DOOM THREAD / RETRO FPS THREAD - Last thread >>2900938
Mostly Doom, but all retro FPS welcome
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===WHERE DO I GET WADS?===
So You Want To Play Some Fucking Doom? (v6b)
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent
## Our WADs can be found here! ##
## /VR/DOOM COMMUNITY PROJECT ##
Make a Boom map for Doom 1.
[01-10] PrBoom-Plus 220.127.116.11 released
[01-09] Doom Retro v2 released
[01-08] Gameinformer talks Doom for about 17 minutes
[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
To submit news, please reply to this post.
I wish I weren't such a lazy hack. Playing around with the camera like you did doesn't seem like it would be complicated to do but I don't actually know how to do it. I also need to re-learn GZDoomBuilder to an extent as well, then I could probably get my project off the ground instead of always daydreaming about it.
normally when that happens to people it's indicative of them playing the map incorrectly, e.g. using jumping on a map not designed for it, and skipping linedefs as a result. but unfortunately in that case there's no excuse, you can walk right up to the grave and fall in the invisible pit. it is assumed you see the plasma gun and scurry over to it without walking around. an unexpectedly sloppy design.
You can use the moving camera thing along with the actor interpolation things, but you still need ACS for those. I usually do my moving camera stuff entirely with ACS because it's much smoother when it comes to circling something.
Can't believe I didn't until now, but I just gave GMOTA a shot and wow. This is an absolute blast!
I've noticed the thread on it's been really quiet lately, though. Is the mod still being worked on?
Not right now it isn't. But I'm not done with it.
I'm glad you like it though
Awesome. Been playing with my
girlfriend, it's great to have a recent weapon changing mod with cooperative play support.
Looking forward to see what you do next, assuming you are the author
I am but uh, I gotta be frank here. There's better mods for co-op shenanigans. GMOTA's barely functional online.
As for what I got planned next? I hope you're not super attached with how the Blazter (The arm cannon) behaves.
We've mostly been using the sword Zarch and the subweapons, they're pretty fine. We were assuming that the character is based around melee and that the range weapon was just kind of there as a backup
That was the idea but as of right now the arm cannon fucks shit up effortlessly.
Gonna be tweaking subweapons ever so slightly as well in the near future, gonna remove the ability to get sword energy from landing subweapon hits.
Reposting because I somehow didnt realise the old thread died
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.
I just realized I forgot to add the frames from the death state on the xdeath state too, hence why the projectiles just vanish on a direct hit with monsters.
I'll lower the delay of big beam's explosion a little as well. Sadly I can't do anything about the autoaim fuckery. I suggest disabling autoaim and using mouse aiming.
If you want to hear the splendid audio: https://www.youtube.com/watch?v=UbKXVXv4Egg
>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.
Incorrect, this is only with weapons that fire projectiles.
When I get this animated better, fix the Gnasher's altfire getting stuck on shit on return (and by that I mean get Murb to fix it because he's smarter than me), and add at least one more crate weapon.
Make only FIST part of the gauntlet fly off instead of the whole gauntlet, so it would look like the other part of the gauntlet is a cannon for it.
Also since it's not centered , make Rocketpunch appear from the side, not center.
Also Dart Sidius mode for gauntlets when?
A sentinel. Open topped, light, small compared to most military vehicles, incorporates a flamer and twin chainguns or potentially a rocket launcher. Good in jungles and on rough terrain.
anyway i did the thing again hntr pistol start. takes ages but at least resources are plentiful. do remember to let yourself be bounced to the megasphere at the beginning. shame i couldn't kill all of the final 9 monsters before i lost enough health to make the level end.
Has anybody ever ported Heretic levels into Doom? I have a feeling they'd be great for GMOTA.
I dont remember there being much backtracking, I just play the levels straight. You'll need abilities from later levels to get 100% of the stuff.
The ammount of effort that went into it is staggering, but it's buffling how little of it went into playtesting.
The mix of old and new in the RPG segment of the gameplay, annoying recoil (I edited it out of the wad), GoW sounds and pain effect that makes it harder to play when you are in pain - this guy obviously never showed it to anyone before release.
The leveldesign is allover the place - at one moment you see a really cool thing and 10 seconds later you stumble upon a grating design flaw,
like a tall grass in the forest level that hides the badguys - you are being shot from all sides from literally miles away and cant see the enemy until he is 15 feet away from you because of all the tall grass segments.,
or huge chunks of levels that are literally mirrored segments of other chunks of the levels (about every third level suffers from this).
And the switches.LOTS of switches that have absolutely no purpose aside from being there - like having to go through 6 identical rooms (mirrored/copied segments)with same monster/item placements and flipping identical switches to open one big gate,or even 4 switches in same room that have to be flipped to make an effect - this shit is in almost every level in the wad, and then there's a DoomBurger with scale so big it must've been build for cyberdemons.
And the RPG system makes no sense - you get 1 point per level and can spend it on exactly one spell, so why didnt he just made you autogain them? Beats me.
Also resistance spells are must.
Play it just to see the best worst WAD ever, then forget it like a bad fever dream.
>Story isn't something big in a Doom game, and we've taken that approach.
HAPPY DAYS AND SUNSHINE AHEAD
Are you using codes or something? Sometimes noclip can keep you from hitting important invisible switchs on the floor that start these events, otherwise try doing that without Brutal Doom to see if the problem is with the wad
They seem to have good idea guys but that's it, they always try to make something that is too big for them and need to rush production half way there, you can see that from all the artworks from their games, so much scrapped stuff
Hopefully something as simple as Doom is going to be enough for them
Bethesda were only supervising development iirc. It's zenimax shitty pantstarded no-toying-with-our-food policy that keeps ID from releasing proper mod tools.
that and the fact that only a fairly diminutive amount of people would actually be able to kick something off with it, what with modding and editing modern titles growing fairly time-consuming as time passes and they're aware of it. I'd like to think they're playing it safe so as to avoid another RAGE incident and get console sales.
the original is a work of art. the sheer number of hilarious comments. this guy is an artist. he is on a whole other level.
sadly, the internet took only the very first post and ran it into the ground.
worked for me just now. using brutal20b.pk3 from bestever
>sky is now being rendered in visual mode
I think the best part is that you can walk away if you want, and the dialogue will keep playing over the intercom, or your headset.
So you can keep the action going, an listen to the story bits at the same time.
Honestly, I'll probably stop and watch every video all the way through my first time, but it's cool knowing that after that, I can just blast right past it.
Oh come now, anon, don't bring /pol/ in here.
>How do people do slants in Doom engine anyway?
You have to make your map in "Doom in Hexen" or "UDMF" format. Then you can either select a linedef and choose the 181:Plane Align special which makes the sector in front of that line slope, or you can draw a bunch of triangles and put a Vertex Slope Floor Thing on each vertex and move those up and down freely in 3d mode. Here's an example of the latter method having been used..
Anyone else tried this mod? it allows you to possess enemies and use their abilities against other enemies, its pretty fun to walk around upgrading yourself with more and more powerful enemies, sometimes spamming certain attacks etc
Basically you draw a few lines on a grid and connect them (about as hard as Paint), then you press a key to fly around in first person mode and click walls or whatever to change height values or textures. Slopes are the same principle, just a bit trickier.
I don't know.
But you really just need to do pic related, connect a bunch of triangles and place the Thing shown in the pic on each vertex. Select them in 3D mode and just scroll your mouse wheel to change height.
You know I'm actually planning on making a mod like that as a side project. I want to make it balanced for MP dueling and have a system where different spells are cast with different key combinations (and each would show up as a glowing rune above the player during charge time so the opponent can react). Have any suggestions or things you'd like to see in a mod like that?
Well to be fair there are quite a few old guides that still suggest it.
Didn't know about Alt-V. Thanks, that will make everything much easier.
I already like this alt design lots more than the main one they went for desu
Don't worry, pretty sure that's one of the more heavily armored variants.
I remember hearing a while back that they were creating a few variants of each character, slightly different from one another.
You can actually see the heavily armored Mancubus in the background of one of the SnapMap clips.
I like this setup. It means I won't be seeing the same imps from the beginning of the game all the way to the end without fail, and if they tie it to game progression ala different appearances in different areas, it might be pretty cool. Simultaneously it could just be for stronger variants, though, ala Borderlands due to the player upgrade system.
yeah, that's why I said 'alt design'
looks fucking sick regardless, way better than Doom 3's version with the elephant trunk shit they had going on on its face
also anyone watch the new GI interview trailer they put out today where they basically confirm that the techbase parts of the game will basically consist of industrial, military/scientific research facilities and heavily heavymetal-esque inspired hellscapes and they're procuring the game has fucktons of color to it
also holy shit that music, they really weren't kidding when they said it sounded a lot like NiN at all
That's good actually, story in a Doom game should be short, concise, and not interfere with gameplay.
Exposition should not take long, it should ideally happen in a way that allows you to continue to play as it happens, and it shouldn't try to be something it isn't.
This constantly flies over people's heads for some reason.
I wouldn't mind them taking the Half-Life (1) route with story this time rather than cutscenes or being forced to sit around waiting like Doom 3. Although I always did find it amusing that if you, say, shoot the scientist that is going to give you a specific disk at one point, it skips the whole conversation and the disk ejects for you to pick up anyway.
half life 1 did too have moments where, although sparse and fairly ignorable just had the player wandering around awaiting orders from random npcs
I mean fair enough its mostly present in the beginning section only and then fairly sprinkled throughout the game, but doesn't totally trip the gameplay over unlike hl2 which just had the player walk around like a blunt idiot while the rest of people got to do something else and just forced you to awkwardly watch.
desu I oftentimes find myself idclevving all the way forward up to unforeseen consequences, but then I find myself not enjoying the game as I should mainly because the guns are all utter shite save for the revvie and the alt attack for the sg imo and every single enemy is a fucking bullet sponge
what would cause DoomRLA to have issues like... like the skill selection menu is all red blocked off circles, or the technician just drops weapons, but the text for "hit altfire to get a modpack from the weapon" still pops up... latest version of everything I'm pretty sure
>I mean fair enough its mostly present in the beginning section only and then fairly sprinkled throughout the game, but doesn't totally trip the gameplay over unlike hl2 which just had the player walk around like a blunt idiot while the rest of people got to do something else and just forced you to awkwardly watch.
I like HL2, but ultimately, it's way more linear and way less replayable than HL1.
The gunplay is honestly not that bad in HL1. Pistol could maybe be improved by making it so you can shoot as fast as you can click, like in HL2, and making it's ammo supply separate from the automatic weapon.
The SMG in HL2 was pretty weak apart from it's grenade (although to be fair, the MP7 is a pretty low powered weapon).
The enemies didn't feel THAT much like bullet-sponges, but on the flip side I'd use weaker weapons against weaker enemies and try to go for headshots a lot.
I would really like to combine the best of both worlds from HL1 and HL2 in a shooter, I really like the gunplay in both for various reasons. I'd love to have a Duke 3D style quick-kick in a Half-Life game, as well as having the hand-grenades work as a quick button, rather than having to put away your gun.
Is Black Mesa Source any good?
Does anyone want some Bobby Prince-style midi music for use in projects? I have a bunch of half-finished songs I made for a tribute WAD lying around. I canned the WAD but I still kind of want to find motivation to finish the music. I can try to find a sample if anyone is interested.
What's the scariest WAD?
I'm not talking cheap jump scares, I mean legit scary.
Just throwing this out here but no one should watch this though, it's still within the clickbait pool. And watching it will taint your watch history and recommended videos with FNAF shit and whacky youtube e-celebs for months.
I think these are the ones used in most of my pics. Might be screwed up due to experimentation, but I can't check it because my good GPU died and my replacement doesn't support 3.0+ opengl.
#define USE_LEVELS 1
#define USE_CURVES 1
#define USE_BLOOM 1
#define USE_SMAA 1
#define Levels_black_point 0
#define Levels_white_point 250
#define Curves_mode 2
#define Curves_contrast 0.4
#define iBloomMixmode 2
#define fBloomThreshold 0.5
#define fBloomAmount 0.2
#define fBloomSaturation 1.0
#define fBloomTint float3(1.0,1.0,1.0)
SMAA settings are the default ones I believe.
R8 my title sl8.
The central image in the doorway is giving me trouble. It has to be subtly WW2, not stand out too much and also be recognizable at such a small size. I have an alternate with a tank and infantry, and I can also just leave the doorway black.
Progress is coming along well with the hub. 3 Maps complete: Mausoleum, Berlin Church and some Fetid Caverns. Successfully integrated the panzerfaust and tank explosions, throwing the turret into the air. I've had a lot of fun making custom web sprites and cocoons, as well as nursery web-balls, crawling with spiders. Shit gets creepy as fuck when you're crawling through a pitch black cavern and you hear the crawling of a thousand baby spiders. You have to edge past the nursery ball to get past... The spiders are fucking fast, but MG-42 bullets are faster!
>want to play with Doom rl monsters with other weapon mods that aren't Doom rl arsenal
>load it with brutal doom for shits and giggles
>mfw it's actually pretty good
The full body power armour really doesn't look unique.
He looks far too much like master chief, even his helmet is green.
Maybe, kinda like how those blokes at Black Mesa kept doing incursions into Xen except the natives are taking their shit
Dude, I don't know. That's probably gonna be part of the game's "super deep" plot. Until we play it we can only speculate. For all we know UAC could be supplying them directly, and the game would give us a "corporations r bad" message at the end.
in their defense, it's incredibly fucking hard to come up with original ideas for a space marine design of all things when the contemporary market is over saturated with them
doesn't help that master chef Gordon Ramsay already took the most sensible approach to it and straight out ripped Doomguy's design in the original halo and got away with it
>every single map pack has 32 levels
Well, frankly, this is outright wrong. There are a massive amount of mappacks with only 7 levels, 10 levels, 12 levels, and ZDoom mappacks with more than 32.
That being said, for vanilla or PRBoom+ compatibility, 32 maps is the highest number that can be reached.
I always thought those monsters were mutated humans or something, maybe war machines created by them? UAC seems like the kind of company that would do such a thing, and considering how hell looks like a medieval shithole i don't think they would have the tech to do such things
If the UAC were doing frequent incursions into Hell why did the demons suddenly attack NOW rather than when the first started? Maybe the UAC defense finally couldnt keep them out?
Zen dynamics is the first one to comes to mind that doesn't have 32 maps to it, forgot how many it has however, it was enough to hold up, and was really great too imo. However, it has other things like weapons/monster replacements added to it, so adding it with other mods is a no no.
Well damn, are there any that are mod compatible?
Im trying to get a BD/PB compatible set since im going to be losing internet and tv here in about a month or two and I want something to keep me entertained
In Doom 3 you have a part where some of the demons are in an exhibit complete with talking placards. IIRC, the UAC starting experiment on caught demons after they found hell. This is obviously them try to improve/weaponize them.
We already know at least a vague reason as to why the Demons have UAC tech.
Several people at the UAC were in on some shit that would allow the demons to take over our world, and reform it into a better place.
That one lady on the intercom systems talks about how her "brothers" would be safe, taking a seat alongside the demon invasion, helping them.
I can only assume a fair share of asshats at the UAC started building weapons for the demons, testing the weapons on them at the Lazarus Facility, and then shoved that shit through a portal to hell for all of them to use.
The demons already have their fair share of organic weapons though, with the standard Manc being a good example. His base guns are purely organic, but the UAC armor is probably something those cultist dickheads gave the Mancs to better them in combat.
i believe it's like liandri corp in unreal tournament. they have the funds from the fights to r&d, off-world mine, send cleanup crews, all sort of things & the new earth government wouldn't lift a finger to question it. to simply put, earth would be fucked without them.
so the UAC has an utter stranglehold on all earth economics and has the money and power to do whatever they desire
I wish the UAC would help you once in awhile rather than unleash hell several dozen more times
I'll bet you right fucking now.
DOOM's gonna have 4 bosses.
The Barons, The Cyberdemon, The Spider, and The Icon of Sin.
Pretty sure this time the Icon's gonna be running around outside of his cage though.
It'd make sense, if they fit it into the lore that The Icon was one of the Titans that fell.
Either that, or they're saving it for the sequel
DOOM II: Hell on Earth.
I haven't seen the actual design of the ingame model, but that little cartoony one doesn't quite look like a full power-armor, it looks more like a full-body combat armor, like plates and guards and shit, but no sealing or motors.
>playing Doom for the plot
There was never any EXPERIMENT ON THE DEMONS FOR BIOWEAPONS in the original. The UAC wasn't doing anything like that.
No shit the original Doom games had barely any plot. But what was there was fine. A shitty plot is still shitty, whether it's the focus or not.
Carmack knows fuck-all about game design though. Even disregarding his attitude towards the mediums storytelling capabilities, he for example actually wanted to remove the ability to bunnyhop from Q3 and tried to do so for a while. It didn't fit the action movie aesthetic he had in mind.
>even the orignal two games had a very subtle Bioweapons plot to them
No they didn't.
Maybe Plutonia or TNT did, but the original games didn't.
The plot is just fine in Doom, but it was never award winning or thought provoking, and I don't see why it'd really have to be.
If the plot in Doom 4 is shit, that won't be the biggest disappointment to me.
Stole them from UAC expeditions into hell perhaps.
They made it.
It's specifically said in the Revenant's manual entry that the demons put cybernetics on fallen warriors to send them back into fray. That shit isn't exactly plug-and-play.
Saying the obvious here, but Doom's bestiary is based on judeo-christian demons. Depending on how far you reach in religious canon, the Keys of Solomon have numerous demons that are scientists and even teach men about advanced science.
Can I ask why the fuck PRBoom Plus still exists?
It's a really shitty port that's a pain in the ass to configure, and it's still filled with a shitload of bugs that other ports have already fixed.
I remember this. I got in trouble in computer class when a teacher caught me reading the entry for the Baron of Hell and threatened to send me to the principal's office for "accessing obscene material." She was religious and thought I was reading about real demons.
Now i wonder if we will ever see a pre transformation cyber demon, i wonder what kinds of powers he would have
I love that the Mancubus still just speaks in "BWUAGHHH"s and "UUGGGHH"s.
I just really hope that the Revenants still look goofy as fuck in close range combat.
>Remember, if you are playing a pirated copy of DOOM II you are going to HELL.
Was this ever enforced?
>The D44m excitement slowly mounts as better details about the single player come out.
Will this be the fall of the Doom general?! Will it tear them apart as Doomguy does to a lowly imp?! Stay tuned, cacos and pain elementals.
>I've been nothing but disappointed in everything I've heard.
Negative Nancy, you wouldn't be if you had realistic expectations.
Expecting it to be like the original is obviously not going to happen. As it looks now, it seems like it could be a pretty decent modern shooter.
>you wouldn't be if you had realistic expectations. Expecting it to be like the original is obviously not going to happen.
I didn't even say what my concerns are and already you're dismissing them.
Honestly, my only disappointment is no Mod support so far.
I think SnapMap on it's own will be really fun to fuck around with.
The whole game itself though has been meeting just about any expectations I had, and exceeded some.
I heard this music track in the new gameinformer teaser.
Has anyone got any idea what it's based on, it sounds familiar.
i have absolutely no interest in doom 4 and have no interest in discussing it, i've just been remaining quiet to be polite towards those who are
i sincerely doubt that the majority of the general's excitement is rising, however
I'm rather hyped but I doubt it.
UT and Reflex. Toxikk's dead, because it's UT2k4 and people who want that play 2k4, people that want UT will play UT4.
The problem is about SP footage is that they didn't show the perks and stuff.
I don't recall if the (for example) speed upgrades are in MP, but the webms were controller gameplay, too
Did some updates
If you wanna try it the server is
Madokage's GBA DOOM Deathmatch Maps Remake V4G
it would have a bit, regarding speed concerns at least
even then it's probable that if they did show them, people would still want it "15% faster" and stuff, so i think it's deliberate
Is it normal to not be able to enjoy Scythe after Map 20?
I tried it out after I heard it being praised like a messiah, but it literally just becomes un-enjoyably difficult after that point.
There's only so much Revenant, Chaingunner, and Archvile spam I can enjoy.
>one shot killing mancubi with super shotgun
>one shot killing cyber demons with BFG
>one shot killing Arch-viles with rocket launcher
Feels too fucking satisfying, the maps is really open and the weapons do so much damage from both sides that dodging really rewards you, truly a great combo
>Still, I think you should never let a glitch become accepted just because it gives the player advantages by principle.
I don't agree with that. Take Tribes for example, where skiing was initially a bug but became so popular it had it's own key in every next game and is the one single feature that makes the series what it is. There are hundreds of games with glitches that evolved into features.
>There are hundreds of games with glitches that evolved into features.
Because of a, at least that what it struck me as, a player base obsessed with winning and skill. Which is something I would not want to support unless you can contextualize the glitch. Skiing in Tribes you can do that with due to the whole powerarmor jetpack/boots thing, but Q3 never did that and it's jarring to me.
Yeah, or combos in Street Fighter.
More on-topic, rampdodging and liftjumping in Unreal Tournament.
It's definitely a tricky issue though. The things we mentioned were refined over time. Quake's movement has changed, certainly, but it hasn't really been refined on a basic level. Quake 4 tried, buttsliding was fun, but that was it.
I wasn't trying to start an argument of any kind, but they do sound similar, especially when you 1.25x the FF8 track. It's even got the trademark major 3rd from Prince. Now that it might have been an inspiration or not I don't care and I love everything Uematsu. Just thought it was cool.
The Dayz firehouse glitch became accepted. Its a way to get onto the roof without climbing up the exterior ladder. You essentially glitch through a broken window. In real life you could just climb out anyway. Knowing DayZ I'm surprised they didn't make a percentage that you could cut yourself and get an infection by climbing out the window.
Well that's looking less like garbage, now I just need to get some proper rocket fist sprites and rather than having it explode, just thud off monsters and hit the ground.
New version of Mainframe for the /vr/ Ep 1 project. Added some height variation and a couple of extra bits to make it a bit harder.
Anyone have a basic Doom 64 monster replacer that doesn’t use decorates and is compatible with pretty much everything.
>Doom 64 monster replacer
I figure that'd be pretty easy.
>that doesn’t use decorates
Well that'd be a different one.
I guess you could copy the sprites from one of the old Doom 64 TCs and rename them to replace the original sprites.
You'd be left with the Archie, Skelly, Chaingunner and Spidermind as normal though, as they were not in Doom 64.
Why couldn't they just stick with the original design and just prettify it for modern "standards"? Just give the armor some bullshit reason why he can move on the planet's surface with bare arms and camo pants on. The game is cartoony and over the top already. They could just drop the nanonmusheens meme and everyone would accept it.
PRBoom+ is the most reliable port for demo playback, thanks to its accurate complevels. And its also used for testing limit removing and boom/mbf format maps.
The only way it'll go away is if a newer better port was made for these purposes. And thats only if it even catches on.
To be honest, they COULD tell a good story. Shadow Warrior had a great story even though it's silly and simple. It never got in the way of the game since every cutscene could be skipped and most of the plot happened as dialogue banter between combat.
(but I'd still prefer if they had a mute button or something like that IF they had a story like that because shit gets repetive yo)
I have all the sprites from Doom 64 EX, but I noticed it looks like a massive tedious job since Doom 64 has less animations then the original and I’d have to make them.
i have been trying to play the levels wad released with brutal doom starter pack with trailblazer but i found a bug (?) that prevents me from progressing.
on the nuclear power plant map when you have to enter the radioactive reactor area to get the red key it damages me constantly even tho i picked up and activated a radion suit on the room before the airlock.
is this because trailblazer manages the environmental damage differently or were you supposed to be damaged even when wearing a suit?
now im replaying with brutal doom 20b (the one included) and lets see what happens when i get there.
>Is it normal to not be able to enjoy Scythe after Map 20?
the author intentionally made the last episode a lot more challenging, and suggests (in the text file) to change the skill level at that point (i realise that requires a restart but since you don't keep your weapons past the end of map20 it makes no difference to do so then idclev/warp)
also i hardly think it is spammy, most maps aside from 26 and 30 have fewer than a hundred monsters.
Can you please describe the "downloading whole thing" in detail?
I'd also like to see a way to download the whole database with scores, comments and descriptions, not just the files so it would've been much simpler to see what the file does and chose the files you want.
Pic related is how Tom Hall basically envisioned the original Doom marine. I think it's an alright design.
I'm fond of the classic Doom marine, but I'm interested in seeing different ideas too. Hell, I liked the Doom 3 marine.
Is it possible to make floating sloped 3D floors, like these.. red things in this picture?
Yes. You just have to slope your 3D floor control sector in one of the usual ways but make sure it's aligned with the target sector on the map grid.
Hey how come the piercing flag for projectiles is called "ripper" anyway?
I tried doing something like that once. I gave up when it got to the arachnotron, because it has only 4 walking frames, while the pc one has 6. There's no way I could make it look good, so I gave up.
>Brutal Doom & Project Brutality compatible MegaWads
Doom The Way ID Did 1, 2 and Lost Episodes
Hell On Earth Starter Pack (Comes with BDv20b and it in my opinion the best Megawad ever)
Doom 2 Reloaded
Whispers of Satan
Valiant Vaccinated Edition
Back To Saturn X 1 & 2
These wads all have great map design/architecture and play pretty damn good too. But the Hell On Earth Starter Pack is out of this world.
>Doesn't think that Starter Pack is best megawad ever
>Admits that it includes some of the best maps from Doom 2 and other Pwads that are then further tweaked for better aesthetics/gameplay
Besides, even if it takes inspiration from id maps or maps from other wads, that doesn't mean that it a) plays bad or b) flows bad. There's no bad maps, most are good and the few that aren't are still decent.
Not him, but I think is true for the resources, but not the maps. Point is - Mark didnt make them and should not be credited for them.
>best wad ever
Not sure if serious or doesen't have a taste.
Well then please point me to another wad that
- Doesn't become a slaughterfest
- Has good architecture and detail
- Has good progression, pacing and balance
- Has maps that start where the last ended
- Don't spam the same monster too often (although Barons do become common in the 3rd chapter)
- Don't involve lots of backtracking
- Have elements like boss fights, memorable encounters and so on
Also what maps were ripped off besides Doom 2's Dead Simple, Downtown, Suburbs and The Citadel?
If you count only "lots of levels" wads then
Temple of the lizard men 2 and 3 come to mind as very solid,
Mandrill Ass Project (despite its name and silly plot)
Unloved is full of memorable encounters.
Also Realms of Cheogsh come to mind, all parts.
>start hideous destructor with some random mod
>surrounded by 3 enemies
>shoot another one
Why this mod is such a shit? All weapons aree underpowered and you die in 2 shots It also makes your movement, shooting and reloading like 5 times slower so the level you usually beat at one minute with HD takes 10 minutes.
Do you just not know the point of Hideous Destructor?
If Hideous Destructor aims at being a realistic mod, it fails miserably. It can only be considered a jokewad like Comfy Doom.
It's not "Doom the way /k/ would do", it's "Doom the way somebody with hoplophobia would do".
nhb it doesn't matter if the resource is free or not. taking it and claiming it as your own without credit is stealing.
i find starter pack extremely lacking due to the staggering lack of "new" maps in it.
if it's not from freedoom, it's a previous map release. if it's not a previous map release, it's from armagedoom. it's like a series of flashbacks across the last six years of his development, and anything new seems to have been made only grudgingly.
a mapset i very much enjoy, in comparison, is perdition's gate. while it doesn't have any fancy zdoom scripting or tedious boss fights or slopes or allied npcs, i've found it a very solid and fun mod
>taking it and claiming it as your own without credit is stealing.
Mark explicitly tells that some maps are taken from FreeDoom, even mentioning which maps are taken, Map02, Map03, Map07, Map11, and Map28, so, nothing like "half of the maps" like you are alegating).
>i find starter pack extremely lacking due to the staggering lack of "new" maps in it. it's a previous map release. if it's not a previous map release, it's from armagedoom. it's like a series of flashbacks across the last six years of his development.
What is exactly wrong about this? Many people release loose maps around, them assemble them into a larger wad later.
Also, the map from ArmageDoom is not a tweak, it's a total remake. Try opening both maps in Doombuilder you will see that they have nothing in common.
Yes, because the only feasible reason one might not like Mark's stuff is just to stir up shit.
It's not like there's anything like pesky "opinions" or "alternative viewpoints".
Accept Mark's creations as your new miracle from upon high and praise be unto he.
Demons of Problematique 1 and 2 have always been the pinnacle of ZDoom mapping, to me. Very pretty, very atmospheric, with a vicious difficulty curve that continues trailing upwards and peaks in some very memorable encounters.
Not quite "bosses", since they're mostly modified versions of vanilla enemies, but definitely different enough to be a climax.
>Mark explicitly tells that some maps are taken from FreeDoom
my mistake if he has, but where at? i'm looking through the wad and i'm not seeing a credits list.
>so, nothing like "half of the maps" like you are alegating).
i never said this
>What is exactly wrong about this? Many people release loose maps around, them assemble them into a larger wad later.
and i still find it just as lazy when they do it. the entire point of making new maps is to make new maps, having a slap-dash mixture of old creations with new provides for a very ill-feeling mixture, like drinking lukewarm water.
a compilation of pre-existing releases strikes me exactly the same as a "greatest hits" collection of games, just self-masturbatory fluff.
>Yes, because the only feasible reason one might not like Mark's stuff is just to stir up shit.
It is when you provide no points of criticism. "I think it's bad because it's my opinion" is not criticism.
>my mistake if he has, but where at? i'm looking through the wad and i'm not seeing a credits list.
You know, on the download page of moddb, with big bold letters screaming "look at me!!!".
>and i still find it just as lazy when they do it. the entire point of making new maps is to make new maps, having a slap-dash mixture of old creations with new provides for a very ill-feeling mixture, like drinking lukewarm water. a compilation of pre-existing releases strikes me exactly the same as a "greatest hits" collection of games, just self-masturbatory fluff.
You know that your entire sentence makes no sense, right? So just because I played Knee-Deep In The Dead shareware version, I shouldn't buy Ultimate Doom, because I will play the same episode again.
>Hoplophobia is a political neologism coined by retired American military officer Jeff Cooper as a pejorative to describe an "irrational aversion to weapons." It is also used to describe the "fear of firearms" or the "fear of armed citizens." Hoplophobia is a political term and not a recognized medical phobia.
>>my mistake if he has, but where at? i'm looking through the wad and i'm not seeing a credits list.
>You know, on the download page of moddb, with big bold letters screaming "look at me!!!".
sooooo not actually in the file?
that's kinda dumb
>You know, on the download page of moddb, with big bold letters screaming "look at me!!!".
i don't know, having it not packaged in the wad itself when that's the only thing people download most of the time strikes me as a very bad move.
still, i will freely admit that was my mistake and i shouldn't have assumed in bad faith there was no credit.
>So just because I played Knee-Deep In The Dead shareware version, I shouldn't buy Ultimate Doom, because I will play the same episode again.
why in the world would you think the two are remotely comparable?
playing a demo and then buying the full version isn't anywhere near the same.
fair enough i've never actually played those, but i have played the author's Boom wads and they're usually very good aside from a slight tendency toward zdoomisms.
fully agree perdition's gate is cool. although it gets rather repetitive towards the end. i think they started to rush it to get it out while there was still a market, or some such.
Also just lookd at the vid and for some reason remembered fractal Doom ad got the idea.
What if size of the monster was representative of it's current health precentage (to a cap), so monsters visibli diminish in size as you reduce their health?
The file has only a credits list for Brutal Doom stuff. I think he didn't cared to include a credits list on the Starter Pack because it's just a "demo" project for "Extermination Day" project, so it's not finished yet, and probably much of the current stuff will be cut from the final version.
>playing a demo and then buying the full version isn't anywhere near the same.
But that's exactly what his previous releases were. Demos.
>But that's exactly what his previous releases were. Demos.
i would sincerely doubt that, considering several of his previous maps were complete standalone things.
one map was even made explicitly for the vr 200-minute collab, you can't possibly call that a "demo" for an upcoming project that wasn't conceptualized at the time
i guess you didn't care for 1994TU then either :)
i actually rather like map remakes, if they've had at least substantial work done on them. but then i also enjoy map archaeology, like finding all the different versions of MINE1 and so forth.
>i guess you didn't care for 1994TU then either :)
i don't, actually, but i can't help but find it fascinating from a historical standpoint
it's kind of an interesting discussion piece to just how far the modding community has come, not just in mapping standards but in what we come to expect from maps
i might not like it, but i'm glad it was made, if that makes sense
What was the original use for these sprites?
Some kind of pussy-targeting, brain controlling alien bioweapon?
Combat isn't easy, getting shot really sucks and has a great chance of taking you out of the fight. Adrenaline can do a lot, but it's not magical.
I don't particularly enjoy HD that much, but I understand what it tries to do, to make something that's a considerable challenge by the way of trying to make it realistic (although some things aren't, barrels and powerups can actually fuck you up without you doing anything with them, I guess the point is to make it really hard)
Some .wads will simply not be playable with HD, hell, HD might just be a good choice for co-op on Zandybam, but I don't know if that'll work.
I don't think Hideous Destructor is trying to make any sort of political statement.
Cooper was a cool dude.
Has there ever been a versus multiplayer mod/wad/thing?
You know, some people play as marines and some play as demons or something like that
Like some Left 4 dead thing? That would be cool
I am playing this mod that allows you to possess enemies, you control this spirit and you can use the enemies to fight other enemies, maybe we could have a small team of regular marines vs a team of these creatures that can walk through enemies or something, they would be semi-invisible but easy to kill, and would need to use the enemies in the level to kill the marines before they reach the exit, marines can't respawn but the spirit thingys can
one thing that occurred to me: a natural tactic is to flee the computer core with lots of monsters still alive (because you cannot return to the start area, it having been blocked off). however, if you do this, when you return from below with the red key, the crowd of monsters is blocking the drop down because of infinite actor height. this can be pretty annoying.
demo, doesn't finish. i lost too much health getting down from that damn ledge (and autoaim screwing me with rocket splash), then failed to dodge a baron shot that i really should have done better with.
Never happened for me since I kill em all. I think the best way to fix that without lowering the whole passage would be to end it in a descending elevator. I'll see what I can wrangle up.
>I don't think Hideous Destructor is trying to make any sort of political statement.
I mean that Hideos Destructor feels like you are playing with a politically correct housewife that always yelled at her husband about his stupid guns, never holded a gun before and has absolutely no idea of what she is doing. Hideous Destructor has nothing related to realism because real guns are not this hard to operate.
What guns are you using that are so difficult to work with? Honestly everything except maybe the Brontornis is pretty easy to use at this point, and that thing's rare enough that you shouldn't need to know how to use it unless you pick it as your starting weapon.
How does it feel knowing that you will never get to experience a game this revolutionary?
Knowing that a game that shakes the world like this will never come out again?
>Wanting to play DOOM 3
>Wanting to play DOOM 3 in VR
Some people have done it, and apparently it's a fucking awful experience.
I've come to accept this long ago, since I first wanted to make game.
All the groundbreaking and genre-establishing games have been made. All the landmarks have been plowed. All the icons have been immortalized, referenced, parodied, and more.
It's like those who wanted to grow up to be sailors--the world's already been charted and mapped out.
Time's passed. Gotta move on and do other things, look forward to something else.
But no one's yet to have pioneered
good porn games. Porn games are the next evolution in gaming. The missing link that will perfect the concept of video games. A genre to surpass Metal Gear.
From what I can tell, it originated on the Heretic projectile of the same name, Ripper.
Also note that if a "misc/ripslop" is defined in SNDINFO, the sound will play whenever the projectile rips through an enemy. Hexen uses the +RIPPER flag as well, but does not define the sound.
>Hideous Destructor has nothing related to realism because real guns are not this hard to operate.
True, but maybe the idea is that your player character is a complete twat who doesn't know what he's doing.
Shut Up And Bleed did the whole "inexperienced twat" thing better in that regard though.
This would've been an absolute blast to play but why, oh why did they have to ruin it by including such a stock soundtrack. It wouldn't even bother me that much if this was one of those basic run-of-the-mill wads but this one obviously had a lot more effort put into it. Is there some easy way to replace some of the music with the original doom 2 soundtrack so I could actually enjoy playing the rest of this masterpiece?
requesting someone edit the .gif so that instead of meat raining down, a stream of shottyguns rain down, filling the image with shottyguns
>Is there some easy way to replace some of the music with the original doom 2 soundtrack so I could actually enjoy playing the rest of this masterpiece?
>locate music files
>import own music files as replacement
I'm not saying SUAB is better, rather that as far as a gameplay mod putting you as a weak and inexperienced punk at a disadvantage, SUAB does that in a more fun way.
Just regular enemies can totally fuck you even on easier difficulties, but it's not so overwhelmingly stacked against you that it becomes impossible to beat a level (it's not suited for slaughter maps though, so Plutonia map32 is a poor choice for it)
It also has this kind of cool unique-ish setup going for it.
I saw one on youtube a while ago that was a team deathmatch mod with classes, like the Marine side had super shotgunners, plasmagunners, berserkers etc., while monsters had special abilities like the arachnotron class had a shield wall and cacodemons could spawn a baby caco. I wish I could find the video.
Master of Puppets is pretty much this.
What exactly are those bugs?
Only graphical ones I can think of is artifacting on spirites, and thats mostly been fixed now. And OpenGL mode not being optimised for certain things like mordeth bridges.
Audio....I can't think of any.
So the shit from the new update over at Game Informer today wasn't just a copy-paste of the article, they actually went more into detail about the map itself. Copypasting from another board I go to:
They got to test a 'Movement Map,' pretty much a debug room to test the movement mechanics. "If the rest of the game is like a skatepark, then this is the first park we ever built." After that, they loaded up the second level of the singleplayer, apparently having a pistol and a shotgun by this point and nothing else described.
The weaponless, zombie-like enemies in the footage are called Possessed, and are basically fodder like the classic Zombie Riflemen. One pistol shot sets them up for a Glory Kill, two bodyshots kills them, and a headshot is also instant kill. Glory Kills change the animation depending on the player's position relevant to the enemy. The pistol seems to be more of a handcannon that is good for getting headshots. There also seems to be a 'hot swap' where if you tap the weapon wheel button and the right direction for a weapon by memory, it'll just swap over without having the wheel drop in to slow things down.
Mash X to open certain jammed doors, someone's gonna bitch about that.
Imps can charge their fireballs for a stronger attack, but create a distinct soundcue as a warning. Seems like most of the enemies that aren't huge or fodder are limber and capable of scaling walls to get a better bead on you, such as Imps climbing up to get a vantage point. Health and ammo are in the environment, but Glory Kills work for a quick recharge. Chainsaw kills nets you more goodies but leaves you more exposed in the process obviously compared to normal Glory Kills being about a second. There's an Possessed Engineer who is basically a walking bomb to detonate near enemies for a crowd kill, one good pistol shot to the chest detonates him.
Red and yellow keycards are needed to progress at one point between two separate doors, so a side-track and a vent shaft are used after following an Echo recording, before dropping into a warehouse. After destroying a portal ontop a gory pedestal, the area erupts into an arena battle where verticality and movement are a constant factor against waves of enemies mixing combat up from various types at once. Apparently Imp charged blasts hurt like a bitch and it's easy to die real fast. Takes two deaths before they get it on the third try. Getting weapon mods allows you to swap between their functionality as an alt-fire mode, almost kinda Timesplitters-esque but separate from the main fire mode. The tester also goes out onto Mars' surface with no factors like oxygen or so forth involved compared to Doom 3, just a vacuum having a brief physics demonstration of sucking objects out. Security Guard enemies and Possessed enemies with weapons are separate types, and the Security Guards seem to have a shield (or at least the type confronted here).
This wasn't all of the level, as it stopped not long after this on an elevator ride.
>Possessed Engineer who is basically a walking bomb to detonate near enemies for a crowd kill, one good pistol shot to the chest detonates him.
I hate kamikaze monsters that can one shot you
While in an idle state, you'd probably be holding your gun to the side, but in a combat situation, you'd use your sights or point proper with your gun.
I think it's partially devs wanting to have a bit more realism, but then only going half the way. I think the also wanted to give people a better look at the gun models they made.
These days, it actually makes more sense though, as more game have ADS, where you can fire your gun from the hip still, but you get the best accuracy when using your sights (not all games does this in a way that's fun and satisfying, but ultimately I think ADS is a good thing for the right kind of games).
In Half-Life, you have your gun at your side but you never center your gun or look down the sights, but it's not quite realistic in Doom either, as your weapon is centered, but you're not actually using your sights.
I like it in Doom, as it fits the kind of game it is, but I also like weapons at the side, where you can actually get a good look at the gun you're holding, and see the detail that's been put into making it (hopefully).
I'd either watch two male baron and hellknight brodudes go at it while I watch them kiss romantically and moaning and stuff or kiss a baron of hell if I got a chance and if he was okay with it barons are qts, fulhomo
I think it's a better direction than Doom 3 but I can't necessarily get hyped or feel good about a game that we've not personally seen much on outside of E3/Quakecon and a crappy alpha.
I'd wager at least a part of it is seeing more of what's directly under you (important in games with more verticality, like Duke and Powerslave), and simply showing off more details of the gun.
You know, kind of why the Doom shotgun showing its reload was a cool thing to see at the time.
Either way, the buttstock's usually drawn as behind the bottom right of your camera, so it's just the view of a shouldered gun without rlowering your head into a cheek weld. I figure Doomguy and co. just turn their torso more and rambo it.
Because weapons are not held that way in real life, and would look awkward with modern graphics.
I imagine early 90's centred shooters to remove the need for a crosshair, as autoaim was common back then anyway.
This actually reminds me this weird dream i had once, it was about a new doom coming out where Doomguy fucking died and was revived as some weird, metal gear ish biologic war machine, he would have this metal body with reinforced defense, legs with wheels for maximum speed and strafing (also rocket jumps), no neck so he needs to actually turn around like that one batman costume, and most importantly, a hole on his chest where his weapons would be stored, his ammo would be stored inside his body without requiring reloadings, with whatever weapon he picks being stored on his chest, he wouldn't have any arms and instead would have those things that would give him extra speed or something, i can't really remember the design very much but it was supposed to be a way to re introduce doom mechanics while keeping the narrative and realism intact, making him different from other marines and shit
>I figure Doomguy and co. just turn their torso more and rambo it.
Yeah, I get the feeling that Doomguy keeps his gun shouldered like an operator operating in operations. Operationally.
>shotgun thumping your sternum with every shot
That would be so uncomfortable.