DOOM THREAD / RETRO FPS THREAD - Last thread >>2892819
Mostly Doom, but all retro FPS welcome
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So You Want To Play Some Fucking Doom? (v6b)
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Make a Boom map for Doom 1.
[01-06] Gameinformer article on Doom4
[01-06] Anon map release: A Morte (for Hexen, early WIP)
[01-04] Anon mod release: Gun Godz adaptation (alpha)
[01-03] Anon mod release: Custom difficulties
[01-01] Demonsteele v0.9 released: new character, lots of bugfixes
[12-31] Brutal Doom v20b + starter pack released
[12-30] Anon map release: Engineering Deck (for /vr/E1)
[12-30] Anon map release: "just a big room with a cyber demon on steroids"
[12-29] Anon map release: Wait What
[12-27] Arcane Dimensions released (Quake)
[12-26] Anon map update: Buttghost, almost final version
[12-26] Doom on a Leapfrog TV
[12-25] Anon map release: vinterRunterland (deathmatch map)
[12-25] Trailblazer update
[12-24] Combined Arms WIP6
[12-23] Freedoom v0.10.1
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?
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.
I need to get some more fucking motivation here.
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
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.
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.
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
Uyama happened. Fuck speedruns, just pander to the retards for that easy donation money. So many runs this year have been utter trash.
So what's your favorite real life gun you would like to see for Doom?
Centered or angled?
Just general curiosity.
wait is 26.2.2016 the release date for the newest doom?
Browning Citori o/u shotgun (sawn off), angled. I love the way these things open.
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
>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.
this doesent look right
>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
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.
And the ones not made by shitcrafters work adequately.
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
> 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
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
Cacodemon's mouth is glowing. Like in those fan edits.
>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
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.
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
>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.
This is actually the exact opposite of what he's saying, but it's still fucking hilarious.
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.
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?
Valhalla and Putrefier, the latter being the sequel to the former.
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.
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.
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
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.
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.
>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
>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.
>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
>search for old zdoom wars
>find version you never saw before that includes new character from game you never heard of
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.
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.
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?
>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.
you can get into here easily if you can stand on the torches.
this is the first thing i thought of
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.
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.
Welcome to the internet, where everything is desecrated and nothing is spared.
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
>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.
And I enjoyed what I call La Madness (forgot the propper name).
Mark is an OK mapper IMO.
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.
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.
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.
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.
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.
The soundtrack is fucking amazing.
>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
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
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.
>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/
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.
>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.
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?
>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
>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.
I was talking about the mapset mang. But okay, I'll bite.
optional, slows you down, don't use them unless you a codbabby
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?
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.
>Yeah, he's honestly a WAY better mapper than he's a modder
I would be 100% okay if he dropped Brutal Doom, never came back to it, and focused entirely on making maps.
>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.
>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.
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?
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
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
>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)
>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
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.
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.
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.
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.
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.
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.
>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.
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/.
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
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
>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.
>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.
I kinda agree with you about the cyberdemon, but what on earth is wrong with the lost soul?
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.
I love how they're going for the '15 year old's mathbook doodles' direction for the art now, it looks rad as fuck.
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.
>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.
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.
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
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
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
The LS is pretty good actually, but Cyberdemon is shit.
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.
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.
>give the place some volcano level ish vapor coming from the ground
they already did that and people called it a 'piss filter'
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
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
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.
I also have the downs because of failing to put the image in.
I'm thinking cutting the knockback even further down from this, what do you guys think?
>meet Bara of hell
>he is wearing blue jeans
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
I hope the doom monsters artist never changes
Boy do I wish we had more drawfags around here.
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.
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.
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.
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?
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.
I thought it resembled a capuchin monkey!
Final version here. I need to stop spamming and go to bed.
>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.
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?
>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.
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.
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.
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.
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.
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.
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.
You think maybe I should lower the projectile count a little, seeing as this attack only consumes 4 shells now?
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?
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.
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.
>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
EXCITING AND REALISTIC BOX SMASHING EFFECTS NOW IMPLEMENTED
CACOWARDS, HERE I COME.
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?
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.
after a few pleasantly resource-plentiful maps, jenesis 21 went right back to annoyingly barren
Arcane Dimensions is pretty much the only recent God-Tier release.
But damn nigga it's good
>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.
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.
>playing Sytche for the first time
>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
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
Just finished the
Brutal DoomStarter Pack mapset.
Not bad, city levels were the best. Now I can get back to figuring out how to enjoy Wolfendoom properly.
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)
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..
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.
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).
>whatever happened to this guy?
>why did he quit skulltag?
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.
More (lazy) Doom x Undertale
I had a lot of fun with Sans and Payrus.
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.
>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.
>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.
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.
To piss you off.
Not anyone else, just you.
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.
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.