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BALLET WITH SHOTGUNS

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DOOM THREAD / RETRO FPS THREAD - Last thread >>2892819

Mostly Doom, but all retro FPS welcome
~~ Let's post like gentlemen ~~

===WEBSITE/COMMUNITY===

http://doomwiki.org/
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
http://pastebin.com/vPbiw4NR

IRC (Password is in the FAQ.)
irc.zandronum.com
Channel: #vr

Doom Thread Archives
https://warosu.org/vr/?task=search2&search_op=op&search_text=%22doom+thread%22

Image Database
http://vrdoom.booru.org/?page=post&s=list

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

===WHERE DO I GET WADS?===

So You Want To Play Some Fucking Doom? (v6b)
https://i.warosu.org/data/vr/img/0028/06/1448271860636.png

http://vrdoom.booru.org/index.php?page=post&s=view&id=148
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

## Our WADs can be found here! ##
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

## /VR/DOOM COMMUNITY PROJECT ##
Make a Boom map for Doom 1.
https://warosu.org/vr/post/2811741 Announcement/Rules
>>
===NEWS===

[01-06] Gameinformer article on Doom4
http://www.gameinformer.com/b/news/archive/2016/01/06/game-informer-february-cover-reveal-doom-2416160408.aspx
http://imgur.com/a/hbZAu

[01-06] Anon map release: A Morte (for Hexen, early WIP)
>>2899061
http://www.mediafire.com/download/a6tq97xjlegcun0/A_Morte.rar

[01-04] Anon mod release: Gun Godz adaptation (alpha)
>>2894957
http://www.mediafire.com/download/u5r34idu4dl3ept/GunGodz.pk3

[01-03] Anon mod release: Custom difficulties
http://www.mediafire.com/download/mp972r695l6ve5h/GZ-customDoomdifficulties.wad

[01-01] Demonsteele v0.9 released: new character, lots of bugfixes
http://forum.zdoom.org/viewtopic.php?t=46787

[12-31] Brutal Doom v20b + starter pack released
http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-hell-on-earth-starter-pack

[12-30] Anon map release: Engineering Deck (for /vr/E1)
>>2884990
https://www.dropbox.com/s/ibc0uk9iqsq37iu/EngineeringDeck.wad

[12-30] Anon map release: "just a big room with a cyber demon on steroids"
>>2884008
http://temp-host.com/download.php?file=qe66td

[12-29] Anon map release: Wait What
>>2883410
https://www.dropbox.com/s/e8zaqura8kqhjzo/Wait%20what.wad

[12-27] Arcane Dimensions released (Quake)
http://quakeone.com/forums/quake-mod-releases/works-progress/11494-arcane-dimensions.html

[12-26] Anon map update: Buttghost, almost final version
>>2877793
https://dl.dropboxusercontent.com/u/73550170/buttghost_kdivr.wad

[12-26] Doom on a Leapfrog TV
http://hackaday.com/2015/12/24/hacking-the-leapfrog-tv-to-play-doom/

[12-25] Anon map release: vinterRunterland (deathmatch map)
>>2875596
http://www.mediafire.com/download/i5g0r1sodkuruql/vinterRunderland.wad

[12-25] Trailblazer update
https://youtu.be/BNbpeH31h-k

[12-24] Combined Arms WIP6
>>2873756
https://dl.dropboxusercontent.com/u/8380892/Combined_ArmsWIP6.pk3

[12-23] Freedoom v0.10.1
https://github.com/freedoom/freedoom/releases/tag/v0.10.1

===

To submit news, please reply to this post.
>>
Can someone spoonfeed me how to beat Map 16 in DemonSteele? I have the blue and red keycards and have killed every monster, I can see the red door in the top right of the minimap but how the fuck do I get there?
>>
>>2900970
holy shit nevermind that was fucking nuts
>>
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>>2900970

>demonsteele
>map
>>
>>2900973
I don't know, I'm just playing the maps in order, got to a map called suburbs and it was really hard to figure out how to beat the very end of it but I figured it out...I'm new to Doom.
>>
>>2900978
not that guy, but maps aren't something that demonsteele modifies, am I to presume you're on map16 of Doom 2?
>>
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try not to get blown up
>>
I need to get some more fucking motivation here.
>>
>>2901049
BTW I played your mod (the 6th wip) and It left me unsatisfied in many aspects, mainly that weapons altfire functionality is often an overkilling waste of ammo and there's no middleground options:

Fists, axe and pistol are okay.

Shotgun is either vanilla sg or a waste-of-ammo overkill, which is good for taking down barons but too excessive for general use, leaving you chipping on pinkies and cacos with primary fire in wads with ammo balance stricter than overly-generous on SG ammo vanilla.

Rocketlauncher is either underpowered blasts that look cool and kill minor things well, but totally lack against the usual rocketlauncher audience, and an overkillish waste of ammo as altfire.

Rocketlauncher primary fire obscures view way too much. Imo the best way here would be to go with smaller explosions and less smoke, like Duke's Devastator did.

Plasma shotgun and rifle are okay I guess.


What IMO should be added:
an additional shotgun (or a replacement of current one) that can fire variable ammount of buck - from 1 to 4 would be okay.

A general-purpose rocket/grenade launcher that can actually kill nobles without an overkill/overuse of ammunition. Preferably with controled explosions.


Regarding flare gun: it was an old idea of mine to make a flare gun that actually makes a dynamic light to light up dark areas, with color switching with altfire. Make it stay there (or stick to monsters) lighting up surroundings for 2-3 sec before exploding.


Also what was that mod that redrew the weapons and made them have different ammo types for altfires (like buckshot + slug)? I remember it being posted 10 or something threads ago and havent seen it since
>>
>>2901067

To be fair the rocket launcher takes 1 rocket and turns it into 8 shots. Just keep plugging away at monsters. I can shrink the effects though

I'm not adding any other weapons that occupy the main weapon slots though, and the shotgun stays.

I'm not changing the flaregun either. That's how it works in Zero Tolerance, if you don't like it, don't pick it up if you find it inside of a weapon crate.
>>
>>2901070
I know that, the fact that it splits 1 rocket in 8 is great against weaker enemies is exactly what I said, but against other guys its underpowered compared to vanilla RL - so you have to either chip at their HP or use overkill attack that wastes ammo.

Im not saying that you should add/remove weapons - maybe you could add a tertiary fire mode or a switchable modes to the guns which would be a middleground between under- and over-kill. So far the only thing that can occupy niche of an RL is plasmarifle rocket mode and that one uses cells not rockets.
>>
>>2901071

Not keen on adding extra firing modes to most of those weapons. I want to keep this mod as simple as possible with only a primary and secondary fire.

To be honest I'm not satisfied with the altfire for the Cygnus, but it's what Pillowblaster suggested. Though I might swap it out for just a shotgun blast of grenades that cost like, 2 rockets inside of the bouncing orb. I'll also up the direct hit damage for the rockets themselves a little more.

I'll reduce the cost of the shotgun's altfire by one shell at least, but there's not much I can do there in terms of how it behaves, not without a massive overhaul.

And I do that shit enough as is in my other mod
>>
reminder that agdq is going on
you might wanna check out the runs
>>
>>2901075
>shotgun blast of grenades that cost like, 2 rockets

That might actually be the best idea

>>2901081
what is agdq
>>
>>2901093
>what is agdq
https://gamesdonequick.com
>>2901081
https://gamesdonequick.com/schedule for the runs
>>
>>2901081
>>2901095

This shit ain't relevant to Doom at all, Doom's nowhere to be seen this year.
>>
>>2901098
>nofunallowed.png
>>
>>2901098
at least wrack's there :^)
>>
>>2901104

Doom 4 discussion and shit is fine because it's still Doom, but AGDQ is focusing on the dank memes this year.

>>2901105

Don't get me started on that garbage, at least they altered that awful view sway when swinging that overdesigned and massive sword.
>>
>>2901098
ya i noticed after i posted
when the list was on the news last time doom and a few other retro fps were confirmed in, dunno what happened
>>
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>>2901108

Uyama happened. Fuck speedruns, just pander to the retards for that easy donation money. So many runs this year have been utter trash.
>>
>>2900938
Nice maymay pic, OP. Will there ever be a Steampunk/Arcanum mod for DOOM?
>>
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So what's your favorite real life gun you would like to see for Doom?

Centered or angled?
Reload animations?

Just general curiosity.
>>
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wait is 26.2.2016 the release date for the newest doom?
>>
>>2901178
It hasn't been confirmed yet.
>>
>>2901187
so any netstores are bullshitting then?
if you search with that date you can find one atleast
>>
>>2901164
Browning Citori o/u shotgun (sawn off), angled. I love the way these things open.
>>
>>2901104

not even a single RETRO fps game is in there, this is the first time it happens in a GDQ marathon

we've been here before.
>>
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>>2901164
pic very related

one of my all time favourites
I just do not have the time to sprite it myself

angled, because centered looks akward, most of the time
and yes, reload animations, but Metal Slug style
>>
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>>2901049
>that skeleton at the end
brilliant
>>
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>>2901241
are there any snubbie sprites out there?
>>
>>2901241
>mac
>favorite
In real life it's a pretty shitty gun though.
>>
>>2901307
holy fucking shit that is cute

post cute weapons pls
>>
>>2901136
>Will there ever be a Steampunk/Arcanum mod for DOOM?
Theres sure can be, one or more of the the more advanced modders would have to be dedicated to it. Or you could start working on it yourself and try to get some other people on board when you have something promising to show.

Arcanum is pretty great by the way.
>>
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>>2901318
sure, why not

>>2901315
> In real life it's a pretty shitty gun though
said the nogunz faggot
>>
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>>2901338
>>
>>2901338
>said the nogunz faggot
But a mini-uzi has much higher quality.
>>
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>>2901340
>>
Is it actually possible to get past a combo score of FEARLESS in demonsteele?
>>
>>2901338
>>2901340
>>2901343
gosh that's just hnnng
>>
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>>2901164
Angled.
>>
>>2901340
Ain't that literally >>2901049 this thing?
>>
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>>2901049
this doesent look right
>>
>>2900938
Which wad has the best level design in your opinion?
>>
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>Playing Alpha Elements XP
>get to map03
>facing fire imps
>tfw they do 50dmg against me while my semi-auto does 20 dmg & fuck-all
>>
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>>2901315
Lots of companies made, and are making, MAC clones, MAC derivatives, and MAC accessories.

To blanket say "sux lol" is retarded.
Will a Cobray MAC-11 closed-bolt pistol be a reliable weapon when converted to full-auto? Not particularly.

Will an original Military Arms Corporation or Powder Springs M10 open-bolt pistol converted to full-auto be a reliable weapon? Yes, it'll run fucking swimmingly.
And a factory open-bolt full-auto weapon as well.

A lot of it comes from the M10 being inherently an open-bolt design, and early commercial productions not being stellar when moving from open-bolt to closed-bolt.

A good example of how to do closed-bolt MAC clones today would be Masterpiece Arms, they actually also ship with decent plastic magazines (from Tapco), rather than the old piece of shit Zytel mags that would wear down in a hurry.
>>
>>2901403

DOOM.WAD
>>
>>2901413
It's single advantage over competing designs is the ease of manufacture and thus price.
>>
>>2901347

Yes.
If you acquire proficiency, one day you might even make it up to Slayer!
>>
>>2901449
for like 15 seconds
>>
>>2901436
And the ones not made by shitcrafters work adequately.
>>
>>2901456

Come on, have more confidence in him than that, anon.
>>
Anybody playing this?
>>
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>>2901456
I'd give him twelve seconds
>>
>>2901347
Which character?

Hae Lin has it very easy.
If there's a large group of enemies in front then a forward speciall basically maxes your shit out

If it's Shihong then give up on melee and use a shotgun
>>
>>2901347
>>2901506
https://dl.dropboxusercontent.com/u/48332341/gzdoom%202016-01-07%2014-20-41-212.avi.webm
git gud anon-kuns
>>
>>2901507
I was telling the other guy to stop trying with Shihong because he can't even get a Slayer as the character built for getting Slayers with almost no effort
>>
>>2901110
what's uyama?
>>
>>2901296
that used to be his trademark in gmota preview videos, it seemed to have fallen into disuse in more recent times until today.
>>
Did anything ever come of that Korean guy's third-person mod?
>>
>>2901530
What mod? The Black Warrior?
>>
>>2901507
this guy gets it
looking over forum threads sometimes i wonder if people just want an instant full meter on using a special or something
>>
>>2901468
15 second is pretty long.
>>
>>2901530
Look it up on google, there's an alpha release on his recent videos.
>>
So did the guy who bought id Anthology a while ago return with scans of the Book of id or the Doom comic book?
>>
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>>2901341
> But a mini-uzi has much higher quality
not really, it also a stamped sheetmetal 9mm subgun with a telescopic bolt

all in all they are very simular

I prefer the Uzi family, because of "ergonimics"
the mac is still smaller then an uzi, except for the micro uzi

pic semi related, another cute pistol I would like to see in wads

> tfw no time to make custom sprites out of unusual guns
>>
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>>2901384
not really
the picture I posted was from a type 10 flare pistol

the gun inna webm is more like a british WW1 flare pistol

pic very related
would be perfect for a BLOOD style mod
>>
>>2901616
>>
>>2901604
scans? i don't believe so, not yet, i only remember seeing photographs
>>
>>2901632
>>
are these tiny guns like the one that Tim Roth's character in Resevoir Dogs was shot with?
>>
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>>2901640
Cacodemon's mouth is glowing. Like in those fan edits.
>>
>>2901507
>skipping the buttsphere
WOW
I don't blame you, hope it gets nerfed soon
>>
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>http://forum.zdoom.org/viewtopic.php?f=4&t=50373
wat
>>
>>2901656
tl:dr
mais putin, ce gamin à l'air d'être un gros sac à merde
>>
Does anybody here play Brutal Doom anymore?
>>
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>>2901656
>10 paragraphs of butthurt and lambasting people for not liking SGT. Mark, citing that he's "too creative" for people to possibly comprehend

tl;dr, couldn't care less
>>
>>2901667
haven´t played it in several weeks

>>2901640
I thought they used S&W 659 pistols?
>>
>>2901653
>using the buttsphere
wut r u casul?
>>
>>2901667
>>2901682
He claims to have had "the most popular hl mod, beating counter strike". And his own doom "project" is a couple oblige maps for MSX..
>>
>>2901656
>All That Shit! By You, Volume II
>>
>>2901667
well, i played the october test version that was posted here, but between then and the release of v20b i switched zdoom from fmod to openal, and it seems BD triggers the infamous openal sound bug where stereo sounds play at full volume, so i quickly gave up.
>>
>>2901667
used to play it a lot a few months ago, had tons of fun but the gameplay got boring after a while, trying to combine it with other wads but since brutal doom has extra gimmicks it just felt weird
>>
Are there any good megawads where I'm supposed to be able to jump?
>>
>>2901656
>I feel that I'm a good person, most of the time that is, unless I really become a monster in a closet when people bother me. I can get as scary as a crack viced killing machine on super steroids.
>On the other hand, Sergeant Mark IV, a.k.a Marcos (translated as Mark in English) somethingsomething (forgot the family name), is also a Brazilian. But a pure one though.

>The thing is, I did tell some of the members there to fuck off because they were spamming my pages with "lululul butthurt bitch xD" and other stupidity. I bet most of them were homosexuals due to the way of them talking between each other (or better (worse) yet, lesbians)

>But insult someone in a forum? Why the fuck would you want to do that? To get banned without any reason beside being careless? I don't care if he's right. He was.

>Either I defend my reputation and expose the mediocrity who wants to oppose me or else I'll look like a meaningless little bitch who plays Daikatana all day, letting these dumbasses piss on my doorstep and put "JEW" stamps everywhere.

>One of them still wants to fuel their hatred on me. Fine, I said. Rub your hate through my body, I become anything BUT weaker. I become stronger.

>When you write a review to a mod, you need to know what you want to do with that review. Who are you writing that review to? To a new consumer who never played the mod? To a consumer who already played a past iteration of the mod? To yourself? To the developers? Just spewing out "lel wildweasel ur a fagit adn all ur mods suk ass my mod iz deh bestest fak u faggit" is NOT a review. It's bullshit. You know what's bullshit? Shit that comes from a bull. It's big. It's messy. It's very liquid. It stinks.

>>2901682

This is actually the exact opposite of what he's saying, but it's still fucking hilarious.
>>
>>2901656
tl;dr:ModDB is shit, sgt Mark is a cunt.
>>
>>2901735
lavaworld
>>
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>>2901750
Seems a bit too much pure platforming from a glance, I really just want to play some gameplay mods with jump mechanics without worrying about breaking the level constantly.
>>
What sourceport should I use for Heretic and Hexen? ZDoom for both?
>>
>>2901773
yeah
>>
>>2901773
well there's chocolate heretic and chocolate hexen but you can just use zdoom if you want but there are other options as i just said
>>
>>2901773
Depends on what features you wish to use. Since they both allow looking up/down in vanilla I'd just use gzdoom to spare myself the migraine of Y-shearing.
>>
>>2901764

Dark7, then.
It's one of the classic ZDoom levelsets.
>>
>>2901784
Thanks!
>>
any mappacks that use a lot of Zdoom/GZdoom features?
>>
>>2901735
Skulldash is pretty cool.
>>
Playing Ultimate Doom & Doom 2 through ZDoom, and I see there is an option to jump. I haven't played Doom in 20 years but I'm sure there wasn't any jumping?

So far I've used it only on E4M1 to get health bonuses on niches in starting zone, and in E4M6 to get the yellow key without lowering the platform.

Wonder what else is it used for?
>>
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>>2901792
Valhalla and Putrefier, the latter being the sequel to the former.
>>
>>2901802
Jumping was indeed not in doom, and you should probably turn it off if you aren't playing a mapset designed for it. Same with crouching.
>>
>>2901802
ZDoom is an advanced source port that adds a bunch of features that weren't in the original game as well as having different physics and behavior. If you want a "pure" experience look up Chocolate Doom.
>>
>>2901098
>>2901108
Family friendly event now.
>>
>>2901931
Please tell me that you're joking.
>>
>>2901931
>>2901935
They'll supposedly ban anyone that curses or makes unsightly comments so that no one gets offended, people are joking about it being PG.

But they also run games like Outlast and SOMA. Former has explicit gore, language and nudity, latter has body horror and a clusterbomb of fucks from the protagonist in the ending. Both far more M-rated than Doom ever was, but I guess fuck logic.
>>
>>2901518

The faggot organizing GDQ. He's gotten more Jewish and uptight about it in the past few years, trying to make it "professional"

So no fun allowed
>>
>>2901962

Don't forget this year they chose boring as fuck games like that velocity 2x garbage where the guy who ran it is pretty much the only person who plays the fucking game.

They had shit like that, a blind let's play of super Mario maker, several runs that last 4 or 5 hours, like kingdom hearts.

But no doom or F-Zero.

This year wasn't about speed, it was about the memes, and there's a lot of people who enjoyed this shit and defended it too. So it's only gonna get worse from here
>>
>>2901983
Think that's bad?
The first game after the Mega Man block is going to be Halo 4 on Legendary.
>>
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>>2901804
Looks like Quake 2
>>
>>2901986
> Halo 4 on Legendary
if they need more then 2,5 hours they should quit playing videogames
>>
>>2902014
I dont understand why anybody loves this shit. Halo 1 was an okay game at best, losing in all aspects but graphics to Unreal which came out 3 years prior.

No sprint until later entries, boring gunplay, bulletsponge enemies and constant weapon switching, not to mention that the story while tries to be "epic" shows how stupid every character are - "Oh a giant weapon of the ancients! Lets activate it for religious purposes! Surely the giant explosion will only kill the unworthy!", or "Oh, the tentaclemonster leader of the enemies that try to assimilate everything surely has a good advice!" etc etc.
>>
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I keep holding out for the day that Aubrey Hodges digs up his old Archvile re-recordings and we get to hear what his re-interpretation would have been like. The Archvile is the only instance where I think Bobby Prince's sound design kind of falters; he sounds more like an alien than anything.
>>
>>2902185
Arch-vile is a very odd enemy, the most off looking doom enemy to be honest
>that pic
Disgusting, she doesn't deserve a caco husbando
>>
>want to play quake
>quakespasm is kill
>look around but can't get it to work
>decide to try out directQ as a last resort
>directQ is kill

WHAT THE FUCK

I JUST WANT TO PLAY FUCKING QUAKE
>>
>>2902220
Try Darkplaces
>>
>>2902221
I'd rather just not even play it frankly
>>
>Playing Doom 1 for the first time since I was a lad
>Never played episode 4 before
>Get to map 2
>Getting fucking wrecked left and right
>Have to cheese the fuck out of enemies because there's no room to dodge
>Finally beat it

Exhilarating
>>
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>>2902220
>quakespasm is kill
It has only been 5 days since the last update.

What exactly is the problem you are having? Might be able to help.
>>
Anyone knows where i can get the original zdoom wars? the link on the original website seems to be kill
>>
>>2902185
He's gonna release it I think. I can't fucking wait to hear it. Now, if only someone found the original Revenant and Archvile Doom 64 renders that are said to exist...
>>
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>>2902185
>cuckodemon
>>
>>2901735
Any Hexen megawad. Necrosis, Scourge of Viscerus, Deathkings of Dark Citadel

>>2901773
I use zdoom for both, works great. You can use mouselook nice and easily

>>2902231
Truly a great game and spawned hundreds of fun things to play, in fact probably spawned all modern FPSs full stop
>>
So I'm playing on prboom+, I have a couple of questions.

I'm using the iwad collection, doom II.

1. How do I use the command line?
2. How do I enable freelook (so I can look up and down)?
>>
>>2902290
>1. How do I use the command line?
If you're talking about a Quake-like ingame console like ZDoom has (tilde key), PrBoom+ does not have one. If you're talking about invoking prboom via the command line, look in the "docs" folder. You should find prboom-plus-usage.txt.

>2. How do I enable freelook (so I can look up and down)?

Options -> General -> Tap right arrow key three times -> Enable Mouselook : Set to Yes
>>
>>2902301
>Tap right arrow key three times
Whoops, I meant two times.
>>
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>>2902301
>>2902306
I'm not seeing the option for mouselook here. Is it the version I'm using?
>>
>>2902310
Proceed to next

You can use command line options by making a shortcut then adding parameters to the "target" field.
>>
>>2902310
Probably, because thats the page it should be on.
You're using Windows, I assume?

Try this:
http://prboom-plus.sourceforge.net/prboom-plus-2.5.1.4.test-win32.zip
>>
>>2902316
thank you kind anon, this version works much better
>>
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>>2902252
>search for old zdoom wars
>find version you never saw before that includes new character from game you never heard of
Nice
>>
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>>2902310
>Those SR50 options
I beg your pardon?
>>
>>2902336
post links
>>
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>>2902339
gotta

go

fast
>>
>>2902349
static.best-ever.org/wads/

Its a pretty big list so it may take a while to load, just search for ZDoomWarsIv3.0l
>>
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Gonna get some flak for this, but haven't seen discussion for it yet.

Has anyone else tried the starter pack? Haven't played brutal since v19 came out I think (brutality doesn't count...or does it?)

Pretty cool mapset so far, love the DOOM movie OST in the first level.
>>
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>>2902608
>>
>>2902339
as you know, strafe50 occurs when you use both types of strafe key at once (moveLeft/Right, and turnLeft/Right+strafeOn). and of course, holding down strafeOn means you can't turn, because any turn input is converted into strafe.

thus, permanent strafe50 is a tool-assisted demo recording option to activate strafe50 whenever you are using strafe40, but not turning. if you hold down one of the strafe keys (moveLeft, say) it pretends the others (turnLeft+strafeOn) are also held down, unless it also detects actual turning.

strafe50 on turns goes further, allowing generation of strafe50 tics while turning. while permanent strafe50 is theoretically feasible to achieve in doom.exe by a superhumanly skilled user who could release/hold strafeOn exactly when he starts/stops turning, strafe50 on turns is impossible in the original engine, as turn and strafeOn are mutually exclusive.
>>
>>2901403
/pol/.wad
>>
>>2902650
>there are never going to be wads of other boards
>no 4chan.wad where you need to visit every single board and kill ponies, redditors, SJWs, furries etc
Just fucking imagine
>>
>>2902231
Yeah, episode 4 is a bitch.
>>
>>2902231
I also beat it.

On Oy Vey, Not too Rough! difficulty

:]
>>
>>2901834
Shit, didn't know that one. I've turned off mouselook, but kept everything else the same. I don't notice much difference, albeit I haven't played since 1995.

What are these "physics and behavior" differences?
>>
>>2901001
cheater
>>
>>2902685
>What are these "physics and behavior" differences?
minor things that you probably wont even notice
>>
>>2902686
>>
>>2902220
EZQuake?
>>
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Doom x Undertale
>>
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>>2902729
>>
>>2902685
>What are these "physics and behavior" differences?
One of the more important is that actors aren't infinetely tall like they are in regular doom by default. Then there's the rendering, where it's no longer capped to 35fps.
>>
How are the GBA ports?

Looking to add them to my GBA collection and wondering if they're just a collectors item or actually playable?
>>
>>2902745
I had doom on the GBA and liked it. It was pretty good.
>>
>>2902652
That was the idea man - shame it didn't come to fruition.

/pol/.wad was a masterpiece though, I'd pay good money to play a full 32 map 4chan pack from the guy who did it.
>>
>>2902696
>>2902735
ah ok, so how much is it really game breaking, as in changing the experience (e.g. mouselook firing into icon of sin)?
>>
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>>2902758
you can get into here easily if you can stand on the torches.

this is the first thing i thought of
>>
>>2902758
Well the actors have height thing means you can't be blocked by cacodemons way up in the sky, freelook means shooting monsters on high ledges is much less of a hassel (and also makes the rocket launcher more powerful since you can aim at walls or floors and utilize the splash damage better.
>>
>>2901497
>Transparent PNG
Why?
>>
today I saw it
somebody finally raped doom with that game
you know the one
I thought I would share my pain
>>
>>2902783
What are you on about?
>>
>>2900940
GI talks Doom for about 17 minutes:
https://youtu.be/L54nkKlVxTI

Haven't watched it myself yet, so
>>2902789
Probably the undertale thing above?
>>
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On Combined Arms:
I like that Particle Smasher's altfire does different things depending on where impact landed, but all of them feel too weak for the ammo they use (one rocket and lotsa cells). For instance the ground shot (on SS) knocks enemies to the sides dealing little to no damage (most of the time even zombiemen survive it), so the final wall explosion is almost always wasted. Maybe that was the original intention, but it would've been much cooler if it didnt knock enemies aside but pressed them into a wall where final explosion happens, finishing them.

Also on the note of knocking things around - I like the rocketlauncher knocking things, but I think it knocks enemies too far, so when you fire a volley of rockets into a distant enemy first or second one knocks him several meters to the side of his position and the rest of them simply fly by. If there was a way to make bigger enemes "heavier" and more resistant to being pushed around that would've been great.


>>2902783
Welcome to the internet, where everything is desecrated and nothing is spared.
>>
>>2901754
Super kek.
>>
>>2902810

yeah, the downward shot is purely defensive, direct shots with the altfire are devastating though.

I'm lowering the push force on the rocket launcher though, what the fuck was I thinking there.

Thank you for the feedback though, I need you guys to tell me this shit
>>
>>2902809
>12:00
TRIPLE CHAINGUN WHAT
>>
>>2902783
"finally"? Its been going on for months. doom_txt twitter is obsessed with it.
>>
>>2902809
>devs and playtesters play with controller

I've got a bad feeling about this.
unswitchable mouse accel/smoothing because nobody bothered to test how awful it plays anyone?

>You dont regen health at all and have to find it
well thats a relief. i hope you can find it lying around instead of having to alaways beat it from demons.

>its like "force awakens"
Oh god please NO.
>>
>>2902831
We know some played with kb+m though.
>>
>>2901754
Why is the Baron wearing mittens?
>>
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>>2902608
I did
And I enjoyed what I call La Madness (forgot the propper name).
Mark is an OK mapper IMO.
>>
>>2902843
Because his hands are on (green) fire I assume.
>>
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>>2902818
Another thing about Rockets and other projectiles: I think they might have a bit too large of a hitbox - very often when you shoot at the enemies on elevated platforms projectiles hit a wall while it clearly looks like they should hit.

It's even more apparent with autoaim when projectiles almost never hit the target.
>>
>>2901735
Brutal Doom's Starter Pack.
You don't need Brutal Doom to play it.
>>
>>2902729
>>2902731
great, now i want to see more of this
>>
>>2901667
The "creator" of Brutal Doom scammed the artists who were responsible for the sprites I heard.
>>
>>2902980
Not really scammed.
Scamming would be asking artist to make sprites for money or "use a" then not paying them for work, or using sprites for "use b".

Mark simply took sprites and code from various sources without asking or crediting said sources, and took full credit for the work. When his mod got popular and other modders took notice of it, they also noticed that a lot of their work was present there and they did not authorise it. Drama ensued (i think that was one of the first BD dramas), and then fanbois started occusing those criticising BD of jelousy, which elevated drama to the whole new level - you can still see remnants of it in the previous thread when it was brought up by a fanboi in discussion of HDoom anti-BD technique.

later mark presumably either gave credits to the authors... somewhere, or replaced the stolen stuff with his own, IDK but the dramas died down.

Now Mark himself is not a nice person and not really pleasant to be around, but he is not a bad modder (albeit his code is shit) and a decent mapper, so he is not hated here, but his attitude and fanbois always bring so much drama so threads often devolve into shitslinging fests in his presence, which makes him come here less and less.
>>
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>>2902783
What, Doom with Undertale?
OH THE HORROR
>>
>>2902992
the copyright police are alive and well
https://www.doomworld.com/vb/post/1539255
>>
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>>2902745
They're playable enough.

1 has a lot of levels missing, and no big bosses.
Controls are ok, processing speed is adequate if you turn off shading, otherwise it'll slow down in a lot of places.

2 is basically the entire game, no missing levels, no missing monsters, you can't turn off shading, but on the flipside the enemy AI is very nearsighted and won't recognize your existence if you're not close enough (like 20yds), which likely saves some processing power.
Some levels are somewhat trimmed in size, two of the really big levels were cut in half instead of being neutered.

The music in both is pretty good.
Both are censored thanks to the fucking Krauts so all blood and gore is edited and censored, blood is green and bodies despawn.

Texturing is somewhat less varied and bland, they probably wanted to save space on the ROMs and thus cut a bunch of textures they didn't find "necessary", then retexturing places.

Overall, they're ok, they're Doom in your pocket, it plays like Doom, it looks and sounds like Doom, it's not a full experience (though 2 gets the closest), but it'll entertain you enough, and I say this as a spoiled fag who play with basically only gameplay mods when possible.

Doom is just inherently fun and even the worst port doesn't stop you from having at least SOME fun, even the 32X port is kind of fun.
>>
>start up demonsteele with brutal doom at the same time
>just for shits
>tiny golden skeletons swarm me and have infinite health
i.. what?
>>
>>2903021
Both mods change same things (monsters, items), which can not be changed at the same time and will cause all sorts of conflicts.

This thing is absolutely obvious to anyone who's at least somewhat familliar with what mods actually do, or to anyone with any semblance of knowledge how games work.

Not your case obviously - for these cases, Terminus implemented a script that will spam you with unkillable agitated skeletons if you try to run the two mods together.
If you actually, really, absolutely want them to work together you'll have to carefully merge the monster behaviour of BD with DS, which is an awful lot of work, even without debugging the resulting mess, and nobody have time for that.
>>
>>2903019
Doom is just inherently fun and even the worst port doesn't stop you from having at least SOME fun, even the 32X port is kind of fun.
https://www.youtube.com/watch?v=3v7cFGneuaw

The soundtrack is fucking amazing.
>>
>>2903021
>>
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>>2903021
>zdoom + doomrl monsters
>anime lasers everywhere

>Samsara + wolfendoom
>living gibbed nazis trying to melee you
>mancubi who shoot treasure at you while making bird sounds
>>
>>2903021
This is why you check yourself before you FUCK YOURSELF
>>
At which point did you give up trying to play Sunlust on UV? Map08 for me
>>
>>2903026
That's the unfinished ZX Spectrum port.
The 32X version actually has pretty bad music.
>>
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>>2902243
Damn, I ragequit yesterday, but if you're still here then I could use help actually.

Basically my problem is no matter what I do the only fucking thing quakespasm will ever do it give the error
>W_LoadWadFile: couldn't load gfx.wad

And yes, I have the fucking pak files, I'm not completely fucking retarded.

I tried using putting them in the folder, I tried using shareware in case it was just having trouble loading both paks, I tried opening the pak with quakespasm, I tried running
>quakespasm pak0.pak
>quakespasm --help

It literally will not do fucking ANYTHING other than spit out that fucking error. It doesn't generate a config file at all either.

It's fucking infuriating too because I've used quakespasm before and I remember it being pretty fucking easy to use.
>>
>>2903083
... the .paks are in id1/, right?
>>
>>2902638
>strafe50 on turns is impossible in the original engine
This has been found to be untrue, and in fact we have examples of demos from the 90s with SR50 while turning https://www.doomworld.com/vb/doom-general/73161-sr50-with-turning-in-doom2-exe/
>>
>>2903086
wtf

Why? That's fucking stupid.

Well I got it working, but now is there anyway to run it without having to have the files in the same folder? I thought I did this before.
>>
>>2903098
haha, wow. i missed that thread.

so you can do it, but you need an external controller device which bypasses the usual input and tic building code.

i obviously hadn't considered this and was just thinking of what can be done normally with keyboard+mouse.

thanks for the link.
>>
In a small map for gzdoom, should I be concerned about having a shitload of sloped sectors for performance? There will be few if any dynamic lights and few 3dfloors, and they won't be used in such a way that they affect monster pathfinding or anything.
>>
>>2903110
>so you can do it, but you need an external controller device which bypasses the usual input and tic building code.
technically you could just build a small executable that you used to load the control API, which just passed through the mouse / kb input, except that it rewrote strafe inputs as SR50 instead of SR40.
>>
>>2903124
but that would surely disqualify any recording as being tool-assisted?
>>
>>2903129
depends on what you consider "tool assisted". is using the external control API banned to begin with? is using a special controller that the game specifically has code to allow you to use really "tool assisted"? that would be like disqualifying runs of Steel Battalion that actually use that giant custom cockpit controller.

this is further muddled by the fact that compet-n rules specifically allowed TSRs to force novert or that let you instantly spin 180 degrees with a button tap. how is *that* ok but other TSRs aren't?
>>
>>2902848
Yeah, he is, my only gripes really being the invisible walls and inaccessible outside areas on certain levels.
>>
>>2903161
>mod includes iron sights and jelly eyes
>makes player move slower that in vanilla doom
>includes support AI
>maps feature an overly consistently militaristic aesthetic, cringy end screen with jets and tanks included
>off limits points and walls and inaccessible areas
don't know how hard am I going to be lashed out at for this, but I can't shake the feel that people enjoy the shit he puts out simply because it taps hard into their modern TACTICOOL sensibilities in one way or the other
>>
>>2902608
i played it, got to map03, noticed it was a barely-edited freedoom map, closed it, and never looked back
>>
>>2903190
That is 100% Ъ.
>>
>>2903190
that's what I can see happening in most cases, yeah
>>
>>2902848
>Mark is an OK mapper IMO.
Yeah, he's honestly a WAY better mapper than he's a modder (not that he's terrible, but I dislike a lot of his practices and style).

I really think he should do way more mapping.
>>
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>>2903190
I was talking about the mapset mang. But okay, I'll bite.

>iron sights
optional, slows you down, don't use them unless you a codbabby

>jelly eyes
this I can agree on, but it isn't near as bad as it could be.

>player moves slower
I noticed that, I also think that earlier versions actually made you move faster than normal? Weird.

>includes support AI
And that is a bad thing?

>aesthetic
Doomguy is a marine, in some sort of military, and, of course, the only thing standing during a hellish invasion will be the military. What is logic. Also, maps, not the mod

>off limits points and walls
Yep, that's pants-on-head retarded. A mappers greatest sin when it comes to exploration. Also the mapset, though, not the mod. But since Mark designed the maps, he can take that hit.

People enjoy the mod because it gives them a way they can enjoy an (in their eyes) outdated but interesting game under a new modern filter. MOAR BLOOD, MOAR GUNS, 'SPLOSIONS.
>>
>>2902185
Isn't the Archvile suppose to be a Lovecraftian ghoul or something? It makes sense for it to sound alien.
>>
>>2903215
>Yeah, he's honestly a WAY better mapper than he's a modder

I agree.
I would be 100% okay if he dropped Brutal Doom, never came back to it, and focused entirely on making maps.

>>2903218
>And that is a bad thing?
Not him but support AI in Doom mods is nearly universally terrible, terrible, terrible. They behave like arse.
Doom AI was not intended for anything more than just chase and attack, and friendlies demonstrate this the most.
>>
>>2903218
>don't use them unless you a codbabby
I like iron-sights on rifles if it makes sense, and if the weapon is still useful without them. I mean, what's more interesting? A weapon that's basically just a reskinned chaingun, or a weapon with more than one use?

Like you have an assault rifle, you can lay down rapid fire at closer distances and it does good damage, or you can chose to use the sights at longer ranges for controlled shots (I prefer if you can't fire full-auto when looking down the sights, to further differentiate the modes).
However, if there already is an assault rifle with ADS, there doesn't really need to be another, not for a game like Doom.

Or maybe you have on old world war bolt-action rifle, it's powerful and it has a bayonet for close quarters fighting, but what it's really good at is accurate shots at longer ranges.

On pistols, subguns and LMGs there really isn't any point though.
>>
>>2903218
yeah i should have clarified that I was in fact referring to both the starter pack and brutal doom at once, sorry for the confusion
>>
What's the deal with this Undertale thing? I've stopped following modern gaming.
>>
>>2902185
The Archvile's BLLRRRRGLRRLLLLL sounds alien, but the HN-HN-HNNNN is classic, one of the creepiest sounds in all of gaming imo.
>>
>>2903329
i don't know either, all i do know is there's a skeleton in it
>>
>>2903329
An odd indie jrpg that had a very succesful kickstarter and marketing campaign. It was released a few months ago to critical acclaim and it got a pretty big cult following.

It's to games what adventure time is for cartoons perhaps?
>>
>>2903329
its a indie game that got really popular and /v/ went apeshit after it

The creator was this guy who made music to the earthbound and homestuck fandoms, so the fans started talking about the game everywhere and eventually, let's players got into that, which made the game explode in popularity

What followed next was "tumblr" taking over and making their usual garbage fan art, and started cherrypicking things about the game, claiming it was "made for them", thing like the main character not having a explained gender or the two gay couples

Eventually we ended up with the usual "/pol/ vs SJW" scenario where everybody who defended the game was called tumblr and everybody who hated the game was called /pol/ or something, you couldn't even talk about the game without shitposters derailing the subject into tumblr and its appreciation

Things only got worst when furfags joined the fandom and started making shit loads of bad porn of it, and /v/ started calling the fans shills and the average autistic shit they say, people who never played the game shitting on it, and the fanbase on /v/ going full damage control

tldr; indie game that caused a shitstorm on /v/ because it was "progressive" and the fandom was Steven Universe levels of bad
>>
>>2903341
Nah, its the Steven Universe of vidya, it exploded because of its waifus, tumblr tried to "claim it from 4chan", the fandom was annoying as fuck, the game was extremely mediocre but had some neat ideas and character designs, story was all over the place and tried too hard to be deep and complicated, anime jokes that showed how unprofessional the creator was, plus the shitstorm it caused on its respective board
>>
I got it from hearsay that Toby actually despises the fanbase to death.
>>
>>2903346
Wow. OK, glad I completely missed all this.
>>
>>2903329
>>2903340
>>2903341
>>2903346
>>2903349
>>2903362

And what the fuck does this have to do with Doom?
Stay on topic, shitheads.
>>
>>2903349
>story was all over the place and tried too hard to be deep and complicated
While I agree I still when people even attempt at depth in video game writing. Same with it's approach to choice and consequence.

I get pretty blind to great flaws when a game has elements I really really enjoy though, like with The Darkness (2007)
>>
>>2903367
Okay.

What would you like to see more of in gameplay mods anon?
>>
>>2903367
OK, is Legacy of Suffering (I think this was the mod that made a Doom3-like Doom) worth playing? I had played it just a bit years ago.
>>
>>2903367
He asked a question and i answered
>>
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>try out prodoomer because it sounded and looked cool
>it's death pit the map pack
and it did seem pretty cool too with all the upgrades and shit you could get, RIP deathpit/10
>>
>>2903409
Legacy of Suffering is one of those mods that was groundbreaking when it came out and absolutely amazing at the time but has not aged well at all.

At the very least, it serves as motivation for other BRs to do something neat.
>>
After several weeks of development, DOOM Retro has now reached v2.0 and is available for download. This new version sees many obligatory speed and stability improvements, as well as some major features such as an unique alternate HUD. Alun "Viggles" Bestor's Cacoward 2015 winner BREACH.WAD is now also bundled with DOOM Retro.
>>
>>2903418
i am not the asker but i am grateful for your answer
>>
>>2903365
You should try the game out for yourself though.
I think the fanbase gets a bit nasty, but it was seriously my favorite game of last year.
It's not the absolute messiah most make it out to be, but it is really fucking good.
Especially if you're a fan of old Nintendo RPGs.
>>
>>2902608

Put fake Pinky shit in the rev's shower.

What will follow will the rev gettin' mad as fuck, firing rockets everywhere while Doomguy's screaming "IT'S JUST A PRANK!!!!!"
>>
>>2902729

"On days like this, kids like you should be burning in......well, here."
>>
What's the best ww2 weapons/texture pack?
>>
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>>2903516
For multiplayer, I should add.
>>
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mmmm
>>
>>2903516
WW Nazis.
>>
>>2903547
The engine has very nice presentation, but overall it's an answer without a question.
>>
Am I right to think that a proper adaptation of the Masters of Doom could only be done as a visual novel?
>>
>>2903448
>The player’s weapon is now fullbright while the player is being injured.
wtf? why?
>>
Is the new doom supposed to be a joke?
>>
>>2903516
rga ww2
ww2 realism mod
>>
>>2903579

No, they're very serious about it.
I'm still laughing.
>>
>>2903424
How do you mean didn't age well? Gameplay wise or looks wise?
>>
>>2903479
I see, I might give it a try.

>>2903567
Movie when

>>2903579
Did they reveal anything new to warrant an extra reaction?
>>
>>2903552
Thanks. Seems to work fine

>>2903585
Do either of those run with zandronum properly or am I doing something retarded?
>>
>>2903606
I get that some people think the new DOOM is modernized trash, but it looks like a serviceable shooter to me even if nothing is really amazing about it at all. What I don't get is the people that go out of their way to take a gigantic shit all over it because it isn't the original games.
>>
>>2903585
>>2903614
>ww2 realism mod

I actually didn't try this one because that headbobbing is atrocious.
>>
>>2903614
i think they ONLY runs on zand
>>
>>2903606
>Did they reveal anything new
there was a game informer article last thread
>>
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Honestly, a lot of the recent interviews/GI stuff really quelled most concerns I had with the new DOOM.
The fact that there's a big emphasis on exploration/non-linear levels, and also the variety in location and scenery both get me really excited.
I also really like the art direction. A lot.
>>
>>2903616
I just checked it out on youtube, and damn those are some proper fucking mode>sprite rips unlike the RGA garbage
>>
>>2903626
It's my album up in the news post at the top. I also posted it at other places, like Doomworld.
It was amusing seeing at least two or three reposts of it after that, including one in the same thread.
>>
>>2903637
i saw the link in the last thread and added it to the news post. i am sorry if you feel you have not been credited properly or something
>>
>>2903632
>art direction
It's a somewhat fresh take on the busy/super-detailed grim style that's been everywhere since.. Gears of War?

I absolutely love the cacos. Vestigial limbs is pure genius - still think they ought to have pupils though, and the eyebrow plate should be able to slide down and make a frowny-face.

Only monster I'm not really fond of is the cyberdemon. I also prefer the Doom 3 incarnation of the pinkie over any other, that thing was terrifying as shit.
>>
>>2903632
Same.
>>2903647
>still think they ought to have pupils though
I want them to have cloudy eyes, and then have pupils that reveal themselves when they spot you
That would be cool as shit imo, but I doubt it's gonna happen
>and the eyebrow plate should be able to slide down and make a frowny-face.
That would be nice. They are already a bit frowny, too.

Agreed about the pinky and the cyberdemon. Hopefully the cyberdemon shown isn't the real one.
>>
>>2903642
I don't really care about credit. I got the images from an anon's series of posts in a thread two days ago, and when I asked if there was an album there was no response, so after the thread archived I put it all together. So if anything credit a random anon at /v/.
>>
>>2903647
>I also prefer the Doom 3 incarnation of the pinkie over any other, that thing was terrifying as shit.
How does it feel to have an incorrect opinion
>>
>>2903632
Don't trust gaming websites, they are just like political websites, always biased in some way, just wait until the damage is done and wake up to smell the roses
>spoiler
There is nothing really special about it, better than doom 3 but still not as "metal cover" as it should be, you can still feel the sci fi fad vibes coming from enemies like the lost soul and cyber, they really need to make these demons look less like aliens and more like traditional demons, these designs are just grey and white boring with no eyes
>>
>>2903657
Don't be like that.

The pinkie is the worst designed monsters in the original game. It's neither charming nor cool.
>>
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>>2903658
>still not as "metal cover" as it should be
It literally cannot get more metal without the whole fucking level being blood and corpses.
This skull is straight off of the god damn Danzig logo.
>>
>>2903662
When I first saw this I almost thought that was an eyeball hanging out of the left socket, but that's just the indentation and lighting on the jaw line
>>
>>2903658
>Don't trust gaming websites, they are just like political websites, always biased in some way
How the fuck does this apply to anything he mentioned?
He was stating things that Marty said in an interview.
>>
>>2903662
Fucking Snapmap sounds like shit, but I have hope for the base maps/campaign
>>
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>>2903658
I kinda agree with you about the cyberdemon, but what on earth is wrong with the lost soul?
>>
>>2903669
All I want is real mod support.
As in being able to mod the core of the game, not like snapmap where it's just lego.
I'm not keen on the new gameplay model, but it sounds like it would be easy to make old school.
>>2903671
I love how they're going for the '15 year old's mathbook doodles' direction for the art now, it looks rad as fuck.
>>
>>2903671
Honestly one one hand, the Cyberdemon and Lost Soul look very much like hellish entities that belong in hell. I mean, shit, in comparison the original Lost Souls are really lame just being a floating flaming skull of anger. But simultaneously they look a little too derived from things like Diablo for their own good.
>>
>>2903662

Wow, it looks like a playset.

Doom: MotU edition. I for one would love to play an 80~90's toys based game.
>>
>>2903676
>All I want is real mod support.
Agreed. I'm actually surprised they're pulling this snapmap shit. Snapmap would honestly be cool as fuck for console - not PC. It's a definite step down on PC.
>>
>>2903685
Snapmap makes sense for those who just want to have fun, like the Portal 2 map editor. But with Portal 2, they also had full-on mapping tools and very limited modding tools, so you could even create something in the map creator, export it and use the mapping tools to script it and detail it or so forth. Real missed opportunity here.
>>
>>2903662
Needs more color, its fucking hell, make everything look like its alive and give the place some volcano level ish vapor coming from the ground, its going to fit the stage like a glove considering the amount of lava that can be found in the location
>>2903668
I was talking about being careful with these kinds of websites considering other shitty games that had good reviews claiming this and that about them when that was non existent on the final product, interviews are fine though
>>2903671
Remove the eyes and the mouth's inside, make it either empty or pure darkness, Lost soul just looks like a disembodied alien head that happens to be on fire, rather than a skull with no skin and shit, make it look more like doom 3's Forgotten One, except with more details here an there
>>
>>2903671
The LS is pretty good actually, but Cyberdemon is shit.

>>2903615
It probably is going to be "seviceable". But it's kinda sad that that's what a Doom game gets reduced to.
Also, I don't think they managed to balance the spooky to cool factor. Doom 1 and 2 have it pretty much nailed down, Doom 3 was too heavy on spook (had pretty much 0 cool actually), this seems like it's going to jump from to the other.
>>
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>>2903681
The "forgotten one" from resurrection of evil was GOAT.

Anyway, opinions on this Imp sprite edit concept? The idea is that he's charred like a burn victim, and is filled with hellfire on the inside so he 'bleeds' jets of flame instead of blood.
>>
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>>2903691
>give the place some volcano level ish vapor coming from the ground
they already did that and people called it a 'piss filter'
>>
>>2903705
I like the concept, but he should be a bit more... charred.
>>
>>2903705
>Anyway, opinions on this Imp sprite edit concept?

Looks like a recolor with a filter.
>>
>>2903705
needs some red, charred bodies usually have some dead skin and small amounts of raw flesh here and there, try adding some brown and red here and there to see how it goes, try doing that so the black can stand out more
>>
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>>2903718
>Looks like a recolor with a filter.
Exactly what it is, thus "concept".

>>2903716
>>2903725
I think I want go for a coal/ashes/embers type of look rather than charred hamburger. Perhaps one those more skeletal imp edites floating around would be a better base?
>>
>>2903735
>that image
Them try focusing more white around the mouth, add some "holes" through the body which would have said fire barely escaping from, do something about the spikes so they don't mess with the rest of the stuff
>>
>>2903737
>Holes
Good idea. Could even remove the spikes entirely and have him pockmarked with burning holes instead. Or perhaps cracks, like the surface of lava.
>>
>>2903749
good idea, just don't make the holes too big
>>
>>2903735
You also want to get that crimson-like color in your pic if possible

>>2903749
Holes and cracks maybe, but don't overdo either.
>>
>>2902880

Funny, the nails are 3x3 and the rockets are 5x5, should I make them even smaller?
>>
Take your pick.

Absolute shit, left, versus fucking gold, right.

The one on the left has fucking downs, and has been appropriately curbstomped as a result.

The one on the right is a self-respecting, intimidating, baron of hell.
>>
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>>2903781
I also have the downs because of failing to put the image in.
>>
>>2903781
>>2903784
left: lolmspaint edit
right: shitty high res redrawing
verdict: troll, ignore
>>
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>>2903784
Bara of hell it is
>>
>>2903792
sitting on park bench unzipping boiler suit version when?
>>
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I'm thinking cutting the knockback even further down from this, what do you guys think?
>>
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>>2903793
>meet Bara of hell
>he is wearing blue jeans
>unzips jeans
>brown coat
>unzips coat
>>
>>2903794
less knockback would be better
>>
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>>2903784
My husbandu might not be as handsome as he used to be, but I hope I can love him any way.
I just want mod tools for bara-doom 4
>>
>>2903803
>Baron is a sadist dominator
>likes to be on the top
>Knight tries to act tough but in reality is a submissive bitch
>Is into pegging
>>
I hope the doom monsters artist never changes
>>
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>>2903807
Boy do I wish we had more drawfags around here.
>>
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second attempt
>>
>>2903818
give me a few minutes
>>
>>2903820
Needs more black
Also do one with the cracks
>>
>>2900940
Latest revision of beautiful doom is at 6.0.9.9. It's pretty sick.
>>
>>2903820
It looks pretty good now, but I would avoid using the same colour for the eyes and the burns.
>>
>>2903829
Yeah I wasn't sure how to solve that. Larger coronas and a lighter shade of yellow to represent more heat? Or I could just do the unthinkable and make them /not/ glow.
>>2903824
I don't think too much pure black is very advisable when it's supposed to be moving around in a game environment. I could be wrong though.
>>
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Yeah, this is starting to get a little better, I'm keeping just a little bit of the radiusthrust though, which will let you pin monsters to the wall with repeated shots and do more damage.

I'm also adding a bit of a cooldown between kicks.
>>
>>2903820
Impevent?
>>
>>2903820
nice, could you try doing something about the mouth? Like, if he didn't had a jaw and his mouth was always pure fire with white coal around it
>>
>>2903792
Looks like it was sculpted out of silly putty...
>>
Anyone remember that wad posted a few threads ago? It was an alpha of a huge (though, at the time, empty) to-scale city port. It was called CityALPHA_ThePortA2.

Were there every any updates to that? Was it ever finished?
>>
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>>2903841
Along these lines?
>>
>>2903841
oh right you said *no* jaw. whoops.
>>
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>>2903878
>>
>>2903878
Just a big bigger, go up to the nose
>>
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you see this?

you probably can't tell because of all the darkness bullshit surrounding it, but it's morcillete's mappack I'm playing with hideous destructor

so, long story short, upon arriving to a open arena style area I encounter a cyberdemon in the middle, and, upon observing there was a door right across the courtyard, I decided to completely disregard any other shadow of doubt and common sense I may have had at the time.

I made a run for it. slowly sprinting all the way towards the side of the van and the airplane, hoping they might perhaps serve as protection against the cyberdemon's rockets. I instinctually save my game upon arriving to the desired position.

this was legit the single most legit ~fucktarded~ decision I've ever taken in any gameplay I've done for this game.

You see, the motherfucker is able to /FLIP/ both the fucking plane and truck in mid-air with his rockets. Leaving me not only completely exposed to his attacks not only because of the size and length of the vicinity alone which would in turn make it harder for me to avoid them, but because I, being the slug fatfucker that I am, am now completely out of stamina to make it out with.

So I find myself not only left hearing 64 Doomguy's 'AAAAAAAARGHHHHH' over and over again, but also hearing the Tyrant and Shotgunguy's gunshots from across the yard.

Thank you, Hideous Destructor.
>>
>>2903878
I'm sorry, but it looks like a racist caricature now.
>>
>>2903917
You from /pol/ by any chance familia?
>>
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>>2903917
I thought it resembled a capuchin monkey!
Final version here. I need to stop spamming and go to bed.
>>
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>>2903929
Looks pretty good

Also i did something
>>
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>>2903949

>unholy oral
>>
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>>2903984
Didn't noticed that the first time
>>
>>2903448
>After several weeks of development, DOOM Retro has now reached v2.0 and is available for download.
Oh boy, a new version of a sourceport literally nobody asked for or wanted!

>This new version sees many obligatory speed and stability improvements, as well as some major features such as an unique alternate HUD.
Amazing! Things I could already get with Boom and ZDoom ports with minimal effort and much better compatibility and support!

>Alun "Viggles" Bestor's Cacoward 2015 winner BREACH.WAD is now also bundled with DOOM Retro.
Well alright, can't complain about this.
>>
>>2904001
What the hell man. Why do you feel the need to shit on someone who's contributing to the DOOM scene? No one's making you use this guy's source port. His design ethos seems to be "I want DOOM to be a certain way and none of the existing source ports satisfied me, so I made my own. Check it out if you want." How the fuck do you find fault with that?
>>
>>2904001
What's wrong with someone spending spare time making a source port that they publically update? It's not like it's pretending to be the best.
>>
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>>2903949
I love it.
>>
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>>2903949
we need more gachimuchi/doom crossovers
>>
I like Terry WADs.
>>
>>2903424
>Legacy of Suffering
In my opinion it aged just fine - it's a great mix of old and new with good design that is it's own thing, rather than being a Doom3 copypaste, while being strongly reminiscent of it. I wish there was more of it, sadly the continuation was never made due to lack of interest.
>>
>>2904039
>>2904026

Other ports do at least something that defines them and differentiates them from the crowd - this port has no such thing.

And the author heavily advertised it on gaming sites, trying to pass his shitty port as "the true way to play Doom in a retro-way", while completely deviating from vanilla with needless features (round shadows, moving water, pretty translucenc that makes specters clearly visible, incomplete Dehacked support, etc etc.), while completely lacking in useability.

Well, nobody would actually cared for it if not the constant shilling by its author and fanbase.
>>
>>2903776
IDK, maybe it's not the hitbox per se, but something is definitely wrong ant it completely screws the autoaim, as well as manual aim when shooting monsters on ledges.
>>
>>2903835
This looks absolutely perfect.
>>
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>>2904039
>>2904026
>named Doom Retro
>isn't anything about it that's actually retro
>adds a bunch of halfbaked modernized features that other sourceports do much better and have done for several years
>begs people for money for providing them with this
>>
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>>2904204

>filename
>>
>>2904189

Gimme an example, like a level where you're having this issue and I'll try to replicate it myself, I'll ask some other people to try it as well.

This is really fuckin weird
>>
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I prefer Doom Retro to Chocolate Doom because you can set the gamma below 0, a lot of the effects are nice looking, and I like running low resolutions in HD.
Please don't crucify me.
>>
>>2904213
Any level with enemies on higher than usual elevated platforms? To be fair, it only occures when the platform is about 128 units higher than player (not sure about correct numbers). The shot is from Valiant map16 or something.
>>
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>>2904218
Anon, I... I agree with you. I like Doom Retro too.
>>
Okay, there's a cool down between kicks if you just hold altfire, though you can cancel out of it if you punch, that way you can't spam kicks but you're not totally defenseless either.

Trying to make the daibatana primary fire hit like a truck, but dangerous to use at close ranges because that explosion hurts the shit out of you of course.
>>
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Anyone else have an issue with demonsteele where the pump action shotgun spawn does not spawn the ds shotty?

The double barrel spawn works with it but not the pump shotgun spawn.
>>
>>2904395
It does that for the first map. Shotgun spawns on consecutive maps will provide the shotgun.
>>
>>2904402

ah ok, weird.

any fix for custom maps? or just spawn a shotty?
>>
Anyone got a link to where perks and all non-doom bullshit is confirmed?
>>
>>2904404

The shotguns for both characters are stupidly strong, definitely SSG slot instead of normal shotgun slot.
But if you really, really, really want to get it early, then yes, just spawn a shotty.
>>
>>2904451

I cant find the console command to spawn a shotgun.

is there one besides entering idkfa?
>>
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You think maybe I should lower the projectile count a little, seeing as this attack only consumes 4 shells now?
>>
>>2904468

>summon shotgun
or
>summon supershotgun
or
>summon ShotgunPickup
>>
Do you guys use GZDoom or ZDoom for Demonsteele? Also any fun wads that go together well with Demonsteele that fit the aesthetic or just play well with the mechanics?

Also what's the difference between GZDoom 2.0.05 and 1.8.10? Which of those should I use for Demonsteele if I should GZ?
>>
>>2904476

thanks!
>>
>>2904480
I use GZDoom myself. All the effects just look better when they aren't getting palette-raped to hell and back, and it plays much more nicely with translucency than software does.

GZDoom had a renderer rewrite between 1.x and 2.x versions, increasing the OpenGL requirement from 2.0 to 3.0, but you only really want to bother with the new versions if your hardware supports at least OpenGL 4.0. If it does, you'll see good performance improvements over the older 1.x versions. If not, stick to the older 1.8.10. Demonsteele targets Zandronum, so it'll work with either version of GZDoom. Just use whichever you get better performance from.
>>
It never really bothered me but...

why does Quake's Grunt hold his axe in the right while every other weapon is centered?
>>
>>2904541
Why does the Doomguy punch with his left fist when every other weapon, including the chainsaw, is centered?

Probably because punching or swinging an axe would look weird as hell if centered.
>>
>>2904554

Why the fuck does he take his gloves off, that's my question.
>>
>>2904480
>Also any fun wads that go together well with Demonsteele that fit the aesthetic or just play well with the mechanics?
depends on who you're playing

for shihong, techbases are very good
so like the original scythe, eviltech, equinox, the vrack trilogy

for hae-lin, you want ruins or hell environment
so scythe 2, the eye, brotherhood of ruin, newgothic
>>
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EXCITING AND REALISTIC BOX SMASHING EFFECTS NOW IMPLEMENTED

CACOWARDS, HERE I COME.
>>
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>>2904517
>>2904569

Thanks. For some reason I get some sort of error in the console when using GZDoom, will that cause problems down the line? Some sort of missing textures I think, I'm just running off the Doom 2 wad from the download in the OP. Here's the console.

and it seems like Zdoom runs slightly faster, as in the gameplay is faster. Any reason to that or GZDoom enough to tax an i7 4790k and a gtx970 compared to Z?(I kind of doubt it) Or maybe some sort of settings can slow down the gameplay a little?
>>
>>2904664
I also forgot to mention I use ZDoom launcher, though I guess I should just drag and drop the wads? Though it's more convenient for me.
>>
>>2904664
>>2904668
Nah, they won't cause a problem. Looks like some sprites assigned via the textures lump aren't registered properly.
>>
>>2903419
They ease up after a while, just use fly to skip the jumping bits. I've beat it and it is worth sticking to the end since the later maps are a blast. it's a huge clusterfuck but a really enjoyable one that feels like an adventure.
>>
>>2903917
>>>/tumblr/
>>
What was that one wad again that showcased skyboxes?
>>
>>2904541
>why does Quake's Grunt hold his axe in the right while every other weapon is centered?
Because he's supposed to be shouldering the weapons.
There's no use aiming with an axe.
>>
>>2904663
The splinters look really great man. Perhaps make them A_Fade out over a split second instead of disappearing instantly though?
>>
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after a few pleasantly resource-plentiful maps, jenesis 21 went right back to annoyingly barren
>>
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Any hot new quake maps?
>>
>>2904663
neat, but if you have time to waste you should make the crate look damaged after a hit or two
>>
>>2903792

3D model download where? Want 3D print so bad. It's brilliant
>>
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>>2904867
Arcane Dimensions is pretty much the only recent God-Tier release.
But damn nigga it's good
>>
>>2904867
There's that Arcane Dimensions pack people have been talking about. I haven't played it yet, but it looks really good and everyone is praising it.
>>
>>2904949
>over 400 enemies
>rune requires a sidequest of sorts

I actually booted up TrenchBroom just to see which of the levels have the four runes.

Crucial Error, Brick Obsession, Foggy Bogbottom and Firetop Mountain got them. The latter is probably the easiest.


That said, I think I ran into a bug with the rune in Crucial Error. After defeating the wizards in its chamber, the door wouldn't open to let me out, so I used noclip.
>>
>>2904867

Is it me or does that sax look like a fucked up baguette?
>>
>>2905005
It looks vaguelly like something. Just like eveything in Quake 1 due to the low poly count
>>
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>>
>>2904979
You'll need -heapsize 256000 and -zone 4096 to run it properly.
>>
>>2905015
That's already set when that bug happened.
>>
>>2904949
>>2904951
This is pretty great so far, thanks lads
>>
>>2905008
someone ate a glowstick?
>>
As much as I love Doom and Doomclones, I find myself trying to find out where to go next a lot, so my level times get rather long. Am I just retarded?
>>
>>2905202
Just follow the flow, my friend, and by that i mean the map
>>
>>2905202
It would depend on the level. Some are pretty hard to find your way in.

Try scythe and scythe2.wad if you want some nice but small maps.
>>
>>2905202
Not really. Some modern ports of Doom have an option to colorcode the doors on your map, which certainly makes things easier.

Also most _good_ mappers try to make it apparent where you need to go next (like showing you a door before you encounter a key needed to open it, demonstrating what a switch does either visually or audibly etc.

Nothing can save you from bad map layout though.
>>
Speaking of level design: What's the last game that had what we'd call "classic" fps nonlinear type level design in it's single player levels?
>>
>playing Sytche for the first time
>Sneak Peak
>get the blue key
>shitloads of enemies everywhere
>run to the starting point, the small room
>3 cacodemons trying to snipe me from the right
>arch-vile coming from the left
>wakemeup
I can't be the only one who had my ass kicked by scythe at least once, right?

>that library level
>trying to get the yellow key
>all those revenants from fucking nowhere
>that part with the teleporting imps
>that fucking arch-vile
The only level that forced me to save scum
>>
>>2904470
Nah, ludicrous shells means ludicrous pellets.
>>
>>2905250
The Rise of the Triad remake did a somewhat okay job with that.
>>
>>2904470
>You think maybe I should lower the projectile count a little
Fuck no!
>>
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Just finished the Brutal Doom Starter Pack mapset.

Not bad, city levels were the best. Now I can get back to figuring out how to enjoy Wolfendoom properly.
>>
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>>2905270
>>
>>2905270
I've only played the first starter pack map so far, but I really liked it. I like the way it referenced the original map.

I used Project MSX rather than BD though :^)
>>
I installed Timidity For ZDoom but for whatever reason there's this long pause before a song loops, and it's annoying as shit.
Any idea how to fix this?
>>
>>2905251
i've done scythe 1-20 on UV pistol start but 21 onwards are beyond me
>>
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>>2905251
the blue key is quite easy to bypass with a couple of fairly easy strafe runs

(there is an even cooler way to exit this map with a death slide, but i can't be bothered)
>>
What button is bound to use sentinel in Demonsteele?

i could not find the button in the controls section.
>>
>>2905373
it's probably right at the bottom of the menu, the menu is longer than the screen usually
>>
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>>2905370
>that webm
Nice
>>
>>2905383

ive scrolled down and havent found it.
>>
Is it possible to scale/offset SetHudClipRect's arguments and the coordinates of a hudmessage to SetHudSize?

Basically I want to change the SetHudSize parameters around during play without the center point of the message moving on the screen or it's clipping box changing shape, as in scaling it. Because there's no scale argument in the hudmessage function for some strange reason..
>>
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>>2905370 me
>(there is an even cooler way to exit this map with a death slide, but i can't be bothered)
actually got it to work
>>2905402
thanks!
>>
>>2903246
Would it be possible to code actually useful support AI?
>>
>>2905476
What happens in the next level if you do that?
>>
>>2905250
Blood? many of the levels can be completed in different routes
>>
>>2905532
pistol start
>>
>>2905373
>>2905403
>use sentinel
Uhhh. It hovers above your head, bro.
>>
>>2905574

ah so it's auto use?

the map i got it on had no enemies (swim with the whales) and I was just testing the 1st map
>>
>>2905578
Yup, it's auto use
>>
>>2905602

thanks
>>
>>2901804
That looks amazing. Any more shit like this? Do these work in tandem with other mods like eriguns or brutal doom?
>>
Is actually blood harder than shadow warrior? Because I've been playing the latter and I'm getting absolutely shrekt.
>>
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>>2905708
Basically just two maps have that particular style, since they're made by the same guy. They work with all mods as far as I know.
>>
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>>2904837
jenesis 22 - adequate resources.
>>
>>2905284
I'm sure that'll work out well.
>>
>>2905709
Yea
Better, too
>>
Anyone ever experience issues with new builds of GZDoom? If I run any newer wads, when I strafe run, textures shift right and left. It's really fucking annoying.
>>
>>2905709
Shadow Warrior is pretty ruthless, especially with your weaponset being a bit unusual in utilization. Blood is also unusual, and couples it with particularly tough enemies (including a few maps filled with hitscan cultists).
>>
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whatever happened to this guy? why did he quit skulltag?
>>
>>2905905

To focus on Wrack.
Pretty fucking terrible decision.
>>
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>>2905905
>whatever happened to this guy?
>why did he quit skulltag?
>>
>>2905921
Well it meant we got zandronum without all the skulltag bloat.

Wrack seems pretty shitty but I haven't played it.
>>
>>2905961
It's really bland. Bobby Prince music doesn't mean shit, especially when it sounds like midi music with a weird soundfont, and somehow they managed to make the pistol even more worthless, a shotgun feel clunky, the chaingun/plasma rifle equivalent has its shots drop over a short distance, and the rocket launcher (and any other explosions) have no damage fade-off. You fight a bunch of bland aliens and robots, through a bunch of bland corridors and bases that make Techbase Doom maps look like Salvador Dali, through gameplay that feels like an awkward and unfun hybrid of Doom and Quake.

It's not terrible but it's fucking soulless.
>>
>>2905972
That's pretty much exactly the impression it gave me (vids and reviews). Sad that such an amount of work went into something with such a bland core design.
>>
rcemmoend me wats 2 pley wit BURL TUM lads
>>
Why does loading HUDs with ZDL give me a million script errors?
>>
>>2906089
They're harmless errors, nothing to worry about
>>
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More (lazy) Doom x Undertale

I had a lot of fun with Sans and Payrus.
>>
>>2906127
no
>>
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>>2906127
>>
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>>2906131
>>
>>2906131
>>2906134

get that cancer out
>>
>>2906136
>being mad about videogames
>being mad about the flavor of the month
Just cool down a little.
>>
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>>2906127

>foreboden

Heh.

>>2906128
>>2906136

Chill fuckboys. There's been some genuinely interesting shit from this crossover, I posted this webm a few months ago and it was met with interest. I'm pretty sure why you're losing your shit now is the game's been out for awhile and the god awful fanbase has gotten sand in your vajingo.
>>
Anybody know where the purple and blood keys are in foggy bogbottom in Arcane Dimensions?
>>
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>>2906131

>shitty sans cacodemon

hue.
>>
>>2901996
I was going to state the same.

Sometimes I feel so lonely for being the only one who really like that game and its setting so much. Quake 4 just raped it, sadly.
>>
>>2906127
>Toriel is the weaker of the two goats
>she isn't knight
>>
>>2906143
>>2906141
>>2906134
>>2906131
>>2906127
undertale is the new fnaf, being that it's overhyped, with way too much fucking porn, and with a horrible fanbase
>>
>>2906089

It might be that the HUDs are looking for items that don't exist.
What are some errors?
>>
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>>2906162
>with way too much fucking porn

Oh no, porn on the internet? My God. What a travesty.
I simply can't be angry enough about the fact that there is TOO MUCH PORN.

How horrifying. How absolutely horrifying.
>>
>>2906168

He's right about it being the new FNAF though, a lot of people are shitting their pants over it, and a lot of people are shitting their pants in rage for people liking it.
>>
>>2906169
and we now live in a generation where hdoom exists
>>
>>2906171
>a lot of people are shitting their pants over it, and a lot of people are shitting their pants in rage for people liking it.

This really is not exclusive to either FNAF or Undertale.
>>
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>>2906172
I don't see a problem with this at all
>>
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>>2906169
>>
>>2906168
it's a game for children, why would you want porn of it in the first place you weird faggot
>>
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Came out pretty damn neat for a first attempt! Used a copy of the snow texture, put a rock texture over that, and used a spotty brush to mask out the rock along the edge and in the middle. Then some vertex sloping in GZDB.
>>
>>2906189
That looks really nice, anon. If not for the filename I'd doubt that it was done in Doom.
>>
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>>2906184

To piss you off.
You, specifically.
Not anyone else, just you.
>>
>>2906183
the entire doom fanbase consists of tumblrtards now
>>
>>2906195
I got the image from Google images. Me > You
>>
>this thread right now
Can we go back to talking about doom now? This feels too much like /v/
>>
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>>2906204

I agree
>>
>>2902185
I think arch-vile sound and visual design is literally perfect, their "idle" sound they make while running around gives me the creeps every time.
>>
>>2906184
>it's a game for children
>>
>>2906162
FNAF had literally just one gimmick thing going, jumpscares (works built sorely on jumpscares is the lowest common denominator of horror), it's also milked for sequels.

UT as I get has some kind of narrative going, as well as characters.
>>
>>2906195

how do you know? oh wait you have one
>>
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>>
>>2906228

I like to imagine the rev just fell over in laughter.
>>
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>>2906228
>he dies at the end
>>
>>2906224
oh yeah doom is so above /v/ standards

ur a fucking retard
>>
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>>
>>2906189
Thanks. (z)doom is such a great way to try texturing and simple special effects because of how convenient it is.

See the sky gradient? The skybox is actually a fuckhuge solid blue dome with white fog. Lol. Should be able to spawn some moving clouds with any luck.
>>
meant to reply to
>>2906190
and not myself..
>>
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>>
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>>2906232
>try zandronum because want to play samsara and zwars online
>all servers require 6 different wads each and wadseeker always fails
>>
>>2906243

I bet we could get some classic Samsara running in co-op if people wanted it
>>
The thread right now is like Doom 4.


No proper mod support.
>>
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>>2906249
>>
Is there anything better about ZDoom compared to GZDoom? I'm a noob but GZDoom just look a lot better with the dynamic lighting etc.
>>
>>2906264
There are some color manipulating tricks that can be done with paletted rather than trucolor rendering. BTSX does that.
>>
>>2905905
Is this that one guy who make shitty wads about monsters screaming about raping my anus?
>>
>>2906264

ZDoom uses the more-vanilla software renderer, but frankly if you wanted the vanilla experience you wouldn't be playing on ZDoom.
>>
>>2906289
It's carn, his face is used as a texture in nearly every Terry wad
>>
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>Decide to give DTWID a shot after enjoying D2TWID
>There's maps that look like this

HOW DO YOU FUCK UP THIS BADLY
>>
>>2905282
I like that HUD, can I use it without BDoom?
>>
>>2906316
That's the second map. It's not even all that hard since it really herds you down specific paths. D2TWID is more confusing to me on average.
>>
>>2906316
What's so bad about it?
>>
What resolution did Doom run originally at? was it 640x480?
>>
>>2906335

320x200 if memory serves right
>>
>>2906339

Can CRT monitors even go that low? I thought 640x480 was the lowest. Or was it a case of a 320x200 game stretched to 640x480?
>>
>>2906345
The way it was stretched on monitors at the time was how it mas made to be.
>>
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>>2906232
I wish Mark still came around so I could post this old one more.
>>
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>>
>>2906358

Do you have the one with Mark and Term shaking hands(?)
>>
>>2906358

I don't mind Brutal Doom, but it's basically it's own thing.

They should make a completely new game based on Brutal Doom with its own assets and name, just to make it clear that they're distinct games. Then we'd see people stop comparing the two.
>>
>>2906358
His hand gets me every fucking time.
>>
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>>2906364
>scaled doom map for house
Now i want this
>>
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>>2906316
>Play DooM
>There's maps that look like this

HOW DO YOU FUCK UP THIS BADLY
>>
>>2906403
>click on doom
>it launches successfully

HOW DO YOU FUCK UP THIS BADLY
>>
>>2906405
>click left mouse button
>gun shoots
HOW DO YOU FUCK UP THIS BADLY
>>
>tfw seeminly one of a kind gzdoom bug ruining muh day. all i want to do is play blade of agony
>>
>>2906328
... that's weapons of saturn, anon
>>
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>>2906367
>>
>>2906565
>weapons of satur
Oh, sorry. Anyway, neat HUD, will check a mod because of it!
>>
>>2906565
>>2906569
And there's even a separate HUD download in the author's thread! Great!
>>
How do I make skyboxes created with SkyboxViewpoint not an ugly, boxy eyesore?
>>
>tfw I use free mouselook when I play doom

Does that make me a shitter?
>>
>>2906634
Something like this >>2901804 would be cool. But I guess that was made the usual way by using F_SKY1 and MAPINFO definition? Or is that an OpenGL skybox?
>>
>>2906637

Of course not, you silly tit
>>
Is there anywhere I can download a huge ass .zip file of .wads? I don't want to download everything in the 'SO YOU WANT TO PLAY SOME FUCKING DOOM' image individually.
>>
>>2906316
What exactly is wrong with it ? That's how most master levels look like.
>>
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Now that i finally got DoomRPG working with DoomRL, i find that it's too cluttered and i don't enjoy it at all.
>>
>>2906012
OK seriously, recommend me some WADs that go well with burl tumd
>>
>>2906785
do you actually mean BURL TUMD, or Brutal Doom?
>>
>>2906634
Select the all the linedefs off the sector and click "even lighting" in UDMF. It's the fake contrast that screws it up so you just have to turn it off for those walls.
>>2906641
I'd wager it's a SkyBoxViewPoint.
>>
>>2906374
If mark got a kickstarter going he could probably hire a bunch of spriters and actually do it.
>>
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>>2906374
>They should make a completely new game based on Brutal Doom with its own assets and name, just to make it clear that they're distinct games.

Funny you should mention that...

Considering his track record in making original assets, hah hah hah hah hah hah hah hah hah hah hah hah.
>>
>>2906813
>anti-matter rifle
...does he actually mean an anti-matter rifle, or an anti-material one?
>>
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>>2906815
>anti-material
>material
>>
>>2906816
materiel, whatever.
>>
>>2906792
BURL TUMD of course, not Rbutl Dum.
Also, is it normal that rockets collide with Revenant missiles and explode but don't do anything to the missiles?
>>
>>2906825
can't help then, sorry. no idea what the fuck you're talking about, on either count.
>>
>>2906828
In BURL TUMD your rockets can apparently hit Revenant missiles, however it only results in getting your own rocket rekt.
>>
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>>2906664
Started working on Doom Community Creations Compilation since new year just because. Started with Cacowards, but may make a special SYWTPSFD edition.
Tagging files right in the name so they would be easier to search by regular means.
>>
>>2906836

This is a cool idea.
Please keep going, anon.
>>
>>2906813
>>2906815
Im more interested where does he gonna get resources to make it. Also gore and ultra-violence does not automatically make a game good, as evident by later Soldier of Fortune and Hatred.
>>
>>2906836
> sucka blyat

nice collection
is brutal doom also included?

are taking non cocowards winner too?
>>
>>2906216
I'm not defending FNAF, but to say that Jumpscares are the "Family Guy" of horror is really a disservice. The game has atmosphere and a sense of dread. The jumpscares are only really a penalty for losing

>>2906162
I'll be honest, I do kind of enjoy the plump/thick goatmom porn
>>
>>2906939
FNAF's sense of dread comes exclusively from the fact that you know you're going to get a jumpscare on your ass when you slip up.
Well done jumpscares are great, but those in FNAF are shit tier. And the game itself is unbelievably lazy. It's literally the Paranormal Activity of videogames.
>>
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>>2906946
This guy knows what's up.
>>
>>2906939
>but to say that Jumpscares are the "Family Guy" of horror is really a disservice
That's not what I was saying, I was saying works built pretty much entirely on jumpscares and nothing else are shit.
>>
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>>
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>>2907136
>>
>>2907145
i love that kind of sector lighting so much
>>
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Library
libr.zip (72 KB, 2004-01-23) - Martin Mikaelsson
https://www.doomworld.com/idgames/?id=12384

sadly the rest of the map's lighting was rather flat. no marked secret sectors but some secret doors are mandatory. some nice-looking areas but is disjoint room-at-a-time rather than much of a cohesive whole. no way to return past final teleporter. not awful but not great.
>>
>>2907041
>I have no personal opinions of my own to weigh in so I'll just randomly quote some guy regurgitating some nonsensical shit in a poor attempt at defending apples vs oranges
>'lol this!!!!!'
>>
>>2906836

Do go on with this, anon.
>>
>>2907210
You sound butthurt and offended. Butthurt and offended that someone agreed with an opinion you don't like.

I think I know where you should go back to.

>>>/vg/freddy
>>
>>2907210

Dude, December was 10 days ago. No need for all that bitterness.
>>
>>2906334
Corridors, corridors, corridors. Tom Hall's level design at it's finest.
>>
>>2907267
whats an "ebin"?
>>
>>2907267
I'm impressed that you managed to sum up so well how I feel about this very post of yours.
>>
>>2907273
>he keeps pulling these out like crazy
damn you're a natural
>>
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>>2907281
And you still haven't managed to prove myself wrong on >>2907225. GG
>>
When did this thread suddenly turned into /v/?
>>
>>2907289
When this guy >>2907210 got triggered
>>
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>>2907192
>https://www.doomworld.com/idgames/?id=12384
>>
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>>2907210
>>2907225
>>2907267
>>2907272
>>2907273
>>2907281
>>2907282
>>2907290
>>2907318
>>
>>2907318

pot calling the kettle black
>>
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>>
>>2907340
Wy is there a huge picture of Dio Brando?
>>
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>>
tumblr-doom general
>>
>>2903026
>Gun God
Yo, any good Doom mods that makes the game primarily yellow green blue red and pink?
>>
>>2907380
that greentext was an accident btw
>>
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Like I said earlier, this thread is like Doom 4.

No proper mod support.
>>
>>2907486
Stop reposting your shitty jokes.
It's not going to be magically funnier the 2nd time.
>>
>>2907495
i grinned slightly the first time but i agree posting it twice is super lame
>>
>>2907507

Eh, I just thought it would fit the situation. Funny or not, it is true when shit like this happens in the thread.
>>
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Scaled down floating middle texture, cut out your goddamn bullshit in-game.
>>
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>>2907263
My favorite D1 and D2 levels were the ones based on Tom Hall's, E2M2, E2M7, D2M10, they're some of the greatest.
>>
Ayo, Buttghost here. Something literally exploded on my desktop's motherboard and I haven't got access to a working PC that I'm able to edit on so I likely won't end up finishing my second kdi/vr/ map (in time for the project, anyway) and probably won't be able to finalize my first until I get it fixed.
>>
When I run wads like Scythe with Doom 2 on GZDoom, I always get the story sections and the teleport-explosion death shit, is that normal?
>>
>>2907596
sorry to hear it :(
>>2907617
not sure what you mean, your post is too vague. yes it's normal to get teleport explosions after scythe maps 10 and 20, and all the usual finale texts in the same places as when running plain doom2, since scythe is a vanilla wad and doesn't have any zdoom mapinfo or whatever lumps in it.
>>
>>2900940
PrBoom-plus 2.5.1.4 released
http://prboom-plus.sourceforge.net/history.html
http://sourceforge.net/projects/prboom-plus/files/prboom-plus/2.5.1.4/
>>
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>>2907596
well fuck
maybe you can retool it if we end up doing ep2?
>>
hey can I get someones help? Im trying to run the arsenal mod (found at http://forum.zdoom.org/viewtopic.php?f=19&t=37044) and its telling me I need to use the developer version of ZDoom to run it, which I have downloaded. But that download was a 7z file, so how the fuck do I run it?
>>
>>2907679
new computer (no winrar installed) didnt realize 7z was a zip file... DDUUUURRRRRRR
>>
NEW THREAD

>>2907693
>>2907693
>>2907693
>>
>>2907635
It happened with Scythe and Congestion1024, but I guess it's normal then.
>>
>>2907596
> Something literally exploded on my desktop's motherboard
tell us more about it
>>
>>2907720
One of the capacitors popped.
>>
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>>2906289
That's this guy.
>>
I LOVE YOU YOU FUCKING (KEEPING THE DooM THREAD ALIVE AND POSTING NEW ONES) PEOPLE!
>>
>>2907546
I also enjoy them. These maps got better after Romero touched them. Have you checked the alpha versions of these maps? The game was going to be named Corridors of Doom.
>>
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Something about both CombArms and Doom in general - if you use autoaim, any gun with vertical spread will loose it and shoot in straight line.

CombinedArms particle smasher also subject to this. Also I think adding special FX on monster impact would do a great deal to the visual feedback - right now the projectiles just disappear. For some time I thought that they were ripping and simply passed thrugh but in fact they did not. The absence of projectile-monster impact FX is confusing.


On a note of autoaim - is it possible to make a weapon behave like a Heretic's crossbow - i.e. each proj autoaims separately, and thus can autoaim at several monsters at once?


Another suggested tweaks: reduce time required for monsterimpacted altfire to detonate (or make it manual detonation) because as of now most monsters simply move too far away from it before it goes off for it to deal significant damage.
Thread posts: 552
Thread images: 148


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