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7121609 No.7121609 [Reply] [Original] [archived.moe]

DOOM THREAD / 90s FPS THREAD - Last thread >>7116857
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~~ Let's post like gentlemen ~~


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

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

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Classic Quake Trilogy pastebin (Updated 2020): https://pastebin.com/Ucb11XhU

Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
More /vr/ shooters
Doom Shovelware
FTP archive for old stuff Fileplanet

Doom RPG series



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








>> No.7121616

500ml of /vr/
BETA: https://desuarchive.org/vr/thread/7041037/#7043379

=== NEWS ===
[11-27] Dark forces 2 received a well made HD remaster pack

[11-24] Speedmap Snack Pack for Quake 1 released. Runs on the Copper mod.

[11-20]Nightdive working on a Powerslave: EX PC and console enhanced edition

[11-19]POWERSLAVE: Exhumed is finally commercially released on GOG (DOS version only)

[11-18](released 4 days ago)Doom Free Roam pack, turns Doom 1 and 2 into a single istance open world game

[11-18](a month late)Eternity Engine 4.01 was released last month and it flew under everyone's radar.

[11-18]Daerik does World 1st Sunlust D2All-UVMax
[YouTube] Sunlust D2All UV-Max in 4:23:47

[11-18]The DOOM 64 source code reverse engineering for the real N64 hardware finally released by GEC.

[11-15]New progs_dump id1 styled map released:

[11-14] LA Tailor Girl updated:

[11-10] Serious Sam Collection coming to Switch November 17

[11-7] Judge Doomer updates his alpha:

[11-7] 2048 units of /vr/ mappers start Temporal Tantrum project:

=== PREVIOUS ===


>> No.7121628
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During its early stages of development, Rise of the Triad was initially meant to serve as the sequel to Wolfenstein 3D, titled Wolfenstein 3D II: Rise of the Triad. The presence of the Walther PP pistol, the MP 40 submachine gun, the Bazooka, and the outfits worn by the enemies allude to Nazi Germany and imply the original aforementioned intent for the development of ROTT.

>> No.7121632
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>> No.7121675 [DELETED] 
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>[Embed] [Open] [Open] [Open]
OP, you're a faggot

>> No.7121678

Is there a Blood voicepack for the Dusk cultists? They're just not as entertaining.

>> No.7121683

Not the first to do it its been done it looks like 4 times now. It doesn't break anything so who fucking cares

>> No.7121690

No that's just a "muh soulless coproration old good new bad" cope. The new lore works and the games are fun.

>> No.7121696

nu-doom is a separate canon to old doom. the old doom it includes in it isn't old doom, it is nu-doom's take on old doom.

>> No.7121702
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>nu-doom is a separate canon to old doom. the old doom it includes in it isn't old doom, it is nu-doom's take on old doom.
Holy shit this is ZOGnald tier cope

>> No.7121703

>"lore" not only feels like gentrification because "other franchises" have it too but also feels like something that could limit the series
Lol wtf the cacowards aren't going anywhere.
>because at least when the doom 90's fever died, carmack let us mod the game so we could always make more doom for ourselves
lol wtf Doom modding isn't going anywhere.
>if you believe that 2016 and eternal needed to exist to "innovate doom", then you should expect another reboot in in the future
Whometh are you quoting?
>otherwise, this doom lore thing feels like an excuse to milk a reboot version of a series that's already changing the identity to a higher degree than 3, while newcomers don't even think much of modding
>also, hell is so lame in the new games, they lack the independence and abstract nature they had in the originals, i feel like that's a bigger downgrade than making doomguy have a bit more in common with master chief for no reason

>> No.7121717

>New flight sticks are insanely expensive now
Man what the fuck

>> No.7121720

What does he have in common with Master Chief? The Praetor Suit looking sort of like him? The upside down cross pentagran Satanic Hell being gone is more a big company not wanting to potentially miss out on sales by offending anyone. Ironic when Romero and Carmack got a kick out of offending religious nuts but a reality of the games industry today, there are way more resources and money in the mix in game development than it was when 5 or 6 people could make a game like Doom.

>> No.7121728

doom 2 manuals literally imply hell being the sole producer of "tech demons" and even some textures had a hell tech theme
zombies don't even carry guns anymore
that and with the simplicity of hell's looks and the overused chittin theme, hell is a different entity
like, it was clearly a reboot until "what if the slayer is doomguy" came to mind before anyone even noticed the differences in art style and direction
not even his face tries to look like how he did in 1993, specially compared to the face in quake champions
had doom had "lore" this whole time, it would not be about a green marine guy killing cybernetic minotaurs with chainsaws and rusty shotguns
you'd have a power armored alien using arm cannons to kill ogres and viking elves because doom is just sci-fi and fantasy
mick gordon's "mostly metal" music is just to counter balance the fact that an orchestral track would fit more in the world of sentinelia

>> No.7121737

>doom 2 manuals literally imply hell being the sole producer of "tech demons" and even some textures had a hell tech theme
Nu-Doom lore implies this is a different universe than Doomguy's original Earth/Hell.
>zombies don't even carry guns anymore
Anon at least play the games before you talk about them.

>> No.7121739

At least he can use his words to convey his point rather than projectile vomiting whatever memerot you just posted.

>> No.7121742


>> No.7121746
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>Anon at least play the games before you talk about them.
They'd probably see a lot more success if they actually used the same weapons Doomdude was packing. That worked before, right?

>> No.7121749

>>zombies don't even carry guns anymore
i meant the actual guns like shotguns and rifles
i guess it's because of a no hitscan rule but still

>> No.7121752

I don't remember any footsoldiers armed with a plasma gun or BFG or rocket launcher.

>> No.7121758
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>I don't remember any footsoldiers armed with a plasma gun or BFG or rocket launcher.
Yeah, that would've been too smart. Surprising chaingunners seemed to do the job a lot of the time at least.

>> No.7121762 [SPOILER] 
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>> No.7121767
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>From John Romero; 6/2/1994

>You may be a DOOM GOD, but I am the Master of your Universe and all that bow
down to you eventually bow down to me. Yes, even YOU, Eric, KNEEL and drink my
KNOB after having beaten all who challenge you. Do you dare take on your
master, pitiful DOOM GOD?

>Email me and request your ass beating, if you have the balls.

>> No.7121770

His post is all buzzwords and retardation

>> No.7121771
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>tfw finding out chaingunners have a max range so the mememagic to this has ended

>> No.7121780

seeing this guy every thread got me thinking
maybe some random fps trivia at the start of each thread would be fun

>> No.7121785

i wonder if you could make it look like they're shooting that far away, like through some visual trickery
like editing a chaingunner to make him really small so he looks far away
of course at that point you could just mod the chaingunner to remove his range cap i guess

>> No.7121787

Did you know:
The Napalm Launcher in Blood was once a gun that shot out skulls?!

>> No.7121790

yeah like that lol

>> No.7121820
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>zombies don't even carry guns anymore
Eternal literally has Zombiemen with green hair like the sprite, shotgun dudes and heavy weapons dudes.

>> No.7121826
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You're a bit late >>7121749
I also don't think the sprite is the concern so much as they're no longer using the same weapons the player character would use.

>> No.7121832
File: 52 KB, 640x480, Rifle5.png [View same] [iqdb] [saucenao] [google] [report]

it might also be because of how enemies dropping items works now
thought originally, doomguy wasn't supposed to have a pistol but instead pic related, so the green hair guy and his player sprites had a non existing gun

>> No.7121846
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True, it's just very contrived

>> No.7121850
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>> No.7121854
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Poor boomer. No one said it was good or bad just contrived, which it is.

>> No.7121857
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But you're also gay so we have to take that into account here.

>> No.7121859

Why the fuck are you even on /vr/ if you're against people liking old over new? Did you mistype /v/ in your address bar or something? Here, I'll help you find your way back:

>> No.7121860
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>> No.7121861

Is it anymore contrived than cultists not using the napalm launcher that's laying in their facilities against Caleb? Or the demons not using the rocket launcher, plasma gun, or BFG against Doomguy? Or ninjas in Shadow Warrior not using the semi-automatic shotgun against Lo Wang?

>> No.7121872
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Seethe harder, Alf. ROTT is still shit, FPS didn't die in 1998 when Half-Life was released and Eternal is good and canon.

>> No.7121873

>Is it anymore contrived than cultists not using the napalm launcher that's laying in their facilities against Caleb?
What, enemies dropping a bunch of ammo or health depending on the arbitrary means you kill them? The way items dropping in the new Dooms is certainly contrived compared to how enemies would drop items appropriate to what they were using.

>> No.7121880

Which argument are we having here?
>I also don't think the sprite is the concern so much as they're no longer using the same weapons the player character would use.
That, or the one you're making now? If it's the former, refer to my previous post. If it's the latter, yeah I'm not the biggest fan of it.

>> No.7121882

The original games had big arcadeish powerups on the ground you ran over, who the fuck cares if they have arcadish brightly colored powerups fall out of them? It doesn't have to he realistic, what the fuck

>> No.7121890
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What does he think of Eviternity?

>> No.7121893
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>Which argument are we having here?
I wasn't aware I was arguing with anyone, anon. They don't use the same items the player is using because of the way enemies dropping items works now and then I said it was contrived, and it is and it's fine. I'll be more wary of what I say for your sake.

>> No.7121903

He says it's shit if I recall correctly, amateurish and poorly paced.

>> No.7121909
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>They don't use the same items the player is using because of the way enemies dropping items works now and then I said it was contrived
My man this is quite literally the third time this was brought up. Every other post in the chain
is purely about the enemies no longer carrying the same weapons as doomguy, which they never did except for the shotgun and chaingun. These are the posts talking about what you're JUST NOW talking about vis-a-vis enemy drops.
Keep up.

>> No.7121910

i mean, the soulsphere still looks like an item that could have existed in the setting
it didn't have strong lightning or some text or a symbol
it's not even a matter of "lore" but just the overall theme
the games knew they were gamey without telling you

>> No.7121925
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>the games knew they were gamey without telling you
oh yeah man. this is "it's different and I don't like it" whining

>> No.7121934
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Hey everyone, here's a quick update on the Blood project.

I finished up another small map, the 500ml living room has been converted into a playable level. It's really cozy man, there's no enemies and the turntable plays ambient midi music. It's going to be the final map.

I'll post more WIP screenshots shortly.

>> No.7121935


>> No.7121938
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This map is set on a farm, there's some really nice verticality and detailing going on.

>> No.7121942
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>"Sign of Evil" playing
>end of the episode ends with the player gettting mauled to death
>sad "victory" music plays
>"It's not supposed to end this way!"
>music changes to sinister as you realize the situation
The end of this episode is surprisingly way better than it should've been.
I posted a random thought in response to how items dropped in the newer titles and you thought it was something else in replying to it. That's all.

>> No.7121946
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This level is based roughly upon the plot of "Shadow Over Innsmouth". The map is huge and has some impressive room over room areas.

We're still baking it you dork.

>> No.7121949
File: 253 KB, 1266x688, blood1589198610224.png [View same] [iqdb] [saucenao] [google] [report]

I finished up another small map, the 500ml living room has been converted into a playable level. It's really cozy man, there's no enemies and the turntable plays ambient midi music. It's going to be the final map.
Sounds groovy

>> No.7121953
File: 190 KB, 2560x1440, secret.png [View same] [iqdb] [saucenao] [google] [report]

This will be my final submission, a map based upon the movie "Graveyard Shift". Takes place in a run down textile factory.

Here's your you since I messed it up last post.

>> No.7121954


>> No.7121962
File: 731 KB, 1920x1080, Screenshot_Doom_20201127_141819.png [View same] [iqdb] [saucenao] [google] [report]

>remember Dark Arena, a shitty but playable DOOM clone on GBA
>wonder if there's a weapon mod for it
>find one instantly

I love this shit.

>> No.7121963

i mean, it is different in a way i don't agree with
that's just the thing
nothing alien about it
some people could like the differnces and know it's not the same
when someone says "the tyrant isn't accurate to the classic cybie" it doesn't have to come off as "i always hate new things", it's just because anyone with a good eye can see different details and maybe accuracy wasn't the main point
i feel like it's just easier to say "old good new bad" as a response to someone's criticism or "shut up boomer" because if they took enough time to get the actual context, they could agree with someone that's just slightly whining a bit, about a game
>you're not wrong, you're just a bit whiney
if the phrase "respectfully disagree" exists, so should "disrespectfully agree"
otherwise, the "reactionary chuds" or whatever you wanna call them share similar points with you, whether or not you admit it

>> No.7121976
File: 5 KB, 225x225, using an image so you read my post.png [View same] [iqdb] [saucenao] [google] [report]

I've been wanting to do a walkthrough for Duke Nukem 3D for a while, but I've been having an issue with the music, that issue being that Duke Nukem 3D had two composers (Bobby Prince and Lee Jackson). From what I've heard, Bobby Prince used a Roland Sound Canvas (SC) 55 mark II to compose his music, while Lee Jackson used a SC-88, yet from what his website says, he used a Roland RAP-10 to compose Grabbag. Can anyone help me out with figuring this shit out? Google doesn't give me a clear answer. I'm gonna try to E-mail them, but I want to ask you guys and gals before I have to resort to that.
Here's a couple clips of Grabbag and Stalker for a sound comparison.

RAP-10: https://www.wavetable.nl/files/comparison/games/Duke%20Nukem%203D/Intro/Duke%20Nukem%203D%20-%20Intro%20%5BRoland%20RAP-10%5D.mp3

SC-88 with 88 Map: https://www.wavetable.nl/files/comparison/games/Duke%20Nukem%203D/Intro/Duke%20Nukem%203D%20-%20Intro%20%5BRoland%20SC-88%20Pro_88MAP%5D.mp3

SC-88 Pro (with no map):

RAP-10: https://www.wavetable.nl/files/comparison/games/Duke%20Nukem%203D/Stalker/Duke%20Nukem%203D%20-%20Stalker%20%5BRoland%20RAP-10%5D.mp3

SC-55 mkii: https://www.wavetable.nl/files/comparison/games/Duke%20Nukem%203D/Stalker/Duke%20Nukem%203D%20-%20Stalker%20%5BRoland%20SC-55mkII%5D.mp3

SC-88 Pro: https://www.wavetable.nl/files/comparison/games/Duke%20Nukem%203D/Stalker/Duke%20Nukem%203D%20-%20Stalker%20%5BRoland%20SC-88%20Pro%5D.mp3

SC-88 (with map): https://www.wavetable.nl/files/comparison/games/Duke%20Nukem%203D/Stalker/Duke%20Nukem%203D%20-%20Stalker%20%5BRoland%20SC-88%20Pro_88MAP%5D.mp3

I know this is a long post, but I really can't get a straight answer from anyone.
TL;DR DN3D has different sound composers who used different cards, which ones were the originals used?

>> No.7122064
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It still had hundreds of thousands of views. Good Thief videos have even more which surprises me for a game that looks really bad on youtube.

Problem is that his Thief review lacks elegance and attention to detail. He should have lighten up a bit more for something like Thief.

The false hype on Thief 2 will no doubt bring more views once he gets to angelwatch.

>> No.7122070

fuck you

>> No.7122074

no u

>> No.7122080

Grabbag only sounds good on an SC-55 regardless.

>> No.7122082

I actually like the SC-88 map version of Grabbag more, but I still want an answer.

>> No.7122086

Ask Lee Jackson on Youtube, he'll probably reply eventually if you comment about it.

>> No.7122090

I got to ask them both. I'll try the YouTube reply, but E-mail might work better.
Do you have a link to his YouTube channel?

>> No.7122097

You are a sad, strange little man.

>> No.7122098

https://www.youtube.com/channel/UCkC4-RKm5fuV_ac6VbXbG9g There ya go

>> No.7122101

Thanks! I'll try that.

>> No.7122104 [DELETED] 

>doom 2 manuals literally imply hell being the sole producer of "tech demons"

"They have brought their reality with them and are subverting our technology with their presence"

I have always interpreted this as demons "merging" with human machines using our weapons against us becoming a sort of supernatural cyborg.

Then in 64 they have fully "evolved" like this, producing the unmakyr (a rib cage that shoots lazors) and explaining why the mother demon has metal bones.

This is further codified by D3 having the revenant sporting UAC armor and Sarge getting fused with tank parts and shit in some Giger esque body horror.

I personally don't care what he manual says I like my Idea better lol. The idea of dumbass imps and barons welding and soldering in-between ripping each others dicks off is stupid

At the end of the day simplicity is the key IMO leaving room for the imagination to fill blanks. Eternal adding new shit was very smart in execution and gives people something to talk about

>> No.7122109

>>7121728 (fixed)
>doom 2 manuals literally imply hell being the sole producer of "tech demons"

"They have brought their reality with them and are subverting our technology with their presence"

I have always interpreted this as demons "merging" with human machines using our weapons against us becoming a sort of supernatural cyborg. Then in 64 they have fully "evolved" like this, producing the unmakyr (a rib cage that shoots lazors) and explaining why the mother demon has metal bones.

This is further codified by D3 having the revenant sporting UAC armor and Sarge getting fused with tank parts and shit in some Giger esque body horror.

I personally don't care what he manual says I like my Idea better lol. The idea of dumbass imps and barons welding and soldering in-between ripping each others dicks off is stupid
At the end of the day simplicity is the key IMO leaving room for the imagination to fill blanks. Eternal adding new shit was very smart in execution and gives people something to talk about

>> No.7122117
File: 18 KB, 679x284, blood-cultist-sounds.jpg [View same] [iqdb] [saucenao] [google] [report]

>A Blood Shadow Over Innsmouth map

>> No.7122130
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This is amazing. Thanks anon.

>> No.7122139

If you had to associate a song to any 90s FPS protagonist, which songs would you choose?

>> No.7122143

That was easy

>> No.7122146

Outside of their main games of course

>> No.7122149

donte pls

>> No.7122152
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>> No.7122162

Yep, he hearted my comment about blasting Goin Down the Fast Way with the windows down doing 80 in the dead of night on my way home from work

>> No.7122223

i feel like if anything, doom could go with multiple lores rather than "one defining" lore
i feel like the series works best as something you do anything with, as long as it feels some specific basics about doom
because sometimes, "adding" can lead to some restrictions or limits

>> No.7122227
File: 189 KB, 809x1078, PC Computer - Rise of the Triad Dark War - Triad Enforcer.png [View same] [iqdb] [saucenao] [google] [report]

That was sort of the idea. Original ROTTposter here. I just really like the game and it had alot of cool trivia like facts about it. I never just copied from Wiki. However I stopped posting a couple threads ago, the guy doing it now like in the beginning of this thread is false flagging to troll, he's just copying straight from Wikipedia.

Here is one interesting fact about ROTT though, the Enforcer was played by Mr. 3D Realms himself, George Broussard, who doned this costume for the digitization session.

>> No.7122231

dy evrt plaurf doom on thid

>> No.7122242

Is there a Doom mod based off Lester the Unlikely or just any mod, where you play as a loser nerd that defies all odds?

>> No.7122253
File: 56 KB, 551x713, GordonFreeman-small.jpg [View same] [iqdb] [saucenao] [google] [report]

>where you play as a gay loser nerd

>> No.7122259
File: 4 KB, 60x90, 1602324470167.gif [View same] [iqdb] [saucenao] [google] [report]

combine arms

>> No.7122296

Gordon Freeman is at the peak of his physicality, can operate firearms with ease, has a ponytail, has his boss' daughter gagging for his dick. He's the exact opposite of a loser.

>> No.7122306


>> No.7122323
File: 28 KB, 342x400, gordon-pedik2.jpg [View same] [iqdb] [saucenao] [google] [report]

>Gaydon Fagman is at the peak of his physicality, can operate multiple penises with ease, has a ponytail, has his boss gagging on his dick and giving it to him up the ass. He's the exact opposite of a loser.

>> No.7122329

i knew you were gay for gordon.

>> No.7122334
File: 153 KB, 1010x784, 1605827017249.jpg [View same] [iqdb] [saucenao] [google] [report]

Whatever you say, Alf

>> No.7122337

>putting a tutu on him
ballerinas are fit as fuck dude, they'll kick your ass.

>> No.7122361

Gordon has a ponytail? Since when?

>> No.7122427

I'm saying this sarcastically, but this almost convinces me that the commies are right about capitalism.

>> No.7122446

Under communism if you don't finish your source ports in time you get sent to gulag

>> No.7122456

Communism actively stifles creativity and innovation while capitalism lets it flourish. Try making a game like DOOM while being a cuck under the government.

>> No.7122457


>> No.7122460

Nah I know, which is why I meant that sarcastically. Still fuck WB and their Looney business practices.

>> No.7122498
File: 90 KB, 1920x1080, 1575496652980.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7122505

But what about Distributism?

>> No.7122519

A certain percentage of your source port must be open source

>> No.7122554

Who would win in a fist-fight: ROTTanon or Marathanon?

>> No.7122559

Old DOOM is a backstory to nu-DOOM but nu-DOOM isn't a sequel to old DOOM. It only goes one way.

>> No.7122560

Do they have a max range? I know archviles don't after you've damaged them so I assumed it'd be the same for all enemies.

>> No.7122562

There's more than one guy and one of them is me. I'm just generally curious about Marathon because it seems to have potential for content creation but falls short. If it gets annoying, I'll dumb it down.

>> No.7122564
File: 513 KB, 686x1000, bartitender.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey fug you, Arti's not like that. He's just weird.

>> No.7122573
File: 1.93 MB, 255x191, in1992billclintonstruckandmurderedafamilyof3drunkdriving.gif [View same] [iqdb] [saucenao] [google] [report]

This is wrong because capitalism encourages the development of the faggiest possible fucking intellectual property laws you can imagine, allowing Walt Disney's necromantic estate to fuck anyone they want in the ass for example.

John Carmack's desire to release/allow others to work with the source code for Doom paved the way for the years and years of endless fan work we have now to come about and it's harder to imagine that ever happening if id software decided to be the gigantic sort of cunt you see swinging their dicks at anyone who touches their work.

Try making anything worthwhile while you work yourself to the bone slaving away to stay alive.

not a commie i'm an open software retard neet

>> No.7122576

How about making that map a hub world of sorts to select your level? Is that possible? I'm not familiar with Blood modding.

>> No.7122586
File: 2.59 MB, 640x360, hitscandist.webm [View same] [iqdb] [saucenao] [google] [report]

Ya, it's 2048. It's mentioned here at 6:30:


>> No.7122602

I've actually been thinking of a mod set on Earth during the invasion by hell in Doom 1-2 where you're just some random guy trying to survive and make it out alive. Think something like Stalker or Metro where the purpose isn't to slaughter demons by the hundreds by simply scrape looking for supplies, weapons, other survivors while avoiding corrupted humans, bandits, and of course demons.

Like imagine bandit camps that have managed to capture and enslave Pinkies and are now using them as beasts of burden and attack dogs. Or trying to run away from a Cyberdemon destroying an entire neighborhood by itself. Or having to struggle to beat an Imp to death with an old Louisville slugger because half the Doom weapon roster wouldn't be anywhere near a regular city, meaning you have to make do with basic bitch arms.
Think of the title for Doom 2 "Hell on Earth" and you have to live there during it.

>> No.7122606
File: 989 KB, 250x188, thumbsupsentai.gif [View same] [iqdb] [saucenao] [google] [report]

Congratulations on ruining the thread

>> No.7122612

>it seems to have potential for content creation but falls short. If it gets annoying, I'll dumb it down.
I'm making my own Marathon TC at the moment. It's not that bad, it's just no gzdoom. LUA can shoehorn in a lot of cool stuff that you wouldn't imagine is possible

>> No.7122617

Would you say Marathon map editors are getting better? I do know there's still some fundamental flaws the AlephOne devs refuse to confront because of muh original expeerience

>> No.7122645

That sounds fucking rad dude, make it.

>> No.7122649

There's only one map editor, unless maybe you're emulating Forge which you really shouldn't because Forge has a lot of old baggage (can only load one texture set at a time, render distance is limited unlike AO). The only true editor is Weland. Weland used to have an awful limitation where you would draw the polygons using Weland but had to go in-game to texture using a plug-in like Vasara, which was a pain in the ass and major turn off. The newest update added a visual mode to Weland which really helps.

Aleph One is basically always going to be the Marathon equivalent of Crispy Doom. That doesn't bother me but it might bother others

>> No.7122704
File: 2.24 MB, 2560x1440, That cant be good.png [View same] [iqdb] [saucenao] [google] [report]

I don't know if that's possible either, but I'll look into it. Seems unlikely, since the ending markers are handled by the .INI.

>> No.7122708

Ratchet & Clank guns in Doom

>> No.7122715


>> No.7122716

you can play as chubbs in zandronum if you have the skulltag content

>> No.7122718

so basically what's happening in the webm is the monsters have basically created an invisible wall of bullets, and crossing past a certain point is lethal?
that's pretty cool

>> No.7122719

Forgot to say there are 2 level ending types, "EndingA" and "EndingB", one for normal progression and one for secret levels.

>> No.7122726
File: 303 KB, 512x282, image_2020_11_28T01_23_15_556Z.png [View same] [iqdb] [saucenao] [google] [report]

The Security Officer's face

>> No.7122732


>The upside down cross pentagran Satanic Hell being gone is more a big company not wanting to potentially miss out on sales by offending anyone.
That's really misplaced. Doom is all about fighting demons from biblical hell and devil worshipers, there should be no shortage of stereotypical pentagrams and inverted crosses.

>> No.7122740

I think it sounds good in multiple soundfonts.

>> No.7122743


>> No.7122757

You could probably base this on Hideous Destructor and its submod, Ugly As Sin, if you really want to hammer home the vulnerability thing and scavenging part.
You're actually still a combat fuckomatic in HD if you know what you're doing, but you'd alter it, of course.

>> No.7122759

If you can, you should do it.

>> No.7122760
File: 159 KB, 900x900, 16c.png [View same] [iqdb] [saucenao] [google] [report]

Do the demons have a committee in Hell where they decide what's too offensive for current audiences?

>> No.7122763

Zenimax does. I think the new Doom games aren't bad, but it's obvious that there's meddling from higher up which interferes with creative aspects.

>> No.7122781

Any idea how to get the Speedy sountrack for Death Wish working of BuildGDX?

>> No.7122787
File: 19 KB, 571x160, doublepump doom pal.png [View same] [iqdb] [saucenao] [google] [report]

Beta placeholder sprites for Doom 2's Super Shotgun.

>> No.7122809

I'll ask here because I feel like this is the only place on the site where I'll get an honest answer without too many people sperging out: does Doom Eternal play like 2016 or is it more in line with the old titles gameplay-wise? I played through most of 2016 and didn't like it because it felt more like an arena shooter than a Doom game to me. I don't want to dismiss Eternal if I can go secret and key hunting without being forced to clear linear areas of monsters to progress.

>> No.7122815

There's no Soldier of Fortune 2 installer in the mega folder?

>> No.7122817

It's 2016+

>> No.7122823

Eternal just takes 4's concept and overtunes it to the point of obnoxiousness, greater emphasis on resource management so ammo counts are low and they really want you to use the chainsaw as a reload button with more annoying mechanics tied to it.
Melee attacks are fucking useless now, for example, you can't even kill a basic weak zombieman with normal melee attacks, so instead it's tied to that stupid blood punch mechanic. I'm still fucking mad the crucible sword is just a glorified chainsaw where you don't get ammo from killing enemies, and only the later levels provide crucible ammo pickups.

>> No.7122831

It should come with a .ini file. Select its ini when you start Death Wish from the custom content menu.

>> No.7122846

>Melee attacks are fucking useless now, for example, you can't even kill a basic weak zombieman with normal melee attacks
This is what makes me soft, they want Doomguy to be le epic RIP AND TEAR and his melee does fuck-all unless you subscribe to the MOBA mechanic.

>> No.7122848

That's pretty much what I expected. So is it another arena-fest?

>> No.7122849

It doesn't even make any goddamn sense because his punches send those big fucking blocks sliding away at high speed but a punch can't even kill normal enemies. In Doom 4 the melee attacks did okay enough damage and it meant you could doubletap the button and instantly kill weak enemies. Which is why I assume they did it. Eternal feels like a stupid bloated Doom mod to me, like Doom XP or trash like that.

Yes, just skip it.

>> No.7122853

what an absolute unit.

>> No.7122860

Marathonanon presumably does extra damage when he makes a running punch, so my money is on him.

>> No.7122864

Carmack is literally a hardcore libertarian capitalist and intellectual property laws are considered anti-capitalist by Cato, Mises, etc

>> No.7122881

Thanks dudes, I figured that's how Eternal was from reviews but I just wanted to check.

What games are you guys playing tonight? I tried the PSX version of Doom for the first time and the controls were as bad as I expected. I'll always prefer playing shooters with a mouse and keyboard but my lord did twin analog sticks ever save console shooter controls.
>tfw the game will let you rebind but won't let you set a dpad button as a strafe direction and the strafelock doesn't seem to work
I'll give the mapset a proper go on my PC once I bother looking up the wad.

>> No.7122887

I'd be fine with Doomslayer's punches not being an instant kill if you could do some ridiculous Fist of the North Star rapid-fire bullshit, but no, we just get a shitty melee punch that does nothing

>> No.7122891
File: 727 KB, 800x885, 1d7715d9ad6bff02102a9e8e057c66984e5f3fc81a8df1aa7f8a6eb43ecf9227.png [View same] [iqdb] [saucenao] [google] [report]

Can everybody, regardless of your ideology of choice, please stop with the politics? This thread is in extreme danger of becoming a massive political shit flinging fest from which there is no return.

>> No.7122894

That's Blake, not the Security Officer.

>> No.7122895

I've been slowly grinding through Dimension of the Boomed.
Fuck Spawns.

>> No.7122898

I got it working, thanks. Seems to only work from a fresh start though; can't get it started on specific levels.

>> No.7122904

Chairman Mao did something wrong

>> No.7122936
File: 19 KB, 351x359, 1526167850671.jpg [View same] [iqdb] [saucenao] [google] [report]

is the thread ok now?

how did my shitty joke do this

>> No.7122941

I like Carnack because he has been supportive of modders and he generally seems to care about free software while respecting the work of others. Except for Paul Radek.

>> No.7122949


He sucks his own dick

>> No.7122976

That's Blake dude

>> No.7122979

Think I'm gonna need something to play in-between Plutonia boys. It's fun but damn if it doesn't take me a while just to beat a single level. Should I play Quake or Quake 2?

>> No.7122995
File: 12 KB, 126x79, 635133313484455966.png [View same] [iqdb] [saucenao] [google] [report]

did i basedbros? https://www.youtube.com/watch?v=0yYus3hZgIA

>> No.7123001

The single player in the first Quake is widely regarded as being better (I think so too), I'd give that a play over the sequel

>> No.7123041
File: 526 KB, 1242x699, B1B78540-C8CE-4753-B845-59E2316D460B.jpg [View same] [iqdb] [saucenao] [google] [report]

Let me get you guys' thoughts on Spin Cycle. I've read/heard that it's a bad level a couple times recently. I disagree. I think the rotating track gimmick is fun, and they give you plenty of ammo and space to blow up a ton of alien bastards.

>> No.7123115
File: 83 KB, 384x313, shrug.jpg [View same] [iqdb] [saucenao] [google] [report]

My standards for FPS must be really low or something because I enjoyed Episode 2 greatly from start to finish. This extends to other games as well, I never had a problem with any levels in DOOM 2 for example and was shocked to find so much hate for them online. I played Daikatana recently with the fan patch that fixes bugs and allows you to play without the AI companions and I actually had alot of fun, the cutscenes are oozing with 90s cheese so I can't help but love them and the game tiself just felt like a slightly awkward standard late 90s FPS with lots of variety in weapons, locations and enemies.

>> No.7123128

What's your favorite level so far

Its a meme, but personally i love go 2 it, it's just so fun, so fun to slaughter a bit after the more resource conscious regular levels

>> No.7123138

Fun levels like this really helps to shake things up. Most games these days overstay their welcome after only 5-ish hours. Even if a level feels a little frustrating its honestly for the best haha.

>> No.7123148

I have similar tastes as you, but I would disagree in that Episode 2 is ludo.

>> No.7123198
File: 92 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

More of a rat's tail, but he has it in HL1.

>> No.7123207

Ghost Town, though Speed had the best song from the Plutomidi mod. Everything after Hunted is starting to feel more bullshit instead of challenging imo. At least since they keep starting levels with monsters attacking me.

>> No.7123216

>I have seen some UNATCO jabronis
10/10 you had me at hello

>> No.7123245

Playing DOS version Powerslave for the first time after some anon revealed that the projectile collisions aren't broken like the Saturn version. It's pretty solid but so far I just use the machinegun all the time unless I need to conserve ammo. The panther statue women are cool in concept but a little tedious having to wait while they're underground. Not sold on the multiple lives/checkpoint-saves combo thing they've got going on. It's simultaneously more straight-forward than the Saturn version yet also mechanically weirder. Still better than Redneck Rampage at least.

>> No.7123247
File: 566 KB, 1920x1080, douk.png [View same] [iqdb] [saucenao] [google] [report]

I find it highly re-playable. Try to beat the three-minute par time, for example; you'll be grinding a while, but it's fun. I'm not sure how they got three minutes, let alone one minute for the 3D Realms time. I'll watch a video on it eventually but I wanna throw some more blind attempts at it first. I think they run past all the monsters, and I don't think you need to actually press all the switches. I wonder if the par time is on easy or hard as well.

I find the level especially intense during attempts of doing deathless runs of episode two.

>I enjoyed Episode 2 greatly from start to finish
Episode 2 is currently my favorite Duke episode, but I haven't played e3 or e4 as much yet so it may change. I learned how to do deathless runs of episodes 1 and 2, so I spent a bunch of time on those. I haven't started on e3 deathless runs yet because it takes so much time to learn a new long run like that
> I never had a problem with any levels in DOOM 2 for example and was shocked to find so much hate for them online
I just get lost in them and get bored. Finding your starting weapons and ammo can be harder than the combat. Like in Downtown and The Chasm, I found myself lost and running out of ammo. Contrast that to say map03 of skillsaw's Lunatic.wad, which is a large spaceport/moonbase level but the map author conveys very well how to progress, and the hard part is not dying.

>> No.7123264
File: 41 KB, 400x400, C164C8E7-FDCF-44C7-91A0-744AAF66314C.jpg [View same] [iqdb] [saucenao] [google] [report]

>You’re never going to get Scythe X

>> No.7123280

Is there any compressive written/video guide to Blood mapedit that isn't shit?

>> No.7123292


>> No.7123305

The biggest issue with Nu-Doom's lore is that demons are just magically transformed human husks, when in the original game it was completely unknown - but the diversity and intelligence (Imps, Barons, etc - Pinkies are just dumb lumbering pigdogbulls) implies they're just banished alien species or some shit - hence why they infight - obviously Nu-Doom not having proper infighting (instead shitty scripted infights) had something to do with this.

Judging by concept art, Revenants were supposed to be marines revived by Hell and thrown into stolen UAC tech (hell maybe even being UAC experiments pre-invasion) to fight for hell's forces - which would've been a way cooler and more vague then generic "tHeY r rEvIvEd dEmOnS" Doom II's manual provides (Proof that Sandy Petersen shouldn't have been writing Doom's lore)

Honestly I think the "demons being mutated zombies" concept from is bullshit, considering the former humans are supposed to be possessed (confirmed by Romero and Doom bible) fodder in the original series.

Shit like this is why I'm just making "RN"'s lore from scratch, keeping a few elements, whilst generally ignoring Doom Eternals dogshit """"deep""""" lore.

>> No.7123309

Right? Though I'm glad they didn't take the easy route, and went where they did, the final SSG looks more distinct by far, being a completely new graphic, showing a at the time, REALLY realistic and detailed reload sequence, all while keeping it fairly fast. It adds a lot of character.

>> No.7123312

I always thought the dislike for episode 2 was for ditching the city setting, with all the intricate and novel details you could interact with like the breakable beer bottles and the strippers
I didn't hate playing the episode, but after having the urban levels hyped up so much before I played I was caught off guard when the setting changed to space

>> No.7123315


>> No.7123316

Wasn't the Revenant Romero's idea?

>> No.7123325

Dai-Katana is widely exaggerated in its bad qualities, it just had way too much hype and launched with lots of bugs and a bad companion AI. Patch the bugs, omit the companions, get past the first level, and it's really not that bad, not excellent, but hardly the "worst game ever" as some describe it as. Romero is defensive of the game, but that's not all his ego, he still stands by the game because it actually has merit, even if it's flawed.

>> No.7123329

The M60 is your workhorse for sure, but everything has its place. Revolver's better for those panther women until you get the cobra staff, which just deletes them in one shot. Flamethrower's going to be really niche for most of the game and then actually pull its weight when you meet the locusts. Use it on mummies for now, if you don't prefer just hacking them up with the machete. Grenades have a massive radius and can be cooked, you can get some serious work done with them if you get used to their throwing. PC Powerslave is a very technical game compared to the Saturn version. It's obviously no Blood, but I'd actually put it above Shadow Warrior, possibly on par with Duke, as far as level design and gameplay are concerned.

>> No.7123337

I really like Lunar Apocalypse, DN3D always had a gloomy and gritty streak to it, and E2 leans pretty heavy on it. It's a nice breakup and change in pace and tone for the other eps.
Personally, there's only a handful of levels I don't like at all in Doom 2; Nirvana, Bloodfalls, Factory, Catacombs. Otherwise, I think it's a pretty good mapset, with some levels being pretty excellent.

>> No.7123374

yeah the plutonia midi is glorious

yeah some of the maps right after hunted are really bad, specifically 12 and 15. I had to play quite carefully and do a lot of map memorization, blind play was useless for me on those maps.

go 2 it though is very nice and you can yolo it, other than 1 arch vile trap that imo it's good to be prepared for

anyway i'm also playing through plutonia right now, my first time, and it's one of my favorite maps sets. good combat, short and sweet maps, no bullshit.

>> No.7123387

Resurrected Nightmare, which I am using just as a reference name since RN is both too similar to Recurring Nightmares, and is a shlocky b-movie tier name.

>> No.7123430

Only levels I really don't like are MAP10 and MAP15. I don't mind insidious chaingunners since after all it is Plutonia, but having untouchable (at the moment of encounter) Archviles constantly rezzing a whole half-dozen of them? Wasn't a fan, it made me feel like savescumming past them whenever I did a pistol start UV run. Although I love the IWAD for making a difficult megawad that is technically official, those two maps particularly stand out in my memory and trigger me more than I would care to admit.

>> No.7123437

and what is that then, don't recall seeing anything about that.

>> No.7123441

God, Map 12 ruined my mood completely playing it a few days ago. Especially since I wasn't aware there wasn't a trick to killing the Cyberdemon, you're just supposed to shoot him dead and be done with it.

>> No.7123447

The final stretch of Plutonia isn't too bad

>> No.7123468

i shitposted about map15 a few threads ago

imo this map is only fun if you basically get all the secrets, and in particular make crucial use of the invulnerability.

i have mixed feelings about this, since it makes it a non-blind-able map.

otoh, if you view the "purpose" of map15 in every megawad to be a secret hunt for the secret exit, then in this way it is a brilliant map.

due to this last point, i feel it is a brilliant map, though originally i felt as you say.

map12 was indeed a bit of a slog.

overall though, for me, plutonia penalizes sloppy gameplay, and rewards tight gameplay. plutonia makes me realize that i am lazy with aim, ammo management, infighting, and monster priority. if you are good at these "doom fundamentals", than plutonia is fun and rewarding.

i feel i am getting much better by pistolstart-UVing plutonia. this is in contrast to pistolstart eviternity, where i did some combination of yolo and memorization and didn't give a fuck.

i'm getting so much out of plutonia that i'm starting to believe that maybe i will actually level up my doom skills and eventually be able to play through properly and enjoy something like sunlust. well, one can dream.

>> No.7123475

I never posted it here, only and DW and ZD, but due to a variety of factors (ugly arse threads with nothing eye catching, "remake of Episode 1" stigma, constant shifts in design [I was 16 when I started it lol], etc) it always got slided by either avaunt garde shit, nepotism products or boomer wads.

Did start out as a "Doom episode 1 redesigned to have realistic, lived in environments inspired by Tom Hall levels" though now it's an ordeal of "remaking the original doom's story/environments/setting with more action-survival-horror instead of "just shooting everything" though that's still part, it's just more balanced - Think Doom 64 and Doom 3 but with actually good gunplay, better movement, etc.

>> No.7123480

Well what's stopping you from posting progress now?

>> No.7123491

>The biggest issue with Nu-Doom's lore is that demons are just magically transformed human husks, when in the original game it was completely unknown - but the diversity and intelligence (Imps, Barons, etc - Pinkies are just dumb lumbering pigdogbulls) implies they're just banished alien species or some shit - hence why they infight - obviously Nu-Doom not having proper infighting (instead shitty scripted infights) had something to do with this.
Thats an interesting theory on why they infight, but Ive never thought that and never heard anybody else suggest that. I assume the reason is just that they have low intelligence so they arent well-coordinated soldiers.

>> No.7123503
File: 1.16 MB, 1960x1102, Screenshot_Doom_20201128_174551.png [View same] [iqdb] [saucenao] [google] [report]

I halted development publicly, and keeping info on it as quiet as possible, not to mention re-tweaking elements, gameplay, design, etc - not to mention work on that busted arse name.

Not to mention, haven't done any real map work since the cancellation, so there's no real point posting.

But fuck it, may as well post something for shits and gigs.

>> No.7123509

I can respect that, and I appreciate you posting a screenshot. HUD's not too shabby, though it gets a little fucky down there with the two ammo numbers. The visor thing is nice and subtle here, which I appreciate.

>> No.7123510
File: 39 KB, 712x377, Screenshot 2020-11-27 090012.png [View same] [iqdb] [saucenao] [google] [report]

whoever said yesterday that the DOOM64.WAD file that comes in the steam Doom64 installation would worl with Doom64 EX talked out of his fucking arse
I tried it doesnt fucking work
can someone if I give him the file from my installation repackage it as a gzdoom compatible IWAD?????
so I can play it modded on gzdoom?

>> No.7123518

Bumping this, Both Doom 3 BFG and Soldier of Fortune 2 make it /vr/ stamdards for retro games. There's even an id tech 3 folder in the Mega but is almost empty
Gog-games.com don't have it anymore so I was hoping to find it here

>> No.7123521

It's a bit iffy with the ammo numbers due to me not getting around to separating "multiple-ammo type and singular reserve ammo type" numbers - so weapons like the Assault Rifle use 32mm Grenades for it's altfire, the Dartgun can switch between Tranqs or Explosive darts, and the standalone Grenade Launcher can switch between ammo types like Resident Evil (a major inspiration) such as Incendiary, Acid, HE and Rubber (which is mostly used to push enemies around, and activate the Frightened flag, though it's mostly a novelty outside of crowd control)

Obviously Pistols, Sniper Rifles, etc utilize only the magazine + reserve ammo - so I'll have to work on it before official announcement.

>> No.7123549

I think you misunderstood. The Steam exe is an updated version of the free port Doom 64 EX. Theres no reason to use the old EX if you have the Steam version.

>> No.7123556

I wanna play it on gzdoom with mods REEEEEEE
is it possible to turn that DOOM64.WAD into a gzdoom compatible PWAD that can run with mods?
Kinda like all the gzdoom Doom64 ports

>> No.7123560

You can't play Doom 64 maps in Doom 2. It's possible to convert the maps to Doom 2 but you'd have to change all the textures by hand AFAIK, and Doom64 has some unique triggers that can't be replicated, unless you're really good with Boom trickery

>> No.7123562

GZDoom doesn't support D64.
Here is a port however:

Or this if you want to play with gameplay mods:

>> No.7123573

Here is a pretty thorough list of custom Doom 64 maps:

https://docs.google com/spreadsheets/d/1kgPXUDuxEaCN6nxVsWiY2lBy9XM-e9er2Z2D67azgC0/edit#gid=0
(i got spam filtered - replace the space with a dot for dot-com)

>> No.7123592
File: 33 KB, 106x166, 1601413842199.gif [View same] [iqdb] [saucenao] [google] [report]

Is there a way to enable mouselook in a steam version of Doom 64? Because EX's mouse has been fucked for me after a win10 update a few years back.

>> No.7123595

very nice thank you!
another thing I would like to ask you guys that you prob know
is there a gzdoom standard compatible mod that works as a TEXTURE PACK only
what I mean with textue pack is that it replaces all standard Doom and Doom2 IWAD textures with Doom64 ones without altering anything of the gameplay so that it will be compatible with any other monster/gameplay mod while still giving Doom and Doom2 maps the same look of Doom64 maps?
I swear years ago i looked forever for a mod that does only this and never managed to find one

>> No.7123612

There's this, but it lacks brightmaps
I might visit it in January to make a version with brightmaps alongside a PSX-fied levels for Doom 1\2 (want to add colored lighting into original DOS levels).

Pack of D64 textures separately, not game-ready

Sprite replacer

>> No.7123616

Mod from video btw

>> No.7123617

naisu thanks!
b-but what are brightmaps?
were those something the original Doom games before Doom64 had?
or is it just something you wanna add to make the game prettier?

>> No.7123639
File: 137 KB, 966x932, 687474703a2f2f73637265656e73686f742e72752f75706c6f61642f696d616765732f323031372f31322f33312f686d35356534622e706e67.png [View same] [iqdb] [saucenao] [google] [report]

It's a texture that shows which part of a material will glow in the dark - here's an example of how it works on a switch. Doom64 had it natively, but D1\2 didn't, it's a mod:
Or I have a slightly adjusted version in my Doom Pack - I've made a few small changes:

Full pack btw, but it's a bit outdated by this point.

>> No.7123683
File: 364 KB, 1316x428, Screenshot 2020-11-28 102611.png [View same] [iqdb] [saucenao] [google] [report]

oh I see..like monster eyes glowing?
anyway what download among all these links
do I need?

I mean to play the official DOOM and DOOM2 IWADS with the Doom64 textures like in the video?
are they compatible with Brutal Doom monsters only fix + Trailblazer?

>> No.7123696
File: 690 KB, 1920x1200, Screenshot_Doom_20201128_122945.png [View same] [iqdb] [saucenao] [google] [report]

Yep, like eyes. You need sd64texpack_nopalette.pk3 - this will replace textures with D64 textures.

>> No.7123701

And yeah, compatible with anything, it just replaces textures

>> No.7123706

I see thanks!
are you the guy that posted that video?
Doomenator guy?
whats the difference between palette and no palette?
Im retarded and dont know anything about mods

>> No.7123707

Palette also applies palette to all sprites, so they look like shit if they are not made with those colors. So you don't want a palette change.
And nope, I'm not Doomenator, just seen him post those in that thread.

>> No.7123712
File: 559 KB, 1920x1200, Screenshot_Doom_20201128_124223.png [View same] [iqdb] [saucenao] [google] [report]

Here's screen with palette applied - as you can see D64 textures are perfectly fine, but everything else is fucked because original Doom 1\2 have their own palette.
D64 textures don't look like shit with D1\2 palette (_nopalette mod) because dude was smart and saved them as PNG - GZDoom ignores palette for those.

>> No.7123713

fucking SWEET thank you so much!
looked for that shit forever!
any hope anyone will make a Doom64 Retribution addon/standalone WAD with the Lost Levels episode of Doom64 released on steam?
or will they run into copyright problems?

>> No.7123720
File: 40 KB, 1272x191, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7123721

>if you believe that 2016 and eternal needed to exist to "innovate doom", then you should expect another reboot in in the future
inb4 not retro
but what's wrong with that?

>> No.7123724
File: 51 KB, 1271x306, file.png [View same] [iqdb] [saucenao] [google] [report]

Btw, apparently brightmaps in Retribution are not complete either because of some GZDoom complications

>> No.7123732

What's the latest BD Monsters only mod? I remember there was one released not long ago

>> No.7123739

ok anon from before here
anybody has a link ready for a decent quality Doom64 music mod for gzdoom?
something simple that just replaces the standard tracks of Doom and Doom2 IWADS with the tracks from Doom64?
I need it for ~immersion~ purposes
Im sorry if I ask to spoonfeed me but my HDD on my home computer failed about a week ago and I lost all my fucking doom related links and stuff
I ordered an NVMe SDD that should arrive monday and for now Im posting from my shitty work laptop and I have no Doom stuff here

>> No.7123751


>> No.7123759

no idea
cant seem to find the one I had on my desktop drive anymore
it seems that the most updated and fixed one is this one

>> No.7123761

While we're at it - https://www34.zippyshare.com/v/EfVQAOL3/file.html made a quick D64 sounds replacement.

Or if you just want to spice up original sounds with newer ones - https://www.doomworld.com/forum/topic/71133-sound-caulking-now-on-idgames/

>> No.7123795

This should help you out


>> No.7123873

He said he really liked it

>> No.7123893

It is one of my favourite levels. I just run around in the direction of the spin like the Sonics and fire at the enemies with the pistle or the maschinengeweher.

>> No.7123897

Marathanon's fist actually do damage. ROTTfag is fucked.

>> No.7123908

Like how my country under communism had thriving movie and animation industry that produced many masterpieces still beloved even today, while under capitalism our entertainment industry produces nothing but literal trash. Hell, even our vidya industry still yet to produce one game that had as much of impact as one game produced during communism days.

>> No.7123923

How old are you?

>> No.7123924

>avaunt garde shit, nepotism products or boomer wads
What does any of this mean?

>> No.7123929

If you're talking about Russia and Tetris, the state plain just told the author to go fuck himself and would reap huge rewards on his work, he successfully sued them in court after the union had collapsed.
I have zero doubt that he would have been able to come up with a brilliant idea like that if he lived in the west, and then he'd have had the means to protect his intellectual property and profit from it as he was entitled to.

>> No.7123935

I second the other guy, doing the visor thing really modest like that is MUCH better than pretty much any other visor HUD out there. I'd add some curve to it, since it's a bit square looking, and maybe a detail or two, but I'd keep it a similar size, I really like that.

>> No.7123940

The map files could maybe be converted to UDMF format and be adjusted for functionality, but GzDoom would still need you to replace actors to get authentic weapon and monster functionality, it doesn't have any native Doom 64 functionality.

>> No.7123946

Which Build game has the worst hitscanners?

>> No.7123949

You could adapt the levels in UDMF, because GzDoom can do everything Doom 64 does, but that's going to be a manual job. There is a Doom 64 TC for GzDoom though, several in fact, but I'm thinking about a more recent one.

>> No.7123956

Shadow Warrior

>> No.7123959

Duke3D Nuclear Winter

>> No.7123964

>if he lived in the west
Oh, but he lived in the west. And he didn't came up with a single good game, and not for the lack of trying - Microsoft was showering his ass with money in hopes that he would come up with a second Tetris, but alas, he produced many mediocre puzzle games that no one cared for or remembered. Tetris was a fluke, and it was based on existing puzzle game to boot, and the development was finished by another person - I wonder if Pajitnov shared the compensation he got from a state with Golomb, Gardner and Gerasimov. Oh, and he's a huge copyrightfag who believes that FOSS should be banned because it prevents companies from making money with unfair competition.

Nah, ninjas are bad not because they are hitscanners, but because some of them can one-shot you with a rocket or fire a huge fuck-you spell. Their Uzis are pretty tame in comparison.

>> No.7123969

What about sector floors and ceilings having different light levels and light colors? There are also minor things like tagging items that warp in as secrets

>> No.7123975

Did 3DR ever release the updated version of the Build Engine Ion MAIDEN uses?

>> No.7123986

This >>7123956

People complain about Blood hitscaners, but conceptually speaking Shadow Warrior's are worse.

Blood hitscanners: you can stunlock them, even stunlock groups of them with the tommygun once you get good; but also crouch to make it less likely to get hit by them.

Shadow Warrior hitscanners: can't stunlock them, can't make it harder for them to hit you. You're pretty much guaranteed to get hit unless you dispose of them very quickly.
It gets even worse with the crouching Ninjas; or the alt-pal ones which have a fuckton of HP.

>> No.7123998

UDMF/GzDoom can do all of that. What it doesn't do is to replicate the PRNG in Doom and Doom 64, though I wouldn't be the slightest bit surprised if someone recreated it with ZScript.

>> No.7124013

Is mouselook not on by default?

>> No.7124014

Only X axis, no up and down movement in Steam version

>> No.7124018

How the game is meant to be played.

>> No.7124020

However works best for you.

>> No.7124030

Fuck you, it is not a deliberate design choice, they just didn't knew better and were constrained by the technology. Vertical mouselook is the best thing that happened to FPS genre, leave autoaim to dung-encrusted console peasants. Aim free or die.

>> No.7124043

its disabled in the steam version

>> No.7124051

>constrained by the technology
Doom 64 has some slight camera movement on the Y axis with recoil. It's not something the game couldn't have handled, but they chose not to and build the levels around this limitation.

>> No.7124054

What else to expect from console peasantry.

>> No.7124068

Guys I get white specs on plutonia level 1, how do I fix it?

>> No.7124081

on gzdoom?

>> No.7124089


>> No.7124096

sent rendering quality to quality instead of speed

>> No.7124104

I didn't even notice the visor until it was pointed out, so if anon's trying to be subtle it's certainly working

>> No.7124107

officially i doubt it would happen, but I wouldn't be surprised if someone throws caution to the wind and ports it themselves, like how we got No Rest for the Living ripped from XBLA Doom 2

>> No.7124110

where do i find that option?

>> No.7124113
File: 560 KB, 1920x1080, map03.png [View same] [iqdb] [saucenao] [google] [report]

Check out this mapset:


I think the maps suck, but the portal technology is fascinating, pic related. You can have room-over-room effects and see from one side of the portal to the other. I discovered this because I followed skillsaw on DoomWorld and he playtested and commented on this map set, and he seldom posts. Like I said, the maps suck IMO, they are much too confusing, but there is tremendous potential in the Eternity Engine.

>> No.7124117

nvm found it thx

>> No.7124154
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7124158


>> No.7124163
File: 2.23 MB, 720x360, awroight give em the stick.webm [View same] [iqdb] [saucenao] [google] [report]

Well, next up is sounds.

>> No.7124164

ZDoom can already do that.

>> No.7124168


>> No.7124173


>> No.7124179

The feminist elven militia is indeed obnoxious

>> No.7124193

I feel like every megawad nowadays, except some community projects, is trying to be the new Plutonia (short but DARK SOULS HARD) or the new Hellbound (huge hour-long slogs full of setpieces and eye-candy).
Can anyone suggest some megawads with a more vanilla/chocolate feel?
Unholy Realms, Whispers of Satan, Jenesis, that kind of stuff.

>> No.7124194


>> No.7124205

Doom mod where you play as a ballerina doing 360º kicks and somersaulting to karate kick demons when

>> No.7124206

looks kinda bad t b h

>> No.7124208

I don't see any problems with it, but I know some people don't like HL1's crowbar.

>> No.7124217

idk looks like when you hitting dudes it missing frames and shit. i guess it be better in game with sfx and stuff.

>> No.7124219

There's animations for pulling the stick back after each successful hit, it's just you cancel that animation out when you hold the fire button, if you whiff or hit a wall you gotta wait for the animation.

>> No.7124220

>Use advanced gzdoom feature
>Graf breaks it forever in the next version

>> No.7124224

oh really?

can someone recommend me new megawads that are like plutonia, lol?

that's my jam

>> No.7124231

yeah i get it, it just looks odd.

>> No.7124232
File: 87 KB, 800x600, FIR.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7124238

Trust me, I wouldn't make a shitty melee weapon. Though the berserk upgrade won't have the animation cancelling, it'll just hit hard and reset for each swing, so that might be better suited for what you're after.
Though at the end of the day this is just a melee weapon and you'll have another 6 weapons to play with in this set alone.

>> No.7124263

i believe you, good luck with the update!

>> No.7124267

Korus' Speedy Shit
Plutonia 2
Most DBP collaborations

>> No.7124276

cool, thanks

dbp maps a bit hit-or-miss for me

plutonia 2 indeed looks fun

i was hoping you meant something really recent. seems many wad designers like big maps?

>> No.7124280

well, you can always try 2048 units of /vr/ lol

>> No.7124287

There's Plutonia 1024 if you like really small maps

>> No.7124289

i fucking love 2048 units of /vr/ and have replayed my favorite maps (e.g., black flag or whatever map 28 or 29 was called?) multiple times

glorious, will look

>> No.7124294

i just realized, what woudl be perfect for me is if ribbiks made somethign like plutonia

i absolutely adore ribbiks maps, but i get lost in the most recent big ones (e.g., wormwood expanded universe map 3, magnolia map 3), and they are too difficult for me. fi they were each cut up into 5-6 maps, it would have been perfect for me.

one can dream

>> No.7124307

If he's been dunking on Radek, it's because the sound code he wrote for Doom was fucking bothersome and would frequently break during development. Originally, Doom was supposed to have pitch randomization on sound effects by default, but this broke in one of the first updates and was never fixed, so most people experienced the game without it, hence why that would sound weird and alien to many people when the feature was repaired/recreated for later ports.

Incidentally, I'm very glad that the new official ports let you toggle that as an option.

>> No.7124308
File: 240 KB, 1436x615, Снимок.png [View same] [iqdb] [saucenao] [google] [report]

Been drawing textures. Big crate is fucking ugly, I should make it 96 units instead, and also make the color darker, probably.

>> No.7124323

Will 500 ml of /vr/ be compatible with FS or will it be for NBlood only?

>> No.7124327
File: 63 KB, 1600x600, DOOM02.png [View same] [iqdb] [saucenao] [google] [report]

Bruiser Brothers arena for E1M8 of my E1 replacement

>> No.7124329
File: 21 KB, 194x106, brrrt.gif [View same] [iqdb] [saucenao] [google] [report]

Adding some assets I had already made a while back, also fixing some bugs and adjusting some sprite offsets for some things to make animation and functionality better.

>> No.7124330
File: 18 KB, 247x112, brrrrrrt.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.7124336

>Not BuildGDX
Never gonna make it

>> No.7124337
File: 19 KB, 223x113, brrrrrrrrt.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.7124358
File: 245 KB, 702x836, bandicam 2020-11-28 08-59-05-202.jpg [View same] [iqdb] [saucenao] [google] [report]

making a map once again
my plan for this one is for new player who are new to doom wads and will expect encounters from other doom wads. slowly introducing them to new weapons and power ups

>> No.7124359
File: 2.93 MB, 640x360, cultistjuke.webm [View same] [iqdb] [saucenao] [google] [report]

Cultists are also slower and more predictable, either making their way towards you or where they may have last seen you; it's dumb fun that allows for some simple jukes. Shadow ninjas dart back and forth quickly, making them a lot harder to track. I'll have to test SW after playing some Duke to see if you can "outrun" their aim like enforcers, pig cops, and cultists.

>> No.7124365


>> No.7124397

Explains why I find extra crispy fun as a difficulty, but shadow warrior on it's second hardest feels BS to me

>> No.7124435
File: 2.14 MB, 1366x768, Spinny_Run.webm [View same] [iqdb] [saucenao] [google] [report]

Original Spin Cycle poster here. I just pulled off a 1:09 run. Here is my method, from pistol start:
1) hit all four outer switches, straferunning all the way and going in a circle with the flow of the track.
2) One of the outer areas has a shrinker. I recommend getting it.
3)Once all four inner doors are open, quickly dash between enemies and hit the four inner switches. The shrinker should help with the fat commanders here if you're a good shot.
4) The exit switch is right in the middle, as you know. Go for it. You will probably "die," but rest assured that as long as you hit the switch you will enter Tiberius Station with 100% health and all your guns.

You can probably avoid getting blown up at the end with some luck.

>> No.7124439

That's fucking badass dude

>> No.7124485

Outside of obvious multiplayer features and SkullTag runes, what are some things Zandronum can do but GZDoom can't?
> Storing information in databases
> Asigning skins to weapons
> Opening a specific menu through ACS
> Resetting the current map
Anything else?

>> No.7124493

Does anyone have another link to the Quake pak? It's giving me temporary error everytime I try donwloading it on Mega.

>> No.7124620
File: 1007 KB, 1920x1080, Screenshot_Doom_20201127_223813.png [View same] [iqdb] [saucenao] [google] [report]

I spent 5 hours yesterday on "Boss Battle Bananza" speedmapping project. The resulting map was short and easy but I'm mostly satisfied with my gimmick.

>> No.7124623

It runs on eduke32. You can use the same program to run Ion Fury, Duke, and now Shadow Warrior.

>> No.7124651

There's also nBlood, just don't ask what the N stands for.

>> No.7124652
File: 157 KB, 300x344, 1575813204472.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7124663
File: 400 KB, 700x741, DAMN IM GOOD.png [View same] [iqdb] [saucenao] [google] [report]

Holy crap, well done. Can you do one more run? Record a 100% kills video. I assume Damn I'm Good will not affect your run since you zip to the end anyway

>> No.7124670
File: 7 KB, 439x182, cool port great job.png [View same] [iqdb] [saucenao] [google] [report]

Ideally the maps will be (somewhat) compatible with all source ports.

Fresh Supply has some really dumb problems that most people wont notice unless you mod blood. For starters, the way it handles audio is beyond retarded. Effects will layer on top of each other and keep triggering until the sound cuts out, the range for fireball sounds seems infinite as well.

Not only that, but the earthquake effect will never stop in my experience and shake the screen violently anywhere in the map. Certain delayed triggers seem to be busted as well. Maybe I'm just a shit mapper, but this works fine in the other ports. I have to make separate revisions just for FS.

I also can't get the midis to work in the .ini file, no problems with Nblood or GDX.

>> No.7124683

Damn fucking based

>> No.7124707

>Takes place in a run down textile factory.
Based. Good story and movie too.

>> No.7124736
File: 945 KB, 2560x1440, rat attack.png [View same] [iqdb] [saucenao] [google] [report]

Thanks man, I'm trying to implement the rodent swarms in a way that isn't terrible. The rats in this game do a shit ton of damage in groups. I know people hate fighting small enemies so I'll try to avoid spam.

>> No.7124746

is it me or is that fov is really fucking high?

>> No.7124773

I suppose so, it's set to 140. I play on max fov in games whenever I can.

>> No.7124780
File: 367 KB, 820x362, h3invasion.png [View same] [iqdb] [saucenao] [google] [report]

I'm surprised there hasn't been a Silver Shamrock map for Blood

>> No.7124786

anon why do you have to be so fucking racist

>> No.7124828
File: 49 KB, 390x720, Doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

Because it makes me feel like a big man.

>> No.7124905

It takes certain story beats from it, as weal as the "unimaginable horror" aspect of Lovecraft stuff, but don't expect no fishy business.

>> No.7124931

Based George. Wish we could have gotten his version of Duke Nukem Forever.

>> No.7124958

>unimaginable horror
Do you get chased by colors?

>> No.7124975

>Storing information in databases
You'll have to elaborate on this.

>Asigning skins to weapons
Wouldn't be that hard to do with ZScript, could certainly be done with Decorate.

>Opening a specific menu through ACS
Elaborate on this one too.

>Resetting the current map

>> No.7124976

That's cool, Graveyard Shift was a fun movie. Incidentally, if you haven't, watch The Night Flier, it's probably the best movie based on a Stephen King story.

>> No.7124984
File: 227 KB, 620x349, tubeguy.png [View same] [iqdb] [saucenao] [google] [report]

Your picture: how to do a visor in first person, this picture, how NOT to do it.

>> No.7125016

No matter what you do I'm sure it's gonna turn out great, I'm a giant Lovecraft nerd so I'm really looking forward to this.

>> No.7125020
File: 30 KB, 146x163, 2020-11-28-205747.png [View same] [iqdb] [saucenao] [google] [report]

Shit broke, so I went and made it officially compatible and enhanced™

>> No.7125024

Sorry to double-post, I just thought of this: are there any other cool maps/mapsets for any old "retro" shooters that are tributes to H.P. Lovecraft stories?

>> No.7125027

looks like an old-school diving helmet lul

>> No.7125039

Yeah I haven't seen that yet, I'll give it a go. Thanks for the suggestion man.

>> No.7125109

Literally what fucking information am i supposed to derive from this image and post? Do you think everybody here can read your mind?

>> No.7125128
File: 6 KB, 420x648, tubeguy1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7125132
File: 1.58 MB, 1920x1080, spasm0001.png [View same] [iqdb] [saucenao] [google] [report]

Texture filtering in Quake 2: yes or no?
Quake 1 looks great with these chunky unfiltered pixels (because this is its intended original art style), but Q2 is a game that was designed with OpenGL in mind, so I'm not sure.

>> No.7125142
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google] [report]

Someone could use that for the scuba power up for a Blood remake

>> No.7125182

Duke Nukem's episode 2 should have been shorter though, it overstayed its welcome.

Incubator is meh... it doesn't serve any purpose and it's just a mix of Warp Factor and Fusion Station

Occupied Territory should have been the boss level after Dark Side. Overlord (the map, but also the boss) is meh.

Tiberius Station is also a filler, and it's very similar to Lunar Reactor, just worse.

Spin Cycle and Lunatic Fringe are nice ones, but they shouldn't have been put in the main episode, even as secret maps.

So what remains?

Spaceport > Warp Factor > Fusion Station > Lunar Reactor > Dark Side > Occupied Territory

That episode 2 would have been perfect!

>> No.7125204

Seethe alfo fago, Classic douk is good as HL and Quake 1,2,3,4

>> No.7125212

SC-88 sounds like Douk64 Grabbag
Which needs the extended version released

>> No.7125224

eat rocks bitch

>> No.7125237

I think Duke returning to 3DR is just a matter of time

>> No.7125248
File: 3.20 MB, 3916x5157, Quake 2 Beta Enemies.jpg [View same] [iqdb] [saucenao] [google] [report]

Q2 had retarded compressed filtering issues due to hardware limitation, that was patched with source ports and a DLL patch.
Carmack if he had power, would had delayed the game until the new cards were out months later, since the promotional stuff had higher res textures for monsters, with more detail.
its a miracle that they released this game a year after Q1's release, but even so, tim willits fucked with everything with anal jokes.
At least the mission packs restored most of it.

Also, go filtered if you want it but Set GL_Linear_Mipmap_nearest, if you are using the default stuff and not the Neural or HD pack
also check the pastebin

It will very soon, Randy is scared that the feds will pay him a visit, and shut down gearbox for money laundry schemes, marketing felony, and his pendrive full of CP since he had friends at the DNC and media to hide that bomb fast after people discovered it.

>> No.7125291

Cultists are perfectly fine and have plenty of valid counters, but that doesn't make it sting any less when they have 1 frame reactions into shots sometimes.

>> No.7125294

Is it possible to make an enemy in a Doom mod that mimicks that Slenderman gimick of "looking directly at it for too long can be bad for you" or even the opposite from SCP 173?

>> No.7125313
File: 702 KB, 850x1681, 1606329188859.jpg [View same] [iqdb] [saucenao] [google] [report]

That's the point, and if it's that too grating you have plenty of options through the ports.

>> No.7125324

I imagine that you could probably do something like that.

>> No.7125329

Can the PC version of Bethesda's port run custom wads?

>> No.7125330
File: 546 KB, 960x540, Screenshot_Doom_20201129_011046.png [View same] [iqdb] [saucenao] [google] [report]

Some sprite touchups. It occurs to me I should make this explosion have a larger dynamic light.

>> No.7125335
File: 343 KB, 960x540, Screenshot_Doom_20201129_005651.png [View same] [iqdb] [saucenao] [google] [report]

Berserk + Throwing Knives I realize is also kind of easy to exploit, even if you have like only one or two, you get a repeatedly usable and strong ranged attack, by just picking the knives up again.

I should probably address this somehow, maybe by giving knives thrown with berserk a 50/50 chance to break or something, so you can only exploit it so far, and thus you would also have a reason to seek out and pick out new knives as if you keep breaking old ones.

>> No.7125340

Prove it.

>> No.7125349

Also, Doom: Damnation is a criminally underrated vanilla megawad, three all new episodes, with some pretty fun levels, some which are actually pretty novel and inventive, along with all new music to boot.
Looks pretty simplistic at times, almost a little early 90s at parts (ala "I have the trial version of a commercial level editor and I can only use so many linedefs at once"), but the gameplay is quite good.


>> No.7125351

I get where you're coming from on Incubator but
>Spin Cycle and Lunatic Fringe . . . shouldn't have been put in
Why not?

>> No.7125353

QRD on who this alf character is?

>> No.7125368

It should, but what's the point? Source ports are infinitely more capable than any official release.
I find this port to be rather pointless on PC. It can't compete with something like GZDoom if you want support for custom content. And it has too many small changes and additions to be considered purist-friendly - Crispy Doom is a lot better for that. Also, it's censored. At least Bethesda released some widescreen assets with it (which are available as stand-alone PWADs now), so that's nice, I guess.

By the way, I've noticed that Bethesda's port includes SIGIL v1.22, while official website only has 1.21. What's up with that? I couldn't find changelog, but looking at the contents of the WADs, one map has been updated.

>> No.7125372

>And it has too many small changes and additions to be considered purist-friendly
Nothing that can't be disabled.

>> No.7125390

>And it has too many small changes and additions to be considered purist-friendly
Uh, not really? I guess there's the part where you can use the axis in a PS4 controller to turn, that's pretty out of the ordinary for Doom, though in practice you would still be behind a mouse for turning. I can't think of much else to the port, I guess the censored medkits and Wolfenstein 3D levels?

>> No.7125391

Can you disable additional information that is shown on automap and notifications for secrets? Also, I don't want any Bethesda shit in my classic Doom. Starting from the main menu, it looks too different now. And I don't like things that are different.

>> No.7125428
File: 58 KB, 512x384, rott.jpg [View same] [iqdb] [saucenao] [google] [report]

>"At the time ROTT came out, the world was on fire with Doom deathmatch. For good reason, it was all kinds of awesome – we played a lot of it at the Apogee offices. So when you were putting out a game AFTER that, where do you go? Well, we had a buttload of different styles of gameplay. Not just straight up “Deathmatch”, we had a ton of others ways to play. We also wanted to go past the generally accepted (in 1994) number of players, which was four. We wanted to go all the way to 11. I can’t recall if picking 11 players was a reference to the movie “This is Spinal Tap” or not, but there you go."
-Joe Siegler, Apogee/3D Realms

>> No.7125436

>Sourceports are superior and you should use gzdoom
Ok that's valid
>The re-release isn't vanilla enough
Sir gzdoom is straight up carmel. If you wanted vanilla but still want to use a sourceport, gzdoom isn't a good fit in the sleightest. A crosshair isn't equal to up/down looking

>> No.7125438

When I say "purist-friendly", I use DOS/Chocolate/Crispy as the gold standard. In terms of authenticity, Bethesda's port falls short before you even get to the gameplay.
This >>7125391 can't be disabled. Medkits, Wolf3D levels and the NIN logo in E4M1 are censored. You can restore original content, but why bother, when original WADs and source ports are readily available?
It's better than BFG Edition though, I'll give it that.

>> No.7125440

>If you wanted vanilla but still want to use a sourceport, gzdoom isn't a good fit in the sleightest.
Read the post from start to finish before you reply to it. I said that Crispy Doom is better for vanilla experience, not GZDoom.

>> No.7125442

They decided to call it COMM-BAT because "Deathmatch" was still such a new term they felt like Doom had ownership of it. 'Deathmatch' meant head to head Doom multiplayer, it was a generic term yet.

>> No.7125447


>> No.7125457

BFG edition is based, seethe queer

>> No.7125464

Sir I browse 4chan, have adhd and asbergers. I'm frankly overqualified for the role of the village idiot. Don't expect much other than saying that doomguy is a chad.

>> No.7125469

>worse version of product, with literal documentation to prove and showcase it, is based
c'mon, this is just defending a bad product
they even removed minigames for no reason

>> No.7125501

>Medkits and Wolf 3D levels are censored even more than in new port
>no cheats
>Nightmare difficulty is broken (no fast monsters)
>other broken stuff that I can't remember right now

>flashlight mod in Doom 3 can't be disabled, making the game way too easy and breaking the design of some levels
>more ammo and health to make the game even easier
>unskippable cutscenes
>weapons sound worse (as if they didn't sound weak enough already)
>muzzle flash is broken (on purpose, judging by the comments in source code)
>no 3D audio

>> No.7125504
File: 623 KB, 1366x768, Screenshot_Doom_20201128_181808.png [View same] [iqdb] [saucenao] [google] [report]

Trying out the tall architecture style

>> No.7125510

Another thing about a "fake crossover" type of game is establishing an enemy roster, specially if you create different groups for different themes/worlds to expand on those.
On one hand, you can get interesting enemies that would look out of place in some levels.
On another, you could have a problem where a WW2 soldier, criminal with guns and an alien get to behave the exact same gameplay-wise.
Maybe some "lore" explanation like "worlds collide" or reality falling apart could justify the mix ups.

>> No.7125512

Showing hate symbols is unnecessary to Doom II.
Cheats are for pussies.
Nightmare is a gimmick difficulty.
And most of all, nobody gives a flying fuck about Doom 3.

>> No.7125513

>No 3D audio
It might take headphones or speakers, but it def seemed to work for me

>> No.7125518

You sound like a faggot.

>> No.7125521

Pepe the frog is in Doom2?

>> No.7125529
File: 107 KB, 805x540, image.png [View same] [iqdb] [saucenao] [google] [report]

What the heckie why doesn't the steam version have the Trent Reznor music????

>> No.7125534

>hate symbols
you're SHOOTING at nazis, in a game about Hell, made in a time when Satanism was relevant and people thought Doom and heavy metal would convert you into Satan, when it was just 20 year old nerds fucking around
>cheats are for pussies
most games have them as some alternative for testing without getting into debug mod
it's still history
>nobody cares about 3
making it worse is even more pointless, if that's the case
specially when the original version has better mod support
the irony is that Bethesda had the "fuck nazis" thing pushed to 11 with Wolfenstein but somehow Doom can't let you kill nazis
i thought Doomguy was the most epic hero of all time?

>> No.7125556

I meant EAX, it's missing from the BFG Edition.
Also, there is a source port for the original that replaces EAX with OpenAL to make it work on all systems.

Because you should've bought it on GOG (at least that version comes with original CD images), or just pirated it.
Read this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=119489135

>> No.7125557
File: 122 KB, 832x658, 1606612025137.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7125558

I have the GOG version and it does indeed come with the music, you just need to tell the game to play it. I suspect the Steam version is the same.

If you are launching the game through WinQuake, which is the default for GOG and I assume is the default for Steam, just go to your Quake directory and change a file named "_winmm.dll" into "winmm.dll"

If you are launching through DOSBox use these command lines:
>imgmount e game.cue -t iso -fs iso

Or you can launch the game through a source port like Quakespasm or Mark V and those can play the music in .ogg or .mp3 files

This is a comment from the Quake 1 GOG website that I copy-pasted:
>As the topic comes up from time to time, I'd like to comment on the existence of the soundtracks for the Quake and both Mission Packs.
>This release will place 3 CD-images in the cue/bin format in the installation folder, which DO have the soundtrack for Quake (game.cue), Mission Pack 1 (gamea.cue), Mission Pack 2 (gamed.cue).
>The problem is that none of these will be mounted automatically when you play the Windows version "GLQuake".
>You could either 1) search for unofficial mods/patches which add the music, or 2) mount the corresponding CD-image under Windows, and see if the game finds the music tracks. (Haven't tried that one.)
>3) This Quake release also supplies the original DOS version of Quake (v1.08), which you can use to play all content with. Provided, that you mounted the corresponding CD-image correctly under DOSBox with imgmount (the .cue file has to be pointed at).

>> No.7125568

What're the differences between EAX and OpenAL? Never played around with different audio stuff before, or at least I have a couple times but haven't noticed many differences.

>> No.7125591

A faggot from leftypol who comes up here with his friends to derail the entire board with anti half life, quake series or RE4 posts and threads

>> No.7125609

Steam is a pretty bad place for buying old id Software games. Q1 - no music, Q2 - no music either. DOOM 1/2 DOS versions are literally just 1 EXE, 1 WAD and DOSBox - they don't even give you the original SETUP.EXE. I guess they expect everyone to play their new port now (which is also on Steam).
Meanwhile, GOG versions of all these games are feature-complete.

EAX was a proprietary hardware-accelerated audio technology used by Creative some time ago. OpenAL is an open-source API than is meant to be a replacement for EAX.

>> No.7125617

I meant how do the two sound different, if at all?

>> No.7125645

>they don't even give you the original SETUP.EXE

Which reminds me, here is a download for all the original Doom .exe's, for anyone that cares. Just bookmark it in case you need it later. Remember the source code was released and is totally free. Like you said, all you need is doom or doom2.exe and doom or doom2.wad (not included) to get the game to run. You also need the setup.exe to create a config file, but you only use that once to bind your keys, or you can just copy-paste default.cfg from elsewhere

> Q1 - no music
Like I said earlier, I think it does come with it, but you need to rename that file in the directory to get WinQuake to play the music, and for DOSBox you need to mount the CD-image file

>> No.7125648
File: 41 KB, 657x527, 1485915545190.jpg [View same] [iqdb] [saucenao] [google] [report]

aw shit forgot link


>> No.7125651

>or just pirated it.
we don't condone piracy

>> No.7125656

It's mediocre.

>> No.7125659

The way they sound is entirely dependent on each specific game that implements these things. AFAIK, there are no games that support both at the same time, with original Doom 3 and its modern source port being perhaps the only exception. The readme for the port says
>OpenAL for audio output, all OS-specific audio backends are gone
>OpenAL EFX for EAX reverb effects (read: EAX-like sound effects on all platforms/hardware)
"EAX-like" tells me that it's not 100% identical to the original hardware EAX, but still pretty close.

>> No.7125665

>the CD-image file
There are no CD images in the Steam version, only GOG has them. Steam version is just a waste of money when compared to GOG.

>> No.7125682

Even Bethesda launcher itself lacks soundtrack, and mission packs, same goes to Q2

>> No.7125689

If you find an answer, let us know. I doubt that the MIDIs + SC88 soundfont will sound better than the SC-55 music packs:
but if you prove me wrong, post an update. Are you going to create some digital music packs yourself?

There are also SC-D70 music packs for Duke Nukem but I find the SC-55 version vastly superior; nothing wrong with SC-D70 itself, just the music was composed with 55 and it sounds way better with it

>HQ Remaster
>sounds worse than MIDI

>> No.7125690

Is there a single sourceport that does split screen as elegantly? Not being a smartass, legitimately want to know as the shitty Bethsoft version at least does that super well.

>> No.7125692

to give you a word of that, im sure that i heard the complete version of the Duke64 grabbag many years ago.

>> No.7125694

Bump. What's the deal with SIGIL 1.22? Did Romero forget to put it on the website? Or is it some kind of pre-release, and the real 1.22 isn't done yet?

>> No.7125725

>You'll have to elaborate on this.
Still, mostly useful for servers to store player information related to accounts.
>Wouldn't be that hard to do with ZScript, could certainly be done with Decorate.
Can't change "skins" as defined, but changing player sprites through their class would be functionally the same, I guess.
>Elaborate on this one too.
ConsoleCommand("openmenu <menu name>");
That can be useful to do things like dialogs or computer terminals, with their input stored in console variables and managed using ACS.
Not the same as being done automatically by a mod.

>> No.7125963

I'll be asking Lee Jackson tomorrow on YouTube. If I don't get a response in a week, I'll shoot an E-mail. I'll see if I can contact Bobby Prince as well, but I guarantee it was composed on the SC-55mkii on his side.
I think the SC-88 sounds better on a lot of tracks then the SC-55.

>> No.7125996

I been playing the little known and based Quake 2 Xbox 360 remaster, complete with Sonic Mayhem soundtrack

>> No.7126002

>we don't condone piracy
Go fuck yourself you stupid faggot. Most retro FPS sales are not going to the original creators anyway. Also "we" is just you.

>> No.7126035

stop taking the obvious bait

>> No.7126048
File: 10 KB, 597x597, j44t1nV.png [View same] [iqdb] [saucenao] [google] [report]

Death mug to go with last week's death player sprite. Probably going to focus on weapons and enemies this week. I'm fumbling my way around decorate to make a basic laserpistol at the moment.

>> No.7126060
File: 1.48 MB, 1008x1200, 1589812215896.png [View same] [iqdb] [saucenao] [google] [report]

Doomguy VS BJ Blazkowicz VS Corvus (Heretic) VS Duke Nukem VS Caleb VS Lo Wang VS Ranger VS The Hero (Powerslave/Exhumed) VS Tarantino Cassatt (Rise of the Triad) VS The Cyborg (Marathon)


Who comes out on top?

>> No.7126064

what a soiboi

>> No.7126067

Your pixel art is so cool. Make something non-coomer material for your next project. Something 90s bad ass.

>> No.7126069 [DELETED] 

Hate Symbols? The Red Cross is taken off because the International Red Cross (a humanitarian organization) has it copyrighted

>> No.7126075

Always bet on Duke.

>> No.7126080

Caleb, Lo Wang, and Duke wouldn't be able to beat Doomguy if they were all on the same team.

>> No.7126081

Still need that?

>> No.7126096


>> No.7126113

I was originally going to straight up make it Vinyl Goddess From Mars 3D. That's pretty 90s, right?

>> No.7126114
File: 1.24 MB, 1111x719, tumblr_nt2gfesUFg1uy46lso1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Doom demons don't have SHIT on Blood and Shadow Warrior hitscanners. They would fucking make mincemeat out of Doomguy.

>> No.7126116

No I'm thinking more like Hicks from Alien (80s but whatever )or Arnold in Terminator 2. That type of 90s bad ass.

>> No.7126120

Caleb looking a little bloated there.

>> No.7126121

Plutonia is canon, so Doomguy has slaughtered at least like, 13 Cyberdemons and Spidermasterminds at the same time. Caleb struggles with 2 Cerbs at the same time and Duke doesn't fight more than a single Cyclops at once.

>> No.7126134

Plutonia is canon in the way that "all wads are canon" through multiple dimensions or whatever, id canon now is Doom, Doom 2, Doom 64, Doom 4, Doom Eternal.

>> No.7126135

Doomguy would shit his pants if he were in that cablecar with cultists everywhere.

>> No.7126138
File: 183 KB, 811x1059, 411.jpg [View same] [iqdb] [saucenao] [google] [report]

I know, he looks fat.

>> No.7126143
File: 87 KB, 516x648, 1605879767737.jpg [View same] [iqdb] [saucenao] [google] [report]

After getting all his upgrades from the relics he finds? The Hero wins hands down.

>> No.7126146

Canonically Caleb is like 4'10. Is that really Duskguy? What a pity.

>> No.7126151


This says hes likely 6'2"

>> No.7126161

Nah, not since Plut was commercially released as part of the Final Doom.

Doomguy's got the BFG, just throw a chunk and let the tracer's take care of the rest. They're hardly any bulkier than a Chaingunner.

>> No.7126165

That's most certainly using his Blood II proportions, which I suppose counts.

>> No.7126170

Doesn't matter, current canon is what current id says it is. Final Doom is a different branch of continuity off the canonical one. Doom 3 is its own continuity all together.

>> No.7126175
File: 467 KB, 1920x1080, Screenshot_Doom_20160227_152205.png [View same] [iqdb] [saucenao] [google] [report]

If I ever finish my scifi mod, I'll probably go back and revise my old noir detective mod

>> No.7126182

It's all a massive undertaking that somebody with a lack of experience such as I couldn't tackle, I would LOVE to see this idea manifest though.

>> No.7126187

You say that, but Reelism is that EXACT idea made manifest with ACTUAL characters and enemies from 90s FPS.

>> No.7126190

Pity the gameplay is kinda shit. Very few weapons feel fun to use.

>> No.7126192

Seriously though, I'll have to check that out then.

>> No.7126196

>He doesn't enjoy burning cowboys alive while they ask "WHERE ARE YA MARSHAL?!"
>He doesn't enjoy being a tank
>He doesn't enjoy being a dog
Never gonna make it.

>> No.7126197

they all come out on top because they decide to go out for drinks then kill some aliens-demon hybrids that attack the bar

>> No.7126198

Whaaaaat? It's straight up weapons from classic fps. Even the purposely crappy weapons are fun to use.

>> No.7126204

for some reason i could never shake the feeling that Dark Arena's level's weren't just some wad pack i played once converted into a GBA game, like Freedoom or something

>> No.7126205

The guns suck. Though barring that I frequently get bad rolls so I've never gotten the dog mode or the tank. That one's a personal problem.

The pistol is fucking abysmal though.

>> No.7126209

Eat shit, pardner. BJ's minigun, ROTT's cluster bombs, pyro's flamethrower from TF2, Corvus' staff; it's literally all the classic FPS weapons and a few more. What's there to suck?

>> No.7126210

Big Daddy Doom mod when

>> No.7126212

I still stand by it, Reelism's weaponry never felt right to me. Also what the hell are you smoking the staff is dogshit unless it's buffed with the tome of power.

>> No.7126213

eat socks mitch

>> No.7126219
File: 417 KB, 1920x1080, gzdoom 2020-11-28 22-29-35-815.png [View same] [iqdb] [saucenao] [google] [report]

Or quad damage, which I had a few rounds ago.

>> No.7126223

Quad's fine, that always evens the playing field. Though like I said before, I always get bad rolls so very rarely do I get anything particularly powerful or much ammo for it, so I'm often left with the terrible pistol and the near useless fist while I'm holding out through another drought reel.
RNG is not my friend.

>> No.7126240

Thoughts on Chocolate Doom?

>> No.7126242

Kim Jong-Un?

>> No.7126246

I'm still waiting for you to revisit it, looked great

>> No.7126285

How do I rocket jump consistently in Quake 1? Do I run backwards to the wall, jump, then fire? Shoot mid jump or when I've reached the top height of the jump?

>> No.7126294

Nvm, I got it.

>> No.7126314
File: 21 KB, 492x330, possum1.jpg [View same] [iqdb] [saucenao] [google] [report]

wait wait
you rocket jump off the WALLS?
i've been doing this wrong my whole fucking life?

>> No.7126315

>Wingman Warrior

I had one of those things, and it was awesome. Actually a decent stick for flight sims, and aiming/circle strafing with that spinner was unfairly easy

>> No.7126348

Just beat E1 of Quake. Everything they said about it is true, Quake is fucking amazing. Post Quake art please.

>> No.7126363

Check out q3 rocket jump/ski maps and lose your mind.

>> No.7126395
File: 222 KB, 638x1430, 1572999411660.jpg [View same] [iqdb] [saucenao] [google] [report]

Glad you like it but don't set your expectations too high; I think the rest of Quake is still good but like a lot of games of the era the shareware episode is the best

>> No.7126418

could somebody explain to me in simple terms how and why ecwolf and gzdoom run worse than quakespasm?
i'm running them on a laptop and ecwolf/gzdoom make the laptop noticeably heat up and hum like a refrigerator (doesn't matter if it's vanilla games or mods cranked up to 11), while with quakespasm it's like nothing is on even if it's arcane dimensions

>> No.7126451

I dont know about ecwolf. But Quakespasm is basically running the game code in its original form with some extra options for players & extended limits for mappers. Whereas gzdoom adds monumental layers of complexity to the actors, physics, & rendering to support modding. And these features are bolted on to a 2.5d engine that was made before GPU's were even really a thing.

>> No.7126453
File: 1.38 MB, 1920x1080, 1604315770770.png [View same] [iqdb] [saucenao] [google] [report]

The more time passes, the more Quake is my favorite shooter ever. Good man.
Pshh, fuck that. I even like the last episode with the spawns everywhere.

>> No.7126457
File: 3.04 MB, 2412x1113, Simulator-Screen-Shot-iPhone-X-2018-07-08-at-00.53.25.png [View same] [iqdb] [saucenao] [google] [report]

Also be sure to check out the mission packs. Great games in their own rights.

>> No.7126474

could you recommend a non-bloated doom source port with 1920x1080 resolution support then?

>> No.7126481

For vanilla wads? Crispy Doom. Boom? PRBoom+, though PRBoom+ lacks proper widescreen. Despite this, it is the de facto sourceport for demos of boom wads.

LZDoom is also pretty good. It is a stripped down, more performance friendly version of GZDoom. It even has the option to use Doom's original PRNG tables, which GZDoom does not have.

>> No.7126487


>> No.7126493

What are your guys' favourite weird gameplay or TC mods? I've always loved Mr Friendly for the happy, relaxed atmosphere and recently started playing Treasure Quest. I dig TQ's emphasis on variations of 90's colour palettes, silly food as health, etc. If somebody made a proper Commander Keen wad I would lose my shit

>> No.7126495
File: 2.95 MB, 640x360, a little hectic.webm [View same] [iqdb] [saucenao] [google] [report]

Play Build Powerslave.

>> No.7126507

Golden Souls is underrated as hell.

>> No.7126524

I'm pretty sure I gave the first one a go when I started getting into Doom modding, I'm not a big fan of the platformer mods but I'll check it out anyways.

>> No.7126527

I like Doom 4 Vanilla in either DOSBox for the SoundBlaster MIDIs or Crispy for the extra options like widescreen and vertical recoil pitch. Try it with Sigil, it's GOAT-tier

>> No.7126531
File: 10 KB, 288x288, 1588143404916.jpg [View same] [iqdb] [saucenao] [google] [report]

Greetings, everyone.

>> No.7126540

I totally watched all his informational videos but none of his playthroughs

>> No.7126548

duki nuki

>> No.7126554

literature club

>> No.7126561

>I came here to read books and hang myself, and I'm all out of books

>> No.7126569

Dick Kickem would win in a fight against him
>I've got balls of steel

>> No.7126591

Action Doom (the 1st one), TurboCharged Arcade, Reelism
I'm surprised there haven't been more Contra-inspired wads like Action Doom, I really dig the one-hit-kill, bullet hell action.

>> No.7126602
File: 31 KB, 306x266, MRno54.gif [View same] [iqdb] [saucenao] [google] [report]

The Cyborg is beyond absolutely broken.

>> No.7126608

The second one is much better.

>> No.7126609

Thanks man, I'll give them a go

>> No.7126627

Nope. Download worked now.

>> No.7126634

Convinced. Although I do wish the Saturn levels were in. At least Nightdive will add them in which is great.

>> No.7126639

I agree, he should do it even more coomer.

>> No.7126647

I think I've been enjoying Treasure Quest the most out of what I've tried tonight, what are your guys' favourite wads to run it with?

>> No.7126653

It's pretty much just original DOS Doom ported to modern systems without any changes, for better or for worse. What else do you need to know?

>> No.7126709

Check out Arcane Dimensions after you're done with Quake and its expansions, I think you will find that it's quite sick.

I don't agree at all, I think it holds up pretty much the entire way, I also don't think 'shareware syndrome' is as widespread as people say it is.

>> No.7126740
File: 287 KB, 2518x1024, Words.png [View same] [iqdb] [saucenao] [google] [report]

this has probably been done better before

>> No.7126748

Fun map in Dukematch t b h

>> No.7126759
File: 23 KB, 320x200, 1473097003-2898926697.png [View same] [iqdb] [saucenao] [google] [report]

Episode 2 isn't as bad as people say.
Work on E2 also started relatively early in DN3Ds development, with some elements carried over from the Lameduke build.

>> No.7126765

Speaking of e-celebs, that new Dwars video sucked. It was boring and attempts at humor fell flat.

>> No.7126767

You might as well called the left out "CIVVIE"

>> No.7126768

He's a fat, bloated corpse after all

>> No.7126770
File: 20 KB, 320x180, sandals of ikumpet.jpg [View same] [iqdb] [saucenao] [google] [report]

>fighting in sandals
how can other boomer shooter heroes even compete?

>> No.7126774

I rather play the EX port before ever dealing with those broken hornets again.

>> No.7126782

Should I be using Crispy or prboom if I want an "enhanced vanilla" experience?

>> No.7126785

I'm playing Avactor. It got cacoward at 2018, but somehow it did pass me by. This wad is right up there with Valiant, Ancient Aliens and Eviternity. Top stuff. Absolute gorgeous map design, very fun and challenging gameplay, and great modified and new monsters that add much freshness to gameplay and don't feel like shit additions.

>> No.7126786

Well prboom has larger compability for wads. You can't play the wads mentioned at >>7126785 with crispy.

>> No.7126793

Who's on the right?

>> No.7126803


>> No.7126805
File: 239 KB, 1671x565, Marathon Hokuto.png [View same] [iqdb] [saucenao] [google] [report]

I've been playing the Marathon Trilogy for the first time recently. So here's an OC based on https://www.youtube.com/watch?v=tIvcWqzTHw8
I plan on recreating the whole scene too

>> No.7126814

Good taste.

>> No.7126817

>Punching a MOAH to death
Absolute madman

>> No.7126834
File: 817 KB, 1232x1079, 2341044.7750000167_wheaties.png [View same] [iqdb] [saucenao] [google] [report]



Alright, got the sounds and hitsparks, all that's left is draw/holster sounds, recoloring the kick sprites, and the baton will be done, though I still gotta do the berserk and like 20 other things.

>> No.7126846


>> No.7126847

Download both of them and try them both out. The source port/game engine files are smaller than the game data itself in the iwad.

I recommend Crispy Doom because it has a lot of extra options that no other source port has, such as built-in bright maps (some things like switches glow in the dark), minimize the HUD but still have the numbers and Doom Guy's face, vertical recoil pitch (screen shakes when you shoot like Doom 64), and more, but, again, it's important you just try them out.

Crispy is basically the original Doom but with engine limits enhanced or removed so it can run much larger maps. It runs in either Doom's original resolution (320x200) or "high" resolution (640x400), a precedent set by the MBF port, and it can also run in widescreen resolution.

PrBoom is capable of running maps with special things like conveyor belts and simple scripts, specifically, Boom-compatible and MBF-compatible maps, as well as vanilla maps and limit-removing maps. It can run in any resolution AFAIK.

If you're in doubt about what port you need for what map, find the Doom wiki article on that wad and it should say if it's vanilla, limit-removing, Boom, MBF, etc.

Also note that there is a source port called Woof that is MBF designed to run on modern systems, and it's made by the same dude that made Crispy. You can play modern MBF megawads like Eviternity in MBF's/Crispy's 640x400 resolution with Woof, pic related

>inb4 what is mbf
Look up the difference between Doom vanilla-compatible, limit-removing, Boom-compatible, MBF-compatible. It's not hard but I don't feel like typing it all

>> No.7126852
File: 363 KB, 1920x1080, woof.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7126859

Crispy is as good as it gets if you want true vanilla experience, but with higher resolution/framerate.

>> No.7126869


>> No.7126919

> Another thing about a "fake crossover" type of game is establishing an enemy roster, specially if you create different groups for different themes/worlds to expand on those.
> On one hand, you can get interesting enemies that would look out of place in some levels.
> On another, you could have a problem where a WW2 soldier, criminal with guns and an alien get to behave the exact same gameplay-wise.
> Maybe some "lore" explanation like "worlds collide" or reality falling apart could justify the mix ups.
Bloom does that. It's still only a demo episode though.

>> No.7126931

Has there been any recent updates on Bloom's development?

>> No.7126987
File: 739 KB, 2560x1440, Screenshot_Doom_20201129_145901.png [View same] [iqdb] [saucenao] [google] [report]

I know it's sunday but whatever. Have a flying archvile

>> No.7127017

Personally, I like Tiberius Station too much to get rid of it. I prefer it to both Warp Factor and Fusion Station, two maps you'd keep in.
Though, I think E2 is fine as it is.

>> No.7127024

Swastika isn't a hate symbol.

>> No.7127031

Just keep doing what you want to do. Its good.

>> No.7127035
File: 42 KB, 411x418, 1586670911820.jpg [View same] [iqdb] [saucenao] [google] [report]

>cheats are for pussies he says
>but is afraid of drawings

>> No.7127063

Pirate Doom

>> No.7127067

What gameplay wads are compatible with free roam doom?

>> No.7127082

It literally is. It's not just a "doom clone," it's literally Doom ported to GBA with new sprites and maps from Doomworld community mappers.

>> No.7127085

>though PRBoom+ lacks proper widescreen
Huh? I can run PRBoom+ perfectly fine in widescreen.

>> No.7127086

Gay name but decent port for people who want accuracy but are unwilling to play DOS.

>> No.7127087

Just keep playing. The rest of the game is so awesome that I couldn't put the damn thing down. Did my first run in a single day.

>> No.7127090

Meme-worthy opinion, just because eCelebs say this about Doom and Douk doesn't mean it's true for those games, let alone every boomer shooter.

>> No.7127095

Learn how to fucking aim anon. If I wasn't planning on playing this anyway your pitiful display might turn me away LOL.

>> No.7127097

The statusbar I think he means.

>> No.7127098

Does it just stretch the graphics though, or does it scale correctly for widescreen aspect ratios? That's probably what was meant by "proper" widescreen.

>> No.7127102

Fuckin' ay. "Not as memorable" somehow translates to bad.

>> No.7127146

Both Swastika and Sauwastika are sacred symbols my country and culture.

>> No.7127149

his playthroughs are comfy, even (especially?) of hard stuff

>> No.7127152

Perhaps, but it's my policy to never, ever watch let's plays.

>> No.7127186

do you watch demos? as in, as recorded/played by prboom?

i sometimes watch his playthroughs after i beat a map to compare strategies, and sometimes i watch them before, as i basically treat it as a detailed review of a map; sometimes i play stuff because of his playthroughs.

they are also just really comfy.

>> No.7127192

>i sometimes watch his playthroughs after i beat a map to compare strategies
With you so far.
>and sometimes i watch them before, as i basically treat it as a detailed review of a map; sometimes i play stuff because of his playthroughs.
Lost me.

>> No.7127252

i quit doom for about 6 years. youtube algorithm randomly gave me decino videos and i started watching. at first it was a vicarious way to play the game again. then i started playing too. i typically don't play the wads concurrently with him (so he is not "spoiling" it), though a few times i've enjoyed his playthroughs enough that i picked up the wad starting with the level after the one he's on and would watch his after mine.

if you mean that blind playthroughs are sacred and watching something before you've tried it is a disaster, then i agree with you on that. but his videos are comfy enough for me to watch them and then maybe play the maps long after .

>> No.7127257

Eh, I can't fault you if it got you back into Doom. Shine on.

>> No.7127262

There isn't some faggot talking over demos, so that isn't really a valid comparison. That said, no I don't watch demos but I will watch a no-commentary run of a level if I'm stuck or can't find any more secrets.

>> No.7127274

>tfw finally figured out how to best handle that idea you prototyped a year ago.
Is it better to hide a barrel or a voodoo doll in a pit to prevent explosion?

>> No.7127276

if you think about all the wonderful mega-wads that came out since 2013, you can see that i was in for a big treat =)

another funny thing is now i play completely vanilla, but before quitting back then i often used colourful hell and other mods...

>> No.7127302

Just bear in mind that TCA is a shitpost in wad form. Most levels (especially in the sequel) can't be completed without savescumming or cheats.
I still believe it's worth playing, it has a couple of nice absurdist jokes.

>> No.7127353
File: 2.06 MB, 1280x720, 2020-11-28 21-05-17.mkv.webm [View same] [iqdb] [saucenao] [google] [report]

The Saturn game loses most of the really cool technical details that make the Build game so good. Enemies don't lead their shots, the revolver is just inferior to the M60, the M60 doesn't have to reload so its belt isn't tracked, grenades explode on contact so no rolling or bouncing them, and there's very little sense of resource management at all as everything is left up to RNG drops from enemies and breakables. The Build game is really tightly designed all around. There's not a single redundant or ineffectual enemy in the roster, enemies don't drop health or ammo (and ammo pickups aren't universal), and the mana system makes you think about which items you can use in a fight.

Nothing broken about them, they just react upon being shot. It serves to punish you for relying too much on the M60, the revolver or cobra staff take care of them easily.

>> No.7127364

PCPowerslave is legit great, and I say that as a day-1 fan of the saturn version. The level design is just top notch.

>> No.7127371

Now thats fucking cool

>> No.7127375

Isn't the main draw of the saturn version the zelda like metroidvania type level design?

Loved the Egyptian theme as a kid, In fact I remember imagining a 3rd person tomb raider type game where you could choose Lara or the as the Hero from exhumed. I think resident evil was influencing me.

But retaining the more action type gameplay and TB platforming.

>> No.7127395

Source on that? I saw the announcement it was coming soon but from everything I heard it was just going to be a straight port of the Build version.

>> No.7127442

Is that Doom running on a drying machine?

>> No.7127464

>the revolver or cobra staff take care of them easily.
Dude you must have a secret technique or something, because I tried using the staff on them many time and most of the time I'd fire the staff, the hornet would fly into my face, and then the cobra would follow it and get me with splash damage.

>> No.7127471

Great wad but there's one thing I hate - the cacos have twice as fast projectiles. Like why would you even do that? Cacos are fine as they are and people have enjoyed fighting them for almost 30 years.

>> No.7127476

Been playing base ganimede Finished Episode 1 and 2 today while playing crispy, quite fun, it makes me save a lot but it's nice challange overall.

Also the anon that said that there is only 1 pair of medikits in the entire mappack is wrong
i found another pair in e2m5.

>> No.7127515
File: 95 KB, 1366x768, Screenshot (36).png [View same] [iqdb] [saucenao] [google] [report]

e4 is the best

>> No.7127616

One of the unwritten rules of computing: Doom will eventually / at some point get ported to every electronic device available.

>> No.7127620

Oh that map. Fuck that. The BUILD version pisses me off just the right amount that I want to keep playing. Unfortunately BUILDGDX crashed today while fighting some fire serpents in that bullshit all-lava room with the central fireball shooting pillar.

>> No.7127702

I'm playing Death Wish and the level Legion seems to end just after the first zombie. Is this an nblood problem?

>> No.7127708

>fire up Doom for the first time in a couple years
>remember being amazing at it
>Start UV run
>Suck ass, die constantly
>Get mad that I'm not good anymore and quit instead of getting better
why do I do this

>> No.7127739
File: 84 KB, 653x653, 1578303572523.jpg [View same] [iqdb] [saucenao] [google] [report]

I decided to try to get back into it with Babel after binging buildshit the last few months. It's fun but ow, I've had to change the skill a bit while trying BTSX.

>> No.7127763
File: 211 KB, 800x814, bigguy.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw vague childhood memories of playing ps1 q2 multiplayer at a friend's house
that twist-off grenade design is goat

>> No.7127842

alright you convinced me
how do i play it

>> No.7127847

i went through this recently.

i basically am doing pistol start saveless runs of wads of increasing difficulty and i am now better than i was before quitting.

i recommend doing the same. the nice thing about quitting a few years is there are lots of cool new wads.

(you can pistol start eviternity, for instance; it's pretty easy, no idea why people say it is hard; i find it easier than scythe to pistol start uv.)

>> No.7128003

Are you playing the new official ports? Make sure to turn off Vertical Sync in the options if you, it causes input lag.

>> No.7128012

Is this Champions?
I love that mod.

>> No.7128061

Pirate it and download BuildGDX

>> No.7128097

Download BuildGDX
Download Powerslave from archive dot org
Copy needed resource files and play it in GDX

>> No.7128098

Thanks for the offbeat mod suggestions guys, I'm enjoying Pirate Doom the most out of them all so far.
>Golden Souls 2 kicked my ass

>> No.7128134

needs muffled sound effects to complete the experience. I actually kinda like this.

>> No.7128157

I haven't seen any.

>> No.7128165

thank you anons

>> No.7128280

Where can I find the soundtrack? It's completely silent

>> No.7128308

I updated two of my mods today, the first time in a long while.


Critical Shots:

>> No.7128339

You'll need the CD image and a .cue file for it. I couldn't find one that I could actually use anywhere, so I just bought it off GOG. Here's an upload:
Just unzip that into your Powerslave folder and BuildGDX should put it to work.

>> No.7128341

You normally need to rip the tracks from the CD.
Here are the tracks:
I think you need to place them in the autoload folder (in the Powerslaves games file filder), not sure. See what the manual says about this.

>> No.7128361

Nice. Thanks.

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