DOOM THREAD / RETRO FPS THREAD - Last thread >>2884727
Mostly Doom, but all retro FPS welcome
~~ Let's post like gentlemen ~~
The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!
FAQ/Pastebin, updated semi-frequently
IRC (Password is in the FAQ.)
Doom Thread Archives
===WHERE DO I GET WADS?===
So You Want To Play Some Fucking Doom? (v6b)
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent
## Our WADs can be found here! ##
## /VR/DOOM COMMUNITY PROJECT ##
Make a Boom map for Doom 1.
[01-01] Demonsteele v0.9 released: new character, lots of bugfixes
[12-31] Brutal Doom v20b + starter pack released
[12-30] Anon map release: Engineering Deck (for /vr/E1)
[12-30] Anon map release: "just a big room with a cyber demon on steroids"
[12-29] Anon map release: Wait What
[12-27] Arcane Dimensions released (Quake)
[12-26] Anon map update: Buttghost, almost final version
[12-26] Doom on a Leapfrog TV
[12-25] Anon map release: vinterRunterland (deathmatch map)
[12-25] Trailblazer update
[12-24] Combined Arms WIP6
[12-23] Freedoom v0.10.1
[12-22] Anon map release: gravity (for /vr/E1)
[12-22] Anon map release: helloworld.wad
[12-21] Painkiller mod: monsters only version
[12-20] Several new versions of Beautiful Doom (18.104.22.168, 3, 4, 5...)
To submit news, please reply to this post.
>hdoomguy forces his mod NOT to work with brutaldoom
>tumblr drama ensues
>actually calling you guys jealous as well, an insult mark himself used often
That's just fucking brilliantly appropriate.
This shit's darker than Doom 3, the flashlight is once again, fucking godsent.
I'm loving how this map is like a large tribute to E1
There's even hidden little rooms here and there labeling what part of the map is a tribute to what part of the episode.
>Nosferatu vampires have opened a portal to WW2 germany, allowing a hero from olden times to get his hands on 1940s weapons.
Hexen + Spiders + Time travelling vampires + MP40s =
A while ago I played doom in 320x200 and it looked great
I know it's all the rage nowadays to play it in high resolution and with mouselook and polygonal environments and all that, but I think that's just not the same game. It's a great game, no doubt, but as I said for example in the other thread, high resolution looks odd, because suddently you can make out details a couple hundred feet away, stuff that would normally be a tiny blurred mess of pixels. You have the clash of distant high resolution objects paired with low resolution in the foreground. It makes the game look off, because the visuals aren't consistent any longer.
>I see what’s going on: BD is the most popular mod that had the most work put into it, and you’re jealous.
This reminds me when i told a (sorta big) Brazilian Doom page that there were other mods aside from Brutal Doom that were better and more enjoyable.
Mark came raging over the post on Facebook with the fury of 200 Archviles, it was something fun to read.
The admins decided to keep the post i made and thank me for bringing them more content suggestion than following Mark's advice.
The pic from my screen is the hub I'm building for hexen. It includes a lot of custom monsters and WW2 era rifles too.
Its a long way from being finished though.
I'm not too sure how to get the weapons ammo to display. Ammunition beyond blue and green mana is a bit foreign in hexen.
I also want to include some nasty hitscanner enemies a la blood. There's a lot of Blood influence in this hub, all the way down to destroyable walls (see something out of the ordinary in pic related?)
If the blood cultists and fanatics were uploaded on realm 667, I would probably use them straight away. Anyone know if they've been ported over?
is it just me or does the doom 64 chaingun skin in smooth doom feel really stiff and unorganic and just floaty feeling overall
it just lacks the punch and 'tude from the one in the game
I think it might be a side effect of the extra frames for the rotating barrels themselves, plus I feel like the visual recoil should be increased a bit for it
I still miss this amount of shield capacity
>will never be able to do it again because "sharing is caring" aka communism took over
I'm the other guy that's having issues with BoA. I had downloaded that build, but I'm having completely different problems.
Also, when I download the mirror for BoA, is it supposed to open two separate zip folders?
How exactly am I supposed to run it? Going into the levels folder and double clicking wolfenstein.wad just opens vanilla Doom 2, likewise, dragging wolfenstein.wad to the gzdoom.exe just opens vanilla Doom 2.
What the fuck am I doing wrong here?
Still no good. It's like when I'm strafing while looking at a corner of a wall for instance, the wall will flicker right and left, causing it to look like frame stutter. It's really odd. Thanks for the help though.
Under "BOA Options" in the menu, try turning off some of the special effects. Smoke and the Weather Effects can have a huge performance impact.
Also, check Options->Display->OpenGL->Preferences->Rendering Quality, and set it to "Speed" if it isn't already. Turning off fog and dynamic lights will speed things up immensely, but you will lose a lot of atmosphere, especially for Wolf:BoA.
Amazing! I found a blood conversion with most of the enemies and sounds, but its in dehacked, which I'm not sure will translate to hexen.
I mostly just want the cultist and fanatic.
Ugh this texture took me ages to make and there's still errors where the diagonal bars connect. I'm no good at this yet.
Playing Doom for the first time. Watched it being played twenty years ago but never tried it. Cool game.
>decide to play the master levels because why not
>level is really easy but still fun
>suddendly, after getting the third key, feel this weird urge, like something really bad is about to happen
>try telling yourself that there is nothing to be afraid or worried about
>mfw 2 seconds after thinking that, after opening the exit door, a fucking arch-vile from fucking nowhere
>fast enough to dodge his attack that would 1 hit kill me
>manage to kill him and finish the stage
>that feeling is gone
What the fuck just happened?
The sense that somewhere, somehow, a map maker is going to put a vicious trap in somewhere and fuck you over.
It's like the voice in your head that tells you to put the game down when you open up a Terry wad.
Everything makes so much sense now, sometimes i feel like i can predict when a trap is set somewhere, when searching empty rooms i automatically avoid places with light or keys, sometimes i have this feeling that i am about to fight a powerful demon or that a big number of monsters is about to come from fucking nowhere, i can dodge dozens of enemies shooting at me at the same time, is this what feels like to become a man?
>Doom E2M5 UV
>plowing through the level; flow is easy and good so far
>demons pouring out of a room; kill em all
>barge in; suddenly baron of hell is inside; panic trying to get out
>get fucked up by baron but get out alive
Is there any more WADs or level packs like how id designed their levels? Obviously any others than "Doom the way id did it"
Honestly, it's mostly reflexive. You quickly learn that mappers love setting traps on keys or notable parts of rooms, or that there's a likelihood of a mini-boss or a tougher enemy than normal by pattern recognition. And by vanilla gameplay standards, I bet you pick off the Zombiemen first so they don't hitscan you as you dance around between the projectiles, don't you? When I assess the threat of the enemies in the area, I usually mentally 'log' the positions of everything and their attack types so I can deal with the bigger threats first, never stay in the same position so that projectiles and enemies don't gang up on me, and work my way down until there's nothing left.
After enough Doom it's just sorta natural.
>enter small area
>kill all enemies
>3 barons and 1 arch-vile
>only have a bit of plasma ammo and some pistol left, and a chainsaw
>fuck things up and waste everything on the barons
>arch-vile starts reviving all the monsters
>try leaving the room to get some ammo
>look behind you
>barons already really close to you
>can't wake up
I know what you mean, i can't remember what game it was but i also had this "if i was a game designer, this would be the perfect place to put X" feeling that allowed me to sometimes predict events before they even happening, and the primitive AI the enemies have only makes things more hilarious since its not hard to outsmart them, when the level start the first thing you search for is a shotgun or chaingun, them you carry it every time you're in a small room where rockets would be a bad idea, you always leave barons and cacodemons for last just so you can concentrate on killing them and just them, you always run around cyberdemon carefully to make sure his splash damage doesn't fuck with you because you were too close to a wall, shit like this
Questions from a noobie:
Whats a good way to run several wads at once without highlighting all of them and dragging them onto the GZDOOM icon?
how come every time i try and run a doom wad on steam, the icon after i try adding it wont show up?
>tfw realizing that in Quake II the iron maiden moans are a porn actresses' moaning
>tfw realizing the Berserkers yell 'trespasser!' upon sighting you
>tfw the gladiator yells
"GLADIATOR!"upon sighting you
>tfw realizing makron says 'follow me human' and "NOT GUD ENUF!" upon killing you
>technicians are literally annoying floating water tanks and cannot be unseen
goddamn its feels so good coming back to a game you have not played for well over 8 years and find all the good stuff that flew right above your head, as well as realizing how good it actually is as a whole now that you are old enough to appreciate it proper
man oh man thanks for this
yeah, I mean the skill confirmation message is basically 'bring lube' but I went in dry and got fucked all the way to the third block on my street
still, was moderately fun and i'd probably give it a go sometime.
I've been testing various things with the newer git builds of GZDoom. Brutal Doom works totally fine and gives me no issues, Project Brutality has the same problem as BoA where if I strafe and use mouse look, everything stutters right to left quickly making it look like shit. Going to test some more but I have no fucking idea what it could be.
Does anyone else actually enjoy playing shitty terrywads/jokewads?
I had half said that as a joke, but CRT vs LCD is a very real and prominent debate here on /vr/. I'm not really able to sum up all of the CRT threads that have ever been on this board, but the very very very very very very tl;dr is that on CRT displays the edges of the sprites tend to become blurred together. A lot of very good pixel art was made with this in mind, creating the illusion of smoothness or transparency.
I brought it up as a joke because the idea of how art is "designed for X" is inherently silly to me. Good art can look good no matter how it's displayed.
Ergo, someone really wants to play the game the original way for the truest artistic experience, then they would play on a CRT.
>CRT vs LCD is a very real and prominent debate here on /vr/
Oh it is, and largely irrelevant for what I said. That's why I wondered if you can tell me how Doom's graphics are for some reason built with CRTs in mind. I hope the case for resolution is not lost on you.
>I brought it up as a joke because the idea of how art is "designed for X" is inherently silly to me
Doom's textures have a resolution that won't pixelate until you're about 2 yards in front of a wall, and about 5 yards in front of an object. Likewise, beyond about 50 to 100 yards, the pixel mess makes it impossible to tell foes apart. The limit on 256 colors, together with the low brightness, often requires to be very close to a color coded door in order to see the color of said door (red vs. yellow was traditionally hard).
On high resolution, the sprites produce a very strong disconnect to the immediately surrounding textures, to the point that many sourceports introduced 3D objects to make up for it. The high resolution means that objects in the distance are not only clearly distinguishable, but their textures also seem considerably sharper compared to the immediate surroundings. >>2893760 proudly posted a texture they're working on, that you simply would not find in the original game, because it does not work for the original resolution. Its details are so fine, at even a moderate distance that object would become a set of hovering pixels.
Now again, you tell me how the game had its sprites in any way designed for CRT. Keep in mind that the game has gamma compensation, to handle darker CRTs, to the point that the black levels are completely shot. So black levels is likely not a point you want to go with.
ignoring your obvious bate I have to wonder: The 35fps were chosen to be half of the 70Hz refresh rate for 320x200 VGA. Cheap modern LCDs have 60Hz, less cheap ones have 120Hz or 144Hz. None of these frequences are clear multiples of 35Hz. Can that lead to stuttery framerates on the original Doom implementations?
>Blood can do HD in Dosbox
Did anyone ever figure out how to get better FPS with higher resolutions in DOS games on DOSBox, or is that just one of the shortcomings of DOS that can't be fixed?
I was gonna mention that Quake also had the same issue but then I realized that if anything, Quake is probably more demanding than Blood.
Still though, there has to be a way to get a higher framerate on high resolutions.
Just the game.
Blood (actually any Build game) could go natively at least 1280x960 on monitors that allowed it (and there were some even at that time). I remember playing Blood and Duke on 1024x768 back in '98 with no issues.
Dosbox is bad at emulating stuff Build Engine needs to run efficiently, so it runs slower at resolutions above 800x600.
I think there was a Win 98 VM setup that allowed you to play games like Blood and Daggerfall much better than Dosbox would.
Also note that Blood was released 4 years after Doom, so of course technology has advanced by that time lol.
Not the person that's having problems, but No. Stuttering is different from regular low FPS issues and the difference should be noticed by several side factors. I'd advise making an FPS check via "vid_fps 1" command. If you have at least 40-45 there should not be any visual stuttering. If you have it, then problem lies somewhere else.
I for instance get the stuttering when trying to run Memorial.wad (with reject table of course, courtesy of some anon, you can get it here : http://www.mediafire.com/download/m431wyed8l2i2cd/mem-rej.zip) and it gives me stuttering when trying to run it with certain gameplay mods despite giving me 120 fps. I guess its because of all the DECORATE checks happening in BG, so while rendering side of GZDoom does just fine, the logical does not.
I dunno, worked fine with me, even tried it with GZDoom and it was a success.
>Not the person that's having problems, but No. Stuttering is different from regular low FPS issues and the difference should be noticed by several side factors. I'd advise making an FPS check via "vid_fps 1" command. If you have at least 40-45 there should not be any visual stuttering. If you have it, then problem lies somewhere else.
I'm talking about vanilla Doom within DOSBox, not a source port. Even assuming Doom itself runs perfectly and at a steady 35fps, an LCD at 60fps is not gonna match, and will have to drop frames several times per second, or produce serious tearing
I explained how I believe the resolution of textures and sprites are related to the output resolution.
Now you tell me how the choice of colors relies on CRT. Maybe get all colors used within the game, check for their likely gamma, compare to CRT or LCD gamma ... no wait, they're the same. Anything else?
The only way I can think of the artwork in the game being "designed for CRTs" is that they're made to be displayed with rectangular pixels. Source ports do scale everything for that, but it's not perfect and non-integer scaling pisses people off on this board.
320x200 on a CRT screen's about as close to how you'd have seen it back then, at any rate. I do agree with the resolution/texture size/polygon relationship in older games, you've worded it very well.
Does Alien Vendetta get any better later on? I'm up to map 9 and it's pretty damn tedious with high amounts of weak enemies and large levels that visually look like the last shit I took. For a megawad that every shithead seems to recommend it sure blows so far.
>high amounts of weak enemies
isn't that good? i like large numbers of monsters that are quick to dispose of
>large levels that visually look like the last shit I took
i think you might need to see a proctologist...
Alright anons, I'm going crazy here, downloading wads left and right.
What I need to know is:
>What is/are your favorite wads?
Picture not related.
Gentlemen, it's time. I'm gonna need your feedback for this.
That right there is an alpha for a Gun Godz adaptation to Doom. Doom Throne got deprecated until further notice. Currently it's on an alpha state, as there are some things that are yet to be implemented. It contains Chapter 1 (3 levels) and two weapons. Most importantly, I need to know if the guns feel solid and how do the levels play. I need to have a good mapping methodology because the game has like 20 unreleased levels I would like to resurrect here.
Weapons have an Alt Attack, like in the original game. Be sure to mess with everything you can within this .pk3!
ACTUAL CONTENT SPOILERS. BE SURE TO FINISH CHAPTER 1 BEFORE READING.
-Yeah, Alpha probably is putting it lightly. All enemies are implemented, some still requiring some tweaks. -The game's current BIGFONT it's a placeholder. Mostly a test to see if my methods of doing custom fonts worked. -All weapons are in the game. Including their golden counterparts featuring more damage or increased rate of fire. -You can play with your weapons by pressing your binded key for Reload. -If you haven't yet, use the console to play MAP16 and challenge the final boss. -And no, that won't be the final ending. Again, just a placeholder for the original game's unreleased maps. Although I am interested on implementing loops.
it´s fun anon
guns feel good
shotgun is OP IMO
visuals are nice
pistol sounds a bit akward, get a real pistol sound instead
maybe a .50AE Deagle sound?
right at 2:00
everything else seems great
levels are a bit to easy => more secrets
what´s the meaning behind this game?
where is that freaking triangle from?
why that stupid menue music?
The shotgun is definitely OP, I think it needs a bit more time between each shot.
As the other anon said, the guns do feel good, but unlike the other anon, I think the weirdness of the game is great. I don't know what the fuck is going on, and I love it. Just keep shooting. Make the levels a lot harder and I'll definitely play this through.
Nice try Mark, but we still don't want you around these parts.
>has a pony avatar
>also a ruskie
>even daring to say anyone's lower than him
BTSX. I'd be tempted to show some cutting edge gzdoom mod and be all "we can do this in the future" but showing them something amazing they could run on their own computers would probably be more productive.
I was going to reply with something like DemonSteele or MSX or Psychic but now that I think of it, >>2895690 is probably a better answer.
A vanilla wad they can run and play and experiment with and not just see in action would probably be a real jumpstart in "okay let's see if we can surpass this".
Did anyone ever tell Carmack or Romero about Hdoom? I want to know how they feel about people using their work to make demongirl porn.
Okay. Here's a thing about russian playerbases in general: 80% of them are kids around 14 or below (because age rating is not a thing in russia, and parents write off all games as "for kids", because they are called "games") and most of them get exposure to any kind of content through youtube.
Actually, those kids are the ones most active on foreign forums and resources, because teaching english in schools got to decent level only now, and thus most encounters with russian public westerners can get are those little shits, that are also obnoxious and selfrighteous pricks, due to being kids, as well as social environment in modern Russia (which is further propagated by western anti-russia politics, but I digress).
tl;dr your post is generalisation of the same caliber as a soccer mom pointing finger at Mortal Kombat and screaming "all games propagate violence and should be banned!".
To be fair it's natural to generalize and everyone does it. If I ask you "what color is the sky" you'll say "blue" which is a generalization. Coming into contact with only a certain clique of a nations citizenry will naturally color a persons perception of their entire nation, which is as unfortunate as it is unavoidable.
Just a random smug German soldier during WWII smoking a cigarette. Dunno why, but I find myself saving random WWII shit.
> it's natural to generalize
No it's not.
It's a result of society that teaches "Hatin on people because of <some generalisation factor> (skin color/nation, gayness) is bad, but those <other generalisation factor> (jew, russians, muslim) are all assholes and are roots of your problems!"
Guess how old those players ae.
Have you ever tried to run BTSX on a real DOS computer? It took forever to load and was a slideshow to play even on the 166MHz Pentium I tried it on. It's executable-compatible, sure, but it really doesn't play well on period-accurate hardware.
I bet he's already got code written for HDoom Oculus Rift support that he's keeping for himself and not releasing into the public.
if you're going vanilla, make sure to stay in the same 64x64 block or your dick might just phase straight through
Anyone know any WADs with tanks in them?
I need some tank DECORATE that I can base my WW2 Tanks on.
Even better, anyone know where I can get some tank WADs like from realm 667?
That bastard. I knew his smug face was hiding something of such importance.
I work the booth in a same room with a DVD store. It sells pirated stuff (everybody knows it, but nobody can afford licensed stuff for $60 when average monthly salary is $200) and even minecraft mods (because some kids go
"wow it's minecraft, buy!"
"but you already have minecraft."
"But dad, it's BATMAN minecraft!"
I bet if doom mods were still marketable, there'd be DVD's with Bootool Dum, Demonsteele and BTSX on it.)
So when a kid asks his parents to buy a game, and parent asks the kid (or a seller) what's the game about kid says (direct quote)
"Oh its a game, and you drive and you like shoot people in the head and they roll funny and then you go blow up a truck and everything go boom and then you go into hotel and kill all people untill they really-really die!"
And parent goes "okay, sounds like fun, we buy".
The kid was 10yr old.
And it almost always goes like this, and not even once any parent thought that buying excessively violent game for their kids is NOT okay. The only exception is grandparents, because only they apparently still care about their children, but that's why kids usually dont go here with their granddads/mas.
And casshier does not care, in fact she's all for it because if she doesnet fullfill a ridiculously high selling quota her little salary gets cut even further and she has a kid to feed. That kid is also permabanned from PC btw because parenting is "all or nothing" buisness here.
DoomCenter had some tanks chasing you after shooting NPCs for a while, you could also control them but I don't remember how to get the driver out without blowing it up. Regardless, you'll have the DECORATE in there.
I'm spiriting out the PZ.IV myself. Just used men of war for the model
generalizing IS natural, as is xenophobia, it's an evolutionary response to things other than yourself, including those that are similar to oneself, and generalizations are a "mental shortcut", if we truly took time to process every human being completely on their own merits, we'd be way more subject to all kinds of ways to get hurt or die.
This doesn't mean that it's a good thing in modern society, but it is most certainly natural. Ingrained, heavily pushed stereotypes and ones that defy logic, on the other hand, are culturally reinforced and shit.
Sorry, English isn't my first language, if that's incomprehensible in some way. TL;DR, generalizing is a mental shortcut, it is natural.
>Why? Because PB is superior to BD in gore effects and other little tweaks
you really think so?
does PB has configurability to make it to that dyaning animations go away or last a very breif time?
does PB not slow down movement speed?
does PB not have disgustingly horrible sound design?
That makes me wonder if it would be possible to actually render in 1920x1080 or 4k or whatever, but then pass it through a... Well I guess it would be like an anti-LOD or a +aliasing filter to give the blur/pixel effect at long distance, but to optimize it so that it's as visually appealing as a sparse grid of pixelation can be without sacrificing the advantages of high resolution.
It's really hard to summarize what I'm thinking of doing, besides a cop-out "best of both worlds hurr durr"
A depth of field effect might fit your description. There's a bit of a problem though, in that quite often the focus of the player is in the distance. If you blur it out, smooth it or otherwise "remove" detail that the model and the viewport are capable of, you directly contradict the player's intentions, which leads to frustration. Quite a few modern games have issues applying Depth of Field well, and as a result it's often reserved for cutscenes.
An alternative would be to make the world really rotten, and use a quality distortion shader. When modern games show flames or heat, they distort the scene more or less randomly, to show that moving air. If you pretend the world of Doom is pretty much a rotten corpse, you could make the air visually stink, to the point that you can see fairly clearly up close, but in the distance things get all smogged up and distorted. As a side effect, it almost makes the player want to drop the distance between them and what they see through the distortion, to get a better view (be it to use, or to kill).
Pic shows a quick and dirty example from a different genre. Notice the distortion of the rear of the car, due to exhaust heat.
DOF is close, but not exactly what I'm thinking. Maybe a distance DOF-like effect that is agnostic of view?
Used that strong it would look like shit but yeah, if you keep it subtle that could be fucking great...
How do we apply filters in doom? Lol, how do we get filters to apply in doom? Serious question. Disregarding the ones built into source ports.
The problem with upscaling is that all the info the upscaler has is 320x200 pixels, possibly a frame or two in the past, and that's it. You're unable to detect any sub-pixel objects (and at that scale, they're fairly huge pixels), you're unable to apply different weight to the pixels. It's a pain in the arse to detect edges, and it falls flat when you deal with curves.
If, on the other hand, you start with a high resolution image, then distort/filter it down to 320x200 or an equivalent, you have much more data to work with, to affect the color of the individual pixel. Can be as simple as antialiasing, or as huge as applying weight to light sources, which can dominate a resampled pixel due to brightness, despite being fairly small in the original. And of course, as anon suggested, it would be the coolest if one could retain the high definition of the actual output device, while also retaining the "uncertainty" of moderately distant objects, as typical for the original Doom
>climb stairs to key
is... the map glitched?
I haven't liked Alien Vendetta but I haven't cleared more than 7 or 8 maps in. The map pack everyone recommends that is ACTUALLY good is Scythe 2. Scythe 1 is really good too but I think Scythe 2 is the better product.
So... in Demonsteele... what exactly is cybergirl supposed to be good at? She gets fuck all for ammo so it can't be guns. Her fists are fucking garbage. And maybe it's because I'm in Zdoom but I can't trigger a special with her except five seconds after I actually wanted it to go other. Sword girl's specials actually fire and kill things to a ridiculous degree.
She's actually a joke placeholder character until Term can get Caleb in. But he needs to outsource it to the guys who made the Samsara addons, they're the only ones capable of bringing some of that quality to Demonsteele
I'm sure had I understood any of those references that would have been hilarious.
If you want to make it really good, cut the turret off and turn in into a separate actor. Have the chassis spawn the turret actor in it's first tick, and make the turret constantly A_Warp to the center of the chassis actor.
That way you can script the movement of the tank while allowing it to freely track the player with the turret.
Thats a great idea!
I have the tank working (actually a Pz.III I remembered) But its kind of jumpy. Doing a separate turret would help it not have to move around as much.
I also have MG and main cannon working pretty well. If fires a souped-up doom rocket, doing 80 damage and moving at speed 80
>But its kind of jumpy.
That's something you'll never get away from with large sprites, particularly low+wide ones. Depending on the workload you're willing to put in you might want to convert the tank to voxels instead - I think there's a program that when supplied with a few pixel rotations turns them into a model. Can't remember what it's called though.
decided that after this encounter, it's gonna lead out of the cave to a big outdoor area (where you'll get the chaingun), which takes you to the techbase entrance
things will branch out when you hit the techbase itself.culminating in getting the super shotgun - right now it's pretty strictly linear
Well I have the tank and the turret separated, and the tank show up turret-less.
I'm not exactly sure how to make it spawn the turret. I'm pretty new to using Decorate.
if she gets caught doing so she'll get fined for about half of her salary, also CDs sold there are actually stamped, and the one I'll write will be burned (green/purple) which can tip ppl off. Also nobody would buy "classics" - anything with sprite/unfiltered graphics gets called "dendy graphics" here. Dendy being the popular bootleg NESclone.
I got to sit there all day, playing Doom and Quake when I have no customers in my booth (they come in waves so I have 15-20min of frantic activity with 1-2 hour periods of free time) and sometimes I try to show ppl the ways of Doom when they ask for the older stuff and their answer is generally "not THAT old lol".
I got it to work once or twice! The tank spawned its turret and then kicked it around a bit.
I think with some tweaking I should be able to get it to work
yep its from powerslave. I accelerated the shit out of it though so it fires about as fast as an MG-42.
MG-42s fire preeeetty quickly
While the M60 borrows from the MG42 in some ways, there was no weapon that looked like that during WW2.
This is a graphic I found on the ZDoom forums, it'd probably be a better fit.
Also, the concept of using a GPMG to fight a tank is beyond ludicrous (the 7.92x57mm will just skid/deflect off or flatten out against it's armor without putting a dent in it), you need something that can punch through the armor or punch the armor hard enough to cause spalling to injure/kill the crew inside, what you need is a specialized grenade/bomb or a rocket-launcher.
Thanks, I'm just using whatever I can find and not worrying too much about historical accuracy. I love the feel of the exhumed/powerslave M-60 so its staying. I use a proper MG-64 sprite for it though which helps.
Also yeah MGs wont do whoop against a tank, I still have to work out how I'm going to let the player damage it. Panzerfäuste will have to be introduced I think. 1 shot rocket launcher.
Thanks, I'll try this out. The turret doesn't even seem to be spawning at the moment.
FUCK YOU MARK
do you even playtest your game at all?
classic mode has been entirely non-functional since it was released and with 20b it hasnt been touched one fucking bit
why do gibs draw autoaim? You realize that this makes it impossible to play without freelook? it also means that a super shotgun wont kill even a single fucking enemy if there's a dead one between you and it
and the dying animations STILL make enemies impossble to walk over/through and waste your time an ammo
I'm not mad that you made a shitty mod, I'm mad that you bothered to release something so half-assed and bother to call it finished, especially since the mode is obviously only for your critics and not for you/your fanbase. It's literally saying
>here happy now? by the way go fuck yourself
That's not even the worst part
>playing brutal doom
original doom has very little concept of verticality. The auto-aim is only necessary because apparently some source ports decided to break that fairly core concept. That's why I'm wondering it's possible to restore it like that (not really though, as auto aim and 2D targetting are different things), or if you're stuck with the broken variant.
Mark is not guilty for you being a total useless dumbass and not reading the readme.
There is a difference between "auto-aim is forced off for all weapons"...which it isn't, by the way, and even if it was it'd defeat the fucking point of a classic mode...oh who am I fucking kidding, the weapons barely behave like their classic counterparts anyway, hahahaha....
Anyway, there's a difference between "auto-aim is forced off for all weapons" and "auto-aim automatically locks on to gibs and dead bodies and other things that shouldn't be auto-aimed onto".
Classic mode is fucking pointless, barely thought-out, and barely-tested.
Please point me out on which part of the manual or the Moddb page it says that Classic Mode must feel like Vanilla Doom. It only says that makes weapons have the same properties (fire rate, no reloading, no kicking) of Vanilla Doom, and not a 100% legit Vanilla Doom experience. Seems like Brutal Doom is just not for you, stop being a whinny faggot and don't play it then.
What's "classic" refering to? You described what it does, but the term classic is usually in reference to something. As you said yourself, it can't be Doom itself, so what's the reference?
>It only says that makes weapons have the same properties (fire rate, no reloading, no kicking) of Vanilla Doom
Yeah and it doesn't even fuckin' do that.
Oh sure, there's no kicking and no reloading, but that's about fucking it.
>Yeah and it doesn't even fuckin' do that.
>Complaining because the weapons are not 100% carbon copies of Vanilla Doom weapons and how it completely destroys an anon's immersion because it doesn't plays like the flawless perfect masterpiece cum of the gods that Vanilla Doom is.
No wonder why Mark always tells his critics to go fuck themselves. I wouldn't have the patience to deal with this kind of shit.
>being told that your advertised features aren't working as advertised
I'm still waiting for you to point me out where Mark advertised that Classic Mode means playing it just like Vanilla Doom.
Seems like something that merges the concepts of the "No weapon reloads" and "Classic Weapon Skins" addons into something that can be selected in-game, and making the use of said addons not necessary anymore.
I literally cannot stop fucking laughing
Here, let's go back to something you said
> It only says that makes weapons have the same properties (fire rate, no reloading, no kicking) of Vanilla Doom
> It only says that makes weapons have the same properties of Vanilla Doom
>same properties of Vanilla Doom
>of Vanilla Doom
Doesn't do that.
Doesn't fucking do that.
Doesn't at all fucking do that.
Viola, classic has failed. It isn't classic.
It's even in the fucking name! If it's supposed to be classic and doesn't behave at all like classic, then what is it? An alternate behavior? Then it's not classic! Even in-code it's referred to as "purist", which are blind fans of vanilla gameplay, which...it doesn't cater to because it doesn't behave like classic weapons.
Unless you didn't mean to say that, in which case what did you really mean to say?
Hint: Any answer other than "I'm a tremendous faggot" is wrong.
It's not Burden of Proof. You alleged that Mark advertised Classic Mode to have all Vanilla Doom functionalities. And I am just asking you to point out where he advertised this.
The guns looks like Vanilla weapons, the guns fire at the same rate of Vanilla weapons. The guns deals the same equivalent damage of Vanilla Weapons, then the weapons BEHAVE like Vanilla Weapons, even if auto aim is disabled, because it's fucking implied in the manual that you can't play Brutal Doom with autoaim because of the hitbox system. How the fuck you think you could do headshots playing without mouselook or with autoaim enabled.
>You alleged that Mark advertised Classic Mode to have all Vanilla Doom functionalities.
>The guns looks like Vanilla weapons
>the guns fire at the same rate of Vanilla weapons
>The guns deals the same equivalent damage of Vanilla Weapons
Oh anon, you're so retarded and so wrong. So, so fucking wrong.
Here, let's take a look at one, just one single weapon from the entire classic pack. Let's take a look at the humble chainsaw, fuckboy, the extra weapon you get right at the start of map01 and see how "classic" it is.
>looks like vanilla
This is a relatively light complaint. It isn't as egregious as, say, the chaingun or the BFG, which sport baffling complete redesigns that look like total shit.
With the chainsaw, it's simply a matter of the black gloves mismatching with the rest of the sprite set, which use brown gloves. Not exactly important, but still a matter of
>mismatched hands for your fucking gameplay mod
Still, only an autist of the highest sperg order would dismiss a weapon based entirely on gloves, so let's continue on.
>fires at the same rate
No. Chainsaw fires every four tics, "classic" chainsaw fires every two tics.
>deals the same damage
Oh ho ho ho ho, no. Nooo, no it doesn't.
The vanilla chainsaw does between 2-20 damage every four tics. The "classic" chainsaw does 3-30 damage every two tics.
Given that there's 35 tics in a second, the vanilla chainsaw averages out at 96.25 damage per second, while the "classic" chainsaw does a staggering 288.75 damage.
So, if it doesn't look like a vanilla weapon, if it doesn't fire like a vanilla weapon, and it doesn't damage like a vanilla weapon, then it doesn't fucking behave like a vanilla weapon.
It's not fucking vanilla. And this isn't even going into some of the other weapons.
We're not asking for "ohhh we want the same old animations and absolute 1:1 graphics it must behave exactly like the 1993 game!!!". There are some people that really want that. I'm not among them.
But it's not the fucking vanilla weapons. It's a complete waste of a feature. It's the epitome of Mark's current design strategy, to throw half-assed shit at the wall whether or not it actually works. While it's still attached to the ass.
>Complaining because the weapons are not 100% carbon copies
we're complaining because it's not different from brutal doom at all minus reloading and recoil
and even then it's just shittier than brutal doom. like you no longer have an assault rifle but zombies still do. it's fucking retarded
>the guns fire at the same rate of Vanilla weapons. The guns deals the same equivalent damage of Vanilla Weapons, then the weapons BEHAVE like Vanilla Weapons
>How the fuck you think you could do headshots playing without mouselook or with autoaim enabled
you wouldn't, because you're playing on classic mode
god damnit mark, just put your trip back up
>you wouldn't, because you're playing on classic mode
Then why play Brutal Doom at all? Brutal Doom with 100% Vanilla Doom weapon behavior and no extra hitboxes is basically just Gorier Beautiful Doom.
So I was on
/v/when an anon ask something that's got me thinking. What is the most fully realized and well made first person shooter game?
Early 90s shooters often had one thing they did really well, but there was always a game that did something else better.
So what do you think is the BEST first person shooter ever made? The one that gets the most things right and fully realizes the concept of what a first person shooter should be.
I'm inclined to say either Blood or DOOM.
I don't disagree with any of the shit people give Brutal DOOM, but I can't deny that it has really nice gun feel. Is there anything that makes shooting guns and killing enemies as satisfying as Brutal DOOM, without changing the core gameplay?
Because you didn't read my post. I love the gun feel and reactiveness of enemies in Brutal DOOM, but I don't like all the changes to gameplay balance.
I want vanilla gameplay with gun feel and gore on the level of Brutal DOOM.
Good balance of Horror, Action, and Comedy.
Top notch AI.
Good level design and interactivity.
Satisfying guns, etc.
It's not my personal favorite, but statistically, it's hands down the best FPS.
>Good level design
You almost had me with the rest. It's painfully dull and monotonous, and probably the single biggest problem the game has. FEAR does certain things excellently, but to say that it's the best all-round FPS is plain incorrect.
Depends entirely on what you're looking for in feedback.
I like Accessories to Murder--the balance and functions are pretty wonky (that missile launcher is so bad), but the feedback is spot on.
If you don't mind completely throwing any semblence of challenge or difficulty out the window, Trailblazer might also be up your alley.
>So what do you think is the BEST first person shooter ever made?
For me personally I would have to say System Shock 2 despite all it's flaws. Perhaps Quake 3 in second place for achieving 100% perfection in everything it set out to do.
F.E.A.R is spectacular in everything EXCEPT the level design, which is pretty atrocious. And since I think level design is the single most important thing in an FPS, it doesn't come close to being the best.
Can fuck around with the mod itself and strip out the elements you don't like. Also, Accessories to Murder like another anon suggested.
I'm strange I guess in that I like classic vanilla doom, and I like Brutal just fine as it is, besides the (optional) GO FUCK YOURSELF etc, it's a pretty good mod.
>it's a pretty good mod.
Yeah, Brutal DOOM is fine. Mark might be a weenie, but so was John Romero.
I think stuff like the executions and shit take things a little too far, but like I said before the gun feel and everything is nice and satisfying.
Does Accessories to Murder have a vanilla mode that doesn't add any balance changes and new features?
doubling to 640x480 is nice. i don't think i could go back to the original resolution, i find chocolate doom too pixellated. but going beyond doubling doesn't seem to give a great deal of benefit. although 800x600 has an integer scaling advantage (my screen is 1920x1200)
Did Brutal Doom do the wrong thing for giving you AI partners and expanding on the world / story?
agree, I thought the executions were neat once, then gave zero fucks afterward.
But they're optional, and not really OP or anything, actually find smash mode/kicks more usable anyway
I won't really go to bat for the new Wolfenstein games, but Bulletstorm is one of my all-time favorite FPS's. I dunno, different strokes, I guess.
they added shit like other marine survivors who you hear on the radio on Mars, and other stuff like the level design is supposed to be more 'realistic', ie when you get back to earth you see jets overhead flying to fight the demons
Bulletstorm bothers me with the sluggish movespeed and emphasis on cover. If they went full retard speed and made the dudes use projectile weapons, it would have worked better.
And ditched that retarded system of pushing altfire to prepare the altfire, rather than just shooting it.
Also would have been nice if you could have flicked enemies in other directions after leashing them, but ah well.
Oh, i guess that's a nice touch
Kinda of related but if they ever made a doom sequel (not that shitty Halo garbage we got) that takes place after the events of doom 2, what would you rather see?
1)Doomguy is his own character and you control some random marine, he is a living legend that is mentioned but you never actually see him
2)You control doomguy, other marines can be found, you can interact with them, silent protagonist, etc.
I always liked to picture a possible sequel having faceless marines and everytime the played died he would restart the level controlling another marine, you would even be able to find the bodies of the marines you controlled previously, as for doomguy we would have classic episodes that are basically the same levels from the first two games but with some HD shit to make them look nice (think black mesa source), but they would be pretty much the same down to their core, and if you're really ambitious we would even make the classic levels actually play like classic doom while modern levels would have their own physics and all that modern shit that they would add anyway, like doomguy himself having his own controls and physics and being able to do shit the other marines can't, and you would even be able to create classic and modern servers depending of what playstyle you like more
The power of 3dfloors.
With a custom texture and some more work with the opening I reckon it might look decent.
I would rather eat a dick than mess with Bulletstorm's terrible score system any more. Just run through the check list of every combo of shoot, alt shoot, and kick that is feasible given the combo of mooks. It's a fucking grocery list.
Plus, the game's emphasis on just fucking raping the mooks means it has no skill component whatsoever. There's what, one miniboss? Two? And those muslim aliens? I forget what the variety it had but everything felt like just something for you to style on, if by style you mean remember which alt fire you haven't used yet.
I have tried like three times to play RTCW and it doesn't feel anything better than good.
I thought FEAR's level design was very well done for what they were shooting for. It was office buildings, but they somehow managed to work in every conceivable flavor of office building so that even just going from one cubicle farm to the next felt like a different level.
UT99 but MP only is cheating.
I try to look at everything but all roads lead back to Doom but I haven't played Blood. I don't think Doom is even everything an FPS should be. There is room in this genre for CoD, for NOLF, for Douk, for Far Cry 3, for Wolfenstein 2009, for Wolf TNO, for FEAR, for FEAR3, even for Serious Spam type faggotry.
Just to chronicle the design differences between all of those is absolutely nuts and really the only design decision that you could probably get even a consensus on that needs to go is regen health and even then that argument would be fearsome if we found someone who could make an eloquent defense for the rare instance using it "right".
Gunplay in new Shadow Warrior felt like boring shit. Was a great sword in search of a less terrible game to go along with it. Late game there's just too many bullet sponges.
Also, bosses so bad you'll wish they were QTE cutscenes.
For me the ideal Doom sequel would be continuation of Doom 2 with following premise:
Hell's invasion of earth was slowed down, but the struggles continues on, some places on Earht goet literally swallowed up by Hell and apparently, new Icons of Sins are brought, to leat the demonic armies. Humanity now lives in constant terror.
Human governments unite to push the forces of hell back and send their forces into the hellgates to find and terminate the Icons of Sin, and who are to lead them better than the man who knows Hell from within?
Player controls the Doomguy as he leads the squad (supported by tanks and all cool stuff) into hell, but in the first level they all get analhilated due to their own retardedness, and Doomguy is once again - a one man against Hell. As he ventures further he encounters the previous squads that went in, pieces of locations that were previously swallowed by Hell, and even remnants of the worlds that fell way before Earth.
In the ned he defeats the new Icon of Sin, and returns to Earth, but he knows that this one was just one of many. (cue justification to player map packs as they are in fact all the different hellgates Doomguy ventures into).
>Kinda of related but if they ever made a doom sequel (not that shitty Halo garbage we got) that takes place after the events of doom 2, what would you rather see?
A spiritual sequel. Not as in "Demons on mars" but a game with the similar type of interconnected levels with an element of exploration (quake style would be even better for the verticality) and gameplay based on speed and dodging, along with it being extremely moddable. The universe/setting isn't what's important about doom for me.
>if they ever made a doom sequel (not that shitty Halo garbage we got) that takes place after the events of doom 2
There already is one.
I couldn't stand the characters and dialogue in Bulletstorm, it just got to the point of unbearable, along with the "you have to make sure you're doing something new from this list every single encounter" skillshot system.
First half alternated between maze-like levels (some linear, some with non-linear interconnected structure) and cool open outdoor areas, all distinct and differently designed, and always with a clear goal presented. Second half is more maze upon maze upon maze with no clear goal or objective and an awful lot of "where the fuck do I go now", also with a lot less cool secret areas.
You can only use your pistol and your fists, the room isn't big enough to properly dodge the projectiles all the time (30% chance of getting hit if you're skilled) and there are no columns or objects you can hide behind, and you need to kill every single one of them, pick your poison:
>30 lost souls
>2 pain elementals
WHAT THE FUCK DO YOU EVEN KNOW ABOUT MAPPING DON'T YOU DARE QUESTION MY ~~~~ARTISTIC INTEGRITY~~~~
I was paying more attention to the floor and walls when I made the lighting
See that pillar to the right? Torch in it.
What makes things annoying is that going from 112 to 96 lighting looks like you're going from 112 to 0 from a distance. It lights up a lot more as you get closer.
Should I hit random on idgames and find some shitty map or just play Scythe 2 again?
What the fuck is this next-level strawmanning you're doing you creep?
By George, it works!
Just needed a WARPF_NOCHECKPOSITION flag on the turret, and used A_SpawnItemEx for the tanks first frame.
Everything else is just tweaking to get it to behave more like a tank. The chassis is fine, it moves around slowly, then unleashes a hail of MG fire on the player. Just need to tweak the turret to actually blow shit up.
Considering I had no idea how Decorate worked last week, I think I'm making progress
So I kept hearing about WolfenDoom here and while I dislike Wolf3d for being too flat, and after looking at Blade of Agony I decided to give original Wolfendoom a try. I discovered, however that there are a lot of wolfendooms (all by same author) and that earlier ones all have that hated flat layout, so here's my question: what are the wolfendoom maps that make full use of Doom's architectural capabilities?
Demo map for adventure/puzzle gameplay, and as a testbed for graphical effects. I really want to make a realistic blizzard effect for example.
They only cause slowdowns if you completely neglect to divide the level with sensible amounts of one-sided linedefs, or if you use a lot of dynamic lights.
Glad you got it working! That's the beauty of doom modding, how relatively easy it is to make things like that.
If I were you I'd now make a smoke effect for the main gun. Have either turret or the shell spawn a smoke puff actor that calls A_FadeOut and A_SetScale like the example on the wiki page for the latter, except with scale increasing rather than decreasing.
I'd also make sure to have the chassis make an A_RemoveChildren call in it's death state so there's no chance of killing the tank leaving a hovering turret in place.
if it would include good graphics with a good artdesign, music and animation (not that Doom 4 / 2016 garbadge), I would defenitily buy it for 50 bucks on release
>This would remove a need for a source port, since mostly we use those for hd graphics.
Not even remotely true. Many map formats are incompatible with vanilla. Hell, theres even many maps that use the vanilla format that are incompatible for taking advantage of the removed limitations of source ports.
And then there's gameplay mods and modern TCs which take advantage of numerous other features of source ports that would be impossible to implement within Vanilla's engine.
Thanks, I'll look into the smoke, should help a bit.
Here's what I have so far:
First map is nothing yet, just 'visit03' to get to the WW2 map.
or 'visit02' to play through the mausoleum (which has a portal leading to MAP03 at the end.)
You'll have to go casper mode to check out the tank and the Wehrmacht soldiers. You can't actually get outside into the streets until later on (needing the axe key to exit the church)
Good luck getting from the starting spot to the church doors on MAP03. Those nosferati are pretty tough.
Fluff: A group of Nosferati vampires have set up shop in a Berlin church, but its 1945 and things are heating up so they're looking for other safe realms to evacuate to and set up new. Unfortunately for them they happen on an ancient arachnid-filled mausoleum, where a hero awakens...
So I bought Quake 2 on GOG some time ago. The soundtrack doesn't play, but that was to be expected. I don't want to install any unofficial patches. If a get a source port, will I be able to finally hear the music in-game?
Which sourceport do you recommend?
You just type it normally, no need for console
Haven't you ever cheated in hexen before?
Nope, I'm not familiar with the world of darkness setting. I just found some enemies that I thought were cool and challenging and made up some fluff to allow WW2 tech.
The Mp-40 Nosferati are my own version of the original from Realm667, but they just shoot you instead of being all magic crazy.
Yamagi Quake 2 is pretty vanilla, and supports music. Stick the music files into baseq2/music, and it'll play them. GOG /should/ have the music files for download? If not, then I can 7z them up and link them here.
KMQuake2 changes some stuff about the game and no one really knows what. It also adds stuff like a jetpack for some reason. Would not recommend.
Those are the only two I've used.
Played your mod. Some pretty damn neat ideas, but kind of unpolished. Some notes:
The reivers in the beginning were too tough if not playing mage.
I liked the tool kit as a puzzle item.
What the heck happned after the end of map02? It suddenly ended right when I was fighting the wizard dude.
On the next map, I had to use the automap to find the hidden door(s).
Found the iron key, but the door to the courtyard required an "axe key". Cheated my way out. (possible that I missed something).
The guns+magic concept is pretty great, and I'd love to see what becomes of your project in a later stage.
Here's a suggestion. Stops the tank from spawning a new turret every time it has no target.
I remember I once saw a centered Beretta sprite that looked really good, does anyone have that?
It was not based on the original Doom pistol, I think it was drawn from the ground up.
Oh hey, I found it, it was even a Beretta 96 already, I won't have to do any major edits!
Slowly getting the hang on how to do shading like this very quickly in PS.
Angle does indeed need an adjustment though.
playing e3m1 for years not having known where the first shotgun was taught me how to deal with cacos using a pistol
not the most entertaining way of killing them, though
There is no better feeling than running into them and exploding their faces with the super shotgun, the only feeling that comes close is tanking cyberdemon with invincibility and a plasma gun, shooting nonstop
Really though, I know doing this is silly. It's just fun.
>it's just not doom, just some random engine loosely based on it
It's heavily based on doom, but built upon and extended in small steps over ~18 years or so.
In a normal map I don't see a single problem with using modern features as long as it looks and plays good; modernisms don't necessarily detract from or sully the doom experience in my opinion.
The thing I'm making /is/ however entirely unrelated to doom.
>it's just not doom, just some random engine loosely based on it
From a gameplay perspective? No, it's not traditionally Doom-y--not because of the slanted walls (which really affect gameplay pretty much 0%) but because of the wide open outdoors area.
But from an engine perspective? Yes, it's entirely, completely, 100% Doom.
The entire point of Doom receiving an open-source release and an open data structure is specifically so people can do all sorts of crazy things with the engine, stretch it out and make it go in wild, wild directions.
This is exactly what Carmack wanted people to do. Expanding the engine is Doom. Making and using advanced features is Doom. Greentexting about "slanted walls" and "would have been trivial to use containers instead" just makes you a regressive dumbshit.
Yep its a massive WIP at the moment.
At the end of MAP02 a portal rises out of the ground when the wizard/nosferati dies, you probably stepped through it as it was rising or something.
The streets aren't supposed to be accessible until much later (player uses steel key to open something in the hub, then returns later once they have the axe key - classic hexen style)
I wanted the reivers to be pretty tough but I think you're right, they're bordering on "shieeet thats tough"
Thanks for the suggestion!
>In a normal map I don't see a single problem with using modern features as long as it looks and plays good
For any of the modern derivative engines, sure. I find them rather boring though.
>But from an engine perspective? Yes, it's entirely, completely, 100% Doom.
Nope, a derived engine, quite often very removed from the original, especially visually.
>This is exactly what Carmack wanted people to do.
Nothing wrong with the derived engines, I just don't find them interesting.
In a way you could say the source ports aren't even /vr/, they're modern engines, derived from an old one.
>Expanding the engine is Doom
Which makes it a derived engine, which is different from the original engine, usually with features added or altered
Jesus fuck this looks incredible.
Also, I'm pretty sure those things are Nightmare Imps. Oh boy oh boy.
The goal of Doom's source release was to have derivations for Doom. Just because you "don't find it interesting" doesn't change the fact that Doom was intended to be modded, expanded, and stretched far, far, far beyond what it was capable of.
Prefer vanilla? Yeah, fine, I can understand that. Vanilla gameplay is still very strong. Getting on people's asses for not modding within vanilla limits? Fuck off.
A derived engine for Doom is still an engine for Doom.
Doom running on a piano is still Doom. Doom running on Windows 10 is still Doom. GZDoom running mods overhauling gameplay is still Doom.
Here's the whole article.
Some concept art and level backgrounds can be seen here in the video.
Concept art of Baron on the Hub page, and they describe the overall aesthetic of the game as being inspired by DOOM 1's Box Art.
>The goal of Doom's source release was to have derivations for Doom
You know what they aren't? doom? You know when most of them were made? After 1999. They don't interest me much because I'm on /vr/. A board that deals with a time when engines were not cookie cutter polygon rasterizers.
>A derived engine for Doom is still an engine for Doom.
Doom is a game, that used an engine which was named after it. The engines derived from it are just that, engines. That they're able to load the old game data comes with the terrain. The game itself doesn't use these engines though.
>GZDoom running mods overhauling gameplay is still Doom.
Some of these concept arts are super fucking cool.
I'm really digging that Pinky design.
THAT'S MORE LIKE IT
Hopefully the gameplay has been improved since E3, this looks nice and open.
1999 was well into the point where engines were rendering polygons. Two of the most standout games at the time, Unreal Tournament and Quake III, were pushing polygons like nobody's business.
And, coincidentally, GZDoom's 3D modeling? Based on Quake III. Interest or not, it's retro.
>Doom is a game, that used an engine which was named after it.
Yeah, and who are you the say we can only favor one or the other? We can talk about the game, we can modify the game, and we can work with the engine to make it do new things--exactly as it was intended to be.
It's the same with Baldur's Gate threads. It's the same with homebrew games in shmup threads. It's the same with ROM hacks in threads.
If you don't care much for new content on /vr/, as ironic as it seems, then perhaps this is not the board for you.
>generic space shooter Cyberdemon
>not bara big guy fleshy and cartoonish cyberdemon
I would kill for more cartoonish/stylized designs, this just doesn't feel like doom
>GZDoom's 3D modeling? Based on Quake III
Nice to see that it's not actually based on the Doom engine. Also, you're technically correct, congrats.
>who are you the say we can only favor one or the other?
>We can talk about the game
>we can modify the game
>and we can work with the engine to make it do new things
You aren't. You're messing with new engines, that just have Doom as one of their many origins
>then perhaps this is not the board for you
Board's fine. I understand though this thread's useless to me, as it's all about the modern engines and features, stuff I deliberately leave behind when I deal with Doom.
>Also quite an alien concept that for some reason the games need to be constantly changed in order to be appealing.
It likely seems alien because the massive leap in logic to get here from "make content" is astronomical.
>Board's fine. I understand though this thread's useless to me, as it's all about the modern engines and features, stuff I deliberately leave behind when I deal with Doom.
We talk about that too.
Most of us have just played a shitload of normal doom so it's not weird that we want new and shiny things added to the game we love.
>Doom is a game, that used an engine which was named after it.
No, the engine is named idtech1. Other games besides Doom used and extended it, such as Heretic, Hexen, and Strife.
Also, ZDoom's first release was in 1998. It's undeniably retro. In fact, if we use release dates as the metric, Chocolate Doom shouldn't be mentioned here because its first release was in 2005. Neither should PRBoom+, whose development started in 2004. Get out of here, purists, you don't belong here. Back into /v/ with the lot of you.
>Most of us have just played a shitload of normal doom so it's not weird that we want new and shiny things added to the game we love.
I'll get flamed for this, but I can't help but read the statement as the game itself being unappealing (from simple over exposure, not because it's a bad game), and people just playing stuff resembling it, loosely, sometimes very loosely. Nothing against playing these imitations, but I do not understand why that's associated with playing the game.
>Also, I'm pretty sure those things are Nightmare Imps
Easy, let's not make assumptions and get ahead of ourselves here. This is exactly how some people get disappointed because "[new game of the franchise] never made a reference to [really obscure game from said franchise]"
>but Doom 64-
I'm simply mentioning an example of what happens in other communities when new games are released.
I think it's just the shape design, it looks like an mmo monster, not a demon.
The actual design is nicely exaggerated and cartoony, especially if that cover art is the new art style.
But yeah, more bara demons pls.
>I came here for Doom, had a few exchanges over the last couple days regarding Doom, and understand to not revisit this thread again. Have fun with whatever you're doing. The engines are looking good and so do the maps created for them. I've just been misled a bit by the "DOOM THREAD" in the OP
People talk about classic Doom here all the damn time you goon, it's just that Doom is inherently easy to make maps for and mod, so that gets a lot of attention, but just a year or so ago, we had a mapping compilation for vanilla Doom.
People talk about original Doom, various ports, more modern mods, older mods, mapsets from all kinds of eras, etc.
You clearly know nothing of these threads.
I can't make you feel otherwise, but know that the reason doom has been extend beyond the capababilites of the base game more than any other game/engine ever is because the original is so good.
>Also quite an alien concept that for some reason the games need to be constantly changed in order to be appealing.
Oh go die in a fire you fucking sack of shit.
Vanilla is as appreciated as modern here.
I play lots of modern Doom content, but I often check out and play through various old console ports of the original games.
>know that the reason doom has been extend beyond the capababilites of the base game more than any other game/engine ever is because the original is so good.
To me it seems its early availability is more important, and the extensive changes to the engine are an indicator that people found the original lacking
The original game is still good and played by lots here, the game however also has a lot of possibilities because of how easy it is to modify and how you can easily make your own things building upon the basic amazing gameplay of Doom.
it looks like shit imo
nightmare imps are looking great tho
if this is hell, why the fuck does it look so cold?
music sounds meh
what happened to good sounddesign?
Any ideas of good monster variation/randomizer wads? I am really into combining wads here but i want something to add an extra flavor to the mix, there is this one i used to combine but its pretty old and shitty