [saucenao] [google]
6402759

>>6402378
Eat shit.

>> No.6402767

>>6402708
worst sprite for the worst enemy

>> No.6402784
File: 6 KB, 80x56, painguy.png [View same] [iqdb] [saucenao] [google]
6402784

What a name. And what a guy! Killing him is almost as bad as letting him live.

>> No.6402793

>>6402708
The fist is pretty bad too. Not cleaned up enough.

>> No.6402797

>>6402394
Get a real job, John

>> No.6402806

>>6402793
For 25 years I have seethed about Doomguy not using his right fist to punch. Why does he use the left fist. Why would he do that
>Maybe because he's a leftie/ambidextrous?
I don't know man it just feels wrong, I wish I could just flip that shit and not cause any desync in demos. It's probably easily doable in SLADE but I haven't tried it

>> No.6402814

>>6402806
imagine how weird it would look if the punching animation just consisted of him clenching his fist and stretching his already outstretched hand slightly further forward and back.

>> No.6402818

>>6402806
He also holds the pistol left handed.

>> No.6402819

>>6402818
I know, and that also bothers me a lot

>> No.6402824

>>6402819
>>6402818
>>6402806
Like, if there was legit a WAD that was called "right-handed doomguy" and it's just flipping the hand sprites like a mirror, I would autoload that shit so quick and never look back

>> No.6402830
File: 61 KB, 500x199, 1568839716326.png [View same] [iqdb] [saucenao] [google]
6402830

>>6402806
>>6402819
>>6402824

>> No.6402836

>>6402824
Oh and by this I just mean the fist/pistol sprite, sorry. Every other sprite is fine
>>6402814
I don't mean making the hand that's stretched clenching the fist, I just mean mirroring the existing sprite so he's holding out his left hand instead and he punches with the right one
>>6402830
I know, I'm cursed

>> No.6402839

Why the fuck is the Steam version of TNT unpatched?

>> No.6402841

>>6401571
IMO, its mostly fine, and certainly not as gamebreaking as jumping or crouching can be, but there are a few things to keep in mind
Some levels (Most notably many map30s) have a shootable switch or target that is meant to only be shot at certain angles. Mouselook allows you to bypass this entirely.
Some harder levels also have encounters designed around Doom's autoaim, where one group of enemies essentially act as meat shields for another. Mouselook allows you to shoot whoever you want, which can make the fight easier than intended.

>> No.6402846

>>6402839
because whoever put it up doesn't care and why should they

anyone that actually wants to play through TNT will just get it on the internet for free, probably the patched version that's been floating around since forever

any chump who buys final doom on steam won't ever make it to map31 and they only got suckered into buying it because they wanted the boomer cred/didn't know they could just get it for free.

>> No.6402851

>>6402846
I just find it weird since the GOG version is patched.

>> No.6402854

>>6402851
That's just GOG being better than steam for the millionth reason

>> No.6402857

>>6402824
I don’t know much about demo recordings, but I don’t think that making a simple sprite edit will cause anything to desync
It’s incredibly easy to do in SLADE, all you have to do is open up DOOM2.WAD, find the fist graphics, copy them to a new WAD file, and press the flip button above the preview window. Save it and you’re done.
>>6402839
>why is Steam’s typical DOSBOX repackage shit

>> No.6402862

>>6401589
>Using mouselook in maps that were not designed with it in mind is on the same level to jumping or crouching to skip progression
I wouldn't say that, personally. Jumping/crouching very often allows you to bypass large portions of many levels. Theres a reason why most modern megawads use mapinfo to forcefully disable jumping and crouching. Mouselook in most cases, will just make combat slightly easier. Shootable switches and the like are much rarer than ledges you can jump on, and often aren't even something to take advantage of without foreknowledge that they're there anyway.

>> No.6402864

>>6402846
>any chump who buys final doom on steam won't ever make it to map31 and they only got suckered into buying it because they wanted the boomer cred/didn't know they could just get it for free.
Yeah anon you're unique and special for playing Doom and don't let any of those salty normalfags tell you otherwise.

>> No.6402871

>>6402864
Where in my post did I imply I was unique and special for playing Doom anon
The amount of people that bought Final Doom on Steam AND actually played the WAD AND actually got to MAP31 AND got stuck is probably incredibly miniscule. And of those that got stuck, they looked up the patch and called it a day not knowing that other places had the WAD pre-patched and good to go. So for the maintainer or whoever put up Final Doom like that on Steam it makes absolutely no difference. You won't see any barrage of negative reviews on the steam page being like 0/10 unplayable MAP31's yellow key is unpatched

>> No.6402873

>>6402839
Steam uses the original Final Doom iwads
GOG uses the id Anthology versions

Unfortunately, though. If you have any interest in demos and speedrunning, the original versions along with tnt31.wad are preferred, as hardly anyone owned the id anthology versions before the GOG release, and there are some node/thing changes to a couple maps that will desync most demos.

>> No.6402875

>>6401571
Now play without a vertical look, you will see the difference.

>> No.6402876

>>6402873
>will desync most demos
Huh? I haven't had any TNT demos desyncing on me and I have a patched version of TNT. I don't know if that's the anthology version though, I think I got it from the thread's OP. Do you have one in particular that I could check to see if I desync?

>> No.6402880

I was too lazy to find a patched version or the standalone patch, I just looked up the glitch where you activate the yellow switch by standing in a certain spot

>> No.6402883

>>6402880
You can't 100% the level without the patched version.

>> No.6402889

>>6401571
>what's actually wrong with it,
Completely different gameplay, more aiming than movement.

>> No.6402892

>>6401591
Aracnocide Weapons

>> No.6402901

>>6402839
Removing red cross symbols and nazis is more important than making sure players can complete the game.

>> No.6402905

>>6402876
id anthology version of map31 won't desync demos for the original version, I believe. But it will desync demos that were made for tnt31.wad, which most (if not all) UV Max runs use.
Map10 has differences to the nodes, segs, and what not, so it will desync

>> No.6402907

>>6402901
You realize the Steam WADs don't do that, right?

>> No.6402910

>>6402901
Steam version doesn't have the censorship

>> No.6402916

>>6402901
pretty cringe bruh

>> No.6402921

>>6402901
That's gonna be a yikes from me anon
You don't know what you're talking about

>> No.6402942

>>6401918
>>6402217
I went to NEIS E1M3 just to try to prove you wrong. But sure enough, it seems that the red key cannot be grabbed if you killed the imp that's by it. And the doomwiki doesn't address this, which I find interesting
https://doomwiki.org/wiki/E1M3:_Logistics_Center_(No_End_In_Sight)
Secret #4's Teleporter is the one that takes you near the red key

>> No.6402945

>>6402907
>>6402910
>>6402916
>>6402921
Well geez, sorry. The official ports do so I assumed Steam would too.

>> No.6402951

>>6402945
To be fair, the red cross stuff isn't really their fault. The Nazi imagery is though since apparently germany has become more lax about it.

>> No.6402958

>>6402951
I've always wondered why they don't just recolor the cross to green or something. People would be less upset and it resolves the legal issue.

>> No.6402960
File: 28 KB, 300x282, thumb_excited-troll-face-quickmeme-54379706.png [View same] [iqdb] [saucenao] [google]
6402960

>>6398240

>> No.6402971

>>6402958
I actually prefer the blue they used in the recent doom 64 port. Makes the stimpacks stand out more.

>> No.6402981

Is map31 fixed on the switch port/whatever other ports use the same version?

>> No.6403000

>>6402958
It's what they've started doing with later ports, I believe.

>> No.6403003

>>6402945
it only started happening from doom 3 bfg edition onward, which was in 2012

the steam releases are from 2007

>> No.6403012
File: 627 KB, 1920x1080, map18_hom.png [View same] [iqdb] [saucenao] [google]
6403012

Today I learned that in Doom2's MAP18 there is this fucked up room where you get a HOM effect on both sides of the door.

I don't have anything else to say I just thought it might be cool trivia

>> No.6403019

What do the following terms mean?
>Unpegged texture
>Mid-texture
>Lower texture

>> No.6403021

>>6402945
The official ports do it because they're indeed ports, and modify the game in some way. (some ports more heavily than others, the Switch port is literally a Unity engine remake) The Steam version sells the vanilla .exe unmodified so Red Cross doesn't care. It's similar to how Sonic the Hedgehog 3 hasn't received any enhanced ports like 1/2/CD have because if they did so they'd have to deal with the music copyright shitshow intertwined with said game, but they can sell the Genesis ROM in an emulator just fine.

>> No.6403030

>>6403021
>the Switch port is literally a Unity engine remake
It's not. Unity is used to blit the rendered scene, and to pass input and the like to the engine, but the majority of the code is still the original C.

>> No.6403052

>>6403019
Unpegging and pegging textures affects their alignment, I'm not sure how it exactly works.
Lower and upper textures are textures which are placed on a linedef, or you could say a wall. If there's a sector that is a platform protruding from the floor, you would have to set it's lower textures, similarly, if there's a sector protruding from the ceiling you would have to set upper textures. Mid textures are the ones set on a standard wall linedef, or in the linedefs where you have lower and upper textures in order to make a texture inbetween the lower and upper part appear. The mid texture can have transparency in this situation, and it's how things like crates or fences are placed.

I hope it's somewhat understandable, but the best way to learn is probably to open a map in Doom Builder and look how it works.

>> No.6403072

>>6403052
Thank you, I think that kind of makes sense.

A follow-up: Is it correct to call a trigger (as in you walk over something, something happens elsewhere - like monsters teleport in, something lowers, etc) a "linedef" as well, or is that silly because walls can be linedefs too?

>> No.6403076

>>6403072
Yes triggers are linedefs.

>> No.6403090

>>6403076
Okidoke. Aaand final question I'll stop pestering after this: Are "fake" walls (as in you can walk into them as if they weren't there) and one-sided walls (kind of like one-way mirrors in real life) accomplished in a similar way, or are they completely different kinds of walls?

Something that confuses me is how for example in some of Plutonia's maps (like Twilight) there's archviles hidden behind pillars that resurrect chaingunners until they get crushed, but they never seem to directly attack the player with the flames because they don't have line of sight somehow, even though they clearly have line of sight to the chaingunners they're reviving.

>> No.6403102

>>6403090
I'm not sure how the Plutonia thing was done, but those kinds of fake walls you've mentioned are basically mid textures you can walk through.

>> No.6403107

>>6403052
Unpegged texture makes it draw from the opposite direction. Upper texture will be drawn from the ceiling and middle (If lower-unpegged) will be drawn from the floor.

I'm not 100% sure what lower texture does, I think it draws from the ceiling as well to make it align properly.

>> No.6403115

>>6403090
Archviles don't actually need line of sight to the monster they're reviving. They just need to be in the same block of the blockmap.

>> No.6403118

>>6402958
>I've always wondered why they don't just recolor the cross to green or something
They did in the recent ports. Though I personally think the green they've went with is too bright.
Another solution they could've done was just use the Swiss flag, as that is what a lot of modern games tend to do for healing items.

>> No.6403154

>>6402301
>Chell was the model test subject of Aperture Science, she was one of many because the one you play in the first one isn't the same as the one in the second.
Aside from the model being slightly different, where the hell is the proof? The comics confirm it's the real Alyx
>Caleb probably gave her to Cave Johnson and Caroline while he was off fighting vamps.
...What the fuck why? What logic is this?
>As far as the Halo universe, it is a galaxy far FAR away so probably.
Dude, the Precursors and Forerunners can travel GALAXIES, if the Halo Universe is in the Star Wars Universe they should've clashed quite a lot.

>> No.6403161

>>6403154
*The comics confirm it's the real/same Chell

>> No.6403162
File: 225 KB, 463x704, Безымянный.png [View same] [iqdb] [saucenao] [google]
6403162

>>6403090
This is how I achieved a similar effect in my own map. Archviles most definitely don't need LOS, they can even raise monsters behind the closed doors.

>> No.6403253

This might seem like the stupidest question yet but are there any massive WAD packs out there, or any tools that keep your wad collection up to date or anything like that?

>> No.6403259

>>6403253
Not from my understanding. Your best bet is to check the forums every once in a while or hope someone posts about it on the thread.

>> No.6403260

>>6403253
I'm pretty sure someone just made a giant pack a few threads ago

>> No.6403346
File: 118 KB, 816x639, scull ceiling.png [View same] [iqdb] [saucenao] [google]
6403346

So, I've been torturing this map for weeks now, probably and I can't take it anymore. I need to release it, even if it's not entirely good. https://www.mediafire.com/file/9ez7nhad20x794e/bridge_world_20200605.wad/file

I would appreciate advice on monster and item placement in particular. Teleporting revernants are more annoying than dangerous, but just too amusing to lose.

>> No.6403360
File: 457 KB, 1920x1080, dkeep.jpg [View same] [iqdb] [saucenao] [google]
6403360

>>6402206
doom 64 retribution and brutal doom 64 are based on doom2.wad. they are attempts to recreate doom 64 in doom 2. none of those mods will work with doom64.wad

>>6402186
I don't know of any mods for Doom 64, but here are some maps:
Wretched, single map by jdagenet (my favorite d64 map I've played so far, but then again I'm only on level 6 of the main campaign)
> https://www.doomworld.com/forum/topic/113381-wretched-doom-64-custom-map/

Doomsday Keep, single map by DMPHobos
> https://www.doomworld.com/forum/topic/113958-doomsday-keep-doom-64/

Desolate, single map by anonymous
> https://www.dropbox.com/s/4i01os0bbby9ayz/Desolate%20v1.1%20for%20real%20this%20time.7z?dl=0

The above maps will work in both D64EX and the Steam port.

These following maps will only work in D64EX (I haven't played any of these so I can't say how good they are):

Beta 64, 31 levels by Antnee
> https://www.doomworld.com/forum/topic/102849-beta-64-a-31-level-megawad-for-doom64-ex/

Community Chest 64, 20 levels by various authors (I recommend pistol-starting each map with the -warp __ -skill _ parameters)
> https://www.doomworld.com/forum/topic/105597-community-chest-64-ex-release-thread/

>> No.6403384

>>6403346
Are difficulty settings implemented?

>> No.6403387

>>6403384
Yes.

>> No.6403389
File: 310 KB, 600x447, 1574042330644.png [View same] [iqdb] [saucenao] [google]
6403389

I finally beat Scythe on UV pistol starting with saves

>> No.6403407
File: 98 KB, 1024x768, DOOM0395.png [View same] [iqdb] [saucenao] [google]
6403407

>>6403346
Played on UV. The teleporter section almost filtered me, not because of the revenants but just it taking me much longer than it should have to figure out there was more than one path.
I feel it's a bit too heavy on ambushes for the amount of health given (though I only got 33% secrets so maybe I missed a megasphere or something); for both the red and blue keycard rooms I just grabbed them and ran because of how much stuff pops out at you at once and how tight the space was, and because I didn't have to go back there after grabbing each key. The beginning stretch was probably the best part to me; it felt appropriately and purposefully disorienting with me being repeatedly thrust into new rooms. I feel outside the ambushes your enemy placement was fine, I just would have gone a bit lighter on the "instant" ambush types and instead have something like walls opening up with monsters from afar so the player has more time and space to react. I think it's overall good despite the above issues, good job finishing it.

>> No.6403430

>Map28 Ancient Aliens
Was a mostly funt map, though like Joshy's other guest map (m09), this was a bit out of place, and felt more like a Resurgence map. The gameplay was blatantly slaughter (especially with the final horde), which is very different to the rest of the megawad's encounter design (even Map15, which could be considered as slaughter by some, wasn't quite on the same level as this).

Now that I've played every guest map in Ancient Aliens, I might aswell rank them from best to worst: Map22 (Esselfortium), Map24 (Lupinx-Kassman), Map26 (Tarnsman), Map20 (AD_79), Map31 (Stewboy), Map09 (Joshy), Map28 (Joshy), and Map23 (Pinchy).

>> No.6403453

>>6403346
Can you add lines to make it impossible for the player to fall off the teleporters? I didn't realize the teleporter was the intended route so I wandered around lost for 10+ minutes and it killed my energy. Maybe add some health bonuses on the teleporters instead of adding blocking lines.

Really good job on the decoration and lay-out, though. You should join Doomer Boards and contribute maps to the Doomer Board Projects. The only problem I can think of is they release a map pack every month so you'll have much less time to work on the maps; you'll only have time to contribute one map per month.

Here are my demos. I'll try to finish the level later. I accidentally pressed Escape while pausing the game to take a screenshot, which corrupts demos in Crispy Doom, so the "blind run" demo will stop working 6 minutes into my second life, but I included the blind run demo anyway because I thought it'd be useful.

You will want to watch the demos in PrBoom -complevel 2, so that you can fast forward and pause to get water or whatever.

> https://anonfile.com/N0Nf10wfo6/BridgeWorldSkill2_demos_zip

>>6403407
>I feel it's a bit too heavy on ambushes for the amount of health given
>Played on UV

>> No.6403460

>>6403453
Also, fair warning, I got lost for a long time so you probably don't want to watch the entirety of the final demo

>> No.6403484

>>6403460
fuck, i forgot to mention something else, though it doesnt matter that im triple posting since the thread reached bump limit long ago

on my final demo i was already drained from being lost for so long, so during the blue key ambush, i tried to force my way past the mancubi rather than re-locate the teleporter entrance and re-do the teleporters again, and it ended up killing me, which is why i dont think it's necessary to watch the entire last demo

>> No.6403543
File: 94 KB, 1200x1200, Come on now dude.jpg [View same] [iqdb] [saucenao] [google]
6403543

>>6401059
>Caleb
>Having Children

>> No.6403546

>>6403543
Well, he had a girlfriend. Maybe he sired some bastards while still alive.

>> No.6403570

>>6402258
>>6402301
What the fuck are you smoking? Holy shit. Is there anywhere I can read more about this insanity or did you come up with it on the spot?

>> No.6403579

Is there a way in ZScript to replace/supplant original functions (like attack function)?
What I want is to implement a range check into all of them to make monsters not attack the player if they are beyond a certain range.

>> No.6403669

>>6401618
>an entire sky made out of screaming, bleeding, agonized faces

I want to see this in a modern game engine.

>> No.6403719
File: 11 KB, 645x773, 1545008182258.png [View same] [iqdb] [saucenao] [google]
6403719

>PS4 trophy for beating all of the Doom 2 master levels
>Most of them are bloody awful

>> No.6403728

>>6403719
It's Purple Heart of vidiogames.

>> No.6403780

>>6403430
Why do you rank Map23 so low? I'm curious if it was just the weakest of the guest maps but otherwise okay in your opinion, or if you hated it so much you actually considered it a bad map

>> No.6403784

>>6403389
>with saves
Very good anon, congrats on being done with the practice runs
Now do it without saves

>> No.6403792

>>6403784
>later levels have cyberdemons everywhere
>getting smacked by one cyb rocket means instant game over
Nah ty.

>> No.6403804

>>6403792
lame

>> No.6403809

>>6402185
>but it was in no way a Christian game
You're combating hell directly, arguably in Book Of Revelations scenario, seems pretty Christian to me. I can't think of a greater defiance towards Satan than to shoot him in the brain with a bazooka.

>> No.6403810
File: 49 KB, 423x465, 1569843507528.jpg [View same] [iqdb] [saucenao] [google]
6403810

>>6403792
So don't get hit.

>> No.6403890

https://www.youtube.com/watch?v=qcOLPDU-Gfc

Is there a WAD that has aged better than Alien Vendetta?

>> No.6403936
File: 1017 KB, 202x152, whatafag.gif [View same] [iqdb] [saucenao] [google]
6403936

>>6402542

>> No.6404015

>>6398403
Question to anybody deep into this, Would it be possible to implement this sort of stuff into like a weapon? Maybe like the character is a earthbender so they can raise sectors from bellow the ground for shields and shit.

>> No.6404021

>>6403780
I think it relied too much on teleporting monsters into areas, and wasn't as clever or creative about the combat as the other maps. I also had some framerate issues which probably impeded on my experience. I wouldn't call it an awful map, just my least favourite.

>> No.6404034
File: 2.97 MB, 1672x1150, 1583640199192.jpg [View same] [iqdb] [saucenao] [google]
6404034

>>6402597
Honestly I don't think I dislike anyone in the doom community aside from whoever made hentai doom.

He talks like a normal adult. None of that IT"S YA BOI BLAH BLAH WTVR obnoxious youtuber shit.

I see a pony in the display pic and shit I'm not sure what that's all about and I'm going to continue to pretend I didn't see it. Maybe I haven't watched enough vids to hate him yet. The more I get to know people the more I tend to hate them.


I just love doom so much I'll watch pretty much anybody play it and enjoy it who doesn't sound obnoxious.

>> No.6404036

>>6403453
Hm, seems I forgot to thin out certain groups for easy level like I wanted. But it's mostly minor monsters on lower difficulty that should not affect the general impression. Will be properly implemented in the final version.

Not sure fence would look particularly great, but might be worth experimenting with.

>> No.6404038

>>6404034
>I dislike anyone in the doom community aside from whoever made hentai doom
What's the problem with mike?

>> No.6404046
File: 15 KB, 300x300, hippiekiller.jpg [View same] [iqdb] [saucenao] [google]
6404046

>>6404038
Nothing I just mentioned that because I know he hangs out here.

I do hate hentai though!

>> No.6404047
File: 59 KB, 680x672, 10f.jpg [View same] [iqdb] [saucenao] [google]
6404047

>>6404034
I assumed that he was a brony cus of his avatar and assumed /vr/ didnt him cus of it or something, not that it affected my opinion of him, haven't seen his stuff cus I usually look for non commentated videos of Doom WAD walkthroughs.

>> No.6404057

>>6404034
>He talks like a normal adult
He has the voice and inflection of Microsoft Sam.

>>6404046
>I do hate hentai though!
Are you some kind of faggot?

>> No.6404068

>>6403890
If Alien Vendetta so good
why there is no Alien Vendetta 2?

>> No.6404083

>>6404068
They only needed one.

>> No.6404113 [DELETED] 
File: 1.19 MB, 360x640, doom queen.webm [View same] [iqdb] [saucenao] [google]
6404113

>>6398004
brehs

>> No.6404150

>>6404113
no the true queen of doom is marisa

>> No.6404164 [DELETED] 
File: 141 KB, 720x760, Screenshot_2020-05-06-13-15-48~2.png [View same] [iqdb] [saucenao] [google]
6404164

is Doomworld a group think?

>> No.6404170

>>6404164
Why did you show me this? I would rather live in ignorance.

>> No.6404173

>>6404150
This

>> No.6404190

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

>> No.6404216

>>6404034
> we're going to tell the concept artist to draw until we tell them to stop
> (we're not going to tell them to stop)

>> No.6404217

>>6404164
fuck off /pol/fag
go stir offtopic drama in your hive where it belongs

>> No.6404263

Does GZDoom have a way to be in borderless windowed?

>> No.6404273

>>6404263
Isn't its fullscreen already borderless?

>> No.6404281

>>6404273
yes

>> No.6404307

>>6402958
Because green crosses are on dispensaries and I don't want to be reminded of degenerates while playing doom

>> No.6404335

>>6404307
???

>> No.6404343

https://www.youtube.com/watch?v=N_NP3L4as9c

>> No.6404346

>>6404263
Yes, because Graf says nobody needs true fullscreen

>> No.6404385

>>6404307
Sounds like a personal problem to me.

>> No.6404424

What are good areas to put a cyberdemon or mastermind in?

>> No.6404431

>>6398004
New version of Nobody Told me About ID:
https://www.youtube.com/watch?v=_LzLpxuNwfU&feature=emb_title

>> No.6404441

>>6404164
And this relates to Doom, how?

>> No.6404442
File: 57 KB, 700x600, Dl9ObIdV4AAosrw.jpg [View same] [iqdb] [saucenao] [google]
6404442

Recently played the latest version of Project Brutality 3.0.
It's surprisingly really good.
Weapon switching is great,mechanics that don't get in the way and most of all the options so you can make it more suitable for you,it's a cool experience all around and yeah it's superior to BD.

Play it with Vanilla Essence if your PC is a potato

>> No.6404446

>>6404424
Put the cyberdemon in the far distance where you have to pass through an area, and he's just constantly letting off barages on you while you have to contend with pinkies/spectres.
Cybies are pretty good when used as long distance artillery support.

>> No.6404447
File: 78 KB, 600x600, 81a.jpg [View same] [iqdb] [saucenao] [google]
6404447

>>6404164

>> No.6404456
File: 347 KB, 1023x576, Screenshot_Doom_20200506_170547.png [View same] [iqdb] [saucenao] [google]
6404456

>> No.6404459

>>6404447
You say this, yet demonkin is responsible for 100% of the crimes and the near-extinction of humanity. Interesting.

>> No.6404471

>>6404441
Some guy tried to make a community project called "M.E.G.A." and the political spergs sperged spergishly.

>> No.6404472

>>6404442
Heavy motion blur and tilting in 99% of animations makes me wanna puke

>> No.6404474

>>6404471
Why? What was the project about?

>> No.6404482

>>6404472
At least you can change them.

>> No.6404497

>>6404482
You can't change the ones that are baked into the weapon sprite

>> No.6404502

>>6404217
>>6404447
>>6404441
"how does Doomworld and discussions related to the forums' potential hivemind mentality relate to Doom?"
you're the guys that keep posting about Eternal, aren't you?
You don't have to make it about politics but about the forum's mentality

>> No.6404515

>>6404502
>you're the guys that keep posting about Eternal, aren't you?
nice, we starting out with projection from the get go?
cross site drama is still offtopic bullshit

>> No.6404519

>>6404164
>>6404471
>>6404502
tell me why i should care so much about some random guy acting like a retard on the internet.

>> No.6404520

according to (you)

>> No.6404524

>>6404502
>you're the guys that keep posting about Eternal, aren't you?
No. I've been making occasional posts about Ancient Aliens

>> No.6404531

>>6404502
>People make it clear they don't want politics
>"Wow I can't believe you want politics!"

At least Eternal is a fucking FPS game,politics are as off-topic as you can get.
If you want to talk about them,go somewhere else because things always go south when you discuss about them.
Remember what happened several threads ago?

>> No.6404541
File: 1.08 MB, 600x609, 1586146739095.gif [View same] [iqdb] [saucenao] [google]
6404541

>>6404343
HaoaH

>> No.6404549
File: 438 KB, 1920x1080, dbp20m06.jpg [View same] [iqdb] [saucenao] [google]
6404549

>>6404424
look at map 6 of DBP20
> on a ledge so you can't run up to it and BFG it
> ledge is beyond autoaim range
> the area within autoaim range is a damaging floor
> (my favorite) as soon as you kill it, another teleports in
> optional secret switch to kill it at the end of stage

>> No.6404564

>>6404549
That just sounds dickish.

>> No.6404574

>>6404446
Ooh, reminds me of that Sega Mega Drive FPS game, Zero Tolerance. There was that segment on the first level of second episode where player walks on the narrow ledge and something keeps shooting at him from far away. I did something similar on my map, but with Mancubi, limiting player movement to one dimension.

>> No.6404607

>>6404531
Eternal isn't VR. Thanks for proving my "projection" also.
Doomworld is related to Doom.

>> No.6404623

>>6398403
But can mapfags use this in their creations?

>> No.6404627

>>6404442
Based
>>6404497
Yeah I really hate that, especially since older versions did not have this, but the gameplay is just stellar.

>> No.6404639

>>6404190
That realistic redesign of The Gantlet looks great. Not a fan of the new player sounds though.

>> No.6404658

>>6404497
I was talking about the weapon bobbing and titling. But yeah can't do anything for those.
Maybe they'll put an option for that.

>>6404627
Same,I don't know why would you lean so much to throw a grenade,I don't mind the motion blur though.
Doomguy moves nicely here,it basically borrows the movement from Eternal.
Plus the Berserk going Smash mode gives you health anyway so yeah the awful glory kills aren't an issue either.

I like the new voices for the marine zombies which I don't know why they remind me of Fear Factory lead singer.

>> No.6404729

NEW THREAD
>>6404727
>>6404727
>>6404727

>> No.6404745
File: 14 KB, 320x224, g3wj1eh5avfx.png [View same] [iqdb] [saucenao] [google]
6404745

>>6404574
Yeah, what's cool is that with the limitations of that engine, their solution to making an enemy which is shooting from you from afar is to make his graphic a part of the sky texture; he's literally a dude with a rifle on one of the high rise buildings you see around you. I wish I had a .webm to show it off.
I always thought that was an incredibly neat approach, Zero Tolerance actually had a lot of nifty stuff like that, making the most they could with a corridor shooter on a 16-bit console.

The game also supported multiplayer by having two consoles, two TV's, and two copies of the game, and then using a link cable. Not the most practical setup, but it worked.

>> No.6404883

>>6402195
>nuuu don't shit on muh forums

>> No.6405024

>>6404883
You're an idiot if you think that's what I meant.